Skills Training 101

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Revision as of 17:04, 11 February 2014 by Hank magnusson (talk | contribs) (added a "thinking about skills" section and filled out the skill books section)
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Class Information

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Information

Illustration link for class description on the Eve University forum: 800px-Skills_training_clock.jpg

Skills are the primary defining quality of your capsuleer. They train in wall-clock time and open up new opportunities within EVE. This class, intended for new players, will cover skills generally, how to train faster, how not to lose skill points, and how to plan for the most impact from your skills training. Much of the content will come from the Uni's "Skills_and_Learning" wiki page.

  • Duration: 60 minutes. No practical.
  • Location: Docked up safely in a station

Class contents:

  • Skills, categories, and skill points
  • Skill books and injecting skills
  • How to identify what skills do, e.g. through a fitting tool
  • Building a long-term skill plan using an out-of-game tool
  • Training skills faster: implants, cerebral accelerators, and remaps
  • Attributes by skill category (reviewing [url=]Neville's excellent blog post[/url])
  • ]Ways you can lose skill points
  • Identifying skills to train

Student requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up.
  • Access to the Classroom1.E-UNI in-game chat channel

Additional information: This class is primarily lecture delivered in the Class.E-UNI channel in Mumble, followed by Q&A.

Notes for the Teacher

Required materials:

  • Classroom1.E-UNI chat channel, to receive questions and post relevant links
  • Review the lecture notes for examples to pull, e.g. +1, +2, +3, +4, +5 implants

Class Contents


Welcome to this class on Skills Training!

This course is designed primarily for new capsuleers, who want to ensure they have a thorough understanding of how skills and skill points work in EVE and common approaches to building a skills plan.

Over the 60 minutes or so, we shall cover skills themselves, skill books, understanding the impact of skills, how to train skills faster, skill attributes by category, how skill points can be lost, and resources to help you identify skills to train.

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Classroom1.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. At the end of the lecture, we'll open Mumble for any further questions or general discussion.

Everyone ready? OK, then - let's begin....

Skills, categories, and skill points

  • Access your training queue by clicking the bar below your portrait
  • Go to your skills: Character sheet > Skills
  • Look at all the skills in EVE: Character sheet > Skills > Settings > Show all skills
  • Skills have...
    • Ranks, from level 1 to 16 e.g. Gallente Titan Note: haven't ensured that rank 16 is the highest
    • Benefits--see skill description
    • Requirements
    • Primary and secondary attributes: Intelligence, Perception, Charisma, Willpower, Memory
  • Trial-Restricted Skills cannot be trained on trial accounts, e.g. Cloaking
  • Skills can be trained to different levels
    • Level I (for a rank 1 skill): 250
    • Level II (for a rank 1 skill): 1414
    • Level III (for a rank 1 skill): 8000
    • Level IV (for a rank 1 skill): 45255
    • Level V (for a rank 1 skill): 256000

Thinking about skills training

  • 80/20 rule: getting to level 3 takes much less time than getting to level 4 or 5
  • Opportunity costs, e.g. Small Blaster Specialization IV at the expense of Thermodynamics I
  • General vs. specific skills
    • Some skills will help you for every ship you fly, e.g. Navigation
    • Some skills help only in certain situations

Skill books and injecting skills

  • Acquiring skill books
    • Buying them from the market
      • Some come from NPCs
      • Some come from players
    • Uni members can check corporate hangars
    • Uni members can be reimbursed for skill books that cost up to 1 million ISK--check the Uni's skillbook program
    • Earn them from tutorial missions
    • Possible to find skill books as well e.g. through exploration
  • Danger: some skill books are expensive, e.g. Tycoon
  • You can only inject a skill book if you have the prerequisites

How to identify what skills do

  • Skill descriptions
  • Ship descriptions
  • Out-of-game fitting tools e.g. EFT or Pyfa

Building a long-term skill plan

  • EVE only lets you have one skill in training that does not complete within the next 24 hours
  • Out-of-game tools e.g. EVEMON or gtkevemon
    • Identify dependencies

Training skills faster

  • Cerebral accelerators
    • Standard: until character is 35 days old, +3 to all attributes plus other bonuses
    • Prototype: until character is 14 days old, +9 to all attributes
    • Advanced: until character 7 days old, +17 to all attributes
    • Can't use more than one
    • Destroyed on clone jump, but not destroyed if you're podded
  • Implants
    • Aside: Jump Clones vs. Medical clones
      • Jump clones
        • Character sheet > Jump clones
        • You can have one jump clone per level in Informorph Psychology
        • Each jump clone can have its own implants; the implants will be listed under Character sheet > Jump clones
      • Medical clone
        • Everyone has ONE medical clone
        • The medical clone is where you go if you are podded
        • Very important to keep medical clone up to date (see later in the class)
    • Clones have 10 "slots", 1-5 are for attribute enhancers
    • Each attribute can be boosted anywhere from +1 to +5
    • Cost usually proportional to the enhancement
    • Implants require levels in Cybernetics
    • +5 implants require Cybernetics 5, and the general advice is that the potential savings in training time is not worth the time to train Cybernetics 5. However, there are other implants that also require Cybernetics 5.
    • Some implants give attribute bonuses plus other bonuses, e.g. Snake implants
    • Implants are specific to a clone and are destroyed if the clone is podded
  • Neural remaps
    • These allow you to change your capsuleer's attributes
    • No attribute can go below 17 or above 27
    • Be very careful--you have limited remaps
      • "Normal" remap, granted after 1 year
      • "Bonus" remaps, you start with 2.
    • Don't be hasty

Attributes by skill category

Ways you can lose skill points

  • Pod death, and you have an outdated medical clone
    • Highest ranked, highest level skill will lose training points.
    • Loss dependent on how outdated your clone is
    • According to, the maximum number of skill points that can be lost is 2,048,000.
    • How to check your medical clone
  • Blown up in a T3 ship (Strategic Cruisers: Proteus, Legion, Loki, Tengu)
    • You lose a level from one of your highest-leveled racial subsystem skills
  • CCP patches--historically, they compensated people by giving them free skill points

Identifying skills to train

Class Wrap-up

  • Thanks for attending this class!
    • I would appreciate any feedback from people on how to improve the class
  • Questions ?