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	<id>https://wiki.eveuniversity.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Damara+pyrell</id>
	<title>EVE University Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.eveuniversity.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Damara+pyrell"/>
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	<updated>2026-04-15T19:36:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.eveuniversity.org/index.php?title=User:Damara_pyrell&amp;diff=68969</id>
		<title>User:Damara pyrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.eveuniversity.org/index.php?title=User:Damara_pyrell&amp;diff=68969"/>
		<updated>2014-04-29T18:17:56Z</updated>

		<summary type="html">&lt;p&gt;Damara pyrell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Pilots]]&lt;/div&gt;</summary>
		<author><name>Damara pyrell</name></author>
	</entry>
	<entry>
		<id>https://wiki.eveuniversity.org/index.php?title=User:Damara_pyrell&amp;diff=68966</id>
		<title>User:Damara pyrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.eveuniversity.org/index.php?title=User:Damara_pyrell&amp;diff=68966"/>
		<updated>2014-04-29T18:15:39Z</updated>

		<summary type="html">&lt;p&gt;Damara pyrell: Created page with &amp;quot;Category:Pilots  Test&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Pilots]]&lt;br /&gt;
&lt;br /&gt;
Test&lt;/div&gt;</summary>
		<author><name>Damara pyrell</name></author>
	</entry>
	<entry>
		<id>https://wiki.eveuniversity.org/index.php?title=Manufacturing&amp;diff=67272</id>
		<title>Manufacturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.eveuniversity.org/index.php?title=Manufacturing&amp;diff=67272"/>
		<updated>2014-03-30T21:11:33Z</updated>

		<summary type="html">&lt;p&gt;Damara pyrell: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
[[Category:Industry]]&lt;br /&gt;
[[File:Manufacturing.png|350px|right|An outline of the manufacturing process.]]&lt;br /&gt;
In the EvE universe, most items are manufactured by player characters and traded in a relatively free way in the marketplace.  Students of economics will note that these markets are neither perfect nor efficient in the technical senses; volumes of many items are low enough that the market can be manipulated (and is), and supply of materials and modules is partly provided by loot drops in missions, which can be adjusted without warning by the game developers.  Similarly, the developers may adjust the requirements for a manufacturing process, or increase the availability of ore, or otherwise mess in the sandbox.  So it&#039;s not a bad proxy for real life at that. (All these interventions have happened within the 90 days prior to this writing.)&lt;br /&gt;
&lt;br /&gt;
Nonetheless, manufacturing and selling items can provide interest and ISK profit for the careful and canny player.  The player must be aware, however, that there are plenty of items which actually destroy value -- that is, there are a great number of T1 items, modules especially, that are worth &#039;&#039;&#039;less&#039;&#039;&#039; than the cost of manufacture.  There are many more items which can be sold at a profit, but only in a limited volume in certain markets.  Manufacture in these cases may simply be an alternative to hauling stuff between markets.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==T1 Production==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
The following skills are useful or required for T1 production.  Most or all of these will be needed for T2/T3 production as well. Recommended minimum skills are Industry 3 and Material Efficiency 4. Supply Chain Management 1 is required to use the Uni POS service.&lt;br /&gt;
&lt;br /&gt;
====Production Skills====&lt;br /&gt;
Production skills are found in the Industry category.&lt;br /&gt;
&lt;br /&gt;
Basic:&lt;br /&gt;
* {{sk|Industry|mult=yes|price=yes}} - 4% reduction in manufacturing time per skill level.&lt;br /&gt;
: At least level 1 is required to use most blueprints, and level 3 is required for further manufacturing skills. The speed bonus increases the rate at which you can produce items (and therefore, produce profit) and reduces installation costs slightly.&lt;br /&gt;
&lt;br /&gt;
Increase number of concurrent jobs:&lt;br /&gt;
* {{sk|Mass Production|mult=yes|price=yes}} - Allows 1 additional job per level. &lt;br /&gt;
: By default, all characters can run 1 manufacturing job at a time.  Training this skill lets you run additional jobs simultaneously from 2 jobs at level I up to 6 jobs at level V.  Any industrialist who wants to create things will need to train this to IV or V fairly early in their plans. Level 5 is required for:&lt;br /&gt;
* {{sk|Advanced Mass Production|mult=yes|price=yes}} - Allows 1 additional job per level. &lt;br /&gt;
: The current NPC price for this skill is 20M ISK.  So if you invest, train it to level IV quickly.  At level I you&#039;ll be able to use a total of 7 job slots (1 base + 5 from mass production + 1 from this skill) up to a total of 11 slots at level V.  Most people stop training after level IV and instead choose to roll up a new production alt.&lt;br /&gt;
&lt;br /&gt;
Reduce materials needed:&lt;br /&gt;
* {{sk|Material Efficiency|mult=yes|price=yes}} - 5% reduction per skill level to the material requirements needed for production.&lt;br /&gt;
: If you are just producing ammo for your own use, training this skill to level III or IV is all that is needed as you won&#039;t care about an extra 8-12% waste.  But for the profit-minded industrialist, training this skill to level V is a very strong recommendation.&lt;br /&gt;
&lt;br /&gt;
Allow remote management of jobs:&lt;br /&gt;
* {{sk|Supply Chain Management|mult=yes|price=yes}} - Proficiency at starting manufacturing jobs remotely. Each level increases the distance at which jobs can be created. Level 1 allows for range within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for full regional range.&lt;br /&gt;
: This skill is more of a convenience skill than a must-have for a budding industrialist.  The current NPC cost is 6.75M ISK, but it allows you to manage your production lines for a distance.  If you invest in this skill, training to level III or maybe level IV would offer the most flexibility. Note that you still have to haul the materials and blueprint to the relevant station.&lt;br /&gt;
&lt;br /&gt;
==== Research Skills ====&lt;br /&gt;
Research skills are found in the Science category.&lt;br /&gt;
&lt;br /&gt;
Basic:&lt;br /&gt;
* {{sk|Science|mult=yes|price=yes}} – 5% Bonus to blueprint copying speed per level.&lt;br /&gt;
: Basic skill, reduces time needed to create BPCs. Level 3 is required for Research.&lt;br /&gt;
&lt;br /&gt;
Time reduction:&lt;br /&gt;
* {{sk|Research|mult=yes|price=yes}} – 5% bonus to blueprint manufacturing time research per skill level.&lt;br /&gt;
* {{sk|Metallurgy|mult=yes|price=yes}} - 5% Bonus to material efficiency research speed per skill level.&lt;br /&gt;
&lt;br /&gt;
Increase number of concurrent jobs:&lt;br /&gt;
* {{sk|Laboratory Operation|mult=yes|price=yes}} – allows you to run a research operation, either ME or PL, per level.&lt;br /&gt;
: Basically equivalent to the Mass Production skills. Level 5 is required for:&lt;br /&gt;
* {{sk|Advanced Laboratory Operation|mult=yes|price=yes}} – allows you to run a research operation, either ME or PL, per level.&lt;br /&gt;
&lt;br /&gt;
Allow remote management of jobs:&lt;br /&gt;
* {{sk|Scientific Networking|mult=yes|price=yes}} - Skill at running research operations remotely. Each level increases the distance at which research projects can be started. Level 1 allows for range within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for full regional range.&lt;br /&gt;
: Basically the Laboratory equivalent of Supply Chain Management.&lt;br /&gt;
&lt;br /&gt;
==== Other Skills ====&lt;br /&gt;
* {{sk|Trade|mult=yes|price=yes}} / {{sk|Retail|mult=yes|price=yes}} / {{sk|Wholesale|mult=yes|price=yes}} etc - Increases number of available market orders.&lt;br /&gt;
: Buy and Sell orders will most often be the main way of acquiring materials and selling manufactured products, and increasing the number of available orders beyond the base 5 will help greatly.&lt;br /&gt;
* {{sk|Marketing|mult=yes|price=yes}}, {{sk|Procurement|mult=yes|price=yes}} and {{sk|Daytrading|mult=yes|price=yes}} - Allows remote management of market orders.&lt;br /&gt;
: These skills will allow you to manipulate market orders without being present in the relevant station. Level 2, or 5 jumps, allows management of Hek from Aldrat and Rens from Eystur.&lt;br /&gt;
* {{sk|Connections|mult=yes|price=yes}}, {{sk|Broker Relations|mult=yes|price=yes}}, {{sk|Accounting|mult=yes|price=yes}} - Reduces NPC taxes&lt;br /&gt;
: These skills will reduce some extra costs from installation and market orders, increasing profit margins.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
All manufacturing jobs require a blueprint. These come in two forms: originals (BPOs) with infinite runs and copies (BPCs) that can only be run a limited number of times. For most blueprints, a single run of a blueprint will produce a single item, but there are some exceptions including ammo, which produces 100 ammo per run. BPCs are produced through copying (T1) and invention (T2).&lt;br /&gt;
&lt;br /&gt;
==== Selecting a Blueprint ====&lt;br /&gt;
T1 BPOs are seeded by various NPC traders, with costs varying from 100,000 to 72 billion ISK. This can be a significant cost, especially to new players. Also significant is the amount of research time that may be spent on the blueprint. Selecting a good one versus a bad one is important!&lt;br /&gt;
&lt;br /&gt;
A good blueprint will have these characteristics:&lt;br /&gt;
* &#039;&#039;&#039;Inexpensive Materials&#039;&#039;&#039; - The material cost should be such that you can reasonably expect to manufacture a decent number of items, and you won&#039;t be bankrupt if you lose them while trying to sell them. There isn&#039;t a rule on how much cost is too much, but if you need a number then keep the cost of an item below 1% of your net worth. This will not be a problem for players with a large wallet, but can be an issue for new players starting out in manufacturing. The [http://zofu.no-ip.de/bpo BPO Research Calculator] provides an estimate of the material cost, which typically makes up the bulk of T1 manufacturing cost. Instructions for using this site will be given below.&lt;br /&gt;
* &#039;&#039;&#039;Good Profit Margins&#039;&#039;&#039; - The difference between the selling price and the cost to manufacture should be worthwhile. Be sure to compare the absolute profit (ISK) and percent profit (% of selling price) and make sure both are worth your time. What makes it worth your time? It is up to the individual, but strive for at least 10% per item. Profits of 80% have been witnessed by players as young as 2 months to EVE, but they are rare and tend to disappear. Note that {{sk|Material Efficiency}} has a large impact on profit margins. If you are considering manufacturing as a career, spend the time and train it to V as soon as possible.&lt;br /&gt;
* &#039;&#039;&#039;Good Transaction Volume&#039;&#039;&#039; - If you find an item that is extremely profitable but is only sold once per week, then it has poor transaction volume. There is no guarantee that you can capture all (or even most) of the sales of a particular item! To check the volume of an item, use the Market window. If you choose an item, click on the Price History tab. If it shows a graph, you can see daily sales volume by clicking the Show Table button in the bottom of the window. This will show you how many of an item were sold each day in the region over the last 3 months (default).&lt;br /&gt;
&lt;br /&gt;
There are many items that do meet all three requirements. Finding them is a matter of a lot of research time looking for items that meet your criteria. Typically it is easiest to search through the market tab looking for items with sufficient volume, then go to the BPO research calculator to compare the prices to selling volumes. Once you choose a blueprint, the BPO Research Calculator will also tell you what faction sells the BPOs you have chosen.&lt;br /&gt;
&lt;br /&gt;
==== Reducing the Cost of a Blueprint ====&lt;br /&gt;
Blueprints have a &amp;quot;Bill of Materials&amp;quot;: this is a list of the materials and skills that a single run of the blueprint requires. Most simple blueprints require Industry 1 to run, although more advanced blueprints will require more advanced skills, probably increasing the total cost of owning the blueprint.&lt;br /&gt;
&lt;br /&gt;
Blueprints have a number of attributes that affect the efficiency of the BPO. All newly purchased BPOs have a degree of wastage associated with them. These are split into:&lt;br /&gt;
* Material Level&lt;br /&gt;
: New BPOs will always use 10% or 25% more material than ideal, independent of character skill. The level of material waste is controlled by the Material Efficiency (ME) level, and can be reduced by performing Material Research at a laboratory slot. With no skills, blueprints will have an additional 20% material waste, which is reduced with the Material Efficiency skill.&lt;br /&gt;
: Material level research in public stations are extremely hard to find, and most stations have a queue of two weeks or more to do research. The University provides a [[Using the Uni POS for research|service to research BPOs]] for students who have the [Θ] Theta or Sophomore [[titles]].&lt;br /&gt;
: You may want to check the Contracts market for BPOs that are already researched if getting ME research completed is taking too long. While these BPOs are generally marked up 10x the normal purchase price (or much more!) the extra cost can usually be recouped in the time it would take to research the BPO yourself. Remember that while you are researching, the BPO is unavailable for use. A BPO in hand can be immediately used to generate revenue.&lt;br /&gt;
&lt;br /&gt;
* Productivity Level&lt;br /&gt;
: As with ME, the amount of time needed to produce the item will take x% longer than ideal. The level of time waste is controlled by the PE level, and performing Time Efficiency Research at a laboratory slot will reduce the wasted time during manufacture.&lt;br /&gt;
: Productivity level research in public stations is generally available with no wait time, although you may have to travel a few systems to find them.&lt;br /&gt;
&lt;br /&gt;
Both forms of research are subject to fairly severe stacking penalties, so while a few levels of research are almost mandatory on most blueprints, it becomes much less worthwhile after that. The lowest ME level that results in a BPO with zero wasted units of materials (&amp;quot;Ideal ME&amp;quot;) is determined by the material with the highest unit quantity. For 10% wastage BPOs, Perfect ME = quantity/5.5. For 25% wastage BPOs, Perfect ME = quantity/2.5.&lt;br /&gt;
&lt;br /&gt;
This site [http://zofu.no-ip.de/bpo BPO Research Calculator] provides an easy way of finding out the optimal ME and PE research level. To use it, you first must search for a particular item. For example: 1MN Microwarpdrive I. After you search, select the correct blueprint from the search results. You can select your skill level (Metallurgy, Research, and Industry), and then Submit. The website will then generate tables to show you various ME and PE levels effect on the estimated manufacturing cost and production time. If you wish to see a particular ME or PE level, you can enter it into the relevant field and resubmit. &lt;br /&gt;
&lt;br /&gt;
==== Blueprint Copying ====&lt;br /&gt;
T1 Blueprint Copies (BPCs) are produced by copying (running a copy job on) T1 BPOs. The resulting BPCs will inherit the Material and Productivity levels of the respective BPO, but cannot be researched further. Public copy slots are also hard to find, and the University provides a [[BPO Copying Service|BPO copying service]]. BPCs are required for T2 manufacturing.&lt;br /&gt;
&lt;br /&gt;
=== Running Jobs ===&lt;br /&gt;
[[Image:Bpomanufacturingoptions.png|thumb|left|180x200px|Installing a manufacturing job]] [[Image:Manufacturing_progress.png|thumb|right|200x180px|Checking the progress of manufacturing jobs]]&lt;br /&gt;
Once you have a blueprint and some materials ready, it&#039;s time to produce your goods. Most of the time you&#039;ll be using an NPC station to manufacture goods, and it&#039;s generally a lot easier to find available manufacturing slots than research slots. Most NPC stations will charge 1000ISK + 333ISK/hour to use, and this can often make small runs unprofitable, so be careful. Generally, creating more runs at a time will reduce the impact of the 1000ISK installation fee.&lt;br /&gt;
&lt;br /&gt;
If you have a POS available to manufacture with, then there are a few more options (and no installation costs). Different arrays can be constructed that are able to manufacture different types of modules or ships - at an increased rate compared to a station manufacturing line. A special type of array, the Rapid Equipment Assembly Array, can create modules even faster than a normal POS array, but at an increased mineral cost.&lt;br /&gt;
&lt;br /&gt;
Once you have the minerals and blueprint in the target station, then right-click on the blueprint and select Manufacturing. Pick an installation with the top button, and set the number of runs, and you should be good to go. A confirmation window will pop up with a check that you have enough materials and telling you how much it will cost: press Accept Quote to start the job running.&lt;br /&gt;
&lt;br /&gt;
While the job is running, you can check on its progress using the Science&amp;amp;Industry window on the [[NeoCom|NeoCom]]. Select the Jobs tab, and a list of your currently running jobs will be displayed. Clicking on a job will show more details, including the time to completion (TTC). You can cancel the job if you want your blueprint back for some reason, but note that the minerals will be lost and the manufacturing line will stay unavailable until the job would have completed.&lt;br /&gt;
&lt;br /&gt;
Finally, once the job is completed, the Cancel button will be replaced by a Deliver button; press this and the results and blueprint will be returned to the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== T2 Production ==&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&amp;lt;!-- TODO: add details and links --&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
Basic skills:&lt;br /&gt;
* {{sk|CPU Management|II}} / {{sk|Power Grid Management|II}} :&lt;br /&gt;
: These are required for a lot of the other skills in this section. Level 5 may be additionally required.&lt;br /&gt;
* {{sk|Electronics Upgrades|III}} &lt;br /&gt;
: Required for Hacking&lt;br /&gt;
* {{sk|Hacking|II}}&lt;br /&gt;
: Required for racial Decryptor skills&lt;br /&gt;
* {{sk|Science|V}} / {{sk|CPU Management|V}} / {{sk|Power Grid Management|V}} / {{sk|Mechanics|V}}&lt;br /&gt;
: T2 blueprints will require Science V in addition to one or more of Electronics, Engineering or Mechanic for their respective blueprint skills.&lt;br /&gt;
&lt;br /&gt;
Racial Decryptor skills:&lt;br /&gt;
* Amarr / Minmatar / Caldari / Gallente Encryption Systems&lt;br /&gt;
: These skills are required to use the respective decryptors.&lt;br /&gt;
&lt;br /&gt;
Electronics skills: (These skills require Science and Electronics V)&lt;br /&gt;
* {{sk|Electromagnetic Physics|mult=yes|price=yes}}&lt;br /&gt;
: Used for Electronic Warfare, Railguns &lt;br /&gt;
* {{sk|Electronic Engineering|mult=yes|price=yes}}&lt;br /&gt;
: Used for Electronic Warfare, Webbers, Scramblers and Drones&lt;br /&gt;
* {{sk|Nanite Engineering|mult=yes|price=yes}}&lt;br /&gt;
: Used for Armor/Hull, Repair Systems&lt;br /&gt;
&lt;br /&gt;
Engineering skills: (These skills require Science and Engineering 5)&lt;br /&gt;
* {{sk|Graviton Physics|mult=yes|price=yes}}&lt;br /&gt;
: Used for Cloaking, Webbers, Scramblers&lt;br /&gt;
* {{sk|High Energy Physics|mult=yes|price=yes}}&lt;br /&gt;
: Used for Energy Systems, Laser Weapons&lt;br /&gt;
* {{sk|Hydromagnetic Physics|mult=yes|price=yes}}&lt;br /&gt;
: Used for Shields&lt;br /&gt;
* {{sk|Laser Physics|mult=yes|price=yes}}&lt;br /&gt;
: Used for Laser Weapons, Mining Lasers&lt;br /&gt;
* {{sk|Nuclear Physics|mult=yes|price=yes}}&lt;br /&gt;
: Used for Projectile Weapons&lt;br /&gt;
* {{sk|Plasma Physics|mult=yes|price=yes}}&lt;br /&gt;
: Used for Blasters&lt;br /&gt;
* {{sk|Quantum Physics|mult=yes|price=yes}}&lt;br /&gt;
: Used for Cloaking, Energy Systems, Shield Systems&lt;br /&gt;
&lt;br /&gt;
Mechanic skills: (These skills require Science and Mechanic V)&lt;br /&gt;
* Amarrian / Minmatar / Caldari / Gallente Starship Engineering&lt;br /&gt;
: Used for Racial Ship Construction&lt;br /&gt;
&amp;lt;!-- * Astronautic Engineering&lt;br /&gt;
: Used for  not currently available --&amp;gt;&lt;br /&gt;
* {{sk|Capital Ship Construction|mult=yes|price=yes}} (also requires Material Efficiency V)&lt;br /&gt;
: Used for Capital Ship Production&lt;br /&gt;
* {{sk|Mechanical Engineering|mult=yes|price=yes}}&lt;br /&gt;
: Used for Repair Systems, Starships, Railguns, Blasters, Projectiles, Mining Lasers, Missile Launchers, Drones&lt;br /&gt;
* {{sk|Molecular Engineering|mult=yes|price=yes}}&lt;br /&gt;
: Used for Armor/Hull, Propulsion Systems&lt;br /&gt;
* {{sk|Outpost Construction|mult=yes|price=yes}} (Also requires Anchoring V)&lt;br /&gt;
: Used for Outpost Construction&lt;br /&gt;
* {{sk|Rocket Science|mult=yes|price=yes}}&lt;br /&gt;
: Used for Propulsion Systems, Missile Launchers&lt;br /&gt;
&lt;br /&gt;
=== Invention  ===&lt;br /&gt;
[[Image:Invention quote.png|thumb|left|180x120px|Installing an invention job.]] [[Image:T2BPC BOM.png|thumb|right|200x180px|Cap Recharger II]]&lt;br /&gt;
[[Image:Invention_Success.png|thumb|left|180x120px|Success!]] [[Image:T2BPC BOM2.png|thumb|right|250x200px|Jaguar]] &lt;br /&gt;
&lt;br /&gt;
Currently, T2 blueprints are available through the Invention mechanic, which replaced the old and controversial T2 Lottery. While T2 BPOs still exist, and have much better efficiency than available T2 BPCs, there are not enough to keep up with current demand for T2 items and it is fairly viable for newer players to get into the T2 market. &lt;br /&gt;
&lt;br /&gt;
T2 BPCs are created with the related T1 BPC, a couple of specific datacores, a data interface (which is only needed to start the job and is not consumed), and an optional decryptor. T2 blueprints also require a fairly large number of skills, dependant on the specific blueprint, that are found in the Science category. Notably, T2 Invention jobs do not have a guaranteed chance of success. An approximate formula for the chance of success in T2 invention is implemented in the [http://games.chruker.dk/eve_online/invention_chance.php Invention Chance Calculator].&lt;br /&gt;
&lt;br /&gt;
The success chance can be altered by the type of decryptor used and by adding a named variant of the item you are producing into the mix. Due to the price of decryptors they are typically reserved for expensive inventions so that the invented bpc will have a better ME/PE. For example the Anshar BPC would normally have -4/-4 but by using the Collision Measurements decryptor (~4m) not only does that increase the chance of a successful invention but it will also result in a BPC with -1/-1, ~20m saving and 11D faster production.&lt;br /&gt;
&lt;br /&gt;
=== Datacores ===&lt;br /&gt;
Datacores are a consumable used in the invention process. They are gained through NPC Research agents, and can [[Datacore Farming|be farmed]] with a certain set of skills and some good standings.&lt;br /&gt;
&lt;br /&gt;
Blueprints operations that require specific datacores will also require the relevant skill to level 1, listed in the skills section above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weblinks==&lt;br /&gt;
*[http://www.tetrr.com/kalkulator/ A Calc for T1,T2 and T3 production]&lt;br /&gt;
*[http://sourceforge.net/projects/eveiph/ ISK Per hour] local tool for T1, T2 and T3 production as well as refining.&lt;/div&gt;</summary>
		<author><name>Damara pyrell</name></author>
	</entry>
	<entry>
		<id>https://wiki.eveuniversity.org/index.php?title=Basic_skills&amp;diff=67271</id>
		<title>Basic skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.eveuniversity.org/index.php?title=Basic_skills&amp;diff=67271"/>
		<updated>2014-03-30T21:09:59Z</updated>

		<summary type="html">&lt;p&gt;Damara pyrell: /* Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Skills]]&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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&#039;s early career.  &lt;br /&gt;
&lt;br /&gt;
Read more on [[Support Skills]] in our wiki article, which also describes many advanced skills not listed in the basic recommendations below. &lt;br /&gt;
&lt;br /&gt;
= Recommended Skills =&lt;br /&gt;
&lt;br /&gt;
== Armor Tanking ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hull Upgrades&#039;&#039;&#039; : &#039;&#039;5% bonus to armor hit points per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mechanic&#039;&#039;&#039; : &#039;&#039;5% bonus to structure hit points per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repair Systems&#039;&#039;&#039; : &#039;&#039;5% reduction in repair systems duration per skill level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Capacitor ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Capacitor Management&#039;&#039;&#039; : &#039;&#039;5% bonus to capacitor capacity per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Capacitor Systems Operation&#039;&#039;&#039; : &#039;&#039;5% reduction in capacitor recharge time per skill level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Drone Operation&#039;&#039;&#039; : &#039;&#039;5% Bonus to drone damage of light and medium drones per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drones&#039;&#039;&#039; : &#039;&#039;Can operate 1 drone per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout Drone Operation&#039;&#039;&#039; : &#039;&#039;Drone control range increased by 5000 meters per skill level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Electronic Warfare ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Electronics Upgrades&#039;&#039;&#039; : &#039;&#039;5% reduction of sensor upgrade CPU needs per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Electronic Warfare (Caldari)&#039;&#039;&#039; : &#039;&#039;5% less capacitor need for ECM and ECM Burst systems per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frequency Modulation&#039;&#039;&#039; : &#039;&#039;10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors and Target Painters per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Long Distance Jamming&#039;&#039;&#039; : &#039;&#039;10% bonus to optimal range of ECM, Remote Sensor Dampers, Tracking Disruptors and Target Painters per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sensor Linking (Gallente)&#039;&#039;&#039; : &#039;&#039;5% less capacitor need for sensor link per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target Painting (Minmatar)&#039;&#039;&#039; : &#039;&#039;5% less capacitor need for target painters per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapon Disruption (Amarr)&#039;&#039;&#039; : &#039;&#039;5% less capacitor need for weapon disruptors per skill level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archaeology&#039;&#039;&#039; : 5% increase in chance of archaeological find per level.&lt;br /&gt;
*&#039;&#039;&#039;Astrometrics&#039;&#039;&#039; : &#039;&#039;Allows one additional probe in space per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Astrometric Pinpointing&#039;&#039;&#039; : &#039;&#039;Reduces maximum scan deviation by 10% per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Electronics Upgrades&#039;&#039;&#039; : &#039;&#039;5% reduction of sensor upgrade CPU needs per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hacking&#039;&#039;&#039; : &#039;&#039;5% increase in chance of data retrieval per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Salvaging&#039;&#039;&#039; : &#039;&#039;5% increase in chance of salvage retrieval per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Survey&#039;&#039;&#039; : &#039;&#039;5% improvement per level in the scan speeds of ship, cargo and survey scanners.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fitting ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CPU&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;CPU Management&#039;&#039;&#039; : &#039;&#039;5% Bonus to ship CPU output per skill level.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Electronics Upgrades&#039;&#039;&#039; : &#039;&#039;5% reduction of sensor upgrade CPU needs per skill level.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Energy Grid Upgrades&#039;&#039;&#039; : &#039;&#039;5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Weapon Upgrades (also applies to missile launchers)&#039;&#039;&#039; : &#039;&#039;5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PowerGrid&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Power Grid Management&#039;&#039;&#039; : &#039;&#039;5% Bonus to ship&#039;s PowerGrid output per skill level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gunnery ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Controlled Bursts (unnecessary for projectile weapons)&#039;&#039;&#039; : &#039;&#039;5% reduction in capacitor need of weapon turrets per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gunnery&#039;&#039;&#039; : &#039;&#039;2% Bonus to weapon turrets&#039; rate of fire per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Motion Prediction&#039;&#039;&#039; : &#039;&#039;5% bonus per skill level to weapon turret tracking speeds.&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Small Energy Turret (Amarr)&#039;&#039;&#039; : &#039;&#039;5% Bonus to small energy turret damage per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Small Hybrid Turret (Caldari and Gallente)&#039;&#039;&#039; : &#039;&#039;5% Bonus to small hybrid turret damage per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Small Projectile Turret (Minmatar)&#039;&#039;&#039; : &#039;&#039;5% Bonus to small projectile turret damage per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Firing&#039;&#039;&#039; : &#039;&#039;3% bonus per skill level to weapon turret rate of fire.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; : &#039;&#039;5% bonus to weapon turret optimal range per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapon Upgrades (also applies to missile launchers)&#039;&#039;&#039; : &#039;&#039;5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Implants ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; : &#039;&#039;Allows the use of cybernetic implants.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mining ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mining&#039;&#039;&#039; : &#039;&#039;5% bonus to mining turret yield per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mining Upgrades&#039;&#039;&#039; : &#039;&#039;5% reduction per skill level in CPU penalty of mining upgrade modules.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Refining&#039;&#039;&#039; : &#039;&#039;2% reduction in refinery waste per skill level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Missiles ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Bombardment&#039;&#039;&#039; : &#039;&#039;10% bonus to all missiles&#039; maximum flight time per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher Operation&#039;&#039;&#039; : &#039;&#039;2% Bonus to missile launcher rate of fire per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Missile Projection&#039;&#039;&#039; : &#039;&#039;10% bonus to all missiles&#039; maximum velocity per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Launch&#039;&#039;&#039; : &#039;&#039;3% bonus to missile launcher rate of fire per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Light Missiles&#039;&#039;&#039; : &#039;&#039;5% Bonus to light missile damage per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rockets&#039;&#039;&#039; : &#039;&#039;5% bonus to rocket damage per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target Navigation Prediction&#039;&#039;&#039; : &#039;&#039;10% decrease per level in factor of target&#039;s velocity for all missiles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Missioning ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Connections&#039;&#039;&#039; : &#039;&#039;4% Modifier to effective standing from friendly NPC Corporations and Factions per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Social&#039;&#039;&#039; : &#039;&#039;5% bonus per level to NPC agent, corporation and faction standing increase.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acceleration Control&#039;&#039;&#039; : &#039;&#039;5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Afterburner&#039;&#039;&#039; : &#039;&#039;10% bonus to Afterburner duration per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evasive Maneuvering&#039;&#039;&#039; : &#039;&#039;5% improved ship agility for all ships per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fuel Conservation&#039;&#039;&#039; : &#039;&#039;10% reduction in afterburner capacitor needs per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;High Speed Maneuvering&#039;&#039;&#039; : &#039;&#039;5% reduction in MicroWarpdrive capacitor usage per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Navigation&#039;&#039;&#039; : &#039;&#039;5% bonus to sub-warp ship velocity per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Warp Drive Operation&#039;&#039;&#039; : &#039;&#039;Each skill level reduces the capacitor need of initiating warp by 10%.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Industry&#039;&#039;&#039; : &#039;&#039;4% reduction in manufacturing time per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mass Production&#039;&#039;&#039; : &#039;&#039;Ability to run 1 additional manufacturing job per level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Material Efficiency&#039;&#039;&#039; : &#039;&#039;5% reduction per skill level to the material requirements needed for production.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shield Tanking ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield Management&#039;&#039;&#039; : &#039;&#039;5% bonus to shield capacity per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shield Operation&#039;&#039;&#039; : &#039;&#039;5% reduction in shield recharge time per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shield Upgrades&#039;&#039;&#039; : &#039;&#039;5% reduction in shield upgrade powergrid needs.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tactical Shield Manipulation&#039;&#039;&#039; : &#039;&#039;Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ship Command ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amarr Frigate&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Amarr Destroyer&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Amarr Industrial&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Caldari Frigate&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Caldari Destroyer&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Caldari Industrial&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Gallente Frigate&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Gallente Destroyer&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Gallente Industrial&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Minmatar Frigate&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Minmatar Destroyer&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Minmatar Industrial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tackling ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Propulsion Jamming&#039;&#039;&#039; : &#039;&#039;5% reduction to warp scrambler and stasis web capacitor need per skill level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range Targeting&#039;&#039;&#039; : &#039;&#039;5% bonus to targeting range per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Analysis&#039;&#039;&#039; : &#039;&#039;5% improved targeting speed per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target Management&#039;&#039;&#039; : &#039;&#039;+1 extra target per skill level, up to the ship&#039;s maximum allowed number of targets locked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Broker Relations&#039;&#039;&#039; : &#039;&#039;5% reduction in the costs associated with setting up a market order per skill level.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Contracting&#039;&#039;&#039; : &#039;&#039;For each level of this skill the number of outstanding contracts is increased by four.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Marketing&#039;&#039;&#039; : &#039;&#039;Each level increases the range from the seller to the item being sold.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Procurement&#039;&#039;&#039; : &#039;&#039;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.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Retail&#039;&#039;&#039; : &#039;&#039;Each level raises the limit of active orders by 8.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Trade&#039;&#039;&#039; : &#039;&#039;Active buy/sell order limit increased by 4 per level of skill.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Damara pyrell</name></author>
	</entry>
</feed>