Skills
Overview
(insert blurb about what skills are and how they are generally used in EVE)
(Note: Due to the length of this page, detailed information about skills has been broken out to separate pages, one for each category of skills. Most of this page will end up as mostly links, with very brief descriptions of the skills.)
Medical Clones
Medical Clones are the body you find yourself in if you unfortunate enough to get your pod popped. It is important to keep your medclone up to date as, if you get podded with an unsufficient clone, you lose 5% of the Skill Point difference between your current total and your clone's SP limit.
Corporation Management
Running a well-oiled operation is a fine art.
- Anchoring - Base skill required to anchor objects in space.
- Corporation Management - Base skill required to create a player-run corporation.
- Empire Control - 3rd tier corp management skill allowing more corp members.
- Ethnic Relations - Allows corporation to have more members not of the CEO's race
- Megacorp Management - 2nd tier corp management skill allowing more corp members
- Sovereignty - 4th tier corp managment skill allowing more corp members.
- Starbase Defense Management - Control guns/defenses on a POS.
Drones
Skills pertaining to the efficient operation of drones.
- Advanced Drone Interfacing - Allows fitting of Drone Control Units.
- Amarr Drone Specialization - Unlocks T2 Amarr drones.
- Caldari Drone Specialization - Unlocks T2 Caldari drones.
- Combat Drone Operation - Damage bonus to light and medium Drones.
- Drone Durability - Bonus to drone shield, armor, structure.
- Drone Interfacing - Bonus to drone damage and mining amount.
- Drone Navigation - Bonus to drone MicroWarpDrive speed
- Drone Sharpshooting - Bonus to drone optimal range.
- Drones - Allows control of drones.
- Electronic Warfare Drone Interfacing - Allows control of EWAR drones, Bonus to drone control range.
- Fighter Bombers - Allows use of Fighter Bomber Drones.
- Fighters - Allows use of Fighter Drones.
- Gallente Drone Specialization - Unlocks T2 Gallente drones.
- Heavy Drone Operation - Bonus to Heavy Drone damage.
- Mining Drone Operation - Bonus to Mining Drone Yield.
- Minmatar Drone Specialization - Unlocks T2 Minmatar drones.
- Repair Drone Operation - Allows use of Repair Drones. Bonus to Repair Drone amount.
- Scout Drone Operation - Bonus to drone control range.
- Sentry Drone Interfacing - Allows use of Sentry Drones. Bonus to sentry drone damage.
Electronics
Skills pertaining to management of a starfaring vessel's electronic systems.
- Cloaking - Allows use of cloaking devices. Reduction of decloak targeting delay penalty.
- Cynosural Field Theory - Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation.
- Electronic Warfare - Allows use of ECM jammers. Reduces ECM module capacitor use.
- Electronics - Bonus to ship CPU.
- Electronics Upgrades - Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
- Frequency Modulation - Bonus to EWAR module falloff.
- Long Distance Jamming - Bonus to EWAR module optimal.
- Long Range Targeting - Bonus to targeting range.
- Multitasking - 2nd tier - Bonus to max number of targets.
- Projected Electronic Counter Measures - Bonus to ECM jammer cycle time.
- Propulsion Jamming - Allows use of stasis webifier, warp scrambler/disruptor. Reduces Propulsion Jamming module capacitor use.
- Sensor Linking - Allows use of Sensor Boosters/Sensor Dampeners. Reduces capacitor use for these modules.
- Signal Dispersion - Bonus to ECM Jammer strength.
- Signal Suppression - Bonus to Sensor Dampener effectiveness.
- Signature Analysis - Bonus to Scan Resolution.
- Signature Focusing - Bonus to effectiveness of Target Painters.
- Survey - Allows use of cargo, ship, and survey scanners. Bonus to scan speed of these modules.
- Target Painting - Allows use of Target Painters. Reduces capacitor use of Target Painters.
- Targeting - Increases max number of targets.
- Turret Destabilization - Bonus to effectiveness of Tracking Disruptors.
- Weapon Disruption - Bonus to Tracking Disruptor capacitor use.
Engineering
Skills pertaining to management of a starfaring vessel's hardwired onboard systems.
- Capital Energy Emission Systems - Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use.
- Capital Shield Emission Systems - Allows use of Capital Shield Transfer Array. Bonus to Capital Shield Transfer Array cap use.
- Capital Shield Operation - Allows use of Capital Shield Boosters and other Capital Shield Modules. Bonus to Capital Shield Booster cap use.
- EM Shield Compensation - Percent Bonus to EM Resistance amount of passive shield hardeners and deactivated active hardeners.
- Energy Emission Systems - Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules.
- Energy Grid Upgrades - Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
- Energy Management - Bonus to Capacitor Capacity.
- Energy Pulse Weapons - Allows use of Smartbombs. Bonus to smartbomb activation time.
- Energy Systems Operation - Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time.
- Engineering - Bonus to ship Powergrid.
- Explosive Shield Compensation - Percent Bonus to Explosive resist amount of passive shield hardeners and deactivated active shield hardeners.
- Kinetic Shield Compenstation - Percent Bonus to Kinetic resist amount of passive shield hardeners and deactivated active shield hardeners.
- Shield Compensation - Bonus to Shield Booster Capacitor use.
- Shield Emission Systems - Allows use of Shield Transfer Arrays. Bonus to Shield Emissions System module cap use.
- Shield Management - Bonus to ship shield amount.
- Shield Operation - Allows use of Shield Boosters. Bonus to shield recharge time.
- Shield Upgrades - Allows use of shield upgrade modules. Bonus to Shield Upgrade modules Powergrid use.
- Tactical Shield Manipulation - Reduces chance of damage bleeding through to armor when shields are low. Allows use of shield hardeners.
- Thermic Shield Compensation - Percent Bonus to Thermal Resist amount of passive shield hardeners and deactivated active shield hardeners.
Gunnery
The core of the combat arts: how to use your guns.
- Advanced Weapon Upgrades - Reduced Powergrid use of turrets and launchers.
- Capital Energy Turret - Allows use of Capital Energy Turrets.
- Capital Hybrid Turret - Allows use of Capital Hybrid Turrets.
- Capital Projectile Turret - Allows use of Capital Projectile Turrets.
- Controlled Bursts - Reduced cap use of turrets.
- Gunnery - Bonus to turret rate of fire.
- Large Artillery Specialization - Allows use of Tech 2 Large Artillery.
- Large Autocannon Specialization - Allows use of Tech 2 Large Autocannons.
- Large Beam Laser Specialization - Allows use of Tech 2 Large Beam Lasers.
- Large Blaster Specialization - Allows use of Tech 2 Large Blasters.
- Large Energy Turret - Allows use of Large Energy Turrets.
- Large Hybrid Turret - Allows use of Large Hybrid Turrets.
- Large Projectile Turret - Allows use of Large Projectile Turrets.
- Large Pulse Laser Specialization - Allows use of Tech 2 Large Pulse Lasers.
- Large Railgun Specialization - Allows use of Tech 2 Large Railguns.
- Medium Artillery Specialization - Allows use of Tech 2 Medium Artillery.
- Medium Autocannon Specialization - Allows use of Tech 2 Medium Autocannons.
- Medium Beam Laser Specialization - Allows use of Tech 2 Medium Beam Lasers.
- Medium Blaster Specialization - Allows use of Tech 2 Medium Blasters.
- Medium Energy Turret - Allows use of Medium Energy Turrets.
- Medium Hybrid Turret - Allows use of Medium Hybrid Turrets.
- Medium Projectile Turret - Allows use of Medium Projectile Turrets.
- Medium Pulse Laser Specialization - Allows use of Tech 2 Medium Pulse Lasers.
- Medium Railgun Specialization - Allows use of Tech 2 Medium Railguns.
- Motion Prediction - Bonus to turret tracking.
- Rapid Firing - Bonus to turret rate of fire.
- Sharpshooter - Bonus to turret optimal range.
- Small Artillery Specialization - Allows use of Tech 2 Small Artillery.
- Small Autocannon Specialization - Allows use of Tech 2 Small Autocannons.
- Small Beam Laser Specialization - Allows use of Tech 2 Small Beam Lasers.
- Small Blaster Specialization - Allows use of Tech 2 Small Blasters.
- Small Energy Turret - Allows use of Small Energy Turrets.
- Small Hybrid Turret - Allows use of Small Tbyrid Turrets.
- Small Projectile Turret - Allows use of Small Projectile Turrets.
- Small Pulse Laser Specialization - Allows use of Tech 2 Small Pulse Lasers.
- Small Railgun Specialization - Allows use of Tech 2 Small Railguns.
- Surgical Strike - Bonus to turret damage.
- Tactical Weapon Reconfiguration - Allows use of Dreadnought siege modules. Reduces Siege Module use of Strontium Clathrates.
- Trajectory Analysis - Bonus to turret falloff range.
- Weapon Upgrades - Reduces CPU use of turrets and launchers.
Industry
Skills pertaining to the efficient use of manufacturing facilities and refineries.
- Advanced Mass Production
- Arkonor Processing
- Bistot Processing
- Crokite Processing
- Dark Ochre Processing
- Deep Core Mining
- Drug Manufacturing
- Gas Cloud Harvesting
- Gneiss Processing
- Hedbergite Processing
- Hemorphite Processing
- Ice Harvesting
- Ice Processing
- Industrial Reconfiguration
- Industry
- Jaspet Processing
- Kernite Processing
- Mass Production
- Mercoxit Processing
- Mining
- Mining Upgrades
- Omber Processing
- Plagioclase Processing
- Production Efficiency
- Pyroxeres Processing
- Refinery Efficiency
- Refining
- Scordite Processing
- Scrapmetal Processing
- Spodumain Processing
- Supply Chain Management
- Veldspar Processing
Leadership
Skills pertaining to the efficient coordination of the pilots under your command.
- Armored Warfare
- Armored Warfare Specialist
- Fleet Command
- Information Warfare
- Information Warfare Specialist
- Leadership
- Mining Director
- Mining Foreman
- Siege Warfare
- Siege Warfare Specialist
- Skirmish Warfare
- Skirmish Warfare Specialist
- Warfare Link Specialist
- Wing Command
Learning
Build your brain.
- Analytical Mind
- Clarity
- Eidetic Memory
- Empathy
- Focus
- Instant Recall
- Iron Will
- Learning
- Logic
- Presence
- Spatial Awareness
Mechanic
Skills pertaining to the building and management of a starfaring vessel's mechanical systems.
- Armor Rigging
- Astronautics Rigging
- Battleship Construction
- Capital Remote Armor Repair Systems
- Capital Remote Hull Repair Systems
- Capital Repair Systems
- Capital Ship Construction
- Cruiser Construction
- Drones Rigging
- Electronic Superiority Rigging
- EM Armor Compensation
- Energy Weapon Rigging
- Explosive Armor Compensation
- Frigate Construction
- Hull Upgrades
- Hybrid Weapon Rigging
- Industrial Construction
- Jury Rigging
- Kinetic Armor Compensation
- Launcher Rigging
- Mechanic
- Nanite Interfacing
- Nanite Operation
- Outpost Construction
- Projectile Weapon Rigging
- Remote Armor Repair Systems
- Remote Hull Repair Systems
- Repair Systems
- Salvaging
- Shield Rigging
- Tactical Logistics Reconfiguration
- Thermic Armor Compensation
Missiles
The use and effectiveness of bombs, missiles and torpedoes.
- Bomb Deployment
- Citadel Cruise Missiles
- Citadel Torpedoes
- Cruise Missile Specialization
- Cruise Missiles
- Defender Missiles
- FoF Missiles
- Guided Missile Precision
- Heavy Assault Missile Specialization
- Heavy Assault Missiles
- Heavy Missile Specialization
- Heavy Missiles
- Missile Bombardment
- Missile Launcher Operation
- Missile Projection
- Rapid Launch
- Rocket Specialization
- Rockets
- Standard Missile Specialization
- Standard Missiles
- Target Navigation Prediction
- Torpedo Specialization
- Torpedoes
- Warhead Upgrades
The "need for speed" skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.
- Acceleration Control
- Afterburner
- Evasive Maneuvering
- Fuel Conservation
- High Speed Maneuvering
- Jump Drive Calibration
- Jump Drive Operation
- Jump Fuel Conservation
- Navigation
- Warp Drive Operation
Planet Management
Planetary interaction core skills. Other related skills will be found under Science.
- Command Center Upgrades - Unlocks more advanced Command Centers.
- Interplanetary Consolidation - Each rank allows the control of one additional planet.
Science
Skills pertaining to various fields of scientific knowledge.
- Advanced Laboratory Operation
- Advanced Planetology
- Amarr Encryption Methods
- Amarrian Starship Engineering
- Archaeology
- Astrogeology
- Astrometric Acquisition
- Astrometric Pinpointing
- Astrometric Rangefinding
- Astrometrics
- Astronautic Engineering
- Biology
- Caldari Encryption Methods
- Caldari Starship Engineering
- Cloning Facility Operation
- Cybernetics
- Defensive Subsystem Technology
- Doomsday Operation
- Electromagnetic Physics
- Electronic Engineering
- Electronic Subsystem Technology
- Gallente Encryption Methods
- Gallentean Starship Engineering
- Graviton Physics
- Hacking
- High Energy Phisics
- Hydromagnetic Physics
- Infomorph Psychology
- Jump Portal Generation
- Laboratory Operation
- Laser Physics
- Mechanical Engineering
- Metallurgy
- Minmatar Encryption Methods
- Minmatar Starship Engineering
- Molecular Engineering
- Nanite Control
- Nanite Engineering
- Neurotoxin Recovery
- Nuclear Physics
- Offensive Subsystem Technology
- Planetology
- Plasma Physics
- Propulsion Subsystem Technology
- Quantum Physics
- Remote Sensing
- Research
- Research Project Management
- Reverse Engineering
- Rocket Science
- Science
- Scientific Networking
- Sleeper Technology
- Takmahl Technology
- Talocan Technology
- Thermodynamics
- Yan Jung Technology
Social
Social skills are the art of getting what you want from NPC agents, corporations and empires.
- Bureaucratic Connections
- Connections - Boosts corp/racial standing if above 0.0 standing.
- Criminal Connections
- Diplomacy - Boosts corp/racial standing if below 0.0 standing.
- Fast Talk - Faster security standing increases.
- Financial Connections
- High Tech Connections
- Labor Connections
- Military Connections
- Negotiation
- Political Connections
- Social
- Trade Connections
Spaceship Command
Skills required for the piloting of all shapes and sizes of capsule-fitted vessel.
- Advanced Spaceship Command
- Amarr Battleship
- Amarr Carrier
- Amarr Cruiser
- Amarr Dreadnought
- Amarr Freighter
- Amarr Frigate
- Amarr Industrial
- Amarr Strategic Cruiser
- Amarr Titan
- Assault Ships
- Battlecruisers
- Black Ops
- Caldari Battleship
- Caldari Carrier
- Caldari Cruiser
- Caldari Dreadnought
- Caldari Freighter
- Caldari Frigate
- Caldari Industrial
- Caldari Strategic Cruiser
- Caldari Titan
- Capital Industrial Ships
- Capital Ships
- Command Ships
- Covert Ops
- Destroyers
- Electronic Attack Ships
- Exhumers
- Gallente Battleship
- Gallente Carrier
- Gallente Cruiser
- Gallente Dreadnought
- Gallente Freighter
- Gallente Frigate
- Gallente Industrial
- Gallente Strategic Cruiser
- Gallente Titan
- Heavy Assault Ships
- Heavy Interdictors
- Industrial Command Ships
- Interceptors
- Interdictors
- Jump Freighters
- Logistics
- Marauders
- Mining Barge
- Minmatar Battleship
- Minmatar Carrier
- Minmatar Cruiser
- Minmatar Dreadnought
- Minmatar Freighter
- Minmatar Frigate
- Minmatar Industrial
- Minmatar Strategic Cruiser
- Minmatar Titan
- Recon Ships
- Spaceship Command
- Transport Ships
Subsystems
Subsystems skills have to do with the fitting and use of Tech III ships.
- Amarr Defensive Systems
- Amarr Electronic System
- Amarr Engineering Systems
- Amarr Offensive Systems
- Amarr Propulsion Systems
- Caldari Defensive Systems
- Caldari Electronic System
- Caldari Engineering Systems
- Caldari Offensive Systems
- Caldari Propulsion Systems
- Gallente Defensive Systems
- Gallente Electronic System
- Gallente Engineering Systems
- Gallente Offensive Systems
- Gallente Propulsion Systems
- Minmatar Defensive Systems
- Minmatar Electronic System
- Minmatar Engineering Systems
- Minmatar Offensive Systems
- Minmatar Propulsion Systems
Trade
The buying and selling and contracting of things.
- Accounting - Reduce transaction tax by 10% per level.
- Broker Relations - Reduce broker fees by 5% per level.
- Contracting - Increase number of outstanding contracts by 4 per level.
- Corporation Contracting - Increase number of outstanding corporate contracts by 10 per level.
- Daytrading - Remote modification of buy/sell orders.
- Margin Trading - Reduces the amount of escrow immediately needed for a buy order.
- Marketing - Sell items remotely.
- Procurement - Setup buy orders remotely.
- Retail - Increase buy/sell slots by 8 per level.
- Trade - Increase buy/sell slots by 4 per level.
- Tycoon - Increase buy/sell slots by 32 per level.
- Visibility - Increase possible range on a buy order.
- Wholesale - Increase buy/sell slots by 16 per level.