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EVE University offers a class on: |
Medical boosters, often simply called boosters, are performance-enhancing drugs in EVE. When consumed, the user gets a temporary boost to a specific combat related attribute or skill training attribute. The more powerful combat-related boosters have a chance of having negative side effects which may impact a user's ability to fight. The weaker boosters, called Synths, have no chance of side effects, but have dramatically reduced effects.
Combat-related boosters are manufactured from gasses which are harvested from anomalies in known space. Mytoserocin gasses are used to make Synth boosters and are found in high and low security space, and cytoserocin gasses, found in low and null security space, are used to create the more powerful Standard, Improved, and Strong boosters.
Skill training boosters are obtained through in-game events, and generally have an expiration date after which they will not function.
- 1Combat boosters
- 2Using boosters
- 3Manufacturing
- 4Cerebral Accelerators
Combat boosters
There are 8 different abilities that combat boosters can affect, divided into four different grades. These all have base duration of 30 minutes.
Booster name | Attribute | Slot | Bonuses by grade | Potential side effects | Gas prefix | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Synth | Standard | Improved | Strong | ||||||||
Blue Pill | Shield boosting | 1 | +3% | +20% | +25% | +30% | Capacitor capacity | Missile explosion velocity | Shield capacity | Turret optimal range | Amber |
Exile | Armor repair | 1 | +3% | +20% | +25% | +30% | Armor hitpoints | Capacitor capacity | Missile explosion radius | Turret tracking | Celadon |
Mindflood | Capacitor capacity | 1 | +3% | +10% | +15% | +20% | Armor repair amount | Missile explosion radius | Shield boosting amount | Turret optimal range | Malachite |
X-Instinct | Signature radius | 1 | -2.25% | -7.5% | -11.25% | -15% | Armor hitpoints | Missile velocity | Shield capacity | Turret falloff | Vermillion |
Drop | Tracking speed | 2 | +3% | +25% | +31.25% | +37.5% | Armor repair amount | Shield capacity | Turret falloff | Velocity | Viridian |
Frentix | Optimal range | 2 | +3% | +10% | +15% | +20% | Armor hitpoints | Shield boosting amount | Turret tracking | Velocity | Lime |
Sooth Sayer | Falloff range | 2 | +3% | +10% | +15% | +20% | Armor repair amount | Shield capacity | Turret optimal range | Velocity | Azure |
Crash | Missile explosion radius | 3 | -3% | -20% | -25% | -30% | Armor hitpoints | Missile velocity | Shield boosting amount | Velocity | Golden |
Other boosters
There are other combat boosters which are not manufactured by players, and which do not have side effects.
Agency boosters are rewarded by various events related to The Agency. Dose II versions can also be bought from DED LP store. These have base duration of 30 minutes.
Booster name | Attribute | Slot | Bonuses by grade | |||
---|---|---|---|---|---|---|
Dose I | Dose II | Dose III | Dose IV | |||
Agency 'Hardshell' | Shield boosting Armor repair | 11 | +3% | +5% | +7% | +9% |
Agency 'Overclocker' | Velocity bonus | 11 | +3% | +5% | +7% | +9% |
Agency 'Pyrolancea' | Turret Damage Missile Damage | 11 | +3% | +5% | +7% | +9% |
Antipharmakon can be received from running Drifter hives in Drifter wormholes. These have base duration of 30 minutes.
Booster name | Slot | Bonus |
---|---|---|
Antipharmakon Aeolis | 1 | +8% Capacitor |
Antipharmakon Kosybo | 1 | +8% Armor Repair |
Antipharmakon Thureo | 1 | +8% Shield Boost |
Antipharmakon Iokira | 2 | +8% Tracking Speed |
Antipharmakon Toxot | 3 | +8% Flight Time |
Quafe zero is often available as a event gift or event reward. Quafe zero has base duration of one hour.
Booster name | Slot | Bonus |
---|---|---|
Quafe Zero | 1 | +5% Velocity +5% Scan Resolution |
Nugoehuvi synth blue pill booster is one of the possible rewards from Caldari epic arc. They have a base duration of 33 minutes.
Booster name | Slot | Bonus |
---|---|---|
Nugoehuvi Synth Blue Pill Booster | 1 | 5% Shield boosting |
Using boosters
To use a booster, right click on it and select 'Consume'. This can be done in space or at a station. Each booster type has a different 'slot' that it uses, viewable in the character sheet. Pilots cannot use another booster if it occupies the same slot as a currently active booster. These slots are distinct from those used for regular neural implants.
It is not possible to override an booster once it has been consumed - pilots must wait out the drug for its duration. Combat boosters last 30 minutes, increased by 20% (6 minutes) for each level of Biology the user has trained.
Each type of booster has four side effects associated with it. When the booster is used, each of these effects has a chance of occurring. A pilot might have no penalties for using a booster, or could experience all four at once. The chance of getting a side effect is 20% for Standard, 30% for Improved, and 40% for Strong. The penalties are -20% for Standard, -25% for Improved, and -30% for Strong. Both the chance of getting a side effect and the potency of any received effect can be reduced by skills and implants.
Skills
- Biology (1x): 20% bonus per skill level to attribute booster duration
- Neurotoxin Control (2x): 5% reduction per skill level to booster side effects potency
- Neurotoxin Recovery (5x): 5% reduction per skill level to the chance of having a negative side effect
Implants
The Eifyr and Co. 'Alchemist' line of neural implants can enhance the duration of boosters, or reduce the probability or potency of side effects. See implants for more information.
Manufacturing
Boosters are manufactured from mytoserocin and cytoserocin gas harvested from clouds in cosmic signatures found in known space. These signatures only spawn in specific regions of New Eden. These gasses are distinct from the fullerine gasses found in wormholes, which are used to create Tech III ships and subsystems.
Processing gas
Gas must be processed into pure booster material before the final product is created. This is done using reactors at a refinery structure.
Pure boosters use Simple Reactions at a Standup Biochemical Reactor I. These structures can only be installed at a refinery in .4 or lower security space. Besides the gas, the reactions also require an additional unit, which varies based on the grade of the booster. Synth reactions need Garbage, Standard reactions require Water, Improved reactions require either Spirits or Oxygen, depending on the exact product, and Strong reactions require Hydrochloric Acid.
Booster creation
Boosters themselves are created as a normal manufacturing job in industry window. This has no security requirements, and can be done in high security space. Manufactoring the final booster product requires the pure booster material of the desired grade covered in the above section, megacyte, and an appropriate blueprint.
Cerebral Accelerators
Cerebral Accelerators are boosters that increase the attributes of character, thereby increasing the speed at which they accrue skill points. The attribute bonus given by Cerebral Accelerators varies by type and method of acquisition, but all Cerebral Accelerators boost all attributes by the same amount. Some Cerebral Accelerators provide additional bonuses to combat stats, but most only affect character attributes.
Like normal boosters, all Cerebral Accelerators occupy booster slot, meaning that pilots cannot use two different accelerators at the same time. As noted above, boosters and implants occupy different slots, so pilots are able to use a full set of attribute-boosting implants alongside a Cerebral Accelerator. Unlike normal boosters the cerebral accelerators stay active even if you clone jump or get podded.
The most common sources of Cerebral Accelerators are various periodical events such as Crimson Harvest. These accelerators are valid for only limited time after which they expire and can no longer be used.
The second source of accelerators are deals offered to new players by CCP (e.g. the Steam Super Starter Pack), which allow inexperienced players to experiment with their skill queue during their first few days in New Eden. Cerebral Accelerators obtained by deal offer are only usable by characters below a certain age (usually less than 15 days old). These boosters will deactivate if a character exceeds the intended age, regardless of the remaining duration.
Cerebral Accelerators obtained via real-money purchases are not available on the regular market, but can be sold via contract.
Redemption
When a player purchases a subscription package that includes a Cerebral Accelerator of any kind, the Accelerator will be delivered via the item redemption system. To redeem a Cerebral Accelerator:
- Go to the character selection screen.
- If the Accelerator is available to be redeemed, a “Redeem Items” ribbon with be located along the bottom of the screen. Click on this, and a list of all the items available to be redeemed will be shown.
- Drag and drop the Accelerator onto the portrait of the character you want to receive it.
- The item will be delivered to the Item Hangar of the station in which the designated character is currently docked.
- Note: It is advisable to move the desired character to the station you want the item at before redeeming the item. That way there is zero chance of losing it during transport.
- To activate the Accelerator, right click on it in the Item Hangar and choose “Consume”.
See also
External links
Wizards of the Coast revealed their newest booster pack, the Set Booster, today as part of their SDCC Online panel. The Set Booster will debut with the release Zendikar Rising, Magic: the Gathering’s next expansion set, in September.
Read about today’s other big reveal: a first look at the Fall expansion, Zendikar Rising.
The Contents of a Set Booster
Set Boosters join Theme and Collector Boosters, which began with Throne of Eldraine, as well as normal Draft Boosters as the four kinds of Magic boosters packs. They are most similar to Draft Boosters but also take elements from Theme and Collector Boosters.
“There are a few differences between a Set Booster and the traditional Draft Booster,” Product Architect Mark Heggen told GameSpot. “The 15-card Draft Booster is tuned for Limited play—Draft and Sealed Deck—with spots for commons, uncommons, and rares locked in to optimize those competitive formats. The Set Booster is a curated experience that’s meant to be fun to open. There are things in there for lots of different kinds of Magic fans, and it allows us to play a little bit with the spread of card rarities in the Pack.”
“One of the most interesting concepts that we uncovered was that people often ended up with more copies of commons than they actually wanted,” Heggen continued. “Those extra commons helped with drafts, but a majority of players weren’t excited to have them around. So, we rebalanced the numbers with Set Boosters and used the resources to give players more of the things they would be excited to see—like rares, foils, and special treatment cards with fewer raw commons.”
To that end, Set Boosters will contain 14 cards. There will be 12 playable Magic cards, some of which can vary in rarity (up to four rares!), plus a guaranteed foil and showcase-esque card. There will also be two non-Magic card slots: an art card and an ad/token card—though the ad/token card has at chance to be a card from “The List.”
Let’s start with “The List.”
The Ad/Token Slot and “The List” (1 Card)
The biggest surprise of the Set Booster is the fact that the typical ad/token slot will have a 25% chance to be upgraded to a real card. That card will be drawn from “The List,” a phrase that leaked ahead of today’s panel and caused quite the stir among members of the Magic Community that hoped it referred to Magic’s infamous Reserved List.
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Gamespot accidentally tipped the existence of the Set Booster and “The List” ahead of today’s panel.
Instead, “The List” is made up of 300 cards from any product in Magic’s 27-year history and will change “subtly” from set to set. These cards will be printed in their original frames with Planeswalker symbols in the lower left-hand corner, similar to the Mystery Booster product. They range from common to mythic and will drop at the appropriate rates for their rarity.
Importantly, Wizards clarified that fetch lands will not be included on “The List.” After including the enemy fetchlands in Secret Lair: Ultimate Edition, they promised that “there will be another way to pick up some stylized versions of fetch lands later this year that will also be in your local game store.”
They did, however, show off three cards that will be on “The List” for Zendikar Rising’s Set Boosters: Muscle Sliver, Cloudgoat Ranger, and Pact of Negation.
A card will not become Standard-legal by virtue of being on “The List,” nor will it change legality in other formats. Unfortunately, Set Boosters will not be available on MTG Arena, so cards on “The List” will not be coming to the game.
“The List” isn’t the first time Wizards has added cards from outside a set to booster packs. The original Zendikar packs included “expeditions,” which Wizards has expanded to create the Masterpiece series that can occasionally include cards that aren’t in the associated set.
The Art Slot (1 Card)
Art cards, which debuted last year in packs of Modern Horizons, will return in Set Boosters. They will feature art from 81 different cards in the associated set—up from 54 in Modern Horizons—and each art card will have a 5% chance of being upgraded to a signature version, which will feature the artist’s gold-stamped signature on the card.
“Art is a big part of what makes Magic such a fun game,” Magic’s Head Designer Mark Rosewater said, “so we’re happy to have this opportunity to celebrate our amazing art and artists. It also adds another collectible to the game (and history shows us we have a lot of players who love collecting things).”
The Land Slot (1 Card)
Like most booster packs, the Set Booster will have a single basic land slot which to show off the world the set takes place on. This slot will have a 15% chance of being foil and will feature the full-art lands for Zendikar Rising.
“Connected” Commons and Uncommons (6 Cards)
The common and uncommon slots are where Set Boosters really begin to diverge from Draft Boosters. Whereas Draft Boosters contain 10 commons and three uncommons that are sufficiently randomized to create a varied Draft format, Set Boosters will have a group of six commons and uncommons that are connected to each other in some way.
“These six slots in each Set Booster will be grouped in such a way that each card of the same rarity has something to do with the card next to it,” Rosewater said. “Maybe the connection is a creature type, or the cards play well together, or they have some story element in common.”
And, unlike Draft Boosters, there is only one guaranteed uncommon—while the other five cards all have a chance of being common or uncommon. One out of six cards being uncommon will happen 35% of the time, two uncommons 40% three uncommons 12.5%, four uncommons 7%, five uncommons 3.5%, and all six being uncommon will happen 2% of the time.
The “Head Turner” Slot (1 Card)
The “Head Turner” slot in a Set Booster “is always going to be a visually interesting looking card,” Rosewater said. For Zendikar Rising, this means it will be a common or uncommon that is either a showcase card with a unique frame themed around Zendikar—or “a card that’s a cool element of the set that we haven’t talked about yet.”
Wildcard Rarities (2 Cards)
There will also be two cards that will be wildcards in terms of rarity and can be anything from common to mythic. Opening two commons in these slots will happen 49% of the time, while a common/uncommon split will happen at 24.5%, common/rare at 17.5%, uncommon/uncommon at 3.1%, uncommon/rare at 4.3%, and rare/rare 1.6% of the time. (Note that rare here can mean either rare or mythic.) That means that you have a 23.4% chance of opening an additional rare in the two slots.
The wildcard slots are also the only place in Set Boosters where you can find showcase versions of rares or mythics. (The common and uncommon showcase cards will show up in the previous head turner slot.)
The Rare/Mythic Slot (1 Card)
Set Boosters will also contain the traditional rare/mythic slot. However, mythics will be dropping at an increased rate going forward, beginning with Zendikar Rising. Previously, one out of every eight rares would be upgraded to mythic, but that is being increased to one out of every 7.4 rares.
The Foil Slot (1 Card)
Finally, Set Boosters will contain at least one guaranteed foil, which can range from common to mythic as usual.
Cost and Availability
Wizards said that Set Boosters are estimated to cost about $1 more per pack than Draft Boosters. They will come in 30-pack (rather than the normal 36-pack) booster boxes and will only be available in English and Japanese, though they “have plans of expanding into other languages over time.”
“We expect that you will get the same number of rares and mythic rares per dollar spent as you would buying Draft Boosters,” Rosewater said, despite the increased cost and reduced number of packs per box. That is enabled by the fact that “you can open up to four rares or mythic rares in a Set Booster—both wildcard slots, the rare slot and the foil slot—and that’s not even counting The List.”
“Zendikar Rising Set Boosters are our first attempt at this,” Rosewater continued. “We’re trying a bunch of things that we think players will like, but the real test will come when all of you experience it. We want feedback. We’re more than willing to make changes and adapt based on what we’re hearing from all of you. We’re also open to exploring new ways to make Set Boosters a fun and exciting option for players who aren’t interested in using their boosters to play Limited. We recognize that Set Booster designs have many years of iterating to do to catch up with Draft Boosters, so this is just a starting point. We’ve put a flag in the sand to say we want to make boosters that are as fun to open as possible. Help us realize this goal.”
A Veritable Cornucopia of Boosters
Magic only had one kind of booster for most of its first 26 years of existence. This booster pack format, which was intended for Limited play, was the only way for players to obtain cards—and, according to Wizards, wasn’t ideal for most players.
Mystery Booster Slots
“No matter what type of player you were or what you cared about, you had to enter each new set through the same booster as every other player,” Rosewater says. “The problem with this method is that it means that any restriction for one group becomes a restriction for everyone. For instance, drafting is a big part of Magic. A lot of decisions about how a booster is put together are affected by how it will draft. So, no matter whether you drafted or not, you were affected by those choices, even if those choices were not ones that made the booster experience better for you.”
Wizards decided to introduce new booster packs that spoke to different audiences with the release of Throne of Eldraine last Fall when they added Theme and Collector Boosters to the mix and renamed the original booster pack to a Draft Booster.
But even with those two new boosters, Wizards still found that people weren’t using Draft Boosters for matches of Limited. “We learned that substantially more than half of all opened boosters are not used in Limited play (aka Sealed and Draft),” Rosewater said. “That means the majority of players are opening boosters optimized for Limited play when they have no intention of ever playing Sealed or Draft. This seemed like an opportunity. What if we made a new booster that was optimized to make opening boosters as fun as possible? What if ripping open a booster could be more fun? That’s what the majority of players are doing. Let’s make a booster for them.”
And that’s what Set Boosters, which will be released with Zendikar Rising, are intended to be.
Booster Clothing
When combined with a variation on the Collector Booster for August’s Double Masters called “VIP Edition“, the introduction of Set Boosters in September will mean that there will be five different kind of booster packs available for players to purchase. After 26 years of a single version of a booster pack, Magic has gone from one to five over the course of a year. This explosion in booster types has mirrored the explosion in Magic products, like the Secret Lair Drop Series, as well as the general growth of the game.
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This new world of Magic products is a far cry from the days when Wizards would release four sets a year with a single type of booster per set—but it’s a world where there’s a product made for (almost) every time of Magic player.