More actions
m →Recommended Skills: needs updating |
m →Injecting Skillbooks: Skillbooks can now be injected regardless of meeting requirements as of 09 FEB 2016 skill injector update. They cannot be trained however until prerequisites have been met. |
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===Injecting Skillbooks=== | ===Injecting Skillbooks=== | ||
Once you have acquired a skillbook | Once you have acquired a skillbook, you can "inject" a skillbook. | ||
Right-clicking on a skill in a hangar or cargohold, also gives you an 'Inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet (and destroys the skillbook), but doesn't actually start it training -- effectively it stores the skill at 'level 0' | Right-clicking on a skill in a hangar or cargohold, also gives you an 'Inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet (and destroys the skillbook), but doesn't actually start it training -- effectively it stores the skill at 'level 0'. | ||
Injecting is useful if you've bought a skill which you have the | Injecting is useful if you've bought a skill which you have the intent 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. The same is true and useful for [[Jump_Clones|jump clones]] -- you can jump to a clone in hisec or a trade hub, acquire and inject the skill there, and then (after the jumpclone waiting period) jump back to your main clone somewhere in more dangerous space, where you can train the skill at your leisure. | ||
==Training Skills== | ==Training Skills== | ||