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Created page with "Category:Skills Category:Getting Started {{Cleanup}} These are basic skill recommendations. None of these skills have prerequisites above level III, and are thus easil..." |
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== Armor Tanking == | == Armor Tanking == | ||
*{sk|Hull Upgrades} : ''5% bonus to armor hit points per skill level.'' | *{{sk|Hull Upgrades}} : ''5% bonus to armor hit points per skill level.'' | ||
*{sk|Mechanic} : ''5% bonus to structure hit points per skill level.'' | *{{sk|Mechanic}} : ''5% bonus to structure hit points per skill level.'' | ||
*{sk|Repair Systems} : ''5% reduction in repair systems duration per skill level.'' | *{{sk|Repair Systems}} : ''5% reduction in repair systems duration per skill level.'' | ||
== Capacitor == | == Capacitor == | ||
*{sk|Capacitor Management} : ''5% bonus to capacitor capacity per skill level.'' | *{{sk|Capacitor Management}} : ''5% bonus to capacitor capacity per skill level.'' | ||
*{sk|Capacitor Systems Operation} : ''5% reduction in capacitor recharge time per skill level.'' | *{{sk|Capacitor Systems Operation}} : ''5% reduction in capacitor recharge time per skill level.'' | ||
== Drones == | == Drones == | ||
*{sk|Combat Drone Operation} : ''5% Bonus to drone damage of light and medium drones per level.'' | *{{sk|Combat Drone Operation}} : ''5% Bonus to drone damage of light and medium drones per level.'' | ||
*{sk|Drones} : ''Can operate 1 drone per skill level.'' | *{{sk|Drones}} : ''Can operate 1 drone per skill level.'' | ||
*{sk|Scout Drone Operation} : ''Drone control range increased by 5000 meters per skill level.'' | *{{sk|Scout Drone Operation}} : ''Drone control range increased by 5000 meters per skill level.'' | ||
== Electronic Warfare == | == Electronic Warfare == | ||
*{sk|Electronics Upgrades} : ''5% reduction of sensor upgrade CPU needs per skill level.'' | *{{sk|Electronics Upgrades}} : ''5% reduction of sensor upgrade CPU needs per skill level.'' | ||
*'''Electronic Warfare (Caldari)''' : ''5% less capacitor need for ECM and ECM Burst systems per skill level.'' | *'''Electronic Warfare (Caldari)''' : ''5% less capacitor need for ECM and ECM Burst systems per skill level.'' | ||
*{sk|Frequency Modulation} : ''10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors and Target Painters per skill level.'' | *{{sk|Frequency Modulation}} : ''10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors and Target Painters per skill level.'' | ||
*{sk|Long Distance Jamming} : ''10% bonus to optimal range of ECM, Remote Sensor Dampers, Tracking Disruptors and Target Painters per skill level.'' | *{{sk|Long Distance Jamming}} : ''10% bonus to optimal range of ECM, Remote Sensor Dampers, Tracking Disruptors and Target Painters per skill level.'' | ||
*'''Sensor Linking (Gallente)''' : ''5% less capacitor need for sensor link per skill level.'' | *'''Sensor Linking (Gallente)''' : ''5% less capacitor need for sensor link per skill level.'' | ||
*'''Target Painting (Minmatar)''' : ''5% less capacitor need for target painters per skill level.'' | *'''Target Painting (Minmatar)''' : ''5% less capacitor need for target painters per skill level.'' | ||
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== Exploration == | == Exploration == | ||
*{sk|Archaeology} : 5% increase in chance of archaeological find per level. | *{{sk|Archaeology}} : 5% increase in chance of archaeological find per level. | ||
*{sk|Astrometrics} : ''Allows one additional probe in space per level.'' | *{{sk|Astrometrics}} : ''Allows one additional probe in space per level.'' | ||
*{sk|Astrometric Pinpointing} : ''Reduces maximum scan deviation by 10% per level.'' | *{{sk|Astrometric Pinpointing}} : ''Reduces maximum scan deviation by 10% per level.'' | ||
*{sk|Electronics Upgrades} : ''5% reduction of sensor upgrade CPU needs per skill level.'' | *{{sk|Electronics Upgrades}} : ''5% reduction of sensor upgrade CPU needs per skill level.'' | ||
*{sk|Hacking} : ''5% increase in chance of data retrieval per level.'' | *{{sk|Hacking}} : ''5% increase in chance of data retrieval per level.'' | ||
*{sk|Salvaging} : ''5% increase in chance of salvage retrieval per level.'' | *{{sk|Salvaging}} : ''5% increase in chance of salvage retrieval per level.'' | ||
*{sk|Survey} : ''5% improvement per level in the scan speeds of ship, cargo and survey scanners.'' | *{{sk|Survey}} : ''5% improvement per level in the scan speeds of ship, cargo and survey scanners.'' | ||
== Fitting == | == Fitting == | ||
*{sk|CPU} | *{{sk|CPU}} | ||
**{sk|CPU Management} : ''5% Bonus to ship CPU output per skill level.'' | **{{sk|CPU Management}} : ''5% Bonus to ship CPU output per skill level.'' | ||
**{sk|Electronics Upgrades} : ''5% reduction of sensor upgrade CPU needs per skill level.'' | **{{sk|Electronics Upgrades}} : ''5% reduction of sensor upgrade CPU needs per skill level.'' | ||
**{sk|Energy Grid Upgrades} : ''5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.'' | **{{sk|Energy Grid Upgrades}} : ''5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.'' | ||
**'''Weapon Upgrades (also applies to missile launchers)''' : ''5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.'' | **'''Weapon Upgrades (also applies to missile launchers)''' : ''5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.'' | ||
*{sk|PowerGrid} | *{{sk|PowerGrid}} | ||
**{sk|Power Grid Management} : ''5% Bonus to ship's PowerGrid output per skill level.'' | **{{sk|Power Grid Management}} : ''5% Bonus to ship's PowerGrid output per skill level.'' | ||
== Gunnery == | == Gunnery == | ||
*'''Controlled Bursts (unnecessary for projectile weapons)''' : ''5% reduction in capacitor need of weapon turrets per skill level.'' | *'''Controlled Bursts (unnecessary for projectile weapons)''' : ''5% reduction in capacitor need of weapon turrets per skill level.'' | ||
*{sk|Gunnery} : ''2% Bonus to weapon turrets' rate of fire per skill level.'' | *{{sk|Gunnery}} : ''2% Bonus to weapon turrets' rate of fire per skill level.'' | ||
*{sk|Motion Prediction} : ''5% bonus per skill level to weapon turret tracking speeds.'' | *{{sk|Motion Prediction}} : ''5% bonus per skill level to weapon turret tracking speeds.'' | ||
*'''Small Energy Turret (Amarr)''' : ''5% Bonus to small energy turret damage per level.'' | *'''Small Energy Turret (Amarr)''' : ''5% Bonus to small energy turret damage per level.'' | ||
*'''Small Hybrid Turret (Caldari and Gallente)''' : ''5% Bonus to small hybrid turret damage per level.'' | *'''Small Hybrid Turret (Caldari and Gallente)''' : ''5% Bonus to small hybrid turret damage per level.'' | ||
*'''Small Projectile Turret (Minmatar)''' : ''5% Bonus to small projectile turret damage per level.'' | *'''Small Projectile Turret (Minmatar)''' : ''5% Bonus to small projectile turret damage per level.'' | ||
*{sk|Rapid Firing} : ''3% bonus per skill level to weapon turret rate of fire.'' | *{{sk|Rapid Firing}} : ''3% bonus per skill level to weapon turret rate of fire.'' | ||
*{sk|Sharpshooter} : ''5% bonus to weapon turret optimal range per skill level.'' | *{{sk|Sharpshooter}} : ''5% bonus to weapon turret optimal range per skill level.'' | ||
*'''Weapon Upgrades (also applies to missile launchers)''' : ''5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.'' | *'''Weapon Upgrades (also applies to missile launchers)''' : ''5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.'' | ||
== Implants == | == Implants == | ||
*{sk|Cybernetics} : ''Allows the use of cybernetic implants.'' | *{{sk|Cybernetics}} : ''Allows the use of cybernetic implants.'' | ||
== Mining == | == Mining == | ||
*{sk|Mining} : ''5% bonus to mining turret yield per skill level.'' | *{{sk|Mining}} : ''5% bonus to mining turret yield per skill level.'' | ||
*{sk|Mining Upgrades} : ''5% reduction per skill level in CPU penalty of mining upgrade modules.'' | *{{sk|Mining Upgrades}} : ''5% reduction per skill level in CPU penalty of mining upgrade modules.'' | ||
*{sk|Refining} : ''2% reduction in refinery waste per skill level.'' | *{{sk|Refining}} : ''2% reduction in refinery waste per skill level.'' | ||
== Missiles == | == Missiles == | ||
*{sk|Missile Bombardment} : ''10% bonus to all missiles' maximum flight time per level.'' | *{{sk|Missile Bombardment}} : ''10% bonus to all missiles' maximum flight time per level.'' | ||
*{sk|Missile Launcher Operation} : ''2% Bonus to missile launcher rate of fire per skill level.'' | *{{sk|Missile Launcher Operation}} : ''2% Bonus to missile launcher rate of fire per skill level.'' | ||
*{sk|Missile Projection} : ''10% bonus to all missiles' maximum velocity per level.'' | *{{sk|Missile Projection}} : ''10% bonus to all missiles' maximum velocity per level.'' | ||
*{sk|Rapid Launch} : ''3% bonus to missile launcher rate of fire per level.'' | *{{sk|Rapid Launch}} : ''3% bonus to missile launcher rate of fire per level.'' | ||
*{sk|Light Missiles} : ''5% Bonus to light missile damage per skill level.'' | *{{sk|Light Missiles}} : ''5% Bonus to light missile damage per skill level.'' | ||
*{sk|Rockets} : ''5% bonus to rocket damage per skill level.'' | *{{sk|Rockets}} : ''5% bonus to rocket damage per skill level.'' | ||
*{sk|Target Navigation Prediction} : ''10% decrease per level in factor of target's velocity for all missiles.'' | *{{sk|Target Navigation Prediction}} : ''10% decrease per level in factor of target's velocity for all missiles.'' | ||
== Missioning == | == Missioning == | ||
*{sk|Connections} : ''4% Modifier to effective standing from friendly NPC Corporations and Factions per level.'' | *{{sk|Connections}} : ''4% Modifier to effective standing from friendly NPC Corporations and Factions per level.'' | ||
*{sk|Social} : ''5% bonus per level to NPC agent, corporation and faction standing increase.'' | *{{sk|Social}} : ''5% bonus per level to NPC agent, corporation and faction standing increase.'' | ||
== Navigation == | == Navigation == | ||
*{sk|Acceleration Control} : ''5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.'' | *{{sk|Acceleration Control}} : ''5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.'' | ||
*{sk|Afterburner} : ''10% bonus to Afterburner duration per skill level.'' | *{{sk|Afterburner}} : ''10% bonus to Afterburner duration per skill level.'' | ||
*{sk|Evasive Maneuvering} : ''5% improved ship agility for all ships per skill level.'' | *{{sk|Evasive Maneuvering}} : ''5% improved ship agility for all ships per skill level.'' | ||
*{sk|Fuel Conservation} : ''10% reduction in afterburner capacitor needs per skill level.'' | *{{sk|Fuel Conservation}} : ''10% reduction in afterburner capacitor needs per skill level.'' | ||
*{sk|High Speed Maneuvering} : ''5% reduction in MicroWarpdrive capacitor usage per skill level.'' | *{{sk|High Speed Maneuvering}} : ''5% reduction in MicroWarpdrive capacitor usage per skill level.'' | ||
*{sk|Navigation} : ''5% bonus to sub-warp ship velocity per skill level.'' | *{{sk|Navigation}} : ''5% bonus to sub-warp ship velocity per skill level.'' | ||
*{sk|Warp Drive Operation} : ''Each skill level reduces the capacitor need of initiating warp by 10%.'' | *{{sk|Warp Drive Operation}} : ''Each skill level reduces the capacitor need of initiating warp by 10%.'' | ||
== Production == | == Production == | ||
*{sk|Industry} : ''4% reduction in manufacturing time per skill level.'' | *{{sk|Industry}} : ''4% reduction in manufacturing time per skill level.'' | ||
*{sk|Mass Production} : ''Ability to run 1 additional manufacturing job per level.'' | *{{sk|Mass Production}} : ''Ability to run 1 additional manufacturing job per level.'' | ||
*{sk|Material Efficiency} : ''5% reduction per skill level to the material requirements needed for production.'' | *{{sk|Material Efficiency}} : ''5% reduction per skill level to the material requirements needed for production.'' | ||
== Shield Tanking == | == Shield Tanking == | ||
*{sk|Shield Management} : ''5% bonus to shield capacity per skill level.'' | *{{sk|Shield Management}} : ''5% bonus to shield capacity per skill level.'' | ||
*{sk|Shield Operation} : ''5% reduction in shield recharge time per skill level.'' | *{{sk|Shield Operation}} : ''5% reduction in shield recharge time per skill level.'' | ||
*{sk|Shield Upgrades} : ''5% reduction in shield upgrade powergrid needs.'' | *{{sk|Shield Upgrades}} : ''5% reduction in shield upgrade powergrid needs.'' | ||
*{sk|Tactical Shield Manipulation} : ''Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level.'' | *{{sk|Tactical Shield Manipulation}} : ''Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level.'' | ||
== Ship Command == | == Ship Command == | ||
*{sk|Amarr Frigate} | *{{sk|Amarr Frigate}} | ||
*{sk|Amarr Destroyer} | *{{sk|Amarr Destroyer}} | ||
*{sk|Amarr Industrial} | *{{sk|Amarr Industrial}} | ||
*{sk|Caldari Frigate} | *{{sk|Caldari Frigate}} | ||
*{sk|Caldari Destroyer} | *{{sk|Caldari Destroyer}} | ||
*{sk|Caldari Industrial} | *{{sk|Caldari Industrial}} | ||
*{sk|Gallente Frigate} | *{{sk|Gallente Frigate}} | ||
*{sk|Gallente Destroyer} | *{{sk|Gallente Destroyer}} | ||
*{sk|Gallente Industrial} | *{{sk|Gallente Industrial}} | ||
*{sk|Minmatar Frigate} | *{{sk|Minmatar Frigate}} | ||
*{sk|Minmatar Destroyer} | *{{sk|Minmatar Destroyer}} | ||
*{sk|Minmatar Industrial} | *{{sk|Minmatar Industrial}} | ||
== Tackling == | == Tackling == | ||
*{sk|Propulsion Jamming} : ''5% reduction to warp scrambler and stasis web capacitor need per skill level.'' | *{{sk|Propulsion Jamming}} : ''5% reduction to warp scrambler and stasis web capacitor need per skill level.'' | ||
== Targeting == | == Targeting == | ||
*{sk|Long Range Targeting} : ''5% bonus to targeting range per skill level.'' | *{{sk|Long Range Targeting}} : ''5% bonus to targeting range per skill level.'' | ||
*{sk|Signature Analysis} : ''5% improved targeting speed per skill level.'' | *{{sk|Signature Analysis}} : ''5% improved targeting speed per skill level.'' | ||
*{sk|Target Management} : ''+1 extra target per skill level, up to the ship's maximum allowed number of targets locked.'' | *{{sk|Target Management}} : ''+1 extra target per skill level, up to the ship's maximum allowed number of targets locked.'' | ||
== Trading == | == Trading == | ||
*{sk|Broker Relations} : ''5% reduction in the costs associated with setting up a market order per skill level.'' | *{{sk|Broker Relations}} : ''5% reduction in the costs associated with setting up a market order per skill level.'' | ||
*{sk|Contracting} : ''For each level of this skill the number of outstanding contracts is increased by four.'' | *{{sk|Contracting}} : ''For each level of this skill the number of outstanding contracts is increased by four.'' | ||
*{sk|Marketing} : ''Each level increases the range from the seller to the item being sold.'' | *{{sk|Marketing}} : ''Each level increases the range from the seller to the item being sold.'' | ||
*{sk|Procurement} : ''Level 1 allows for the placement of orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it.'' | *{{sk|Procurement}} : ''Level 1 allows for the placement of orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it.'' | ||
*{sk|Retail} : ''Each level raises the limit of active orders by 8.'' | *{{sk|Retail}} : ''Each level raises the limit of active orders by 8.'' | ||
*{sk|Trade} : ''Active buy/sell order limit increased by 4 per level of skill.'' | *{{sk|Trade}} : ''Active buy/sell order limit increased by 4 per level of skill.'' | ||