Difference between revisions of "Skills"

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== [[Skills:Engineering|Engineering]] ==
 
== [[Skills:Engineering|Engineering]] ==
 
Skills pertaining to management of a starfaring vessel's hardwired onboard systems.
 
Skills pertaining to management of a starfaring vessel's hardwired onboard systems.
* [[Skills:Engineering#Capital Energy Emission Systems|Capital Energy Emission Systems]]
+
* [[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.
* [[Skills:Engineering#Capital Shield Emission Systems|Capital Shield Emission Systems]]
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* [[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.
* [[Skills:Engineering#Capital Shield Operation|Capital Shield Operation]]
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* [[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.
* [[Skills:Engineering#EM Shield Compensation|EM Shield Compensation]]
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* [[Skills:Engineering#EM Shield Compensation|EM Shield Compensation]] - Percent Bonus to EM Resistance amount of passive shield hardeners and deactivated active hardeners.
* [[Skills:Engineering#Energy Emission Systems|Energy Emission Systems]]
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* [[Skills:Engineering#Energy Emission Systems|Energy Emission Systems]] - Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules.
* [[Skills:Engineering#Energy Grid Upgrades|Energy Grid Upgrades]]
+
* [[Skills:Engineering#Energy Grid Upgrades|Energy Grid Upgrades]] - Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
* [[Skills:Engineering#Energy Management|Energy Management]]
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* [[Skills:Engineering#Energy Management|Energy Management]] - Bonus to Capacitor Capacity.
* [[Skills:Engineering#Energy Pulse Weapons|Energy Pulse Weapons]]
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* [[Skills:Engineering#Energy Pulse Weapons|Energy Pulse Weapons]] - Allows use of Smartbombs. Bonus to smartbomb activation time.
* [[Skills:Engineering#Energy Systems Operation|Energy Systems Operation]]
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* [[Skills:Engineering#Energy Systems Operation|Energy Systems Operation]] - Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time.
* [[Skills:Engineering#Engineering|Engineering]]
+
* [[Skills:Engineering#Engineering|Engineering]] - Bonus to ship Powergrid.
* [[Skills:Engineering#Explosive Shield Compensation|Explosive Shield Compensation]]
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* [[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 Compenstation|Kinetic Shield Compenstation]]
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* [[Skills:Engineering#Kinetic Shield Compenstation|Kinetic Shield Compenstation]] - Percent Bonus to Kinetic resist amount of passive shield hardeners and deactivated active shield hardeners.
* [[Skills:Engineering#Shield Compensation|Shield Compensation]]
+
* [[Skills:Engineering#Shield Compensation|Shield Compensation]] - Bonus to Shield Booster Capacitor use.
* [[Skills:Engineering#Shield Emission Systems|Shield Emission Systems]]
+
* [[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]]
+
* [[Skills:Engineering#Shield Management|Shield Management]] - Bonus to ship shield amount.
* [[Skills:Engineering#Shield Operation|Shield Operation]]
+
* [[Skills:Engineering#Shield Operation|Shield Operation]] - Allows use of Shield Boosters. Bonus to shield recharge time.
* [[Skills:Engineering#Shield Upgrades|Shield Upgrades]]
+
* [[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]]
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* [[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]]
+
* [[Skills:Engineering#Thermic Shield Compensation|Thermic Shield Compensation]] - Percent Bonus to Thermal Resist amount of passive shield hardeners and deactivated active shield hardeners.
  
 
== [[Skills:Gunnery|Gunnery]] ==
 
== [[Skills:Gunnery|Gunnery]] ==

Revision as of 06:49, 7 May 2010

This article is a stub. You can help the UniWiki by expanding it.

Overview

(insert blurb about what skills are and how they are generally used in EVE)

(Note: Due to the length of this page, detailed information about skills has been broken out to separate pages, one for each category of skills. Most of this page will end up as mostly links, with very brief descriptions of the skills.)

Medical Clones

Medical Clones are the body you find yourself in if you unfortunate enough to get your pod popped. It is important to keep your medclone up to date as, if you get podded with an unsufficient clone, you lose 5% of the Skill Point difference between your current total and your clone's SP limit.

Corporation Management

Running a well-oiled operation is a fine art.

Drones

Skills pertaining to the efficient operation of drones.

Electronics

Skills pertaining to management of a starfaring vessel's electronic systems.

Engineering

Skills pertaining to management of a starfaring vessel's hardwired onboard systems.

Gunnery

The core of the combat arts: how to use your guns.

Industry

Skills pertaining to the efficient use of manufacturing facilities and refineries.

Leadership

Skills pertaining to the efficient coordination of the pilots under your command.

Learning

Build your brain.

Mechanic

Skills pertaining to the building and management of a starfaring vessel's mechanical systems.

Missiles

The use and effectiveness of bombs, missiles and torpedoes.

Navigation

The "need for speed" skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.

Planet Management

Planetary interaction core skills. Other related skills will be found under Science.

Science

Skills pertaining to various fields of scientific knowledge.

Social

Social skills are the art of getting what you want from NPC agents, corporations and empires.

Spaceship Command

Skills required for the piloting of all shapes and sizes of capsule-fitted vessel.

Subsystems

Subsystems skills have to do with the fitting and use of Tech III ships.

Trade

The buying and selling and contracting of things.

  • Accounting - Reduce transaction tax by 10% per level.
  • Broker Relations - Reduce broker fees by 5% per level.
  • Contracting - Increase number of outstanding contracts by 4 per level.
  • Corporation Contracting - Increase number of outstanding corporate contracts by 10 per level.
  • Daytrading - Remote modification of buy/sell orders.
  • Margin Trading - Reduces the amount of escrow immediately needed for a buy order.
  • Marketing - Sell items remotely.
  • Procurement - Setup buy orders remotely.
  • Retail - Increase buy/sell slots by 8 per level.
  • Trade - Increase buy/sell slots by 4 per level.
  • Tycoon - Increase buy/sell slots by 32 per level.
  • Visibility - Increase possible range on a buy order.
  • Wholesale - Increase buy/sell slots by 16 per level.