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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 |
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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 |
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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.
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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:
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- 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”.