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{{related class|Skill Planning (CORE class)}} | {{related class|Skill Planning (CORE class)}} {{Skills Links}} | ||
{{Skills Links}} | |||
'''Skills''' in EVE govern the abilities of your character. They determine which ships you can fly, what modules you can use, the effectiveness with 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 with 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. | ||
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* Conversely, it takes much more time to become proficient in many (or even all) areas of the game; training every skill in the game to the maximum level would take around two decades of continuous training. In other words, older characters will be proficient in ''more'' areas of the game when compared with younger characters. | * Conversely, it takes much more time to become proficient in many (or even all) areas of the game; training every skill in the game to the maximum level would take around two decades of continuous training. In other words, older characters will be proficient in ''more'' areas of the game when compared with younger characters. | ||
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. | ||
As of 10 July 2023 there are 466 different skills in EVE, with a total of 2,211x training time multiplier, and a total of 566,016,000 skill points. Every [[ | As of 10 July 2023 there are 466 different skills in EVE, with a total of 2,211x training time multiplier, and a total of 566,016,000 skill points. Every [[Omega clone]] character can potentially learn every skill, but it would take over 23 years of skill training even with 32 points at all [[#Attributes|attributes]], or 3,462 Large Skill Injectors, to achieve. | ||
Alpha clone characters are limited to 172 different skills and a total of 20,443,992 skill points, while they also have extra restrictions of skill levels they can reach on each skill. Additionally, Alpha clone characters will have their training queue disabled once their trained skills plus their unallocated skill points reached 5,000,000 skill points, they cannot unpause it to train more skills, but still can apply unallocated skill points to skills. Alpha clone characters are also to use a Daily Alpha Injector that gives 50,000 skills points. | Alpha clone characters are limited to 172 different skills and a total of 20,443,992 skill points, while they also have extra restrictions of skill levels they can reach on each skill. Additionally, Alpha clone characters will have their training queue disabled once their trained skills plus their unallocated skill points reached 5,000,000 skill points, they cannot unpause it to train more skills, but still can apply unallocated skill points to skills. Alpha clone characters are also to use a Daily Alpha Injector that gives 50,000 skills points. | ||
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Players also sometimes put up sell orders for NPC seeded skillbooks. If the order is priced below the NPC price, the player is probably selling off books they bought in error; if the order is above the NPC price, the player is probably hoping to trick someone into buying. It is good practice to check the NPC price before buying an NPC-seeded skill from a player sell order. | Players also sometimes put up sell orders for NPC seeded skillbooks. If the order is priced below the NPC price, the player is probably selling off books they bought in error; if the order is above the NPC price, the player is probably hoping to trick someone into buying. It is good practice to check the NPC price before buying an NPC-seeded skill from a player sell order. | ||
Some skillbooks are not directly seeded onto the market. Instead, they are acquired through the [[Skillbooks | Some skillbooks are not directly seeded onto the market. Instead, they are acquired through the [[Loyalty Points#Skillbooks|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 autocannons. 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 to obtain these skills outside of the market, buying them from players selling them on the regular market can often be the simplest option. | ||
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. | ||
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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: | ||
{| class=wikitable | {| class=wikitable style="text-align: center;" | ||
|+ | |+ Skill Points | ||
! Level || Total SP || Level SP || Percentage | ! Level || Total SP || Level SP || Percentage | ||
|- | |- | ||
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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 | {| class=wikitable style="text-align: center;" | ||
|+ | |+ Training Speed | ||
|- | |- | ||
! rowspan=2 | Clone Type !! colspan=2 | Attributes !! rowspan=2 | Implants !! colspan=4 | Skillpoints | |||
|- | |- | ||
! Primary !! Secondary !! per minute !! per hour !! per day !! per 30 days | |||
|- | |- | ||
|Alpha || | |Alpha ||20 ||20 || None || 15.00 || 900 || 21.60K || 648.0K | ||
|- | |- | ||
| | |Alpha ||20 ||20 || +3 || 17.25 || 1,035 || 24.84K || 745.2K | ||
|- | |- | ||
| | |Alpha ||27 ||21 || +3 || 21.00 || 1,260 || 30.24K || 907.2K | ||
|- | |- | ||
|Omega ||20 ||20 || | |Omega ||20 ||20 || None || 30.00 || 1,800 || 43.20K || 1.296M | ||
|- | |- | ||
|Omega ||27 ||21 || +5 | | |Omega ||20 ||20 || +3 || 34.50 || 2,070 || 49.68K || 1.49M | ||
|- | |||
|Omega ||20 ||20 || +5 || 37.50 || 2,250 || 54.00K || 1.620M | |||
|- | |||
|Omega ||27 ||21 || +5 || 45.00 || 2,700 || 64.80K || 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 | {| class=wikitable | ||
|+ | |+ Skill Groups and Associated Attributes | ||
! Group (# of skills) !! Attributes (Primary, Secondary) | ! Group (# of skills) !! Attributes (Primary, Secondary) | ||
|- | |- | ||
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Another way to increase your character's attributes is by 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. | Another way to increase your character's attributes is by 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 +3 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]]. | ||
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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. | 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" data-sort-type="number" | {| class="wikitable sortable" data-sort-type="number" style="text-align: right;" | ||
|- style="background-color: #333333;" | |- style="background-color: #333333;" | ||
! Name | ! Name | ||
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! Source | ! Source | ||
|- | |- | ||
| style="text-align: left;" | Blood Raider Cerebral Accelerator | |||
| style="text-align: | | +10 | ||
| | | data-sort-value="24" rowspan=2 | 24 hours | ||
| style="text-align: | | 21,600 | ||
| rowspan=2 style="text-align: left;" | [[Crimson Harvest]] | |||
|- | |- | ||
| style="text-align: left;" | Advanced Blood Raider Cerebral Accelerator | |||
| style="text-align: | | +12 | ||
| 25,920 | |||
|- | |- | ||
| style="text-align: left;" | Copper Ouroboros Accelerator | |||
| style="text-align: | | rowspan=3 | +10 | ||
| | | data-sort-value="12" | 12 hours | ||
| style="text-align: | | 10,800 | ||
| rowspan=3 style="text-align: left;" | [[Shadow of the Serpent]] | |||
|- | |- | ||
| style="text-align: left;" | Silver Ouroboros Accelerator | |||
| style="text-align: | | data-sort-value="72" | 72 hours | ||
| 64,800 | |||
|- | |- | ||
| style="text-align: left;" | Gold Ouroboros Accelerator | |||
| style="text-align: | | data-sort-value="120" | 120 hours | ||
| 108,000 | |||
|- | |- | ||
| style="text-align: left;" | Compact Cerebral Accelerator | |||
| style="text-align: | | +9 | ||
| | | data-sort-value="336" | 14 days | ||
| style="text-align: | | 272,160 | ||
| Starter Packs | | style="text-align: left;" | Starter Packs | ||
|- | |- | ||
| style="text-align: left;" | Standard Cerebral Accelerator | |||
| style="text-align: | | +3 | ||
| | | data-sort-value="840" | 35 days | ||
| style="text-align: | | 226,800 | ||
| Commissioned Officer Edition | | style="text-align: left;" | Commissioned Officer Edition | ||
|} | |} | ||