Skill Tree Maps
Notes
The original diagrams on this page were created by Clint Bartowski, these are now being replaced by updated versions created by Acyclic Tau. If you have any suggestions for the new diagrams please contact Acyclic Tau via Forum PM or EVE Mail. Where Clint's versions have been replaced, a link has been placed under the new diagram so these can still be accessed.
The new diagrams are created using a combination of graphviz, python (pytdot) and a MySQL database. All of the Skills and inter-skill links are stored in the database making maintenances relatively easy. If you would like the code and data to generate these yourself again please contact Acyclic Tau.
Introduction
These skill tree maps are designed to give a quick visual reference for how the core skills lead to the other various skills in the game. Simply find the core skill you are interested in, and follow the dependencies until you reach the desired skill, and train away!
Obviously the skills in Eve are quite complex, and many advanced skills have prerequisites in multiple trees. Please use these as a tool to get a feel for what you need to get started towards where you are trying to go.
Core Skill Trees
The core skills to be mapped on this page are:
- Corporation Management
- Drones
- Electronics
- Engineering
- Gunnery
- Industry
- Leadership
- Learning - As of writing (4/19/2011) Learning Skills are no longer in the game.
- Mechanic
- Missiles
- Navigation
- Planet Management
- Science
- Social
- Spaceship Command
- Subsystems (May not be completed for reasons listed below)
- Trade
How to Read the Skill Trees
- Blue core skill denotes the primary trunk of the tree, in most cases showing levels I to V.
- White skills denote a skill that has both a prerequisite and subsequent skills.
- Red skills are prerequisites that originate from a different skill tree.
- Purple skills are primarily listed under another tree, but are included for the sake of mapping connections clearly.
- Grey skills are "terminal", as no subsequent skills currently exist.
- Orange boxes denote a group of skills that are both functionally similar and have similar prerequisites.
- Boxes containing roman numerals (III) denote the required level of the preceding skill to train the subsequent skill.
For the more recent additions to the page the following, slightly simplified key is currently in use:
Skill Trees
Please be concious of the fact that some of the diagrams contain too much detail to be displayed on this page without being scaled down, in some cases this makes them unreadable.
The full size versions of all the images are uploaded to the wiki, by viewing the image directly you can then zoom in to view details you may not be able to read in the thumb-nailed versions. The easiest way to do this is to click on the image (to view the image details) then click the image again, at this point you can use your browsers zoom settings to zoom in.
Do not right click on the thumbnail and click 'View Image' as you may view a scaled down version of the image and not be able to zoom in.
Corporation Management
Note that although Anchoring falls under the Corporation Management category, it has no prequisites!
The previous Skill Tree has been retired due to some inaccuracies. You may need to view diagram individually for it to be visible. The length of this tree is due to the linear nature of the tree with.
Drones
The previous Skill Tree has been retired due to some inaccuracies.
Electronics
The following graph describes the full Electronics tree, while this does show not skills dependent on Electronics it does show all the dependencies of Electronics tree.
Engineering
Electronics Upgrades leads to a very large number of other skills in the Electronics tree, and is more properly a member of that progression, but has been included here as it is a core skill with a prerequisite in this tree.
Gunnery
While the gunnery tree looks very complicated it should be noted that there a few major inter-linking branches on for each weapon type: hybrids, projectiles and lasers.
Industry
The full Industy tree
Leadership
Mechanic
Missiles
Planet Management
A very simple tree, with few dependencies.
Science
Social
The previous Skill Tree has been retired due to some inaccuracies.
Spaceship Command
- Racial ship type varieties are omitted, but there are 4 of each (Amarr, Caldari, Gallente, Minmatar). Racial Ships are listed above the core skills in orange, while non-racial skills are listed below. Please note that the skills required to learn a given ship skill are not always the same as those required to actually fly a ship of that type. For example, to learn Assault Ships requires Spaceship Command III, Engineering V and Mechanic V, but to fly an Ishkur (A Gallente Assault Ship) also requires Gallente Frigate V.
- Advanced Spaceship Command is continued directly from Spaceship Command V, as these skills are more of a 10 level skill broken across two skills.
- All of the additional prerequisites for Strategic Cruisers are not listed, and those interested should refer to Strategic Cruisers.
Note: These skills are correct as of April 2013 but will change in Odyssey (at which point they will be updated).
Subsystems
- Due to the complexity and assumed knowledge of players seeking to train for Strategic Cruisers, this tree is of low priority and may be omitted.
Trade
Contracting and Corporation Contracting are "off chart" skills, having no Trade Prerequisites, but are included under the Trade heading in-game so they are included here.
Previous version of this graph can be found here