Difference between revisions of "Skills"

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== [[Skills:Electronics|Electronics]] ==
 
== [[Skills:Electronics|Electronics]] ==
 
Skills pertaining to management of a starfaring vessel's electronic systems.
 
Skills pertaining to management of a starfaring vessel's electronic systems.
* [[Skills:Electronics#Cloaking|Cloaking]]
+
* [[Skills:Electronics#Cloaking|Cloaking]] - Allows use of cloaking devices. Reduction of decloak targeting delay penalty.
* [[Skills:Electronics#Cynosural Field Theory|Cynosural Field Theory]]
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* [[Skills:Electronics#Cynosural Field Theory|Cynosural Field Theory]] - Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation.
* [[Skills:Electronics#Electronic Warfare|Electronic Warfare]]
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* [[Skills:Electronics#Electronic Warfare|Electronic Warfare]] - Allows use of ECM jammers. Reduces ECM module capacitor use.
* [[Skills:Electronics#Electronics|Electronics]]
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* [[Skills:Electronics#Electronics|Electronics]] - Bonus to ship CPU.
* [[Skills:Electronics#Electronics Upgrades|Electronics Upgrades]]
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* [[Skills:Electronics#Electronics Upgrades|Electronics Upgrades]] - Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
* [[Skills:Electronics#Frequency Modulation|Frequency Modulation]]
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* [[Skills:Electronics#Frequency Modulation|Frequency Modulation]] - Bonus to EWAR module falloff.
* [[Skills:Electronics#Long Distance Jamming|Long Distance Jamming]]
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* [[Skills:Electronics#Long Distance Jamming|Long Distance Jamming]] - Bonus to EWAR module optimal.
* [[Skills:Electronics#Long Range Targeting|Long Range Targeting]]
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* [[Skills:Electronics#Long Range Targeting|Long Range Targeting]] - Bonus to targeting range.
* [[Skills:Electronics#Multitasking|Multitasking]]
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* [[Skills:Electronics#Multitasking|Multitasking]] - 2nd tier - Bonus to max number of targets.
* [[Skills:Electronics#Projected Electronic Counter Measures|Projected Electronic Counter Measures]]
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* [[Skills:Electronics#Projected Electronic Counter Measures|Projected Electronic Counter Measures]] - Bonus to ECM jammer cycle time.
* [[Skills:Electronics#Propulsion Jamming|Propulsion Jamming]]
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* [[Skills:Electronics#Propulsion Jamming|Propulsion Jamming]] - Allows use of stasis webifier, warp scrambler/disruptor. Reduces Propulsion Jamming module capacitor use.
* [[Skills:Electronics#Sensor Linking|Sensor Linking]]
+
* [[Skills:Electronics#Sensor Linking|Sensor Linking]] - Allows use of Sensor Boosters/Sensor Dampeners. Reduces capacitor use for these modules.
* [[Skills:Electronics#Signal Dispersion|Signal Dispersion]]
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* [[Skills:Electronics#Signal Dispersion|Signal Dispersion]] - Bonus to ECM Jammer strength.
* [[Skills:Electronics#Signal Suppression|Signal Suppression]]
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* [[Skills:Electronics#Signal Suppression|Signal Suppression]] - Bonus to Sensor Dampener effectiveness.
* [[Skills:Electronics#Signature Analysis|Signature Analysis]]
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* [[Skills:Electronics#Signature Analysis|Signature Analysis]] - Bonus to Scan Resolution.
* [[Skills:Electronics#Signature Focusing|Signature Focusing]]
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* [[Skills:Electronics#Signature Focusing|Signature Focusing]] - Bonus to effectiveness of Target Painters.
* [[Skills:Electronics#Survey|Survey]]
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* [[Skills:Electronics#Survey|Survey]] - Allows use of cargo, ship, and survey scanners. Bonus to scan speed of these modules.
* [[Skills:Electronics#Target Painting|Target Painting]]
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* [[Skills:Electronics#Target Painting|Target Painting]] - Allows use of Target Painters. Reduces capacitor use of Target Painters.
* [[Skills:Electronics#Targeting|Targeting]]
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* [[Skills:Electronics#Targeting|Targeting]] - Increases max number of targets.
* [[Skills:Electronics#Turret Destabilization|Turret Destabilization]]
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* [[Skills:Electronics#Turret Destabilization|Turret Destabilization]] - Bonus to effectiveness of Tracking Disruptors.
* [[Skills:Electronics#Weapon Disruption|Weapon Disruption]]
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* [[Skills:Electronics#Weapon Disruption|Weapon Disruption]] - Bonus to Tracking Disruptor capacitor use.
  
 
== [[Skills:Engineering|Engineering]] ==
 
== [[Skills:Engineering|Engineering]] ==

Revision as of 06:31, 7 May 2010

This article is a stub. You can help the UniWiki by expanding it.

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.

Drones

Skills pertaining to the efficient operation of drones.

Electronics

Skills pertaining to management of a starfaring vessel's electronic systems.

Engineering

Skills pertaining to management of a starfaring vessel's hardwired onboard systems.

Gunnery

The core of the combat arts: how to use your guns.

Industry

Skills pertaining to the efficient use of manufacturing facilities and refineries.

Leadership

Skills pertaining to the efficient coordination of the pilots under your command.

Learning

Build your brain.

Mechanic

Skills pertaining to the building and management of a starfaring vessel's mechanical systems.

Missiles

The use and effectiveness of bombs, missiles and torpedoes.

Navigation

The "need for speed" skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.

Planet Management

Planetary interaction core skills. Other related skills will be found under Science.

Science

Skills pertaining to various fields of scientific knowledge.

Social

Social skills are the art of getting what you want from NPC agents, corporations and empires.

Spaceship Command

Skills required for the piloting of all shapes and sizes of capsule-fitted vessel.

Subsystems

Subsystems skills have to do with the fitting and use of Tech III ships.

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.