Difference between revisions of "Skills:Navigation"

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{{Template:Stub}}
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{{Skills Links}}
[[Category:Skills]]
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= Overview =
==Overview==
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Skills that make all ships you fly faster and more agile. Also skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.
Skills that make all ships you fly faster and more agile. Also skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.  
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 +
Intelligence and Perception help you learn to navigate your ship.
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 +
The following are the skills in the Navigation section (in alphabetical order):
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{| class="wikitable"
 +
!Skill (Multiplier)
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!Purpose
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!Alpha Limit
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|-
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|{{sk|Acceleration Control|mult=yes}}
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|Bonus to AB/MWD speed boost per level.
 +
|{{SkillAlphaBar|Acceleration Control}}
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|-
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|{{sk|Afterburner|mult=yes}}
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|Reduction in AB cycle duration and capacitor use per level.
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|{{SkillAlphaBar|Afterburner}}
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|-
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| {{Sk|Capital Jump Portal Generation|mult=yes}}
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| Skill for the generation of jump portals to distant solar systems.
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| {{SkillAlphaBar|Capital Jump Portal Generation}}
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|-
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| {{Sk|Capital Micro Jump Drive Operation|mult=yes}}
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| Skill at using Capital Micro Jump Drives.
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| {{SkillAlphaBar|Afterburner|Capital Micro Jump Drive Operation}}
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|-
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|{{sk|Cynosural Field Theory|mult=yes}}
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|Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation.
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|{{SkillAlphaBar|Cynosural Field Theory}}
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|-
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|{{sk|Evasive Maneuvering|mult=yes}}
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|Improves ship agility.
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|{{SkillAlphaBar|Evasive Maneuvering}}
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|-
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|{{sk|Fuel Conservation|mult=yes}}
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|Less capacitor needed for AB modules.
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|{{SkillAlphaBar|Fuel Conservation}}
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|-
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|{{sk|High Speed Maneuvering|mult=yes}}
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|Less capacitor needed for MWD modules.
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|{{SkillAlphaBar|High Speed Maneuvering}}
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|-
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|{{sk|Jump Drive Calibration|mult=yes}}
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|Increases jump drive range.
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|{{SkillAlphaBar|Jump Drive Calibration}}
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|-
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|{{sk|Jump Drive Operation|mult=yes}}
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|Reduces jump drive capacitor usage.
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|{{SkillAlphaBar|Jump Drive Operation}}
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|-
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|{{sk|Jump Fuel Conservation|mult=yes}}
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|Reduces jump drive fuel usage.
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|{{SkillAlphaBar|Jump Fuel Conservation}}
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|-
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|{{sk|Jump Portal Generation|mult=yes}}
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|Allows operation of Jump Portal Generators.
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|{{SkillAlphaBar|Jump Portal Generation}}
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|-
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|{{sk|Micro Jump Drive Operation|mult=yes}}
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|Skill at using Micro Jump Drives.
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|{{SkillAlphaBar|Micro Jump Drive Operation}}
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|-
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|{{sk|Navigation|mult=yes}}
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|Increases sub-warp velocity.
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|{{SkillAlphaBar|Navigation}}
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|-
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|{{sk|Warp Drive Operation|mult=yes}}
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|Decreases capacitor needed to warp.
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|{{SkillAlphaBar|Warp Drive Operation}}
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|}
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= Skill Details =
  
 
{{Skill
 
{{Skill
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|1=Intelligence
 
|1=Intelligence
 
|2=Perception
 
|2=Perception
|mult=4x
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|pre={{sk|Navigation|III}}
|pre=Navigation III
 
 
|notes=More oomph from propulsion modules is good for anyone who ever uses propulsion modules, which is pretty much everyone.<br>
 
|notes=More oomph from propulsion modules is good for anyone who ever uses propulsion modules, which is pretty much everyone.<br>
 
}}
 
}}
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{{Skill
 
{{Skill
 
|skill=Afterburner
 
|skill=Afterburner
|desc=Skill at using afterburners. 10% bonus to Afterburner duration per skill level.
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|desc=Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Perception
 
|2=Perception
|mult=1x
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|pre={{sk|Navigation|I}}
|pre=Navigation I
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|reqI=Tech 1 and Faction Afterburners
|notes=Duration (cycle time) bonus works out as a reduction in AB capacitor use. Most pilots train this to III as a prerequisite for High Speed Maneuvering (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill -- together with Fuel Conservation it can lower AB cap consumption to pretty negligible levels.<br>
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|reqII={{sk|Fuel Conservation|icon=yes}}
 +
|reqIII={{sk|High Speed Maneuvering|icon=yes}}
 +
|reqIV=Tech 2 Afterburners
 +
|notes=The reduction in "duration" means that each afterburner cycle lasts less time. A shorter cycle means more tactical flexibility, letting you more easily switch between speed and fast alignment. Faster cycles also mean higher capacitor use, but this is more than balanced out by the additional 10% reduction in capacitor use per level. Most pilots train this to III as a prerequisite for {{sk|High Speed Maneuvering}} (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill—together with {{sk|Fuel Conservation}} it can lower AB cap consumption to pretty negligible levels.<br>
 +
}}
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{{Skill
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|skill= Capital Micro Jump Drive Operation
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|desc= Skill at using Capital Micro Jump Drives.
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 +
5% reduction in the capacitor usage of modules that require this skill per skill level.
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|1= Intelligence
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|2= Perception
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|pre= {{Sk|Navigation|V}}; {{Sk|Jump Drive Operation|V}}
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|reqI= Capital Micro Jump Drive; Capital Micro Jump Drive Field Generator
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|notes=
 +
}}
 +
 
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{{Skill
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|skill= Capital Jump Portal Generation
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|desc= Skill for the generation of jump portals to distant solar systems.
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 +
100% increase to the maximum number of ships that can be moved with a capital ship conduit jump per level.
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|1= Intelligence
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|2= Memory
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|pre= {{Sk|Jump Portal Generation|V}}
 +
|notes=
 +
}}
 +
 
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{{Skill
 +
|skill=Cynosural Field Theory
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|desc=Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level.
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|1=Intelligence
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|2=Memory
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|pre={{sk|CPU Management|V}}
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|reqI=Cynosural Field Generator I
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|reqV=Covert Cynosural Field Generator I
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|notes=The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.<br>
 
}}
 
}}
  
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|1=Intelligence
 
|1=Intelligence
 
|2=Perception
 
|2=Perception
|mult=2x
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|pre={{sk|Navigation|II}}
|pre=Navigation II
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|reqI=Tech 1 and Faction Stasis Grapplers
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|reqIV=Heavy Stasis Grappler II
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|reqV={{sk|Interceptors|icon=yes}}
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|price=22.5K
 
|notes=Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for [[Frigate#Interceptors|interceptors]].<br>
 
|notes=Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for [[Frigate#Interceptors|interceptors]].<br>
 
}}
 
}}
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|1=Intelligence
 
|1=Intelligence
 
|2=Perception
 
|2=Perception
|mult=2x
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|pre={{sk|Navigation|II}}; {{sk|Afterburner|II}}
|pre=Navigation II, Afterburner II
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|notes=Has limited value in PvP, but it's particularly useful if you're flying a slow PvE setup and want to be capstable with an afterburner running.
|notes=Possibly not much point in training high levels in this unless you use afterburners a lot, but if you do it's worth it.<br>
 
 
}}
 
}}
  
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|1=Intelligence
 
|1=Intelligence
 
|2=Perception
 
|2=Perception
|mult=5x
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|pre={{sk|Navigation|III}}, {{sk|Afterburner|III}}
|pre=Navigation III, Afterburner III
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|reqI=Tech 1 and Faction Microwarpdrives
|notes=The vast majority of PvP fits involve a MWD, so the vast majority of pilots train to use them.<br>
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|reqIII=5MN Microwarpdrive II
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|reqIV=50MN Microwarpdrive II; 500MN Microwarpdrive II; 50000MN Microwarpdrive II
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|notes=The vast majority of PvP fits involve a [[Tackling Guide#Microwarpdrive (MWD)|MWD]], so the vast majority of pilots train to use them.<br>
 
}}
 
}}
  
 
{{Skill
 
{{Skill
 
|skill=Jump Drive Calibration
 
|skill=Jump Drive Calibration
|desc=Advanced skill at using Jump Drives. Each skill level grants a 25% increase in maximum jump range.
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|desc=Advanced skill at using Jump Drives. Each skill level grants a 20% increase in maximum jump range.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Perception
 
|2=Perception
|mult=9x
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|pre={{sk|Jump Drive Operation|V}}
|pre=Science V, Navigation V, Warp Drive Operation V, Jump Drive Operation V
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|reqI=[[Rhea]]; [[Nomad]]; [[Anshar]]; [[Ark]]
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|reqIII={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}
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|reqIV={{sk|Black Ops|icon=yes}}
 
|notes=<br>
 
|notes=<br>
 
}}
 
}}
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|1=Intelligence
 
|1=Intelligence
 
|2=Perception
 
|2=Perception
|mult=5x
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|pre={{sk|Navigation|V}}; {{sk|Warp Drive Operation|V}}; {{sk|Science|V}}
|pre=Navigation V, Warp Drive Operation V, Science V
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|reqI=[[Revelation]]; [[Naglfar]]; [[Moros]]; [[Phoenix]]; [[Rorqual]]; [[Vehement]]
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|reqIII={{sk|Jump Fuel Conservation|icon=yes}}
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|reqV={{sk|Jump Drive Calibration|icon=yes}}; {{sk|Jump Portal Generation|icon=yes}}
 
|notes=<br>
 
|notes=<br>
 
}}
 
}}
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{{Skill
 
{{Skill
 
|skill=Jump Fuel Conservation
 
|skill=Jump Fuel Conservation
|desc=Proficiency at regulating energy flow to the jump drive. 10% reduction in ice consumption amount for jump drive operation per light year per skill level.
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|desc=Proficiency at regulating energy flow to the jump drive. 10% reduction in isotope consumption amount for jump drive operation per light year per skill level.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Perception
 
|2=Perception
|mult=8x
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|pre={{sk|Jump Drive Operation|III}}
|pre=Jump Drive Operation III, Navigation V, Warp Drive Operation V, Science V
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|reqI=Jump Drive Economizers
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|reqIV={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}
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|notes=<br>
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}}
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{{Skill
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|skill=Jump Portal Generation
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|desc=Skill for the generation of jump portals to distant solar systems. 10% reduced material cost for jump portal activation per level.
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|1=Intelligence
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|2=Memory
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|pre={{sk|Science|V}}; {{sk|Astrometrics|V}}; {{sk|Jump Drive Operation|V}}; {{sk|Navigation|V}}
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|reqI= Jump Portal Generator I; Covert Jump Portal Generator I; Bosonic Field Generator; Gravitational Transportation Field Oscillator; {{sk|Amarr Titan|icon=yes}}; {{sk|Caldari Titan|icon=yes}}; {{sk|Gallente Titan|icon=yes}}; {{sk|Minmatar Titan|icon=yes}}
 
|notes=<br>
 
|notes=<br>
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}}
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{{Skill
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|skill=Micro Jump Drive Operation
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|desc=Skill at using Micro Jump Drives. Reduces activation time by 5% per skill level.
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|1=Intelligence
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|2=Perception
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|pre={{sk|Navigation|IV}}; {{sk|Warp Drive Operation|II}}
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|reqI=Medium/Large Micro Jump Drive; Micro Jump Field Generator
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|price=4.5M
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|notes=Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}.  Currently applicable for battleships and battlecruisers, as they are the only classes that can fit the [[Micro jump drive|MJD]], and for command destroyers, who can fit the [[Propulsion equipment#Micro jump drive field generator|MJFG]].<br>
 
}}
 
}}
  
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|skill=Navigation
 
|skill=Navigation
 
|desc=Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
 
|desc=Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
|1=attribute1
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|1=Intelligence
|2=attribute2
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|2=Perception
|mult=?x
 
 
|pre=none
 
|pre=none
|notes=<br>
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|reqI=Warp Scramblers; {{sk|Afterburner|icon=yes}}; {{sk|Warp Drive Operation|icon=yes}}
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|reqII={{sk|Propulsion Jamming|icon=yes}}; {{sk|Fuel Conservation|icon=yes}}; {{sk|Evasive Maneuvering|icon=yes}}
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|reqIII={{sk|Acceleration Control|icon=yes}}; {{sk|High Speed Maneuvering|icon=yes}}
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|reqIV=Tech 1 and Faction Heavy Warp Scramblers; {{sk|Micro Jump Drive Operation|icon=yes}}
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|reqV=Heavy Warp Scrambler II; {{sk|Jump Drive Operation|icon=yes}}; {{sk|Amarr Propulsion Systems|icon=yes}}; {{sk|Caldari Propulsion Systems|icon=yes}}; {{sk|Gallente Propulsion Systems|icon=yes}}; {{sk|Minmatar Propulsion Systems|icon=yes}}
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|notes=Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.<br>
 
}}
 
}}
  
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|skill=Warp Drive Operation
 
|skill=Warp Drive Operation
 
|desc=Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%.
 
|desc=Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%.
|1=attribute1
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|1=Intelligence
|2=attribute2
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|2=Perception
|mult=?x
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|pre={{sk|Navigation|I}}
|pre=none
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|reqI=Tech 1 and Storyline Warp Core Stabilizers; Hyperspatial Accelerators
|notes=<br>
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|reqII={{sk|Micro Jump Drive Operation|icon=yes}}
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|reqIV=Warp Core Stabilizer II, T1 and Meta Interdiction Nullifiers
 +
|reqV={{sk|Jump Drive Operation|icon=yes}}, T2 Interdiction Nullifiers
 +
|notes=Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.<br>
 
}}
 
}}
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[[Category:Skills]]

Latest revision as of 14:59, 15 June 2024

Overview

Skills that make all ships you fly faster and more agile. Also skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.

Intelligence and Perception help you learn to navigate your ship.

The following are the skills in the Navigation section (in alphabetical order):

Skill (Multiplier) Purpose Alpha Limit
Acceleration Control (4x) Bonus to AB/MWD speed boost per level. ◼◼◼▨▨
Afterburner (1x) Reduction in AB cycle duration and capacitor use per level. ◼◼◼▨▨
Capital Jump Portal Generation (14x) Skill for the generation of jump portals to distant solar systems. ▨▨▨▨▨
Capital Micro Jump Drive Operation (14x) Skill at using Capital Micro Jump Drives. ◼◼◼▨▨
Cynosural Field Theory (5x) Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation. ▨▨▨▨▨
Evasive Maneuvering (2x) Improves ship agility. ◼◼◼▨▨
Fuel Conservation (2x) Less capacitor needed for AB modules. ▨▨▨▨▨
High Speed Maneuvering (5x) Less capacitor needed for MWD modules. ◼◼◼▨▨
Jump Drive Calibration (9x) Increases jump drive range. ▨▨▨▨▨
Jump Drive Operation (5x) Reduces jump drive capacitor usage. ▨▨▨▨▨
Jump Fuel Conservation (8x) Reduces jump drive fuel usage. ▨▨▨▨▨
Jump Portal Generation (14x) Allows operation of Jump Portal Generators. ▨▨▨▨▨
Micro Jump Drive Operation (5x) Skill at using Micro Jump Drives. ▨▨▨▨▨
Navigation (1x) Increases sub-warp velocity. ◼◼◼◼
Warp Drive Operation (1x) Decreases capacitor needed to warp. ◼◼◼▨▨

Skill Details

Icon skillbook2.png Acceleration Control

Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 4x
Isk.png Price: 50k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Navigation III
Notes.png Notes: More oomph from propulsion modules is good for anyone who ever uses propulsion modules, which is pretty much everyone.



Icon skillbook2.png Afterburner

Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 1x
Isk.png Price: 35k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Navigation I
Icon skillbook2.png I required for: Tech 1 and Faction Afterburners
Icon skillbook2.png II required for: Icon skillbook2.png Fuel Conservation
Icon skillbook2.png III required for: Icon skillbook2.png High Speed Maneuvering
Icon skillbook2.png IV required for: Tech 2 Afterburners
Notes.png Notes: The reduction in "duration" means that each afterburner cycle lasts less time. A shorter cycle means more tactical flexibility, letting you more easily switch between speed and fast alignment. Faster cycles also mean higher capacitor use, but this is more than balanced out by the additional 10% reduction in capacitor use per level. Most pilots train this to III as a prerequisite for High Speed Maneuvering (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill—together with Fuel Conservation it can lower AB cap consumption to pretty negligible levels.



Icon skillbook2.png Capital Micro Jump Drive Operation

Skill at using Capital Micro Jump Drives. 5% reduction in the capacitor usage of modules that require this skill per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 14x
Isk.png Price: 250M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Navigation V; Jump Drive Operation V
Icon skillbook2.png I required for: Capital Micro Jump Drive; Capital Micro Jump Drive Field Generator



Icon skillbook2.png Capital Jump Portal Generation

Skill for the generation of jump portals to distant solar systems. 100% increase to the maximum number of ships that can be moved with a capital ship conduit jump per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 14x
Isk.png Price: 250M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Jump Portal Generation V



Icon skillbook2.png Cynosural Field Theory

Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 10M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: CPU Management V
Icon skillbook2.png I required for: Cynosural Field Generator I
Icon skillbook2.png V required for: Covert Cynosural Field Generator I
Notes.png Notes: The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.



Icon skillbook2.png Evasive Maneuvering

Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 2x
Isk.png Price: 35k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Navigation II
Icon skillbook2.png I required for: Tech 1 and Faction Stasis Grapplers
Icon skillbook2.png IV required for: Heavy Stasis Grappler II
Icon skillbook2.png V required for: Icon skillbook2.png Interceptors
Notes.png Notes: Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for interceptors.



Icon skillbook2.png Fuel Conservation

Improved control over afterburner energy consumption. 10% reduction in afterburner capacitor needs per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 2x
Isk.png Price: 37.5k ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Navigation II; Afterburner II
Notes.png Notes: Has limited value in PvP, but it's particularly useful if you're flying a slow PvE setup and want to be capstable with an afterburner running.



Icon skillbook2.png High Speed Maneuvering

Skill at using MicroWarpdrives. 5% reduction in MicroWarpdrive capacitor usage per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 5x
Isk.png Price: 500k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Navigation III, Afterburner III
Icon skillbook2.png I required for: Tech 1 and Faction Microwarpdrives
Icon skillbook2.png III required for: 5MN Microwarpdrive II
Icon skillbook2.png IV required for: 50MN Microwarpdrive II; 500MN Microwarpdrive II; 50000MN Microwarpdrive II
Notes.png Notes: The vast majority of PvP fits involve a MWD, so the vast majority of pilots train to use them.



Icon skillbook2.png Jump Drive Calibration

Advanced skill at using Jump Drives. Each skill level grants a 20% increase in maximum jump range.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 9x
Isk.png Price: 30M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Jump Drive Operation V
Icon skillbook2.png I required for: Rhea; Nomad; Anshar; Ark
Icon skillbook2.png III required for: Icon skillbook2.png Amarr Carrier; Icon skillbook2.png Caldari Carrier; Icon skillbook2.png Gallente Carrier; Icon skillbook2.png Minmatar Carrier
Icon skillbook2.png IV required for: Icon skillbook2.png Black Ops
Notes.png Notes:



Icon skillbook2.png Jump Drive Operation

Skill at using Jump Drives. Each skill level reduces the capacitor need of initiating a jump by 5%.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 5x
Isk.png Price: 10M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Navigation V; Warp Drive Operation V; Science V
Icon skillbook2.png I required for: Revelation; Naglfar; Moros; Phoenix; Rorqual; Vehement
Icon skillbook2.png III required for: Icon skillbook2.png Jump Fuel Conservation
Icon skillbook2.png V required for: Icon skillbook2.png Jump Drive Calibration; Icon skillbook2.png Jump Portal Generation
Notes.png Notes:



Icon skillbook2.png Jump Fuel Conservation

Proficiency at regulating energy flow to the jump drive. 10% reduction in isotope consumption amount for jump drive operation per light year per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 8x
Isk.png Price: 20M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Jump Drive Operation III
Icon skillbook2.png I required for: Jump Drive Economizers
Icon skillbook2.png IV required for: Icon skillbook2.png Amarr Carrier; Icon skillbook2.png Caldari Carrier; Icon skillbook2.png Gallente Carrier; Icon skillbook2.png Minmatar Carrier
Notes.png Notes:



Icon skillbook2.png Jump Portal Generation

Skill for the generation of jump portals to distant solar systems. 10% reduced material cost for jump portal activation per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 14x
Isk.png Price: 75M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Science V; Astrometrics V; Jump Drive Operation V; Navigation V
Icon skillbook2.png I required for: Jump Portal Generator I; Covert Jump Portal Generator I; Bosonic Field Generator; Gravitational Transportation Field Oscillator; Icon skillbook2.png Amarr Titan; Icon skillbook2.png Caldari Titan; Icon skillbook2.png Gallente Titan; Icon skillbook2.png Minmatar Titan
Notes.png Notes:



Icon skillbook2.png Micro Jump Drive Operation

Skill at using Micro Jump Drives. Reduces activation time by 5% per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 5x
Isk.png Price: 5M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Navigation IV; Warp Drive Operation II
Icon skillbook2.png I required for: Medium/Large Micro Jump Drive; Micro Jump Field Generator
Notes.png Notes: Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}. Currently applicable for battleships and battlecruisers, as they are the only classes that can fit the MJD, and for command destroyers, who can fit the MJFG.



Icon skillbook2.png Navigation

Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 1x
Isk.png Price: 30k ISK
Alpha.png Alpha max level: IV
Icon skillbook2.png Prerequisites: none
Icon skillbook2.png I required for: Warp Scramblers; Icon skillbook2.png Afterburner; Icon skillbook2.png Warp Drive Operation
Icon skillbook2.png II required for: Icon skillbook2.png Propulsion Jamming; Icon skillbook2.png Fuel Conservation; Icon skillbook2.png Evasive Maneuvering
Icon skillbook2.png III required for: Icon skillbook2.png Acceleration Control; Icon skillbook2.png High Speed Maneuvering
Icon skillbook2.png IV required for: Tech 1 and Faction Heavy Warp Scramblers; Icon skillbook2.png Micro Jump Drive Operation
Icon skillbook2.png V required for: Heavy Warp Scrambler II; Icon skillbook2.png Jump Drive Operation; Icon skillbook2.png Amarr Propulsion Systems; Icon skillbook2.png Caldari Propulsion Systems; Icon skillbook2.png Gallente Propulsion Systems; Icon skillbook2.png Minmatar Propulsion Systems
Notes.png Notes: Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.



Icon skillbook2.png Warp Drive Operation

Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%.
Implants.png Attributes: Intelligence.pngPerception.png
Multiplier.png Multiplier: 1x
Isk.png Price: 45k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Navigation I
Icon skillbook2.png I required for: Tech 1 and Storyline Warp Core Stabilizers; Hyperspatial Accelerators
Icon skillbook2.png II required for: Icon skillbook2.png Micro Jump Drive Operation
Icon skillbook2.png IV required for: Warp Core Stabilizer II, T1 and Meta Interdiction Nullifiers
Icon skillbook2.png V required for: Icon skillbook2.png Jump Drive Operation, T2 Interdiction Nullifiers
Notes.png Notes: Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.