Difference between revisions of "Core Skills"

From EVE University Wiki
Jump to: navigation, search
(→‎Cap/CPU Resource Reduction Modules: AWU prerequisites changed)
Line 39: Line 39:
 
* [[Skills:Resource Processing#Mining_Upgrades|Mining Upgrades]] - CPU penalty of mining upgrade modules reduced by 5% per level.
 
* [[Skills:Resource Processing#Mining_Upgrades|Mining Upgrades]] - CPU penalty of mining upgrade modules reduced by 5% per level.
 
* [[Skills:Shields#Shield_Upgrades|Shield Upgrades]] - Powergrid use of shield extenders and shield rechargers reduced by 5% per level. Allows use of shield upgrade modules.
 
* [[Skills:Shields#Shield_Upgrades|Shield Upgrades]] - Powergrid use of shield extenders and shield rechargers reduced by 5% per level. Allows use of shield upgrade modules.
* [[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrade]] - Powergrid usage for turret and missile systems reduced by 2% per level.  Requires Weapon Upgrades V.
+
* [[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrade]] - Powergrid usage for turret and missile systems reduced by 2% per level.  Requires Weapon Upgrades IV.
  
 
== Skills for Common Items and Tasks ==
 
== Skills for Common Items and Tasks ==

Revision as of 11:24, 27 September 2016


This pages lists some of the more fundamental skills in eve for the given categories. It serves as an overview to show some "core" skills that are likely trained sooner or later by every pilot. These need to be trained to use common modules or increase basic attributes of ships or piloting attributes (e.g. targeting). It leaves many of the more specialized skills that are either depended on specific weapon types or used later in your eve career as well as all the skill needed to fly specific ship classes out.

For in-depth descriptions of skill training mechanics, and discussion of training strategies, consult Skills and Learning.

For a list of skills you would want to learn as a beginner see Basic Skills.

Ship Attributes

Ship Handling

Targeting

Self Shield/Armor Repairs

  • Repair Systems - 5% reduction in repair systems duration per level. Allows use of armor/hull repair modules.
  • Shield Compensation - 2% reduction of capacitor use in shield boosters per level.

Cap/CPU Resource Reduction Modules

  • Energy Grid Upgrades - CPU use of capacitor batteries and power diagnostic units reduced by 5% per level.
  • Electronics Upgrades - CPU use of signal amplifier, Co-Processors and backup sensor array reduced by 5% per level.
  • Weapon Upgrades - CPU use of turrets and launchers reduced by 5% per level.
  • Mining Upgrades - CPU penalty of mining upgrade modules reduced by 5% per level.
  • Shield Upgrades - Powergrid use of shield extenders and shield rechargers reduced by 5% per level. Allows use of shield upgrade modules.
  • Advanced Weapon Upgrade - Powergrid usage for turret and missile systems reduced by 2% per level. Requires Weapon Upgrades IV.

Skills for Common Items and Tasks

Turret Based Skills

Missile Based Skills

Drone Skills

Standings and Mission rewards

  • Social - 5% boost to standings increases with NPCs, NPC corporations and NPC factions per level.
  • Connections - 4% boost to NPC standing per level.
  • Fast Talk - 5% bonus to security standing increases per level.
  • Negotiation - 5% increase to ISK and loyalty point rewards offered by mission agents per level.

Mining and Refining

  • Mining - 5% bonus to mining yield per level. Allows use of mining turrets.
  • Astrogeology - 5% bonus to mining turret yield per level.
  • Reprocessing - 3% bonus to reprocessor efficiency per level.
  • Reprocessing Efficiency - 2% bonus to reprocessor efficiency per level.

Production

  • Industry - 4% reduction in manufacturing time per skill level.
  • Mass Production - 1 additional manufacturing job may be run per skill level.

Research

  • Science - 5% bonus to blueprint copying speed per level.
  • Research - 5% bonus to blueprint manufacturing time research speed per level.
  • Metallurgy - 5% bonus to material efficiency research speed per level.
  • Laboratory Operation - 1 additional research job may be run per skill level.

Trading

  • Trade - 4 extra market orders become possible at the same time per skill level.
  • Accounting - 10% reduction of sales tax per skill level.
  • Broker Relations - 5% reduction of fee to put up market orders per skill level.