Difference between revisions of "Clone states"

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There are two different ways of playing EVE:
Starting with the Ascension expansion (November 2016), there are two different ways of playing EVE:
+
* You can play for free (i.e. without paying a [https://support.eveonline.com/hc/en-us/articles/203599091-Subscription-Costs monthly subscription fee]), but you will be limited in which [[Skills and learning|skills]] your character can train. This is referred to as "Alpha".  
* You can play for free (i.e. without paying a [https://support.eveonline.com/hc/en-us/articles/203599091-Subscription-Costs monthly subscription fee]), but you will be limited in which [[Skills and Learning|skills]] your character can train. This is referred to as "Alpha".  
 
 
* Paying a monthly subscription to play the game, which allows your character to learn every skill in the game. This is referred to as "Omega".
 
* Paying a monthly subscription to play the game, which allows your character to learn every skill in the game. This is referred to as "Omega".
  
In game this system is referred to as '''Clone States'''. Characters on Alpha accounts are referred to as "Alpha clones", and characters on Omega accounts are referred to as "Omega clones". If you pay for a subscription (paid for with time cards, monthly payments, [[PLEX]]...), your account (and all the characters on that account) receive "Omega" status until your subscription runs out (or you cancel it), at which point they revert back to "Alpha status. There is no way to tell an Alpha from an Omega clone in-game. The conversion from Alpha to Omega or vice-versa will always happen at the start of a new game session.  
+
In-game this system is referred to as '''Clone States'''. Characters on Alpha accounts are referred to as "Alpha clones", and characters on Omega accounts are referred to as "Omega clones". If you pay for a subscription (paid for with time cards, monthly payments, [[PLEX]]...), your account (and all the characters on that account) receive "Omega" status until your subscription runs out (or you cancel it), at which point they revert back to "Alpha" status. There is no way to tell an Alpha from an Omega clone in-game. The conversion from Alpha to Omega is immediate, while the conversion from Omega to Alpha will always happen when you next log into the game.
  
If an Omega clone is downgraded to an Alpha clone (because the account's subscription has run out), any skills that character has trained which are not part of the Alpha skill set are locked and become inactive, i.e. they cannot be used, but the invested skill points will not be lost. Any items or ships which require the locked skill become inactive, and the skill training queue will be paused (but can be resumed by logging into the game). If the account's subscription is renewed, then the character is automatically upgraded back to an Omega clone and can once again use all the skills they have previously trained.
+
If an Omega clone is downgraded to an Alpha clone (because the account's subscription has run out), any skills that character has trained which are not part of the Alpha skill set are locked and become inactive, i.e. they cannot be used, but the invested skill points will not be lost. Any items or ships which require the locked skill become inactive and cannot be used, and the skill training queue will be paused (but can be resumed by logging into the game). If the account's subscription is renewed, then the character is automatically upgraded back to an Omega clone and can once again use all the skills they have previously trained.
  
 
Alpha or Omega status is tied to your game account. If you have multiple accounts, then you can choose to pay for a subscription for some, all or none of them, and each account (and the characters on that account) will have the corresponding Alpha or Omega state.   
 
Alpha or Omega status is tied to your game account. If you have multiple accounts, then you can choose to pay for a subscription for some, all or none of them, and each account (and the characters on that account) will have the corresponding Alpha or Omega state.   
 +
 +
Alpha clones are welcome to [[Applying to EVE University|join EVE University]]
 
   
 
   
== Alpha Clones ==
+
== Alpha clone ==
 
Compared with Omega characters, Alpha characters are limited in the following ways:
 
Compared with Omega characters, Alpha characters are limited in the following ways:
  
 
* They may only train certain skills
 
* They may only train certain skills
* They train skills more 50% more slowly and have a shorter skill queue (24 hours, as opposed to years for Omega characters)
+
* They may train for free up to a maximum of 5 million skill points.
* They may not use [[Skill trading#Skill Extractors|skill extractors]] to extract skillpoints from the Alpha skill list (see below)
+
* They may add skill points to skills in the Alpha set up to 20.5 million skill points with [[Skill trading#Skill Injectors|skill injectors]].
* If you are logged into the game with an Alpha character you may not [[:Category:Eve Lexicon#Multiboxing|log in simultaneously (multibox)]] with ''any'' other character (on any account)
+
* They take twice as long to train skills
 +
* They pay an additional 2% tax on any [[industry]] job (e.g. manufacturing or research)
 +
* They cannot accept any Level 4 or Level 5 missions from agents.
 +
* If you are logged into the game with an Alpha character you may not log in simultaneously (multibox) with ''any'' other character (on any account)
  
=== Alpha skill set ===
+
 
 +
[[File:ArmsRaceCloneSkills.png|thumb|none|480px|Arms Race Clone Skill Training]]
 +
 
 +
=== Skills available to Alphas ===
 
The set of skills that Alpha characters may train limits them to:
 
The set of skills that Alpha characters may train limits them to:
* Their race's preferred weapon system and ships, This means that, for instance, an Amarr Alpha character can only fly Amarr ships and can only use energy weapons and drones, but projectile or hybrid weapons. 
+
* Combat ships up to [[battleship]] size, as well as basic [[haulers]].
* Combat ships up to [[cruiser]] size, as well as basic [[industrial]] ships.  
+
* Most [[Tech and meta levels#Tech 2|Tech 2]] modules are usable but not all.
* [[Techs, Tiers and Meta levels|Tech 1]] modules and ships.
+
* "Navy" ships of Battleship size and below are usable, but not Tier 2 variants.
 +
* Battleship weapons, [[EWAR]], most remote assistance modules, drones, harvesting modules, scanning modules and some others are limited to T1 and meta.
  
They may only train the following skills:
+
Expand the table below to see which skills you can train as an Alpha, and to what maximum level. For a list of skills you start the game with, see [[starting skills]].
{| class="wikitable collapsible collapsed"  
+
{| class="wikitable collapsible collapsed sortable" style="text-align: center"
 
|- style="background:#222222;"
 
|- style="background:#222222;"
!Skill
+
! Group
!Amarr
+
! Skill
!Caldari
+
! Cap
!Gallente
+
! Points
!Minmatar
+
|-
|-  
+
| rowspan=10 style="text-align: left;" | Armor
! style="background:#222222;" colspan="5"| ARMOR
+
| style="text-align: left;" | {{sk|Armor Layering}}
 +
| 1
 +
| 750
 +
|-
 +
| style="text-align: left;" | {{sk|EM Armor Compensation}}
 +
| 2
 +
| 2828
 +
|-
 +
| style="text-align: left;" | {{sk|Explosive Armor Compensation}}
 +
| 2
 +
| 2828
 +
|-
 +
| style="text-align: left;" | {{sk|Hull Upgrades}}
 +
| 5
 +
| 512000
 +
|-
 +
| style="text-align: left;" | {{sk|Kinetic Armor Compensation}}
 +
| 2
 +
| 2828
 +
|-
 +
| style="text-align: left;" | {{sk|Mechanics}}
 +
| 5
 +
| 256000
 +
|-
 +
| style="text-align: left;" | {{sk|Remote Armor Repair Systems}}
 +
| 3
 +
| 16000
 +
|-
 +
| style="text-align: left;" | {{sk|Remote Hull Repair Systems}}
 +
| 2
 +
| 2828
 +
|-
 +
| style="text-align: left;" | {{sk|Repair Systems}}
 +
| 5
 +
| 256000
 +
|-
 +
| style="text-align: left;" | {{sk|Thermal Armor Compensation}}
 +
| 2
 +
| 2828
 +
|-
 +
| rowspan=1 style="text-align: left;" | Corporation Management
 +
| style="text-align: left;" | {{sk|Corporation Management}}
 +
| 1
 +
| 250
 +
|-
 +
| rowspan=14 style="text-align: left;" | Drones
 +
| style="text-align: left;" | {{sk|Amarr Drone Specialization}}
 +
| 2
 +
| 7071
 +
|-
 +
| style="text-align: left;" | {{sk|Caldari Drone Specialization}}
 +
| 2
 +
| 7071
 +
|-
 +
| style="text-align: left;" | {{sk|Drone Avionics}}
 +
| 4
 +
| 45255
 +
|-
 +
| style="text-align: left;" | {{sk|Drone Durability}}
 +
| 4
 +
| 226274
 +
|-
 +
| style="text-align: left;" | {{sk|Drone Interfacing}}
 +
| 3
 +
| 40000
 +
|-
 +
| style="text-align: left;" | {{sk|Drone Navigation}}
 +
| 4
 +
| 45255
 +
|-
 +
| style="text-align: left;" | {{sk|Drone Sharpshooting}}
 +
| 4
 +
| 45255
 +
|-
 +
| style="text-align: left;" | {{sk|Drones}}
 +
| 5
 +
| 256000
 +
|-
 +
| style="text-align: left;" | {{sk|Gallente Drone Specialization}}
 +
| 2
 +
| 7071
 +
|-
 +
| style="text-align: left;" | {{sk|Heavy Drone Operation}}
 +
| 3
 +
| 40000
 +
|-
 +
| style="text-align: left;" | {{sk|Light Drone Operation}}
 +
| 5
 +
| 256000
 +
|-
 +
| style="text-align: left;" | {{sk|Medium Drone Operation}}
 +
| 4
 +
| 90510
 +
|-
 +
| style="text-align: left;" | {{sk|Minmatar Drone Specialization}}
 +
| 2
 +
| 7071
 +
|-
 +
| style="text-align: left;" | {{sk|Repair Drone Operation}}
 +
| 2
 +
| 4243
 
|-
 
|-
|{{sk|Armor Layering}}
+
| rowspan=5 style="text-align: left;" | Electronic Systems
|1
+
| style="text-align: left;" | {{sk|Electronic Warfare}}
|1
+
| 4
|1
+
| 90510
|1
 
 
|-
 
|-
|{{sk|EM Armor Compensation}}
+
| style="text-align: left;" | {{sk|Propulsion Jamming}}
|1
+
| 4
|1
+
| 135765
|1
 
|1
 
 
|-
 
|-
|{{sk|Explosive Armor Compensation}}
+
| style="text-align: left;" | {{sk|Sensor Linking}}
|1
+
| 3
|1
+
| 24000
|1
 
|1
 
 
|-
 
|-
|{{sk|Hull Upgrades}}
+
| style="text-align: left;" | {{sk|Target Painting}}
|4
+
| 3
|4
+
| 24000
|4
 
|4
 
 
|-
 
|-
|{{sk|Kinetic Armor Compensation}}
+
| style="text-align: left;" | {{sk|Weapon Disruption}}
|1
+
| 4
|1
+
| 135765
|1
 
|1
 
 
|-
 
|-
|{{sk|Mechanics}}
+
| rowspan=11 style="text-align: left;" | Engineering
|4
+
| style="text-align: left;" | {{sk|Advanced Weapon Upgrades}}
|4
+
| 3
|4
+
| 48000
|4
 
 
|-
 
|-
|{{sk|Remote Armor Repair Systems}}
+
| style="text-align: left;" | {{sk|CPU Management}}
|3
+
| 5
|
+
| 256000
|3
 
|  
 
 
|-
 
|-
|{{sk|Remote Hull Repair Systems}}
+
| style="text-align: left;" | {{sk|Capacitor Emission Systems}}
|1
+
| 4
|1
+
| 90510
|1
 
|1
 
 
|-
 
|-
|{{sk|Repair Systems}}
+
| style="text-align: left;" | {{sk|Capacitor Management}}
|4
+
| 4
|4
+
| 135765
|4
 
|4
 
 
|-
 
|-
|{{sk|Thermic Armor Compensation}}
+
| style="text-align: left;" | {{sk|Capacitor Systems Operation}}
|1
+
| 3
|1
+
| 8000
|1
 
|1
 
|-
 
! style="background:#222222;" colspan="5"| CORPORATE MANAGEMENT
 
 
|-
 
|-
|{{sk|Anchoring}}
+
| style="text-align: left;" | {{sk|Electronics Upgrades}}
|1
+
| 5
|1
+
| 512000
|1
 
|1
 
 
|-
 
|-
|{{sk|Corporation Management}}
+
| style="text-align: left;" | {{sk|Energy Grid Upgrades}}
|1
+
| 5
|1
+
| 512000
|1
 
|1
 
|-
 
! style="background:#222222;" colspan="5"| DRONES
 
 
|-
 
|-
|{{sk|Drone Avionics}}
+
| style="text-align: left;" | {{sk|Energy Pulse Weapons}}
|4
+
| 2
|
+
| 2828
|4
 
|  
 
 
|-
 
|-
|{{sk|Drone Durability}}
+
| style="text-align: left;" | {{sk|Power Grid Management}}
|4
+
| 5
|
+
| 256000
|4
 
|  
 
 
|-
 
|-
|{{sk|Drone Interfacing}}
+
| style="text-align: left;" | {{sk|Thermodynamics}}
|3
+
| 4
|
+
| 135765
|3
 
|  
 
 
|-
 
|-
|{{sk|Drone Navigation}}
+
| style="text-align: left;" | {{sk|Weapon Upgrades}}
|4
+
| 5
|
+
| 512000
|4
 
|  
 
 
|-
 
|-
|{{sk|Drone Sharpshooting}}
+
| style="text-align: left;" | Fleet Support
|4
+
| style="text-align: left;" | {{sk|Leadership}}
|
+
| 3
|4
+
| 8000
|  
 
 
|-
 
|-
|{{sk|Drones}}
+
| rowspan=28 style="text-align: left;" | Gunnery
|5
+
| style="text-align: left;" | {{sk|Controlled Bursts}}
|3
+
| 4
|5
+
| 90510
|3
 
 
|-
 
|-
|{{sk|Light Drone Operation}}
+
| style="text-align: left;" | {{sk|Gunnery}}
|4
+
| 5
|1
+
| 256000
|4
 
|1
 
 
|-
 
|-
|{{sk|Medium Drone Operation}}
+
| style="text-align: left;" | {{sk|Large Energy Turret}}
|3
+
| 4
|
+
| 226274
|3
 
|  
 
 
|-
 
|-
|{{sk|Repair Drone Operation}}
+
| style="text-align: left;" | {{sk|Large Hybrid Turret}}
|2
+
| 4
|
+
| 226274
|2
 
|
 
|-
 
! style="background:#222222;" colspan="5"| ELECTRONIC SYSTEMS
 
 
|-
 
|-
|{{sk|Electronic Warfare}}
+
| style="text-align: left;" | {{sk|Large Projectile Turret}}
|4
+
| 4
|4
+
| 226274
|4
 
|4
 
 
|-
 
|-
|{{sk|Propulsion Jamming}}
+
| style="text-align: left;" | {{sk|Medium Artillery Specialization}}
|3
+
| 3
|3
+
| 40000
|3
 
|3
 
 
|-
 
|-
|{{sk|Weapon Disruption}}
+
| style="text-align: left;" | {{sk|Medium Autocannon Specialization}}
|3
+
| 3
|3
+
| 40000
|3
 
|3
 
 
|-
 
|-
|{{sk|Sensor Linking}}
+
| style="text-align: left;" | {{sk|Medium Beam Laser Specialization}}
|  
+
| 3
|  
+
| 40000
|1
 
|
 
 
|-
 
|-
|{{sk|Target Painting}}
+
| style="text-align: left;" | {{sk|Medium Blaster Specialization}}
|  
+
| 3
|  
+
| 40000
|
 
|1
 
|-
 
! style="background:#222222;" colspan="5"| ENGINEERING
 
 
|-
 
|-
|{{sk|Advanced Weapon Upgrades}}
+
| style="text-align: left;" | {{sk|Medium Energy Turret}}
|1
+
| 5
|1
+
| 768000
|1
 
|1
 
 
|-
 
|-
|{{sk|CPU Management}}
+
| style="text-align: left;" | {{sk|Medium Hybrid Turret}}
|4
+
| 5
|4
+
| 768000
|4
 
|4
 
 
|-
 
|-
|{{sk|Capacitor Emission Systems}}
+
| style="text-align: left;" | {{sk|Medium Projectile Turret}}
|3
+
| 5
|3
+
| 768000
|3
 
|3
 
 
|-
 
|-
|{{sk|Capacitor Management}}
+
| style="text-align: left;" | {{sk|Medium Pulse Laser Specialization}}
|4
+
| 3
|4
+
| 40000
|4
 
|4
 
 
|-
 
|-
|{{sk|Capacitor Systems Operation}}
+
| style="text-align: left;" | {{sk|Medium Railgun Specialization}}
|3
+
| 3
|3
+
| 40000
|3
 
|3
 
 
|-
 
|-
|{{sk|Electronics Upgrades}}
+
| style="text-align: left;" | {{sk|Motion Prediction}}
|4
+
| 4
|4
+
| 90510
|4
 
|4
 
 
|-
 
|-
|{{sk|Energy Grid Upgrades}}
+
| style="text-align: left;" | {{sk|Rapid Firing}}
|4
+
| 4
|4
+
| 90510
|4
 
|4
 
 
|-
 
|-
|{{sk|Energy Pulse Weapons}}
+
| style="text-align: left;" | {{sk|Sharpshooter}}
|2
+
| 4
|2
+
| 90510
|2
 
|2
 
 
|-
 
|-
|{{sk|Power Grid Management}}
+
| style="text-align: left;" | {{sk|Small Artillery Specialization}}
|4
+
| 3
|4
+
| 24000
|4
 
|4
 
 
|-
 
|-
|{{sk|Thermodynamics}}
+
| style="text-align: left;" | {{sk|Small Autocannon Specialization}}
|3
+
| 3
|3
+
| 24000
|3
 
|3
 
 
|-
 
|-
|{{sk|Weapon Upgrades}}
+
| style="text-align: left;" | {{sk|Small Beam Laser Specialization}}
|4
+
| 3
|4
+
| 24000
|4
 
|4
 
|-
 
! style="background:#222222;" colspan="5"| GUNNERY
 
 
|-
 
|-
|{{sk|Controlled Bursts}}
+
| style="text-align: left;" | {{sk|Small Blaster Specialization}}
|4
+
| 3
|4
+
| 24000
|4
 
|1
 
 
|-
 
|-
|{{sk|Gunnery}}
+
| style="text-align: left;" | {{sk|Small Energy Turret}}
|5
+
| 5
|5
+
| 256000
|5
 
|5
 
 
|-
 
|-
|{{sk|Medium Energy Turret}}
+
| style="text-align: left;" | {{sk|Small Hybrid Turret}}
|4
+
| 5
|
+
| 256000
|
 
|  
 
 
|-
 
|-
|{{sk|Medium Hybrid Turret}}
+
| style="text-align: left;" | {{sk|Small Projectile Turret}}
|  
+
| 5
|4
+
| 256000
|4
 
|
 
 
|-
 
|-
|{{sk|Medium Projectile Turret}}
+
| style="text-align: left;" | {{sk|Small Pulse Laser Specialization}}
|  
+
| 3
|  
+
| 24000
|
 
|4
 
 
|-
 
|-
|{{sk|Motion Prediction}}
+
| style="text-align: left;" | {{sk|Small Railgun Specialization}}
|4
+
| 3
|4
+
| 24000
|4
 
|4
 
 
|-
 
|-
|{{sk|Rapid Firing}}
+
| style="text-align: left;" | {{sk|Surgical Strike}}
|4
+
| 4
|4
+
| 181019
|4
 
|4
 
 
|-
 
|-
|{{sk|Sharpshooter}}
+
| style="text-align: left;" | {{sk|Trajectory Analysis}}
|4
+
| 4
|4
+
| 226274
|4
 
|4
 
 
|-
 
|-
|{{sk|Small Energy Turret}}
+
| rowspan=17 style="text-align: left;" | Missiles
|4
+
| style="text-align: left;" | {{sk|Cruise Missiles}}
|  
+
| 4
|
+
| 226274
|
 
 
|-
 
|-
|{{sk|Small Hybrid Turret}}
+
| style="text-align: left;" | {{sk|Guided Missile Precision}}
|  
+
| 3
|4
+
| 40000
|4
 
|
 
 
|-
 
|-
|{{sk|Small Projectile Turret}}
+
| style="text-align: left;" | {{sk|Heavy Assault Missile Specialization}}
|  
+
| 3
|  
+
| 40000
|
 
|4
 
 
|-
 
|-
|{{sk|Surgical Strike}}
+
| style="text-align: left;" | {{sk|Heavy Assault Missiles}}
|4
+
| 5
|4
+
| 768000
|4
 
|4
 
 
|-
 
|-
|{{sk|Trajectory Analysis}}
+
| style="text-align: left;" | {{sk|Heavy Missile Specialization}}
|4
+
| 3
|3
+
| 40000
|4
 
|4
 
|-
 
! style="background:#222222;" colspan="5"| LEADERSHIP
 
 
|-
 
|-
|{{sk|Leadership}}
+
| style="text-align: left;" | {{sk|Heavy Missiles}}
|3
+
| 5
|3
+
| 768000
|3
 
|3
 
|-
 
! style="background:#222222;" colspan="5"| MISSILES
 
 
|-
 
|-
|{{sk|Missile Launcher Operation}}
+
| style="text-align: left;" | {{sk|Light Missile Specialization}}
|1
+
| 3
|5
+
| 24000
|1
 
|5
 
 
|-
 
|-
|{{sk|Light Missiles}}
+
| style="text-align: left;" | {{sk|Light Missiles}}
|  
+
| 5
|4
+
| 512000
|
 
|4
 
 
|-
 
|-
|{{sk|Heavy Assault Missiles}}
+
| style="text-align: left;" | {{sk|Missile Bombardment}}
|  
+
| 4
|3
+
| 90510
|
 
|3
 
 
|-
 
|-
|{{sk|Heavy Missiles}}
+
| style="text-align: left;" | {{sk|Missile Launcher Operation}}
|  
+
| 5
|4
+
| 256000
|
 
|4
 
 
|-
 
|-
|{{sk|Missile Bombardment}}
+
| style="text-align: left;" | {{sk|Missile Projection}}
|  
+
| 2
|4
+
| 5657
|
 
|4
 
 
|-
 
|-
|{{sk|Missile Projection}}
+
| style="text-align: left;" | {{sk|Rapid Launch}}
|  
+
| 4
|2
+
| 90510
|
 
|2
 
 
|-
 
|-
|{{sk|Rapid Launch}}
+
| style="text-align: left;" | {{sk|Rocket Specialization}}
|  
+
| 3
|4
+
| 24000
|
 
|4
 
 
|-
 
|-
|{{sk|Rockets}}
+
| style="text-align: left;" | {{sk|Rockets}}
|  
+
| 5
|4
+
| 256000
|
 
|4
 
 
|-
 
|-
|{{sk|Target Navigation Prediction}}
+
| style="text-align: left;" | {{sk|Target Navigation Prediction}}
|
+
| 3
|3
+
| 16000
|  
 
|3
 
 
|-
 
|-
|{{sk|Warhead Upgrades}}
+
| style="text-align: left;" | {{sk|Torpedoes}}
|  
+
| 4
|3
+
| 226274
|
 
|3
 
|-
 
! style="background:#222222;" colspan="5"| NAVIGATION
 
 
|-
 
|-
|{{sk|Acceleration Control}}
+
| style="text-align: left;" | {{sk|Warhead Upgrades}}
|3
+
| 3
|3
+
| 40000
|3
 
|3
 
 
|-
 
|-
|{{sk|Afterburner}}
+
| rowspan=6 style="text-align: left;" | Navigation
|3
+
| style="text-align: left;" | {{sk|Acceleration Control}}
|3
+
| 3
|3
+
| 32000
|3
 
 
|-
 
|-
|{{sk|Evasive Maneuvering}}
+
| style="text-align: left;" | {{sk|Afterburner}}
|3
+
| 3
|3
+
| 8000
|3
 
|3
 
 
|-
 
|-
|{{sk|High Speed Maneuvering}}
+
| style="text-align: left;" | {{sk|Evasive Maneuvering}}
|3
+
| 3
|3
+
| 16000
|3
 
|3
 
 
|-
 
|-
|{{sk|Navigation}}
+
| style="text-align: left;" | {{sk|High Speed Maneuvering}}
|4
+
| 3
|4
+
| 40000
|4
 
|4
 
 
|-
 
|-
|{{sk|Warp Drive Operation}}
+
| style="text-align: left;" | {{sk|Navigation}}
|3
+
| 4
|3
+
| 45255
|3
 
|3
 
|-
 
! style="background:#222222;" colspan="5"| NEURAL ENHANCEMENT
 
 
|-
 
|-
|{{sk|Biology}}
+
| style="text-align: left;" | {{sk|Warp Drive Operation}}
|3
+
| 3
|3
+
| 8000
|3
 
|3
 
 
|-
 
|-
|{{sk|Cybernetics}}
+
| rowspan=3 style="text-align: left;" | Neural Enhancement
|3
+
| style="text-align: left;" | {{sk|Biology}}
|3
+
| 3
|3
+
| 8000
|3
 
|-
 
! style="background:#222222;" colspan="5"| PRODUCTION
 
 
|-
 
|-
|{{sk|Industry}}
+
| style="text-align: left;" | {{sk|Cybernetics}}
|5
+
| 3
|5
+
| 24000
|5
 
|5
 
 
|-
 
|-
|{{sk|Mass Production}}
+
| style="text-align: left;" | {{sk|Infomorph Psychology}}
|3
+
| 1
|3
+
| 250
|3
 
|3
 
|-
 
! style="background:#222222;" colspan="5"| RESOURCE PROCESSING
 
 
|-
 
|-
|{{sk|Mining}}
+
| rowspan=2 style="text-align: left;" | Production
|4
+
| style="text-align: left;" | {{sk|Industry}}
|4
+
| 5
|4
+
| 256000
|4
 
 
|-
 
|-
|{{sk|Mining Upgrades}}
+
| style="text-align: left;" | {{sk|Mass Production}}
|4
+
| 3
|4
+
| 16000
|4
 
|4
 
 
|-
 
|-
|{{sk|Reprocessing}}
+
| rowspan=6 style="text-align: left;" | Resource Processing
|3
+
| style="text-align: left;" | {{sk|Gas Cloud Harvesting}}
|3
+
| 2
|3
+
| 1414
|3
 
 
|-
 
|-
|{{sk|Salvaging}}
+
| style="text-align: left;" | {{sk|Mining}}
|3
+
| 4
|3
+
| 45255
|3
 
|3
 
|-
 
! style="background:#222222;" colspan="5"| RIGGING
 
 
|-
 
|-
|{{sk|Armor Rigging}}
+
| style="text-align: left;" | {{sk|Mining Upgrades}}
|2
+
| 4
|
+
| 181019
|2
 
|  
 
 
|-
 
|-
|{{sk|Astronautics Rigging}}
+
| style="text-align: left;" | {{sk|Reactions}}
|2
+
| 1
|2
+
| 250
|2
 
|2
 
 
|-
 
|-
|{{sk|Drones Rigging}}
+
| style="text-align: left;" | {{sk|Reprocessing}}
|2
+
| 3
|2
+
| 8000
|2
 
|2
 
 
|-
 
|-
|{{sk|Electronic Superiority Rigging}}
+
| style="text-align: left;" | {{sk|Salvaging}}
|2
+
| 3
|2
+
| 24000
|2
 
|2
 
 
|-
 
|-
|{{sk|Energy Weapon Rigging}}
+
| rowspan=10 style="text-align: left;" | Rigging
|2
+
| style="text-align: left;" | {{sk|Armor Rigging}}
|
+
| 3
|
+
| 24000
|  
 
 
|-
 
|-
|{{sk|Hybrid Weapon Rigging}}
+
| style="text-align: left;" | {{sk|Astronautics Rigging}}
|  
+
| 3
|2
+
| 24000
|2
 
|
 
 
|-
 
|-
|{{sk|Projectile Weapon Rigging}}
+
| style="text-align: left;" | {{sk|Drones Rigging}}
|  
+
| 3
|  
+
| 24000
|
 
|2
 
 
|-
 
|-
|{{sk|Jury Rigging}}
+
| style="text-align: left;" | {{sk|Electronic Superiority Rigging}}
|3
+
| 3
|3
+
| 24000
|3
 
|3
 
 
|-
 
|-
|{{sk|Shield Rigging}}
+
| style="text-align: left;" | {{sk|Energy Weapon Rigging}}
|
+
| 3
|2
+
| 24000
|2
 
|2
 
 
|-
 
|-
|{{sk|Launcher Rigging}}
+
| style="text-align: left;" | {{sk|Hybrid Weapon Rigging}}
|  
+
| 3
|2
+
| 24000
|
 
|2
 
|-
 
! style="background:#222222;" colspan="5"| SCANNING
 
 
|-
 
|-
|{{sk|Archaeology}}
+
| style="text-align: left;" | {{sk|Jury Rigging}}
|3
+
| 3
|3
+
| 16000
|3
 
|3
 
 
|-
 
|-
|{{sk|Astrometric Acquisition}}
+
| style="text-align: left;" | {{sk|Launcher Rigging}}
|2
+
| 3
|2
+
| 24000
|2
 
|2
 
 
|-
 
|-
|{{sk|Astrometric Rangefinding}}
+
| style="text-align: left;" | {{sk|Projectile Weapon Rigging}}
|2
+
| 3
|2
+
| 24000
|2
 
|2
 
 
|-
 
|-
|{{sk|Astrometrics}}
+
| style="text-align: left;" | {{sk|Shield Rigging}}
|3
+
| 3
|3
+
| 24000
|3
 
|3
 
 
|-
 
|-
|{{sk|Hacking}}
+
| rowspan=6 style="text-align: left;" | Scanning
|3
+
| style="text-align: left;" | {{sk|Archaeology}}
|3
+
| 3
|3
+
| 24000
|3
 
 
|-
 
|-
|{{sk|Survey}}
+
| style="text-align: left;" | {{sk|Astrometric Acquisition}}
|3
+
| 2
|3
+
| 7071
|3
 
|3
 
|-
 
! style="background:#222222;" colspan="5"| SCIENCE
 
 
|-
 
|-
|{{sk|Science}}
+
| style="text-align: left;" | {{sk|Astrometric Rangefinding}}
|4
+
| 2
|4
+
| 11314
|4
 
|4
 
|-
 
! style="background:#222222;" colspan="5"| SHIELDS
 
 
|-
 
|-
|{{sk|EM Shield Compensation}}
+
| style="text-align: left;" | {{sk|Astrometrics}}
|1
+
| 3
|1
+
| 24000
|1
 
|1
 
 
|-
 
|-
|{{sk|Explosive Shield Compensation}}
+
| style="text-align: left;" | {{sk|Hacking}}
|1
+
| 3
|1
+
| 24000
|1
 
|1
 
 
|-
 
|-
|{{sk|Kinetic Shield Compensation}}
+
| style="text-align: left;" | {{sk|Survey}}
|1
+
| 3
|1
+
| 8000
|1
 
|1
 
 
|-
 
|-
|{{sk|Shield Compensation}}
+
| style="text-align: left;" | Science
|3
+
| style="text-align: left;" | {{sk|Science}}
|3
+
| 4
|3
+
| 45255
|3
 
 
|-
 
|-
|{{sk|Shield Emission Systems}}
+
| rowspan=10 style="text-align: left;" | Shields
|  
+
| style="text-align: left;" | {{sk|EM Shield Compensation}}
|3
+
| 2
|
+
| 2828
|3
 
 
|-
 
|-
|{{sk|Shield Management}}
+
| style="text-align: left;" | {{sk|Explosive Shield Compensation}}
|3
+
| 2
|4
+
| 2828
|3
 
|4
 
 
|-
 
|-
|{{sk|Shield Operation}}
+
| style="text-align: left;" | {{sk|Kinetic Shield Compensation}}
|4
+
| 2
|4
+
| 2828
|4
 
|4
 
 
|-
 
|-
|{{sk|Shield Upgrades}}
+
| style="text-align: left;" | {{sk|Shield Compensation}}
|3
+
| 4
|4
+
| 90510
|4
 
|4
 
 
|-
 
|-
|{{sk|Tactical Shield Manipulation}}
+
| style="text-align: left;" | {{sk|Shield Emission Systems}}
|3
+
| 3
|3
+
| 16000
|3
 
|3
 
 
|-
 
|-
|{{sk|Thermic Shield Compensation}}
+
| style="text-align: left;" | {{sk|Shield Management}}
|1
+
| 4
|1
+
| 135765
|1
 
|1
 
|-
 
! style="background:#222222;" colspan="5"| SOCIAL
 
 
|-
 
|-
|{{sk|Connections}}
+
| style="text-align: left;" | {{sk|Shield Operation}}
|2
+
| 4
|2
+
| 45255
|2
 
|2
 
 
|-
 
|-
|{{sk|Criminal Connections}}
+
| style="text-align: left;" | {{sk|Shield Upgrades}}
|2
+
| 4
|2
+
| 90510
|2
 
|2
 
 
|-
 
|-
|{{sk|Diplomacy}}
+
| style="text-align: left;" | {{sk|Tactical Shield Manipulation}}
|3
+
| 4
|3
+
| 181019
|3
 
|3
 
 
|-
 
|-
|{{sk|Distribution Connections}}
+
| style="text-align: left;" | {{sk|Thermal Shield Compensation}}
|2
+
| 2
|2
+
| 2828
|2
 
|2
 
 
|-
 
|-
|{{sk|Mining Connections}}
+
| rowspan=8 style="text-align: left;" | Social
|2
+
| style="text-align: left;" | {{sk|Connections}}
|2
+
| 2
|2
+
| 4243
|2
 
 
|-
 
|-
|{{sk|Negotiation}}
+
| style="text-align: left;" | {{sk|Criminal Connections}}
|2
+
| 2
|2
+
| 4243
|2
 
|2
 
 
|-
 
|-
|{{sk|Security Connections}}
+
| style="text-align: left;" | {{sk|Diplomacy}}
|2
+
| 3
|2
+
| 8000
|2
 
|2
 
 
|-
 
|-
|{{sk|Social}}
+
| style="text-align: left;" | {{sk|Distribution Connections}}
|3
+
| 2
|3
+
| 2828
|3
 
|3
 
|-
 
! style="background:#222222;" colspan="5"| SPACESHIP COMMAND
 
 
|-
 
|-
|Racial Cruiser
+
| style="text-align: left;" | {{sk|Mining Connections}}
|4
+
| 2
|4
+
| 2828
|4
 
|4
 
 
|-
 
|-
|Racial Destroyer
+
| style="text-align: left;" | {{sk|Negotiation}}
|4
+
| 2
|4
+
| 2828
|4
 
|4
 
 
|-
 
|-
|Racial Frigate
+
| style="text-align: left;" | {{sk|Security Connections}}
|4
+
| 2
|4
+
| 2828
|4
 
|4
 
 
|-
 
|-
|Racial Industrial
+
| style="text-align: left;" | {{sk|Social}}
|1
+
| 3
|1
+
| 8000
|1
 
|1
 
 
|-
 
|-
|{{sk|Mining Frigate}}
+
| rowspan=26 style="text-align: left;" | Spaceship Command
|4
+
| style="text-align: left;" | {{sk|Amarr Battlecruiser}}
|4
+
| 4
|4
+
| 271529
|4
 
 
|-
 
|-
|{{sk|Spaceship Command}}
+
| style="text-align: left;" | {{sk|Amarr Battleship}}
|3
+
| 4
|3
+
| 362039
|3
 
|3
 
|-
 
! style="background:#222222;" colspan="5"| TARGETING
 
 
|-
 
|-
|{{sk|Long Range Targeting}}
+
| style="text-align: left;" | {{sk|Amarr Cruiser}}
|3
+
| 4
|3
+
| 226274
|3
 
|3
 
 
|-
 
|-
|{{sk|Signature Analysis}}
+
| style="text-align: left;" | {{sk|Amarr Destroyer}}
|3
+
| 4
|3
+
| 90510
|3
 
|3
 
 
|-
 
|-
|{{sk|Target Management}}
+
| style="text-align: left;" | {{sk|Amarr Frigate}}
|4
+
| 4
|4
+
| 90510
|4
 
|4
 
|-
 
! style="background:#222222;" colspan="5"| TRADE
 
 
|-
 
|-
|{{sk|Broker Relations}}
+
| style="text-align: left;" | {{sk|Amarr Hauler}}
|2
+
| 1
|2
+
| 1000
|2
 
|2
 
 
|-
 
|-
|{{sk|Marketing}}
+
| style="text-align: left;" | {{sk|Caldari Battlecruiser}}
|2
+
| 4
|2
+
| 271529
|2
 
|2
 
 
|-
 
|-
|{{sk|Trade}}
+
| style="text-align: left;" | {{sk|Caldari Battleship}}
|3
+
| 4
|3
+
| 362039
|3
+
|-
|3
+
| style="text-align: left;" | {{sk|Caldari Cruiser}}
 +
| 4
 +
| 226274
 +
|-
 +
| style="text-align: left;" | {{sk|Caldari Destroyer}}
 +
| 4
 +
| 90510
 +
|-
 +
| style="text-align: left;" | {{sk|Caldari Frigate}}
 +
| 4
 +
| 90510
 +
|-
 +
| style="text-align: left;" | {{sk|Caldari Hauler}}
 +
| 1
 +
| 1000
 +
|-
 +
| style="text-align: left;" | {{sk|Gallente Battlecruiser}}
 +
| 4
 +
| 271529
 +
|-
 +
| style="text-align: left;" | {{sk|Gallente Battleship}}
 +
| 4
 +
| 362039
 +
|-
 +
| style="text-align: left;" | {{sk|Gallente Cruiser}}
 +
| 4
 +
| 226274
 +
|-
 +
| style="text-align: left;" | {{sk|Gallente Destroyer}}
 +
| 4
 +
| 90510
 +
|-
 +
| style="text-align: left;" | {{sk|Gallente Frigate}}
 +
| 4
 +
| 90510
 +
|-
 +
| style="text-align: left;" | {{sk|Gallente Hauler}}
 +
| 1
 +
| 1000
 +
|-
 +
| style="text-align: left;" | {{sk|Mining Frigate}}
 +
| 4
 +
| 90510
 +
|-
 +
| style="text-align: left;" | {{sk|Minmatar Battlecruiser}}
 +
| 4
 +
| 271529
 +
|-
 +
| style="text-align: left;" | {{sk|Minmatar Battleship}}
 +
| 4
 +
| 362039
 +
|-
 +
| style="text-align: left;" | {{sk|Minmatar Cruiser}}
 +
| 4
 +
| 226274
 +
|-
 +
| style="text-align: left;" | {{sk|Minmatar Destroyer}}
 +
| 4
 +
| 90510
 +
|-
 +
| style="text-align: left;" | {{sk|Minmatar Frigate}}
 +
| 4
 +
| 90510
 +
|-
 +
| style="text-align: left;" | {{sk|Minmatar Hauler}}
 +
| 1
 +
| 1000
 +
|-
 +
| style="text-align: left;" | {{sk|Spaceship Command}}
 +
| 4
 +
| 8000
 +
|-
 +
| rowspan=1 style="text-align: left;" | Structure Management
 +
| style="text-align: left;" | {{sk|Anchoring}}
 +
| 1
 +
| 750
 +
|-
 +
| rowspan=3 style="text-align: left;" | Targeting
 +
| style="text-align: left;" | {{sk|Long Range Targeting}}
 +
| 3
 +
| 16000
 +
|-
 +
| style="text-align: left;" | {{sk|Signature Analysis}}
 +
| 3
 +
| 8000
 +
|-
 +
| style="text-align: left;" | {{sk|Target Management}}
 +
| 4
 +
| 45255
 +
|-
 +
| rowspan=3 style="text-align: left;" | Trade
 +
| style="text-align: left;" | {{sk|Broker Relations}}
 +
| 2
 +
| 2828
 +
|-
 +
| style="text-align: left;" | {{sk|Marketing}}
 +
| 2
 +
| 4243
 +
|-
 +
| style="text-align: left;" | {{sk|Trade}}
 +
| 3
 +
| 8000
 
|}
 
|}
 +
 +
=== Alpha skill point accumulation ===
 +
Alpha clones can train up to 5 million skill points for free using the Skill Queue, as long as the skills are in the set outlined above. Beyond this 5M limit, they can continue gaining new skills from the Alpha set, but must do so by directly applying "Unallocated SP". In this way Alphas can gain up to 20 million SP worth of skills, which would mean training every Alpha skill to it's maximum rank.
 +
 +
It's important to note that "Unallocated SP" count toward the 5 million limit for free training. This means that if an Alpha clone has 4M SP already trained in skills, and 500K SP of "Unallocated SP", they can only look forward to 500K more SP worth of free training, not 1M. This is vital to keep in mind if your goal is to get as many SP as possible into your Alpha for free.
 +
 +
If you wish to maximize the total amount of SP an Alpha can train for free, you should avoid any SP going into "Unallocated SP" until ''after'' you have already trained to the 5M limit. Specifically, this means that any non-expiring SP in your Redeem window or the [[AIR Career Program]] should be left there while you are training towards 5M. Redeeming them early means they eat into your free 5M, while redeeming them after will mean they contribute to your maximum potential of 20M SP as a free Alpha.
 +
 +
The same logic of course applies to Daily Alpha Injectors and any other form of skill injection. Because injectors apply points directly to "Unallocated SP", you should wait to reach your 5M limit of free training before using such items.
  
 
=== Gameplay ===
 
=== Gameplay ===
Line 810: Line 763:
  
 
==== Combat ====
 
==== Combat ====
Alpha characters are perfectly viable in low-level PvP and PvE, and in support roles in larger-scale PvP (such as [[EWAR]] or [[tackle]] for a fleet). However, their performance will not be on par with Omega characters once the latter has trained the skills to start using Tech 2 modules and ships.  
+
Alpha characters are perfectly viable in low-level PvP and PvE, and in support roles in larger-scale PvP (such as [[EWAR]] or [[Tackling|tackle]] for a fleet). However, their performance will not be on par with Omega characters once the latter has trained the skills to start using Tech 2 modules and ships.  
  
 
==== Industry ====
 
==== Industry ====
Alpha characters can [[mining|mine]] (ore or gas) in a [[Venture]] (but not use more advanced mining ships), and can perform basic (only Tech 1, no [[invention]]) [[manufacturing]]. While they will not be as efficient as an Omega character (who have access to more advanced ships and skills which improve mining and manufacturing efficiency), they can nonetheless participate in basic industry. They can [[salvage]] wrecks, but they cannot, however, do [[Planetary Interaction]].  
+
Alpha characters can [[mining|mine]] (ore or gas) in a [[Venture]] (but not use more advanced mining ships), and can perform basic (only Tech 1, no [[invention]]) [[manufacturing]]. While they will not be as efficient as an Omega character (who have access to more advanced ships and skills which improve mining and manufacturing efficiency, and are not subject to the addition 2% tax levied on Alpha characters), they can nonetheless participate in basic industry. They can [[salvage]] wrecks, but they cannot, however, do [[Planetary Industry]].  
  
Alpha characters can [[trade]], but they will pay higher taxes on their transactions and have fewer options at their disposal (e.g. they can only sell items located within 5 jumps, whereas an Omega character has the option to train skills allowing them to sell items anywhere in the current region). Alphas cannot create new [[contract]]s, but they can accept contracts.  
+
Alpha characters can [[trade]], but they will pay higher taxes on their transactions and have fewer options at their disposal (e.g. they can only sell items located within 5 jumps, whereas an Omega character has the option to train skills allowing them to sell items anywhere in the current region). Alphas can have 1 active [[contract]] at a time (i.e. they can create 1 contract, but have to wait for it to be fulfilled before creating another), but they can accept contracts.  
  
Basic [[hauling]] is an option for Alpha characters as they have access to their races' Tech 1 industrial ships.
+
Basic [[hauling]] is an option for Alpha characters as they have access to haulers.
  
 
==== Exploration ====
 
==== Exploration ====
 
Alpha characters can do basic [[exploration]].
 
Alpha characters can do basic [[exploration]].
<!--
+
 
 
=== Choice of race ===
 
=== Choice of race ===
As an Alpha character is limited to flying their race's ships, and using only their race's preferred weapon system, choosing your character's race (Amarr, Caldari, Gallente, and Minmatar) has a larger impact on your gameplay when compared with Omega clones, for whom race choice is a largely aesthetic choice. However, keep in mind that you can always create additional characters of different races to try out other options, or upgrade to an Omega clone.  
+
Alpha clones can train into any race's ship or weapon skills; they are '''not''' limited to training their own race's skills. In fact, Alpha clones of all races can train into the same Alpha skill set. However, the Alpha's [[Starting skills#Racial Differences|starting racial skills]] count toward the free training skill limit while in Alpha clone state.
  
The factors below affect what possibilities are open to each race specifically for Alpha characters. Keep in mind that every ship in the game has its nuances, and there are always exceptions to the rule; Omega characters in particular have many more possibilities to bend or break the principles listed below.  
+
== Omega clone ==
 +
Omega clones may use any skill, ship and item in the game. Additionally, you may log into the game with more than one account at a time (multiboxing), but only as long as <em>all<em> the accounts being logged in have Omega status.
  
==== Weapons systems ====
+
== External links ==
There are different weapon types in EVE:
+
* [https://www.eveonline.com/news/view/introducing-clone-states-and-the-future-of-access-to-eve-online Dev Blog: Introducing Clone States] (August 2016)
* [[Turrets|Turret]] weapons, further subdivided into
+
* [https://www.eveonline.com/news/view/clone-states-post-csm-summit-roundup Dev Blog: Clone States - Post CSM Summit Roundup] (October 2016)
** [[Turrets#Energy_turrets|Energy weapons]] (lasers), which use a lot of [[capacitor]], and can only deal two of the four [[NPC Damage Types|damage types]], but have infinite ammunition. Energy turrets are the primary weapons system for Amarr ships.
+
* [https://www.eveonline.com/news/view/patch-notes-for-eve-online-ascension Patch Notes for the Ascension expansion] (November 2016)
** [[Turrets#Hybrid_turrets|Hybrid weapons]], which can only deal two of the four damage types, and can either do very high damage or fight at long ranges, but not both. Hybrid weapons are used by the Caldari and Gallente, with the Caldari tending towards long-ranged combat and Gallente towards shorter-ranged combat.
+
* [https://forums-archive.eveonline.com/topic/501519 Forum Post: &#91;December&#93; Defender Missiles] (November 2016)
** [[Turrets#Projectile_turrets|Projectile weapons]] (essentially, guns) use no capacitor to fire and are very flexible in what damage types they deal, but have a slightly more complicated ammunition selection. Projectile weapons are the primary weapons system for Minmatar ships.
+
* [https://support.eveonline.com/hc/en-us/articles/213020969-Alpha-and-Omega-Clone EVE Support page for Alpha and Omega clones]
* [[Missile Launchers|Missile launchers]], which fire guided missiles. They can deal all four damage types and use no capacitor to fire, but take time to reach their targets and don't offer the on-the-fly trade-offs between range and damage that turret weapons do. Missiles are used by the Caldari and Minmatar.
+
* [https://support.eveonline.com/hc/en-us/articles/213811425-Alpha-Clones-and-Omega-Clone-lapsing-Quick-Facts EVE Support page for Alpha Clones and Omega Clone lapsing - Quick Facts]
* [[Drones]], which are small semi-autonomous spaceships. They, too, can deal all four damage types and use no capacitor to fire, but the drones must first travel to reach their targets, and they can be shot down by enemy ships. Drones are used by the Gallente and Amarr.
+
* [https://www.eveonline.com/news/view/clone-states-the-next-steps Dev Blog: Clone States - The Next Steps (December 2017)]
  
==== Tank and speed ====
+
[[Category:Accounts]]
Ships use two main ways to [[tank]] (i.e. to mitigate incoming damage):
 
*
 
 
 
 
 
 
 
==== Amarr ====
 
{{main|Amarr Basic Ship and Skill Guide}}
 
[[File:Logo_faction_amarr_empire.png|left|link=|64px]]Amarr ships use [[Turrets#Energy_turrets|energy weapons]] (lasers) supported by [[drones]]. Energy weapons use a lot of [[capacitor]], and can only deal two of the four [[NPC Damage Types|damage types]], but have infinite ammunition. Amarr ships are [[Armor Tanking 101|armor tanked]] and are comparatively tough, but somewhat slow. Amarr ships are gold-coloured.
 
 
 
EWAR
 
 
 
Industrial
 
 
 
==== Caldari ====
 
[[File:Logo_faction_caldari_state.png|left|link=|64px]]Caldari ships use [[Turrets#Hybrid_turrets|hybrid weapons]] and [[missiles]], and tend to favour long-range combat. Hybrid weapons can only deal two of the four damage types, and can either do very high damage or fight at long ranges, but not both. Missiles are very flexible
 
 
 
 
 
==== Minmatar ====
 
[[File:Logo_faction_minmatar_republic.png|left|link=|64px]]Minmatar ships use [[Turrets#Projectile_turrets|projectile turrets]] (essentially, guns). These
 
 
 
 
 
-->
 
== Omega Clones ==
 
Omega clones may use any skill, ship and item in the game. Additionally, you may log into the game with more than one account at a time ([[:Category:Eve Lexicon#Multiboxing|multiboxing]]), but only as long as ''all'' the accounts being logged in have Omega status.
 
 
 
== External links ==
 
* [https://community.eveonline.com/news/dev-blogs/introducing-clone-states-and-the-future-of-access-to-eve-online/ Dev blog: Introducing Clone States] (August 2016)
 
* [https://community.eveonline.com/news/patch-notes/patch-notes-for-eve-online-ascension/ Patch Notes for the Ascension expansion] (November 2016)
 

Latest revision as of 10:13, 6 June 2023

There are two different ways of playing EVE:

  • You can play for free (i.e. without paying a monthly subscription fee), but you will be limited in which skills your character can train. This is referred to as "Alpha".
  • Paying a monthly subscription to play the game, which allows your character to learn every skill in the game. This is referred to as "Omega".

In-game this system is referred to as Clone States. Characters on Alpha accounts are referred to as "Alpha clones", and characters on Omega accounts are referred to as "Omega clones". If you pay for a subscription (paid for with time cards, monthly payments, PLEX...), your account (and all the characters on that account) receive "Omega" status until your subscription runs out (or you cancel it), at which point they revert back to "Alpha" status. There is no way to tell an Alpha from an Omega clone in-game. The conversion from Alpha to Omega is immediate, while the conversion from Omega to Alpha will always happen when you next log into the game.

If an Omega clone is downgraded to an Alpha clone (because the account's subscription has run out), any skills that character has trained which are not part of the Alpha skill set are locked and become inactive, i.e. they cannot be used, but the invested skill points will not be lost. Any items or ships which require the locked skill become inactive and cannot be used, and the skill training queue will be paused (but can be resumed by logging into the game). If the account's subscription is renewed, then the character is automatically upgraded back to an Omega clone and can once again use all the skills they have previously trained.

Alpha or Omega status is tied to your game account. If you have multiple accounts, then you can choose to pay for a subscription for some, all or none of them, and each account (and the characters on that account) will have the corresponding Alpha or Omega state.

Alpha clones are welcome to join EVE University

Alpha clone

Compared with Omega characters, Alpha characters are limited in the following ways:

  • They may only train certain skills
  • They may train for free up to a maximum of 5 million skill points.
  • They may add skill points to skills in the Alpha set up to 20.5 million skill points with skill injectors.
  • They take twice as long to train skills
  • They pay an additional 2% tax on any industry job (e.g. manufacturing or research)
  • They cannot accept any Level 4 or Level 5 missions from agents.
  • If you are logged into the game with an Alpha character you may not log in simultaneously (multibox) with any other character (on any account)


Arms Race Clone Skill Training

Skills available to Alphas

The set of skills that Alpha characters may train limits them to:

  • Combat ships up to battleship size, as well as basic haulers.
  • Most Tech 2 modules are usable but not all.
  • "Navy" ships of Battleship size and below are usable, but not Tier 2 variants.
  • Battleship weapons, EWAR, most remote assistance modules, drones, harvesting modules, scanning modules and some others are limited to T1 and meta.

Expand the table below to see which skills you can train as an Alpha, and to what maximum level. For a list of skills you start the game with, see starting skills.

Alpha skill point accumulation

Alpha clones can train up to 5 million skill points for free using the Skill Queue, as long as the skills are in the set outlined above. Beyond this 5M limit, they can continue gaining new skills from the Alpha set, but must do so by directly applying "Unallocated SP". In this way Alphas can gain up to 20 million SP worth of skills, which would mean training every Alpha skill to it's maximum rank.

It's important to note that "Unallocated SP" count toward the 5 million limit for free training. This means that if an Alpha clone has 4M SP already trained in skills, and 500K SP of "Unallocated SP", they can only look forward to 500K more SP worth of free training, not 1M. This is vital to keep in mind if your goal is to get as many SP as possible into your Alpha for free.

If you wish to maximize the total amount of SP an Alpha can train for free, you should avoid any SP going into "Unallocated SP" until after you have already trained to the 5M limit. Specifically, this means that any non-expiring SP in your Redeem window or the AIR Career Program should be left there while you are training towards 5M. Redeeming them early means they eat into your free 5M, while redeeming them after will mean they contribute to your maximum potential of 20M SP as a free Alpha.

The same logic of course applies to Daily Alpha Injectors and any other form of skill injection. Because injectors apply points directly to "Unallocated SP", you should wait to reach your 5M limit of free training before using such items.

Gameplay

While they are well suited for getting introduced to EVE Online, Alpha characters should be seen more as an "indefinite trial" rather than as a "free-to-play" option.

Combat

Alpha characters are perfectly viable in low-level PvP and PvE, and in support roles in larger-scale PvP (such as EWAR or tackle for a fleet). However, their performance will not be on par with Omega characters once the latter has trained the skills to start using Tech 2 modules and ships.

Industry

Alpha characters can mine (ore or gas) in a Venture (but not use more advanced mining ships), and can perform basic (only Tech 1, no invention) manufacturing. While they will not be as efficient as an Omega character (who have access to more advanced ships and skills which improve mining and manufacturing efficiency, and are not subject to the addition 2% tax levied on Alpha characters), they can nonetheless participate in basic industry. They can salvage wrecks, but they cannot, however, do Planetary Industry.

Alpha characters can trade, but they will pay higher taxes on their transactions and have fewer options at their disposal (e.g. they can only sell items located within 5 jumps, whereas an Omega character has the option to train skills allowing them to sell items anywhere in the current region). Alphas can have 1 active contract at a time (i.e. they can create 1 contract, but have to wait for it to be fulfilled before creating another), but they can accept contracts.

Basic hauling is an option for Alpha characters as they have access to haulers.

Exploration

Alpha characters can do basic exploration.

Choice of race

Alpha clones can train into any race's ship or weapon skills; they are not limited to training their own race's skills. In fact, Alpha clones of all races can train into the same Alpha skill set. However, the Alpha's starting racial skills count toward the free training skill limit while in Alpha clone state.

Omega clone

Omega clones may use any skill, ship and item in the game. Additionally, you may log into the game with more than one account at a time (multiboxing), but only as long as all the accounts being logged in have Omega status.

External links