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Lelira cirim (talk | contribs) Streamlined and synchronized with in-game. The ordering by activities probably made more sense prior to the modern layout of categories. |
m Update for April 2022 Version 20.04. Change <Racial> Industrial to <Racial> Hauler. |
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{{Skills Links}} | |||
These are basic skill recommendations. None of these skills have prerequisites above level III, and are thus easily accessible to new players. They will provide a solid foundation upon which to develop more advanced skills and fit more advanced modules. | These are basic skill recommendations. None of these skills have prerequisites above level III, and are thus easily accessible to new players. They will provide a solid foundation upon which to develop more advanced skills and fit more advanced modules. | ||
The list has been grouped to match the in-game Skill categories. Some of the skills below are useful in your early days only to use some basic modules; others will increase your ship's performance directly and should be trained up to level II or III relatively fast. Where applicable which races of ship commonly benefit from a skill are included in parenthesis, but understand that the racial bonuses of a ship are not always a limiting factor of advanced player choices. | The list has been grouped to match the in-game Skill categories. Some of the skills below are useful in your early days only to use some basic modules; others will increase your ship's performance directly and should be trained up to level II or III relatively fast. Where applicable which races of ship commonly benefit from a skill are included in parenthesis, but understand that the racial bonuses of a ship are not always a limiting factor of advanced player choices. | ||
Take a look at the skill descriptions to see how they would help you, but understand that the description text does not always reveal the variety of useful skills and modules it unlocks as you train higher. Try using an application like | Take a look at the skill descriptions to see how they would help you, but understand that the description text does not always reveal the variety of useful skills and modules it unlocks as you train higher. There may be some overlap with the [[The Magic 14]] in this list also. Try using an application like PYFA that lets you see how a ship's attributes are affected by skills. EVEMon is another popular program that will let you plan skill training for your character. These and other useful programs and websites are linked in the [[3rd Party Tools]] article. | ||
== Armor == | == Armor == | ||
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*{{sk|Frequency Modulation}} : ''10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors,Tracking Links, Remote Sensor Boosters and Target Painters per skill level.'' | *{{sk|Frequency Modulation}} : ''10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors,Tracking Links, Remote Sensor Boosters and Target Painters per skill level.'' | ||
*{{sk|Long Distance Jamming}} : ''10% bonus to optimal range of ECM, Remote Sensor Dampers, Tracking Disruptors, Tracking Link, Remote Sensor Boosters and Target Painters per skill level.'' | *{{sk|Long Distance Jamming}} : ''10% bonus to optimal range of ECM, Remote Sensor Dampers, Tracking Disruptors, Tracking Link, Remote Sensor Boosters and Target Painters per skill level.'' | ||
*{{sk|Propulsion Jamming}} : ''5% reduction to warp scrambler, warp disruptor, and stasis web capacitor need per skill level.'' | |||
*{{sk|Sensor Linking}} (Gallente) : ''5% less capacitor need for sensor link per skill level.'' | *{{sk|Sensor Linking}} (Gallente) : ''5% less capacitor need for sensor link per skill level.'' | ||
*{{sk|Target Painting}} (Minmatar) : ''5% less capacitor need for target painters per skill level.'' | *{{sk|Target Painting}} (Minmatar) : ''5% less capacitor need for target painters per skill level.'' | ||
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*{{sk|Power Grid Management}} : ''5% Bonus to ship's PowerGrid output per skill level.'' | *{{sk|Power Grid Management}} : ''5% Bonus to ship's PowerGrid output per skill level.'' | ||
*{{sk|Weapon Upgrades}} : ''5% reduction per skill level in the CPU needs of weapon turrets, launchers ''(aka missiles)'' and smartbombs.'' | *{{sk|Weapon Upgrades}} : ''5% reduction per skill level in the CPU needs of weapon turrets, launchers ''(aka missiles)'' and smartbombs.'' | ||
== Fleet Support == | |||
{{sk|Leadership|III}} is an important skill for missioners, as a gateway to {{sk|Security Connections}}. | |||
== Gunnery == | == Gunnery == | ||
*{{sk|Gunnery}} : ''2% Bonus to weapon turrets' rate of fire per skill level.'' | |||
*{{sk|Controlled Bursts}} (unnecessary for projectile weapons) : ''5% reduction in capacitor need of weapon turrets per skill level.'' | *{{sk|Controlled Bursts}} (unnecessary for projectile weapons) : ''5% reduction in capacitor need of weapon turrets per skill level.'' | ||
*{{sk|Motion Prediction}} : ''5% bonus per skill level to weapon turret tracking speeds.'' | *{{sk|Motion Prediction}} : ''5% bonus per skill level to weapon turret tracking speeds.'' | ||
*{{sk|Small Energy Turret}} (Amarr) : ''5% Bonus to small energy turret damage per level.'' | *{{sk|Small Energy Turret}} (Amarr) : ''5% Bonus to small energy turret damage per level.'' | ||
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*{{sk|Rapid Firing}} : ''4% bonus per skill level to weapon turret rate of fire.'' | *{{sk|Rapid Firing}} : ''4% bonus per skill level to weapon turret rate of fire.'' | ||
*{{sk|Sharpshooter}} : ''5% bonus to weapon turret optimal range per skill level.'' | *{{sk|Sharpshooter}} : ''5% bonus to weapon turret optimal range per skill level.'' | ||
== Missiles == | == Missiles == | ||
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*{{sk|Mining Upgrades}} : ''5% reduction per skill level in CPU penalty of mining upgrade modules.'' | *{{sk|Mining Upgrades}} : ''5% reduction per skill level in CPU penalty of mining upgrade modules.'' | ||
*{{sk|Reprocessing}} : ''3% reduction in reprocess waste to all ore and ice types per skill level.'' | *{{sk|Reprocessing}} : ''3% reduction in reprocess waste to all ore and ice types per skill level.'' | ||
*{{sk|Salvaging}} : ''100% increase in chance of salvage retrieval per additional level.'' Only affects Salvager modules, not Salvage Drones. | |||
== Rigging == | == Rigging == | ||
*{{sk|Jury Rigging}} : ''Allows makeshift modifications to ship systems through the use of rigs. Required learning for further study in the field of rigging.'' | |||
** Rigging skills are no longer necessary to train to install rigs, however they are important to reduce the various drawback penalties that rigs cause. Level III of this skill is the gateway to training the remainder of the skillbooks. | |||
== Scanning == | == Scanning == | ||
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*{{sk|Archaeology}} : ''Gives +10 Virus Coherence per level.'' | *{{sk|Archaeology}} : ''Gives +10 Virus Coherence per level.'' | ||
*{{sk|Astrometrics}} : ''+5% scan strength, -5% max scan deviation, and -5% scan probe scan time per level.'' | *{{sk|Astrometrics}} : ''+5% scan strength, -5% max scan deviation, and -5% scan probe scan time per level.'' | ||
*{{sk|Hacking}} : ''Gives +10 Virus Coherence per level.'' | *{{sk|Hacking}} : ''Gives +10 Virus Coherence per level.'' | ||
*{{sk|Survey}} : ''5% improvement per level in the scan speeds of ship, cargo and survey scanners.'' | *{{sk|Survey}} : ''5% improvement per level in the scan speeds of ship, cargo and survey scanners.'' | ||
== Shields == | |||
== | |||
*{{sk|Shield Management}} : ''5% bonus to shield capacity per skill level.'' | *{{sk|Shield Management}} : ''5% bonus to shield capacity per skill level.'' | ||
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*{{sk|Shield Upgrades}} : ''5% reduction in shield upgrade powergrid needs.'' | *{{sk|Shield Upgrades}} : ''5% reduction in shield upgrade powergrid needs.'' | ||
*{{sk|Tactical Shield Manipulation}} : ''Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level.'' | *{{sk|Tactical Shield Manipulation}} : ''Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level.'' | ||
== Social == | |||
*{{sk|Connections}} : ''4% Modifier to effective standing from friendly NPC Corporations and Factions per level.'' | |||
*{{sk|Social}} : ''5% bonus per level to NPC agent, corporation and faction standing increase.'' | |||
== Ship Command == | == Ship Command == | ||
*{{sk|Spaceship Command}} : ''The basic operation of spaceships. 2% improved ship agility for all ships per skill level.'' | |||
*{{sk|Amarr Frigate}} | *{{sk|Amarr Frigate}} | ||
*{{sk|Amarr Destroyer}} | *{{sk|Amarr Destroyer}} | ||
*{{sk|Amarr | *{{sk|Amarr Hauler}} | ||
*{{sk|Caldari Frigate}} | *{{sk|Caldari Frigate}} | ||
*{{sk|Caldari Destroyer}} | *{{sk|Caldari Destroyer}} | ||
*{{sk|Caldari | *{{sk|Caldari Hauler}} | ||
*{{sk|Gallente Frigate}} | *{{sk|Gallente Frigate}} | ||
*{{sk|Gallente Destroyer}} | *{{sk|Gallente Destroyer}} | ||
*{{sk|Gallente | *{{sk|Gallente Hauler}} | ||
*{{sk|Minmatar Frigate}} | *{{sk|Minmatar Frigate}} | ||
*{{sk|Minmatar Destroyer}} | *{{sk|Minmatar Destroyer}} | ||
*{{sk|Minmatar | *{{sk|Minmatar Hauler}} | ||
== Targeting == | == Targeting == | ||
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*{{sk|Target Management}} : ''+1 extra target per skill level, up to the ship's maximum allowed number of targets locked.'' | *{{sk|Target Management}} : ''+1 extra target per skill level, up to the ship's maximum allowed number of targets locked.'' | ||
== | == Trade == | ||
*{{sk|Broker Relations}} : ''5% reduction in the costs associated with setting up a market order per skill level.'' | *{{sk|Broker Relations}} : ''5% reduction in the costs associated with setting up a market order per skill level.'' | ||
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*{{sk|Retail}} : ''Each level raises the limit of active orders by 8.'' | *{{sk|Retail}} : ''Each level raises the limit of active orders by 8.'' | ||
*{{sk|Trade}} : ''Active buy/sell order limit increased by 4 per level of skill.'' | *{{sk|Trade}} : ''Active buy/sell order limit increased by 4 per level of skill.'' | ||
[[Category:Skills]] | |||
[[Category:Getting Started]] | |||