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Boosters

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  1. Improved Mindflood Booster - 10 units

    Improved Mindflood Booster - 10 units

    This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
    $2.95
  2. Improved Sooth Sayer Booster

    Improved Sooth Sayer Booster

    This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
    $0.95
  3. Improved X-Instinct Booster - 10 units

    Improved X-Instinct Booster - 10 units

    This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefits of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
    $2.95
  4. Nugoehuvi Synth Blue Pill Booster  - 10 units

    Nugoehuvi Synth Blue Pill Booster - 10 units

    This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
    $2.95
  5. Prototype Cerebral Accelerator (booster)

    Prototype Cerebral Accelerator (booster)

    Cerebral accelerators are military-grade boosters that significantly increase a new pilot's skill development. This technology is usually available only to naval officers, but CONCORD has authorized the release of a small number to particularly promising freelance capsuleers. This booster primes the brain's neural pathways and hippocampus, making it much more receptive to intensive remapping. This allows new capsuleers to more rapidly absorb information of all kinds. The only drawback to this booster is that capsuleer training renders it ineffective after a while; as such, it will cease to function for pilots who have been registered for more than 14 days. Bonuses: +9 to all attributes
    $3.95
  6. Quafe Zero (Booster)  - 3 units

    Quafe Zero (Booster) - 3 units

    Congratulations, capsuleer! You have acquired a batch of Quafe Zero, the performance drink with the powers of a booster! Enjoy the benefits of increased reflexes with none of the drawbacks! Benefits: +5% Speed, +5% Scan Resolution. Duration: 1 hour.
    $1.95
  7. Standard Blue Pill Booster - 20 units

    Standard Blue Pill Booster - 20 units

    This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.in.
    $1.95
  8. Standard Cerebral Accelerator (booster)

    Standard Cerebral Accelerator (booster)

    Cerebral accelerators are military-grade boosters that significantly increase a new pilot's skill development. This technology is usually available only to naval officers, but CONCORD has authorized the release of a small number to particularly promising freelance capsuleers. This booster primes the brain's neural pathways and hippocampus, making it much more receptive to intensive remapping. This allows new capsuleers to more rapidly absorb information of all kinds, and as a bonus also enhanced spatial processing abilities that are critical for weapons handling. The only drawback to this booster is that capsuleer training renders it ineffective after a while; as such, it will cease to function for pilots who have been registered for more than 35 days. Bonuses: +3 to all attributes; +20% Damage to Laser, Projectile and Hybrid weaponry; +20% Rate of Fire to Missile weaponry.
    $2.95
  9. Standard Crash Booster - 10 units

    Standard Crash Booster - 10 units

    This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
    $2.65
  10. Standard Drop Booster - 10 units

    Standard Drop Booster - 10 units

    This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
    $1.95
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