[Tip of the Week] Daily Tasks, doo-doo, doo-doo, doo-doo!

The AIR Daily Goals in your Opportunities window lists 8 simple and varied goals that you can complete each day. They will pay out some ISK and Evermarks, but the real rewards are in the 12-day reward track for which you earn one notch every day that you complete at least two Daily Tasks. The full reward track offers 8 million ISK 75 000 skillpoints and some SKINR components for Alpha clones, with Omega clones additionally gaining 5 PLEX and 150 000 skillpoints on top of that. This reward track resets every month.

There are several possible Daily Tasks to complete, and most of them can be done very quickly with some small initial set-up:
* Exploration, scan 5 signatures – go to a Career Agent system (Clellinon is closest to Stacmon) for guaranteed easy signatures to scan!
* Manufacturing, manufacture an item – buy a cheap Blueprint (like a shuttle for 50k ISK, or small T1 ammo like Antimatter Charge S) and some materials (Tritanium for 10 shuttles costs 130k), store it in a station with manufacturing capabilities (like Karpinski Forge in Stacmon) and you can make a shuttle/ammo/… whenever the manufacturing goal pops up!
* LP, earn 50 LP for any corporation – run a mission – something like L2 Distribution will take you 5 minutes and give enough LP to satisfy Daily task. Alternatively, watch out in #ping-misc for adverts – Unistas frequently run an LP sharing fleet where all you need to do is be in fleet for a couple of minutes, wait for turn-in, and complete the goal. You can be anywhere in New Eden or beyond while doing so!
* Mining, mine 2000 units of ore – if you have Venture, one or two cycles of your Miners in an asteroid belt is enough for the daily goals!

[Tip of the Week] Your Brain on Boosters

On day 6 of the current SKINR Daily Login campaign, both Alpha and Omega clones will receive a Basic Cerebral Accelerator. What is that thing?

The Basic Cerebral Accelerator is a redeemable booster that when applied will boost all five of your learning attributes (Charisma, Intelligence, Memory, Perception, Willpower) by 6 points for a base duration of a day. That sounds useful, right? Let’s take some further advantage of it.

Each trained level of the Biology skill increases the time duration of a booster by 20%. Meaning, at Biology level V, your Basic Cerebral Accelerator now lasts 2 days instead of 1 day – a 100% increase! Now, training skills to level V can be quite the investment for a newer player with so many new and cool things to train. However, level IV of Biology already provides you 80% of the bonus for a fraction of the training time, so why not move Biology IV to the front of your queue now, in time to redeem that login campaign booster with an added 80% duration.

Once you become more of an intermediate player and you start using fancier boosters, such as the +12 Attribute boosters, with even more powerful effects, consider training that last hike of Biology to V for a duration doubling of any booster you take. And while you’re at it, why not grab an Eifyr and Co. ‘Alchemist’ Biology BY-810 implant, to squeeze a further 10% duration out of your boosters?