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Skills and learning: Difference between revisions

From EVE University Wiki
Reverted back to list, with a brief summary of each skill group
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[[Category:Skills]]
[[Category:Skills]]


[[Skills]] in EVE govern the abilities of your character. They determine which ships you can fly, what modules you can use, the effectiveness to which you can use those ships/modules, and much more. This is a guide to learning those in-game skills. This guide explains the mechanics that govern skill training, and makes suggestions for training strategies.
'''Skills''' in EVE govern the abilities of your character. They determine which ships you can fly, what modules you can use, the effectiveness to which you can use those ships/modules, and much more. This is a guide to learning those in-game skills, explaining the mechanics that govern skill training, and making suggestions for training strategies.


==Overview==
==Overview==
In EVE your skills are a significant part of what defines your character and what they can do. If you want to fly a ship, you'll need skills for that. If you want to use modules on that ship, you'll need skills. And if you want to do mining or trading, yep you've guessed it, you'll need skills for that.
In EVE your skills are a significant part of what defines your character and what they can do. If you want to fly a ship, use modules on that ship, mine, trade, and so much more, you'll need to have trained specific skills for that.  


There are many, many, many skills, but thankfully they are divided into several groups:
There are around 400 different skills in EVE, but thankfully they are divided into groups:
{| class="wikitable"
* [[Skills:Armor|Armor]]: Skills to improve your ship's [[Armour Tanking|armor]]
|[[Skills:Armor|Armor]]  
* [[Skills:Corporation Management|Corporation Management]]: Skills to create and manage player-run [[corporation]]s
|[[Skills:Corporation_Management|Corporation Management]]  
* [[Skills:Drones|Drones]]: Skills to use and improve any [[drones]] that you use
|[[Skills:Drones|Drones]]  
* [[Skills:Electronic Systems|Electronic Systems]]: Skills relating to [[EWAR|electronic warfare]]
|[[Skills:Electronic_Systems|Electronic Systems]]  
* [[Skills:Engineering|Engineering]]: Skills to improve your ship's [[CPU]], [[powergrid]], [[capacitor]], and to perform [[Capacitor Warfare Guide|capacitor warfare]]
|-
* [[Skills:Gunnery|Gunnery]]: Skills to use and improve [[turrets|turret]]-based weapons
|[[Skills:Engineering|Engineering]]  
* [[Skills:Leadership|Leadership]]: Skills to form fleets with other players, and to make the ships in the fleet [[Fleet Leadership|more powerful]]
|[[Skills:Gunnery|Gunnery]]  
* [[Skills:Missiles|Missiles]]: Skills to use and improve [[Missile Launchers|missile]]-based weapons
|[[Skills:Leadership|Leadership]]  
* [[Skills:Navigation|Navigation]]: Skills to make your ship faster and more agile, and to use propulsion modules
|[[Skills:Missiles|Missiles]]  
* [[Skills:Neural Enhancement|Neural Enhancement]]: Skills related to using [[implants]], [[Jump Clones|jump clones]] and [[Messing_With_Your_Head#Better_living_through_chemistry:_Intro_to_booster_drugs|boosters]]
|-
* [[Skills:Planet Management|Planet Management]]: Skills related to [[Planetary Interaction|planetary interaction]]
|[[Skills:Navigation|Navigation]]  
* [[Skills:Production|Production]]: Skills needed to [[industry|manufacture]] modules, ships, and more
|[[Skills:Neural_Enhancement|Neural Enhancement]]  
* [[Skills:Resource Processing|Resource Processing]]: Skills needed to [[mining|mine]] raw materials, [[refining|refine]] them, and [[Guide To Salvaging|salvage]] components from destroyed ships
|[[Skills:Planet_Management|Planet Management]]  
* [[Skills:Rigging|Rigging]]: Skills needed to fit [[rig]]s to your ship, and to make them more effective
|[[Skills:Production|Production]]  
* [[Skills:Scanning|Scanning]]: Skills needed to [[Scanning & Probing|find objects in space]] using scan probes, and to [[Hacking 101|hack]] into secure containers in exploration sites
|-
* [[Skills:Science|Science]]: Skills related to [[research]] and [[invention]]
|[[Skills:Resource_Processing|Resource Processing]]  
* [[Skills:Shields|Shields]]: Skills to improve your ship's [[Shield Tanking|shields]]
|[[Skills:Rigging|Rigging]]  
* [[Skills:Social|Social]]: Skills to improve your [[standings]] with NPCs and to improve the rewards from running [[missions]]
|[[Skills:Scanning|Scanning]]  
* [[Skills:Spaceship Command|Spaceship Command]]: Skills required to fly certain all classes of ship
|[[Skills:Science|Science]]  
* [[Skills:Subsystems|Subsystems]]: Skills required to use and improve the subsystems on [[Strategic Cruisers]]
|-
* [[Skills:Targeting|Targeting]]: Skills to [[targeting|lock more targets]], faster, and at longer ranges
|[[Skills:Shields|Shields]]  
* [[Skills:Trade|Trade]]: Skills to improve [[trading]] on the EVE market
|[[Skills:Social|Social]]  
|[[Skills:Spaceship_Command|Spaceship Command]]  
|[[Skills:Subsystems|Subsystems]]  
|-
|[[Skills:Targeting|Targeting]]  
|[[Skills:Trade|Trade]]  
|}
 
Most of these sections are self explanatory: skills in the Drones section deal with drones and skills in the Planet Management affect planetary interaction. However others are less clear: electronics, engineering and mechanics particularly. Sections such as these can affect several different areas.


It would not be practical to go into detail describing all these skills on one page; there is therefore a separate page for each section of skills (linked above). Furthermore some of these sections have corresponding [[Skill Tree Maps]].
It would not be practical to go into detail describing all these skills on one page; there is therefore a separate page for each section of skills (linked above). Furthermore some of these sections have corresponding [[Skill Tree Maps]].
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===Recommended Skills===
===Recommended Skills===


''These have to be updated to Odyssey 1.1''
{{note box|These have to be updated to Odyssey 1.1.}}


To help new pilots get their heads around the vast array of skills available to them, several sets of recommended skills have been compiled:
To help new pilots get their heads around the vast array of skills available to them, several sets of recommended skills have been compiled:
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If you did the starter missions from the [[Tutorial_and_Career_Agents_in_Eve|tutorial agents]] (and if you didn't, they're highly recommended) you will have been given some useful skillbooks.
If you did the starter missions from the [[Tutorial_and_Career_Agents_in_Eve|tutorial agents]] (and if you didn't, they're highly recommended) you will have been given some useful skillbooks.


The main way to acquire other new skillbooks is from the market. You can browse the available skillbooks under 'Skills' in the Browse tab, or just search for a particular skill. Currently most skillbooks are sold by NPC corporations for a fixed price -- this is effectively CCP seeding them on the market.
The main way to acquire other new skillbooks is from the market. You can browse the available skillbooks under 'Skills' in the Browse tab, or just search for a particular skill. Currently most skillbooks are sold by NPC corporations for a fixed price - this is effectively CCP seeding them on the market.


The NPC sell orders are easily spotted: they have a uniform price and they have nearly a year's worth of time listed in the 'Expires In' column. (The maximum amount of time a player can put a sell order up for, by contrast, is 90 days.)
The NPC sell orders are easily spotted: they have a uniform price and they have nearly a year's worth of time listed in the 'Expires In' column. (The maximum amount of time a player can put a sell order up for, by contrast, is 90 days.)
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You may see player sell orders for NPC seeded skillbooks too. If they're below the NPC price they're probably selling off books they bought in error; if they're above the NPC price they're probably hoping to trick someone into buying. Make sure you check the NPC price before buying an NPC-seeded skill from a player!
You may see player sell orders for NPC seeded skillbooks too. If they're below the NPC price they're probably selling off books they bought in error; if they're above the NPC price they're probably hoping to trick someone into buying. Make sure you check the NPC price before buying an NPC-seeded skill from a player!


Some skillbooks are not directly seeded onto the market. Instead they're acquired through the Loyalty Point stores of NPC corporations or from exploration sites. These tend to be more advanced skills, such as [[Skills:Gunnery#Small_Autocannon_Specialization|Small AC Specialization]], which lets you use T2 small autocannon. Some players trade in these skills by finding them or buying them from LP stores where they have LP and then putting them up on the regular market for a profit. Depending on how hard it is for you to get these skills any other way, you may find that buying them from players selling them on the regular market is your simplest option.
Some skillbooks are not directly seeded onto the market. Instead they're acquired through the [[Skillbooks from Loyalty Point Stores|Loyalty Point (LP) stores]] of NPC corporations or from [[exploration]] sites. These tend to be more advanced skills, such as {{sk|Small Autocannon Specialization}}, which lets you use T2 small autocannon. Some players trade in these skills by finding them or buying them from LP stores where they have LP and then putting them up on the regular market for a profit. Depending on how hard it is for you to get these skills any other way, you may find that buying them from players selling them on the regular market is your simplest option.


If you are a member of E-Uni the university can reimburse the cost of any skill which is NPC-seeded and costs no more than 1 million ISK -- see the [[The_Skillbook_Program|reimbursement page]] for more details.
If you are a member of E-Uni, the University can [[The Skillbook Program|reimburse the cost]] of any skill which is NPC-seeded and costs no more than 1 million ISK.


===Injecting Skillbooks===
===Injecting Skillbooks===
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So, how is the time it takes you to train a particular skill calculated? The number of skill points necessary to train a skill is determined by the skill's '''rank''', also known as its '''training time multiplier''', while the rate at which you get new skill points is determined by your '''attributes'''.
So, how is the time it takes you to train a particular skill calculated? The number of skill points necessary to train a skill is determined by the skill's '''rank''', also known as its '''training time multiplier''', while the rate at which you get new skill points is determined by your '''attributes'''.


The base numbers of skill points required to train a skill with a training time multiplier of 1x (like [[Skills:Navigation#Navigation|Navigation]], for example) go like this:  
The base numbers of skill points (SP) required to train a skill with a training time multiplier of 1x (like {{sk|Navigation}}, for example) go like this:  


* Level I: 250
* Level I: 250
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* Level V: 256,000
* Level V: 256,000


When training from one level to the next you start with the skill points you accumulated training the previous level -- so, for example, if you start training Navigation IV, you will already have 8,000 SP in the skill and will need to train 37,255 more SP to move from III to IV.
When training from one level to the next you start with the skill points you accumulated training the previous level - so, for example, if you start training Navigation IV, you will already have 8,000 SP in the skill and will need to train 37,255 more SP to move from III to IV.


If a skill has a training multiplier higher than 1, the numbers of SP required for each level are multiplied by that number. So, for example, [[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] has a training time multiplier of 2x, and you need to accumulate 500 SP to train it to I, 2,828 SP to train it to II and so forth.
If a skill has a training multiplier higher than 1, the numbers of SP required for each level are multiplied by that number. So, for example, {{sk|Evasive Maneuvering}} has a training time multiplier of 2x, and you need to accumulate 500 SP (250 x 2) to train it to I, 2,828 SP to train it to II and so forth.


The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplier, or 'rank' as it's sometimes called, tends to be. [[Skills:Spaceship_Command#Amarr_Titan|Amarr Titan]], for example, has a x16 training multiplier -- you need to accumulate 4,096,000 SP to train it to V.
The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplier, or 'rank' as it's sometimes called, tends to be. {{sk|Amarr Titan}}, for example, has a x16 training multiplier -- you need to accumulate 4,096,000 SP to train it to V.


  SP = 250 * multiplier * sqrt(32)^(level-1)
  SP = 250 * multiplier * sqrt(32)^(level-1)
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====Effect on Skill Training====
====Effect on Skill Training====


Every skill has a primary and a secondary attribute: [[Skills:Navigation#Navigation|Navigation]], for example, lists Intelligence as its primary attribute and Perception as its secondary attribute. When you start training a skill, you can calculate the time needed (in minutes) thus:
Every skill has a primary and a secondary attribute: {{sk|Navigation}}, for example, lists Intelligence as its primary attribute and Perception as its secondary attribute. When you start training a skill, you can calculate the time needed (in minutes) thus:


   ( SP_Needed - Current_SP ) / ( Pri_Attrib + ( Sec_Attrib / 2 ) )
   ( SP_Needed - Current_SP ) / ( Primary_Attribute + ( Secondary_Attribute / 2 ) )


It's not necessary to know the mathematics involved here, but the important thing to note is that your score for a skill's primary attribute will affect its training time twice as much as your score for its secondary attribute. You can find your attribute scores on your character sheet in the Attributes section.
It's not necessary to know the mathematics involved here, but the important thing to note is that your score for a skill's primary attribute will affect its training time twice as much as your score for its secondary attribute. You can find your attribute scores on your character sheet in the Attributes section.
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Each attribute is associated with skills for particular spheres of activity. Generally the groups of skills are associated with particular attributes as follows - with some exceptions:
Each attribute is associated with skills for particular spheres of activity. Generally the groups of skills are associated with particular attributes as follows - with some exceptions:


{| border="1" cellpadding="2" style="text-align:left;"
{| class=wikitable cellpadding="2" style="text-align:left;"
|+'''Skill Groups and Associated Attributes'''
|+'''Skill Groups and Associated Attributes'''
! Group (# of skills)!! Attributes (Primary, Secondary)
! Group (# of skills)!! Attributes (Primary, Secondary)
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==Your Medical Clone==
==Your Medical Clone==


When you die -- which is to say, when you are 'podded', when your capsule is destroyed -- you wake up in your medical clone. Everyone has a medical clone, and you can open up a menu that lets you control your medical clone using the medical bay button in any station which has a medical bay.
When you die - which is to say, when you are 'podded', when your capsule is destroyed - you wake up in your medical [[clone]]. Everyone has a medical clone, and you can open up a menu that lets you control your medical clone using the medical bay button in any station which has a medical bay.


'''N.B.''' Do not confuse medical clones with [[Jump_Clones|jump clones]]! Although they have similar names they perform different functions.
{{note box|Do not confuse medical clones with [[Jump_Clones|jump clones]]! Although they have similar names they perform different functions.}}


Medical clones come in different 'grades', and each grade preserves a different number of skill points. If you are podded and you have more SP than your medical clone can preserve -- say you have two million SP and you still only have the basic medical clone which stores 900,000 SP -- you will '''lose skill points'''.
Medical clones come in different 'grades', and each grade preserves a different number of skill points. If you are podded and you have more SP than your medical clone can preserve - say you have two million SP and you still only have the basic medical clone which stores 900,000 SP - you will '''lose skill points'''.


You should therefore regularly check that your medical clone preserves more SP than you have, and upgrade it if necessary.
You should therefore regularly check that your medical clone preserves more SP than you have, and upgrade it if necessary.
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As you train higher and higher levels in a skill, you get less benefit for the time invested.
As you train higher and higher levels in a skill, you get less benefit for the time invested.


[[Skills:Gunnery#Surgical_Strike|Surgical Strike]], for example, gives you a 3% bonus to all turret damage per level -- very useful for anyone who uses [[Turrets|turrets]] as their primary weapon system -- and has a 4x training time multiplier. You can get your first 3% bonus in a trivially short amount of time: even with basic attribute scores, training Surgical Strike to Level I takes 40 minutes or so. However, with the same basic attribute scores training Surgical Strike from Level IV to V would take nearly 25 days -- and you would still only get 3% more turret damage for your trouble!
{{sk|Surgical Strike}}, for example, gives you a 3% bonus to all turret damage per level - very useful for anyone who uses [[Turrets|turrets]] as their primary weapon system - and has a 4x training time multiplier. You can get your first 3% bonus in a trivially short amount of time: even with basic attribute scores, training Surgical Strike to Level I takes 40 minutes or so. However, with the same basic attribute scores training Surgical Strike from Level IV to V would take nearly 25 days -- and you would still only get 3% more turret damage for your trouble!


For a new character, it is therefore often most efficient to train a useful skill which has a high training multiplier to III or IV and then move on rather than taking it to V straight away. As a rule of thumb, if you use a skill at all it's probably worth training it to III, and if you use a skill regularly it's worth training it to IV.
For a new character, it is therefore often most efficient to train a useful skill which has a high training multiplier to III or IV and then move on rather than taking it to V straight away. As a rule of thumb, if you use a skill at all it's probably worth training it to III, and if you use a skill regularly it's worth training it to IV.


When your character is older you may well reach a point where you have fewer things you want or need to train -- at this point, it may be worth revisiting some skills you left at IV and taking them to V.
When your character is older you may well reach a point where you have fewer things you want or need to train - at this point, it may be worth revisiting some skills you left at IV and taking them to V.


There are, however, some skills which it's worth training to V quite early on in your capsuleer career. For combat pilots Navigation, which we used as an example previously on this page, is one such because:
There are, however, some skills which it's worth training to V quite early on in your capsuleer career. For combat pilots {{sk|Navigation}}, which we used as an example previously on this page, is one such because:


* it has a low training time multiplier (1x)
* it has a low training time multiplier (1x)
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There are a number of other skills with a similar combination of quick training times and significant, widespread bonuses which are well worth training to V quite early.
There are a number of other skills with a similar combination of quick training times and significant, widespread bonuses which are well worth training to V quite early.


Another class of skill which you may find yourself training to V are the so-called 'blackmail' skills which are prerequisites for particularly desirable equipment. On the way to training to fly the [[Wolf]], for example, you would need to train Minmatar Frigate V, Mechanic V and Engineering V. Similarly, on the way to deploying [http://wiki.eveonline.com/en/wiki/Hammerhead_II T2 Hammerhead drones] you would need to train Scout Drone Operation V and Drones V.
Another class of skill which you may find yourself training to V are the so-called 'blackmail' skills which are prerequisites for particularly desirable equipment. On the way to training to fly the [[Wolf]], for example, you would need to train {{sk|Minmatar Frigate|V}}, {{sk|Mechanics|V}} and {{sk|Engineering|V}}. Similarly, on the way to deploying [http://wiki.eveonline.com/en/wiki/Hobgoblin_II Tech 2 Hobgoblin drones] you would need to train {{sk|Light Drone Operation|V}} and {{sk|Drones|V}}.


Some skills are worth training to V because of a combination of several of the above reasons. Drones V for example lets you use a full flight of five drones, which is useful on any ship with a drone bay of 25m3 or more -- and it's a prerequisite for the excellent T2 drones.
Some skills are worth training to V because of a combination of several of the above reasons. {{sk|Drones|V}} for example lets you use a full flight of five drones, which is useful on any ship with a drone bay of 25m3 or more -- and it's a prerequisite for the excellent T2 drones.


==Boosting your Attributes==
==Boosting your Attributes==