Difference between revisions of "Skills:Engineering"

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{{Template:Stub}}
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{{Skills Links}}
[[Category:Skills]]
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= Overview =
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The Engineering category contains capacitor support skills, and [[capacitor warfare]] skills.
  
The Engineering category contains capacitor support skills, [[Capacitor_Warfare_Guide|capacitor warfare]] skills and most of the skills required for remote and local [[Shield_tanking|shield tanking]].
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The following are the skills in the Engineering section (in alphabetical order):
  
{{Skill
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{| class="wikitable"
|skill=Capital Energy Emission Systems
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!Skill (Multiplier)
|desc=Operation of capital sized energy transfer array and other energy emission systems. 5% reduced capacitor need of capital energy emission systems per skill level.
+
!Purpose
|1=Intelligence
+
!Alpha Limit
|2=Memory
+
|-
|mult=10x
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|{{sk|Advanced Weapon Upgrades|mult=yes}}
|price=9,000,000
+
|Reduces powergrid need of turrets and launchers.
|pre=[[Skills:Engineering#Engineering|Engineering]] V; [[Skills:Engineering#Energy_Emission_Systems|Energy Emissions Systems]] V
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|{{SkillAlphaBar|Advanced Weapon Upgrades}}
|reqI=Capital Murky Energy Transmitter I; Capital Energy Transfer Array I
+
|-
}}
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|{{sk|Capacitor Emission Systems|mult=yes}}
 +
|Allows use of energy nosferatu, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules.
 +
|{{SkillAlphaBar|Capacitor Emission Systems}}
 +
|-
 +
|{{sk|Capacitor Management|mult=yes}}
 +
|Bonus to capacitor capacity.
 +
|{{SkillAlphaBar|Capacitor Management}}
 +
|-
 +
|{{sk|Capacitor Systems Operation|mult=yes}}
 +
|Allows use of cap boosters, Energy System Operations modules. Reduces capacitor recharge time.
 +
|{{SkillAlphaBar|Capacitor Systems Operation}}
 +
|-
 +
|{{sk|Capital Capacitor Emission Systems|mult=yes}}
 +
|Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use.
 +
|{{SkillAlphaBar|Capital Capacitor Emission Systems}}
 +
|-
 +
|{{sk|CPU Management|mult=yes}}
 +
|Bonus to ship CPU.
 +
|{{SkillAlphaBar|CPU Management}}
 +
|-
 +
|{{sk|Electronics Upgrades|mult=yes}}
 +
|Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
 +
|{{SkillAlphaBar|Electronics Upgrades}}
 +
|-
 +
|{{sk|Energy Grid Upgrades|mult=yes}}
 +
|Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
 +
|{{SkillAlphaBar|Energy Grid Upgrades}}
 +
|-
 +
|{{sk|Energy Pulse Weapons|mult=yes}}
 +
|Allows use of smartbombs. Reduces smartbomb cycle time.
 +
|{{SkillAlphaBar|Energy Pulse Weapons}}
 +
|-
 +
|{{sk|Nanite Interfacing|mult=yes}}
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|Increases damaged module repair amount.
 +
|{{SkillAlphaBar|Nanite Interfacing}}
 +
|-
 +
|{{sk|Nanite Operation|mult=yes}}
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|Decreases nanite consumption.
 +
|{{SkillAlphaBar|Nanite Operation}}
 +
|-
 +
|{{sk|Power Grid Management|mult=yes}}
 +
|Bonus to ship powergrid.
 +
|{{SkillAlphaBar|Power Grid Management}}
 +
|-
 +
|{{sk|Resistance Phasing|mult=yes}}
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|Reduces cycle time & capacitor need of reactive armor hardeners.
 +
|{{SkillAlphaBar|Resistance Phasing}}
 +
|-
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|{{sk|Thermodynamics|mult=yes}}
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|Enables [[overheating]]. Reduces damage from overheating.
 +
|{{SkillAlphaBar|Thermodynamics}}
 +
|-
 +
|{{sk|Weapon Upgrades|mult=yes}}
 +
|Reduces CPU use of turrets and launchers.
 +
|{{SkillAlphaBar|Weapon Upgrades}}
 +
|}
  
{{Skill
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= Skill Details =
|skill=Capital Shield Emission Systems
 
|desc=Operation of capital sized shield transfer array and other shield emission systems. 5% reduced capacitor need for capital shield emission system modules per skill level.
 
|1=Intelligence
 
|2=Memory
 
|mult=10x
 
|price=9,000,000
 
|pre=[[Skills:Engineering#Engineering|Engineering]] V; [[Skills:Engineering#Shield_Emission_Systems|Shield EmissionSystems]] V
 
|reqI=Capital Murky Shield Screen Transmitter I; Capital Shield Transporter I
 
}}
 
  
 
{{Skill
 
{{Skill
|skill=Capital Shield Operation
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|skill=Advanced Weapon Upgrades
|desc=Operation of capital shield boosters and other shield modules. 2% reduction in capacitor need for capital shield boosters per skill level.
+
|desc=Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
|1=Intelligence
+
|1=Perception
|2=Memory
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|2=Willpower
|mult=8x
+
|pre={{sk|Weapon Upgrades|IV}}
|price=22,500,000
+
|reqV={{sk|Doomsday Operation|icon=yes}}; {{sk|Marauders|icon=yes}}; {{sk|Tactical Weapon Reconfiguration|icon=yes}}
|pre=[[Skills:Engineering#Shield_Management|Shield Management]] V; [[Skills:Engineering#Shield_Operation|Shield Operation]] V; [[Skills:Engineering#Engineering|Engineering]] V
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|notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns.The cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment.
|reqI=Capital Neutron Saturation Injector I; Capital Shield Booster I
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=EM Shield Compensation
+
|skill=Capacitor Emission Systems
|desc=To active shield hardeners: 3% bonus per skill level to Shield EM resistance when the modules are not active.<br>
+
|desc=Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
<br>
 
To passive shield hardeners: 5% bonus per skill level to Shield EM resistance.
 
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=2x
+
|price=67.5K
|price=108,000
+
|pre={{sk|Power Grid Management|III}}, {{sk|Science|II}}
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
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|reqI=Tech 1 and Faction Small Energy Nosferatus/Neutralizers; Tech 1 and Faction Remote Capacitor Transmitters
|notes=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
+
|reqII=Tech 1 and Faction Medium Energy Nosferatus/Neutralizers
 +
|reqIII=Tech 1 and Faction Heavy Energy Nosferatus/Neutralizers; Small Energy Nosferatu/Neutralizer II; Praetor EV-900; Acolyte EV-300; Infiltrator EV-600
 +
|reqIV=Tech 2 Remote Capacitor Transmitters; Medium Energy Nosferatu/Neutralizer II; Tech 1 and Faction Capital Energy Nosferatus/Neutralizers
 +
|reqV=Heavy Energy Nosferatu/Neutralizer II; Capital Energy Nosferatu/Neutralizer II; {{sk|Capital Capacitor Emission Systems|icon=yes}}
 +
|notes=The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Energy Emission Systems
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|skill=Capacitor Management
|desc=Operation of energy transfer array and other energy emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
+
|desc=Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=2x
+
|pre={{sk|Power Grid Management|III}}
|price=67,500
+
|reqII=Tech 1 and Faction Micro Auxiliary Power Cores
|pre=[[Skills:Engineering#Engineering|Engineering]] III
+
|reqIII={{sk|Thermodynamics|icon=yes}}
|reqI=T1 and Faction small energy transfer arrays and other enery emission systems
+
|reqIV={{sk|Heavy Assault Cruisers|icon=yes}}
|reqII=T1 and Faction medium energy transfer arrays and other enery emission systems
+
|reqV=Micro Auxiliary Power Core II
|reqIII=T1 and Faction heavy and T2 small energy transfer arrays and other enery emission systems; energy neutralizer drones
+
|notes=Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.
|reqIV=T2 medium energy transfer arrays and other enery emission systems
 
|reqV=T2 heavy energy transfer arrays and other enery emission systems; [[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems]] IV
 
|notes=The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neuts and vamps are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.<br>
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Energy Grid Upgrades
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|skill=Capacitor Systems Operation
|desc=Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
+
|desc=Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=2x
+
|pre={{sk|Power Grid Management|I}}
|price=71,100
+
|reqI=Tech I and Faction Capacitor Boosters
|pre=[[Skills:Engineering#Engineering|Engineering]] II
+
|reqII='Seed' Micro Capacitor Booster I
|reqI=T1 capacitor upgrade modules
+
|reqIII=Small Capacitor Booster II
|reqII=T1 capacitor upgrade modules
+
|reqIV=Medium/Heavy/Capital Capacitor Booster II
|reqIII=T1 and certain T2 capacitor upgrade modules
+
|notes=Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.<br>
|reqIV=T2 capacitor upgrade modules
 
|reqV=Reactor Control Unit II; [[Skills:Spaceship_Command#Marauders|Marauders]]
 
|notes=Useful fitting requirement reduction for certain modules.<br>
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Energy Management
+
|skill=Capital Capacitor Emission Systems
|desc=Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
+
|desc=Operation of capital remote capacitor transmitters and other capacitor emission systems. 5% reduced capacitor need of capital capacitor emission systems per skill level.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=3x
+
|pre={{sk|Power Grid Management|V}}; {{sk|Capacitor Emission Systems|V}}
|price=153,000
+
|reqI=Tech 1 and Faction Capital Capacitor Transmitters
|pre=[[Skills:Engineering#Engineering|Engineering]] III
+
|reqIV=Capital Remote Capacitor Transmitter II
|reqI=T1 and Faction micro power grid modules
+
|notes=
|reqIII=[[Skills:Science#Thermodynamics|Thermodynamics]]
 
|reqV=T2 micro power grid modules
 
|notes=Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.<br>
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Energy Pulse Weapons
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|skill=CPU Management
|desc=Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
+
|desc=Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=2x
+
|pre=none
|price=117,000
+
|reqI=Tech 1 Cargo Scanners; Tech 1 Ship Scanners; Tech 1 Survey Scanners; Storyline and Faction Signal Amplifiers; {{sk|Electronic Warfare|icon=yes}}; {{sk|Target Management|icon=yes}}; {{sk|Signature Analysis|icon=yes}}; {{sk|Survey|icon=yes}}; {{sk|Structure Electronic Systems|icon=yes}}
|pre=[[Skills:Engineering#Engineering|Engineering]] II; [[Skills:Science#Science|Science]] II
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|reqII=Ship Scanner II; Cargo Scanner II; Survey Scanner II; Basic Co-Processor; {{sk|Long Range Targeting|icon=yes}}; {{sk|Electronics Upgrades|icon=yes}}
|reqI=T1 and Faction smartbombs
+
|reqIII={{sk|Frequency Modulation|icon=yes}}; {{sk|Target Painting|icon=yes}}; {{sk|Sensor Linking|icon=yes}}; {{sk|Weapon Disruption|icon=yes}}; {{sk|Propulsion Jamming|icon=yes}}
|reqII=T2 micro smartbombs
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|reqIV={{sk|Magnetometric Sensor Compensation|icon=yes}}; {{sk|Gravimetric Sensor Compensation|icon=yes}}; {{sk|Ladar Sensor Compensation|icon=yes}}; {{sk|Radar Sensor Compensation|icon=yes}}; {{sk|Signature Masking|icon=yes}}; {{sk|Cloaking|icon=yes}}; {{sk|Long Distance Jamming|icon=yes}}; {{sk|Signal Dispersion|icon=yes}}; {{sk|Signal Suppression|icon=yes}}; {{sk|Weapon Destabilization|icon=yes}}; {{sk|Signature Focusing|icon=yes}}
|reqIII=T2 small smartbombs
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|reqV={{sk|Nanite Engineering|icon=yes}}; {{sk|Electromagnetic Physics|icon=yes}}; {{sk|Electronic Engineering|icon=yes}}; {{sk|Cynosural Field Theory|icon=yes}}
|reqIV=T2 medium smartbombs
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|notes=A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category.
|reqV=T2 large smartbombs; [[Skills:Science#Doomsday_Operation|Doomsday Operation]]
 
|notes=Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.<br>
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Energy Systems Operation
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|skill=Electronics Upgrades
|desc=Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
+
|desc=Skill at installing Electronic upgrades, such as signal amplifiers, co-processors and backup sensor arrays. 5% reduction of CPU needs for all modules requiring Electronics Upgrades per skill level.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=1x
+
|price=90K
|price=36,000
+
|pre={{sk|CPU Management|II}}; {{sk|Power Grid Management|II}}
|pre=[[Skills:Engineering#Engineering|Engineering]] I
+
|reqI=Tech 1 Signal Amplifiers; Tech 1 and Faction Co-Processors
|reqI=T1 and Faction capacitor boosters
+
|reqIII={{sk|Hacking|icon=yes}}
|reqII=Micro capacitor booster II
+
|reqIV=Co-Processor II
|reqIII=Small capacitor booster II
+
|reqV=Signal Amplifier II; {{sk|Recon Ships|icon=yes}}; {{sk|Covert Ops|icon=yes}}; {{sk|Expedition Frigates|icon=yes}}
|reqIV=Medium and Heavy capacitor boosters II
+
|notes=A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers.
|notes=Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.<br>
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Engineering
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|skill=Energy Grid Upgrades
|desc=Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
+
|desc=Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=1x
+
|price=71.1K
|price=18,000
+
|pre={{sk|Power Grid Management|II}}; {{sk|Science|I}}
|pre=None
+
|reqI=Tech 1 and Faction Small/Medium Cap Batteries; 'Basic' Capacitor Power Relay; 'Basic' Shield Flux Coil; 'Basic' Capacitor Flux Coil; Basic Reactor Control Unit; 'Basic' Shield Power Relay; 'Basic' Power Diagnostic System
|reqI=[[Skills:Engineering#Shield_Operation|Shield Operation]]; [[Skills:Engineering#Energy_Systems_Operation|Energy Systems Operation]]
+
|reqII=Tech 1 and Faction Cap Rechargers; Tech 1 and Faction Shield Flux Coils; Tech 1 and Faction Reactor Control Units; Tech 1 and Faction Capacitor Power Relays; Tech 1 and Faction Power Diagnostic Systems; Tech 1 and Faction Large/Capital Cap Batteries; Tech 1 and Faction Shield Power Relays; Small Cap Battery II
|reqII=[[Skills:Engineering#Energy_Pulse_Weapons|Energy Pulse Weapons]]; [[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]]; [[Skills:Engineering#Shield_Upgrades|Shield Upgrades]]; [[Skills:Engineering#Electronic_Upgrades|Electronic Upgrades]]
+
|reqIII=Tech 1 and Storyline Capacitor Flux Coils; Cap Recharger II; Tech 2 and Storyline Medium Cap Batteries
|reqIII=[[Skills:Engineering#Energy_Management|Energy Management]]; [[Skills:Engineering#Shield_Management|Shield Management]]; [[Skills:Engineering#Tactical_Shield_Manipulation|Tactical Shield Manipulation]]; [[Skills:Engineering#Shield_Emission_Systems|Shield Emission Systems]]; [[Skills:Engineering#Energy_Emission_Systems|Energy Emission Systems]]
+
|reqIV=Capacitor Flux Coil II; Shield Flux Coil II; Shield Power Relay II; Capacitor Power Relay II; Power Diagnostic System II; Tech 2 and Storyline Large Cap Batteries; Capital Cap Battery II
|reqV=[[Skills:Science#Thermodynamics|Thermodynamics]]; [[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]]; [[Skills:Engineering#Capital_Shield_Emission_Systems|Capital Shield Emission Systems]]; [[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems]]; [[Skills:Engineering#Engineering|Engineering]]; [[Skills:Science#High_Energy_Physics|High Energy Physics]]; [[Skills:Science#Plasma_Physics|Plasma Physics]]; [[Skills:Science#Hydromagnetic_Physics|Hydromagnetic Physics]]; [[Skills:Science#Graviton_Physics|Graviton Physics]]; [[Skills:Science#Laser_Physics|Laser Physics]]; [[Skills:Science#Nuclear_Physics|Nuclear Physics]]; [[Skills:Science#Quantum_Physics|Quantum Physics]]; [[Skills:Subsystems#Amarr_Enegineering_Systems|Amarr Engineering Systems]]; [[Skills:Subsystems#Gallente_Enegineering_Systems|Gallente Engineering Systems]]; [[Skills:Subsystems#Minmatar_Enegineering_Systems|Minmatar Engineering Systems]]; [[Skills:Subsystems#Caldari_Enegineering_Systems|Caldari Engineering Systems]]; [[Skills:Spaceship_Command#Assault_Ships|Assault Ships]]
+
|reqV=Reactor Control Unit II; Bastion Module I; {{sk|Marauders|icon=yes}}; {{sk|Heavy Assault Cruisers|icon=yes}}
|notes=The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.<br>
+
|notes=Useful fitting requirement reduction for certain modules.
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Explosive Shield Compensation
+
|skill=Energy Pulse Weapons
|desc=To active shield hardeners: 3% bonus per skill level to Shield Explosive resistance when the modules are not active.<br>
+
|desc=Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
<br>
 
To passive shield hardeners: 5% bonus per skill level to Shield Explosive resistance.
 
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=2x
+
|pre={{sk|Power Grid Management|II}}; {{sk|Science|II}}
|price=108,000
+
|reqI=Tech 1 and Faction Smartbombs
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
+
|reqII=Tech 2 Micro Smartbombs
|notes=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
+
|reqIII=Tech 2 Small Smartbombs
 +
|reqIV=Tech 2 Medium Smartbombs
 +
|reqV=Tech 2 Large Smartbombs; {{sk|Doomsday Operation|icon=yes}}
 +
|notes=Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Kinetic Shield Compenstation
+
|skill=Nanite Interfacing
|desc=To active shield hardeners: 3% bonus per skill level to Shield Kinetic resistance when the modules are not active.<br>
+
|desc=Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
<br>
 
To passive shield hardeners: 5% bonus per skill level to Shield Kinetic resistance.
 
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=2x
+
|pre={{sk|Nanite Operation|III}}
|price=108,000
+
|price=4.5M
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
+
|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.
|notes=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Shield Compensation
+
|skill=Nanite Operation
|desc=Improved skill for regulating energy flow to shields. 2% less capacitor need for shield boosters per skill level.
+
|desc=Skill at operating nanites. 5% reduction in nanite consumption per level.  
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=2x
+
|pre={{sk|Mechanics|IV}}
|price=108,000
+
|reqIII={{sk|Nanite Interfacing|icon=yes}}
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] III
+
|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.
|notes=An important support skill for active shield tanking.<br>
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Shield Emission Systems
+
|skill=Power Grid Management
|desc=Operation of shield transfer array and other shield emission systems. 5% reduced capacitor need for shield emission system modules per skill level.
+
|desc=Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=2x
+
|price=18,000
|price=72,000
+
|pre=None
|pre=[[Skills:Engineering#Engineering|Engineering]] III
+
|reqI=Basic and Supplemental Shield Resistance Amplifiers; Civilian Shield Hardeners; 'Micro' Cap Battery; {{sk|Shield Operation|icon=yes}}; {{sk|Capacitor Systems Operation|icon=yes}}; {{sk|Structure Engineering Systems|icon=yes}}
|reqI=T1 and Faction shield transporters
+
|reqII={{sk|Energy Pulse Weapons|icon=yes}}; {{sk|Energy Grid Upgrades|icon=yes}}; {{sk|Shield Upgrades|icon=yes}}; {{sk|Electronics Upgrades|icon=yes}}
|reqII=Micro shield transporter II
+
|reqIII={{sk|Capacitor Management|icon=yes}}; {{sk|Shield Management|icon=yes}}; {{sk|Tactical Shield Manipulation|icon=yes}}; {{sk|Shield Emission Systems|icon=yes}}; {{sk|Capacitor Emission Systems|icon=yes}}
|reqIII=Small shield transporter II; T1 Light, medium and heavy shield maintenance bots
+
|reqIV={{sk|Thermodynamics|icon=yes}}
|reqIV=Medium and Large shield transporter II; T2 Light, medium and heavy shield maintenance bots
+
|reqV= {{sk|Amarr Core Systems|icon=yes}}; {{sk|Assault Frigates|icon=yes}}; {{sk|Caldari Core Systems|icon=yes}}; {{sk|Capital Capacitor Emission Systems|icon=yes}}; {{sk|Capital Shield Emission Systems|icon=yes}}; {{sk|Capital Shield Operation|icon=yes}}; {{sk|Gallente Core Systems|icon=yes}};  {{sk|Graviton Physics|icon=yes}};  {{sk|High Energy Physics|icon=yes}}; {{Sk|Hydromagnetic Physics|icon=yes}};{{sk|Laser Physics|icon=yes}}; {{sk|Minmatar Core Systems|icon=yes}}; {{sk|Nuclear Physics|icon=yes}}; {{sk|Plasma Physics|icon=yes}}; {{sk|Quantum Physics|icon=yes}}
|reqV=[[Skills:Engineering#Capital_Shield_Emission_Systems|Capital Shield Emission Systems]]
+
|notes=The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.
|notes=Shield emission systems repair other ships' shields. This skill is important for anyone planning to fly the [http://wiki.eveonline.com/en/wiki/Scimitar Scimitar] or [http://wiki.eveonline.com/en/wiki/Basilisk Basilisk] shield logistics ships.<br>
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Shield Management
+
|skill=Resistance Phasing
|desc=Skill at regulating a spaceship's shield systems. 5% bonus to shield capacity per skill level.
+
|desc=Improves control over, and flow between, nano membranes that react to damage by shifting resistances.
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|price=153,000
 
|pre=[[Skills:Engineering#Engineering|Engineering]] III
 
|reqI=T1 and Faction shield boost amplifiers
 
|reqV=Shield boost amplifier II; [[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]]
 
|notes=A basic shield support skill (remember that an increase in shield capacity also increases the amount of shield hitpoints you recharge every second) which is an uncomfortably long train to V. But it is worth training to V in the long run. Level V is required for T2 Shield Boost Amplifiers.<br>
 
}}
 
  
{{Skill
+
Reduces cycle time of Reactive Armor Hardeners, Flex Armor Hardeners and Flex Shield Hardeners by 10% per level and capacitor need by 15% per level.
|skill=Shield Operation
 
|desc=Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules. 5% reduction in shield recharge time per skill level.
 
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=1x
+
|pre={{sk|Hull Upgrades|IV}}
|price=31,500
+
|reqI=Tech 1 and Faction Capital Flex Armor/Shield Hardeners
|pre=[[Skills:Engineering#Engineering|Engineering]] I
+
|reqIV=Capital Flex Armor/Shield Hardener II
|reqI=T1 and Faction shield boosters
+
|notes=  
|reqII=Certain large and ancillary shield boosters
 
|reqIII=T2 small and medium shield boosters X-Large shield boosters; [[Skills:Engineering#Shield_Compensation|Shield Compensation]]; [[Skills:Subsystems#Amarr_Defensive_Systems|Amarr Defensive Systems]];
 
[[Skills:Subsystems#Gallente_Defensive_Systems|Gallente Defensive Systems]]; [[Skills:Subsystems#Minmatar_Defensive_Systems|Minmatar Defensive Systems]]
 
|reqIV=X-Large ancillary shield booster; Large shield booster II; [[Skills:Engineering#Thermic_Shield_Compensation|Thermic Shield Compensation]]; [[Skills:Engineering#EM_Shield_Compensation|EM Shield Compensation]]; [[Skills:Engineering#Kinetic_Shield_Compensation|Kinetic Shield Compensation]]; [[Skills:Engineering#Explosive_Shield_Compensation|Explosive Shield Compensation]]
 
|reqV=X-Lage shield booster II; [[Skills:Engineering#Capital_Shield_Operation|Capital Shield Operation]]; [[Skills:Subsystems#Caldari_Defensive_Systems|Caldari Defensive Systems]]
 
|notes=Important shield support skill, especially for passive regen shield tanks. Level V is required to use T2 X-large shield boosters.<br>
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Shield Upgrades
+
|skill=Thermodynamics
|desc=Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 5% reduction in shield upgrade powergrid needs.
+
|desc=Advanced understanding of the laws of thermodynamics. Allows you to deliberately [[overheat]] a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
 
|1=Intelligence
 
|1=Intelligence
 
|2=Memory
 
|2=Memory
|mult=2x
+
|price=4.5M
|price=75,600
+
|pre={{sk|Power Grid Management|IV}}, {{sk|Capacitor Management|III}}, {{sk|Science|IV}}
|pre=[[Skills:Engineering#Engineering|Engineering]] II; [[Skills:Science#Science|Science]] I
+
|notes= Overheating active modules can have a significant effect in combat: the bonuses offered by overheating range from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an increased rate of repair and more. A higher Thermodynamics skill allows you to overheat modules for longer before burning them out. This skill need not be a priority for a pilot who only flies in everyday PvE combat (missions, ratting). It is however useful in advanced PvE (e.g. running [[Abyssal Deadspace|Abyssals]]), important in PvP, and especially important in small-gang and solo PvP.
|reqI=T1 and Faction shield extenders and hardener amplifiers
 
|reqII=Micro shield extender II
 
|reqIII=Small shield extender II; T1 shield rechargers
 
|reqIV=T2 shield rechargers, extenders and hardener amplifiers
 
|notes=A useful fitting skill, makes squeezing some of the equipment used in shield tanking onto your ship easier.<br>
 
 
}}
 
}}
  
 
{{Skill
 
{{Skill
|skill=Tactical Shield Manipulation
+
|skill=Weapon Upgrades
|desc=Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.
+
|desc=Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
|1=Intelligence
+
|1=Perception
 
|2=Memory
 
|2=Memory
|mult=4x
+
|pre={{sk|Gunnery|II}}
|price=189,000
+
|reqI=Tech 1 and Faction Gyrostabilizers; Tech 1 and Faction Tracking Enhancers; Tech 1 and Faction Heat Sinks; Tech 1 and Faction Drone Damage Amplifiers; Tech 1 and Faction Ballistic Control Systems; Tech 1 and Faction Guidance Enhancers; Tech 1 and Faction Magnetic Field Stabilizers
|pre=[[Skills:Engineering#Engineering|Engineering]] III
+
|reqIV=Gyrostabilizer II; Tracking Enhancer II; Heat Sink II; Drone Damage Amplifier II; Magnetic Field Stabilizer II; Ballistic Control System II; Missile Guidance Enhancer II; {{sk|Advanced Weapon Upgrades|icon=yes}}
|reqI=T1 and Faction shield hardeners
+
|reqV={{sk|Heavy Assault Cruisers|icon=yes}}
|reqIV=T2 shield hardeners
+
|notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train.
|notes=When your shields fall below 25% hitpoints damage begins to leak through to armor. This skill stops that happening. The exact mechanism of the 'leaking', and the consequent use or uselessness of Tactical Shield Manipulation, are subject to pedantic and rather irrelevant arguments; you need this skill trained to IV to use T2 active shield hardeners, so train it to IV and then forget about it.<br>
 
 
}}
 
}}
  
{{Skill
+
[[Category:Skills]]
|skill=Thermic Shield Compensation
 
|desc=To active shield hardeners: 3% bonus per skill level to Shield Thermal resistance when the modules are not active.<br>
 
<br>
 
To passive shield hardeners: 5% bonus per skill level to Shield Thermal resistance.
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|price=108,000
 
|pre=[[Skills:Engineering#Shield_Operation|Shield Operation]] IV
 
|notes=This and the other three 'X Shield Compensation' (not to be confused with simple [[Skills:Engineering#Shield_Compensation|Shield Compensation]]) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.<br>
 
}}
 

Latest revision as of 13:11, 29 February 2024

Overview

The Engineering category contains capacitor support skills, and capacitor warfare skills.

The following are the skills in the Engineering section (in alphabetical order):

Skill (Multiplier) Purpose Alpha Limit
Advanced Weapon Upgrades (6x) Reduces powergrid need of turrets and launchers. ◼◼◼▨▨
Capacitor Emission Systems (2x) Allows use of energy nosferatu, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. ◼◼◼◼
Capacitor Management (3x) Bonus to capacitor capacity. ◼◼◼◼
Capacitor Systems Operation (1x) Allows use of cap boosters, Energy System Operations modules. Reduces capacitor recharge time. ◼◼◼▨▨
Capital Capacitor Emission Systems (10x) Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use. ▨▨▨▨▨
CPU Management (1x) Bonus to ship CPU. ◼◼◼◼◼
Electronics Upgrades (2x) Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use. ◼◼◼◼◼
Energy Grid Upgrades (2x) Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules. ◼◼◼◼◼
Energy Pulse Weapons (2x) Allows use of smartbombs. Reduces smartbomb cycle time. ◼◼▨▨▨
Nanite Interfacing (3x) Increases damaged module repair amount. ▨▨▨▨▨
Nanite Operation (2x) Decreases nanite consumption. ▨▨▨▨▨
Power Grid Management (1x) Bonus to ship powergrid. ◼◼◼◼◼
Resistance Phasing (3x) Reduces cycle time & capacitor need of reactive armor hardeners. ▨▨▨▨▨
Thermodynamics (3x) Enables overheating. Reduces damage from overheating. ◼◼◼◼
Weapon Upgrades (2x) Reduces CPU use of turrets and launchers. ◼◼◼◼◼

Skill Details

Icon skillbook2.png Advanced Weapon Upgrades

Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
Implants.png Attributes: Perception.pngWillpower.png
Multiplier.png Multiplier: 6x
Isk.png Price: 1M ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Weapon Upgrades IV
Icon skillbook2.png V required for: Icon skillbook2.png Doomsday Operation; Icon skillbook2.png Marauders; Icon skillbook2.png Tactical Weapon Reconfiguration
Notes.png Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns.The cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment.



Icon skillbook2.png Capacitor Emission Systems

Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 75k ISK
Alpha.png Alpha max level: IV
Icon skillbook2.png Prerequisites: Power Grid Management III, Science II
Icon skillbook2.png I required for: Tech 1 and Faction Small Energy Nosferatus/Neutralizers; Tech 1 and Faction Remote Capacitor Transmitters
Icon skillbook2.png II required for: Tech 1 and Faction Medium Energy Nosferatus/Neutralizers
Icon skillbook2.png III required for: Tech 1 and Faction Heavy Energy Nosferatus/Neutralizers; Small Energy Nosferatu/Neutralizer II; Praetor EV-900; Acolyte EV-300; Infiltrator EV-600
Icon skillbook2.png IV required for: Tech 2 Remote Capacitor Transmitters; Medium Energy Nosferatu/Neutralizer II; Tech 1 and Faction Capital Energy Nosferatus/Neutralizers
Icon skillbook2.png V required for: Heavy Energy Nosferatu/Neutralizer II; Capital Energy Nosferatu/Neutralizer II; Icon skillbook2.png Capital Capacitor Emission Systems
Notes.png Notes: The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.



Icon skillbook2.png Capacitor Management

Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 200k ISK
Alpha.png Alpha max level: IV
Icon skillbook2.png Prerequisites: Power Grid Management III
Icon skillbook2.png II required for: Tech 1 and Faction Micro Auxiliary Power Cores
Icon skillbook2.png III required for: Icon skillbook2.png Thermodynamics
Icon skillbook2.png IV required for: Icon skillbook2.png Heavy Assault Cruisers
Icon skillbook2.png V required for: Micro Auxiliary Power Core II
Notes.png Notes: Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.



Icon skillbook2.png Capacitor Systems Operation

Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 60k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Power Grid Management I
Icon skillbook2.png I required for: Tech I and Faction Capacitor Boosters
Icon skillbook2.png II required for: 'Seed' Micro Capacitor Booster I
Icon skillbook2.png III required for: Small Capacitor Booster II
Icon skillbook2.png IV required for: Medium/Heavy/Capital Capacitor Booster II
Notes.png Notes: Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.



Icon skillbook2.png Capital Capacitor Emission Systems

Operation of capital remote capacitor transmitters and other capacitor emission systems. 5% reduced capacitor need of capital capacitor emission systems 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: Power Grid Management V; Capacitor Emission Systems V
Icon skillbook2.png I required for: Tech 1 and Faction Capital Capacitor Transmitters
Icon skillbook2.png IV required for: Capital Remote Capacitor Transmitter II



Icon skillbook2.png CPU Management

Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output 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
Icon skillbook2.png I required for: Tech 1 Cargo Scanners; Tech 1 Ship Scanners; Tech 1 Survey Scanners; Storyline and Faction Signal Amplifiers; Icon skillbook2.png Electronic Warfare; Icon skillbook2.png Target Management; Icon skillbook2.png Signature Analysis; Icon skillbook2.png Survey; Icon skillbook2.png Structure Electronic Systems
Icon skillbook2.png II required for: Ship Scanner II; Cargo Scanner II; Survey Scanner II; Basic Co-Processor; Icon skillbook2.png Long Range Targeting; Icon skillbook2.png Electronics Upgrades
Icon skillbook2.png III required for: Icon skillbook2.png Frequency Modulation; Icon skillbook2.png Target Painting; Icon skillbook2.png Sensor Linking; Icon skillbook2.png Weapon Disruption; Icon skillbook2.png Propulsion Jamming
Icon skillbook2.png IV required for: Icon skillbook2.png Magnetometric Sensor Compensation; Icon skillbook2.png Gravimetric Sensor Compensation; Icon skillbook2.png Ladar Sensor Compensation; Icon skillbook2.png Radar Sensor Compensation; Icon skillbook2.png Signature Masking; Icon skillbook2.png Cloaking; Icon skillbook2.png Long Distance Jamming; Icon skillbook2.png Signal Dispersion; Icon skillbook2.png Signal Suppression; Icon skillbook2.png Weapon Destabilization; Icon skillbook2.png Signature Focusing
Icon skillbook2.png V required for: Icon skillbook2.png Nanite Engineering; Icon skillbook2.png Electromagnetic Physics; Icon skillbook2.png Electronic Engineering; Icon skillbook2.png Cynosural Field Theory
Notes.png Notes: A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category.



Icon skillbook2.png Electronics Upgrades

Skill at installing Electronic upgrades, such as signal amplifiers, co-processors and backup sensor arrays. 5% reduction of CPU needs for all modules requiring Electronics Upgrades per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 100k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: CPU Management II; Power Grid Management II
Icon skillbook2.png I required for: Tech 1 Signal Amplifiers; Tech 1 and Faction Co-Processors
Icon skillbook2.png III required for: Icon skillbook2.png Hacking
Icon skillbook2.png IV required for: Co-Processor II
Icon skillbook2.png V required for: Signal Amplifier II; Icon skillbook2.png Recon Ships; Icon skillbook2.png Covert Ops; Icon skillbook2.png Expedition Frigates
Notes.png Notes: A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers.



Icon skillbook2.png Energy Grid Upgrades

Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 79k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: Power Grid Management II; Science I
Icon skillbook2.png I required for: Tech 1 and Faction Small/Medium Cap Batteries; 'Basic' Capacitor Power Relay; 'Basic' Shield Flux Coil; 'Basic' Capacitor Flux Coil; Basic Reactor Control Unit; 'Basic' Shield Power Relay; 'Basic' Power Diagnostic System
Icon skillbook2.png II required for: Tech 1 and Faction Cap Rechargers; Tech 1 and Faction Shield Flux Coils; Tech 1 and Faction Reactor Control Units; Tech 1 and Faction Capacitor Power Relays; Tech 1 and Faction Power Diagnostic Systems; Tech 1 and Faction Large/Capital Cap Batteries; Tech 1 and Faction Shield Power Relays; Small Cap Battery II
Icon skillbook2.png III required for: Tech 1 and Storyline Capacitor Flux Coils; Cap Recharger II; Tech 2 and Storyline Medium Cap Batteries
Icon skillbook2.png IV required for: Capacitor Flux Coil II; Shield Flux Coil II; Shield Power Relay II; Capacitor Power Relay II; Power Diagnostic System II; Tech 2 and Storyline Large Cap Batteries; Capital Cap Battery II
Icon skillbook2.png V required for: Reactor Control Unit II; Bastion Module I; Icon skillbook2.png Marauders; Icon skillbook2.png Heavy Assault Cruisers
Notes.png Notes: Useful fitting requirement reduction for certain modules.



Icon skillbook2.png Energy Pulse Weapons

Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 130k ISK
Alpha.png Alpha max level: II
Icon skillbook2.png Prerequisites: Power Grid Management II; Science II
Icon skillbook2.png I required for: Tech 1 and Faction Smartbombs
Icon skillbook2.png II required for: Tech 2 Micro Smartbombs
Icon skillbook2.png III required for: Tech 2 Small Smartbombs
Icon skillbook2.png IV required for: Tech 2 Medium Smartbombs
Icon skillbook2.png V required for: Tech 2 Large Smartbombs; Icon skillbook2.png Doomsday Operation
Notes.png Notes: Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.



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: 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: Mechanics IV
Icon skillbook2.png III required for: Icon skillbook2.png Nanite Interfacing
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 Power Grid Management

Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output 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
Icon skillbook2.png I required for: Basic and Supplemental Shield Resistance Amplifiers; Civilian Shield Hardeners; 'Micro' Cap Battery; Icon skillbook2.png Shield Operation; Icon skillbook2.png Capacitor Systems Operation; Icon skillbook2.png Structure Engineering Systems
Icon skillbook2.png II required for: Icon skillbook2.png Energy Pulse Weapons; Icon skillbook2.png Energy Grid Upgrades; Icon skillbook2.png Shield Upgrades; Icon skillbook2.png Electronics Upgrades
Icon skillbook2.png III required for: Icon skillbook2.png Capacitor Management; Icon skillbook2.png Shield Management; Icon skillbook2.png Tactical Shield Manipulation; Icon skillbook2.png Shield Emission Systems; Icon skillbook2.png Capacitor Emission Systems
Icon skillbook2.png IV required for: Icon skillbook2.png Thermodynamics
Icon skillbook2.png V required for: Icon skillbook2.png Amarr Core Systems; Icon skillbook2.png Assault Frigates; Icon skillbook2.png Caldari Core Systems; Icon skillbook2.png Capital Capacitor Emission Systems; Icon skillbook2.png Capital Shield Emission Systems; Icon skillbook2.png Capital Shield Operation; Icon skillbook2.png Gallente Core Systems; Icon skillbook2.png Graviton Physics; Icon skillbook2.png High Energy Physics; Icon skillbook2.png Hydromagnetic Physics;Icon skillbook2.png Laser Physics; Icon skillbook2.png Minmatar Core Systems; Icon skillbook2.png Nuclear Physics; Icon skillbook2.png Plasma Physics; Icon skillbook2.png Quantum Physics
Notes.png Notes: The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.



Icon skillbook2.png Resistance Phasing

Improves control over, and flow between, nano membranes that react to damage by shifting resistances. Reduces cycle time of Reactive Armor Hardeners, Flex Armor Hardeners and Flex Shield Hardeners by 10% per level and capacitor need by 15% per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 500k ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Hull Upgrades IV
Icon skillbook2.png I required for: Tech 1 and Faction Capital Flex Armor/Shield Hardeners
Icon skillbook2.png IV required for: Capital Flex Armor/Shield Hardener II



Icon skillbook2.png Thermodynamics

Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 4.5M ISK
Alpha.png Alpha max level: IV
Icon skillbook2.png Prerequisites: Power Grid Management IV, Capacitor Management III, Science IV
Notes.png Notes: Overheating active modules can have a significant effect in combat: the bonuses offered by overheating range from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an increased rate of repair and more. A higher Thermodynamics skill allows you to overheat modules for longer before burning them out. This skill need not be a priority for a pilot who only flies in everyday PvE combat (missions, ratting). It is however useful in advanced PvE (e.g. running Abyssals), important in PvP, and especially important in small-gang and solo PvP.



Icon skillbook2.png Weapon Upgrades

Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
Implants.png Attributes: Perception.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 80k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: Gunnery II
Icon skillbook2.png I required for: Tech 1 and Faction Gyrostabilizers; Tech 1 and Faction Tracking Enhancers; Tech 1 and Faction Heat Sinks; Tech 1 and Faction Drone Damage Amplifiers; Tech 1 and Faction Ballistic Control Systems; Tech 1 and Faction Guidance Enhancers; Tech 1 and Faction Magnetic Field Stabilizers
Icon skillbook2.png IV required for: Gyrostabilizer II; Tracking Enhancer II; Heat Sink II; Drone Damage Amplifier II; Magnetic Field Stabilizer II; Ballistic Control System II; Missile Guidance Enhancer II; Icon skillbook2.png Advanced Weapon Upgrades
Icon skillbook2.png V required for: Icon skillbook2.png Heavy Assault Cruisers
Notes.png Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train.