The beginning of the game - what skills to download at the beginning. Skills Skills in EVE Online - Training and Mechanism Basic Implant Types

In the second part of the EVE Online Exploration Guide, we'll talk about ships and skills. The material was prepared together with the guys from our corporation - The Eastern Cartel, as well as using English-language sources. Let's start with the ships.

1. Ships to explore in EVE Online

1.1 T1 frigates

The most accessible ships for exploration are Tier 1 frigates: Imicus , magnate , Heron , Probe. They have small bonuses to scanning and breaking containers. Pros include low skill requirements and low cost. The disadvantages include the fact that you cannot put Covert Ops Cloaking Device II on them. This is a key module for lowsec, zeros and W-Space exploration. It provides invisibility during the warp, and also does not impose restrictions during normal flight. Without it, you will be easy prey for lowsec gate campers and those who want to catch you in the BX.

However, with pumped skills and straight arms, these frigates pose a threat to other ships of a similar class. Let's say the nondescript Imicus has a fairly roomy drone hangar (for eight) and is able to fly four. The other day, my cocorp on such a boat dismantled the Manticore stealth bomber, and before that he rolled Heron. True, he is a fan of PvP on frigates, so this is a special case.

Therefore, the recommendation is simple: fly them in highsec for the initial experience. Of course, no one forbids you to fly in lowsec and climb into wormholes, but be prepared for the fact that lovers of easy prey will catch you there.

1.2 T2 frigates (Covert Ops)

More advanced versions of explorer frigates -, Anathema , Cheetah , Helios. In addition to stronger scan bonuses, they can carry Covert Ops Cloaking Device II. This qualitatively changes the process of moving through dangerous sectors of space. You can warp with a carpetcloth while remaining invisible. This makes the ship almost elusive. Also, clock does not affect the normal movement speed, unlike other similar modules. This is a big plus if you are warping for a date or relic, and the containers are at a distance of 60-70km or more. In addition, T2 frigates have bonuses to combat capabilities. The pluses include the fact that T2 frigates are relatively inexpensive. A body kit with a body kit will cost you 25-30kk. This money is repaid for one successful flight.

The disadvantages include the fact that it takes a long time to pump skills into them. Requirements: Racial frigates and Electronic Upgrades in V, which takes about three weeks in total. In addition, they are completely unsuitable for passing combat anomalies and dates and archaeological sites protected by sleepers. It only takes a couple of sleeper frigates to turn your ship into junk.

1.3 Faction ships

Faction ships for exploration include ships from the Sisters of EVE faction: frigate Astero, cruiser and battleship Nestor. They have bonuses for scanning and hacking. The advantages include low requirements for minimum skills and the ability to carry a carpet cloak. Often, beginners choose these ships because they can be boarded quickly, rather than waiting three weeks for the skills needed for Tier 2 frigates to swing.

The system of skills (skills) of the character in EVE Online is unique in its kind, the likes of which are practically not found in any MMORPG. It is characterized primarily huge variety of skills, and secondly, a special scheme for their study and pumping. Unlike most modern online games, skills in EVE Online level up regardless of their use - it takes what is required only time and nothing else. In addition, skills are pumped even when you are not in the game, which makes it possible not to waste time offline in vain.

Recruits are always in demand on any fronts! Register in EVE Online and boldly ask to join the military corporations of Russian-speaking alliances. You will always be supported, trained and will not be offended.

How Skill Leveling Works in the World of EVE Online

Your character's skill system initially provides for the character to purchase a book with a certain skill. These books are usually bought by players in the markets, however, like most in-game items, they are initially obtained by someone. Some skill books can be purchased for Loyalty Points(a special currency that is given as a reward for completing missions), while others can be obtained from a container in anomalies using a data analyzer.

If your character has all the necessary skills to learn this skill, then you can use the book at any time to teach your character this skill. You can then complete the Skill Queue in any order that suits you.

It should be noted that by default, the queue for learning skills cannot exceed one day from the moment the first skill in the queue starts learning.

You can bet on learning as many different skills as you want, but between the first and last skill, the time required to learn can't be more than a day.

Put the last skill in the learning queue that takes the longest to learn (for example, a few days). This way you will protect yourself from accidental downtime in learning skills.

Skill options in EVE Online

Each skill in EVE Online has two parameters - its difficulty and level. In total, a skill can have 5 levels - the first is obtained by using the book, the last is achieved by pumping. Leveling each subsequent level takes exactly 5 times more time than researching the previous one. The difficulty of a skill is a multiplier of the time it takes to learn it.

What character skills affect in EVE Online

In the world of EVE Online skills(they are skills) character affect every aspect of the game, down to social interactions between players. In addition to the well-known and understandable combat skills and mining skills, there are also corporation and alliance management skills, fleet management skills, and much more.

Ship ownership skills affect which ships you can control and what bonuses you will receive from controlling the ship. Almost every skill is easy increases by the same amount any indicators.

If you want to get to know the game, then initially it makes no sense for you to achieve the maximum level in all skills - 3 or 4 levels will be enough. The difference between skill levels 4 and 5 is not that big.

If you want to be a professional in your field, then without a maximum level of 5 you will not achieve perfect results.

As in any MMORPG, your development in the vastness of New Eden depends directly on the acquisition of new knowledge and character training. If you don't have the right skills, then a certain number of ships, modules, and abilities won't be available to you.

But what skills and skills download and what to download? - we will try to answer this question in this article. Here will be presented information that is more useful for beginners than for experienced players.

We will consider both general aspects of pumping, and some individual points.

General information: Eve online skills

In order to properly conduct their activities in outer space, the pilot needs to study the necessary. This will open up not only new opportunities for you, but also simply increase efficiency. For example, you need more accuracy in shooting, so find the appropriate skills and start downloading them. You can take on the study of quickly learned skills, because it can take years to learn serious skills.

You often hear that you can just sit behind the wheel of a Caracal ship and, perhaps, that even a veteran of the game will be equal to you. This is a controversial proposition, but there is some truth in it. After all, if your forces are equalized, then even if you have only 10 million SP, and he has all 100 million, this will not create a special advantage. But the bottom line is that he will simply use the power of more ships and modules, so it will be difficult to resist him.

In order to create a truly effective help for yourself through skills, you will have to spend a lot of time studying them. If you calculate the time spent on the development of each skill to the maximum, then about twenty years of constant pumping can come out. It turns out that the older the character, the more experience and skills he will have.

Of course, you cannot lose SP (if SP is Skill Points), with some exceptions, of course. The exception is the use of extractors (devices that pump your skill points into a separate container - injectors) and the destruction of a strategic cruiser, which takes one skill level from you.

After the book is read, the skill is added to the learning queue. The required number of SP determines the rank of the skill being studied. It is also called the training time multiplier. And the speed at which SP will be awarded to you is determined by your attribute.

The required amount of SP along with the usual time multiplier would be as follows:

  • First level - 250;
  • The second level is 1414;
  • Third level - 8000;
  • Fourth level - 45255;
  • Fifth level - 25

There shouldn't be any difficult moments here. For example, you need to learn the navigation skill to the fourth level. You will have 8000 SP immediately, and you will only have to collect 37255.

In the case when a skill has a multiplier greater than 1x, the amount of SP that is needed to move to the next level is multiplied by this figure. Example: Evasive Maneuvering is learned with a 2 multiplier, so you need to get 500 SP instead of 250 to fully complete the first level. The second may require 2828 SP, and all other levels are studied in the same spirit. The hardest part is on multipliers going up to 10 and up. The same Titan requires the accumulation of 4096000 SP, because its multiplier is 16.

Characteristics and Attributes Affecting Skills

Gameplay eve online has only five attributes, or characteristics:

  • Perception;
  • Intelligence (Intelligence);
  • Willpower;
  • Charisma (Charisma);
  • Memory

By developing these indicators, the speed of mastering your skills increases. They have no other role. Since playing EVE requires proper time management, you need to know how to profitably optimize the effectiveness of attributes for leveling skills. At the beginning, you are given 20 points for each attribute.

Each skill has its own primary and secondary characteristics. There is also a formula for calculating the time that you can spend on learning a particular skill:

(required amount of SP - SP available) / (primary stat + (secondary stat / 2))

If you use attributes in your study time calculation, you will save many hours. Omega accounts give around 29-30 SP per minute. (this is 1740-1800 per hour). Alpha accounts will receive only half of everything - 15 SP per minute.

Attributes are associated with a specific activity. Below we present a list of skill groups and their respective attributes.

  • Armor: Intelligence (primary) and Memory (secondary);
  • Corporate Governance: Memory and Charisma;
  • : Memory and Perception;
  • Electronic Systems: Intellect and Memory;
  • Engineering: Intelligence and Memory / Perception and Willpower;
  • Fleet support: Charisma and Willpower;
  • Artillery: Perception and Willpower;
  • Missiles: Perception and Willpower;
  • Navigation: Intelligence and Perception / Intelligence and Memory;
  • Connection of neurotechnics: Intelligence and Memory / Charisma and Willpower;
  • Planetary interaction: Intelligence and Memory / Charisma and Intelligence;
  • Production: Memory and Intelligence / Intelligence and Memory;
  • Resource Processing: Memory and Intelligence / Intelligence and Memory;
  • Rigi: Intelligence and Memory;
  • Scanning: Intelligence and Memory;
  • Science: Intelligence and Memory / Memory and Charisma;
  • Shields: Intellect and Memory;
  • Social: Charisma and Intelligence;
  • Ship Control: Perception and Willpower (initial) / Willpower and Perception;
  • Structure management: Memory and Willpower / Memory and Charisma;
  • Subsystems: Intelligence and Memory / Perception and Willpower;
  • Target Indication: Intelligence and Memory;
  • Trade: Charisma and Memory / Willpower and Charisma / Charisma and Willpower.

But if you want to explain all the attributes in a more general language, then the following will come out:

Perception, willpower are essential in combat. Through them you will use the best aircraft and artillery.

Intelligence, memory - for industrial affairs, but will be useful for military operations.

Charisma - for those who like to bargain and for bonus players.

For convenience, you can use the EVEMoon software to calculate your pumping. It creates a plan for the whole year, where you can add any number of characteristics. The program calculates all this and issues the most profitable development strategy in terms of time.

Layout and skills in the game

When a game throws you into a huge and dangerous space, you can hardly predict your development plan for the next week or month. To do this, you need to fly and get comfortable for some time; then in your head there will already be a complete picture of who you want to become in the universe of New Eden.

Over time, as your skills make their way to higher levels, you will notice one strange phenomenon: with each new level, you will have few bonuses, but mastering new levels will be extremely slow. For example, the skill "Surgical Strike". It gives the player a 3% DPS bonus. It's good, very good, but its multiplier is 4x. You can master the 1st level of the skill very quickly without using additional amplifiers (remaps, boosters, imps); 40 min. and you already have the first level of the skill. But the transition from the 4th to the 5th level without the use of amplifiers will take about 25 days! In this case, your bonus will be only ... 3%. This is how this fictional world works.

Therefore, a "young" player would be best to pull their skills up to the 3rd or 4th level, and then try to increase to the 5th. And when choosing skills, you should always give priority to important skills. For example, navigation skills are very important: they have a small multiplier, they interact with all your ships. Such a skill needs to be pumped up to level 50 and not much to pull with it.

But there are a number of skills that are in the status of passing. They should not be forgotten either. When you fly, for example, to, then you will need such skills as Minmatar Frigate completely, Mechanics completely, Power Grid Management completely, but Spaceship Command only up to the third level. This is how planning works. It's not exactly a pleasant process and very often difficult, but boosters and implants are not cheap, and remaps can only be used once or twice a year.

Leveling accelerators

If you are thinking of gaining SP in very large quantities in a short time, then the easiest way is to use implants. You have only 5 slots for them, located in Augmentations, that is, in the stat enhancement section. This upgrade will allow you to add a bonus of up to +5. There are more powerful ones, but they require their own separate skills, no matter how strange it may sound. When the capsule is destroyed, your implants are also destroyed.

Implants to add 1-3 are not that expensive, and the level of Cybernetics may already require knowledge of the first, but still the time frame for learning becomes shorter. In some storylines, you may be given an implant as a reward. So if you prefer to play missions, be sure to get some starter implants at no cost.

Plus use in high speed workouts. You can reduce the development of new skill levels by two months if you properly configure the implant. The disadvantage of implants is the high price and the possibility of losing it.

Remap. With this feature, you can transfer points from one attribute to another. For example, you do not need charisma and points from this attribute you pour into willpower. Here you cannot get something from nothing. Either way, you have to sacrifice something.

But I would like to note that it is better to apply such an enterprise after gaining some experience. It is very dangerous to use it without careful planning. After all, the use of remap is possible once or twice a year. But not everything is so bad: for beginners, the game offers two or three uses, so that there is more than one attempt to learn how to use them.

When you start the game you will need the following skills anyway:

  • Navigation (Attributes: Intelligence / Perception);
  • Electronics, Engineering, Mechanics (Attributes: Intelligence / Memory);
  • Ship control (Attributes: Perception / Willpower).

For beginners who are thinking of going to war, additional skills may come in handy:

  • Artillery, Missiles (Attributes: Perception / Willpower);
  • Drones (Attributes: Memory / Perception);

For miners and industrialists:

  • Mined Resource Processing, Industry, Science (Attribute: Intelligence/Memory).

And traders, of course, need Trade (Attributes: Charisma / Willpower).

Based on all this, you can understand what to focus on when you get your Remaps. Here you have to think and plan everything correctly, because there are very few attempts.

Boosters. In layman's terms, this is a temporary bonus to all of your pilot's stats. They are distributed at various game events, as well as during the registration of the starter set of the game. But here it is worth understanding that the booster received on the names will be in service for a limited amount of time (usually after the end of this event); after that it will be useless.

This concludes our guide to leveling up. We tried to reveal the big picture and point out the most important points to remember when playing through the game. Perhaps the leveling process may seem tedious and long (this is already a game ...), but it's worth it. But if you want to improve your skills much faster, post, and other accelerators, then you can refer to our site - site. We are ready to offer you our services and deliver the goods quickly and safely. In addition, we have the best prices. Buying from us is much safer and cheaper than in-game markets or exchanges. In addition, we can offer a range of pumping services. We are ready to make your game much easier and faster. Write and place an order.

In EVE Online, each activity is closely tied to the abilities that are currently available to the pilot. Their leveling takes real time, and the higher you plan your development, the more effort you will have to invest in leveling your character. The ability to control a variety of ships, the extraction of useful resources from space objects, the use of available modules - all this you will have to comprehend by studying skills.

In total, there are several hundred (400, to be more precise) different abilities in the game. It will take a pilot several decades of real time to study absolutely everything, so only a few manage to reach the ceiling of development in this space sandbox. Of course, at any time you can use an item such as Skill Injector, which will give a certain amount of free SP, which can then be distributed to the required skills. But this requires serious financial investments, which is not suitable for everyone.

All skills in EVEE Online are divided into certain areas:

  • Armor - is responsible for the "hardness" of your spacecraft;
  • Missiles, machine guns, lasers, and so on (Gunnery, Missiles) - regulate the amount of damage caused when using a certain type of weapon;
  • Scanning - determining the ability to scan the area for valuable resources and loot;
  • Drones (Drones) - allows you to take on board the ship cybernetic devices that protect the ship from enemy attacks;
  • EW (Electronic Systems) - the use of modules to counteract scanning and other electrical devices of enemy ships;
  • Engineering (Engineering) - improvement of the CPU, caps and other elements of the ship;
  • Corporation Management - adds the ability to create and manage gaming communities, called a corporation.
  • This is not the whole list of available types of abilities that absolutely every player can learn. However, it should be remembered that, first of all, you should spend time pumping in EVE Online in the direction that is relevant to you at the moment. Want to quickly start fighting other players? Are you planning to trade or dig asteroids? Then choose the skills you need and ignore those that are not very useful specifically for your character.

    A little about attributes


    In EVE Online, there is a system of attributes - skills that are responsible for the speed of learning skills, divided according to certain characteristics. There are five attributes in total: intelligence, willpower, memory, charisma and perception. Optimizing these elements will allow you to maximize the rational distribution of game (and real) time to learn the skills you need.

    Each new player has 20 points per attribute by default. A certain skill has a primary and a secondary attribute, and the number of points of each of them directly affects the speed of learning the ability. To calculate the time it will take us to reach the desired value of the ability, we can use the following formula:

    (SP(required) - SP(available) / (primary attribute + (secondary attribute / 2))

    Each omega clone gets roughly 30 SP per hour, while alpha clones can only get half that, 15 SP. Accordingly, if you want to become a professional pilot, then don’t even dream about the free Eva, you will have to quickly turn your alpha into an omega by buying Plex. And the faster you do this, the sooner you can learn all the necessary abilities.

    So, all existing attributes can be conditionally divided into three groups that are suitable for players in different areas of activity:

  • PVP fans will need to pour the maximum number of points into willpower and perception (operational study of abilities responsible for the right to pilot combat ships and use combat modules);
  • Drones and production workers should focus on intelligence and memory (drones will be able to deal more damage, and the production of valuable materials will take less time than usual);
  • Scanners and those who like to trade between sectors should keep charisma in the leading positions of attributes (it will allow you to quickly earn a positive reputation with NPCs and “knock out” high prices for goods).
  • Ivmon is a useful tool that will allow you to calculate your character development plan for the year ahead. If you have incorrectly distributed the SP, then you can change them with the help of implants (this can also be indicated in Ivmon).

    EVE Online has a lot of opportunities to speed up character development. Following the example of Skill Injectors and implants, you can use a variety of boosters that give a temporary bonus to all attributes. This will temporarily reduce the number of hours required to learn abilities. But all this, like buying Plex, requires a certain financial investment. So each player must decide for himself whether he wants to quickly and effortlessly (with serious financial costs) become a storm of space or better to save the budget and achieve what he wants in time.

    EVE has a slightly unusual character development system. There are no usual "specialty classes". Instead, a very developed system of skills (skills) has been created for the players, from which you are free to choose any of your interest. The character starts the game with the skills chosen at creation, but later on any skills can be acquired and implanted directly into the character's brain, in much the same way as knowledge is transferred in the movie "The Matrix".

    EVE Online Skill Guide

    EVE Online Skill Guide

    Each skill has five levels of development and the preliminary skills necessary to learn it. There are many training kits on the market with which to start training: rare and common, expensive and not very expensive. Once a skill is mastered, it cannot be forgotten, and there is no need to. There is no limit to the number of skills learned or the number of skill points.

    Skill training

    The character receives a new skill by activating the training set. After activation, some time must pass before the training ends and the first level of the skill is learned. In order to develop subsequent levels of the skill, the training set is no longer needed, it is enough to re-put the skill into training by selecting the appropriate item in the context menu.

    Training takes place in real time and continues whether the player is in the game or not, and its duration can vary from dozens of minutes to several hours and days, depending on the type of skill and its complexity. It should be noted that only one of the characters can train on one account (account) at the same time. The time remaining until the end of the current training period can be seen in the character sheet (button on the left panel) in the "Skills" tab.

    Training kits can be purchased from the market, both from players and NPCs, the price and availability depend on the size of the supply and the magnitude of the demand.

    Acquisition of all skills

    The chance that a character in EVE will learn all the skills before the last level 5 is very, very low. Well, or, at least, this task is very, very difficult. Developing skills, especially high-level ones, takes a lot of time, while new skills and new ideas are constantly being introduced into the game. Approximate calculations have shown that it takes about ... three years to fully develop only all the skills available at the moment! But during this time, even more new skills will appear in the game!

    From the outside, the character development process may seem a little tedious, but the character training system implemented in EVE is unique, and is an integral part of the game's image.

    Influence of skills

    Skills have several functions in EVE. They define the types of ships, weapons, and equipment that the character can use. They also determine how efficiently the available equipment is used. And finally, they give access to special, highly specialized sections of the game - researching more advanced weapons, managing corporations, managing factories, creating POS (Player Owned Structure, player-owned structures) and so on.

    Skills and death

    With the destruction of the ship, the life of the pilot does not end - he ejects in a capsule filled with a special life-supporting and anti-g jelly, which is usually called simply "pod" (pod) or "egg" (for more details on this, see the story "The Jovian Grave" ("The Jovian Wet Grave"). But if the capsule is destroyed before it is safe on the station or in another star system, then the character will die, and his clone will be activated. So if you get shot, it does not mean that you died , the pilot (although he is not visible, but he is there, exactly, exactly) can be saved in the "pod", which can then be placed back into the ship.

    If, as a result of a lost battle, it came to the "pod", then you need to be in a safe place as soon as possible and transfer to a spare ship. If there is no ship in stock, then the insurance company will provide you with a standard frigate for free, the same as at the beginning of the game.

    So, in order to kill a character, you need to destroy him "under", and the consequences of this will be much greater than from a simple loss of the ship.

    After the escape pod is destroyed (or "lifted"), the character's mind is transferred to the clone. The quality of the clone determines how many skill points will be retained after the transfer. At the beginning of the game, the simplest clone is provided, and as you develop, it is highly recommended to improve it from time to time, otherwise some of the skills will be lost upon death. If the memory is transferred to a clone that is designed for fewer skill points than the current one, then the character will lose some percentage of the "excess" points (but most likely not all). And this means that some skills will have to be learned again, wasting precious time. Therefore, it is better to try not to die ... But since. it is inevitable, then keep an eye on your clone and update it in a timely manner.

    Ways of development

    Character development can be divided into two main components - combat and non-combat. Most likely, there will be no difficulties with the definition of combat activities: these are battles and actions related to them, in addition to firing, including the restoration of the ship's protective covers, electronic countermeasures against enemy ships, and various actions to support the integrity and efficiency of friendly ships. From non-combat activities, you can bring: character development, trade, mining, research, production, corporation management. For those who prefer more social interaction, who are looking for communication and new friends, in-game channels for communication and thematic mailing lists will provide all the opportunities for this.

    Attribute and Skill Guide

    Attributes

    When a character is created, some values ​​are assigned to its attributes.

    Attributes in EVE are:

    Memory

    Intelligence

    Perception

    Willpower

    Charm (Charisma)

    When choosing a school and a character's specialization, the attributes change to reflect these facts. For example, a scientist will have increased Memory and Intelligence, a fighter will have increased Willpower, and a merchant will have increased Charisma.

    Attribute Importance

    Attributes are the most important factor in teaching skills. All skills have primary and secondary attributes corresponding to them, and the higher these characteristics a character has, the faster he will learn the skill. The largest contribution to the learning rate is made by the magnitude of the value of the primary attribute, and if it is small, then the training time will be much longer than it could be. Moreover, this difference in time can be VERY significant, especially when training high skill levels and mastering skills of a high level of complexity.

    To find out what the primary and secondary attributes of a given skill are, select "Show info" from its context menu, or, if the skill has not yet been learned, select the "Attributes" tab in the skill's information window. To find out your current values ​​for these attributes, select the "Attributes" tab in the Character sheet.

    Attribute action

    By distributing the values ​​of a character's attributes, you influence which skills he will learn the fastest. That is, if you create a character focused on combat missions, then you can make him increased Perception and Willpower, and this will lead to accelerated learning of military skills, in particular skills from the "Artillery" (Gunnery) line. But such a character will also have disadvantages: if you suddenly decide to switch to another path, say, scientific, then the speed of development will not be at all what it could be.

    Attribute Improvement

    You are not tied tightly to the value of the attributes that were set when creating the character. Their values ​​can be increased, for example, using skills from the Learning line, which includes six basic learning skills - one for each attribute, and six improved learning skills. Plus the skill "Learning" (Learning), which for each level of its development reduces the time of learning skills by 2%.

    By maxing out your basic teaching skills, you will increase each attribute by 5 points. And this is a very smart investment of time, as it will save a lot of time on learning other skills.

    Some players develop learning skills to the third or fourth level, because. progressing to level 5 takes a long time, but without level 5 there will be no access to advanced training skills that allow you to increase attributes by another 5 points. Here, the development to the 5th level of advanced learning skills takes a really very long time, and here it’s already worth considering whether such an investment will pay off in the future. In any case, it makes sense to develop those attributes that are most necessary for the chosen skills.

    For example, if you decide to become a fighter, then maximizing skills that increase Perception (such as Spatial Awareness) and Willpower (such as the Iron Will skill) will have the highest return. .

    How to develop

    Learning and developing skills as well as developing attributes takes time. Why not try to optimize this process? For most skills in the Learning line, Memory is the primary attribute and Intelligence is the secondary attribute. It turns out that it is wiser to develop the skills "Instant Recall" (Instant Recall, responsible for increasing Memory) and "Analytical Mind" (responsible for increasing Intelligence) in the first place. In addition, the attributes that they develop are responsible for the speed of learning many other skills.

    Here is an example of character development that will allow you to increase training skills and attributes as quickly as possible. The calculations on which the given sequence is based are not presented here.

    Instant Recall (Memory) Level 1

    Analytical Mind (Intelligence) Level 1

    Learning Level 1

    Instant Recall (Memory) Level 2

    Analytical Mind (Intelligence) Level 2

    Learning Level 2

    Instant Recall (Memory) Level 3

    Analytical Mind (Intelligence) Level 3

    Learning Level 3

    Instant Recall (Memory) Level 4

    Analytical Mind (Intelligence) Level 4

    Learning Level 4

    Ideas for further character development can be gleaned from the EVE forums. Rest assured, at each of them this question was raised more than once.

    Implants

    Implants allow you to increase attribute values ​​and thus save time on training. They can be bought from the market, received as a reward from an agent, or received as loot. Implants can increase the value of one of the attributes by 1 ("Limited"), 2 ("Limited - Beta"), 3 ("Basic"), or 4 ("Standard") points. There are also complex effect implants, but they are not covered in this guide.

    Types of basic implants:

    Cybernetic Subprocessor (Increase Intelligence)

    Memory Augmentation (increase Memory)

    Occular Filter (increase Perception)

    Neural Boost (increase Willpower)

    Social Adaptation Chip (increase Charisma)

    The use of implants requires the possession of a certain level of skill "Cybernetics" (Cybernetics) (1st level for the Basic type, 3rd for Limited and Limited - Beta, 4th for the Standard type). The very skill "Cybernetics" for its study requires the skill "Science" (Science) of the 3rd level of development.

    For each attribute, only one implant responsible for it can be inserted. When removed, the implants are destroyed, so do not forget that once the implant is inserted, it can never be used again.

    Be careful when taking risks - implants are lost upon death and cannot be covered by insurance.

    General Tips

    Try to maximize the attributes needed in the areas you will study hard. For example, all skills from the Navigation line have Intelligence as their primary attribute, so it's worth developing it as much as possible to save on learning time, especially when developing skills to level 5.

    Of course, training skills from the "Training" line takes time. And in the initial period of time, this delay can leave you lagging behind those who immediately began to develop other skills. But in the long run, the time spent will pay off many times over, and you will outstrip those who started with the development of applied skills in the speed of development.

    Skills have difficulty levels - they are shown as a number in brackets after the skill name (also found in the skill info window). A skill of the second level of difficulty will require twice as much time as a similar one, but of the first level of difficulty; the fifth level - five times more time and so on. And if you have low primary and secondary attributes, then developing such a skill will take a significant amount of time. In such cases, it makes sense to buy implants or develop skills from the "Training" line to increase the necessary attributes.

    If you go to the "Skills" tab in the character information window (top button on the left panel), then at the top of the window you will see the total number of skill points you have. To start the development of a skill, open the ruler to which it belongs, find the desired skill, right-click on it and select "Start Training Train to level ..." (Start Training Train to level ...), this will highlight the time needed to progress to the next level. To learn a skill that you do not have, you need to purchase the appropriate training kit (the station you started the game at should definitely have a large selection). To do this, open the market window by left-clicking on the "Market" button (Market) located on the left panel, then set the "search radius" (market range) to "Only at this station" (This station only), otherwise you can buy a skill for which you have to fly somewhere. Select the "List" tab (Browse), then select the category "Items" (Items), in it the category "Skills" (Skills), after which the skill lines will open. Open the one to which the desired skill belongs and buy it.

    Some high-level skills can be obtained from agents.

    Sometimes players buy up the entire stock of training kits available at the station, and then resell at inflated prices. If you feel like a skill is overpriced, try setting the search radius to "Constellation" or "Region" and you may find better deals in nearby systems. But in this case, you still have to fly to buy.

    Try to constantly train your skills, without downtime and loss of time. If there are two hours left until the end of the training, and you know for sure that you will not be able to appear earlier than in 14 hours, then switch the training to some other skill, the training of which will not end before you can enter the game. You do not lose skill points and training time by stopping training. Whenever you continue learning, it will start right where you left off. When you can enter the game again - just switch to the original skill.

    Skill Lines and Attributes

    The list shows skill lines and their associated attributes:

    Ruler Attributes

    Corporate Management Memory, Charisma

    Drones Memory, Perception

    Electronics

    Engineering Intelligence, Memory

    Gunnery Perception, Willpower

    Industry Memory, Intelligence

    Leadership Willpower, Charisma

    Learning Memory, Intelligence

    Mechanic(Mechanic) Intelligence, Memory

    Rocketry(Missiles) Perception, Willpower

    Navigation

    Science, Intelligence, Memory

    Social (Social) Charisma, Intelligence

    Spaceship Command Perception, Willpower (for most skills) Willpower, Perception (skills for elite ships)

    Trade (Trade) Willpower, Charisma (for basic skills)

    Charisma, Memory (for more advanced skills)

    Attributes and Skills

    Memory is the primary attribute for the Drones, Industry, Corporation Management, and Learning lines. These skills are absolutely essential for those involved in mining, industrialization and science. "Corporate Management" skills are important for characters involved in corporate affairs.

    Intelligence is the primary attribute for skills from the Electronics, Engineering, Mechanic, Navigation, and Science lines. They are necessary for those who want to achieve maximum efficiency from ships and ship devices, and for those who are engaged in science.

    Willpower is the primary attribute for the Elite Ship Control (from Spaceship Command) and Leadership skills, as well as some of the Trade skills. The secondary attribute of Willpower goes to most combat skills ("Missiles" and "Artillery" (Gunnery)). Thus, this is a very important parameter for commanders and "hardcore" fighters.

    Perception is the primary attribute for most skills from the "Ship Control" line, as well as for "Missile" and "Artillery", and is a secondary attribute for "Drones" and "Navigation". Perception is the most important attribute for combat-oriented players. However, even if you don't think about fighting, don't forget about this skill due to the important Ship Control line, in which most of the skills have a high level of difficulty, and therefore, with a low Perception value, they will require a lot of time. So, if you are going to use more than just a beginner ship, it will not be superfluous to spend time developing skills from the Training line that are responsible for increasing Perception.

    Charisma is the primary attribute for most "Social" and "Trade" skills. "Social" skills are important for those who work a lot with agents, they allow you to quickly improve the attitude (standing) to yourself, which, among other advantages, gives reduced interest rates for processing ore. Players on missions for Agents will benefit greatly from the Connections, Negotiations, and Fast Talk skills. "Trading" skills are needed for those who work with the market more often than ordinary players, those who sell and buy a lot, setting the market dynamics. For combat players, charisma is not important, except for those who are going to develop team skills from the Leadership line.