How do attributes work in eve
Notify me of new comments via email. Notify me of new posts via email. Certificates Jump Clones About the Author. Seriously, the ONLY thing attributes effects is skill training time! Skill points Since we were already on the cybernetics show info above, look and see that the primary attribute of the skill is intelligence and the secondary is memory.
If your intelligence is 20 and memory is This should look familiar. Maths is funs No? Neural remap Why do they have all the skills have different attributes that effect their training time if all the attributes are essentially 20 anyway?
The answer to both of these is Neural Remap. But, even the best laid plans of mice, soon go asunder. You are likely to change your mind.
History: Skip if you do not care. But, wait. Share this: Twitter Facebook. Like this: Like Loading Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in:. Email required Address never made public. Name required. Follow Following. Sign me up. Already have a WordPress. Log in now. Contents What do attributes affect? Changing your attributes Give your character the right strengths. Get the Game. Download EVE Online. Get help with games!
Go to list of all games. This is a guide to learning those in-game skills, explaining the mechanics that govern skill training, and making suggestions for training strategies. Skills are a significant part of what defines a character and what they can do. If you want to fly a ship, use modules on that ship, mine, trade, and so much more, you'll need to have trained specific skills for that. Additionally, training skills improves your performance your ships will fly faster, your guns will do more damage, you will pay lower taxes, and so on.
Some skills affect multiple areas of the game, but most are specialised. This has two major effects:. Fortunately, skills are cumulative, and once you have invested time skill points into a skill you will never lose them unless you choose to extract them using a Skill Extractor. This means that you can continuously improve your character's proficiency in one or several areas of the game, depending on your goals.
There are around different skills in EVE, and every character can potentially learn every skill provided that they have an Omega clone ; Alpha clone characters are limited in what skills they can train. It would be easy to get lost, but thankfully skills are divided into groups:. It would not be practical to go into detail describing all these skills on one page; there is therefore a separate page for each section of skills linked above.
Furthermore some of these sections have corresponding Skill Tree Maps. To help new pilots get their heads around the vast array of skills available to them, several sets of recommended skills have been compiled:.
To learn a skill unless it's part of your starting skills , a pilot must acquire and inject the relevant skillbook. Pilots who completed the starter missions from the tutorial agents will have already been given some useful skillbooks. The main way to acquire other new skillbooks is from the market. Pilots can browse the available skillbooks under 'Skills' in the Browse tab, or just search for a particular skill.
Currently most skillbooks are sold by NPC corporations for a fixed price. The NPC sell orders can be distinguished in two ways: they have a uniform price, and they have nearly a year's worth of time listed in the 'Expires In' column. The maximum amount of time a player can put a sell order up for, by contrast, is 90 days.
Players also sometimes put up sell orders for NPC seeded skillbooks. If the order is priced below the NPC price, the player is probably selling off books they bought in error; if the order is above the NPC price, the player is probably hoping to trick someone into buying. Some skillbooks are not directly seeded onto the market. These tend to be more advanced skills, such as Small Autocannon Specialization , which lets you use T2 small autocannons.
Some players trade in these skills by finding them or buying them from LP stores where they have LP and then putting them up on the regular market for a profit. Depending on how hard it is to obtain these skills outside of the market, buying them from players selling them on the regular market can often be the simplest option.
Updates in opened up another way to acquire skillbooks. Any skillbook which is available via an NPC-seeded sell order can instead be purchased and immediately injected via the Character Sheet skill page. Right-clicking on a skill in a hangar or cargohold, also gives you an 'Inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet and destroys the skillbook , but doesn't actually start it training -- effectively it stores the skill at 'level 0'.
Injecting is useful if you've bought a skill which you have the intent to train, but don't actually want to start training it right away or have yet to meet the requirements to train: once it's injected, you don't need to worry about keeping the skillbook with you, and there's no risk that you'll lose the skillbook if you fly into dangerous space and lose your ship. The same is true and useful for jump clones -- you can jump to a clone in hisec or a trade hub, acquire and inject the skill there, and then after the jumpclone waiting period jump back to your main clone somewhere in more dangerous space, where you can train the skill at your leisure.
Note that you can inject a skillbook without knowing all the prerequisites to actually start training the skill. You can train a skill by dragging and dropping it into the training queue, or by right-clicking on it in your Skills list.
So, how is the time it takes you to train a particular skill calculated? The number of skill points necessary to train a skill is determined by the skill's rank , also known as its training time multiplier , while the rate at which you get new skill points is determined by your attributes.
The base numbers of skill points SP required to train a skill with a training time multiplier of 1x like Navigation , for example go like this:. When training from one level to the next you start with the skill points you accumulated training the previous level - so, for example, if you start training Navigation IV , you will already have 8, SP in the skill and will need to train 37, more SP to move from III to IV.
If a skill has a training multiplier higher than 1, the numbers of SP required for each level are multiplied by that number. Always inject the skills you can immediately by right-clicking on the book and selecting "Inject This Skill". If you can't inject a skill yet, leave it in the station. Once a skill is injected, it is always available to train, wherever you are. These skills allow you to more easily equip your ship with modules. They are the core skills that will be used with every ship you will own, ever.
If you are ever unsure on what to train, these skills will never be the wrong choice. Offensively or defensively, these skills will improve your ability to combat enemies. This generally includes all skills in the following categories;. With the exception of Weapon Upgrades , these skills will highly depend on your choice of ship. Consult the ship page for your specific ship to see suggested weapon types. Used primarily by the Caldari and some Minmatar ships, these skills are the missile versions of the Gunnery skills.
See individual ship pages for recommended Missile types. Note: These skills do not affect turrets. While Gallente have the most drone bonuses, you will probably want to have drones for nearly every ship, eventually.
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