Skills:Navigation

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Contents

Overview

Skills that make all ships you fly faster and more agile. Also skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.

Intelligence and Perception help you learn to navigate your ship.

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

Skill Purpose
Acceleration Control Bonus to AB/MWD speed boost per level.
Afterburner Reduction in AB cycle duration and capacitor use per level.
Cynosural Field Theory Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation.
Evasive Maneuvering Improves ship agility.
Fuel Conservation Less capacitor needed for AB modules.
High Speed Maneuvering Less capacitor needed for MWD modules.
Jump Drive Calibration Increases jump drive range.
Jump Drive Operation Reduces jump drive capacitor usage.
Jump Fuel Conservation Reduces jump drive fuel usage.
Jump Portal Generation Allows operation of Jump Portal Generators.
Micro Jump Drive Operation Skill at using Micro Jump Drives.
Navigation Increases sub-warp velocity.
Warp Drive Operation Decreases capacitor needed to warp.

Skill Details

Skill.png Acceleration Control

Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 4x
Isk.png Price: 40k ISK
Skill.png Prerequisites: Navigation III
Notes.png Notes: More oomph from propulsion modules is good for anyone who ever uses propulsion modules, which is pretty much everyone.



Skill.png Afterburner

Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 1x
Isk.png Price: 22.5k ISK
Skill.png Prerequisites: Navigation I
Skill.png I required for: Tech 1 and Faction Afterburners
Skill.png II required for: Skill.png Fuel Conservation
Skill.png III required for: Skill.png High Speed Maneuvering
Skill.png IV required for: Tech 2 Afterburners
Notes.png Notes: Duration (cycle time) bonus works out as a reduction in AB capacitor use. Most pilots train this to III as a prerequisite for High Speed Maneuvering (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill -- together with Fuel Conservation it can lower AB cap consumption to pretty negligible levels.



Skill.png Cynosural Field Theory

Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level. Can not be trained on Trial Accounts.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 10M ISK
Skill.png Prerequisites: CPU Management V
Skill.png I required for: Cynosural Field Generator I
Skill.png V required for: Covert Cynosural Field Generator I
Notes.png Notes: The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.



Skill.png Evasive Maneuvering

Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 2x
Isk.png Price: 25k ISK
Skill.png Prerequisites: Navigation II
Skill.png I required for: Tech 1 and Faction Stasis Grapplers
Skill.png IV required for: Heavy Stasis Grappler II
Skill.png V required for: Skill.png Interceptors
Notes.png Notes: Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for interceptors.



Skill.png Fuel Conservation

Improved control over afterburner energy consumption. 10% reduction in afterburner capacitor needs per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 2x
Isk.png Price: 30k ISK
Skill.png Prerequisites: Navigation II; Afterburner II
Notes.png Notes: Has limited value in PvP, but it's particularly useful if you're flying a slow PvE setup and want to be capstable with an afterburner running.



Skill.png High Speed Maneuvering

Skill at using MicroWarpdrives. 5% reduction in MicroWarpdrive capacitor usage per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 5x
Isk.png Price: 340k ISK
Skill.png Prerequisites: Navigation III, Afterburner III
Skill.png I required for: Tech 1 and Faction Microwarpdrives
Skill.png III required for: 5MN Microwarpdrive II
Skill.png IV required for: 50MN Microwarpdrive II; 500MN Microwarpdrive II; 50000MN Microwarpdrive II
Notes.png Notes: The vast majority of PvP fits involve a MWD, so the vast majority of pilots train to use them.



Skill.png Jump Drive Calibration

Advanced skill at using Jump Drives. Each skill level grants a 25% increase in maximum jump range.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 9x
Isk.png Price: 30M ISK
Skill.png Prerequisites: Jump Drive Operation V
Skill.png I required for: Rhea; Nomad; Anshar; Ark
Skill.png III required for: Skill.png Amarr Carrier; Skill.png Caldari Carrier; Skill.png Gallente Carrier; Skill.png Minmatar Carrier
Skill.png IV required for: Skill.png Black Ops
Notes.png Notes:



Skill.png Jump Drive Operation

Skill at using Jump Drives. Each skill level reduces the capacitor need of initiating a jump by 5%.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 5x
Isk.png Price: 10M ISK
Skill.png Prerequisites: Navigation V; Warp Drive Operation V; Science V
Skill.png I required for: Revelation; Naglfar; Moros; Phoenix; Rorqual; Vehement
Skill.png III required for: Skill.png Jump Fuel Conservation
Skill.png V required for: Skill.png Jump Drive Calibration; Skill.png Jump Portal Generation
Notes.png Notes:



Skill.png Jump Fuel Conservation

Proficiency at regulating energy flow to the jump drive. 10% reduction in isotope consumption amount for jump drive operation per light year per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 8x
Isk.png Price: 20M ISK
Skill.png Prerequisites: Jump Drive Operation III
Skill.png I required for: Jump Drive Economizers
Skill.png IV required for: Skill.png Amarr Carrier; Skill.png Caldari Carrier; Skill.png Gallente Carrier; Skill.png Minmatar Carrier
Notes.png Notes:



Skill.png Jump Portal Generation

Skill for the generation of jump portals to distant solar systems. 10% reduced material cost for jump portal activation per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 14x
Isk.png Price: 50M ISK
Skill.png Prerequisites: Science V; Astrometrics V; Jump Drive Operation V; Navigation V
Skill.png I required for: Jump Portal Generator I; Covert Jump Portal Generator I; Bosonic Field Generator; Gravitational Transportation Field Oscillator; Skill.png Amarr Titan; Skill.png Caldari Titan; Skill.png Gallente Titan; Skill.png Minmatar Titan
Notes.png Notes:



Skill.png Micro Jump Drive Operation

Skill at using Micro Jump Drives. Reduces activation time by 5% per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 5x
Isk.png Price: 4.5M ISK
Skill.png Prerequisites: Navigation IV; Warp Drive Operation II
Skill.png I required for: Medium/Large Micro Jump Drive; Micro Jump Field Generator
Notes.png Notes: Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}. Currently applicable only for battleships and battlecruisers, as they are the only classes that can fit the MJD.



Skill.png Navigation

Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 1x
Isk.png Price: 20k ISK
Skill.png Prerequisites: none
Skill.png I required for: Warp Scramblers; Skill.png Afterburner; Skill.png Warp Drive Operation
Skill.png II required for: Skill.png Propulsion Jamming; Skill.png Fuel Conservation; Skill.png Evasive Maneuvering
Skill.png III required for: Skill.png Acceleration Control; Skill.png High Speed Maneuvering
Skill.png IV required for: Tech 1 and Faction Heavy Warp Scramblers; Skill.png Micro Jump Drive Operation
Skill.png V required for: Heavy Warp Scrambler II; Skill.png Jump Drive Operation; Skill.png Amarr Propulsion Systems; Skill.png Caldari Propulsion Systems; Skill.png Gallente Propulsion Systems; Skill.png Minmatar Propulsion Systems
Notes.png Notes: Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.



Skill.png Warp Drive Operation

Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 1x
Isk.png Price: 30k ISK
Skill.png Prerequisites: Navigation I
Skill.png I required for: Tech 1 and Storyline Warp Core Stabilizers; Hyperspatial Accelerators
Skill.png II required for: Skill.png Micro Jump Drive Operation
Skill.png IV required for: Warp Core Stabilizer II
Skill.png V required for: Skill.png Jump Drive Operation
Notes.png Notes: Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.
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