Skills:Engineering

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Contents

Overview

The Engineering category contains capacitor support skills, capacitor warfare skills.

The following are the skills in the Engineering section (in alphabetical order):

Skill Purpose
Advanced Weapon Upgrades Reduces powergrid need of turrets and launchers.
Capacitor Emission Systems Allows use of energy nosferatu, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. Formerly known as Energy Emission Systems pre-Odyssey 1.1.
Capacitor Management Bonus to capacitor capacity. Formerly known as Energy Management pre-Odyssey 1.1.
Capacitor Systems Operation Allows use of cap boosters, Energy System Operations modules. Reduces capacitor recharge time. Formerly known as Energy Systems Operation pre-Odyssey 1.1.
Capital Energy Emission Systems Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use.
CPU Management Bonus to ship CPU.
Electronics Upgrades Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
Energy Grid Upgrades Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
Energy Pulse Weapons Allows use of smartbombs. Reduces smartbomb cycle time.
Nanite Interfacing Increases damaged module repair amount.
Nanite Operation Decreases nanite consumption.
Power Grid Management Bonus to ship powergrid.
Thermodynamics Enables overheating. Reduces damage from overheating.
Weapon Upgrades Reduces CPU use of turrets and launchers.

Skill Details

Skill.png Advanced Weapon Upgrades

Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
Implants.png Attributes: Perception.pngWillpower.png
Multiplier.png Multiplier: 6x
Isk.png Price: 500k ISK
Skill.png Prerequisites: Weapon Upgrades IV
Skill.png V required for: Skill.png Doomsday Operation; Skill.png Marauders; Skill.png Tactical Weapon Reconfiguration
Notes.png Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns.The cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment.



Skill.png Capacitor Emission Systems

Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 75k ISK
Skill.png Prerequisites: Power Grid Management III, Science II
Skill.png I required for: Tech 1 and Faction Small Energy Nosferatus/Neutralizers; Tech 1 and Faction Remote Capacitor Transmitters
Skill.png II required for: Tech 1 and Faction Medium Energy Nosferatus/Neutralizers
Skill.png III required for: Tech 1 and Faction Heavy Energy Nosferatus/Neutralizers; Small Energy Nosferatu/Neutralizer II; Praetor EV-900; Acolyte EV-300; Infiltrator EV-600
Skill.png IV required for: Tech 2 Remote Capacitor Transmitters; Medium Energy Nosferatu/Neutralizer II; Tech 1 and Faction Capital Energy Nosferatus/Neutralizers
Skill.png V required for: Heavy Energy Nosferatu/Neutralizer II; Capital Energy Nosferatu/Neutralizer II; Skill.png Capital Energy Emission Systems
Notes.png Notes: The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.



Skill.png Capacitor Management

Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 170k ISK
Skill.png Prerequisites: Power Grid Management III
Skill.png II required for: Tech 1 and Faction Micro Auxiliary Power Cores
Skill.png III required for: Skill.png Thermodynamics
Skill.png IV required for: Skill.png Heavy Assault Cruisers
Skill.png V required for: Micro Auxiliary Power Core II
Notes.png Notes: Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.



Skill.png Capacitor Systems Operation

Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 44k ISK
Skill.png Prerequisites: Power Grid Management I
Skill.png I required for: Tech I and Faction Capacitor Boosters
Skill.png II required for: Micro Capacitor Booster II
Skill.png III required for: Small Capacitor Booster II
Skill.png IV required for: Medium/Heavy/Capital Capacitor Booster II
Notes.png Notes: Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.



Skill.png Capital Capacitor Emission Systems

Operation of capital sized energy transfer array and other energy emission systems. 5% reduced capacitor need of capital energy emission systems per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 10x
Isk.png Price: 10M ISK
Skill.png Prerequisites: Power Grid Management V; Capacitor Emission Systems V
Skill.png I required for: Tech 1 and Faction Capital Capacitor Transmitters
Skill.png IV required for: Capital Remote Capacitor Transmitter II
Notes.png Notes:



Skill.png CPU Management

Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 20k ISK
Skill.png Prerequisites: none
Skill.png I required for: Tech 1 Cargo Scanners; Tech 1 Ship Scanners; Tech 1 Survey Scanners; Storyline and Faction Signal Amplifiers; Skill.png Electronic Warfare; Skill.png Target Management; Skill.png Signature Analysis; Skill.png Survey; Skill.png Structure Electronic Systems
Skill.png II required for: Ship Scanner II; Cargo Scanner II; Survey Scanner II; Basic Co-Processor; Skill.png Long Range Targeting; Skill.png Electronics Upgrades
Skill.png III required for: Skill.png Frequency Modulation; Skill.png Target Painting; Skill.png Sensor Linking; Skill.png Weapon Disruption; Skill.png Propulsion Jamming
Skill.png IV required for: Skill.png Magnetometric Sensor Compensation; Skill.png Gravimetric Sensor Compensation; Skill.png Ladar Sensor Compensation; Skill.png Radar Sensor Compensation; Skill.png Target Breaker Amplification; Skill.png Cloaking; Skill.png Long Distance Jamming; Skill.png Signal Dispersion; Skill.png Signal Suppression; Skill.png Weapon Destabilization; Skill.png Signature Focusing
Skill.png V required for: Skill.png Amarr Electronic Systems; Skill.png Gallente Electronic Systems; Skill.png Caldari Electronic Systems; Skill.png Minmatar Electronic Systems; Skill.png Nanite Engineering; Skill.png Electromagnetic Physics; Skill.png Electronic Engineering; Skill.png Cynosural Field Theory
Notes.png Notes: A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category.



Skill.png Electronics Upgrades

Skill at installing Electronic upgrades, such as signal amplifiers, co-processors and backup sensor arrays. 5% reduction of CPU needs for all modules requiring Electronics Upgrades per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 100k ISK
Skill.png Prerequisites: CPU Management II; Power Grid Management II
Skill.png I required for: Tech 1 Signal Amplifiers; Tech 1 and Faction Co-Processors
Skill.png III required for: Skill.png Hacking
Skill.png IV required for: Co-Processor II
Skill.png V required for: Signal Amplifier II; Skill.png Recon Ships; Skill.png Covert Ops; Skill.png Expedition Frigates
Notes.png Notes: A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers.



Skill.png Energy Grid Upgrades

Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 79k ISK
Skill.png Prerequisites: Power Grid Management II; Science I
Skill.png I required for: Tech 1 and Faction Small/Medium Cap Batteries; 'Basic' Capacitor Power Relay; 'Basic' Shield Flux Coil; 'Basic' Capacitor Flux Coil; Basic Reactor Control Unit; 'Basic' Shield Power Relay; 'Basic' Power Diagnostic System
Skill.png II required for: Tech 1 and Faction Cap Rechargers; Tech 1 and Faction Shield Flux Coils; Tech 1 and Faction Reactor Control Units; Tech 1 and Faction Capacitor Power Relays; Tech 1 and Faction Power Diagnostic Systems; Tech 1 and Faction Large/Capital Cap Batteries; Tech 1 and Faction Shield Power Relays; Small Cap Battery II
Skill.png III required for: Tech 1 and Storyline Capacitor Flux Coils; Cap Recharger II; Tech 2 and Storyline Medium Cap Batteries
Skill.png IV required for: Capacitor Flux Coil II; Shield Flux Coil II; Shield Power Relay II; Capacitor Power Relay II; Power Diagnostic System II; Tech 2 and Storyline Large Cap Batteries; Capital Cap Battery II
Skill.png V required for: Reactor Control Unit II; Bastion Module I; Skill.png Marauders; Skill.png Heavy Assault Cruisers
Notes.png Notes: Useful fitting requirement reduction for certain modules.



Skill.png Energy Pulse Weapons

Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 130k ISK
Skill.png Prerequisites: Power Grid Management II; Science II
Skill.png I required for: Tech 1 and Faction Smartbombs
Skill.png II required for: Tech 2 Micro Smartbombs
Skill.png III required for: Tech 2 Small Smartbombs
Skill.png IV required for: Tech 2 Medium Smartbombs
Skill.png V required for: Tech 2 Large Smartbombs; Skill.png Doomsday Operation
Notes.png Notes: Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.



Skill.png Nanite Interfacing

Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 5M ISK
Skill.png Prerequisites: Nanite Operation III
Notes.png Notes: Nanite paste can be used to repair module damage from overheating on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority.



Skill.png Nanite Operation

Skill at operating nanites. 5% reduction in nanite consumption per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 1M ISK
Skill.png Prerequisites: Mechanics IV
Skill.png III required for: Skill.png Nanite Interfacing
Notes.png Notes: The skill required to use nanite paste to repair module damage from overheating on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more.



Skill.png Power Grid Management

Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 20k ISK
Skill.png Prerequisites: None
Skill.png I required for: Basic and Supplemental Shield Resistance Amplifiers; Civilian Shield Hardeners; 'Micro' Cap Battery; Skill.png Shield Operation; Skill.png Capacitor Systems Operation; Skill.png Structure Engineering Systems
Skill.png II required for: Skill.png Energy Pulse Weapons; Skill.png Energy Grid Upgrades; Skill.png Shield Upgrades; Skill.png Electronics Upgrades
Skill.png III required for: Skill.png Capacitor Management; Skill.png Shield Management; Skill.png Tactical Shield Manipulation; Skill.png Shield Emission Systems; Skill.png Capacitor Emission Systems
Skill.png IV required for: Skill.png Thermodynamics
Skill.png V required for: Skill.png Capital Shield Operation; Skill.png Capital Shield Emission Systems; Skill.png Capital Energy Emission Systems; Skill.png High Energy Physics; Skill.png Plasma Physics; Skill.png Hydromagnetic Physics; Skill.png Graviton Physics; Skill.png Laser Physics; Skill.png Nuclear Physics; Skill.png Quantum Physics; Skill.png Amarr Engineering Systems; Skill.png Gallente Engineering Systems; Skill.png Minmatar Engineering Systems; Skill.png Caldari Engineering Systems; Skill.png Assault Frigates
Notes.png Notes: The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.



Skill.png Resistance Phasing

Improves control over, and flow between, nano membranes that react to damage by shifting resistances. Reduces cycle time of Reactive Armor Hardeners, Flex Armor Hardeners and Flex Shield Hardeners by 10% per level and capacitor need by 15% per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 500k ISK
Skill.png Prerequisites: Hull Upgrades IV
Skill.png I required for: Tech 1 and Faction Capital Flex Armor/Shield Hardeners
Skill.png IV required for: Capital Flex Armor/Shield Hardener II
Notes.png Notes:



Skill.png Thermodynamics

Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 4.5M ISK
Skill.png Prerequisites: Power Grid Management IV, Capacitor Management III, Science IV
Notes.png Notes: The overheating of active modules can have a significant effect in combat situations, the effects of overheating modules range from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an increased rate of repair and more. Higher thermodynamics skill allows you to overheat modules for longer before burning them out.



Skill.png Weapon Upgrades

Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
Implants.png Attributes: Perception.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 80k ISK
Skill.png Prerequisites: Gunnery II
Skill.png I required for: Tech 1 and Faction Gyrostabilizers; Tech 1 and Faction Tracking Enhancers; Tech 1 and Faction Heat Sinks; Tech 1 and Faction Drone Damage Amplifiers; Tech 1 and Faction Ballistic Control Systems; Tech 1 and Faction Guidance Enhancers; Tech 1 and Faction Magnetic Field Stabilizers
Skill.png IV required for: Gyrostabilizer II; Tracking Enhancer II; Heat Sink II; Drone Damage Amplifier II; Magnetic Field Stabilizer II; Ballistic Control System II; Missile Guidance Enhancer II; Skill.png Advanced Weapon Upgrades
Skill.png V required for: Skill.png Heavy Assault Cruisers
Notes.png Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train. Level V is no longer required for the Advanced Weapon Upgrades skill.
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