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Skills:Engineering: Difference between revisions

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{{Template:Stub}}
[[Category:Skills]]
[[Category:Skills]]
==Overview==
==Overview==
The Engineering category contains capacitor support skills, [[Capacitor_Warfare_Guide|capacitor warfare]] skills and most of the skills required for remote and local [[Shield_tanking|shield tanking]].
The Engineering category contains capacitor support skills, [[Capacitor_Warfare_Guide|capacitor warfare]] skills.
 
Good intelligence and memory will get you your engineerings degree faster.


The following are the skills in the Engineering section (in alphabetical order):
The following are the skills in the Engineering section (in alphabetical order):
*[[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]] - Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules.  
*[[Skills:Engineering#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]] - Reduced Powergrid use of turrets and launchers.
*[[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]] - Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules.
*[[Skills:Engineering#Capacitor_Management|Capacitor Management]] - Bonus to Capacitor Capacity.
*[[Skills:Engineering#Capacitor_Management|Capacitor Management]] - Bonus to Capacitor Capacity.
*[[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]] - Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time.
*[[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]] - Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time.
*[[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_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]] - Allows use of Capital Shield Transfer Array. Bonus to Capital Shield Transfer Array cap use.  
*[[Skills:Engineering#CPU_Management|CPU Management]] - Bonus to ship CPU.  
*[[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#Electronics_Upgrades|Electronics Upgrades]] - Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
*[[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_Grid_Upgrades|Energy Grid Upgrades]] - Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
*[[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]] - Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.  
*[[Skills:Engineering#Energy_Pulse_Weapons|Energy Pulse Weapons]] - Allows use of Smartbombs. Bonus to smartbomb activation time.
*[[Skills:Engineering#Energy_Pulse_Weapons|Energy Pulse Weapons]] - Allows use of Smartbombs. Bonus to smartbomb activation time.  
*[[Skills:Engineering#Nanite_Interfacing|Nanite Interfacing]]  
*[[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#Nanite_Operation|Nanite Operation]]  
*[[Skills:Engineering#Kinetic_Shield_Compensation|Kinetic Shield Compensation]] - Percent Bonus to Kinetic resist amount of passive shield hardeners and deactivated active shield hardeners.
*[[Skills:Engineering#Power_Grid_management|Power Grid management]] - Bonus to ship Powergrid.
*[[Skills:Engineering#Power_Grid_management|Power Grid management]] - Bonus to ship Powergrid.
*[[Skills:Engineering#Shield_Compensation|Shield Compensation]] - Bonus to Shield Booster Capacitor use.
*[[Skills:Engineering#Thermodynamics|Thermodynamics]]  
*[[Skills:Engineering#Shield_Emission_Systems|Shield Emission Systems]] - Allows use of Shield Transfer Arrays. Bonus to Shield Emissions System module cap use.  
*[[Skills:Engineering#Weapon_Upgrades|Weapon Upgrades]] - Reduces CPU use of turrets and launchers.
*[[Skills:Engineering#Shield_Management|Shield Management]] - Bonus to ship shield amount.
 
*[[Skills:Engineering#Shield_Operation|Shield Operation]] - Allows use of Shield Boosters. Bonus to shield recharge time.
{{Skill
*[[Skills:Engineering#Shield_Upgrades|Shield Upgrades]] - Allows use of shield upgrade modules. Bonus to Shield Upgrade modules Powergrid use.
|skill=Advanced Weapon Upgrades
*[[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.
|desc=Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
*[[Skills:Engineering#Thermic_Shield_Compensation|Thermic Shield Compensation]] - Percent Bonus to Thermal Resist amount of passive shield hardeners and deactivated active shield hardeners.
|1=Perception
|2=Willpower
|mult=6x
|price=500K
|pre=[[Skills:Engineering#Weapon_Upgrades|Weapon Upgrades V]]; [[Skills:Gunnery#Gunnery|Gunnery II]]
|reqV=[[Skills:Science#Doomsday_Operation|Doomsday Operation]]; [[Skills:Spaceship_Command#Marauders|Marauders]]; [[Skills:Gunnery#Tactical_Weapon_Reconfiguration|Tactical Weapon Reconfiguration]]
|notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns. [[Skills:Engineering#Weapon_Upgrades|Weapon Upgrades V]] is a long prerequisite, but the cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment.
}}


{{Skill
{{Skill
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|2=Memory
|2=Memory
|mult=2x
|mult=2x
|price=67,500
|price=67.5K
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] III
|pre=[[Skills:Engineering#Power_Grid_Management|Power Grid Management III]]
|reqI=T1 and Faction small energy transfer arrays and other capacitor emission systems
|reqI=T1 and Faction small energy transfer arrays and other capacitor emission systems
|reqII=T1 and Faction medium energy transfer arrays and other capacitor emission systems
|reqII=T1 and Faction medium energy transfer arrays and other capacitor emission systems
|reqIII=T1 and Faction heavy and T2 small energy transfer arrays and other capacitor emission systems; energy neutralizer drones
|reqIII=T1 and Faction heavy and T2 small energy transfer arrays and other capacitor emission systems; energy neutralizer drones
|reqIV=T2 medium energy transfer arrays and other capacitor emission systems
|reqIV=T2 medium energy transfer arrays and other capacitor emission systems
|reqV=T2 heavy energy transfer arrays and other capacitor emission systems; [[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems]] IV
|reqV=T2 heavy energy transfer arrays and other capacitor emission systems; [[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems IV]]
|notes=The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neuts and vamps are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.<br>
|notes=The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.<br>
}}
}}


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|2=Memory
|2=Memory
|mult=3x
|mult=3x
|price=153,000
|price=153K
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] III
|pre=[[Skills:Engineering#Power_Grid_Management|Power Grid Management III]]
|reqI=T1 and Faction micro power grid modules
|reqI=T1 and Faction micro power grid modules
|reqIII=[[Skills:Science#Thermodynamics|Thermodynamics]]
|reqIII=[[Skills:Engineering#Thermodynamics|Thermodynamics]]
|reqV=T2 micro power grid modules
|reqV=T2 micro power grid modules
|notes=Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.<br>
|notes=Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.<br>
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|2=Memory
|2=Memory
|mult=1x
|mult=1x
|price=36,000
|price=36K
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] I
|pre=[[Skills:Engineering#Power_Grid_Management|Power Grid Management I]]
|reqI=T1 and Faction capacitor boosters
|reqI=T1 and Faction capacitor boosters
|reqII=Micro capacitor booster II
|reqII=Micro capacitor booster II
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|2=Memory
|2=Memory
|mult=10x
|mult=10x
|price=9,000,000
|price=9M
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] V; [[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]] V
|pre=[[Skills:Engineering#Power_Grid_Management|Power Grid Management V]]; [[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems V]]
|reqI=Capital Murky Energy Transmitter I; Capital Energy Transfer Array I
|reqI=Capital Murky Energy Transmitter I; Capital Energy Transfer Array I
}}
}}


{{Skill
{{Skill
|skill=Capital Shield Emission Systems
|skill=CPU Management
|desc=Operation of capital sized shield transfer array and other shield emission systems. 5% reduced capacitor need for capital shield emission system modules per skill level.
|desc=Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=10x
|mult=1x
|price=9,000,000
|price=17K
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] V; [[Skills:Engineering#Shield_Emission_Systems|Shield EmissionSystems]] V
|pre=none
|reqI=Capital Murky Shield Screen Transmitter I; Capital Shield Transporter I
|reqI=T1 survey scanners and scanner backups; [[Skills:Electronic_Systems#Electronic_Warfare|Electronic Warfare]]; [[Skills:Targeting#Target_Management|Targe Management]]; [[Skills:Targeting#Signature_Analysis|Signature Analysis]]; [[Skills:Scanning#Survey|Survey]]
}}
|reqII=CPU modules; T2 scanners; [[Skills:Targeting#Long_Range_Targeting|Long Range Targeting]]; [[Skills:Engineering#Electronics_Upgrades|Electronics Upgrades]]
|reqIII=[[Skills:Electronic_Systems#Frequency_Modulation|Frequency Modulation]]; [[Skills:Electronic_Systems#Target_Painting|Target Painting]]; [[Skills:Electronic_Systems#Sensor_Linking|Sensor Link]]; [[Skills:Electronic_Systems#Weapon_Disruption|Weapon Disruption]]; [[Skills:Electronic_Systems#Propulsion_Jamming|Propulsion Jamming]]
|reqIV=[[Skills:Targeting#Magnetometric_Sensor_Compensation|Magnetometric Sensor Compensation]]; [[Skills:Targeting#Gravimetric_Sensor_Compensation|Gravimetric Sensor Compensation]]; [[Skills:Targeting#Ladar_Sensor_Compensation|Ladar Sensor Compensation]]; [[Skills:Targeting#Radar_Sensor_Compensation|Radar Sensor Compensation]]; [[Skills:Electronics#Target_Breaker_Amplification|Target Breaker Amplification]]; [[Skills:Electronic_Systems#Cloaking|Cloaking]]; [[Skills:Electronic_Systems#Long_Distance_Jamming|Long Distance Jamming]]
|reqV=[[Skills:Subsystems#Amarr_Electronic_Systems|Amarr Electronic Systems]]; [[Skills:Subsystems#Gallente_Electronic_Systems|Gallente Electronic Systems]]; [[Skills:Subsystems#Caldari_Electronic_Systems|Caldari Electronic Systems]]; [[Skills:Subsystems#Minmatar_Electronic_Systems|Minmatar Electronic Systems]]; [[Skills:Science#Nanite_Engineering|Nanite_Engineering]]; [[Skills:Science#Electromagnetic_Physics|Electromagnetic Physics]]; [[Skills:Science#Electronic_Engineering|Electronic Engineering]]; [[Skills:Electronic_Systems#Signal_Dispersion|Signal Dispersion]]; [[Skills:Electronic_Systems#Signal_Suppression|Signal Suppression]]; [[Skills:Electronic_Systems#Turret_Destabilization|Turrent Destabilization]]; [[Skills:Electronic_Systems#Signature_Focusing|Signature Focusing]]; [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]]


{{Skill
|notes=A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category.<br>
|skill=Capital Shield Operation
|desc=Operation of capital shield boosters and other shield modules. 2% reduction in capacitor need for capital shield boosters per skill level.
|1=Intelligence
|2=Memory
|mult=8x
|price=22,500,000
|pre=[[Skills:Engineering#Shield_Management|Shield Management]] V; [[Skills:Engineering#Shield_Operation|Shield Operation]] V; [[Skills:Engineering#Power_Grid_management|Power Grid management]] V
|reqI=Capital Neutron Saturation Injector I; Capital Shield Booster I
}}
}}


{{Skill
{{Skill
|skill=EM Shield Compensation
|skill=Electronics Upgrades
|desc=To active shield hardeners: 3% bonus per skill level to Shield EM resistance when the modules are not active.<br>
|desc=Skill at installing Electronic upgrades, e.g. signal amplifier, Co-Processors and backup sensor array. 5% reduction of sensor upgrade CPU needs per skill level.
<br>
To passive shield hardeners: 5% bonus per skill level to Shield EM resistance.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=2x
|mult=2x
|price=108,000
|price=90K
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
|pre=[[Skills:Engineering#CPU_Management|CPU Management I]]; [[Skills:Engineering#Power_Grid_Management|Power Grid Management II]]
|notes=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
|reqI=T1 cpu upgrades and scanners
|reqIII=T2 scanner upgrades; [[Skills:Scanning#Hacking|Hacking]]
|reqIV=Co-Processor II
|reqV=Signal Amplifier II; [[Skills:Spaceship_Command#Electronic_Attack_Ships|Electronic Attack Ships]]; [[Skills:Spaceship_Command#Covert_Ops|Covert Ops]]
 
|notes=A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers.<br>
}}
}}


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|2=Memory
|2=Memory
|mult=2x
|mult=2x
|price=71,100
|price=71.1K
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] II
|pre=[[Skills:Engineering#Power_Grid_Management|Power Grid Management II]]
|reqI=T1 capacitor upgrade modules
|reqI=T1 capacitor upgrade modules
|reqII=T1 capacitor upgrade modules
|reqII=T1 capacitor upgrade modules
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|2=Memory
|2=Memory
|mult=2x
|mult=2x
|price=117,000
|price=117K
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] II; [[Skills:Science#Science|Science]] II
|pre=[[Skills:Engineering#Power_Grid_Management|Power Grid Management II]]; [[Skills:Science#Science|Science II]]
|reqI=T1 and Faction smartbombs
|reqI=T1 and Faction smartbombs
|reqII=T2 micro smartbombs
|reqII=T2 micro smartbombs
Line 151: Line 153:


{{Skill
{{Skill
|skill=Explosive Shield Compensation
|skill=Nanite Interfacing
|desc=To active shield hardeners: 3% bonus per skill level to Shield Explosive resistance when the modules are not active.<br>
|desc=Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
<br>
To passive shield hardeners: 5% bonus per skill level to Shield Explosive resistance.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=2x
|mult=3x
|price=108,000
|pre=[[Skills:Armor#Mechanics|Mechanics V]], [[Skills:Engineering#Nanite_Operation|Nanite Operation III]]
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
|price=4.5M
|notes=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
|notes=Nanite paste can be used to repair module damage from [[Overloading|overheating]] on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority.<br>
}}
}}


{{Skill
{{Skill
|skill=Kinetic Shield Compenstation
|skill=Nanite Operation
|desc=To active shield hardeners: 3% bonus per skill level to Shield Kinetic resistance when the modules are not active.<br>
|desc=Skill at operating nanites. 5% reduction in nanite consumption per level.  
<br>
To passive shield hardeners: 5% bonus per skill level to Shield Kinetic resistance.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=2x
|mult=2x
|price=108,000
|pre=[[Skills:Armor#Mechanics|Mechanics V]]
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
|price=900K
|notes=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
|notes=The skill required to use nanite paste to repair module damage from [[Overloading|overheating]] on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more.<br>
}}
}}


{{Skill
{{Skill
|skill=Power Grid management
|skill=Power Grid Management
|desc=Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
|desc=Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
|1=Intelligence
|1=Intelligence
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|price=18,000
|price=18,000
|pre=None
|pre=None
|reqI=[[Skills:Engineering#Shield_Operation|Shield Operation]]; [[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]]
|reqI=[[Skills:Shields#Shield_Operation|Shield Operation]]; [[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]]
|reqII=[[Skills:Engineering#Energy_Pulse_Weapons|Energy Pulse Weapons]]; [[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]]; [[Skills:Engineering#Shield_Upgrades|Shield Upgrades]]; [[Skills:Engineering#Electronic_Upgrades|Electronic Upgrades]]
|reqII=[[Skills:Engineering#Energy_Pulse_Weapons|Energy Pulse Weapons]]; [[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]]; [[Skills:Shields#Shield_Upgrades|Shield Upgrades]]; [[Skills:Engineering#Electronic_Upgrades|Electronic Upgrades]]
|reqIII=[[Skills:Engineering#Capacitor_Management|Capacitor Management]]; [[Skills:Engineering#Shield_Management|Shield Management]]; [[Skills:Engineering#Tactical_Shield_Manipulation|Tactical Shield Manipulation]]; [[Skills:Engineering#Shield_Emission_Systems|Shield Emission Systems]]; [[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]]
|reqIII=[[Skills:Engineering#Capacitor_Management|Capacitor Management]]; [[Skills:Shields#Shield_Management|Shield Management]]; [[Skills:Shields#Tactical_Shield_Manipulation|Tactical Shield Manipulation]]; [[Skills:Shields#Shield_Emission_Systems|Shield Emission Systems]]; [[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]]
|reqV=[[Skills:Science#Thermodynamics|Thermodynamics]]; [[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]]; [[Skills:Engineering#Capital_Shield_Emission_Systems|Capital Shield Emission Systems]]; [[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems]]; [[Skills:Engineering#Power_Grid_management|Power Grid management]]; [[Skills:Science#High_Energy_Physics|High Energy Physics]]; [[Skills:Science#Plasma_Physics|Plasma Physics]]; [[Skills:Science#Hydromagnetic_Physics|Hydromagnetic Physics]]; [[Skills:Science#Graviton_Physics|Graviton Physics]]; [[Skills:Science#Laser_Physics|Laser Physics]]; [[Skills:Science#Nuclear_Physics|Nuclear Physics]]; [[Skills:Science#Quantum_Physics|Quantum Physics]]; [[Skills:Subsystems#Amarr_Enegineering_Systems|Amarr Engineering Systems]]; [[Skills:Subsystems#Gallente_Enegineering_Systems|Gallente Engineering Systems]]; [[Skills:Subsystems#Minmatar_Enegineering_Systems|Minmatar Engineering Systems]]; [[Skills:Subsystems#Caldari_Enegineering_Systems|Caldari Engineering Systems]]; [[Skills:Spaceship_Command#Assault_Ships|Assault Ships]]
|reqV=[[Skills:Engineering#Thermodynamics|Thermodynamics]]; [[Skills:Shields#Capital_Shield_Operation|Capital Shield Operation]]; [[Skills:Shields#Capital_Shield_Emission_Systems|Capital Shield Emission Systems]]; [[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems]]; [[Skills:Engineering#Power_Grid_Management|Power Grid Management]]; [[Skills:Science#High_Energy_Physics|High Energy Physics]]; [[Skills:Science#Plasma_Physics|Plasma Physics]]; [[Skills:Science#Hydromagnetic_Physics|Hydromagnetic Physics]]; [[Skills:Science#Graviton_Physics|Graviton Physics]]; [[Skills:Science#Laser_Physics|Laser Physics]]; [[Skills:Science#Nuclear_Physics|Nuclear Physics]]; [[Skills:Science#Quantum_Physics|Quantum Physics]]; [[Skills:Subsystems#Amarr_Enegineering_Systems|Amarr Engineering Systems]]; [[Skills:Subsystems#Gallente_Enegineering_Systems|Gallente Engineering Systems]]; [[Skills:Subsystems#Minmatar_Enegineering_Systems|Minmatar Engineering Systems]]; [[Skills:Subsystems#Caldari_Enegineering_Systems|Caldari Engineering Systems]]; [[Skills:Spaceship_Command#Assault_Ships|Assault Ships]]
|notes=The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.<br>
|notes=The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.<br>
}}
}}


{{Skill
{{Skill
|skill=Shield Compensation
|skill=Thermodynamics
|desc=Improved skill for regulating energy flow to shields. 2% less capacitor need for shield boosters per skill level.
|desc=Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
|1=Intelligence
|2=Memory
|mult=2x
|price=108,000
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] III
|notes=An important support skill for active shield tanking.<br>
}}
 
{{Skill
|skill=Shield Emission Systems
|desc=Operation of shield transfer array and other shield emission systems. 5% reduced capacitor need for shield emission system modules per skill level.
|1=Intelligence
|2=Memory
|mult=2x
|price=72,000
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] III
|reqI=T1 and Faction shield transporters
|reqII=Micro shield transporter II
|reqIII=Small shield transporter II; T1 Light, medium and heavy shield maintenance bots
|reqIV=Medium and Large shield transporter II; T2 Light, medium and heavy shield maintenance bots
|reqV=[[Skills:Engineering#Capital_Shield_Emission_Systems|Capital Shield Emission Systems]]
|notes=Shield emission systems repair other ships' shields. This skill is important for anyone planning to fly the [http://wiki.eveonline.com/en/wiki/Scimitar Scimitar] or [http://wiki.eveonline.com/en/wiki/Basilisk Basilisk] shield logistics ships.<br>
}}
 
{{Skill
|skill=Shield Management
|desc=Skill at regulating a spaceship's shield systems. 5% bonus to shield capacity per skill level.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
|mult=3x
|mult=3x
|price=153,000
|price=4.5M
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] III
|pre=[[Skills:Engineering#Power_Grid_Management|Power Grid Management V]], [[Skills:Engineering#Capacitor_Management|Capacitor Management III]], [[Skills:Science#Science|Science IV]]
|reqI=T1 and Faction shield boost amplifiers
|notes=<br>
|reqV=Shield boost amplifier II; [[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]]
|notes=A basic shield support skill (remember that an increase in shield capacity also increases the amount of shield hitpoints you recharge every second) which is an uncomfortably long train to V. But it is worth training to V in the long run. Level V is required for T2 Shield Boost Amplifiers.<br>
}}
}}


{{Skill
{{Skill
|skill=Shield Operation
|skill=Weapon Upgrades
|desc=Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules. 5% reduction in shield recharge time per skill level.
|desc=Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
|1=Intelligence
|1=Perception
|2=Memory
|mult=1x
|price=31,500
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] I
|reqI=T1 and Faction shield boosters
|reqII=Certain large and ancillary shield boosters
|reqIII=T2 small and medium shield boosters X-Large shield boosters; [[Skills:Engineering#Shield_Compensation|Shield Compensation]]; [[Skills:Subsystems#Amarr_Defensive_Systems|Amarr Defensive Systems]];
[[Skills:Subsystems#Gallente_Defensive_Systems|Gallente Defensive Systems]]; [[Skills:Subsystems#Minmatar_Defensive_Systems|Minmatar Defensive Systems]]
|reqIV=X-Large ancillary shield booster; Large shield booster II; [[Skills:Engineering#Thermic_Shield_Compensation|Thermic Shield Compensation]]; [[Skills:Engineering#EM_Shield_Compensation|EM Shield Compensation]]; [[Skills:Engineering#Kinetic_Shield_Compensation|Kinetic Shield Compensation]]; [[Skills:Engineering#Explosive_Shield_Compensation|Explosive Shield Compensation]]
|reqV=X-Lage shield booster II; [[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]]; [[Skills:Subsystems#Caldari_Defensive_Systems|Caldari Defensive Systems]]
|notes=Important shield support skill, especially for passive regen shield tanks. Level V is required to use T2 X-large shield boosters.<br>
}}
 
{{Skill
|skill=Shield Upgrades
|desc=Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 5% reduction in shield upgrade powergrid needs.
|1=Intelligence
|2=Memory
|2=Memory
|mult=2x
|mult=2x
|price=75,600
|price=80K
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] II; [[Skills:Science#Science|Science]] I
|pre=[[Skills:Gunnery#Gunnery|Gunnery II]]
|reqI=T1 and Faction shield extenders and hardener amplifiers
|reqI=T1 and Faction damage multiplier modules
|reqII=Micro shield extender II
|reqIV=T2 damage multiplier modules
|reqIII=Small shield extender II; T1 shield rechargers
|reqV=[[Skills:Engineering#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]]; [[Skills:Spaceship_Command#Heavy_Assault_Ships|Heavy Assault Ships]]; [[Skills:Spaceship_Command#Heavy_Interdictors|Heavy Interdictors]]
|reqIV=T2 shield rechargers, extenders and hardener amplifiers
|notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train. Level V can seem like a long train, especially for a new player who hasn't trained for T2 equipment yet, but it's a prerequisite for the excellent Advanced Weapon Upgrades.
|notes=A useful fitting skill, makes squeezing some of the equipment used in shield tanking onto your ship easier.<br>
}}
}}


{{Skill
Odyssey 1.1
|skill=Tactical Shield Manipulation
|desc=Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.
|1=Intelligence
|2=Memory
|mult=4x
|price=189,000
|pre=[[Skills:Engineering#Power_Grid_management|Power Grid management]] III
|reqI=T1 and Faction shield hardeners
|reqIV=T2 shield hardeners
|notes=When your shields fall below 25% hitpoints damage begins to leak through to armor. This skill stops that happening. The exact mechanism of the 'leaking', and the consequent use or uselessness of Tactical Shield Manipulation, are subject to pedantic and rather irrelevant arguments; you need this skill trained to IV to use T2 active shield hardeners, so train it to IV and then forget about it.<br>
}}
 
{{Skill
|skill=Thermic Shield Compensation
|desc=To active shield hardeners: 3% bonus per skill level to Shield Thermal resistance when the modules are not active.<br>
<br>
To passive shield hardeners: 5% bonus per skill level to Shield Thermal resistance.
|1=Intelligence
|2=Memory
|mult=2x
|price=108,000
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
|notes=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
}}

Revision as of 23:39, 6 September 2013

Overview

The Engineering category contains capacitor support skills, capacitor warfare skills.

The following are the skills in the Engineering section (in alphabetical order):


Advanced Weapon Upgrades

Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
 Attributes:
 Multiplier: 6x
 Price: 1M ISK
 Alpha max level: III
 Prerequisites: Weapon Upgrades V; Gunnery II
 V required for: Doomsday Operation; Marauders; Tactical Weapon Reconfiguration
 Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns. Weapon Upgrades V is a long prerequisite, but the cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment.



Capacitor Emission Systems

Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
 Attributes:
 Multiplier: 2x
 Price: 75k ISK
 Alpha max level: IV
 Prerequisites: Power Grid Management III
 I required for: T1 and Faction small energy transfer arrays and other capacitor emission systems
 II required for: T1 and Faction medium energy transfer arrays and other capacitor emission systems
 III required for: T1 and Faction heavy and T2 small energy transfer arrays and other capacitor emission systems; energy neutralizer drones
 IV required for: T2 medium energy transfer arrays and other capacitor emission systems
 V required for: T2 heavy energy transfer arrays and other capacitor emission systems; Capital Energy Emission Systems IV
 Notes: The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.



Capacitor Management

Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
 Attributes:
 Multiplier: 3x
 Price: 200k ISK
 Alpha max level: IV
 Prerequisites: Power Grid Management III
 I required for: T1 and Faction micro power grid modules
 III required for: Thermodynamics
 V required for: T2 micro power grid modules
 Notes: Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.



Capacitor Systems Operation

Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
 Attributes:
 Multiplier: 1x
 Price: 60k ISK
 Alpha max level: III
 Prerequisites: Power Grid Management I
 I required for: T1 and Faction capacitor boosters
 II required for: Micro capacitor booster II
 III required for: Small capacitor booster II
 IV required for: Medium and Heavy capacitor boosters II
 Notes: Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.



Capital Energy Emission Systems

Operation of capital sized energy transfer array and other energy emission systems. 5% reduced capacitor need of capital energy emission systems per skill level.
 Attributes:
 Multiplier: Capital Energy Emission Systems
 Price: <span style="cursor: help;" title="The skillbook for this skill costs Capital Energy Emission Systems ISK">Capital Energy Emission Systems ISK
 Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
 Prerequisites: Power Grid Management V; Capacitor Emission Systems V
 I required for: Capital Murky Energy Transmitter I; Capital Energy Transfer Array I



CPU Management

Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
 Attributes:
 Multiplier: 1x
 Price: 30k ISK
 Alpha max level: V
 Prerequisites: none
 I required for: T1 survey scanners and scanner backups; Electronic Warfare; Targe Management; Signature Analysis; Survey
 II required for: CPU modules; T2 scanners; Long Range Targeting; Electronics Upgrades
 III required for: Frequency Modulation; Target Painting; Sensor Link; Weapon Disruption; Propulsion Jamming
 IV required for: Magnetometric Sensor Compensation; Gravimetric Sensor Compensation; Ladar Sensor Compensation; Radar Sensor Compensation; Target Breaker Amplification; Cloaking; Long Distance Jamming
 V required for: Amarr Electronic Systems; Gallente Electronic Systems; Caldari Electronic Systems; Minmatar Electronic Systems; Nanite_Engineering; Electromagnetic Physics; Electronic Engineering; Signal Dispersion; Signal Suppression; Turrent Destabilization; Signature Focusing; Cynosural Field Theory
 Notes: A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category.



Electronics Upgrades

Skill at installing Electronic upgrades, e.g. signal amplifier, Co-Processors and backup sensor array. 5% reduction of sensor upgrade CPU needs per skill level.
 Attributes:
 Multiplier: 2x
 Price: 100k ISK
 Alpha max level: V
 Prerequisites: CPU Management I; Power Grid Management II
 I required for: T1 cpu upgrades and scanners
 III required for: T2 scanner upgrades; Hacking
 IV required for: Co-Processor II
 V required for: Signal Amplifier II; Electronic Attack Ships; Covert Ops
 Notes: A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers.



Energy Grid Upgrades

Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
 Attributes:
 Multiplier: 2x
 Price: 79k ISK
 Alpha max level: V
 Prerequisites: Power Grid Management II
 I required for: T1 capacitor upgrade modules
 II required for: T1 capacitor upgrade modules
 III required for: T1 and certain T2 capacitor upgrade modules
 IV required for: T2 capacitor upgrade modules
 V required for: Reactor Control Unit II; Marauders
 Notes: Useful fitting requirement reduction for certain modules.



Energy Pulse Weapons

Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
 Attributes:
 Multiplier: 2x
 Price: 130k ISK
 Alpha max level: II
 Prerequisites: Power Grid Management II; Science II
 I required for: T1 and Faction smartbombs
 II required for: T2 micro smartbombs
 III required for: T2 small smartbombs
 IV required for: T2 medium smartbombs
 V required for: T2 large smartbombs; Doomsday Operation
 Notes: Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.



Nanite Interfacing

Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
 Attributes:
 Multiplier: 3x
 Price: 5M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Mechanics V, Nanite Operation III
 Notes: Nanite paste can be used to repair module damage from overheating on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority.



Nanite Operation

Skill at operating nanites. 5% reduction in nanite consumption per level.
 Attributes:
 Multiplier: 2x
 Price: 1M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Mechanics V
 Notes: The skill required to use nanite paste to repair module damage from overheating on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more.



Power Grid Management

Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
 Attributes:
 Multiplier: 1x
 Price: 30k ISK
 Alpha max level: V
 Prerequisites: None
 I required for: Shield Operation; Capacitor Systems Operation
 II required for: Energy Pulse Weapons; Energy Grid Upgrades; Shield Upgrades; Electronic Upgrades
 III required for: Capacitor Management; Shield Management; Tactical Shield Manipulation; Shield Emission Systems; Capacitor Emission Systems
 V required for: Thermodynamics; Capital Shield Operation; Capital Shield Emission Systems; Capital Energy Emission Systems; Power Grid Management; High Energy Physics; Plasma Physics; Hydromagnetic Physics; Graviton Physics; Laser Physics; Nuclear Physics; Quantum Physics; Amarr Engineering Systems; Gallente Engineering Systems; Minmatar Engineering Systems; Caldari Engineering Systems; Assault Ships
 Notes: The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.



Thermodynamics

Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
 Attributes:
 Multiplier: 3x
 Price: 4.5M ISK
 Alpha max level: IV
 Prerequisites: Power Grid Management V, Capacitor Management III, Science IV
 Notes:



Weapon Upgrades

Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
 Attributes:
 Multiplier: 2x
 Price: 80k ISK
 Alpha max level: V
 Prerequisites: Gunnery II
 I required for: T1 and Faction damage multiplier modules
 IV required for: T2 damage multiplier modules
 V required for: Advanced Weapon Upgrades; Heavy Assault Ships; Heavy Interdictors
 Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train. Level V can seem like a long train, especially for a new player who hasn't trained for T2 equipment yet, but it's a prerequisite for the excellent Advanced Weapon Upgrades.


Odyssey 1.1