More actions
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Once you have acquired a skillbook (and assuming you have already learnt the prerequisites), you can "inject" a skillbook. | Once you have acquired a skillbook (and assuming you have already learnt the prerequisites), you can "inject" a skillbook. | ||
Right-clicking on a skill in | 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'. You can only inject a skill if you already have the prerequisites to train it. | ||
Injecting is useful if you've bought a skill which you have the prerequisites to train, but don't actually want to start training it right away: 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. | Injecting is useful if you've bought a skill which you have the prerequisites to train, but don't actually want to start training it right away: 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. | ||
==Training Skills== | ==Training Skills== | ||