Basic Skills

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These are basic skill recommendations. None of these skills have prerequisites above level III, and are thus easily accessible to new players. They will provide a solid foundation upon which to develop more advanced skills.

The skills have been grouped to help players find skills relevant to their interests. Some of the skills below are useful in your early days only to use some basic modules, others will increase your ship's performance directly and should be trained up to level II or III relatively fast. Take a look at the skill descriptions to see how they would help you, and use a program like EFT that lets you see how a ship's attributes are affected by skills. EveMon is another popular program that will let you plan skill training for your character. These and other useful programs and websites are linked in the 3rd Party Tools article. Cybernetics can be trained up to level I only, as that gives access up to +3 attribute implants which is sufficient for a new pilot's early career.

Beyond this guide, one may also want to check out the certificates system within Eve. It serves as a handy reference for if you want to train for a specific task or role. Note that completing a certificate does not give any boosts or bonuses, they are (for now) merely suggestions. They may be accessed in-game on your character sheet, in the "Certificates" tab of the "Skills" section.

Read more on Support Skills in our wiki article, which also describes many advanced skills not listed in the basic recommendations below.

Contents

Armor Tanking

  • Hull Upgrades : 5% bonus to armor hit points per skill level.
  • Mechanics : 5% bonus to structure hit points per skill level.
  • Repair Systems : 5% reduction in repair systems duration per skill level.

Capacitor

Drones

Electronic Warfare

  • Electronics Upgrades : 5% reduction of CPU needs for all modules requiring Electronic Upgrades per skill level.
  • Electronic Warfare (Caldari) : 5% less capacitor need for ECM and ECM Burst systems per skill level.
  • Frequency Modulation : 10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors,Tracking Links, Remote Sensor Boosters and Target Painters per skill level.
  • Long Distance Jamming : 10% bonus to optimal range of ECM, Remote Sensor Dampers, Tracking Disruptors, Tracking Link, Remote Sensor Boosters and Target Painters per skill level.
  • Sensor Linking (Gallente) : 5% less capacitor need for sensor link per skill level.
  • Target Painting (Minmatar) : 5% less capacitor need for target painters per skill level.
  • Weapon Disruption (Amarr) : 5% less capacitor need for weapon disruptors per skill level.

Exploration

  • Archaeology : Gives +10 Virus Coherence per level.
  • Astrometrics : +5% scan strength, -5% max scan deviation, and -5% scan probe scan time per level.
  • Electronics Upgrades : 5% reduction of CPU needs for all modules requiring Electronic Upgrades per skill level.
  • Hacking : Gives +10 Virus Coherence per level.
  • Salvaging : 100% increase in chance of salvage retrieval per additional level.
  • Survey : 5% improvement per level in the scan speeds of ship, cargo and survey scanners.

Fitting

CPU

  • CPU Management : 5% Bonus to ship CPU output per skill level.
  • Electronics Upgrades : 5% reduction of CPU needs for all modules requiring Electronic Upgrades per skill level.
  • Energy Grid Upgrades : 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
  • Weapon Upgrades (also applies to missile launchers) : 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.

PowerGrid

Gunnery

  • Controlled Bursts (unnecessary for projectile weapons) : 5% reduction in capacitor need of weapon turrets per skill level.
  • Gunnery : 2% Bonus to weapon turrets' rate of fire per skill level.
  • Motion Prediction : 5% bonus per skill level to weapon turret tracking speeds.
  • Small Energy Turret (Amarr) : 5% Bonus to small energy turret damage per level.
  • Small Hybrid Turret (Caldari and Gallente) : 5% Bonus to small hybrid turret damage per level.
  • Small Projectile Turret (Minmatar) : 5% Bonus to small projectile turret damage per level.
  • Rapid Firing : 4% bonus per skill level to weapon turret rate of fire.
  • Sharpshooter : 5% bonus to weapon turret optimal range per skill level.
  • Weapon Upgrades (also applies to missile launchers) : 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.

Implants

Mining

  • Mining : 5% bonus to mining turret yield per skill level.
  • Mining Upgrades : 5% reduction per skill level in CPU penalty of mining upgrade modules.
  • Reprocessing : 2% reduction in reprocessing waste per skill level.

Missiles

Missioning

  • Connections : 4% Modifier to effective standing from friendly NPC Corporations and Factions per level.
  • Social : 5% bonus per level to NPC agent, corporation and faction standing increase.

Navigation

  • Acceleration Control : 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
  • Afterburner : 5% reduction to afterburner duration and 10% reduction in afterburner capacitor use per skill level.
  • Evasive Maneuvering : 5% improved ship agility for all ships per skill level.
  • Fuel Conservation : 10% reduction in afterburner capacitor needs per skill level.
  • High Speed Maneuvering : 5% reduction in MicroWarpdrive capacitor usage per skill level.
  • Navigation : 5% bonus to sub-warp ship velocity per skill level.
  • Warp Drive Operation : Each skill level reduces the capacitor need of initiating warp by 10%.

Production

  • Industry : 4% reduction in manufacturing time per skill level.
  • Mass Production : Ability to run 1 additional manufacturing job per level.

Shield Tanking

Ship Command

Tackling

  • Propulsion Jamming : 5% reduction to warp scrambler, warp disruptor, and stasis web capacitor need per skill level.

Targeting

Trading

  • Broker Relations : 5% reduction in the costs associated with setting up a market order per skill level.
  • Contracting : For each level of this skill the number of outstanding contracts is increased by four.
  • Marketing : Each level increases the range from the seller to the item being sold.
  • Procurement : Level 1 allows for the placement of orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it.
  • Retail : Each level raises the limit of active orders by 8.
  • Trade : Active buy/sell order limit increased by 4 per level of skill.
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