Basic skills
Introduction
These are basic skill recommendations. None of these skills have prerequisites above level III, and are thus easily accessible to new players. They will provide a solid foundation upon which to develop more advanced skills.
The skills have been grouped to help players find skills relevant to their interests. The Learning & Implants category is recommended for all pilots. The basic learning skills should be trained up to level III within the first two or three days of play. They are quick to train, and will soon pay off in saved training time. Training them up to IV within the first week or two is recommended. For characters that do not specialize in Trade Skills, Social Skills, or Leadership Skills, Charisma is not useful. Thus for many pilots, Empathy can be trained up to III only for the benefit to some advanced learning skills and basic missioning social skills. Cybernetics can be trained up to level I only, as that gives access up to +3 attribute implants which is sufficient for a new pilot's early career.
Some of the skills below are useful in your early days only to use some basic modules, others will increase your ship's performance directly and should be trained up to level II or III relatively fast. Take a look at the skill descriptions to see how they would help you, and use a program like EFT that lets you see how a ship's attributes are affected by skills. EveMon is another popular program that will let you plan skill training for your character. These and other useful programs and websites are linked in the 3rd Party Tools article.
Read more on Support_Skills Support Skills in our wiki article, which also describes many advanced skills not listed in the basic recommendations below.
Recommended Skills
Armor Tanking
- Hull Upgrades
- Mechanic
- Repair Systems
Capacitor & Fitting
- Electronics
- Electronics Upgrades
- Energy Grid Upgrades
- Energy Management
- Energy Systems Operation
- Engineering
Drones
- Combat Drone Operation
- Drones
- Scout Drone Operation
Electronic Warfare
- Electronics Upgrades
- Electronic Warfare (Caldari)
- Frequency Modulation
- Long Distance Jamming
- Sensor Linking (Gallente)
- Target Painting (Minmatar)
- Weapon Disruption (Amarr)
Exploration
- Archaeology
- Astrometrics
- Astrometric Pinpointing
- Electronics Upgrades
- Hacking
- Salvaging
- Survey
Gunnery
- Controlled Bursts (unnecessary for projectile weapons)
- Gunnery
- Motion Prediction
- Small Energy Turret (Amarr)
- Small Hybrid Turret (Caldari and Gallente)
- Small Projectile Turret (Minmatar)
- Rapid Firing
- Sharpshooter
- Weapon Upgrades (also applies to missile launchers)
Learning & Implants
- Analytical Mind
- Cybernetics
- Empathy
- Instant Recall
- Iron Will
- Learning
- Spatial Awareness
Mining
- Mining
- Mining Upgrades
- Refining
Missiles
- Missile Bombardment
- Missile Launcher Operation
- Missile Projection
- Rapid Launch
- Standard Missiles
- Rockets
- Target Navigation Prediction
Missioning
- Connections
- Social
- Acceleration Control
- Afterburner
- Evasive Maneuvering
- Fuel Conservation
- High Speed Maneuvering
- Navigation
- Warp Drive Operation
Production
- Industry
- Mass Production
- Production Efficiency
Shield Tanking
- Shield Management
- Shield Operation
- Shield Upgrades
- Tactical Shield Manipulation
Ship Command
- Amarr Frigate
- Amarr Industrial
- Caldari Frigate
- Caldari Industrial
- Destroyers
- Gallente Frigate
- Gallente Industrial
- Minmatar Frigate
- Minmatar Industrial
Tackling
- Propulsion Jamming
Targeting
- Long Range Targeting
- Signature Analysis
- Targeting
Trading
- Broker Relations
- Contracting
- Marketing
- Procurement
- Retail
- Trade