Difference between revisions of "The Magic 14"

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[[Category:Guides]]
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{{Skillplan Navbar}}
[[Category:Skills]]
 
 
 
This page lists fourteen fundamental skills which apply to every single ship that a player can pilot in eve, from a [[shuttle]] to a [[titan]]. Each of these skills is worthwhile for a new character to train as early as possible, even if you haven't decided what type of play style you may be interested in pursuing.  The scope of this guide is to examine only those skills which provide bonuses to all ships regardless of [[Module|modules]], [[Implants|implants]] or [[Rig|rigs]]. The starting skill levels listed apply to characters created after the [[Vanguard]] patch. For a full list of the current starting skill levels see [[Starting Skills]]. It is recommended to train all of these skills to the highest achievable level as early as possible.
 
  
For in-depth descriptions of skill training mechanics, and discussion of training strategies, consult [[Skills and Learning]].
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This page lists the 14 fundamental skills which benefit every single ship that a player can pilot in EVE, from a [[shuttle]] to a [[titan]]. Each of these skills is worthwhile for a new character to train.
  
For a more in depth look at other fundamental skills you would want to learn as a beginner, consult [[Basic Skills]].
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{{co|red| Important: This page is NOT intended to be a skill plan. This is a list of "support" skills which impact all the ships you will fly. Training them is important because it will give you an edge, but there is no point training support skills without first training the skills you need to actually USE the ships and modules. We would suggest you get these skills trained up after training the minimal skills required to actually use the ships you want to fly.}}
  
For a list of more advanced skills see [[Support Skills]].
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{{euninote| EVE University members should consider training the [[Short Skill Plan]] and then using the [[Pyramid Skill Plan]].}}
  
== Engineering ==
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This page lists ''only'' those skills which provide bonuses to ''all'' ships regardless of [[module]]s, [[implant]]s or [[rig]]s. The starting skill levels listed apply to characters created after the '''Vanguard''' patch (September 2015).
*{{sk|CPU Management}} : 5% bonus to ship CPU output per skill level. ''Starting Skill Level: IV''
 
'''Basic understanding of spaceship sensory and computer systems.'''
 
  
This skill improves the ability to fit modules which utilize ship CPU enabling more sophisticated modules to be fitted.
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'''The UniWiki has other useful pages for pilots planning their training:'''
  
*{{sk|Power Grid Management}} : 5% bonus to ship power grid output per skill level. ''Starting Skill Level: IV''
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* For a full list of the current skill levels with which new characters begin the game, see [[Starting skills]].
'''Basic understanding of spaceship energy grid systems.'''
+
* For in-depth descriptions of skill training mechanics, and discussion of training strategies, consult [[Skills and learning]].
 +
* For a more in-depth look at other fundamental skills you would want to learn as a beginner, consult [[Basic skills]].
 +
* For a list of more advanced skills which benefit many ships see [[Support skills]].
 +
* For skills that make fitting ships easier, see [[Fitting skills]].
  
This skill improves the ability to fit modules which utilize power grid so modules which consume power can be fitted more easily.
 
  
*{{sk|Capacitor Management}} : 5% bonus to capacitor capacity per skill level. ''Starting Skill Level: III''
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== Engineering ==
'''Skill at regulating your ship's overall energy capacity.'''
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; {{sk|CPU Management|icon=yes|price=yes|mult=yes}}
 +
: 5% bonus to ship CPU output per skill level. ''Starting Skill Level: IV'' - ''Alpha Clone Limit: V''
 +
: '''Basic understanding of spaceship sensory and computer systems.'''
 +
: This skill improves the ability to fit modules which utilize ship CPU enabling more sophisticated modules to be fitted.
  
This skill improves the maximum capacity of your ship's capacitor which allows active modules to remain active for longer periods of time before the capacitor is fully drained.
+
; {{sk|Power Grid Management|icon=yes|price=yes|mult=yes}}
 +
: 5% bonus to ship power grid output per skill level. ''Starting Skill Level: IV'' - ''Alpha Clone Limit: V''
 +
: '''Basic understanding of spaceship energy grid systems.'''
 +
: This skill improves the ability to fit modules which utilize power grid so modules which consume power can be fitted more easily.
  
*{{sk|Capacitor Systems Operation}} : 5% reduction in capacitor recharge time per skill level. ''Starting Skill Level: III''
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; {{sk|Capacitor Management|icon=yes|price=yes|mult=yes}}
'''Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules.'''
+
: 5% bonus to capacitor capacity per skill level. ''Starting Skill Level: III'' - ''Alpha Clone Limit: IV''
 +
: '''Skill at regulating your ship's overall energy capacity.'''
 +
: This skill improves the maximum capacity of your ship's capacitor which allows active modules to remain active for longer periods of time before the capacitor is fully drained.
  
This skill decreases the capacitor recharge time which enables more active modules to remain online for a longer period of time. Sufficient levels of training in this skill will make it easier to fit a ship which is capacitor stable. This means all fitted active modules can remain on indefinitely.
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; {{sk|Capacitor Systems Operation|icon=yes|price=yes|mult=yes}}
 +
: 5% reduction in capacitor recharge time per skill level. ''Starting Skill Level: III'' - ''Alpha Clone Limit: III''
 +
: '''Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules.'''
 +
: This skill decreases the capacitor recharge time which enables more active modules to remain online for a longer period of time. Sufficient levels of training in this skill will make it easier to fit a ship which is capacitor stable. This means all fitted active modules can remain on indefinitely.
  
 
== Armor ==
 
== Armor ==
*{{sk|Mechanics}} : 5% bonus to structure hit points per skill level. ''Starting Skill Level: II or III, depending on race''
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; {{sk|Mechanics|icon=yes|price=yes|mult=yes}}
'''Skill at maintaining the mechanical components and structural integrity of a spaceship.'''
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: 5% bonus to structure hit points per skill level. ''Starting Skill Level: III'' - ''Alpha Clone Limit: V''
 +
: '''Skill at maintaining the mechanical components and structural integrity of a spaceship.'''
 +
: This skill increases the hit points of your ship's structure, thereby increasing its [[Effective Hit Points|effective hit points]].
  
This skill increases the hit points of your ship's structure. Along with shield hit points and armor hit points, this increases your ship's total effective hit points.
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; {{sk|Hull Upgrades|icon=yes|price=yes|mult=yes}}
 
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: 5% bonus to armor hit points per skill level. ''Starting Skill Level: II or III, depending on race'' - ''Alpha Clone Limit: V''
*{{sk|Hull Upgrades}} : 5% bonus to armor hit points per skill level. ''Starting Skill Level: II or III, depending on race''
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: '''Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers.'''
'''Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers.'''
+
: This skill increases the hit points of your ship's armor, thereby increasing its total effective hit points. Training this further to V will allow you to fit modules like Multispectrum Energized Membrane II, Explosive Armor Hardener II and the larger T2 plates, which comprise a T2 armor tank.
 
 
This skill increases the hit points of your ship's armor. Along with shield hit points and structure hit points, this increases your ship's total effective hit points. Training this further to V will allow you to fit modules like Energized Adaptive Nano Membrane II, Armor Explosive Hardener II and the larger T2 plates, which comprise a T2 armor tank.
 
  
 
== Shields ==
 
== Shields ==
*{{sk|Shield Management}} : 5% bonus to shield capacity per skill level. ''Starting Skill Level: I or II, depending on race''
+
; {{sk|Shield Management|icon=yes|price=yes|mult=yes}}
'''Skill at regulating a spaceship's shield systems.'''
+
: 5% bonus to shield capacity per skill level. ''Starting Skill Level: I or II, depending on race'' - ''Alpha Clone Limit: IV''
 +
: '''Skill at regulating a spaceship's shield systems.'''
 +
: This skill increases the hit points of your ship's shields, thereby increasing its total effective hit points.
  
This skill increases the hit points of your ship's shields. Along with armor hit points and structure hit points, this increases your ship's total effective hit points.
+
; {{sk|Shield Operation|icon=yes|price=yes|mult=yes}}
 
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: 5% reduction in shield recharge time per skill level. ''Starting Skill Level: I or II, depending on race'' - ''Alpha Clone Limit: IV''
*{{sk|Shield Operation}} : 5% reduction in shield recharge time per skill level. ''Starting Skill Level: I or II, depending on race''
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: '''Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules.'''
'''Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules.'''
+
: This skill decreases the time required for your ship's shields to regenerate which helps to mitigate damage during combat as well as enabling faster recovery when the battle is over.
 
 
This skill decreases the time required for your ship's shields to regenerate which helps to mitigate damage during combat as well as enabling faster recovery when the battle is over.
 
  
 
== Targeting ==
 
== Targeting ==
*{{sk|Long Range Targeting}} : 5% bonus to targeting range per skill level. ''Starting Skill Level: I''
+
; {{sk|Long Range Targeting|icon=yes|price=yes|mult=yes}}
'''Skill at long range targeting.'''
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: 5% bonus to targeting range per skill level. ''Starting Skill Level: I'' - ''Alpha Clone Limit: III''
 +
: '''Skill at long range targeting.'''
 +
: This skill enables your ship to lock targets at greater distances which can be helpful for kite tanking and sniping.
  
This skill enables your ship to lock targets at greater distances which can be helpful for [[Kite Tanking|kite tanking]] and [[Sniping|sniping]].
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; {{sk|Signature Analysis|icon=yes|price=yes|mult=yes}}
 
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: 5% improved targeting speed per skill level. ''Starting Skill Level: I'' - ''Alpha Clone Limit: III''
*{{sk|Signature Analysis}} : 5% improved targeting speed per skill level. ''Starting Skill Level: I''
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: '''Skill at operating targeting systems.'''
'''Skill at operating targeting systems.'''
+
: This skill enables your ship to lock targets faster which enables you to quickly apply offensive modules and weapons to a hostile ship. It can mean the difference between whether or not you are successful at [[tackling]] a ship before it warps away and escapes.
 
 
This skill enables your ship to lock targets faster which enables you to quickly apply offensive modules and weapons to a hostile ship. It can mean the difference between whether or not you are successful at [[Tackling Guide|tackling]] a ship before it warps away and escapes.
 
  
 
== Navigation ==
 
== Navigation ==
*{{sk|Navigation}} : 5% bonus to sub-warp ship velocity per skill level. ''Starting Skill Level: III''
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; {{sk|Navigation|icon=yes|price=yes|mult=yes}}
'''Skill at regulating the power output of ship thrusters.'''
+
: 5% bonus to sub-warp ship velocity per skill level. ''Starting Skill Level: III'' - ''Alpha Clone Limit: IV''
 +
: '''Skill at regulating the power output of ship thrusters.'''
 +
: This skill enables your ship to travel faster at sub-warp speeds which enables you to more effectively chase down fast moving ships, escape more powerful opponents or mitigate damage by speed tanking.
  
This skill enables your ship to travel faster at sub-warp speeds which enables you to more effectively chase down fast moving ships, escape more powerful opponents or mitigate damage by [[Speed Tanking|speed tanking]].
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; {{sk|Evasive Maneuvering|icon=yes|price=yes|mult=yes}}
 +
: 5% improved ship agility for all ships per skill level. ''Starting Skill Level: I'' - ''Alpha Clone Limit: III''
 +
: '''Skill at regulating the power output of ship thrusters.'''
 +
: This skill improves your ship's agility which enables it to turn, accelerate and enter warp more quickly. It can mean the difference between escaping in a pod or losing expensive [[implant]]s.
  
*{{sk|Evasive Maneuvering}} : 5% improved ship agility for all ships per skill level. ''Starting Skill Level: I''
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; {{sk|Warp Drive Operation|icon=yes|price=yes|mult=yes}}
'''Skill at regulating the power output of ship thrusters.'''
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: Each skill level reduces the capacitor need of initiating warp by 10%. ''Starting Skill Level: I'' - ''Alpha Clone Limit: III''
 
+
: '''Skill at managing warp drive efficiency.'''
This skill improves your ship's agility which enables it to turn, accelerate and enter warp more quickly. It can mean the difference between escaping in a pod or losing expensive [[Implants|implants]].
+
: This skill reduces the capacitor usage when entering warp which can be helpful when traveling across larger systems, especially when warping large ships into a combat scenario. When arriving at a battle it is best to have as much remaining capacitor as possible. Exceptionally large systems, such as some [[wormhole]] systems, can cause ships to ''cap out'', forcing your ship to drop out of warp before it arrives at your chosen destination.
 
 
*{{sk|Warp Drive Operation}} : Each skill level reduces the capacitor need of initiating warp by 10%. ''Starting Skill Level: I''
 
'''Skill at managing warp drive efficiency.'''
 
 
 
This skill reduces the capacitor usage when entering warp which can be helpful when traveling across larger systems, especially when warping large ships into a combat scenario. When arriving at a battle it is best to have as much remaining capacitor as possible. Exceptionally large systems, such as some [[Wormhole|wormhole]] systems, can cause ships to ''cap out'', forcing your ship to drop out of warp before it arrives at your chosen destination.
 
  
 
== Spaceship Command ==
 
== Spaceship Command ==
*{{sk|Spaceship Command}} : 2% improved ship agility for all ships per skill level. ''Starting Skill Level: III''
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; {{sk|Spaceship Command|icon=yes|price=yes|mult=yes}}
'''The basic operation of spaceships.'''
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: 2% improved ship agility for all ships per skill level. ''Starting Skill Level: III'' - ''Alpha Clone Limit: IV''
 +
: '''The basic operation of spaceships.'''
 +
: This skill improves your ship's agility which enables it to turn, accelerate and enter warp more quickly. It can mean the difference between escaping in a pod or losing expensive [[implant]]s.
  
This skill improves your ship's agility which enables it to turn, accelerate and enter warp more quickly. It can mean the difference between escaping in a pod or losing expensive [[Implants|implants]].
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== Notes ==
 +
Conceptual credit goes to [https://evewho.com/character/93910767 Apollyons One].
  
== Training plan : Magic 14 to Level 5 ==
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[[Category:Guides]]
 
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[[Category:Skills]]
{{Template:CollapseBox|Importable training plan|
 
 
 
CPU Management I<br />
 
CPU Management II<br />
 
CPU Management III<br />
 
CPU Management IV<br />
 
CPU Management V<br />
 
Power Grid Management I<br />
 
Power Grid Management II<br />
 
Power Grid Management III<br />
 
Power Grid Management IV<br />
 
Power Grid Management V<br />
 
Capacitor Management I<br />
 
Capacitor Management II<br />
 
Capacitor Management III<br />
 
Capacitor Management IV<br />
 
Capacitor Management V<br />
 
Capacitor Systems Operation I<br />
 
Capacitor Systems Operation II<br />
 
Capacitor Systems Operation III<br />
 
Capacitor Systems Operation IV<br />
 
Capacitor Systems Operation V<br />
 
Mechanics I<br />
 
Mechanics II<br />
 
Mechanics III<br />
 
Mechanics IV<br />
 
Mechanics V<br />
 
Hull Upgrades I<br />
 
Hull Upgrades II<br />
 
Hull Upgrades III<br />
 
Hull Upgrades IV<br />
 
Hull Upgrades V<br />
 
Shield Management I<br />
 
Shield Management II<br />
 
Shield Management III<br />
 
Shield Management IV<br />
 
Shield Management V<br />
 
Shield Operation I<br />
 
Shield Operation II<br />
 
Shield Operation III<br />
 
Shield Operation IV<br />
 
Shield Operation V<br />
 
Long Range Targeting I<br />
 
Long Range Targeting II<br />
 
Long Range Targeting III<br />
 
Long Range Targeting IV<br />
 
Long Range Targeting V<br />
 
Signature Analysis I<br />
 
Signature Analysis II<br />
 
Signature Analysis III<br />
 
Signature Analysis IV<br />
 
Signature Analysis V<br />
 
Navigation I<br />
 
Navigation II<br />
 
Navigation III<br />
 
Navigation IV<br />
 
Navigation V<br />
 
Evasive Maneuvering I<br />
 
Evasive Maneuvering II<br />
 
Evasive Maneuvering III<br />
 
Evasive Maneuvering IV<br />
 
Evasive Maneuvering V<br />
 
Warp Drive Operation I<br />
 
Warp Drive Operation II<br />
 
Warp Drive Operation III<br />
 
Warp Drive Operation IV<br />
 
Warp Drive Operation V<br />
 
Spaceship Command I<br />
 
Spaceship Command II<br />
 
Spaceship Command III<br />
 
Spaceship Command IV<br />
 
Spaceship Command V<br />}}
 
 
 
== Notes ==
 
Conceptual credit goes to [[Apollyons One]]. For the original post and additional discussion see [http://forum.eveuniversity.org/viewtopic.php?f=29&t=81073 Eve University Forum : The Magic 14].
 

Latest revision as of 07:54, 5 November 2024


This page lists the 14 fundamental skills which benefit every single ship that a player can pilot in EVE, from a shuttle to a titan. Each of these skills is worthwhile for a new character to train.

Important: This page is NOT intended to be a skill plan. This is a list of "support" skills which impact all the ships you will fly. Training them is important because it will give you an edge, but there is no point training support skills without first training the skills you need to actually USE the ships and modules. We would suggest you get these skills trained up after training the minimal skills required to actually use the ships you want to fly.

E-UNI Emblem.png EVE University members should consider training the Short Skill Plan and then using the Pyramid Skill Plan.

This page lists only those skills which provide bonuses to all ships regardless of modules, implants or rigs. The starting skill levels listed apply to characters created after the Vanguard patch (September 2015).

The UniWiki has other useful pages for pilots planning their training:

  • For a full list of the current skill levels with which new characters begin the game, see Starting skills.
  • For in-depth descriptions of skill training mechanics, and discussion of training strategies, consult Skills and learning.
  • For a more in-depth look at other fundamental skills you would want to learn as a beginner, consult Basic skills.
  • For a list of more advanced skills which benefit many ships see Support skills.
  • For skills that make fitting ships easier, see Fitting skills.


Engineering

Icon skillbook2.png CPU Management (1x, 30k ISK)
5% bonus to ship CPU output per skill level. Starting Skill Level: IV - Alpha Clone Limit: V
Basic understanding of spaceship sensory and computer systems.
This skill improves the ability to fit modules which utilize ship CPU enabling more sophisticated modules to be fitted.
Icon skillbook2.png Power Grid Management (1x, 30k ISK)
5% bonus to ship power grid output per skill level. Starting Skill Level: IV - Alpha Clone Limit: V
Basic understanding of spaceship energy grid systems.
This skill improves the ability to fit modules which utilize power grid so modules which consume power can be fitted more easily.
Icon skillbook2.png Capacitor Management (3x, 200k ISK)
5% bonus to capacitor capacity per skill level. Starting Skill Level: III - Alpha Clone Limit: IV
Skill at regulating your ship's overall energy capacity.
This skill improves the maximum capacity of your ship's capacitor which allows active modules to remain active for longer periods of time before the capacitor is fully drained.
Icon skillbook2.png Capacitor Systems Operation (1x, 60k ISK)
5% reduction in capacitor recharge time per skill level. Starting Skill Level: III - Alpha Clone Limit: III
Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules.
This skill decreases the capacitor recharge time which enables more active modules to remain online for a longer period of time. Sufficient levels of training in this skill will make it easier to fit a ship which is capacitor stable. This means all fitted active modules can remain on indefinitely.

Armor

Icon skillbook2.png Mechanics (1x, 30k ISK)
5% bonus to structure hit points per skill level. Starting Skill Level: III - Alpha Clone Limit: V
Skill at maintaining the mechanical components and structural integrity of a spaceship.
This skill increases the hit points of your ship's structure, thereby increasing its effective hit points.
Icon skillbook2.png Hull Upgrades (2x, 85k ISK)
5% bonus to armor hit points per skill level. Starting Skill Level: II or III, depending on race - Alpha Clone Limit: V
Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers.
This skill increases the hit points of your ship's armor, thereby increasing its total effective hit points. Training this further to V will allow you to fit modules like Multispectrum Energized Membrane II, Explosive Armor Hardener II and the larger T2 plates, which comprise a T2 armor tank.

Shields

Icon skillbook2.png Shield Management (3x, 170k ISK)
5% bonus to shield capacity per skill level. Starting Skill Level: I or II, depending on race - Alpha Clone Limit: IV
Skill at regulating a spaceship's shield systems.
This skill increases the hit points of your ship's shields, thereby increasing its total effective hit points.
Icon skillbook2.png Shield Operation (1x, 55k ISK)
5% reduction in shield recharge time per skill level. Starting Skill Level: I or II, depending on race - Alpha Clone Limit: IV
Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules.
This skill decreases the time required for your ship's shields to regenerate which helps to mitigate damage during combat as well as enabling faster recovery when the battle is over.

Targeting

Icon skillbook2.png Long Range Targeting (2x, 100k ISK)
5% bonus to targeting range per skill level. Starting Skill Level: I - Alpha Clone Limit: III
Skill at long range targeting.
This skill enables your ship to lock targets at greater distances which can be helpful for kite tanking and sniping.
Icon skillbook2.png Signature Analysis (1x, 100k ISK)
5% improved targeting speed per skill level. Starting Skill Level: I - Alpha Clone Limit: III
Skill at operating targeting systems.
This skill enables your ship to lock targets faster which enables you to quickly apply offensive modules and weapons to a hostile ship. It can mean the difference between whether or not you are successful at tackling a ship before it warps away and escapes.

Navigation

Icon skillbook2.png Navigation (1x, 30k ISK)
5% bonus to sub-warp ship velocity per skill level. Starting Skill Level: III - Alpha Clone Limit: IV
Skill at regulating the power output of ship thrusters.
This skill enables your ship to travel faster at sub-warp speeds which enables you to more effectively chase down fast moving ships, escape more powerful opponents or mitigate damage by speed tanking.
Icon skillbook2.png Evasive Maneuvering (2x, 35k ISK)
5% improved ship agility for all ships per skill level. Starting Skill Level: I - Alpha Clone Limit: III
Skill at regulating the power output of ship thrusters.
This skill improves your ship's agility which enables it to turn, accelerate and enter warp more quickly. It can mean the difference between escaping in a pod or losing expensive implants.
Icon skillbook2.png Warp Drive Operation (1x, 45k ISK)
Each skill level reduces the capacitor need of initiating warp by 10%. Starting Skill Level: I - Alpha Clone Limit: III
Skill at managing warp drive efficiency.
This skill reduces the capacitor usage when entering warp which can be helpful when traveling across larger systems, especially when warping large ships into a combat scenario. When arriving at a battle it is best to have as much remaining capacitor as possible. Exceptionally large systems, such as some wormhole systems, can cause ships to cap out, forcing your ship to drop out of warp before it arrives at your chosen destination.

Spaceship Command

Icon skillbook2.png Spaceship Command (1x, 30k ISK)
2% improved ship agility for all ships per skill level. Starting Skill Level: III - Alpha Clone Limit: IV
The basic operation of spaceships.
This skill improves your ship's agility which enables it to turn, accelerate and enter warp more quickly. It can mean the difference between escaping in a pod or losing expensive implants.

Notes

Conceptual credit goes to Apollyons One.