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Skills and learning: Difference between revisions

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'''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.
'''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 ==
Skills are a significant part of what defines a 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. Additionally, training skills improves your performance (your ships will fly faster, your guns will do more damage, you will pay lower taxes, and so on). Some skills affect multiple areas of the game, but most are specialised. This has two major effects:  
Skills are a significant part of what defines a 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. Additionally, training skills improves your performance (your ships will fly faster, your guns will do more damage, you will pay lower taxes, and so on). Some skills affect multiple areas of the game, but most are specialized. This has two major effects:  


* It doesn't take too much time to become proficient in ''one'' area of the game (say, flying missile frigates), as there is a finite number of skills which improve your performance in that particular area. This also means that young characters (who have not been playing for as long) can quickly "catch up" to older characters in specific areas of the game.
* It doesn't take too much time to become proficient in ''one'' area of the game (say, flying missile frigates), as there is a finite number of skills which improve your performance in that particular area. This also means that young characters (who have not been playing for as long) can quickly "catch up" to older characters in specific areas of the game.
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Fortunately, skills are cumulative, and once you have invested time (skill points) into a skill you will never lose them (unless you choose to extract them using a Skill Extractor). This means that you can continuously improve your character's proficiency in one or several areas of the game, depending on your goals.
Fortunately, skills are cumulative, and once you have invested time (skill points) into a skill you will never lose them (unless you choose to extract them using a Skill Extractor). This means that you can continuously improve your character's proficiency in one or several areas of the game, depending on your goals.


There are around 400 different skills in EVE, and every character can potentially learn every skill (provided that they have an [[Clone States|Omega clone]]; Alpha clone characters are limited in what skills they can train). It would be easy to get lost, but thankfully skills are divided into groups:
There are around 400 different skills in EVE, and every character can potentially learn every skill (provided that they have an [[Clone states|Omega clone]]; Alpha clone characters are limited in what skills they can train). It would be easy to get lost, but thankfully skills are divided into groups:


{| class="wikitable"
{| class="wikitable"
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|-
|-
|[[Skills:Armor|Armor]]
|[[Skills:Armor|Armor]]
|Skills to improve your ship's [[Armour Tanking|armor]]
|Skills to improve your ship's [[Tanking#Armor Tanking|armor]]
|-
|-
|[[Skills:Corporation Management|Corporation Management]]
|[[Skills:Corporation Management|Corporation Management]]
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|-
|-
|[[Skills:Electronic Systems|Electronic Systems]]
|[[Skills:Electronic Systems|Electronic Systems]]
|Skills relating to [[EWAR|electronic warfare]]
|Skills relating to [[electronic warfare]]
|-
|-
|[[Skills:Engineering|Engineering]]
|[[Skills:Engineering|Engineering]]
|Skills to improve your ship's [[CPU]], [[powergrid]], [[capacitor]], and to perform [[Capacitor Warfare Guide|capacitor warfare]]
|Skills to improve your ship's [[CPU]], [[powergrid]], [[capacitor]], and to perform [[capacitor warfare]]
|-
|-
|[[Skills:Fleet Support|Fleet Support]]
|[[Skills:Fleet Support|Fleet Support]]
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|-
|-
|[[Skills:Gunnery|Gunnery]]
|[[Skills:Gunnery|Gunnery]]
|Skills to use and improve [[turrets|turret]]-based weapons
|Skills to use and improve [[turret]]-based weapons
|-
|-
|[[Skills:Missiles|Missiles]]
|[[Skills:Missiles|Missiles]]
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|-
|-
|[[Skills:Neural Enhancement|Neural Enhancement]]
|[[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 related to using [[implants]], [[jump clones]] and [[medical boosters]]
|-
|-
|[[Skills:Planet Management|Planet Management]]
|[[Skills:Planet Management|Planet Management]]
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|-
|-
|[[Skills:Resource Processing|Resource Processing]]
|[[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 needed to [[mining|mine]] raw materials, [[refining|refine]] them, and [[salvage]] components from destroyed ships
|-
|-
|[[Skills:Rigging|Rigging]]
|[[Skills:Rigging|Rigging]]
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|-
|-
|[[Skills:Shields|Shields]]
|[[Skills:Shields|Shields]]
|Skills to improve your ship's [[Shield Tanking|shields]]
|Skills to improve your ship's [[Tanking#Shield Tanking|shields]]
|-
|-
|[[Skills:Social|Social]]
|[[Skills:Social|Social]]
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|-
|-
|[[Skills:Structure Management|Structure Management]]
|[[Skills:Structure Management|Structure Management]]
|Skills required to anchor and control various deployable structures, such as POSes and [[Citadels]].
|Skills required to anchor and control various deployable structures, such as [[Upwell structures]].
|-
|-
|[[Skills:Subsystems|Subsystems]]
|[[Skills:Subsystems|Subsystems]]
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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]].


==Recommended Skills==
== Recommended skills ==
 
New pilots might want to consider some of the following lists of skills:
New pilots might want to consider some of the following lists of skills:


* The [[Short Skill Plan]]: a quick route into basic functionality in a wide range of effective Tech 1 frigate, destroyer, and cruiser hulls
* The [[Short Skill Plan]]: a quick route into basic functionality in a wide range of effective Tech 1 frigate, destroyer, and cruiser hulls
** EVE University does not require any particular skill training pattern from its members, but the Short Skill Plan is designed in part to make a character ready to participate usefully in many types of University fleet
** EVE University does not require any particular skill training pattern from its members, but the Short Skill Plan is designed in part to make a character ready to participate usefully in many types of University fleet
* [[Basic skills|Basic Skills]]: easily-accessible skills which can be quickly trained to medium levels
* [[Basic Skills]]: easily-accessible skills which can be quickly trained to medium levels
* [[Support Skills]]: not necessarily required for specific ships/equipment, but very helpful
* [[Support Skills]]: not necessarily required for specific ships/equipment, but very helpful
* [[Fitting skills]]: make it easier to fit everything you need onto any ship
* [[Fitting skills]]: make it easier to fit everything you need onto any ship
* The [[Pyramid Skill Plan]]: a way to conceive of and plan longer-term training and specialization once pilots have a clear sense of what they might want to do in New Eden
* The [[Pyramid Skill Plan]]: a way to conceive of and plan longer-term training and specialization once pilots have a clear sense of what they might want to do in New Eden


Be aware too of the "[[The Magic 14|Magic 14]]", 14 skills which benefit any ship you fly. These are ''not'' a skill ''plan'', but they are skills worth training to medium levels in the medium term, and to level V in the long term.
Be aware too of "[[The Magic 14]]", 14 skills which benefit any ship you fly. These are ''not'' a skill ''plan'', but they are skills worth training to medium levels in the medium term, and to level V in the long term.


==Skillbooks==
== Skillbooks ==
To learn a skill (unless it's part of your [[starting skills]]), a pilot must acquire and inject the relevant skillbook.  
To learn a skill (unless it's part of your [[starting skills]]), a pilot must acquire and inject the relevant skillbook.  


===Acquiring Skillbooks===
=== Acquiring skillbooks ===
{{hatnote|If you are a member of EVE University, [[The Skillbook Program]] will reimburse the cost of any skill which is NPC-seeded and costs no more than 3.5 million ISK. See the linked page for details.}}
{{hatnote|If you are a member of EVE University, the [[Skillbook Program]] will reimburse the cost of any skill which is NPC-seeded and costs no more than 3.5 million ISK. See the linked page for details.}}
Pilots who completed the starter missions from the [[Career Agents|career agents]] will have already been given some useful skillbooks.
Pilots who completed the starter missions from the [[career agents]] will have already been given some useful skillbooks.


The main way to acquire other new skillbooks is from the market. Pilots 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.
The main way to acquire other new skillbooks is from the market. Pilots can browse the available skillbooks under 'Skills' in the Browse tab, or just search for a particular skill. Most skillbooks are sold by NPC corporations for a fixed price.


The NPC sell orders can be distinguished in two ways: 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 can be distinguished in two ways: 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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Updates in 2019 opened up another way to acquire skillbooks. Any skillbook which is available via an NPC-seeded sell order can instead be purchased and immediately injected via the Character Sheet skill page. Injecting skills directly from the character skill interface can be done anywhere, and is thus a useful option for pilots living in [[Wormhole space|wormholes]] and other logistically challenging places; to counterbalance this convenience, the price of taking this option is 30% higher than the standard NPC price, so pilots who can easily access NPC skill markets should continue to take that option if ISK is an issue.
Updates in 2019 opened up another way to acquire skillbooks. Any skillbook which is available via an NPC-seeded sell order can instead be purchased and immediately injected via the Character Sheet skill page. Injecting skills directly from the character skill interface can be done anywhere, and is thus a useful option for pilots living in [[Wormhole space|wormholes]] and other logistically challenging places; to counterbalance this convenience, the price of taking this option is 30% higher than the standard NPC price, so pilots who can easily access NPC skill markets should continue to take that option if ISK is an issue.


===Injecting Skillbooks===
=== Injecting skillbooks ===
Once you have acquired a skillbook, you can "inject" a skillbook.  
Once you have acquired a skillbook, you can "inject" a skillbook.  


Right-clicking on a skill in a hangar or cargohold, also gives you an 'Inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet (and destroys the skillbook), but doesn't actually start it training -- effectively it stores the skill at 'level 0'.  
Right-clicking on a skill in a hangar or cargohold, also gives you an 'Inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet (and destroys the skillbook), but doesn't actually start it training -- effectively it stores the skill at 'level 0'.  


Injecting is useful if you've bought a skill which you have the intent to train, but don't actually want to start training it right away or have yet to meet the requirements to train: once it's injected, you don't need to worry about keeping the skillbook with you, and there's no risk that you'll lose the skillbook if you fly into dangerous space and lose your ship. The same is true and useful for [[Jump_Clones|jump clones]] -- you can jump to a clone in hisec or a trade hub, acquire and inject the skill there, and then (after the jumpclone waiting period) jump back to your main clone somewhere in more dangerous space, where you can train the skill at your leisure. Note that you can inject a skillbook without knowing all the prerequisites to actually start training the skill.
Injecting is useful if you've bought a skill which you have the intent to train, but don't actually want to start training it right away or have yet to meet the requirements to train: once it's injected, you don't need to worry about keeping the skillbook with you, and there's no risk that you'll lose the skillbook if you fly into dangerous space and lose your ship. The same is true and useful for [[jump clones]] -- you can jump to a clone in hisec or a trade hub, acquire and inject the skill there, and then (after the jumpclone waiting period) jump back to your main clone somewhere in more dangerous space, where you can train the skill at your leisure. Note that you can inject a skillbook without knowing all the prerequisites to actually start training the skill.


==Training skills==
== Training skills ==
You can train a skill by dragging and dropping it into the training queue, or by right-clicking on it in your Skills list.
You can train a skill by dragging and dropping it into the training queue, or by right-clicking on it in your Skills list.


===Training Time Multipliers===
=== Training Time Multipliers ===
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 (SP) required to train a skill with a training time multiplier of 1x (like {{sk|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
* Level II: 1,414
* Level II: 1,414
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  SP = 250 * multiplier * sqrt(32)^(level-1)
  SP = 250 * multiplier * sqrt(32)^(level-1)


===Attributes===
=== Attributes ===
 
Every EVE character has five attributes. These are:  
Every EVE character has five attributes. These are:  
*Intelligence
* Intelligence
*Perception
* Perception
*Charisma
* Charisma
*Willpower
* Willpower
*Memory
* Memory


These attributes determine how quickly you train the various skills in the game. They do not influence ''anything'' else about your character. Since time is perhaps your most valuable asset in EVE, understanding attributes and optimizing them for your character's plans is absolutely vital. In order to view your attributes, open your character sheet and select "Attributes". The five attributes for your character will be listed there.
These attributes determine how quickly you train the various skills in the game. They do not influence ''anything'' else about your character. Since time is perhaps your most valuable asset in EVE, understanding attributes and optimizing them for your character's plans is absolutely vital. In order to view your attributes, open your character sheet and select "Attributes". The five attributes for your character will be listed there.
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By default, your character has a score of 20 in all attributes (except Charisma, with a score of 19).  
By default, your character has a score of 20 in all attributes (except Charisma, with a score of 19).  


===Effects on Skill Training===
=== Effects on skill training ===
 
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:
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:


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In general the skillpoints accumulate at rate equal to
In general the skillpoints accumulate at rate equal to


   [Omega Clones] SP/minute =        Primary_Attribute + 0.50 × Secondary_Attribute  
   [Omega Clones] SP/minute =        Primary_Attribute + 0.50 × Secondary_Attribute
   [Alpha Clones] SP/minute = 0.50 × Primary_Attribute + 0.25 × Secondary_Attribute  
   [Alpha Clones] SP/minute = 0.50 × Primary_Attribute + 0.25 × Secondary_Attribute


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.


A default character (assuming it is an [[Clone States|Omega clone]]) with no modification to their ability scores gains between 29 and 30 skill points per minute (1740 to 1800 SP per hour). If the character is an Alpha clone, they only gain half (15 points per minute) as many skill points. An Omega character with neural remap focused on specific skills and +5 implants (see details below) can have 32+26/2=45 skill points per minute, 2700 SP/h, 64800 SP/day, '''1.944M SP/month''' (per 30 days). See the following table for a breakdown of major options:
A default character (assuming it is an [[Clone states|Omega clone]]) with no modification to their ability scores gains between 29 and 30 skill points per minute (1740 to 1800 SP per hour). If the character is an Alpha clone, they only gain half (15 points per minute) as many skill points. An Omega character with neural remap focused on specific skills and +5 implants (see details below) can have 32+26/2=45 skill points per minute, 2700 SP/h, 64800 SP/day, '''1.944M SP/month''' (per 30 days). See the following table for a breakdown of major options:


{| class=wikitable cellpadding="2" style="text-align:center;"
{| class=wikitable cellpadding="2" style="text-align:center;"
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! Clone Type||Primary A.||Secondary A.||Implants !! per minute !! per hour !! per day !! per 30 days
! Clone Type||Primary A.||Secondary A.||Implants !! per minute !! per hour !! per day !! per 30 days
|-
|-
|Alpha ||20 ||20 ||None || style="text-align:center;" |15.00||style="text-align:center;" |900||style="text-align:center;" |21.60K||style="text-align:center;" |648.0K
|Alpha ||20 ||20 || None || style="text-align:center;" |15.00||style="text-align:center;" |900||style="text-align:center;" |21.60K||style="text-align:center;" |648.0K
|-
|-
|Alpha ||20 ||20 ||+3 ||style="text-align:center;" |17.25||style="text-align:center;" |1,035||style="text-align:center;" |24.84K||style="text-align:center;" |745.2K
|Alpha ||20 ||20 || +3 ||style="text-align:center;" |17.25||style="text-align:center;" |1,035||style="text-align:center;" |24.84K||style="text-align:center;" |745.2K
|-
|-
|Alpha ||27 ||21 || +3 ||style="text-align:center;" |21.00||style="text-align:center;" |1,260||style="text-align:center;" |30.24K||style="text-align:center;" |907.2K
|Alpha ||27 ||21 || +3 ||style="text-align:center;" |21.00||style="text-align:center;" |1,260||style="text-align:center;" |30.24K||style="text-align:center;" |907.2K
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|Omega ||20 ||20  || +3 ||style="text-align:center;" |34.50||style="text-align:center;" |2,070||style="text-align:center;" |49.68K||style="text-align:center;" |1.49M
|Omega ||20 ||20  || +3 ||style="text-align:center;" |34.50||style="text-align:center;" |2,070||style="text-align:center;" |49.68K||style="text-align:center;" |1.49M
|-
|-
|Omega ||20 ||20 ||+5 ||style="text-align:center;" |37.50||style="text-align:center;" |2,250||style="text-align:center;" |54.00K||style="text-align:center;" |1.620M
|Omega ||20 ||20 || +5 ||style="text-align:center;" |37.50||style="text-align:center;" |2,250||style="text-align:center;" |54.00K||style="text-align:center;" |1.620M
|-
|-
|Omega ||27 ||21 ||+5 ||style="text-align:center;" |45.00||style="text-align:center;" |2,700||style="text-align:center;" |64.80K||style="text-align:center;" |1.944M
|Omega ||27 ||21 || +5 ||style="text-align:center;" |45.00||style="text-align:center;" |2,700||style="text-align:center;" |64.80K||style="text-align:center;" |1.944M
|}
|}


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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:


{| class=wikitable cellpadding="2" style="text-align:left;"
{| class=wikitable cellpadding="2"
|+'''Skill Groups and Associated Attributes'''
|+'''Skill Groups and Associated Attributes'''
! Group (# of skills)!! Attributes (Primary, Secondary)
! Group (# of skills) !! Attributes (Primary, Secondary)
|-
|-
| [[Skills:Armor|Armor]] || Intelligence, Memory
| [[Skills:Armor|Armor]] || Intelligence, Memory
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It should be obvious that raising your attribute scores, particularly for skill groups you intend to spend lots of time training, is a very good idea. Ways to do this are discussed in later in this guide.
It should be obvious that raising your attribute scores, particularly for skill groups you intend to spend lots of time training, is a very good idea. Ways to do this are discussed in later in this guide.


==General Training Strategies==
== General training strategies ==


===EVEMon===
=== EVEMon ===
[[3rd Party Tools#EVEMon|EVEMon]] is a third party software tool that allows you to make plans on your characters skill training (as well as monitor and plan many other things).
[[EVEMon]] is a third party software tool that allows you to make plans on your characters skill training (as well as monitor and plan many other things).


===EVE-Skillplan.net===
=== EVE-Skillplan ===
[[3rd Party Tools#EVE-Skillplan|EVE-Skillplan.net]] is a web based and responsive skill planner to plan and share your training using your favourite devices - PC/Mac, tablet or smartphone.
[[Third-party tools#EVE-Skillplan|EVE-Skillplan]] is a web based and responsive skill planner to plan and share your training using your favorite devices - PC/Mac, tablet or smartphone.


===Planning Ahead===
=== Planning ahead ===
When you first start playing EVE, you may have little idea on what skills you will be needing next week, let alone next month. But after your first few weeks, you will start to form a picture in your mind on what sorts of things you want your character to be able to do, and consequently which skills you'll need. The specific training strategies listed elsewhere in this guide work much better when used together with a long term strategy.
When you first start playing EVE, you may have little idea on what skills you will be needing next week, let alone next month. But after your first few weeks, you will start to form a picture in your mind on what sorts of things you want your character to be able to do, and consequently which skills you'll need. The specific training strategies listed elsewhere in this guide work much better when used together with a long term strategy.


===How Many Levels?===
=== How many levels? ===
 
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.


{{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!
{{sk|Surgical Strike}}, for example, gives you a 3% bonus to all turret damage per level - very useful for anyone who uses [[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.
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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 Tech 2 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 Tech 2 drones.


==Boosting your Attributes==
== Boosting your Attributes ==
 
This section of this guide deals with strategies to help you train skills ''faster''.
This section of this guide deals with strategies to help you train skills ''faster''.


Effectively, all of the methods discussed below improve your training times by boosting your character's attributes. This boosting usually comes at a cost of something else; other attributes, money, or time.
Effectively, all of the methods discussed below improve your training times by boosting your character's attributes. This boosting usually comes at a cost of something else; other attributes, money, or time.


===Implants===
=== Implants ===
Another way to increase your character's attributes is through plugging [[Implants|implants]] into your head. The first five numbered slots on your character sheet's Augmentations window are for [[Implants#Attribute_Enhancers|attribute enhancers]], implants which each give a bonus (from +1 to +5) to one of your five attributes. Unfortunately, if your pod is destroyed all your implants in the clone piloting it are destroyed as well.
Another way to increase your character's attributes is through plugging [[implants]] into your head. The first five numbered slots on your character sheet's Augmentations window are for [[Implants#Attribute_Enhancers|attribute enhancers]], implants which each give a bonus (from +1 to +5) to one of your five attributes. Unfortunately, if your pod is destroyed all your implants in the clone piloting it are destroyed as well.


The +1/2/3 implants are relatively cheap and you only need to train {{sk|Cybernetics|I}} to use them, so it's worth investing in these as soon as you can as, even with the smaller bonuses, they reduce training time by a significant amount. Storyline missions sometimes offer an implant as a reward so if you're running missions you may find yourself collecting some implants. Members of EVE University can also take advantage of the [[The_Implants_Program|Implant Program]] to buy significantly discounted +3 implants.
The +1/2/3 implants are relatively cheap and you only need to train {{sk|Cybernetics|I}} to use them, so it's worth investing in these as soon as you can as, even with the smaller bonuses, they reduce training time by a significant amount. Storyline missions sometimes offer an implant as a reward so if you're running missions you may find yourself collecting some implants. Members of EVE University can also take advantage of the [[The +3 Implants Program|Implant Program]] to buy significantly discounted +3 implants.


Do note that there are also slot 1-5 implants (sometimes known as Pirate Implants) that also provide other bonuses, in addition to attribute increases.  While these are usually more expensive, do check the markets carefully, as sometimes some "Low-Grade" ones, which are +2 to an attribute, are occasionally less expensive than the equivalent +2 implant ("Limited ''<type>'' - Beta").  See [[Implants#Advanced_Attribute_Enhancer_Reference|the list here]].
Do note that there are also slot 1-5 implants (sometimes known as Pirate Implants) that also provide other bonuses, in addition to attribute increases.  While these are usually more expensive, do check the markets carefully, as sometimes some "Low-Grade" ones, which are +2 to an attribute, are occasionally less expensive than the equivalent +2 implant ("Limited ''<type>'' - Beta").  See [[Implants#Advanced_Attribute_Enhancer_Reference|the list here]].


If you're podded any implants you are wearing will be destroyed - you can set up a [[Jump_Clones|jump clone]] with cheaper implants, or no implants at all, and jump into it when you want to PvP to lower the amount of ISK you're putting at risk.
If you're podded any implants you are wearing will be destroyed - you can set up a [[jump clone]] with cheaper implants, or no implants at all, and jump into it when you want to PvP to lower the amount of ISK you're putting at risk.


Since the more powerful +4 and +5 implants can be quite expensive, particularly for a newer pilot, one common trick is to arrange your skill plan so that you're only training skills which rely on the same two attributes, and then only plug in attribute enhancers for those two attributes. This way you only have to pay for two implants rather than four or five.
Since the more powerful +4 and +5 implants can be quite expensive, particularly for a newer pilot, one common trick is to arrange your skill plan so that you're only training skills which rely on the same two attributes, and then only plug in attribute enhancers for those two attributes. This way you only have to pay for two implants rather than four or five.
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The advantage of implants is that they require minimal training time (Cybernetics only), giving you an immediate boost to training time which can quickly add up to months of time saved. The disadvantage is their cost, coupled with the fact that they are lost if your pod is killed.
The advantage of implants is that they require minimal training time (Cybernetics only), giving you an immediate boost to training time which can quickly add up to months of time saved. The disadvantage is their cost, coupled with the fact that they are lost if your pod is killed.


===Neural Remaps===
=== Neural remaps ===
Neural remapping doesn't let you boost your attributes overall, but it lets you take points away from one base attribute score and add them to another. The remap interface can be accessed through the Attributes tab of your Character Sheet.
Neural remapping doesn't let you boost your attributes overall, but it lets you take points away from one base attribute score and add them to another. The remap interface can be accessed through the Attributes tab of your Character Sheet.


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There are a number of rules governing remapping:
There are a number of rules governing remapping:


#You get a "normal" remap once a year.
# You get a "normal" remap once a year.
#*The year timer begins once you use the remap, not when it is granted.
#* The year timer begins once you use the remap, not when it is granted.
#You can also have 'bonus' remaps. Two of these are granted when you start.
# You can also have 'bonus' remaps. Two of these are granted when you start.
#If you have both normal and bonus remaps available then the normal remap will be used first.
# If you have both normal and bonus remaps available then the normal remap will be used first.
#Once you have used your normal remap and bonus remaps you must wait for the yearly timer to expire to remap again, so plan carefully!
# Once you have used your normal remap and bonus remaps you must wait for the yearly timer to expire to remap again, so plan carefully!
#An attribute's base score may not be raised above 27 or lowered below 17 (the default score for an ability is 19 or 20).
# An attribute's base score may not be raised above 27 or lowered below 17 (the default score for an ability is 19 or 20).
#Any points taken off one attribute must be added to another -- they cannot be 'left over' when you finish remapping.
# Any points taken off one attribute must be added to another -- they cannot be 'left over' when you finish remapping.


The common strategy for remapping is to put together a long-term skill plan which majors on skills which use a particular two attributes, and then remap so that you denude all your other attribute scores and pump up those two attributes.
The common strategy for remapping is to put together a long-term skill plan which majors on skills which use a particular two attributes, and then remap so that you denude all your other attribute scores and pump up those two attributes.


If you create a long skill plan in [[3rd_Party_Tools#EVEMon|EveMon]], you can use one of the options of its 'Attributes Optimizer' function (available via the Skill Planner) to calculate which arrangement of attributes would be best for the first year of your plan. However, if you're new to the game your future career plans are quite likely to change as you explore the game, so making a year long plan after a few weeks isn't very realistic. Be frugal with your remaps for a little while until you get an idea for what you want to do.
If you create a long skill plan in [[EVEMon]], you can use one of the options of its 'Attributes Optimizer' function (available via the Skill Planner) to calculate which arrangement of attributes would be best for the first year of your plan. However, if you're new to the game your future career plans are quite likely to change as you explore the game, so making a year long plan after a few weeks isn't very realistic. Be frugal with your remaps for a little while until you get an idea for what you want to do.


===Cerebral Accelerators===
=== Cerebral Accelerators ===
Cerebral accelerators are consumed like [[Combat Booster|boosters]] and give temporary bonuses to all five of a character's attributes, speeding up their skill training time. These can be acquired through certain in-game events (like the [[Crimson Harvest]]) or by buying EVE starter packs. Accelerators acquired through in-game events can only be activated for a limited time (usually a little after the end of the in-game event), after which they will have no effect. Accelerators acquired through starter packs can only be used by characters younger than a certain age, limiting their use to brand-new characters.  
Cerebral accelerators are consumed like [[Medical boosters|boosters]] and give temporary bonuses to all five of a character's attributes, speeding up their skill training time. These can be acquired through certain in-game events (like the [[Crimson Harvest]]) or by buying EVE starter packs. Accelerators acquired through in-game events can only be activated for a limited time (usually a little after the end of the in-game event), after which they will have no effect. Accelerators acquired through starter packs can only be used by characters younger than a certain age, limiting their use to brand-new characters.  


{| class="wikitable sortable"
{| class="wikitable sortable"
! style="background-color: #333333;" | Name
|- style="background-color: #333333;"
! style="background-color: #333333;" | Bonus
! Name
! style="background-color: #333333;" | Duration
! Bonus
! style="background-color: #333333;" | Source
! Duration
! Source
|-
|-
| Blood Raider Cerebral Accelerator
| Blood Raider Cerebral Accelerator
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|}
|}


The duration of boosters is extended if you have trained the [[Biology#Biology|Biology]] skill, by 20% per level trained; if you train Biology to level V, the duration of a booster is therefore doubled. For example, with Biology V trained, a Blood Raider Cerebral Accelerator will last 48 hours instead of the 24 shown in the table above.
The duration of boosters is extended if you have trained the {{Sk|Biology}} skill, by 20% per level trained; if you train Biology to level V, the duration of a booster is therefore doubled. For example, with Biology V trained, a Blood Raider Cerebral Accelerator will last 48 hours instead of the 24 shown in the table above.


==Further Suggestions==
== Further suggestions ==


=== Appropriate Remapping ===
=== Appropriate remapping ===


Neural remapping, is essential for mid- or long-term planning (compiling mid or long term skill plans can be made using external tools such as [[3rd_Party_Tools#EVEMon|EveMon]]) and can help you cut several days or weeks of the training time needed to finish such a plan. Please remember that a fresh character is given only '''two chances''' to remap and after you used both remaps, the next remap will only be available after '''one year''' of playtime, so use them carefully.
Neural remapping, is essential for mid- or long-term planning (compiling mid or long term skill plans can be made using external tools such as [[EVEMon]]) and can help you cut several days or weeks of the training time needed to finish such a plan. Please remember that a fresh character is given only '''two chances''' to remap and after you used both remaps, the next remap will only be available after '''one year''' of playtime, so use them carefully.


As a note, '''new players are not recommended to use their second remap''' within their first weeks of playing, the reason for this is that most skill plans made by that time '''will change''' based on what you (will) know and learn during the time you spent playing EVE Online.
As a note, '''new players are not recommended to use their second remap''' within their first weeks of playing, the reason for this is that most skill plans made by that time '''will change''' based on what you (will) know and learn during the time you spent playing EVE Online.


After you know what you are planning for, and can make at least a mid- or long-term plans for things you want to do in EVE (which would probably be a several months or a year skill plan), you can begin to calculate an appropriate remap for the plan, this can be done using the help of EveMon's attribute optimizer or by common sense. You can try to experiment changing the remaps on the EveMon attribute simulator and see which skills are affected positively (trained quicker) and which skills will took longer to train using that remap, skills that took longer to train (because of a higher multiplier or if you are training these skills to higher levels) would be affected much more by appropriate remaps in long term rather than skills in which can be trained quickly.Several things you need to know before you decide to remap your attributes (since later on, you will only have the chance to do this once a year):
After you know what you are planning for, and can make at least a mid- or long-term plans for things you want to do in EVE (which would probably be a several months or a year skill plan), you can begin to calculate an appropriate remap for the plan, this can be done using the help of EVEMon's attribute optimizer or by common sense. You can try to experiment changing the remaps on the EVEMon attribute simulator and see which skills are affected positively (trained quicker) and which skills will took longer to train using that remap, skills that took longer to train (because of a higher multiplier or if you are training these skills to higher levels) would be affected much more by appropriate remaps in long term rather than skills in which can be trained quickly.Several things you need to know before you decide to remap your attributes (since later on, you will only have the chance to do this once a year):
* You know '''which attributes are important to any given skill categories''' (for example, Perception and Willpower are very important for combat pilots while Memory and Intelligence are very important for industrialists)
* You know '''which attributes are important to any given skill categories''' (for example, Perception and Willpower are very important for combat pilots while Memory and Intelligence are very important for industrialists)
* You know what '''the skills are for a given role or category''' (for example, Battlecruiser skill is a combat oriented skill in which perception and willpower are important)
* You know what '''the skills are for a given role or category''' (for example, Battlecruiser skill is a combat oriented skill in which perception and willpower are important)
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* You are sure that the plans you have made are suitable for what and how you want to play the game and it '''includes a majority of core skills''' needed to pilot the ships you want.
* You are sure that the plans you have made are suitable for what and how you want to play the game and it '''includes a majority of core skills''' needed to pilot the ships you want.


=== New Player Strategies ===
=== New player strategies ===
 
New players get 3 initial remaps to spend, one normal remap and 2 bonus remaps. This might sound like a lot, but that's still 4 months per remap, and that's assuming you don't want to keep a bonus remap for next year.
New players get 3 initial remaps to spend, one normal remap and 2 bonus remaps. This might sound like a lot, but that's still 4 months per remap, and that's assuming you don't want to keep a bonus remap for next year.


While making a skill plan in EveMon and getting it to calculate your remaps for you sounds good in theory, a new player is still exploring the game and your interests will change as you discover new aspects. Nonetheless, there are some fairly safe initial strategies to use.
While making a skill plan in EVEMon and getting it to calculate your remaps for you sounds good in theory, a new player is still exploring the game and your interests will change as you discover new aspects. Nonetheless, there are some fairly safe initial strategies to use.


At the beginning of the game, almost all players will need skills from:
At the beginning of the game, almost all players will need skills from:
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Another aspect of specialization is training all of the skills to use a ship effectively, and to high levels. Let's take the [[Drake]] for example. The minimum requirements to fly one and shoot missiles out of it is {{sk|Caldari Cruiser|III}}, {{sk|Caldari Battlecruiser|I}}, {{sk|Missile Launcher Operation|III}} and {{sk|Heavy Missiles|I}}. However, if you train only these skills and try to fly a Drake, it will perform abysmally. Many extra skills are required to fly a ship effectively, such as fitting and capacitor skills, tanking skills, weapon skills, drone skills and the specific ship skill (in this case {{sk|Caldari Battlecruiser}}). Even with all of these trained to level III, you will still frequently be beaten in PvP by a pilot who has properly specialized in the ship and trained these skills to IV or V and trained for Tech 2 modules and weapons.
Another aspect of specialization is training all of the skills to use a ship effectively, and to high levels. Let's take the [[Drake]] for example. The minimum requirements to fly one and shoot missiles out of it is {{sk|Caldari Cruiser|III}}, {{sk|Caldari Battlecruiser|I}}, {{sk|Missile Launcher Operation|III}} and {{sk|Heavy Missiles|I}}. However, if you train only these skills and try to fly a Drake, it will perform abysmally. Many extra skills are required to fly a ship effectively, such as fitting and capacitor skills, tanking skills, weapon skills, drone skills and the specific ship skill (in this case {{sk|Caldari Battlecruiser}}). Even with all of these trained to level III, you will still frequently be beaten in PvP by a pilot who has properly specialized in the ship and trained these skills to IV or V and trained for Tech 2 modules and weapons.


== Ways to Plan ==
== Ways to plan ==
 
Here are three ways to organize your skill training around a particular focus or goal. These are certainly not the only ways to plan skill training - they're offered here only as examples.  
Here are three ways to organise your skill training around a particular focus or goal. These are certainly not the only ways to plan skill training - they're offered here only as examples.  


# Training in short spurts designed to get the prerequisites to use a particular ship or module. These spurts are unlikely to ever be much more than a few weeks or a month long.
# Training in short spurts designed to get the prerequisites to use a particular ship or module. These spurts are unlikely to ever be much more than a few weeks or a month long.
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# Training in several-month-long stints designed to allow you to fly a particular ship or class of ships at peak or near peak performance, with all the relevant skills at IV or V. Several such stints can be combined to make a skill plan that lasts a year or more.
# Training in several-month-long stints designed to allow you to fly a particular ship or class of ships at peak or near peak performance, with all the relevant skills at IV or V. Several such stints can be combined to make a skill plan that lasts a year or more.
#* This method will make you a more reliable pilot, but requires more patience and dedication, and research to find out which support skills you need.
#* This method will make you a more reliable pilot, but requires more patience and dedication, and research to find out which support skills you need.
# Training in blocks each lasting a year or more, organised around the year-long time limit on neural remaps, and designed to eventually create a highly-skilled character.
# Training in blocks each lasting a year or more, organized around the year-long time limit on neural remaps, and designed to eventually create a highly-skilled character.
#* So you might remap to boost Intelligence and Memory, then only train skills that rely on those two attributes for a year or more, before remapping to Perception and Willpower and focusing on skills that require those two attributes for another year.
#* So you might remap to boost Intelligence and Memory, then only train skills that rely on those two attributes for a year or more, before remapping to Perception and Willpower and focusing on skills that require those two attributes for another year.
#* This method uses your attributes very efficiently, resulting in an overall shorter training time. But it's also very boring since your character will probably be quite useless, with big holes in their skillsheet, for a year or more.
#* This method uses your attributes very efficiently, resulting in an overall shorter training time. But it's also very boring since your character will probably be quite useless, with big holes in their skillsheet, for a year or more.
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The second and third methods are more useful for older players who have a clear and fixed idea of what they want to do. The third method in particular is very boring, and is best suited to alts which are being skilled for a specific purpose (such as piloting supercapital ships) or to older characters who already have a good grounding in support skills and skills that let you do entertaining things while you chew through a list of month-long level V trains.
The second and third methods are more useful for older players who have a clear and fixed idea of what they want to do. The third method in particular is very boring, and is best suited to alts which are being skilled for a specific purpose (such as piloting supercapital ships) or to older characters who already have a good grounding in support skills and skills that let you do entertaining things while you chew through a list of month-long level V trains.


==See Also==
== See also ==
* The [[Skill_Tree_Maps|skill tree maps]] page to get a visual representation of the skill trees
* The [[Support skills]] article for a discussion of particular skillsets
* The [[Support Skills|support skills]] page for a discussion of particular skillsets
* The [[Skill trading]] article on the usage for skill injectors and extractors
* The [[Skill_trading|Skill trading]] page on the usage for skill injectors and extractors
* The [[Magic 14]] article lists fourteen fundamental skills which apply to every single ship that a player can pilot in Eve
* The [[The_Magic_14|Magic 14]] page lists fourteen fundamental skills which apply to every single ship that a player can pilot in Eve
* [https://docs.google.com/spreadsheets/d/1EVVw0iD5EWh9QyuL6KdZzKceYIvmo8Wni2RkcbCuWMo SP Rate Calculator] (Google Spreadsheet)
* [https://docs.google.com/spreadsheets/d/1EVVw0iD5EWh9QyuL6KdZzKceYIvmo8Wni2RkcbCuWMo SP Rate Calculator] (Google Spreadsheet)
* [[Skillbook_Program|E-Uni Skillbook Reimbursement Program]]
* [[Skillbook Program|E-Uni Skillbook Reimbursement Program]]


{{GettingStartedNav}}
{{GettingStartedNav}}


[[Category:Skills]]
[[Category:Skills]]