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| *A High Sec war is when a Corporation or Alliance pays ISK to CONCORD to become legally engageable to another Corporation or Alliance. | | *A High Sec war is when a Corporation or Alliance pays ISK to CONCORD to become legally engageable to another Corporation or Alliance. |
| **Being legally engageable means that you will show up as flashy red to a member of the opposing corporation, and vice versa (With default or Uni settings). You can attack them in any space, and take no repercussions, except for the normal aggression timers. | | **Being legally engageable means that you will show up as flashy red to a member of the opposing corporation, and vice versa (With default or Uni settings). You can attack them in any space, and take no repercussions, except for the normal aggression timers. |
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| === Required skills for invention ===
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| * You need to train several different types of skills in order to perform the invention process:
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| ** Basic skills - to give you access to encryption and advanced science skills
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| ** Encryption Method skills - there are one for each of the four races (Amarr, Gallente, Caldari, Minmatar), and every Tech II item requires a specific one
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| ** Advanced Science skills - each Tech II item requires at least two of these
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| * The basic skills needed for invention are:
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| ** CPU Management II
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| ** Power Grid Management II
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| ** Electronics Upgrades III
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| ** Science V
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| ** Hacking II
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| * There are four racial encryption methods skills:
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| ** Amarr Encryption Methods
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| ** Caldari Encryption Methods
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| ** Gallente Encryption Methods
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| ** Minmatar Encryption Methods
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| ** Each T2 item is associated with one of these encryption methods.
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| * Each item also has two advanced science skills associated with it. The advanced science skills are:
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| ** (Racial) Starship Engineering - one for the four racial factions (Amarr, Gallente, Caldari, Minmatar)
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| ** Electromagnetic Physics
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| ** Electronic Engineering
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| ** Graviton Physics
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| ** High Energy Physics
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| ** Hydromagnetic Physics
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| ** Laser Physics
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| ** Mechanical Engineering
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| ** Molecular Engineering
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| ** Nanite Engineering
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| ** Nuclear Physics
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| ** Plasma Physics
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| ** Quantum Physics
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| ** Rocket Science
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| * An inventor must have the basic skills, the proper encryption method skill, and the two science skills trained, as required for each item, in order to start an Invention job. Higher skill levels of the encryption methods and science skills lead to a better chance of invention. The basic skills do not alter your success chances.
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| ** In order to see which skills are required, look in the Invention tab in a blueprint for any Tech I item.
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| ** For example, 1MN Afterburner invention requires:
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| *** Minmatar Encryption Methods 1
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| *** Molecular Engineering 1
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| **** Science 5
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| **** Mechanic 5
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| *** Rocket Science 1
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| **** Science 5
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| **** Electronics 5
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| ** You should train encryption skills to at least level 3, and advanced science skills at least to level 4, to have a good chance of invention success.
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| ** This handy reference guide shows how different combinations of science skills and corresponding datacores can be used to invent different items: http://dl.eve-files.com/media/0704/Invention.zip
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| === How do wars affect you? === | | === How do wars affect you? === |