Difference between revisions of "Skill training"

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===Learning your basic Eve skills===
+
{{EVE nav|Skill=}}
----
+
{{Intro}}
 +
Skills are the core of a character.
 +
Unlike many other game systems there are no "classes" in EVE; instead it is the skills you learn which determine the type of character you are.
 +
The way skills are learned is also different to most other games.
 +
The first thing you need to know is that learning skills takes time, real time: if your character takes three hours to learn a skill, that is three real-life hours.
 +
However, unlike many other games it does not matter if you are on-line or not during that time; your character will continue to learn.
 +
The next important thing about skills is that only one character on each account can be learning a skill at one time!
 +
These characteristics of learning bring us to a couple of very simple ideas: first, since learning takes time we don't want to waste any: you  should always be learning a skill!
 +
Second, since there are far too many skills for anyone to learn them all fully, you should have a plan!
  
Skills are the core of an Eve character.
+
There are so many skills, they interact with each other in such complicated ways and there are so many possible paths to follow that it is sometimes difficult to know which skills to learn, and in what order to learn them.
Unlike many other game systems there are no "classes" in Eve, instead it is the skills you learn which determine the type of character you are.
+
The good news is that there are some fundamental skills which almost any character will need to succeed, and a basic learning path which will get you off to a good start no matter what your ultimate goals may be.
The way skills are learned is also different than most other games.
+
|}
The first thing you need to know is that learning skills in Eve takes time, real time.
 
If your character takes three hours to to learn a skill, that is three real life hours.
 
Unlike many other games, it does not matter if you are online or not during that time, your character will continue to learn.
 
The next important thing about skills is that you can only be learning one skill at a time per account!
 
(Yes, only one character on each account may be learning a skill at any given time.)
 
These characteristics of learning in Eve bring us to a couple of very simple ideas.
 
First, since learning takes time we don't want to waste any: you should always be learning a skill!
 
Second since there are far too many skills for anyone to learn them all fully, you should have a plan!
 
(For a technical explanation of the mechanics and formulas involved in learning a skill see:[[Eve skill mechanics]])
 
  
There are so many skills, and they interact with each other in such complicated ways and there are so many possible paths to follow in Eve that it is sometimes difficult to know which skills to learn, and what order to learn them in.
+
 
The good news is that there are some fundamental skills which almost any character will need to succeed in Eve, and a basic learning path which will get you off to a good start no matter what your ultimate goals may be.
+
There is a special category of skills in EVE, the Learning skills.  
+
These skills, as you might expect, increase the rate at which you learn skills (what they actually do is increase your attributes, which increases the rate at which you learn).
There is a special category of skills in Eve, the Learning skills.  
+
Since skills and learning are so important, the Learning skills are critical.
These skills, as you might expect, increase the rate at which you learn skills.
+
However, it will probably take you a month or more to get your Learning skills to the level you need them to be, and we don't want to wait a month before we start learning the fun skills, right?
(What they actually do is increase your attributes which increases the rate at which you learn. see:[[Eve skill mechanics]])
+
So the plan is this: learn enough skills that you can have some fun and earn some money, and then devote some time to the Learning skills.
Since skills and learning are so important in Eve, the Learning skills are critical.
 
However, it will probably take you a month or more to get your learning skills to the level you need them to be, and we don't want to wait a month before we start learning the fun skills, right?
 
So the plan is this: learn enough skills that you can have some fun and earn some money, and then devote some time to the learning skills.
 
 
Once those are completed you can top-up the fundamental skills that everyone needs.
 
Once those are completed you can top-up the fundamental skills that everyone needs.
 
By that time, you should have a good idea of where you want your character to go, and how you want to get them there, and you will have a solid foundation to build upon.
 
By that time, you should have a good idea of where you want your character to go, and how you want to get them there, and you will have a solid foundation to build upon.
 +
<br>
 +
<br>
 +
==Skill basics==
 +
Each skill takes a certain number of points to learn. How many points a particular skill requires is determined by two numbers, Rank and Level:
 +
 +
*Rank never changes: it represents how difficult a skill is to learn. Rank is a simple multiplier, so a Rank 2 skill will take twice as long to learn as a Rank 1 skill. Skills range from Rank 1 to Rank 16.
 +
 +
*Level ''does'' change: it represents how accomplished you are with that skill. As you spend more time learning a skill, Level will increase to a maximum of Level 5. The Level of a skill is generally expressed as a Roman numeral so the skill Gunnery at level 3 would be Gunnery III.
 +
 +
Skills are divided into fifteen categories, each of which has a primary and a secondary attribute associated with it. Your character's rating in those attributes determine how quickly you will learn the skills in each category. The higher your attributes, the faster you will learn the skills. Typical primary and secondary attributes are listed below:
 +
 +
 +
{|cellpadding=0 cellspacing=0 width=100%
 +
|-valign=top
 +
|width=408|
 +
{|border=1 cellpadding=2 rules=all style="empty-cells:show; font-size:90%; text-align:center"
 +
|-valign=top
 +
!width=187 rowspan=2 align=left|Category
 +
!colspan=2|Attribute
 +
|-
 +
!width=91|Primary
 +
!width=91|Secondary
 +
|-
 +
!align=left|Corporation Management
 +
|Memory||Charisma
 +
|-
 +
!align=left|Drones
 +
|Memory||Perception
 +
|-
 +
!align=left|Electronics
 +
|Intelligence||Memory
 +
|-
 +
!align=left|Engineering
 +
|Intelligence||Memory
 +
|-
 +
!align=left|Gunnery
 +
|Perception||Willpower
 +
|-
 +
!align=left|Industry
 +
|Memory||Intelligence
 +
|-
 +
!align=left|Leadership
 +
|Willpower||Charisma
 +
|-
 +
!align=left|Learning
 +
|Memory||Intelligence
 +
|}
 +
|
 +
{|border=1 cellpadding=2 rules=all style="empty-cells:show; font-size:90%; text-align:center"
 +
|-valign=top
 +
!width=187 rowspan=2 align=left|Category
 +
!colspan=2|Attribute
 +
|-
 +
!width=91|Primary
 +
!width=91|Secondary
 +
|-
 +
!align=left|Mechanic
 +
|Intelligence||Memory
 +
|-
 +
!align=left|Missile Launcher Operation
 +
|Perception||Willpower
 +
|-
 +
!align=left|Navigation
 +
|Intelligence||Perception
 +
|-
 +
!align=left|Science
 +
|Intelligence||Memory
 +
|-
 +
!align=left|Social
 +
|Charisma||Intelligence
 +
|-
 +
!align=left|Spaceship Command
 +
|Perception||Willpower
 +
|-
 +
!align=left|Trade
 +
|Willpower||Charisma
 +
|}
 +
|}
 +
 +
 +
Almost all actual mechanics of learning a skill are transparent. This means that although you will see how many points you need to learn a skill you will never see exactly how many points per minute your character is accumulating towards learning it. Those calculations happen behind the scenes and all you will see is the final result: how long it will take your character to learn a specific skill.
 +
 +
To determine exactly how many points it would require to learn a skill is fairly simple. The points required to learn each Level of a Rank 1 skill are as follows:
 +
 +
 +
{|border=1 cellpadding=2 rules=all style="empty-cells:show; font-size:90%; text-align:center"
 +
!width=91|Level
 +
!width=91|I
 +
!width=91|II
 +
!width=91|III
 +
!width=91|IV
 +
!width=91|V
 +
|-
 +
!Points
 +
|250
 +
|1,414
 +
|8,000
 +
|45,255
 +
|256,000
 +
|}
 +
 +
 +
For a Rank 2 skill each level would require twice as many points, for a Rank 3 skill three times as many, and so on.
 +
 +
Your character accumulates points based on their rating in the primary and secondary attributes associated with the category of the skill being learned.
 +
For every point in the primary attribute you have and for every two points in the secondary attribute you have you will generate one point per minute:
 +
 +
:Points per minute = Primary Attribute + [Secondary Attribute/2]
 +
 +
This is also affected by the Learning skill which increases the points earned by 2% per Level of Learning your character has acquired.
  
+
As long as a skill is actively being learned your character will accumulate points towards it.
===The fundamentals===
+
When enough points are accumulated to meet the Level requirement, the skill has been learned to that Level and learning stops.
----
+
<br>
Before you buckle down and learn your learning skills you will want to be able to be able to safely fly a decent ship and be able to use some decent weapons and other [[modules]].
+
<br>
 +
==Fundamental skills==
 +
Before you buckle down and learn your Learning skills you will want to be able to safely fly a decent ship, and be able to use some decent weapons and other modules.
 
By learning each of the following skills to level II or III you will be able to have some fun while your learning skills "cook".
 
By learning each of the following skills to level II or III you will be able to have some fun while your learning skills "cook".
 
   
 
   
By [[Eve skill mechanics#Skill categories|skill category]] here are the fundamental skills everyone will want:
+
Here are the fundamental skills everyone will want:
 +
 
  
*Drones
+
{{Text table}}
**Drones - ''Allows you to control 1 drone per skill level
+
!width=187|Category
**Scout Drone Operations - ''Required to use light combat drones
+
!width=187|Skills
*Electronics
+
!width=379|Description
**Electronics - ''Improves ship CPU output
+
|-valign=top
**Targeting - ''Increases the number of active targets you may have
+
!rowspan=2|Drones
*Engineering  
+
|Drones
**Engineering - ''Improves ship Power Grid output
+
|Allows you to control 1 drone per skill level
**Energy Systems Operation - ''Improves ship Capacitor recharge rate
+
|-
**Shield Management - ''Increases shield points
+
|Scout Drone Operations
**Shield Operations - ''Improves shield regeneration rate
+
|Required to use light combat drones
*Mechanic
+
|-valign=top
**Mechanic - ''Increases Structural points
+
!rowspan=2|Electronics
**Hull Upgrades - ''Increases Armor points
+
|Electronics
*Navigation
+
|Improves ship CPU output
**Navigation - ''Increases ship's maximum velocity
+
|-
**Afterburner - ''Allows afterburner modules
+
|Targeting
**Warp Drive Operations - ''Improves Capacitor drain from warping
+
|Increases the number of active targets you may have
*Spaceship Command
+
|-valign=top
**Spaceship Command - ''Improves ship's Agility
+
!rowspan=4|Engineering  
**Frigate - ''Effects vary by ship (This is a faction specific skill, [[Amarr]] characters would learn ''Amarr Frigate '', [[Minmatars]] would learn ''Minmatar Frigate'' etc.)
+
|Engineering
**Cruiser - ''Effects vary by ship (This is a faction specific skill, [[Amarr]] characters would learn ''Amarr Cruiser '', [[Minmatars]] would learn ''Minmatar Cruiser'' etc.)
+
|Improves ship Power Grid output
+
|-
In addition to these you will want to learn enough skills to use the weapons and modules. Which weapons and defensive measures you use are heavily influenced by your faction and the ship you are flying. [[Caldari]] ships, for example, tend to gain a bonus for Missiles or Hybrid Turrets. A Caldari pilot will therefore generally want the skills to fit Missiles and/or Hybrid Turrets on their ship to take advantage of this.This applies to the factions as follows:
+
|Energy Systems Operation
{| border="0" cellspacing="0" cellpadding="5"
+
|Improves ship Capacitor recharge rate
! Faction
+
|-
! Preferred weapons(skills)
+
|Shield Management
|-
+
|Increases shield points
| Amarr
 
| Lasers (Small Energy Turret, Medium Energy Turret)
 
 
|-
 
|-
| Caldari
+
|Shield Operations
| Missiles (Missile Launcher Operations, Standard Missiles)
+
|Improves shield regeneration rate
 +
|-valign=top
 +
!rowspan=2|Mechanic
 +
|Mechanic
 +
|Increases Structural points
 
|-
 
|-
|  
+
|Hull Upgrades
| Hybrid Turrets (Small Hybrid Turret, Medium Hybrid Turret)
+
|Increases Armor points
 +
|-valign=top
 +
!rowspan=3|Navigation
 +
|Navigation
 +
|Increases ship's maximum velocity
 
|-
 
|-
| Gallente
+
|Afterburner
| Drones (Combat Drone Operations)
+
|Allows afterburner modules
 
|-
 
|-
|  
+
|Warp Drive Operations
| Hybrid Turrets (Small Hybrid Turret, Medium Hybrid Turret)
+
|Improves Capacitor drain from warping
 +
|-valign=top
 +
!rowspan=3|Spaceship Command
 +
|Spaceship Command
 +
|Improves ship's Agility
 
|-
 
|-
| Minmatar
+
|Frigate
| Projectile Turrets (Small Projectile Turret, Medium Projectile Turret)
+
|Faction-specific, effects vary by ship
 
|-
 
|-
 +
|Cruiser
 +
|Faction-specific, effects vary by ship
 
|}
 
|}
 +
  
For the other modules you may wish to fit, and the skills required, see: [[Beginning ship fitting]]
+
In addition to these, you will want to learn enough skills to use weapons and modules. Which weapons and defensive measures you use are heavily influenced by your faction and the ship you are flying. For example, Caldari ships tend to gain a bonus for Missiles or Hybrid Turrets, so a Caldari pilot will generally want the skills to fit Missiles or Hybrid Turrets (or both) on the ship to take advantage of this. This applies to the factions as follows:
  
  
===The learning skills===
+
{{Text table}}
----
+
!width=91|Faction
By this point you should have enough skills to have some fun and earn some money.  
+
!width=187|Preferred weapons
(This is important because the books for some of the following skills cost over two million [[Isk]]!)
+
!width=283|Skills
Now is the time to learn your learning skills!
+
|-
There are two tiers of learning skills, the basic and the advanced skills.  
+
!Amarr
 +
|Lasers
 +
|Small Energy Turret, Medium Energy Turret
 +
|-valign=top
 +
!rowspan=2|Caldari
 +
|Missiles
 +
|Missile Launcher Operations, Standard Missiles
 +
|-  
 +
|Hybrid Turrets
 +
|Small Hybrid Turret, Medium Hybrid Turret
 +
|-valign=top
 +
!rowspan=2|Gallente
 +
|Drones
 +
|Combat Drone Operations
 +
|-
 +
|Hybrid Turrets
 +
|Small Hybrid Turret, Medium Hybrid Turret
 +
|-
 +
!Minmatar
 +
|Projectile Turrets
 +
|Small Projectile Turret, Medium Projectile Turret
 +
|}
 +
<br>
 +
 
 +
==Learning skills==
 +
By this point you should have enough skills to have some fun and earn some money.
 +
This is important because the books for some of the following skills cost over two million Interstellar Kredits (ISK)!
 +
Now is the time to learn your Learning skills.
 +
There are two tiers: basic and the advanced skills.  
 
There is one of each which affects each of your attributes.  
 
There is one of each which affects each of your attributes.  
 
Each level in these learning skills adds 1 to the related attribute, so Empathy IV and Presence II would give you a total of 6 points added to your Charisma attribute.
 
Each level in these learning skills adds 1 to the related attribute, so Empathy IV and Presence II would give you a total of 6 points added to your Charisma attribute.
  
{| border="0" cellspacing="0" cellpadding="5"
+
 
! Attribute
+
{|border=1 cellpadding=2 rules=all style="empty-cells:show; font-size:90%; text-align:center"
! Basic learning skill
+
|-valign=top
! Advanced learning skill
+
!width=91 rowspan=2|Attribute
 +
!colspan=2|Learning skill
 +
|-
 +
!width=187|Basic
 +
!width=187|Advanced
 
|-  
 
|-  
| Intelligence
+
!Intelligence
| Analytical Mind
+
|Analytical Mind
| Logic
+
|Logic
 +
|-
 +
!Perception
 +
|Spatial Awareness
 +
|Clarity
 +
|-
 +
!Charisma
 +
|Empathy
 +
|Presence
 +
|-
 +
!Willpower
 +
|Iron Will
 +
|Focus
 +
|-
 +
!Memory
 +
|Instant Recall
 +
|Eidetic Memory
 +
|}
 +
 
 +
 
 +
The last Learning skill, Learning, helps with learning all skills regardless of their related attributes.
 +
Since the Learning skills increase your attributes, and your attributes increase the rate at which you train skills, you can learn these skills much more quickly by learning them in a specific pattern. The pattern is to increase Memory, then Intelligence and then the Learning skill by one step each, then repeat. In this way each skill learned helps us train the next skill more quickly. So we train as follows:
 +
 
 +
:Instant Recall I &rarr; Analytical Mind I &rarr; Learning I &rarr; Instant Recall II &rarr; Analytical Mind II &rarr; Learning II, and so on up to Level IV each
 +
 
 +
Once you have these three skills to level IV, you can go back and increase some of your fundamental skills, or begin to work on the common skills you have not yet begun. Once the training times on those skills start reaching into multiple days, and you are comfortably piloting a Cruiser through Level 2 missions, it is time to complete your Learning skills. The sequence now will be:
 +
 
 +
:Eidetic Memory I &rarr; Logic I &rarr; Eidteic Memory II & Logic II until you have level IV each, then train Instant Recall V &rarr; Analytical Mind V
 +
 
 +
After this you can train the other Learning skills to improve your Perception, Willpower and Charisma.
 +
 
 +
The time required to train Level V in the advanced Learning skills is not usually worth it for the return it gives: most people never bother.
 +
<br>
 +
<br>
 +
==Common skills==
 +
Beyond the fundamental skills are some skills which, while not ''quite'' as critical, most everyone will want. While you will want to train all of your fundamental skills to at least Level IV, if not to Level V, it may be enough for you to train the common skills to Level III. Common skills are as follows:
 +
 
 +
 
 +
{{Text table}}
 +
!width=187|Category
 +
!width=187|Skills
 +
!width=379|Description
 +
|-valign=top
 +
!rowspan=4|Drones
 +
|Drone Interfacing
 +
|Substantially increases drone damage done
 +
|-
 +
|Combat Drone Operations
 +
|Increases the damage of light and medium drones
 +
|-
 +
|Drone Navigation
 +
|Increases the speed of your drones
 +
|-
 +
|Drone Sharpshooting
 +
|Increases your drones optimal range
 +
|-valign=top
 +
!rowspan=5|Electronics
 +
|Long Range Targeting
 +
|Increases the range at which you can target
 +
|-
 +
|Signature Analysis
 +
|Improves your targeting speed
 +
|-
 +
|Electronics Upgrades
 +
|Allows the use of sensor upgrade modules
 +
|-
 +
|Propulsion Jamming
 +
|Allows the use of warp scramblers and webifiers
 +
|-
 +
|Target Painting
 +
|Allows the use target painting modules
 +
|-
 +
!Engineering
 +
|Energy Grid Upgrades
 +
|Allows the use of capacitor batteries and PDUs
 +
|-valign=top
 +
!rowspan=9|Gunnery
 +
|Gunnery
 +
|Increases rate of fire, prerequisite for many other skills
 +
|-
 +
|Motion Prediction
 +
|Increases turret tracking speed
 +
|-
 +
|Rapid Firing
 +
|Increases turret weapon rates of fire
 +
|-
 +
|Sharpshooting
 +
|Increases turret weapon optimal ranges
 +
|-
 +
|Controlled Bursts
 +
|Reduces capacitor use of turret weapons
 +
|-
 +
|Trajectory Analysis
 +
|Improves turret weapon accuracy falloff
 +
|-
 +
|Surgical Strike
 +
|Increases damage for all weapons
 +
|-
 +
|Weapons Upgrades
 +
|Allows weapon upgrade modules, improves weapon CPU requirements
 +
|-
 +
|Advanced Weapons Upgrades
 +
|Reduces Power Grid requirements of weapons
 +
|-valign=top
 +
!rowspan=3|Mechanic
 +
|Salvaging
 +
|Allows the use of salvager modules, increases salvage retrieval chances
 +
|-
 +
|Jury Rigging
 +
|Allows the training of ship rigging skills
 +
|-
 +
|Repair Systems
 +
|Allows armor repair modules, improves repair module duration
 +
|-valign=top
 +
!rowspan=8|Missile Launcher Operations
 +
|Missile Launcher Operations
 +
|Improves missile launcher rates of fire
 +
|-
 +
|Missile Bombardment
 +
|Increases missile flight time
 +
|-
 +
|Missile Projection
 +
|Increases missile maximum velocity
 +
|-
 +
|Rapid Launch
 +
|Improves missile launcher rates of fire
 +
|-
 +
|Target Navigation Projection
 +
|Reduces target velocity effects on missile damage
 +
|-
 +
|Warhead Upgrades
 +
|Increases missile damage
 
|-
 
|-
| Perception
+
|Standard Missiles
| Spatial Awareness
+
|Allows light missiles, increases light missile damage
| Clarity
 
 
|-
 
|-
| Charisma
+
|Heavy Missiles
| Empathy
+
|Allows heavy missiles, increases heavy missile damage
| Presence
+
|-valign=top
 +
!rowspan=4|Navigation
 +
|Evasive Maneuvering
 +
|Improves ship agility
 
|-
 
|-
| Willpower
+
|Acceleration Control
| Iron Will
+
|Increases afterburner and microwarp drive speed boosts
| Focus
 
 
|-
 
|-
| Memory
+
|Fuel Conservation
| Instant Recall
+
|Decreases afterburner capacitor consumption
| Eidetic Memory
 
 
|-
 
|-
 +
|High Speed Manoeuvring
 +
|Allows microwarp drive use, decreases MWD capacitor consumption
 
|}
 
|}
 +
<br>
  
The last learning skill, Learning, helps with learning all skills regardless of their related attributes.
+
==Skills and modules==
Since the learning skills increase your attributes, and your attributes increase the rate at which you train skills, you can learn these skills much more quickly by learning them in a specific pattern. The pattern is to increase Memory then Intelligence then the Learning skill by one step each, then repeat. In this way each skill learned helps us train the next skill more quickly. So we train as follows:
+
Information on tuning your skills toward a specific career, or to provide a specific need.
 +
<br>
 +
<br>
 +
===Better ship attributes===
 +
To increase available CPU:
 +
*Skill: Electronics increases ship's CPU by 5% per skill level
 +
*Modules: adding Co-processors increases CPU
 +
To increase available Power Grid:
 +
*Skill: Engineering increases ship's Power Grid by 5% per skill level
 +
*Modules: Power Diagnostic Systems, Reactor Control Units and Auxiliary Power Controls increase Power Grid
 +
<br>
  
Instant Recall I &rarr; Analytical Mind I &rarr; Learning I &rarr; Instant Recall II &rarr; Analytical Mind II &rarr; Learning II and so on up to level IV in each.
+
====Essential Fives====
 +
The following is a listing of recommended Level V skills for all pilots. Some are obviously more important than others (like Structure and Armor points on [[Gallente]] ships)...
  
Once you have the these three skills to level IV, you can go back and increase some of your fundamental skills, or begin to work on the [[common skills]] you have not yet begun. Once the training times on those skills start reaching into multiple days, and you are comfortably piloting a Cruiser through level 2 [[missions]], it is time to complete your learning skills.The sequence now will be :
 
  
Eidetic Memory I &rarr; Logic I &rarr; Eidteic Memory II & Logic II until you have level IV in each and then train Instant Recall V &rarr; Analytical Mind V.
+
{|cellpadding=0 cellspacing=0 width=100%
 +
|-valign=top
 +
|width=25%|
 +
;Hit Point Boosts
 +
* Shield Operation
 +
* Shield Management
 +
* Mechanic
 +
* Hull Upgrades
 +
|width=25%|
 +
;Capacitor Boosts
 +
* Energy Systems Operation
 +
* Energy Management
 +
|width=25%|
 +
;Fitting Skills
 +
* Engineering
 +
* Electronics
 +
* Weapon Upgrades
 +
* Advanced Weapon Upgrades<br>(Long-Term, Battleship/T2 fittings)
 +
|width=25%|
 +
;Miscellaneous
 +
* Navigation
 +
* Cybernetics (Long-Term)
 +
|}
 +
<br>
  
After this you can train the other learning skills to improve your Perception, Willpower and Charisma.
+
===Better mission running===
 +
*Social: increases the standing increase you receive from completing missions
 +
*Negotiation: increase the payment for completing missions
  
Note: The time required to train level V in the advanced learning skills is not usually worth it for the return it gives. Most people never bother.
+
There are a number of Connection skills which increase the loyalty point rewards for completing missions. Each of the skill affects the rewards from agents in certain corporate departments, as follows:
  
===The common skills===
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{{Text table}}
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!colspan=6 align=center|Connections
Beyond the fundamental skills are some skills which, while not ''quite'' as critical, most everyone will want. While you will want to train all of your [[#the fundamentals|fundamental skills]] to at least level IV, if not to level V, it may be enough for you to train the common skills to level III. By [[Eve skill mechanics#Skill categories|skill category]] here are the common skills:
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|-align=center
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!width=115|Bureaucratic
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!width=115|Financial
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!width=115|High Tech
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!width=115|Labor
 +
!width=115|Military
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!width=115|Political
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|-valign=top
 +
|
 +
*Administration
 +
*Internal Security
 +
*Personnel
 +
*Storage
 +
*Archives
 +
*Financial
 +
|
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*Public Relations
 +
*Marketing
 +
*Legal
 +
*Accounting
 +
*Financial
 +
*Distribution
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|
 +
*Archives
 +
*Advisory
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*Intelligence
 +
*Manufacturing
 +
*Surveillance
 +
|
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*Manufacturing
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*Production
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*Personnel
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*Mining
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*Astrosurveying
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|
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*Intelligence
 +
*Security
 +
*Astrosurveying
 +
*Command
 +
*Internal Security
 +
*Surveillance
 +
|
 +
*Security
 +
*Legal
 +
*Administration
 +
*Advisory
 +
*Command
 +
*Public Relations
 +
|}
 +
<br>
  
*Drones
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==EVEMon==
**Drone Interfacing - ''Substantially increases drone damage done
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[http://evemon.battleclinic.com/ EVEMon] is an excellent third party utility which allows you to set up a skill training plan, play "what if" with attributes and implants, and keep track of the books you will need to purchase for your skills.
**Combat Drone Operations - ''Increases the damage of light and medium drones
 
**Drone Navigation - ''Increases the speed of your drones
 
**Drone Sharpshooting - ''Increases your drones optimal range
 
*Electronics
 
**Long Range Targeting - ''Increases the range at which you can target
 
**Signature Analysis - ''Improves your targeting speed
 
**Electronics Upgrades - ''Allows the use of sensor upgrade modules
 
**Propulsion Jamming - ''Allows the use of warp scramblers and webifiers
 
**Target Painting - ''Allows the use target painting modules
 
*Engineering
 
**Energy Grid Upgrades - ''Allows the use of capacitor batteries and [[PDU]]s
 
*Gunnery
 
**Gunnery - ''Increases rate of fire, prerequisite for many other skills
 
**Motion Prediction - ''Increases turret [[Eve turret tracking speed|tracking speed]]
 
**Rapid Firing - ''Increases turret weapon rates of fire
 
**Sharpshooting - ''Increases turret weapon optimal ranges
 
**Controlled Bursts - ''Reduces capacitor use of turret weapons
 
**Trajectory Analysis - ''Improves turret weapon [[Eve weapon accuracy falloff|accuracy falloff]]
 
**Surgical Strike - ''Increases damage for all weapons
 
**Weapons Upgrades - ''Allows weapon upgrade modules, improves weapon CPU requirements
 
**Advanced Weapons Upgrades - ''Reduces Power Grid requirements of weapons
 
*Mechanic
 
**Salvaging - ''Allows the use of salvager modules, increases salvage retrieval chances
 
**Jury Rigging - ''Allows the training of [[Eve ship rigging|ship rigging]] skills
 
*Missiles
 
**Missile Launcher Operations - ''Improves missile launcher rates of fire
 
**Missile Bombardment - ''Increases missile flight time
 
**Missile Projection - ''Increases missile maximum velocity
 
**Rapid Launch - ''Improves missile launcher rates of fire
 
**Target Navigation Projection - ''Reduces [[Eve missile mechanics#Target velocity|target velocity]] effects on missile damage
 
**Warhead Upgrades - ''Increases missile damage
 
**Standard Missiles - ''Allows light missiles, increases light missile damage
 
**Heavy Missiles - ''Allows heavy missiles, increases heavy missile damage
 
*Mechanic
 
**Repair Systems - ''Allows armor repair modules, improves repair module duration
 
*Navigation
 
**Evasive Maneuvering - ''Improves ship [[Eve ship attributes#Agility|agility]]
 
**Acceleration Control - ''Increases afterburner and microwarp drive speed boosts
 
**Fuel Conservation - ''Decreases afterburner capacitor consumption
 
**High Speed Maneuvering - ''Allows microwarp drive use, decreases MWD capacitor consumption
 

Latest revision as of 15:24, 16 September 2012