Mechanics

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The Mechanics 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.


Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 250k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Jury Rigging III
Notes.png Notes: Armor rigs' drawback is a speed penalty.



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 125k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Jury Rigging III
Notes.png Notes: Astronautics rigs' drawback is a reduction in armor hitpoints.



Icon skillbook2.png Battleship Construction

Skill at the construction of advanced battleships. Required for advanced battleship BP manufacturing
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: Battleship Construction
Isk.png Price: <span style="cursor: help;" title="The skillbook for this skill costs Battleship Construction ISK">Battleship Construction ISK
Alpha.png Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
Icon skillbook2.png Prerequisites: Cruiser Construction IV, Frigate Construction IV
Notes.png Notes:



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 10x
Isk.png Price: 10M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Remote Armor Repair Systems V
Notes.png Notes:



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 10x
Isk.png Price: 10M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Remote Hull Repair Systems V
Notes.png Notes:



Icon skillbook2.png Capital Repair Systems

Operation of capital armor/hull repair modules. 5% reduction in capital repair systems duration per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 8x
Isk.png Price: 20M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Mechanic V, Hull Upgrades V, Repair Systems V
Notes.png Notes:



Icon skillbook2.png Capital Ship Construction

Skill at the construction of capital ships.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 14x
Isk.png Price: 75M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Mechanic V, Industry V, Production Efficiency V
Notes.png Notes:



Icon skillbook2.png Cruiser Construction

Skill at the construction of advanced cruisers. Required for advanced cruiser BP manufacturing
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: Cruiser Construction
Isk.png Price: <span style="cursor: help;" title="The skillbook for this skill costs Cruiser Construction ISK">Cruiser Construction ISK
Alpha.png Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
Icon skillbook2.png Prerequisites: Frigate Construction IV, Mechanic III
Notes.png Notes:



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 250k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Jury Rigging III
Notes.png Notes: Drone rigs' drawback is a CPU penalty.



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 250k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Jury Rigging III
Notes.png Notes: Electronics superiority rigs' drawback is a shield hitpoint reduction.



Icon skillbook2.png 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
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 150k ISK
Alpha.png Alpha max level: II
Icon skillbook2.png Prerequisites: Hull Upgrades IV
Notes.png 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.



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 250k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Jury Rigging
Notes.png Notes: Energy weapon rigs' drawback is an increased powergrid demand from your lasers.



Icon skillbook2.png 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
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 150k ISK
Alpha.png Alpha max level: II
Icon skillbook2.png Prerequisites: Hull Upgrades IV
Notes.png 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.



Icon skillbook2.png Frigate Construction

Skill at the construction of advanced frigates. Required for advanced frigate BP manufacturing
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: Frigate Construction
Isk.png Price: <span style="cursor: help;" title="The skillbook for this skill costs Frigate Construction ISK">Frigate Construction ISK
Alpha.png Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
Icon skillbook2.png Prerequisites: Mechanic I
Notes.png Notes:



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 85k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: Mechanic I
Notes.png 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.



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 250k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Jury Rigging III
Notes.png Notes: Hybrid rigs' drawback is an increased demand for powergrid from your hybrid turrets.



Icon skillbook2.png Industrial Construction

Skill at the construction of advanced industrials.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: Industrial Construction
Isk.png Price: <span style="cursor: help;" title="The skillbook for this skill costs Industrial Construction ISK">Industrial Construction ISK
Alpha.png Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
Icon skillbook2.png Prerequisites: Mechanic II, Industry III
Notes.png Notes:



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 75k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Mechanic III
Notes.png 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.



Icon skillbook2.png 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
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 150k ISK
Alpha.png Alpha max level: II
Icon skillbook2.png Prerequisites: Hull Upgrades IV
Notes.png 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.



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 250k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Jury Rigging III
Notes.png Notes: Missile launcher rigs' drawback is an increased demand for CPU from your missile launchers.



Icon skillbook2.png Mechanics

Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 30k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: None
Notes.png Notes: The basic skill for this whole category. Mechanics 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.



Icon skillbook2.png Nanite Interfacing

Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 5M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Mechanic V, Nanite Operation III
Notes.png 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.



Icon skillbook2.png Nanite Operation

Skill at operating nanites. 5% reduction in nanite consumption per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 1M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Mechanic V
Notes.png 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.



Icon skillbook2.png Outpost Construction

Skill at constructing outposts.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 16x
Isk.png Price: 100M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Mechanic V, Industry V, Anchoring V
Notes.png Notes:



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 250k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Jury Rigging III
Notes.png Notes: Projectile weapon rigs' drawback is an increased demand for powergrid from your projectile guns.



Icon skillbook2.png Remote Armor Repair Systems

Operation of remote armor repair systems. 5% reduced capacitor need for remote armor repair system modules per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 100k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Mechanic III, Repair Systems II
Notes.png 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.



Icon skillbook2.png Remote Hull Repair Systems

Operation of remote hull repair systems. 5% reduced capacitor need for remote hull repair system modules per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 125k ISK
Alpha.png Alpha max level: II
Icon skillbook2.png Prerequisites: Mechanic III
Notes.png Notes:



Icon skillbook2.png Repair Systems

Operation of armor/hull repair modules. 5% reduction in repair systems duration per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 45k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: Mechanic I
Notes.png 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.



Icon skillbook2.png Salvaging

Proficiency at salvaging ship wrecks. Required skill for the use of salvager modules. 5% increase in chance of salvage retrieval per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 1M ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Mechanic III, Survey III
Notes.png 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.



Icon skillbook2.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 250k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Jury Rigging III
Notes.png Notes: Shield rigs' drawback is an increased signature radius.



Icon skillbook2.png Tactical Logistics Reconfiguration

Skill at the operation of triage modules. 50-unit reduction in strontium clathrate consumption amount for module activation per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 8x
Isk.png Price: 25M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Logistics V
Notes.png Notes: Only relevant for carrier pilots.



Icon skillbook2.png 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
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: Thermic Armor Compensation
Isk.png Price: <span style="cursor: help;" title="The skillbook for this skill costs Thermic Armor Compensation ISK">Thermic Armor Compensation ISK
Alpha.png Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
Icon skillbook2.png Prerequisites: Hull Upgrades IV
Notes.png 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.