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Added drone section, made article layout more consistent. |
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== Targeting == | == Targeting == | ||
* [[Skills:Targeting#Signature_Analysis|Signature Analysis]] - 5% reduction in targeting time per level. | * [[Skills:Targeting#Signature_Analysis|Signature Analysis]] - 5% reduction in targeting time per level. | ||
* [[Skills:Targeting#Target_Management|Target Management]] - Increases maximum number of targets by | * [[Skills:Targeting#Target_Management|Target Management]] - Increases maximum number of targets by 1 per level. | ||
== Self Shield/Armor Repairs == | == Self Shield/Armor Repairs == | ||
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* [[Skills:Electronics#Electronics_Upgrades|Electronics Upgrades]] - CPU use of signal amplifier, Co-Processors and backup sensor array reduced by 5% per level. | * [[Skills:Electronics#Electronics_Upgrades|Electronics Upgrades]] - CPU use of signal amplifier, Co-Processors and backup sensor array reduced by 5% per level. | ||
* [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]] - CPU use of turrets and launchers reduced by 5% per level. | * [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]] - CPU use of turrets and launchers reduced by 5% per level. | ||
* [[Skills:Resource Processing#Mining_Upgrades|Mining Upgrades]] - | * [[Skills:Resource Processing#Mining_Upgrades|Mining Upgrades]] - CPU penalty of mining upgrade modules reduced by 5% per level. | ||
* [[Skills:Engineering#Shield_Upgrades|Shield Upgrades]] - Powergrid use of shield extenders and shield rechargers reduced by 5% per level. Allows use of shield upgrade modules. | * [[Skills:Engineering#Shield_Upgrades|Shield Upgrades]] - Powergrid use of shield extenders and shield rechargers reduced by 5% per level. Allows use of shield upgrade modules. | ||
* [[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrade]] - Powergrid usage for turret and missile systems reduced by 2% per level. Requires Weapon Upgrades V. | * [[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrade]] - Powergrid usage for turret and missile systems reduced by 2% per level. Requires Weapon Upgrades V. | ||
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* [[Skills:Resource Processing#Salvaging|Salvaging]] - Increase in chance of successful salvage per level. Allows use of salvagers. | * [[Skills:Resource Processing#Salvaging|Salvaging]] - Increase in chance of successful salvage per level. Allows use of salvagers. | ||
* [[Skills:Science#Science|Science]] - Allows use of tractor beams. | * [[Skills:Science#Science|Science]] - Allows use of tractor beams. | ||
* [[Skills:Neural_Enhancement#Infomorph_Psychology|Infomorph Psychology]] - | * [[Skills:Neural_Enhancement#Infomorph_Psychology|Infomorph Psychology]] - 1 additional jump clone per level. Allows use of jump clones. | ||
== Turret Based Skills == | == Turret Based Skills == | ||
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== Drone Skills == | == Drone Skills == | ||
* [[Skills:Drones#Drones|Drones]] - | * [[Skills:Drones#Drones|Drones]] - 1 additional drone may be controlled per level. Allows use of drones. | ||
* [[Skills:Drones#Drone_Avionics|Drone Avionics]] 5000 meter bonus to drone control range per level. | * [[Skills:Drones#Drone_Avionics|Drone Avionics]] 5000 meter bonus to drone control range per level. | ||
* [[Skills:Drones#Drone_Durability|Drone Durability]] 5% bonus to drone hit points per level. | * [[Skills:Drones#Drone_Durability|Drone Durability]] 5% bonus to drone hit points per level. | ||
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* [[Skills:Social#Social|Social]] - 5% boost to standings increases with NPCs, NPC corporations and NPC factions per level. | * [[Skills:Social#Social|Social]] - 5% boost to standings increases with NPCs, NPC corporations and NPC factions per level. | ||
* [[Skills:Social#Connections|Connections]] - 4% boost to NPC standing per level. | * [[Skills:Social#Connections|Connections]] - 4% boost to NPC standing per level. | ||
* [[Skills:Social#Fast_Talk|Fast Talk]] - | * [[Skills:Social#Fast_Talk|Fast Talk]] - 5% bonus to security standing increases per level. | ||
* [[Skills:Social#Negotiation|Negotiation]] - 5% increase | * [[Skills:Social#Negotiation|Negotiation]] - 5% increase to ISK and loyalty point rewards offered by mission agents per level. | ||
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== Production == | == Production == | ||
* [[Skills:Production#Industry|Industry]] - 4% reduction in manufacturing time per skill level. | * [[Skills:Production#Industry|Industry]] - 4% reduction in manufacturing time per skill level. | ||
* [[Skills:Production#Mass_Production|Mass Production]] - | * [[Skills:Production#Mass_Production|Mass Production]] - 1 additional manufacturing job may be run per skill level. | ||
== Research == | == Research == | ||
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* [[Skills:Science#Research|Research]] - 5% bonus to blueprint manufacturing time research speed per level. | * [[Skills:Science#Research|Research]] - 5% bonus to blueprint manufacturing time research speed per level. | ||
* [[Skills:Science#Metallurgy|Metallurgy]] - 5% bonus to material efficiency research speed per level. | * [[Skills:Science#Metallurgy|Metallurgy]] - 5% bonus to material efficiency research speed per level. | ||
* [[Skills:Science#Laboratory_Operation|Laboratory Operation]] - | * [[Skills:Science#Laboratory_Operation|Laboratory Operation]] - 1 additional research job may be run per skill level. | ||
== Trading == | == Trading == | ||
* [[Skills:Trade#Trade|Trade]] - | * [[Skills:Trade#Trade|Trade]] - 4 extra market orders become possible at the same time per skill level. | ||
* [[Skills:Trade#Accounting|Accounting]] - 10% reduction of sales tax per skill level. | * [[Skills:Trade#Accounting|Accounting]] - 10% reduction of sales tax per skill level. | ||
* [[Skills:Trade#Broker_Relations|Broker Relations]] - 5% reduction of fee to put up market orders per skill level. | * [[Skills:Trade#Broker_Relations|Broker Relations]] - 5% reduction of fee to put up market orders per skill level. | ||