Difference between revisions of "Skills"
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*[[Skills:Corporation Management#Anchoring|Anchoring]] - Base skill required to anchor objects in space. | *[[Skills:Corporation Management#Anchoring|Anchoring]] - Base skill required to anchor objects in space. | ||
*[[Skills:Corporation Management#Corporation_Management|Corporation Management]] - Base skill required to create a player-run corporation. | *[[Skills:Corporation Management#Corporation_Management|Corporation Management]] - Base skill required to create a player-run corporation. | ||
− | *[[Skills:Corporation Management#Diplomatic_Relations|Diplomatic Relations]] - 2nd tier corp management skill that reduces the cost to hire allies. | + | *[[Skills:Corporation Management#Diplomatic_Relations|Diplomatic Relations]] - 2nd tier corp management skill that reduces the cost to hire allies. |
*[[Skills:Corporation Management#Empire_Control|Empire Control]] - 3rd tier corp management skill allowing more corp members. | *[[Skills:Corporation Management#Empire_Control|Empire Control]] - 3rd tier corp management skill allowing more corp members. | ||
− | |||
*[[Skills:Corporation Management#Megacorp_Management|Megacorp Management]] - 2nd tier corp management skill allowing more corp members | *[[Skills:Corporation Management#Megacorp_Management|Megacorp Management]] - 2nd tier corp management skill allowing more corp members | ||
*[[Skills:Corporation Management#Sovereignty|Sovereignty]] - 4th tier corp managment skill allowing more corp members. | *[[Skills:Corporation Management#Sovereignty|Sovereignty]] - 4th tier corp managment skill allowing more corp members. |
Revision as of 14:39, 22 August 2012
In Eve your skills are a significant part of what defines your character. It would be impossible to describe all the skills available in Eve on one page, so on this wiki they are divided by category (Navigation, Gunnery &c). Every category and skill is linked from this page.
For in-depth descriptions of skill training mechanics, and discussion of training strategies, consult Skills and Learning.
Corporation Management
Running a well-oiled operation is a fine art. Memory and Charisma are needed to become skilled in the subjects in this category.
- Anchoring - Base skill required to anchor objects in space.
- Corporation Management - Base skill required to create a player-run corporation.
- Diplomatic Relations - 2nd tier corp management skill that reduces the cost to hire allies.
- Empire Control - 3rd tier corp management skill allowing more corp members.
- Megacorp Management - 2nd tier corp management skill allowing more corp members
- Sovereignty - 4th tier corp managment skill allowing more corp members.
- Starbase Defense Management - Control guns/defenses on a POS.
Drones
Skills pertaining to the efficient operation of drones. Memory and perception are important in learning how to operate drones.
- Advanced Drone Interfacing - Allows fitting of Drone Control Units.
- Amarr Drone Specialization - Unlocks T2 Amarr drones.
- Caldari Drone Specialization - Unlocks T2 Caldari drones.
- Combat Drone Operation - Damage bonus to light and medium Drones.
- Drone Durability - Bonus to drone shield, armor, structure.
- Drone Interfacing - Bonus to drone damage and mining amount.
- Drone Navigation - Bonus to drone MicroWarpDrive speed
- Drone Sharpshooting - Bonus to drone optimal range.
- Drones - Allows control of drones.
- Electronic Warfare Drone Interfacing - Allows control of EWAR drones, Bonus to drone control range.
- Fighter Bombers - Allows use of Fighter Bomber Drones.
- Fighters - Allows use of Fighter Drones.
- Gallente Drone Specialization - Unlocks T2 Gallente drones.
- Heavy Drone Operation - Bonus to Heavy Drone damage.
- Mining Drone Operation - Bonus to Mining Drone Yield.
- Minmatar Drone Specialization - Unlocks T2 Minmatar drones.
- Repair Drone Operation - Allows use of Repair Drones. Bonus to Repair Drone amount.
- Scout Drone Operation - Bonus to drone control range.
- Sentry Drone Interfacing - Allows use of Sentry Drones. Bonus to sentry drone damage.
Electronics
Skills pertaining to management of a starfaring vessel's electronic systems. Intelligence and memory are needed to become good at this.
- Cloaking - Allows use of cloaking devices. Reduction of decloak targeting delay penalty.
- Cynosural Field Theory - Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation.
- Electronic Warfare - Allows use of ECM jammers. Reduces ECM module capacitor use.
- Electronics - Bonus to ship CPU.
- Electronics Upgrades - Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
- Frequency Modulation - Bonus to EWAR module falloff.
- Long Distance Jamming - Bonus to EWAR module optimal.
- Long Range Targeting - Bonus to targeting range.
- Multitasking - 2nd tier - Bonus to max number of targets.
- Projected Electronic Counter Measures - Bonus to Projected ECM Cycle time.
- Propulsion Jamming - Allows use of stasis webifier, warp scrambler/disruptor. Reduces Propulsion Jamming module capacitor use.
- Sensor Linking - Allows use of Sensor Boosters/Sensor Dampeners. Reduces capacitor use for these modules.
- Signal Dispersion - Bonus to ECM Jammer strength.
- Signal Suppression - Bonus to Sensor Dampener effectiveness.
- Signature Analysis - Bonus to Scan Resolution.
- Signature Focusing - Bonus to effectiveness of Target Painters.
- Survey - Allows use of cargo, ship, and survey scanners. Bonus to scan speed of these modules.
- Target Painting - Allows use of Target Painters. Reduces capacitor use of Target Painters.
- Targeting - Increases max number of targets.
- Turret Destabilization - Bonus to effectiveness of Tracking Disruptors.
- Weapon Disruption - Allows use of Tracking Disruptors. Bonus to Tracking Disruptor capacitor use.
Engineering
Skills pertaining to management of a starfaring vessel's hardwired onboard systems. Good intelligence and memory will get you your engineerings degree faster.
- Capital Energy Emission Systems - Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use.
- Capital Shield Emission Systems - Allows use of Capital Shield Transfer Array. Bonus to Capital Shield Transfer Array cap use.
- Capital Shield Operation - Allows use of Capital Shield Boosters and other Capital Shield Modules. Bonus to Capital Shield Booster cap use.
- EM Shield Compensation - Percent Bonus to EM Resistance amount of passive shield hardeners and deactivated active hardeners.
- Energy Emission Systems - Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules.
- Energy Grid Upgrades - Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
- Energy Management - Bonus to Capacitor Capacity.
- Energy Pulse Weapons - Allows use of Smartbombs. Bonus to smartbomb activation time.
- Energy Systems Operation - Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time.
- Engineering - Bonus to ship Powergrid.
- Explosive Shield Compensation - Percent Bonus to Explosive resist amount of passive shield hardeners and deactivated active shield hardeners.
- Kinetic Shield Compenstation - Percent Bonus to Kinetic resist amount of passive shield hardeners and deactivated active shield hardeners.
- Shield Compensation - Bonus to Shield Booster Capacitor use.
- Shield Emission Systems - Allows use of Shield Transfer Arrays. Bonus to Shield Emissions System module cap use.
- Shield Management - Bonus to ship shield amount.
- Shield Operation - Allows use of Shield Boosters. Bonus to shield recharge time.
- Shield Upgrades - Allows use of shield upgrade modules. Bonus to Shield Upgrade modules Powergrid use.
- Tactical Shield Manipulation - Reduces chance of damage bleeding through to armor when shields are low. Allows use of shield hardeners.
- Thermic Shield Compensation - Percent Bonus to Thermal Resist amount of passive shield hardeners and deactivated active shield hardeners.
Gunnery
The core of the combat arts: how to use your guns. Perception and willpower will help you to master your guns.
- Advanced Weapon Upgrades - Reduced Powergrid use of turrets and launchers.
- Capital Energy Turret - Allows use of Capital Energy Turrets.
- Capital Hybrid Turret - Allows use of Capital Hybrid Turrets.
- Capital Projectile Turret - Allows use of Capital Projectile Turrets.
- Controlled Bursts - Reduced cap use of turrets.
- Gunnery - Bonus to turret rate of fire.
- Large Artillery Specialization - Allows use of Tech 2 Large Artillery.
- Large Autocannon Specialization - Allows use of Tech 2 Large Autocannons.
- Large Beam Laser Specialization - Allows use of Tech 2 Large Beam Lasers.
- Large Blaster Specialization - Allows use of Tech 2 Large Blasters.
- Large Energy Turret - Allows use of Large Energy Turrets.
- Large Hybrid Turret - Allows use of Large Hybrid Turrets.
- Large Projectile Turret - Allows use of Large Projectile Turrets.
- Large Pulse Laser Specialization - Allows use of Tech 2 Large Pulse Lasers.
- Large Railgun Specialization - Allows use of Tech 2 Large Railguns.
- Medium Artillery Specialization - Allows use of Tech 2 Medium Artillery.
- Medium Autocannon Specialization - Allows use of Tech 2 Medium Autocannons.
- Medium Beam Laser Specialization - Allows use of Tech 2 Medium Beam Lasers.
- Medium Blaster Specialization - Allows use of Tech 2 Medium Blasters.
- Medium Energy Turret - Allows use of Medium Energy Turrets.
- Medium Hybrid Turret - Allows use of Medium Hybrid Turrets.
- Medium Projectile Turret - Allows use of Medium Projectile Turrets.
- Medium Pulse Laser Specialization - Allows use of Tech 2 Medium Pulse Lasers.
- Medium Railgun Specialization - Allows use of Tech 2 Medium Railguns.
- Motion Prediction - Bonus to turret tracking.
- Rapid Firing - Bonus to turret rate of fire.
- Sharpshooter - Bonus to turret optimal range.
- Small Artillery Specialization - Allows use of Tech 2 Small Artillery.
- Small Autocannon Specialization - Allows use of Tech 2 Small Autocannons.
- Small Beam Laser Specialization - Allows use of Tech 2 Small Beam Lasers.
- Small Blaster Specialization - Allows use of Tech 2 Small Blasters.
- Small Energy Turret - Allows use of Small Energy Turrets.
- Small Hybrid Turret - Allows use of Small Tbyrid Turrets.
- Small Projectile Turret - Allows use of Small Projectile Turrets.
- Small Pulse Laser Specialization - Allows use of Tech 2 Small Pulse Lasers.
- Small Railgun Specialization - Allows use of Tech 2 Small Railguns.
- Surgical Strike - Bonus to turret damage.
- Tactical Weapon Reconfiguration - Allows use of Dreadnought siege modules. Reduces Siege Module use of Strontium Clathrates.
- Trajectory Analysis - Bonus to turret falloff range.
- Weapon Upgrades - Reduces CPU use of turrets and launchers.
Industry
Skills pertaining to the efficient use of manufacturing facilities and refineries. Memory and intelligence will serve you well on your path to greath wealth.
- Advanced Mass Production - Further training in the operation of multiple factories
- Arkonor Processing - Reduction in Arkonor refining waste
- Bistot Processing - Reduction in Bistot refining waste
- Crokite Processing - Reduction in Crokite refining waste
- Dark Ochre Processing - Reduction in Dark Ochre refining waste
- Deep Core Mining - Allows use Deep Core Mining Lasers and reduces the chance of a damage cloud forming while mining Mercoxit
- Drug Manufacturing - Allows manufacture drugs
- Gas Cloud Harvesting - Allows harvest gas clouds
- Gneiss Processing - Reduction in Gneiss refining waste
- Hedbergite Processing - Reduction in Hedbergite refining waste
- Hemorphite Processing - Reduction in Hemorphite refining waste
- Ice Harvesting - Allows harvest ice
- Ice Processing - Redution in Ice refining waste
- Industrial Reconfiguration - Allows use of industrial core modules and reduces heavy water consumption for modules
- Industry - Reduces manufacturing time
- Jaspet Processing - Reduction in Jaspet refining waste
- Kernite Processing - Reduction in Kernite refining waste
- Mass Production - Allows the operation of multiple factories
- Mercoxit Processing - Reduction in Mercoxit refining waste
- Mining - Bonus to mining turret yield
- Mining Upgrades - Allows use mining upgrades
- Omber Processing - Reduction in Omber refining waste
- Plagioclase Processing - Reduction in Plagioclase refining waste
- Production Efficiency - Reduction to material requirements needed for production
- Pyroxeres Processing - Reduction in Pyroxeres refining waste
- Refinery Efficiency - Further reduction in refining waste
- Refining - Reduction in refining waste
- Scordite Processing - Reduction in Scordite refining waste
- Scrapmetal Processing - Reduction in Scrapmetal refining waste
- Spodumain Processing - Reduction in Spodumain refining waste
- Supply Chain Management - Allows starting manufacturing jobs remotely
- Veldspar Processing - Reduction in Veldespar refining waste
Leadership
Skills pertaining to the efficient coordination of the pilots under your command. Charisma and willpower is needed for those who wish to command.
- Armored Warfare - Increases your fleet members' armor hit points (fleet bonus).
- Armored Warfare Specialist - Allows the use of armored warfare link modules.
- Fleet Command - Enables you to pass on fleet bonuses to wings in your fleet.
- Information Warfare - Increases your fleet members' targeting range (fleet bonus).
- Information Warfare Specialist - Allows the use of information warfare link modules.
- Leadership - Enables you to pass on fleet bonuses to members of your squad. Also increases your fleet members' targeting speed (fleet bonus).
- Mining Director - Allows the use of mining link modules.
- Mining Foreman - Increases your fleet members' mining yield.
- Siege Warfare - Increases your fleet members' shield hit points (fleet bonus).
- Siege Warfare Specialist - Allows the use of siege warfare link modules.
- Skirmish Warfare - Increases your fleet members' ship agility (fleet bonus).
- Skirmish Warfare Specialist - Allows the use of skirmish warfare link modules.
- Warfare Link Specialist - Increases the effect of all warfare link modules.
- Wing Command - Enables you to pass on fleet bonuses to squads in your wing.
Learning
Build your brain. (Note: All learning skills have now been removed from the game.)
- Analytical Mind - Increases Intelligence Attribute.
- Clarity - Advanced Perception Training.
- Eidetic Memory - Advanced Memory Training.
- Empathy - Increases Charisma Attribute.
- Focus - Advanced Willpower Training.
- Instant Recall - Increases Memory Attribute.
- Iron Will - Increases Willpower Attribute.
- Learning - Increases skill training speed.
- Logic - Advanced Intelligence Training.
- Presence - Advanced Charisma Training.
- Spatial Awareness - Increases Perception Attribute.
Mechanic
Skills pertaining to the building and management of a starfaring vessel's mechanical systems. Intelligence and memory will help you become a top mechanic.
- Armor Rigging - Allows use of armor rigs.
- Astronautics Rigging - Allows use of astronautics (navigation) rigs.
- Battleship Construction
- Capital Remote Armor Repair Systems
- Capital Remote Hull Repair Systems
- Capital Repair Systems
- Capital Ship Construction
- Cruiser Construction
- Drones Rigging - Allows use of drone rigs.
- Electronic Superiority Rigging
- EM Armor Compensation - Bonus to EM armor hardeners.
- Energy Weapon Rigging - Allows use of energy weapon rigs.
- Explosive Armor Compensation - Bonus to explosive armor hardeners.
- Frigate Construction
- Hull Upgrades - Bonus to armor hit points. Enables certain modules, like Expanded Cargoholds and Inertial Stabilizers.
- Hybrid Weapon Rigging - Allows use of hybrid weapon rigs.
- Industrial Construction
- Jury Rigging - Allows use of rigs.
- Kinetic Armor Compensation - Bonus to kinetic armor hardeners.
- Launcher Rigging - Allows use of launcher rigs.
- Mechanic - Bonus to structure hit points.
- Nanite Interfacing
- Nanite Operation
- Outpost Construction
- Projectile Weapon Rigging - Allows use of projectile weapon rigs.
- Remote Armor Repair Systems - Allows use of remote armor repair modules.
- Remote Hull Repair Systems - Allows use of remote hull repair modules.
- Repair Systems - Allows use of hull repair and armor repair modules.
- Salvaging - Allows use of salvagers.
- Shield Rigging - Allows use of shield rigs.
- Tactical Logistics Reconfiguration
- Thermic Armor Compensation - Bonus to thermic armor hardeners.
Missiles
The use and effectiveness of bombs, missiles and torpedoes.
- Bomb Deployment - Use and operation of bombs used by Stealth Bombers.
- Citadel Cruise Missiles - Use and operation of capital sized Cruise Missiles.
- Citadel Torpedoes - Use and operation of capital sized Torpedoes.
- Cruise Missile Specialization - Allows use of T2 Cruise Missiles.
- Cruise Missiles - Use and operation of Cruise Missiles.
- Defender Missiles - Use and operation of Defender Missiles.
- FoF Missiles - Use and operation of Friend or Foe Missiles.
- Guided Missile Precision - Increased damage to small targets.
- Heavy Assault Missile Specialization - Allows use of T2 Heavy Assault Missiles (HAM).
- Heavy Assault Missiles - Use and operation of Heavy Assault Missiles (HAM).
- Heavy Missile Specialization - Allows use of T2 Heavy Missiles.
- Heavy Missiles - Use and operation of Heavy Missiles.
- Missile Bombardment - Bonus to missile flight time (increases range).
- Missile Launcher Operation - Basic missile skill and bonus to rate of fire.
- Missile Projection - Bonus to missile velocity (increases range).
- Rapid Launch - Bonus to rate of fire.
- Rocket Specialization - Allows use of T2 Rockets.
- Rockets - Use and operation of Rockets.
- Standard Missile Specialization - Allows use of T2 Standard Missiles.
- Standard Missiles - Use and operation of Standard Missiles.
- Target Navigation Prediction - More damage against fast moving targets.
- Torpedo Specialization - Allows use of T2 Torpedoes.
- Torpedoes - Use and operation of Torpedoes.
- Warhead Upgrades - Increased damage to all missiles.
The "need for speed" skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.
- Acceleration Control - Bonus to AB/MWD speed boost per level.
- Afterburner - Bonus to AB cycle duration per level.
- 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.
- Navigation - Increases sub-warp velocity.
- Warp Drive Operation - Decreases capacitor needed to warp.
Planet Management
Planetary interaction skills.
- Advanced Planetology - The skill further increases the resolution of resource data when scanning a planet to allow for very precise surveying. (Requires Planetology IV.)
- Command Center Upgrades - Unlocks more advanced Command Centers.
- Interplanetary Consolidation - Each rank allows the control of one additional planet.
- Planetology - The skill increases the resolution of resource data when scanning a planet to allow for more accurate surveying.
- Remote Sensing - The ability to gather and analyze remote sensing data from satellites in orbit around a planet and to produce proper calibrated surveys.
Science
Skills pertaining to various fields of scientific knowledge.
- Advanced Laboratory Operation
- Amarr Encryption Methods
- Amarrian Starship Engineering
- Archaeology - Allows the use of analyzers.
- Astrogeology - Improves mining turret yield. Required for the use of mining barges.
- Astrometric Acquisition - Bonus to scan probe scan time.
- Astrometric Pinpointing - Bonus to scan probe maximum deviation.
- Astrometric Rangefinding - Bonus to scan probe strength.
- Astrometrics - Allows the use of scan probes.
- Astronautic Engineering
- Biology - Bonus to attribute booster duration.
- Caldari Encryption Methods
- Caldari Starship Engineering
- Cloning Facility Operation
- Cybernetics - Used of more advanced implants
- Defensive Subsystem Technology
- Doomsday Operation
- Electromagnetic Physics
- Electronic Engineering
- Electronic Subsystem Technology
- Engineering Subsystem Technology
- Gallente Encryption Methods
- Gallentean Starship Engineering
- Graviton Physics
- Hacking - Allows the use of codebreakers.
- High Energy Phisics
- Hydromagnetic Physics
- Infomorph Psychology
- Jump Portal Generation
- Laboratory Operation
- Laser Physics
- Mechanical Engineering
- Metallurgy
- Minmatar Encryption Methods
- Minmatar Starship Engineering
- Molecular Engineering
- Nanite Control
- Nanite Engineering
- Neurotoxin Recovery
- Nuclear Physics
- Offensive Subsystem Technology
- Plasma Physics
- Propulsion Subsystem Technology
- Quantum Physics
- Research
- Research Project Management
- Reverse Engineering
- Rocket Science
- Science - Basic science skill
- Scientific Networking
- Sleeper Technology
- Takmahl Technology
- Talocan Technology
- Thermodynamics
- Yan Jung Technology
Social
Social skills are the art of getting what you want from NPC agents, corporations and empires.
- Connections - Boosts corp/racial standing if above 0.0 standing.
- Criminal Connections - Boosts standing towards NPCs with low Concord standing.
- Diplomacy - Boosts corp/racial standing if below 0.0 standing.
- Distribution Connections - Improves loyalty point gain when working for Agents in the Distribution Division.
- Fast Talk - Faster security standing increases.
- Mining Connections - Improves loyalty point gain when working for Agents in the Mining Division.
- Negotiation - Increases ISK rewards offered by mission agents
- Security Connections - Improves loyalty point gain when working for Agents in the Security Division.
- Social - Boosts the size of standings increases with NPCs, NPC corporations and NPC factions
Spaceship Command
Skills required for the piloting of all shapes and sizes of capsule-fitted vessel.
- Advanced Spaceship Command - Required for capital ships. Bonus to agility for ships requiring this skill.
- Amarr Battleship - Allows piloting of Amarr Battleships.
- Amarr Carrier - Allows piloting of Amarr Carriers.
- Amarr Cruiser - Allows piloting of Amarr Cruisers.
- Amarr Dreadnought - Allows piloting of Amarr Dreadnoughts.
- Amarr Freighter - Allows piloting of Amarr Freighters.
- Amarr Frigate - Allows piloting of Amarr Frigates.
- Amarr Industrial - Allows piloting of Amarr Industrials.
- Amarr Strategic Cruiser - Allows Piloting of Amarr Strategic Cruisers.
- Amarr Titan - Allows piloting of Amarr Titans.
- Assault Ships - Allows piloting of Assault ships.
- Battlecruisers - Allows piloting of Battlecruisers.
- Black Ops - Allows Piloting of Black Ops Battleships.
- Caldari Battleship - Allows Piloting of Caldari Battleships.
- Caldari Carrier - Allows piloting of Caldari Carriers.
- Caldari Cruiser - Allows piloting of Caldari Cruisers.
- Caldari Dreadnought - Allows piloting of Caldari Dreadnoughts.
- Caldari Freighter - Allows piloting of Caldari Freighters.
- Caldari Frigate - Allows piloting of Caldari Frigate.
- Caldari Industrial - Allows piloting of Caldari Industrials.
- Caldari Strategic Cruiser - Allows piloting of Caldari Strategic Cruisers.
- Caldari Titan - Allows piloting of Caldari Titans.
- Capital Industrial Ships - Allows piloting of Capital Industrial Ships.
- Capital Ships - Required for piloting Capital ships. Bonus to Capital Ship Agility.
- Command Ships - Allows piloting of Command Ships.
- Covert Ops - Allows piloting of Covert Ops Frigates.
- Destroyers - Allows piloting of Destroyers.
- Electronic Attack Ships - Allows piloting of Electronic Attack Ships.
- Exhumers - Allows piloting of Exhumers.
- Gallente Battleship - Allows piloting of Gallente Battleships.
- Gallente Carrier - Allows piloting of Gallente Carriers.
- Gallente Cruiser - Allows piloting of Gallente Cruisers.
- Gallente Dreadnought - Allows piloting of Gallente Dreadnoughts.
- Gallente Freighter - Allows piloting of Gallente Freighters.
- Gallente Frigate - Allows piloting of Gallente Frigates.
- Gallente Industrial - Allows piloting of Gallente Industrials.
- Gallente Strategic Cruiser - Allows piloting of Gallente Strategic Cruisers.
- Gallente Titan - Allows piloting of Gallente Titans.
- Heavy Assault Ships - Allows piloting of Heavy Assault Ships.
- Heavy Interdictors - Allows Piloting of Heavy Interdictors.
- Industrial Command Ships - Allows piloting of Industrial Command Ships.
- Interceptors - Allows piloting of Interceptors.
- Interdictors - Allows piloting of Interdictors.
- Jump Freighters - Allows piloting of Jump Freighters.
- Logistics - Allows piloting of Logistics Cruisers.
- Marauders - Allows piloting of Marauders.
- Mining Barge - Allows piloting of Mining Barges.
- Minmatar Battleship - Allows piloting of Minmatar Battleships.
- Minmatar Carrier - Allows piloting of Minmatar Carriers.
- Minmatar Cruiser - Allows piloting of Minmatar Cruisers.
- Minmatar Dreadnought - Allows piloting of Minmatar Dreadnoughts.
- Minmatar Freighter - Allows piloting of Minmatar Freighters.
- Minmatar Frigate - Allows piloting of Minmatar Frigates.
- Minmatar Industrial - Allows piloting of Minmatar Indsutrials.
- Minmatar Strategic Cruiser - Allows piloting of Minmatar Strategic Cruisers.
- Minmatar Titan - Allows piloting of Minmatar Titans.
- ORE Industrial - Allows piloting of ORE industrial ships.
- Recon Ships - Allows piloting of Recon Cruisers.
- Spaceship Command - Required for ship piloting skills. Bonus to all ships' agility.
- Transport Ships - Allows piloting of Deep Space Transports.
Subsystems
Subsystems skills have to do with the fitting and use of Tech III ships such as Strategic Cruisers.
- Amarr Defensive Systems - Bonus to effectiveness of Amarr Defensive Subsystems.
- Amarr Electronic System - Bonus to effectiveness of Amarr Electronics Subsystems.
- Amarr Engineering Systems - Bonus to effectiveness of Amarr Engineering Subsystems.
- Amarr Offensive Systems - Bonus to effectiveness of Amarr Offensive Subsystems.
- Amarr Propulsion Systems - Bonus to effectiveness of Amarr Propulsion Subsystems.
- Caldari Defensive Systems - Bonus to effectiveness of Caldari Defensive Subsystems.
- Caldari Electronic System - Bonus to effectiveness of Caldari Electronics Subsystems.
- Caldari Engineering Systems - Bonus to effectiveness of Caldari Engineering Subsystems.
- Caldari Offensive Systems - Bonus to effectiveness of Caldari Offensive Subsystems.
- Caldari Propulsion Systems - Bonus to effectiveness of Caldari Propulsion Subsystems.
- Gallente Defensive Systems - Bonus to effectiveness of Gallente Defensive Subsystems.
- Gallente Electronic System - Bonus to effectiveness of Gallente Electronics Subsystems.
- Gallente Engineering Systems - Bonus to effectiveness of Gallente Engineering Subsystems.
- Gallente Offensive Systems - Bonus to effectiveness of Gallente Offensive Subsystems.
- Gallente Propulsion Systems - Bonus to effectiveness of Gallente Propulsion Subsystems.
- Minmatar Defensive Systems - Bonus to effectiveness of Minmatar Defensive Subsystems.
- Minmatar Electronic System - Bonus to effectiveness of Minmatar Electronics Subsystems.
- Minmatar Engineering Systems - Bonus to effectiveness of Minmatar Engineering Subsystems.
- Minmatar Offensive Systems - Bonus to effectiveness of Minmatar Offensive Subsystems.
- Minmatar Propulsion Systems - Bonus to effectiveness of Minmatar Propulsion Subsystems.
Trade
The buying and selling and contracting of things.
- Accounting - Reduce transaction tax by 10% per level.
- Broker Relations - Reduce broker fees by 5% per level.
- Contracting - Increase number of outstanding contracts by 4 per level.
- Corporation Contracting - Increase number of outstanding corporate contracts by 10 per level.
- Daytrading - Remote modification of buy/sell orders.
- Margin Trading - Reduces the amount of escrow immediately needed for a buy order.
- Marketing - Sell items remotely.
- Procurement - Setup buy orders remotely.
- Retail - Increase buy/sell slots by 8 per level.
- Trade - Increase buy/sell slots by 4 per level.
- Tycoon - Increase buy/sell slots by 32 per level.
- Visibility - Increase possible range on a buy order setup remotely.
- Wholesale - Increase buy/sell slots by 16 per level.