Difference between revisions of "Core Skills"

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== Ship Handling ==
 
== Ship Handling ==
* [[Skills:Navigation#Navigation|Navigation]] - 5% Bonus to sub-warp velocity.  
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* [[Skills:Navigation#Navigation|Navigation]] - 5% Bonus to sub-warp velocity per level.  
* [[Skills:Navigation#Warp_Drive_Operation|Warp Drive Operation]] - Decreases capacitor needed to warp.
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* [[Skills:Navigation#Warp_Drive_Operation|Warp Drive Operation]] - 10% reduction to capacitor needed to warp per level.
* [[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] - 5% Bonus to ship agility.  
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* [[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] - 5% bonus to ship agility per level.  
* [[Skills:Spaceship Command#Spaceship_Command|Spaceship Command]] - 2% Bonus to all ship agility.
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* [[Skills:Spaceship Command#Spaceship_Command|Spaceship Command]] - 2% bonus to ship agility per level.
  
 
== Targeting  ==
 
== Targeting  ==
* [[Skills:Targeting#Signature_Analysis|Signature Analysis]] - Reduction in targeting time.
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* [[Skills:Targeting#Signature_Analysis|Signature Analysis]] - 5% reduction in targeting time per level.
* [[Skills:Targeting#Target_Management|Target Management]] - Increases maximum number of targets.
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* [[Skills:Targeting#Target_Management|Target Management]] - Increases maximum number of targets by one per level.
  
== Non Remote Shield/Armor Repairs ==
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== Self Shield/Armor Repairs ==
* [[Skills:Armor#Repair_Systems|Repair Systems]] - 5% Reduction in repair systems duration per level. Allows use of armor/hull repair modules.
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* [[Skills:Armor#Repair_Systems|Repair Systems]] - 5% reduction in repair systems duration per level. Allows use of armor/hull repair modules.
* [[Skills:Engineering#Shield_Compensation|Shield Compensation]] - 2% Reduction of capacitor use in shield boosters.
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* [[Skills:Engineering#Shield_Compensation|Shield Compensation]] - 2% reduction of capacitor use in shield boosters per level.
  
 
== Cap/CPU Resource Reduction Modules  ==
 
== Cap/CPU Resource Reduction Modules  ==
* [[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]] - Reduces CPU use of capacitor batteries and power diagnostic units
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* [[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]] - CPU use of capacitor batteries and power diagnostic units reduced by 5% per level.
* [[Skills:Electronics#Electronics_Upgrades|Electronics Upgrades]] - Reduces CPU use of signal amplifier, Co-Processors and backup sensor array.
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* [[Skills:Electronics#Electronics_Upgrades|Electronics Upgrades]] - CPU use of signal amplifier, Co-Processors and backup sensor array reduced by 5% per level.
* [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]] - Reduces CPU use of turrets and launchers.
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* [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]] - CPU use of turrets and launchers reduced by 5% per level.
 
* [[Skills:Resource Processing#Mining_Upgrades|Mining Upgrades]] - Reduces CPU use of mining upgrade modules.
 
* [[Skills:Resource Processing#Mining_Upgrades|Mining Upgrades]] - Reduces CPU use of mining upgrade modules.
* [[Skills:Engineering#Shield_Upgrades|Shield Upgrades]] - Reduces Powergrid use of shield extenders and shield rechargers. Allows use of shield upgrade modules.
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* [[Skills:Engineering#Shield_Upgrades|Shield Upgrades]] - Powergrid use of shield extenders and shield rechargers reduced by 5% per level. Allows use of shield upgrade modules.
* [[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrade]] - 2% Reduction of powergrid usage for turret and missile systems.  Requires Weapon Upgrades V.
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* [[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrade]] - Powergrid usage for turret and missile systems reduced by 2% per level.  Requires Weapon Upgrades V.
  
 
== Skills for Common Items and Tasks ==
 
== Skills for Common Items and Tasks ==
* [[Skills:Corporation Management#Anchoring|Anchoring]] - Allows to anchor containers in space.
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* [[Skills:Corporation Management#Anchoring|Anchoring]] - Allows anchoring of containers in space.
 
* [[Skills:Electronic_Systems#Cloaking|Cloaking]] - Allows use of cloaking devices.
 
* [[Skills:Electronic_Systems#Cloaking|Cloaking]] - Allows use of cloaking devices.
 
* [[Skills:Neural_Enhancement#Cybernetics|Cybernetics]] - Allows use of advanced [[Implants|implants]]  
 
* [[Skills:Neural_Enhancement#Cybernetics|Cybernetics]] - Allows use of advanced [[Implants|implants]]  
* [[Skills:Resource Processing#Salvaging|Salvaging]] - Allows use of salvagers.
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* [[Skills:Resource Processing#Salvaging|Salvaging]] - Increase in chance of successful salvage per level. Allows use of salvagers.
 
* [[Skills:Science#Science|Science]] - Allows use of tractor beams.
 
* [[Skills:Science#Science|Science]] - Allows use of tractor beams.
* [[Skills:Neural_Enhancement#Infomorph_Psychology|Infomorph Psychology]] - Allows use of jump clones.
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* [[Skills:Neural_Enhancement#Infomorph_Psychology|Infomorph Psychology]] - One additional jump clone per level. Allows use of jump clones.
  
 
== Turret Based Skills ==
 
== Turret Based Skills ==
* [[Skills:Gunnery#Gunnery|Gunnery]] - Bonus to turret rate of fire.
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* [[Skills:Gunnery#Gunnery|Gunnery]] - 2% bonus to turret rate of fire per level. Allows use of turrets.
* [[Skills:Gunnery#Motion_Prediction|Motion Prediction]] - Bonus to turret tracking.  
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* [[Skills:Gunnery#Motion_Prediction|Motion Prediction]] - 5% bonus to turret tracking (increases accuracy) per level.  
* [[Skills:Gunnery#Rapid_Firing|Rapid Firing]] - Bonus to turret rate of fire.  
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* [[Skills:Gunnery#Rapid_Firing|Rapid Firing]] - 4% bonus to turret rate of fire per level.  
* [[Skills:Gunnery#Sharpshooter|Sharpshooter]] - Bonus to turret optimal range.  
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* [[Skills:Gunnery#Sharpshooter|Sharpshooter]] - 5% bonus to turret optimal range per level.
* [[Skills:Gunnery#Surgical_Strike|Surgical Strike]] - Bonus to turret damage.
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* [[Skills:Gunnery#Surgical_Strike|Surgical Strike]] - 3% bonus to turret damage per level.
 +
* [[Skills:Gunnery#Trajectory_Analysis|Trajectory Analysis]] - 5% bonus to turret falloff range per level.
  
 
== Missile Based Skills ==
 
== Missile Based Skills ==
* [[Skills:Missiles#Missile_Bombardment|Missile Bombardment]] - Bonus to missile flight time (increases range).
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* [[Skills:Missiles#Missile_Launcher_Operation|Missile Launcher Operation]] - 2% bonus to rate of fire per level. Allows use of Missile Launchers.  
* [[Skills:Missiles#Missile_Launcher_Operation|Missile Launcher Operation]] - Bonus to rate of fire. Allows use of Missile Launchers.  
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* [[Skills:Missiles#Missile_Bombardment|Missile Bombardment]] - 10% bonus to missile flight time (increases range) per level.
* [[Skills:Missiles#Missile_Projection|Missile Projection]] - Bonus to missile velocity (increases range).
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* [[Skills:Missiles#Missile_Projection|Missile Projection]] - 10% bonus to missile velocity (increases range) per level.
* [[Skills:Missiles#Rapid_Launch|Rapid Launch]] - Bonus to rate of fire.
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* [[Skills:Missiles#Rapid_Launch|Rapid Launch]] - 3% bonus to missile launcher rate of fire per level.
 
* [[Skills:Missiles#Target_Navigation_Prediction|Target Navigation Prediction]] - More damage against fast moving targets.  
 
* [[Skills:Missiles#Target_Navigation_Prediction|Target Navigation Prediction]] - More damage against fast moving targets.  
* [[Skills:Missiles#Warhead_Upgrades|Warhead Upgrades]] - Bonus to missile damage.
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* [[Skills:Missiles#Warhead_Upgrades|Warhead Upgrades]] - 2% bonus to missile damage per level.
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== Drone Skills ==
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* [[Skills:Drones#Drones|Drones]] - One additional drone may be controlled per level. Allows use of drones.
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* [[Skills:Drones#Drone_Avionics|Drone Avionics]] 5000 meter bonus to drone control range per level.
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* [[Skills:Drones#Drone_Durability|Drone Durability]] 5% bonus to drone hit points per level.
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* [[Skills:Drones#Drone_Interfacing|Drone Interfacing]] 10% bonus to drone damage and mining yield per level.
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* [[Skills:Drones#Drone_Navigation|Drone Navigation]] 5% bonus to drone maximum speed per level.
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* [[Skills:Drones#Drone_Sharpshooting|Drone Sharpshooting]] 5% bonus to drone optimal range per level.
  
 
== Standings and Mission rewards ==
 
== Standings and Mission rewards ==
* [[Skills:Social#Connections|Connections]] - Boosts NPC standing.  
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* [[Skills:Social#Social|Social]] - 5% boost to standings increases with NPCs, NPC corporations and NPC factions per level.
* [[Skills:Social#Fast_Talk|Fast Talk]] - Faster security standing increases.  
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* [[Skills:Social#Connections|Connections]] - 4% boost to NPC standing per level.
* [[Skills:Social#Negotiation|Negotiation]] - Increases ISK rewards offered by mission agents  
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* [[Skills:Social#Fast_Talk|Fast Talk]] - Security standing increases 5% faster per level.  
* [[Skills:Social#Social|Social]] - Boosts the size of standings increases with NPCs, NPC corporations and NPC factions
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* [[Skills:Social#Negotiation|Negotiation]] - 5% increase toISK and loyalty point rewards offered by mission agents per level.
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== Mining and Refining ==
 
== Mining and Refining ==
* [[Skills:Resource Processing#Mining|Mining]] - Bonus to mining yield. Allows use of mining turrets.
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* [[Skills:Resource Processing#Mining|Mining]] - 5% bonus to mining yield per level. Allows use of mining turrets.
* [[Skills:Science#Astrogeology|Astrogeology]] - Bonus to mining turret yield.
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* [[Skills:Resource Processing#Astrogeology|Astrogeology]] - 5% bonus to mining turret yield per level.
* [[Skills:Resource Processing#Refining|Refining]] - Bonus to refinery efficiency.
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* [[Skills:Resource Processing#Reprocessing|Reprocessing]] - 3% bonus to reprocessor efficiency per level.
* [[Skills:Resource Processing#Refinery_Efficiency|Refinery Efficiency]] - Bonus to refinery efficiency.
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* [[Skills:Resource Processing#Reprocessing_Efficiency|Reprocessing Efficiency]] - 2% bonus to reprocessor efficiency per level.
  
 
== Production ==
 
== Production ==
* [[Skills:Production#Industry|Industry]] - Reduction in manufacturing time.
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* [[Skills:Production#Industry|Industry]] - 4% reduction in manufacturing time per skill level.
* [[Skills:Production#Mass_Production|Mass Production]] - Increase of concurrent usable factory slots.
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* [[Skills:Production#Mass_Production|Mass Production]] - One additional manufacturing job may be run per skill level.
* [[Skills:Production#Production_Efficiency|Production Efficiency]] - Reduction in materials needed.
 
  
 
== Research ==
 
== Research ==
* [[Skills:Science#Science|Science]] - Bonus to blueprint copying speed.
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* [[Skills:Science#Science|Science]] - 5% bonus to blueprint copying speed per level.
* [[Skills:Science#Research|Research]] - Bonus to blueprint copying speed.
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* [[Skills:Science#Research|Research]] - 5% bonus to blueprint manufacturing time research speed per level.
* [[Skills:Science#Metallurgy|Metallurgy]] - Bonus to material efficiency research speed.
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* [[Skills:Science#Metallurgy|Metallurgy]] - 5% bonus to material efficiency research speed per level.
* [[Skills:Science#Laboratory_Operation|Laboratory Operation]] - Increase of concurrent usable research slots.
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* [[Skills:Science#Laboratory_Operation|Laboratory Operation]] - One additional research job may be run per skill level.
  
 
== Trading ==
 
== Trading ==
* [[Skills:Trade#Trade|Trade]] - Increase of market orders possible at the same time.
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* [[Skills:Trade#Trade|Trade]] - An additional 4 market orders become possible at the same time per skill level.
* [[Skills:Trade#Accounting|Accounting]] - Reduction of transaction tax when selling items.  
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* [[Skills:Trade#Accounting|Accounting]] - 10% reduction of sales tax per skill level.  
* [[Skills:Trade#Broker_Relations|Broker Relations]] - Reduction of fee to put up market orders.
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* [[Skills:Trade#Broker_Relations|Broker Relations]] - 5% reduction of fee to put up market orders per skill level.

Revision as of 23:32, 28 January 2015


This pages lists some of the more fundamental skills in eve for the given categories. It serves as an overview to show some "core" skills that are likely trained sooner or later by every pilot. These need to be trained to use common modules or increase basic attributes of ships or piloting attributes (e.g. targeting). It leaves many of the more specialized skills that are either depended on specific weapon types or used later in your eve career as well as all the skill needed to fly specific ship classes out.

For in-depth descriptions of skill training mechanics, and discussion of training strategies, consult Skills and Learning.

For a list of skills you would want to learn as a beginner see Basic Skills.

Ship Attributes

Ship Handling

Targeting

Self Shield/Armor Repairs

  • Repair Systems - 5% reduction in repair systems duration per level. Allows use of armor/hull repair modules.
  • Shield Compensation - 2% reduction of capacitor use in shield boosters per level.

Cap/CPU Resource Reduction Modules

  • Energy Grid Upgrades - CPU use of capacitor batteries and power diagnostic units reduced by 5% per level.
  • Electronics Upgrades - CPU use of signal amplifier, Co-Processors and backup sensor array reduced by 5% per level.
  • Weapon Upgrades - CPU use of turrets and launchers reduced by 5% per level.
  • Mining Upgrades - Reduces CPU use of mining upgrade modules.
  • Shield Upgrades - Powergrid use of shield extenders and shield rechargers reduced by 5% per level. Allows use of shield upgrade modules.
  • Advanced Weapon Upgrade - Powergrid usage for turret and missile systems reduced by 2% per level. Requires Weapon Upgrades V.

Skills for Common Items and Tasks

Turret Based Skills

Missile Based Skills

Drone Skills

Standings and Mission rewards

  • Social - 5% boost to standings increases with NPCs, NPC corporations and NPC factions per level.
  • Connections - 4% boost to NPC standing per level.
  • Fast Talk - Security standing increases 5% faster per level.
  • Negotiation - 5% increase toISK and loyalty point rewards offered by mission agents per level.


Mining and Refining

  • Mining - 5% bonus to mining yield per level. Allows use of mining turrets.
  • Astrogeology - 5% bonus to mining turret yield per level.
  • Reprocessing - 3% bonus to reprocessor efficiency per level.
  • Reprocessing Efficiency - 2% bonus to reprocessor efficiency per level.

Production

  • Industry - 4% reduction in manufacturing time per skill level.
  • Mass Production - One additional manufacturing job may be run per skill level.

Research

  • Science - 5% bonus to blueprint copying speed per level.
  • Research - 5% bonus to blueprint manufacturing time research speed per level.
  • Metallurgy - 5% bonus to material efficiency research speed per level.
  • Laboratory Operation - One additional research job may be run per skill level.

Trading

  • Trade - An additional 4 market orders become possible at the same time per skill level.
  • Accounting - 10% reduction of sales tax per skill level.
  • Broker Relations - 5% reduction of fee to put up market orders per skill level.