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[[Category:Skills]] | [[Category:Skills]] | ||
This is a guide to learning in-game [[Skills|skills]]. | [[Skills]] in EVE govern the abilities of your character. They determine which ships you can fly, what modules you can use, the effectiveness to which you can use those ships/modules, and much more. This is a guide to learning those in-game [[Skills|skills]]. This guide explains the mechanics that govern skill training, and makes suggestions for training strategies. | ||
= | =Skillbooks= | ||
To learn a skill, you need to acquire the relevant skillbook. | |||
To learn a skill, you need the relevant skillbook | |||
==Acquiring Skillbooks== | |||
If you did the starter missions from the [[Tutorial_and_Career_Agents_in_Eve|tutorial agents]] (and if you didn't, they're highly recommended) you will have been given some useful skillbooks. | |||
The main way to acquire other new skillbooks is from the market. You can browse the available skillbooks under 'Skills' in the Browse tab, or just search for a particular skill. Currently most skillbooks are sold by NPC corporations for a fixed price -- this is effectively CCP seeding them on the market. | The main way to acquire other new skillbooks is from the market. You can browse the available skillbooks under 'Skills' in the Browse tab, or just search for a particular skill. Currently most skillbooks are sold by NPC corporations for a fixed price -- this is effectively CCP seeding them on the market. | ||
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You may see player sell orders for NPC seeded skillbooks too. If they're below the NPC price they're probably selling off books they bought in error; if they're above the NPC price they're probably hoping to trick someone into buying. Make sure you check the NPC price before buying an NPC-seeded skill from a player! | You may see player sell orders for NPC seeded skillbooks too. If they're below the NPC price they're probably selling off books they bought in error; if they're above the NPC price they're probably hoping to trick someone into buying. Make sure you check the NPC price before buying an NPC-seeded skill from a player! | ||
Some skillbooks are not directly seeded onto the market. Instead they're acquired through the Loyalty Point stores of NPC corporations or from exploration sites. These tend to be more advanced skills, such as [[Skills:Gunnery#Small_Autocannon_Specialization|Small AC Specialization]], which lets you use T2 small autocannon. Some players trade in these skills by finding them or buying them from LP stores where they have LP and then putting them up on the regular market for a profit. Depending on how hard it is for you to get these skills any other way, you may find that buying them from players selling them on the regular market is your simplest option. | Some skillbooks are not directly seeded onto the market. Instead they're acquired through the Loyalty Point stores of NPC corporations or from exploration sites. These tend to be more advanced skills, such as [[Skills:Gunnery#Small_Autocannon_Specialization|Small AC Specialization]], which lets you use T2 small autocannon. Some players trade in these skills by finding them or buying them from LP stores where they have LP and then putting them up on the regular market for a profit. Depending on how hard it is for you to get these skills any other way, you may find that buying them from players selling them on the regular market is your simplest option. | ||
If you are a member of E-Uni the university can reimburse the cost of any skill which is NPC-seeded and costs less than 1 million ISK -- see the [[The_Skillbook_Program|reimbursement page]] for more details. | If you are a member of E-Uni the university can reimburse the cost of any skill which is NPC-seeded and costs less than 1 million ISK -- see the [[The_Skillbook_Program|reimbursement page]] for more details. | ||
== | ==Injecting Skillbooks== | ||
Once you have acquired a skillbook (and assuming you have already learnt the prerequisites), you can "inject" a skillbook. | |||
Right-clicking on a skill in your hangar or cargohold, if you don't know the skill already, also gives you an 'inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet, but doesn't actually start it training -- effectively it stores the skill at 'level 0'. You can only inject a skill if you already have the prerequisites to train it. | Right-clicking on a skill in your hangar or cargohold, if you don't know the skill already, also gives you an 'inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet, but doesn't actually start it training -- effectively it stores the skill at 'level 0'. You can only inject a skill if you already have the prerequisites to train it. | ||
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Injecting is useful if you've bought a skill which you have the prerequisites to train, but don't actually want to start training it right away: once it's injected, you don't need to worry about keeping the skillbook with you, and there's no risk that you'll lose the skillbook if you fly into dangerous space and lose your ship. | Injecting is useful if you've bought a skill which you have the prerequisites to train, but don't actually want to start training it right away: once it's injected, you don't need to worry about keeping the skillbook with you, and there's no risk that you'll lose the skillbook if you fly into dangerous space and lose your ship. | ||
===Training Time | =Learning a Skill= | ||
You can train a skill by dragging and dropping it into the training queue, or by right-clicking on it in your Skills list. | |||
==Training Time Multipliers== | |||
So, how is the time it takes you to train a particular skill calculated? The number of skill points necessary to train a skill is determined by the skill's '''rank''', also known as its '''training time multiplier''', while the rate at which you get new skill points is determined by your '''attributes'''. | So, how is the time it takes you to train a particular skill calculated? The number of skill points necessary to train a skill is determined by the skill's '''rank''', also known as its '''training time multiplier''', while the rate at which you get new skill points is determined by your '''attributes'''. | ||
The base numbers of skill points required to train a skill with a training time multiplier of 1x (like [[Skills:Navigation#Navigation|Navigation]], for example) go like this: | The base numbers of skill points required to train a skill with a training time multiplier of 1x (like [[Skills:Navigation#Navigation|Navigation]], for example) go like this: | ||
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The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplier, or 'rank' as it's sometimes called, tends to be. [[Skills:Spaceship_Command#Amarr_Titan|Amarr Titan]], for example, has a x16 training multiplier -- you need to accumulate 4,096,000 SP to train it to V. | The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplier, or 'rank' as it's sometimes called, tends to be. [[Skills:Spaceship_Command#Amarr_Titan|Amarr Titan]], for example, has a x16 training multiplier -- you need to accumulate 4,096,000 SP to train it to V. | ||
==Attributes== | |||
Every skill has a primary and a secondary attribute: [[Skills:Navigation#Navigation|Navigation]], for example, lists Intelligence as its primary attribute and Perception as its secondary attribute. When you start training a skill, you can calculate the time needed in minutes thus: | Every skill has a primary and a secondary attribute: [[Skills:Navigation#Navigation|Navigation]], for example, lists Intelligence as its primary attribute and Perception as its secondary attribute. When you start training a skill, you can calculate the time needed in minutes thus: | ||
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It's not necessary to know the mathematics involved here, but the important thing to note is that your score for a skill's primary attribute will affect its training time twice as much as your score for its secondary attribute. You can find your attribute scores on your character sheet in the Attributes section, though the figures there are rounded to the nearest whole number (EveMon can give you decimal points, if you really want them). | It's not necessary to know the mathematics involved here, but the important thing to note is that your score for a skill's primary attribute will affect its training time twice as much as your score for its secondary attribute. You can find your attribute scores on your character sheet in the Attributes section, though the figures there are rounded to the nearest whole number (EveMon can give you decimal points, if you really want them). | ||
Each attribute is associated with skills for particular spheres of activity. Generally the groups of skills are associated with particular attributes as follows: | Each attribute is associated with skills for particular spheres of activity. Generally the groups of skills are associated with particular attributes as follows: | ||
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| [[Skills:Trade|Trade]] || Willpower, Charisma/Charisma, Memory | | [[Skills:Trade|Trade]] || Willpower, Charisma/Charisma, Memory | ||
|} | |} | ||
As a rough summary: | As a rough summary: | ||
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* '''Memory''' and '''Intelligence''' are very important for industrialists, and still quite important for combat pilots (they're useful for drone skills, fitting skills and tanking skills). | * '''Memory''' and '''Intelligence''' are very important for industrialists, and still quite important for combat pilots (they're useful for drone skills, fitting skills and tanking skills). | ||
* '''Charisma''' is important for traders and mission-runners, and anyone who's training the Leadership skills. | * '''Charisma''' is important for traders and mission-runners, and anyone who's training the Leadership skills. | ||
It should be obvious that raising your attribute scores, particularly for skill groups you intend to spend lots of time training, is a very good idea. Ways to do this are discussed in part 2, Training Strategies, [[Skills_and_Learning#Boosting_Your_Attributes|below]]. | It should be obvious that raising your attribute scores, particularly for skill groups you intend to spend lots of time training, is a very good idea. Ways to do this are discussed in part 2, Training Strategies, [[Skills_and_Learning#Boosting_Your_Attributes|below]]. | ||