Difference between revisions of "Skills:Engineering"
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− | {{ | + | {{Skills Links}} |
− | [[ | + | = Overview = |
+ | The Engineering category contains capacitor support skills, and [[capacitor warfare]] skills. | ||
− | The | + | The following are the skills in the Engineering section (in alphabetical order): |
− | { | + | {| class="wikitable" |
− | | | + | !Skill (Multiplier) |
− | | | + | !Purpose |
− | | | + | !Alpha Limit |
− | | | + | |- |
− | |mult= | + | |{{sk|Advanced Weapon Upgrades|mult=yes}} |
− | | | + | |Reduces powergrid need of turrets and launchers. |
− | | | + | |{{SkillAlphaBar|Advanced Weapon Upgrades}} |
− | }} | + | |- |
+ | |{{sk|Capacitor Emission Systems|mult=yes}} | ||
+ | |Allows use of energy nosferatu, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. | ||
+ | |{{SkillAlphaBar|Capacitor Emission Systems}} | ||
+ | |- | ||
+ | |{{sk|Capacitor Management|mult=yes}} | ||
+ | |Bonus to capacitor capacity. | ||
+ | |{{SkillAlphaBar|Capacitor Management}} | ||
+ | |- | ||
+ | |{{sk|Capacitor Systems Operation|mult=yes}} | ||
+ | |Allows use of cap boosters, Energy System Operations modules. Reduces capacitor recharge time. | ||
+ | |{{SkillAlphaBar|Capacitor Systems Operation}} | ||
+ | |- | ||
+ | |{{sk|Capital Capacitor Emission Systems|mult=yes}} | ||
+ | |Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use. | ||
+ | |{{SkillAlphaBar|Capital Capacitor Emission Systems}} | ||
+ | |- | ||
+ | |{{sk|CPU Management|mult=yes}} | ||
+ | |Bonus to ship CPU. | ||
+ | |{{SkillAlphaBar|CPU Management}} | ||
+ | |- | ||
+ | |{{sk|Electronics Upgrades|mult=yes}} | ||
+ | |Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use. | ||
+ | |{{SkillAlphaBar|Electronics Upgrades}} | ||
+ | |- | ||
+ | |{{sk|Energy Grid Upgrades|mult=yes}} | ||
+ | |Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules. | ||
+ | |{{SkillAlphaBar|Energy Grid Upgrades}} | ||
+ | |- | ||
+ | |{{sk|Energy Pulse Weapons|mult=yes}} | ||
+ | |Allows use of smartbombs. Reduces smartbomb cycle time. | ||
+ | |{{SkillAlphaBar|Energy Pulse Weapons}} | ||
+ | |- | ||
+ | |{{sk|Nanite Interfacing|mult=yes}} | ||
+ | |Increases damaged module repair amount. | ||
+ | |{{SkillAlphaBar|Nanite Interfacing}} | ||
+ | |- | ||
+ | |{{sk|Nanite Operation|mult=yes}} | ||
+ | |Decreases nanite consumption. | ||
+ | |{{SkillAlphaBar|Nanite Operation}} | ||
+ | |- | ||
+ | |{{sk|Power Grid Management|mult=yes}} | ||
+ | |Bonus to ship powergrid. | ||
+ | |{{SkillAlphaBar|Power Grid Management}} | ||
+ | |- | ||
+ | |{{sk|Resistance Phasing|mult=yes}} | ||
+ | |Reduces cycle time & capacitor need of reactive armor hardeners. | ||
+ | |{{SkillAlphaBar|Resistance Phasing}} | ||
+ | |- | ||
+ | |{{sk|Thermodynamics|mult=yes}} | ||
+ | |Enables [[overheating]]. Reduces damage from overheating. | ||
+ | |{{SkillAlphaBar|Thermodynamics}} | ||
+ | |- | ||
+ | |{{sk|Weapon Upgrades|mult=yes}} | ||
+ | |Reduces CPU use of turrets and launchers. | ||
+ | |{{SkillAlphaBar|Weapon Upgrades}} | ||
+ | |} | ||
− | + | = Skill Details = | |
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{{Skill | {{Skill | ||
− | |skill= | + | |skill=Advanced Weapon Upgrades |
− | |desc= | + | |desc=Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level. |
− | |1= | + | |1=Perception |
− | |2= | + | |2=Willpower |
− | | | + | |pre={{sk|Weapon Upgrades|IV}} |
− | | | + | |reqV={{sk|Doomsday Operation|icon=yes}}; {{sk|Marauders|icon=yes}}; {{sk|Tactical Weapon Reconfiguration|icon=yes}} |
− | | | + | |notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns.The cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment. |
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Capacitor Emission Systems |
− | |desc= | + | |desc=Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level. |
− | |||
− | |||
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |price=67.5K |
− | | | + | |pre={{sk|Power Grid Management|III}}, {{sk|Science|II}} |
− | | | + | |reqI=Tech 1 and Faction Small Energy Nosferatus/Neutralizers; Tech 1 and Faction Remote Capacitor Transmitters |
− | |notes= | + | |reqII=Tech 1 and Faction Medium Energy Nosferatus/Neutralizers |
+ | |reqIII=Tech 1 and Faction Heavy Energy Nosferatus/Neutralizers; Small Energy Nosferatu/Neutralizer II; Praetor EV-900; Acolyte EV-300; Infiltrator EV-600 | ||
+ | |reqIV=Tech 2 Remote Capacitor Transmitters; Medium Energy Nosferatu/Neutralizer II; Tech 1 and Faction Capital Energy Nosferatus/Neutralizers | ||
+ | |reqV=Heavy Energy Nosferatu/Neutralizer II; Capital Energy Nosferatu/Neutralizer II; {{sk|Capital Capacitor Emission Systems|icon=yes}} | ||
+ | |notes=The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits. | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Capacitor Management |
− | |desc= | + | |desc=Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |pre={{sk|Power Grid Management|III}} |
− | | | + | |reqII=Tech 1 and Faction Micro Auxiliary Power Cores |
− | | | + | |reqIII={{sk|Thermodynamics|icon=yes}} |
− | |notes= | + | |reqIV={{sk|Heavy Assault Cruisers|icon=yes}} |
+ | |reqV=Micro Auxiliary Power Core II | ||
+ | |notes=Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run. | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Capacitor Systems Operation |
− | |desc=Skill at | + | |desc=Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |pre={{sk|Power Grid Management|I}} |
− | | | + | |reqI=Tech I and Faction Capacitor Boosters |
− | | | + | |reqII='Seed' Micro Capacitor Booster I |
− | |notes= | + | |reqIII=Small Capacitor Booster II |
+ | |reqIV=Medium/Heavy/Capital Capacitor Booster II | ||
+ | |notes=Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.<br> | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Capital Capacitor Emission Systems |
− | |desc= | + | |desc=Operation of capital remote capacitor transmitters and other capacitor emission systems. 5% reduced capacitor need of capital capacitor emission systems per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |pre={{sk|Power Grid Management|V}}; {{sk|Capacitor Emission Systems|V}} |
− | | | + | |reqI=Tech 1 and Faction Capital Capacitor Transmitters |
− | | | + | |reqIV=Capital Remote Capacitor Transmitter II |
− | |notes= | + | |notes= |
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=CPU Management |
− | |desc= | + | |desc=Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |pre=none |
− | | | + | |reqI=Tech 1 Cargo Scanners; Tech 1 Ship Scanners; Tech 1 Survey Scanners; Storyline and Faction Signal Amplifiers; {{sk|Electronic Warfare|icon=yes}}; {{sk|Target Management|icon=yes}}; {{sk|Signature Analysis|icon=yes}}; {{sk|Survey|icon=yes}}; {{sk|Structure Electronic Systems|icon=yes}} |
− | | | + | |reqII=Ship Scanner II; Cargo Scanner II; Survey Scanner II; Basic Co-Processor; {{sk|Long Range Targeting|icon=yes}}; {{sk|Electronics Upgrades|icon=yes}} |
− | |notes= | + | |reqIII={{sk|Frequency Modulation|icon=yes}}; {{sk|Target Painting|icon=yes}}; {{sk|Sensor Linking|icon=yes}}; {{sk|Weapon Disruption|icon=yes}}; {{sk|Propulsion Jamming|icon=yes}} |
+ | |reqIV={{sk|Magnetometric Sensor Compensation|icon=yes}}; {{sk|Gravimetric Sensor Compensation|icon=yes}}; {{sk|Ladar Sensor Compensation|icon=yes}}; {{sk|Radar Sensor Compensation|icon=yes}}; {{sk|Signature Masking|icon=yes}}; {{sk|Cloaking|icon=yes}}; {{sk|Long Distance Jamming|icon=yes}}; {{sk|Signal Dispersion|icon=yes}}; {{sk|Signal Suppression|icon=yes}}; {{sk|Weapon Destabilization|icon=yes}}; {{sk|Signature Focusing|icon=yes}} | ||
+ | |reqV={{sk|Nanite Engineering|icon=yes}}; {{sk|Electromagnetic Physics|icon=yes}}; {{sk|Electronic Engineering|icon=yes}}; {{sk|Cynosural Field Theory|icon=yes}} | ||
+ | |notes=A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category. | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Electronics Upgrades |
− | |desc=Skill at | + | |desc=Skill at installing Electronic upgrades, such as signal amplifiers, co-processors and backup sensor arrays. 5% reduction of CPU needs for all modules requiring Electronics Upgrades per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |price=90K |
− | | | + | |pre={{sk|CPU Management|II}}; {{sk|Power Grid Management|II}} |
− | | | + | |reqI=Tech 1 Signal Amplifiers; Tech 1 and Faction Co-Processors |
− | |notes= | + | |reqIII={{sk|Hacking|icon=yes}} |
+ | |reqIV=Co-Processor II | ||
+ | |reqV=Signal Amplifier II; {{sk|Recon Ships|icon=yes}}; {{sk|Covert Ops|icon=yes}}; {{sk|Expedition Frigates|icon=yes}} | ||
+ | |notes=A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers. | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Energy Grid Upgrades |
− | |desc= | + | |desc=Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |price=71.1K |
− | | | + | |pre={{sk|Power Grid Management|II}}; {{sk|Science|I}} |
− | | | + | |reqI=Tech 1 and Faction Small/Medium Cap Batteries; 'Basic' Capacitor Power Relay; 'Basic' Shield Flux Coil; 'Basic' Capacitor Flux Coil; Basic Reactor Control Unit; 'Basic' Shield Power Relay; 'Basic' Power Diagnostic System |
− | |notes= | + | |reqII=Tech 1 and Faction Cap Rechargers; Tech 1 and Faction Shield Flux Coils; Tech 1 and Faction Reactor Control Units; Tech 1 and Faction Capacitor Power Relays; Tech 1 and Faction Power Diagnostic Systems; Tech 1 and Faction Large/Capital Cap Batteries; Tech 1 and Faction Shield Power Relays; Small Cap Battery II |
+ | |reqIII=Tech 1 and Storyline Capacitor Flux Coils; Cap Recharger II; Tech 2 and Storyline Medium Cap Batteries | ||
+ | |reqIV=Capacitor Flux Coil II; Shield Flux Coil II; Shield Power Relay II; Capacitor Power Relay II; Power Diagnostic System II; Tech 2 and Storyline Large Cap Batteries; Capital Cap Battery II | ||
+ | |reqV=Reactor Control Unit II; Bastion Module I; {{sk|Marauders|icon=yes}}; {{sk|Heavy Assault Cruisers|icon=yes}} | ||
+ | |notes=Useful fitting requirement reduction for certain modules. | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Energy Pulse Weapons |
− | |desc= | + | |desc=Skill at using smartbombs. 5% decrease in smartbomb duration per skill level. |
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |pre={{sk|Power Grid Management|II}}; {{sk|Science|II}} |
− | | | + | |reqI=Tech 1 and Faction Smartbombs |
− | | | + | |reqII=Tech 2 Micro Smartbombs |
− | |notes= | + | |reqIII=Tech 2 Small Smartbombs |
+ | |reqIV=Tech 2 Medium Smartbombs | ||
+ | |reqV=Tech 2 Large Smartbombs; {{sk|Doomsday Operation|icon=yes}} | ||
+ | |notes=Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use. | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Nanite Interfacing |
− | |desc= | + | |desc=Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second. |
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |pre={{sk|Nanite Operation|III}} |
− | |price= | + | |price=4.5M |
− | + | |notes=Nanite paste can be used to repair module damage from [[overheating]] on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority. | |
− | |notes= | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Nanite Operation |
− | |desc= | + | |desc=Skill at operating nanites. 5% reduction in nanite consumption per level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |pre={{sk|Mechanics|IV}} |
− | | | + | |reqIII={{sk|Nanite Interfacing|icon=yes}} |
− | | | + | |notes=The skill required to use nanite paste to repair module damage from [[overheating]] on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more. |
− | |notes= | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Power Grid Management |
− | |desc= | + | |desc=Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |price=18,000 | |
− | |price= | + | |pre=None |
− | |pre=Engineering | + | |reqI=Basic and Supplemental Shield Resistance Amplifiers; Civilian Shield Hardeners; 'Micro' Cap Battery; {{sk|Shield Operation|icon=yes}}; {{sk|Capacitor Systems Operation|icon=yes}}; {{sk|Structure Engineering Systems|icon=yes}} |
− | |notes= | + | |reqII={{sk|Energy Pulse Weapons|icon=yes}}; {{sk|Energy Grid Upgrades|icon=yes}}; {{sk|Shield Upgrades|icon=yes}}; {{sk|Electronics Upgrades|icon=yes}} |
+ | |reqIII={{sk|Capacitor Management|icon=yes}}; {{sk|Shield Management|icon=yes}}; {{sk|Tactical Shield Manipulation|icon=yes}}; {{sk|Shield Emission Systems|icon=yes}}; {{sk|Capacitor Emission Systems|icon=yes}} | ||
+ | |reqIV={{sk|Thermodynamics|icon=yes}} | ||
+ | |reqV= {{sk|Amarr Core Systems|icon=yes}}; {{sk|Assault Frigates|icon=yes}}; {{sk|Caldari Core Systems|icon=yes}}; {{sk|Capital Capacitor Emission Systems|icon=yes}}; {{sk|Capital Shield Emission Systems|icon=yes}}; {{sk|Capital Shield Operation|icon=yes}}; {{sk|Gallente Core Systems|icon=yes}}; {{sk|Graviton Physics|icon=yes}}; {{sk|High Energy Physics|icon=yes}}; {{Sk|Hydromagnetic Physics|icon=yes}};{{sk|Laser Physics|icon=yes}}; {{sk|Minmatar Core Systems|icon=yes}}; {{sk|Nuclear Physics|icon=yes}}; {{sk|Plasma Physics|icon=yes}}; {{sk|Quantum Physics|icon=yes}} | ||
+ | |notes=The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship. | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Resistance Phasing |
− | |desc= | + | |desc=Improves control over, and flow between, nano membranes that react to damage by shifting resistances. |
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− | + | Reduces cycle time of Reactive Armor Hardeners, Flex Armor Hardeners and Flex Shield Hardeners by 10% per level and capacitor need by 15% per level. | |
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |pre={{sk|Hull Upgrades|IV}} |
− | | | + | |reqI=Tech 1 and Faction Capital Flex Armor/Shield Hardeners |
− | | | + | |reqIV=Capital Flex Armor/Shield Hardener II |
− | |notes= | + | |notes= |
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Thermodynamics |
− | |desc= | + | |desc=Advanced understanding of the laws of thermodynamics. Allows you to deliberately [[overheat]] a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |price=4.5M |
− | | | + | |pre={{sk|Power Grid Management|IV}}, {{sk|Capacitor Management|III}}, {{sk|Science|IV}} |
− | | | + | |notes= Overheating active modules can have a significant effect in combat: the bonuses offered by overheating range from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an increased rate of repair and more. A higher Thermodynamics skill allows you to overheat modules for longer before burning them out. This skill need not be a priority for a pilot who only flies in everyday PvE combat (missions, ratting). It is however useful in advanced PvE (e.g. running [[Abyssal Deadspace|Abyssals]]), important in PvP, and especially important in small-gang and solo PvP. |
− | |notes=A useful | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Weapon Upgrades |
− | |desc= | + | |desc=Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs. |
− | |1= | + | |1=Perception |
|2=Memory | |2=Memory | ||
− | | | + | |pre={{sk|Gunnery|II}} |
− | | | + | |reqI=Tech 1 and Faction Gyrostabilizers; Tech 1 and Faction Tracking Enhancers; Tech 1 and Faction Heat Sinks; Tech 1 and Faction Drone Damage Amplifiers; Tech 1 and Faction Ballistic Control Systems; Tech 1 and Faction Guidance Enhancers; Tech 1 and Faction Magnetic Field Stabilizers |
− | | | + | |reqIV=Gyrostabilizer II; Tracking Enhancer II; Heat Sink II; Drone Damage Amplifier II; Magnetic Field Stabilizer II; Ballistic Control System II; Missile Guidance Enhancer II; {{sk|Advanced Weapon Upgrades|icon=yes}} |
− | |notes= | + | |reqV={{sk|Heavy Assault Cruisers|icon=yes}} |
+ | |notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train. | ||
}} | }} | ||
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Latest revision as of 13:11, 29 February 2024
Skills |
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Skills by category |
Overview
The Engineering category contains capacitor support skills, and capacitor warfare skills.
The following are the skills in the Engineering section (in alphabetical order):
Skill (Multiplier) | Purpose | Alpha Limit |
---|---|---|
Advanced Weapon Upgrades (6x) | Reduces powergrid need of turrets and launchers. | ◼◼◼▨▨ |
Capacitor Emission Systems (2x) | Allows use of energy nosferatu, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. | ◼◼◼◼▨ |
Capacitor Management (3x) | Bonus to capacitor capacity. | ◼◼◼◼▨ |
Capacitor Systems Operation (1x) | Allows use of cap boosters, Energy System Operations modules. Reduces capacitor recharge time. | ◼◼◼▨▨ |
Capital Capacitor Emission Systems (10x) | Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use. | ▨▨▨▨▨ |
CPU Management (1x) | Bonus to ship CPU. | ◼◼◼◼◼ |
Electronics Upgrades (2x) | Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use. | ◼◼◼◼◼ |
Energy Grid Upgrades (2x) | Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules. | ◼◼◼◼◼ |
Energy Pulse Weapons (2x) | Allows use of smartbombs. Reduces smartbomb cycle time. | ◼◼▨▨▨ |
Nanite Interfacing (3x) | Increases damaged module repair amount. | ▨▨▨▨▨ |
Nanite Operation (2x) | Decreases nanite consumption. | ▨▨▨▨▨ |
Power Grid Management (1x) | Bonus to ship powergrid. | ◼◼◼◼◼ |
Resistance Phasing (3x) | Reduces cycle time & capacitor need of reactive armor hardeners. | ▨▨▨▨▨ |
Thermodynamics (3x) | Enables overheating. Reduces damage from overheating. | ◼◼◼◼▨ |
Weapon Upgrades (2x) | Reduces CPU use of turrets and launchers. | ◼◼◼◼◼ |
Skill Details
Advanced Weapon Upgrades
Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
Attributes: | |
Multiplier: | 6x |
Price: | 1M ISK |
Alpha max level: | III |
Prerequisites: | Weapon Upgrades IV |
V required for: | Doomsday Operation; Marauders; Tactical Weapon Reconfiguration |
Notes: | Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns.The cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment. |
Capacitor Emission Systems
Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
Attributes: | |
Multiplier: | 2x |
Price: | 75k ISK |
Alpha max level: | IV |
Prerequisites: | Power Grid Management III, Science II |
I required for: | Tech 1 and Faction Small Energy Nosferatus/Neutralizers; Tech 1 and Faction Remote Capacitor Transmitters |
II required for: | Tech 1 and Faction Medium Energy Nosferatus/Neutralizers |
III required for: | Tech 1 and Faction Heavy Energy Nosferatus/Neutralizers; Small Energy Nosferatu/Neutralizer II; Praetor EV-900; Acolyte EV-300; Infiltrator EV-600 |
IV required for: | Tech 2 Remote Capacitor Transmitters; Medium Energy Nosferatu/Neutralizer II; Tech 1 and Faction Capital Energy Nosferatus/Neutralizers |
V required for: | Heavy Energy Nosferatu/Neutralizer II; Capital Energy Nosferatu/Neutralizer II; Capital Capacitor Emission Systems |
Notes: | The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits. |
Capacitor Management
Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
Attributes: | |
Multiplier: | 3x |
Price: | 200k ISK |
Alpha max level: | IV |
Prerequisites: | Power Grid Management III |
II required for: | Tech 1 and Faction Micro Auxiliary Power Cores |
III required for: | Thermodynamics |
IV required for: | Heavy Assault Cruisers |
V required for: | Micro Auxiliary Power Core II |
Notes: | Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run. |
Capacitor Systems Operation
Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
Attributes: | |
Multiplier: | 1x |
Price: | 60k ISK |
Alpha max level: | III |
Prerequisites: | Power Grid Management I |
I required for: | Tech I and Faction Capacitor Boosters |
II required for: | 'Seed' Micro Capacitor Booster I |
III required for: | Small Capacitor Booster II |
IV required for: | Medium/Heavy/Capital Capacitor Booster II |
Notes: | Another important capacitor support skill which makes your capacitor more resilient. A short train to level V. |
Capital Capacitor Emission Systems
Operation of capital remote capacitor transmitters and other capacitor emission systems. 5% reduced capacitor need of capital capacitor emission systems per skill level.
Attributes: | |
Multiplier: | 10x |
Price: | 10M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Power Grid Management V; Capacitor Emission Systems V |
I required for: | Tech 1 and Faction Capital Capacitor Transmitters |
IV required for: | Capital Remote Capacitor Transmitter II |
CPU Management
Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
Attributes: | |
Multiplier: | 1x |
Price: | 30k ISK |
Alpha max level: | V |
Prerequisites: | none |
I required for: | Tech 1 Cargo Scanners; Tech 1 Ship Scanners; Tech 1 Survey Scanners; Storyline and Faction Signal Amplifiers; Electronic Warfare; Target Management; Signature Analysis; Survey; Structure Electronic Systems |
II required for: | Ship Scanner II; Cargo Scanner II; Survey Scanner II; Basic Co-Processor; Long Range Targeting; Electronics Upgrades |
III required for: | Frequency Modulation; Target Painting; Sensor Linking; Weapon Disruption; Propulsion Jamming |
IV required for: | Magnetometric Sensor Compensation; Gravimetric Sensor Compensation; Ladar Sensor Compensation; Radar Sensor Compensation; Signature Masking; Cloaking; Long Distance Jamming; Signal Dispersion; Signal Suppression; Weapon Destabilization; Signature Focusing |
V required for: | Nanite Engineering; Electromagnetic Physics; Electronic Engineering; Cynosural Field Theory |
Notes: | A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category. |
Electronics Upgrades
Skill at installing Electronic upgrades, such as signal amplifiers, co-processors and backup sensor arrays. 5% reduction of CPU needs for all modules requiring Electronics Upgrades per skill level.
Attributes: | |
Multiplier: | 2x |
Price: | 100k ISK |
Alpha max level: | V |
Prerequisites: | CPU Management II; Power Grid Management II |
I required for: | Tech 1 Signal Amplifiers; Tech 1 and Faction Co-Processors |
III required for: | Hacking |
IV required for: | Co-Processor II |
V required for: | Signal Amplifier II; Recon Ships; Covert Ops; Expedition Frigates |
Notes: | A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers. |
Energy Grid Upgrades
Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
Attributes: | |
Multiplier: | 2x |
Price: | 79k ISK |
Alpha max level: | V |
Prerequisites: | Power Grid Management II; Science I |
I required for: | Tech 1 and Faction Small/Medium Cap Batteries; 'Basic' Capacitor Power Relay; 'Basic' Shield Flux Coil; 'Basic' Capacitor Flux Coil; Basic Reactor Control Unit; 'Basic' Shield Power Relay; 'Basic' Power Diagnostic System |
II required for: | Tech 1 and Faction Cap Rechargers; Tech 1 and Faction Shield Flux Coils; Tech 1 and Faction Reactor Control Units; Tech 1 and Faction Capacitor Power Relays; Tech 1 and Faction Power Diagnostic Systems; Tech 1 and Faction Large/Capital Cap Batteries; Tech 1 and Faction Shield Power Relays; Small Cap Battery II |
III required for: | Tech 1 and Storyline Capacitor Flux Coils; Cap Recharger II; Tech 2 and Storyline Medium Cap Batteries |
IV required for: | Capacitor Flux Coil II; Shield Flux Coil II; Shield Power Relay II; Capacitor Power Relay II; Power Diagnostic System II; Tech 2 and Storyline Large Cap Batteries; Capital Cap Battery II |
V required for: | Reactor Control Unit II; Bastion Module I; Marauders; Heavy Assault Cruisers |
Notes: | Useful fitting requirement reduction for certain modules. |
Energy Pulse Weapons
Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
Attributes: | |
Multiplier: | 2x |
Price: | 130k ISK |
Alpha max level: | II |
Prerequisites: | Power Grid Management II; Science II |
I required for: | Tech 1 and Faction Smartbombs |
II required for: | Tech 2 Micro Smartbombs |
III required for: | Tech 2 Small Smartbombs |
IV required for: | Tech 2 Medium Smartbombs |
V required for: | Tech 2 Large Smartbombs; Doomsday Operation |
Notes: | Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use. |
Nanite Interfacing
Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
Attributes: | |
Multiplier: | 3x |
Price: | 5M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Nanite Operation III |
Notes: | Nanite paste can be used to repair module damage from overheating on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority. |
Nanite Operation
Skill at operating nanites. 5% reduction in nanite consumption per level.
Attributes: | |
Multiplier: | 2x |
Price: | 1M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Mechanics IV |
III required for: | Nanite Interfacing |
Notes: | The skill required to use nanite paste to repair module damage from overheating on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more. |
Power Grid Management
Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
Resistance Phasing
Improves control over, and flow between, nano membranes that react to damage by shifting resistances.
Reduces cycle time of Reactive Armor Hardeners, Flex Armor Hardeners and Flex Shield Hardeners by 10% per level and capacitor need by 15% per level.
Attributes: | |
Multiplier: | 3x |
Price: | 500k ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Hull Upgrades IV |
I required for: | Tech 1 and Faction Capital Flex Armor/Shield Hardeners |
IV required for: | Capital Flex Armor/Shield Hardener II |
Thermodynamics
Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
Attributes: | |
Multiplier: | 3x |
Price: | 4.5M ISK |
Alpha max level: | IV |
Prerequisites: | Power Grid Management IV, Capacitor Management III, Science IV |
Notes: | Overheating active modules can have a significant effect in combat: the bonuses offered by overheating range from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an increased rate of repair and more. A higher Thermodynamics skill allows you to overheat modules for longer before burning them out. This skill need not be a priority for a pilot who only flies in everyday PvE combat (missions, ratting). It is however useful in advanced PvE (e.g. running Abyssals), important in PvP, and especially important in small-gang and solo PvP. |
Weapon Upgrades
Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
Attributes: | |
Multiplier: | 2x |
Price: | 80k ISK |
Alpha max level: | V |
Prerequisites: | Gunnery II |
I required for: | Tech 1 and Faction Gyrostabilizers; Tech 1 and Faction Tracking Enhancers; Tech 1 and Faction Heat Sinks; Tech 1 and Faction Drone Damage Amplifiers; Tech 1 and Faction Ballistic Control Systems; Tech 1 and Faction Guidance Enhancers; Tech 1 and Faction Magnetic Field Stabilizers |
IV required for: | Gyrostabilizer II; Tracking Enhancer II; Heat Sink II; Drone Damage Amplifier II; Magnetic Field Stabilizer II; Ballistic Control System II; Missile Guidance Enhancer II; Advanced Weapon Upgrades |
V required for: | Heavy Assault Cruisers |
Notes: | Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train. |