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Revision as of 15:08, 22 December 2010 by Kai lahari (talk | contribs)
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The Mechanic category contains most of the key skills for armor tanking, all of the rigging skills and a number of construction skills.

Most combat pilots will want to train some at least of the armor tanking skills.

While you can use rigs without training the relevant skills for them if you get someone else to fit the rigs for you, the rigging skills do reduce rigs' associated drawbacks and make logistics much easier (since you don't need to have someone around to fit rigs for you all the time). The weapon rigging skills function almost like fitting skills, since weapon rigs increase your weapons' fitting requirements and the associated rigging skills then reduce that drawback.


Armor Rigging

Advanced understanding of armor subsystems. Allows makeshift modifications to armor subsystems through the use of rigs. 10% reduction in Armor Rig drawbacks per level.
  Attributes:   
  Multiplier: 3x
  Price: 250k ISK
  Alpha max level: III
  Prerequisites: Jury Rigging III
  Notes: Armor rigs' drawback is a speed penalty.



Astronautics Rigging

Advanced understanding of a ships navigational subsystems. Allows makeshift modifications to warp drive, sub warp drive and other navigational subsystems through the use of rigs. 10% reduction in Astronautics Rig drawbacks per level.
  Attributes:   
  Multiplier: 3x
  Price: 125k ISK
  Alpha max level: III
  Prerequisites: Jury Rigging III
  Notes: Astronautics rigs' drawback is a reduction in armor hitpoints.



Battleship Construction

Skill at the construction of advanced battleships. Required for advanced battleship BP manufacturing
  Attributes:   
  Multiplier: Battleship Construction
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Battleship Construction ISK">Battleship Construction ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: Cruiser Construction IV, Frigate Construction IV
  Notes:



Capital Remote Armor Repair Systems

Operation of capital sized remote armor repair systems. 5% reduced capacitor need for capital remote armor repair system modules per skill level.
  Attributes:   
  Multiplier: 10x
  Price: 10M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Remote Armor Repair Systems V
  Notes:



Capital Remote Hull Repair Systems

Operation of remote capital class remote hull repair systems. 5% reduced capacitor need for capital class remote hull repair system modules per skill level.
  Attributes:   
  Multiplier: 10x
  Price: 10M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Remote Hull Repair Systems V
  Notes:



Capital Repair Systems

Operation of capital armor/hull repair modules. 5% reduction in capital repair systems duration per skill level.
  Attributes:   
  Multiplier: 8x
  Price: 20M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Mechanic V, Hull Upgrades V, Repair Systems V
  Notes:



Capital Ship Construction

Skill at the construction of capital ships.
  Attributes:   
  Multiplier: 14x
  Price: 75M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Mechanic V, Industry V, Production Efficiency V
  Notes:



Cruiser Construction

Skill at the construction of advanced cruisers. Required for advanced cruiser BP manufacturing
  Attributes:   
  Multiplier: Cruiser Construction
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Cruiser Construction ISK">Cruiser Construction ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: Frigate Construction IV, Mechanic III
  Notes:



Drones Rigging

Advanced understanding of a ships drone control subsystems. Allows makeshift modifications to drone subsystems through the use of rigs. 10% reduction in Drone Rig drawbacks per level.
  Attributes:   
  Multiplier: 3x
  Price: 250k ISK
  Alpha max level: III
  Prerequisites: Jury Rigging III
  Notes: Drone rigs' drawback is a CPU penalty.



Electronic Superiority Rigging

Advanced understanding of electronics subsystems. Allows makeshift modifications to targeting, scanning and ECM systems through the use of rigs. 10% reduction in Electronic Superiority Rig drawbacks per level.
  Attributes:   
  Multiplier: 3x
  Price: 250k ISK
  Alpha max level: III
  Prerequisites: Jury Rigging III
  Notes: Electronics superiority rigs' drawback is a shield hitpoint reduction.



EM Armor Compensation

To active armor hardeners: 3% bonus per skill level to Armor EM resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor EM resistance
  Attributes:   
  Multiplier: 2x
  Price: 150k ISK
  Alpha max level: II
  Prerequisites: Hull Upgrades IV
  Notes: This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.



Energy Weapon Rigging

Advanced understanding of the interface between energy weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs. 10% reduction in Energy Weapon Rig drawbacks per level.
  Attributes:   
  Multiplier: 3x
  Price: 250k ISK
  Alpha max level: III
  Prerequisites: Jury Rigging
  Notes: Energy weapon rigs' drawback is an increased powergrid demand from your lasers.



Explosive Armor Compensation

To active armor hardeners: 3% bonus per skill level to Armor Explosive resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor Explosive resistance
  Attributes:   
  Multiplier: 2x
  Price: 150k ISK
  Alpha max level: II
  Prerequisites: Hull Upgrades IV
  Notes: This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.



Frigate Construction

Skill at the construction of advanced frigates. Required for advanced frigate BP manufacturing
  Attributes:   
  Multiplier: Frigate Construction
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Frigate Construction ISK">Frigate Construction ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: Mechanic I
  Notes:



Hull Upgrades

Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 85k ISK
  Alpha max level: V
  Prerequisites: Mechanic I
  Notes: The raw armor hitpoints bonus from this skill is very useful. Level IV lets you use T2 Damage Controls (making this an essential train for any PvP fitting); level V lets you use T2 Energized Adaptive Nano Membranes, so to fit a full T2 armor tank you will probably need to train this to V. Which you should probably do anyway for the hitpoints bonus.



Hybrid Weapon Rigging

Advanced understanding of the interface between hybrid weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs. 10% reduction in Hybrid Weapon Rig drawbacks per level.
  Attributes:   
  Multiplier: 3x
  Price: 250k ISK
  Alpha max level: III
  Prerequisites: Jury Rigging III
  Notes: Hybrid rigs' drawback is an increased demand for powergrid from your hybrid turrets.



Industrial Construction

Skill at the construction of advanced industrials.
  Attributes:   
  Multiplier: Industrial Construction
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Industrial Construction ISK">Industrial Construction ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: Mechanic II, Industry III
  Notes:



Jury Rigging

General understanding of the inner workings of starship components. Allows makeshift modifications to ship subsystems through the use of rigs. Required learning for further study in the field of rigging.
  Attributes:   
  Multiplier: 2x
  Price: 75k ISK
  Alpha max level: III
  Prerequisites: Mechanic III
  Notes: The prerequisite skill for all the other kinds of rigging skill. Also lets you use some rigs, like the Capacitor Control Circuit, in its own right. Level V of this skill is required for T3 subsystem manufacturing.



Kinetic Armor Compensation

To active armor hardeners: 3% bonus per skill level to Armor Kinetic resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor Kinetic resistance
  Attributes:   
  Multiplier: 2x
  Price: 150k ISK
  Alpha max level: II
  Prerequisites: Hull Upgrades IV
  Notes: This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.



Launcher Rigging

Advanced understanding of the interface between Missile Launchers and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs. 10% reduction in Launcher Rig drawbacks per level.
  Attributes:   
  Multiplier: 3x
  Price: 250k ISK
  Alpha max level: III
  Prerequisites: Jury Rigging III
  Notes: Missile launcher rigs' drawback is an increased demand for CPU from your missile launchers.



Mechanic

Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level.
  Attributes:   
  Multiplier: Mechanic
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Mechanic ISK">Mechanic ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: None
  Notes: The basic skill for this whole category. Mechanic is a quick train and comes with a nice bonus -- although hull tanking of any kind is unwise, most of the time, extra structure is more overall EHP and may make the difference in a close fight. You need level IV to use T2 medium armor repairers, and level V to use T2 large ones.



Nanite Interfacing

Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
  Attributes:   
  Multiplier: 3x
  Price: 5M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Mechanic V, Nanite Operation III
  Notes: Nanite paste can be used to repair module damage from overheating on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority.



Nanite Operation

Skill at operating nanites. 5% reduction in nanite consumption per level.
  Attributes:   
  Multiplier: 2x
  Price: 1M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Mechanic V
  Notes: The skill required to use nanite paste to repair module damage from overheating on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more.



Outpost Construction

Skill at constructing outposts.
  Attributes:   
  Multiplier: 16x
  Price: 100M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Mechanic V, Industry V, Anchoring V
  Notes:



Projectile Weapon Rigging

Advanced understanding of the interface between projectile weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs. 10% reduction in Projectile Weapon Rig drawbacks per level.
  Attributes:   
  Multiplier: 3x
  Price: 250k ISK
  Alpha max level: III
  Prerequisites: Jury Rigging III
  Notes: Projectile weapon rigs' drawback is an increased demand for powergrid from your projectile guns.



Remote Armor Repair Systems

Operation of remote armor repair systems. 5% reduced capacitor need for remote armor repair system modules per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 100k ISK
  Alpha max level: III
  Prerequisites: Mechanic III, Repair Systems II
  Notes: Level IV is required to use T2 large remote armor reppers. Although people often prefer the meta 4 'Solace' repper, the skill is still useful for reducing reppers' cap requirements. Key for anyone who flies in RR battleship gangs or flies an armor logistics ship.



Remote Hull Repair Systems

Operation of remote hull repair systems. 5% reduced capacitor need for remote hull repair system modules per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 125k ISK
  Alpha max level: II
  Prerequisites: Mechanic III
  Notes:



Repair Systems

Operation of armor/hull repair modules. 5% reduction in repair systems duration per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 45k ISK
  Alpha max level: V
  Prerequisites: Mechanic I
  Notes: The required skill for local armor repairers. You need level IV to use T2 large armor repairers. This is an important skill for anyone who uses active armor tanking, and since it's a short train you may as well take it to V.



Salvaging

Proficiency at salvaging ship wrecks. Required skill for the use of salvager modules. 5% increase in chance of salvage retrieval per level.
  Attributes:   
  Multiplier: 3x
  Price: 1M ISK
  Alpha max level: III
  Prerequisites: Mechanic III, Survey III
  Notes: Salvaging increases the chance that you'll successfully access a wreck you're salvaging on any given cycle. It does not increase your chance of getting the more valuable salvage from the wreck and it does not decrease the chance that you'll find that there was nothing to be salvaged after successfully accessing the wreck. You need Salvaging I to use salvagers at all; you need Salvaging V to use T2 salvagers.



Shield Rigging

Advanced understanding of shield subsystems. Allows makeshift modifications to shield subsystems through the use of rigs. 10% reduction in Shield Rig drawbacks per level.
  Attributes:   
  Multiplier: 3x
  Price: 250k ISK
  Alpha max level: III
  Prerequisites: Jury Rigging III
  Notes: Shield rigs' drawback is an increased signature radius.



Tactical Logistics Reconfiguration

Skill at the operation of triage modules. 50-unit reduction in strontium clathrate consumption amount for module activation per skill level.
  Attributes:   
  Multiplier: 8x
  Price: 25M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Logistics V
  Notes: Only relevant for carrier pilots.



Thermic Armor Compensation

To active armor hardeners: 3% bonus per skill level to Armor Thermal resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor Thermal resistance
  Attributes:   
  Multiplier: Thermic Armor Compensation
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Thermic Armor Compensation ISK">Thermic Armor Compensation ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: Hull Upgrades IV
  Notes: This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.