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Skills:Engineering: Difference between revisions

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{{Template:Stub}}
{{Skills Links}}
[[Category:Skills]]
= Overview =
==Overview==
The Engineering category contains capacitor support skills, and [[capacitor warfare]] skills.
The Engineering category contains capacitor support skills, [[Capacitor_Warfare_Guide|capacitor warfare]] skills and most of the skills required for remote and local [[Shield_tanking|shield tanking]].
 
The following are the skills in the Engineering section (in alphabetical order):
 
{| class="wikitable"
!Attributes (Primary, Secondary)
!Skill (Multiplier)
!Purpose
!Alpha Limit
|-
|Perception, Willpower
|{{sk|Advanced Weapon Upgrades|mult=yes}}
|Reduces powergrid need of turrets and launchers.
|{{SkillAlphaBar|Advanced Weapon Upgrades}}
|-
|Intelligence, Memory
|{{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}}
|-
|Intelligence, Memory
|{{sk|Capacitor Management|mult=yes}}
|Bonus to capacitor capacity.
|{{SkillAlphaBar|Capacitor Management}}
|-
|Intelligence, Memory
|{{sk|Capacitor Systems Operation|mult=yes}}
|Allows use of cap boosters, Energy System Operations modules. Reduces capacitor recharge time.
|{{SkillAlphaBar|Capacitor Systems Operation}}
|-
|Intelligence, Memory
|{{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}}
|-
|Intelligence, Memory
|{{sk|CPU Management|mult=yes}}
|Bonus to ship CPU.
|{{SkillAlphaBar|CPU Management}}
|-
|Intelligence, Memory
|{{sk|Electronics Upgrades|mult=yes}}
|Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
|{{SkillAlphaBar|Electronics Upgrades}}
|-
|Intelligence, Memory
|{{sk|Energy Grid Upgrades|mult=yes}}
|Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
|{{SkillAlphaBar|Energy Grid Upgrades}}
|-
|Intelligence, Memory
|{{sk|Energy Pulse Weapons|mult=yes}}
|Allows use of smartbombs. Reduces smartbomb cycle time.
|{{SkillAlphaBar|Energy Pulse Weapons}}
|-
|Intelligence, Memory
|{{sk|Nanite Interfacing|mult=yes}}
|Increases damaged module repair amount.
|{{SkillAlphaBar|Nanite Interfacing}}
|-
|Intelligence, Memory
|{{sk|Nanite Operation|mult=yes}}
|Decreases nanite consumption.
|{{SkillAlphaBar|Nanite Operation}}
|-
|Intelligence, Memory
|{{sk|Power Grid Management|mult=yes}}
|Bonus to ship powergrid.
|{{SkillAlphaBar|Power Grid Management}}
|-
|Intelligence, Memory
|{{sk|Resistance Phasing|mult=yes}}
|Reduces cycle time & capacitor need of reactive armor hardeners.
|{{SkillAlphaBar|Resistance Phasing}}
|-
|Intelligence, Memory
|{{sk|Thermodynamics|mult=yes}}
|Enables [[overheating]]. Reduces damage from overheating.
|{{SkillAlphaBar|Thermodynamics}}
|-
|Perception, Memory
|{{sk|Weapon Upgrades|mult=yes}}
|Reduces CPU use of turrets and launchers.
|{{SkillAlphaBar|Weapon Upgrades}}
|}


Good intelligence and memory will get you your engineerings degree faster.
= Skill Details =


The following are the skills in the Engineering section (in alphabetical order):
{{Skill
*[[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]] - Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules.
|skill=Advanced Weapon Upgrades
*[[Skills:Engineering#Capacitor_Management|Capacitor Management]] - Bonus to Capacitor Capacity.
|desc=Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
*[[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]] - Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time.
|1=Perception
*[[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems]] - Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use.  
|2=Willpower
*[[Skills:Engineering#Capital_Shield_Emission_Systems|Capital Shield Emission Systems]] - Allows use of Capital Shield Transfer Array. Bonus to Capital Shield Transfer Array cap use.
|pre={{sk|Weapon Upgrades|IV}}
*[[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]] - Allows use of Capital Shield Boosters and other Capital Shield Modules. Bonus to Capital Shield Booster cap use.
|reqV={{sk|Doomsday Operation|icon=yes}}; {{sk|Marauders|icon=yes}}; {{sk|Tactical Weapon Reconfiguration|icon=yes}}
*[[Skills:Engineering#EM_Shield_Compensation|EM Shield Compensation]] - Percent Bonus to EM Resistance amount of passive shield hardeners and deactivated active hardeners.
|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.
*[[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]] - Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
}}
*[[Skills:Engineering#Energy_Pulse_Weapons|Energy Pulse Weapons]] - Allows use of Smartbombs. Bonus to smartbomb activation time.
*[[Skills:Engineering#Explosive_Shield_Compensation|Explosive Shield Compensation]] - Percent Bonus to Explosive resist amount of passive shield hardeners and deactivated active shield hardeners.
*[[Skills:Engineering#Kinetic_Shield_Compensation|Kinetic Shield Compensation]] - Percent Bonus to Kinetic resist amount of passive shield hardeners and deactivated active shield hardeners.
*[[Skills:Engineering#Power_Grid_management|Power Grid management]] - Bonus to ship Powergrid.
*[[Skills:Engineering#Shield_Compensation|Shield Compensation]] - Bonus to Shield Booster Capacitor use.
*[[Skills:Engineering#Shield_Emission_Systems|Shield Emission Systems]] - Allows use of Shield Transfer Arrays. Bonus to Shield Emissions System module cap use.
*[[Skills:Engineering#Shield_Management|Shield Management]] - Bonus to ship shield amount.
*[[Skills:Engineering#Shield_Operation|Shield Operation]] - Allows use of Shield Boosters. Bonus to shield recharge time.  
*[[Skills:Engineering#Shield_Upgrades|Shield Upgrades]] - Allows use of shield upgrade modules. Bonus to Shield Upgrade modules Powergrid use.
*[[Skills:Engineering#Tactical_Shield_Manipulation|Tactical Shield Manipulation]] - Reduces chance of damage bleeding through to armor when shields are low. Allows use of shield hardeners.  
*[[Skills:Engineering#Thermic_Shield_Compensation|Thermic Shield Compensation]] - Percent Bonus to Thermal Resist amount of passive shield hardeners and deactivated active shield hardeners.


{{Skill
{{Skill
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|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=2x
|price=67.5K
|price=67,500
|pre={{sk|Power Grid Management|III}}, {{sk|Science|II}}
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] III
|reqI=Tech 1 and Faction Small Energy Nosferatus/Neutralizers; Tech 1 and Faction Remote Capacitor Transmitters
|reqI=T1 and Faction small energy transfer arrays and other capacitor emission systems
|reqII=Tech 1 and Faction Medium Energy Nosferatus/Neutralizers
|reqII=T1 and Faction medium energy transfer arrays and other capacitor emission systems
|reqIII=Tech 1 and Faction Heavy Energy Nosferatus/Neutralizers; Small Energy Nosferatu/Neutralizer II; Praetor EV-900; Acolyte EV-300; Infiltrator EV-600
|reqIII=T1 and Faction heavy and T2 small energy transfer arrays and other capacitor emission systems; energy neutralizer drones
|reqIV=Tech 2 Remote Capacitor Transmitters; Medium Energy Nosferatu/Neutralizer II; Tech 1 and Faction Capital Energy Nosferatus/Neutralizers
|reqIV=T2 medium energy transfer arrays and other capacitor emission systems
|reqV=Heavy Energy Nosferatu/Neutralizer II; Capital Energy Nosferatu/Neutralizer II; {{sk|Capital Capacitor Emission Systems|icon=yes}}
|reqV=T2 heavy energy transfer arrays and other capacitor emission systems; [[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems]] IV
|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.
|notes=The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neuts and vamps 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.<br>
}}
}}


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|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=3x
|pre={{sk|Power Grid Management|III}}
|price=153,000
|reqII=Tech 1 and Faction Micro Auxiliary Power Cores
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] III
|reqIII={{sk|Thermodynamics|icon=yes}}
|reqI=T1 and Faction micro power grid modules
|reqIV={{sk|Heavy Assault Cruisers|icon=yes}}
|reqIII=[[Skills:Science#Thermodynamics|Thermodynamics]]
|reqV=Micro Auxiliary Power Core II
|reqV=T2 micro power grid modules
|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.
|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.<br>
}}
}}


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|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=1x
|pre={{sk|Power Grid Management|I}}
|price=36,000
|reqI=Tech I and Faction Capacitor Boosters
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] I
|reqII='Seed' Micro Capacitor Booster I
|reqI=T1 and Faction capacitor boosters
|reqIII=Small Capacitor Booster II
|reqII=Micro capacitor booster II
|reqIV=Medium/Heavy/Capital Capacitor Booster II
|reqIII=Small capacitor booster II
|reqIV=Medium and Heavy capacitor boosters II
|notes=Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.<br>
|notes=Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.<br>
}}
}}


{{Skill
{{Skill
|skill=Capital Energy Emission Systems
|skill=Capital Capacitor Emission Systems
|desc=Operation of capital sized energy transfer array and other energy emission systems. 5% reduced capacitor need of capital energy emission systems per skill level.
|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
|2=Memory
|mult=10x
|price=9,000,000
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] V; [[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]] V
|reqI=Capital Murky Energy Transmitter I; Capital Energy Transfer Array I
}}
 
{{Skill
|skill=Capital Shield Emission Systems
|desc=Operation of capital sized shield transfer array and other shield emission systems. 5% reduced capacitor need for capital shield emission system modules per skill level.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=10x
|pre={{sk|Power Grid Management|V}}; {{sk|Capacitor Emission Systems|V}}
|price=9,000,000
|reqI=Tech 1 and Faction Capital Capacitor Transmitters
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] V; [[Skills:Engineering#Shield_Emission_Systems|Shield EmissionSystems]] V
|reqIV=Capital Remote Capacitor Transmitter II
|reqI=Capital Murky Shield Screen Transmitter I; Capital Shield Transporter I
|notes=
}}
}}


{{Skill
{{Skill
|skill=Capital Shield Operation
|skill=CPU Management
|desc=Operation of capital shield boosters and other shield modules. 2% reduction in capacitor need for capital shield boosters per skill level.
|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
|mult=8x
|pre=none
|price=22,500,000
|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}}
|pre=[[Skills:Engineering#Shield_Management|Shield Management]] V; [[Skills:Engineering#Shield_Operation|Shield Operation]] V; [[Skills:Engineering#Power_Grid_management|Power Grid management]] V
|reqII=Ship Scanner II; Cargo Scanner II; Survey Scanner II; Basic Co-Processor; {{sk|Long Range Targeting|icon=yes}}; {{sk|Electronics Upgrades|icon=yes}}
|reqI=Capital Neutron Saturation Injector I; Capital Shield Booster I
|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=EM Shield Compensation
|skill=Electronics Upgrades
|desc=To active shield hardeners: 3% bonus per skill level to Shield EM resistance when the modules are not active.<br>
|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.
<br>
To passive shield hardeners: 5% bonus per skill level to Shield EM resistance.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=2x
|price=90K
|price=108,000
|pre={{sk|CPU Management|II}}; {{sk|Power Grid Management|II}}
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
|reqI=Tech 1 Signal Amplifiers; Tech 1 and Faction Co-Processors
|notes=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
|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.
}}
}}


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|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=2x
|price=71.1K
|price=71,100
|pre={{sk|Power Grid Management|II}}; {{sk|Science|I}}
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] II
|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
|reqI=T1 capacitor upgrade modules
|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
|reqII=T1 capacitor upgrade modules
|reqIII=Tech 1 and Storyline Capacitor Flux Coils; Cap Recharger II; Tech 2 and Storyline Medium Cap Batteries
|reqIII=T1 and certain T2 capacitor upgrade modules
|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
|reqIV=T2 capacitor upgrade modules
|reqV=Reactor Control Unit II; Bastion Module I; {{sk|Marauders|icon=yes}}; {{sk|Heavy Assault Cruisers|icon=yes}}
|reqV=Reactor Control Unit II; [[Skills:Spaceship_Command#Marauders|Marauders]]
|notes=Useful fitting requirement reduction for certain modules.
|notes=Useful fitting requirement reduction for certain modules.<br>
}}
}}


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|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=2x
|pre={{sk|Power Grid Management|II}}; {{sk|Science|II}}
|price=117,000
|reqI=Tech 1 and Faction Smartbombs
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] II; [[Skills:Science#Science|Science]] II
|reqII=Tech 2 Micro Smartbombs
|reqI=T1 and Faction smartbombs
|reqIII=Tech 2 Small Smartbombs
|reqII=T2 micro smartbombs
|reqIV=Tech 2 Medium Smartbombs
|reqIII=T2 small smartbombs
|reqV=Tech 2 Large Smartbombs; {{sk|Doomsday Operation|icon=yes}}
|reqIV=T2 medium smartbombs
|notes=Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.
|reqV=T2 large smartbombs; [[Skills:Science#Doomsday_Operation|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.<br>
}}
}}


{{Skill
{{Skill
|skill=Explosive Shield Compensation
|skill=Nanite Interfacing
|desc=To active shield hardeners: 3% bonus per skill level to Shield Explosive resistance when the modules are not active.<br>
|desc=Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
<br>
To passive shield hardeners: 5% bonus per skill level to Shield Explosive resistance.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=2x
|pre={{sk|Nanite Operation|III}}
|price=108,000
|price=4.5M
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
|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=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
}}
}}


{{Skill
{{Skill
|skill=Kinetic Shield Compenstation
|skill=Nanite Operation
|desc=To active shield hardeners: 3% bonus per skill level to Shield Kinetic resistance when the modules are not active.<br>
|desc=Skill at operating nanites. 5% reduction in nanite consumption per level.  
<br>
To passive shield hardeners: 5% bonus per skill level to Shield Kinetic resistance.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=2x
|pre={{sk|Mechanics|IV}}
|price=108,000
|reqIII={{sk|Nanite Interfacing|icon=yes}}
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
|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=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
}}
}}


{{Skill
{{Skill
|skill=Power Grid management
|skill=Power Grid Management
|desc=Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
|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
|mult=1x
|price=18,000
|price=18,000
|pre=None
|pre=None
|reqI=[[Skills:Engineering#Shield_Operation|Shield Operation]]; [[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]]
|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}}
|reqII=[[Skills:Engineering#Energy_Pulse_Weapons|Energy Pulse Weapons]]; [[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]]; [[Skills:Engineering#Shield_Upgrades|Shield Upgrades]]; [[Skills:Engineering#Electronic_Upgrades|Electronic Upgrades]]
|reqII={{sk|Energy Pulse Weapons|icon=yes}}; {{sk|Energy Grid Upgrades|icon=yes}}; {{sk|Shield Upgrades|icon=yes}}; {{sk|Electronics Upgrades|icon=yes}}
|reqIII=[[Skills:Engineering#Capacitor_Management|Capacitor Management]]; [[Skills:Engineering#Shield_Management|Shield Management]]; [[Skills:Engineering#Tactical_Shield_Manipulation|Tactical Shield Manipulation]]; [[Skills:Engineering#Shield_Emission_Systems|Shield Emission Systems]]; [[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]]
|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}}
|reqV=[[Skills:Science#Thermodynamics|Thermodynamics]]; [[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]]; [[Skills:Engineering#Capital_Shield_Emission_Systems|Capital Shield Emission Systems]]; [[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems]]; [[Skills:Engineering#Power_Grid_management|Power Grid management]]; [[Skills:Science#High_Energy_Physics|High Energy Physics]]; [[Skills:Science#Plasma_Physics|Plasma Physics]]; [[Skills:Science#Hydromagnetic_Physics|Hydromagnetic Physics]]; [[Skills:Science#Graviton_Physics|Graviton Physics]]; [[Skills:Science#Laser_Physics|Laser Physics]]; [[Skills:Science#Nuclear_Physics|Nuclear Physics]]; [[Skills:Science#Quantum_Physics|Quantum Physics]]; [[Skills:Subsystems#Amarr_Enegineering_Systems|Amarr Engineering Systems]]; [[Skills:Subsystems#Gallente_Enegineering_Systems|Gallente Engineering Systems]]; [[Skills:Subsystems#Minmatar_Enegineering_Systems|Minmatar Engineering Systems]]; [[Skills:Subsystems#Caldari_Enegineering_Systems|Caldari Engineering Systems]]; [[Skills:Spaceship_Command#Assault_Ships|Assault Ships]]
|reqIV={{sk|Thermodynamics|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.<br>
|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=Shield Compensation
|desc=Improved skill for regulating energy flow to shields. 2% less capacitor need for shield boosters per skill level.
|1=Intelligence
|2=Memory
|mult=2x
|price=108,000
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] III
|notes=An important support skill for active shield tanking.<br>
}}
}}


{{Skill
{{Skill
|skill=Shield Emission Systems
|skill=Resistance Phasing
|desc=Operation of shield transfer array and other shield emission systems. 5% reduced capacitor need for shield emission system modules per skill level.
|desc=Improves control over, and flow between, nano membranes that react to damage by shifting resistances.
|1=Intelligence
|2=Memory
|mult=2x
|price=72,000
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] III
|reqI=T1 and Faction shield transporters
|reqII=Micro shield transporter II
|reqIII=Small shield transporter II; T1 Light, medium and heavy shield maintenance bots
|reqIV=Medium and Large shield transporter II; T2 Light, medium and heavy shield maintenance bots
|reqV=[[Skills:Engineering#Capital_Shield_Emission_Systems|Capital Shield Emission Systems]]
|notes=Shield emission systems repair other ships' shields. This skill is important for anyone planning to fly the [http://wiki.eveonline.com/en/wiki/Scimitar Scimitar] or [http://wiki.eveonline.com/en/wiki/Basilisk Basilisk] shield logistics ships.<br>
}}


{{Skill
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.
|skill=Shield Management
|desc=Skill at regulating a spaceship's shield systems. 5% bonus to shield capacity per skill level.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=3x
|pre={{sk|Hull Upgrades|IV}}
|price=153,000
|reqI=Tech 1 and Faction Capital Flex Armor/Shield Hardeners
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] III
|reqIV=Capital Flex Armor/Shield Hardener II
|reqI=T1 and Faction shield boost amplifiers
|notes=  
|reqV=Shield boost amplifier II; [[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]]
|notes=A basic shield support skill (remember that an increase in shield capacity also increases the amount of shield hitpoints you recharge every second) which is an uncomfortably long train to V. But it is worth training to V in the long run. Level V is required for T2 Shield Boost Amplifiers.<br>
}}
}}


{{Skill
{{Skill
|skill=Shield Operation
|skill=Thermodynamics
|desc=Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules. 5% reduction in shield recharge time per skill level.
|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
|mult=1x
|price=4.5M
|price=31,500
|pre={{sk|Power Grid Management|IV}}, {{sk|Capacitor Management|III}}, {{sk|Science|IV}}
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] I
|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.
|reqI=T1 and Faction shield boosters
|reqII=Certain large and ancillary shield boosters
|reqIII=T2 small and medium shield boosters X-Large shield boosters; [[Skills:Engineering#Shield_Compensation|Shield Compensation]]; [[Skills:Subsystems#Amarr_Defensive_Systems|Amarr Defensive Systems]];
[[Skills:Subsystems#Gallente_Defensive_Systems|Gallente Defensive Systems]]; [[Skills:Subsystems#Minmatar_Defensive_Systems|Minmatar Defensive Systems]]
|reqIV=X-Large ancillary shield booster; Large shield booster II; [[Skills:Engineering#Thermic_Shield_Compensation|Thermic Shield Compensation]]; [[Skills:Engineering#EM_Shield_Compensation|EM Shield Compensation]]; [[Skills:Engineering#Kinetic_Shield_Compensation|Kinetic Shield Compensation]]; [[Skills:Engineering#Explosive_Shield_Compensation|Explosive Shield Compensation]]
|reqV=X-Lage shield booster II; [[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]]; [[Skills:Subsystems#Caldari_Defensive_Systems|Caldari Defensive Systems]]
|notes=Important shield support skill, especially for passive regen shield tanks. Level V is required to use T2 X-large shield boosters.<br>
}}
}}


{{Skill
{{Skill
|skill=Shield Upgrades
|skill=Weapon Upgrades
|desc=Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 5% reduction in shield upgrade powergrid needs.
|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=Intelligence
|1=Perception
|2=Memory
|2=Memory
|mult=2x
|pre={{sk|Gunnery|II}}
|price=75,600
|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
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] II; [[Skills:Science#Science|Science]] I
|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}}
|reqI=T1 and Faction shield extenders and hardener amplifiers
|reqV={{sk|Heavy Assault Cruisers|icon=yes}}
|reqII=Micro shield extender II
|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.
|reqIII=Small shield extender II; T1 shield rechargers
|reqIV=T2 shield rechargers, extenders and hardener amplifiers
|notes=A useful fitting skill, makes squeezing some of the equipment used in shield tanking onto your ship easier.<br>
}}
}}


{{Skill
[[Category:Skills]]
|skill=Tactical Shield Manipulation
|desc=Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.
|1=Intelligence
|2=Memory
|mult=4x
|price=189,000
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] III
|reqI=T1 and Faction shield hardeners
|reqIV=T2 shield hardeners
|notes=When your shields fall below 25% hitpoints damage begins to leak through to armor. This skill stops that happening. The exact mechanism of the 'leaking', and the consequent use or uselessness of Tactical Shield Manipulation, are subject to pedantic and rather irrelevant arguments; you need this skill trained to IV to use T2 active shield hardeners, so train it to IV and then forget about it.<br>
}}
 
{{Skill
|skill=Thermic Shield Compensation
|desc=To active shield hardeners: 3% bonus per skill level to Shield Thermal resistance when the modules are not active.<br>
<br>
To passive shield hardeners: 5% bonus per skill level to Shield Thermal resistance.
|1=Intelligence
|2=Memory
|mult=2x
|price=108,000
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
|notes=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
}}

Latest revision as of 07:13, 27 January 2025

Overview

The Engineering category contains capacitor support skills, and capacitor warfare skills.

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

Attributes (Primary, Secondary) Skill (Multiplier) Purpose Alpha Limit
Perception, Willpower Advanced Weapon Upgrades (6x) Reduces powergrid need of turrets and launchers. ◼◼◼▨▨
Intelligence, Memory Capacitor Emission Systems (2x) Allows use of energy nosferatu, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. ◼◼◼◼
Intelligence, Memory Capacitor Management (3x) Bonus to capacitor capacity. ◼◼◼◼
Intelligence, Memory Capacitor Systems Operation (1x) Allows use of cap boosters, Energy System Operations modules. Reduces capacitor recharge time. ◼◼◼▨▨
Intelligence, Memory Capital Capacitor Emission Systems (10x) Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use. ▨▨▨▨▨
Intelligence, Memory CPU Management (1x) Bonus to ship CPU. ◼◼◼◼◼
Intelligence, Memory Electronics Upgrades (2x) Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use. ◼◼◼◼◼
Intelligence, Memory Energy Grid Upgrades (2x) Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules. ◼◼◼◼◼
Intelligence, Memory Energy Pulse Weapons (2x) Allows use of smartbombs. Reduces smartbomb cycle time. ◼◼▨▨▨
Intelligence, Memory Nanite Interfacing (3x) Increases damaged module repair amount. ▨▨▨▨▨
Intelligence, Memory Nanite Operation (2x) Decreases nanite consumption. ▨▨▨▨▨
Intelligence, Memory Power Grid Management (1x) Bonus to ship powergrid. ◼◼◼◼◼
Intelligence, Memory Resistance Phasing (3x) Reduces cycle time & capacitor need of reactive armor hardeners. ▨▨▨▨▨
Intelligence, Memory Thermodynamics (3x) Enables overheating. Reduces damage from overheating. ◼◼◼◼
Perception, Memory 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.
 Attributes:
 Multiplier: 1x
 Price: 30k ISK
 Alpha max level: V
 Prerequisites: None
 I required for: Basic and Supplemental Shield Resistance Amplifiers; Civilian Shield Hardeners; 'Micro' Cap Battery;  Shield Operation;  Capacitor Systems Operation;  Structure Engineering Systems
 II required for:  Energy Pulse Weapons;  Energy Grid Upgrades;  Shield Upgrades;  Electronics Upgrades
 III required for:  Capacitor Management;  Shield Management;  Tactical Shield Manipulation;  Shield Emission Systems;  Capacitor Emission Systems
 IV required for:  Thermodynamics
 V required for:  Amarr Core Systems;  Assault Frigates;  Caldari Core Systems;  Capital Capacitor Emission Systems;  Capital Shield Emission Systems;  Capital Shield Operation;  Gallente Core Systems;  Graviton Physics;  High Energy Physics;  Hydromagnetic Physics; Laser Physics;  Minmatar Core Systems;  Nuclear Physics;  Plasma Physics;  Quantum Physics
 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.



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.