Powergrid Output:
Measured in megawatts (MW). One of the two fitting attributes that determine what you can place on your ship. Powergrid primarily constricts you from placing big guns on your ship without making sacrifices elsewhere, but there are other powergrid-intensive modules as well.
Measured in megawatts (MW). One of the two fitting attributes that determine what you can place on your ship. Powergrid primarily constricts you from placing big guns on your ship without making sacrifices elsewhere, but there are other powergrid-intensive modules as well.
CPU Output:
Measured in teraflops (tf). The second fitting attribute. CPU does not rise as fast as powergrid as you rise in ship size, and serves primarily to moderate just what kinds of secondary systems (shield hardeners, ECM modules, warp disruptors, etc...) you can fit.
Measured in teraflops (tf). The second fitting attribute. CPU does not rise as fast as powergrid as you rise in ship size, and serves primarily to moderate just what kinds of secondary systems (shield hardeners, ECM modules, warp disruptors, etc...) you can fit.
Slots: These are locations on a ship where you can put a module, generally the more slots the better a ship is. There are 3 types of slots Low, Mid, and High, different kinds of equipment/modules will go into only one kind of slot. A ship is often best designed around the number of each type of slot it has. For example, ships with more than 4 low slots make good armor tanks, while shield tanks can be created from ships with 4 or more mid slots.
You can freely add or remove modules from your ships slots at the fitting screen in a station, or when within 3000 metres of a Ship Maintenance Array at a POS owned by your Corporation.
You can freely add or remove modules from your ships slots at the fitting screen in a station, or when within 3000 metres of a Ship Maintenance Array at a POS owned by your Corporation.
Lo slots:
All slots are a space Low slots primarily contain gear for armor tanking (armor hardeners, plates, and repairers), weapon damage upgrades (Magnetic Field Stabilizers and Ballistic Control Systems for Caldari), and various hull modifications (Nanofiber Internal Structures and Warp Core Stabilizers for two common examples).
Mid slots:
Mid slots contain all form of electronic warfare (ECM, warp jamming, and stasis webifiers), afterburners and microwarp drives, and shield tanking gear (shield hardeners, boosters, and extenders).
Mid slots contain all form of electronic warfare (ECM, warp jamming, and stasis webifiers), afterburners and microwarp drives, and shield tanking gear (shield hardeners, boosters, and extenders).
Hi slots:
These slots are mostly restricted to weapons. Turrets, launchers, smartbombs, and Nosferatus (NOS)/Energy Neutralizers (Neuts) all go here. "Medical" modules allowing you to aid your allies such as remote armor repairers, remote shield boosters, capacitor transfer arrays, also are fitted in Hi slots.Eg. Tracking Link - Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship.
Rig slot:
Slot specifically for rigs, shown at the bottom left of the ship loadout screen. Tech 1 ships have 3 rig slots, while Tech 2 ships tend to have 2 rig slots. Note: rigs are like plugins once installed they cannot be removed and re-used.Calibration: Different rigs have different requirements for calibration, tech 2 rigs tend to need 50% more calibration than their tech 1 equivalents. Most ships can accommodate rigs up to a calibration level of 400, faction ships often only have 350 points of calibration.
Hardpoints:
All launchers and turrets (including mining lasers which count as turrets) require hardpoints of their respective type in addition to a high slot to fit. Smartbombs, "medical" mods, and nosferatus/neutralizers do not. If you run out of turret hardpoints (for instance, the Moa only has four), you cannot fit any more turrets (even if you have six high slots like the Moa). The same logic applies to missile launchers and launcher hardpoints.
All launchers and turrets (including mining lasers which count as turrets) require hardpoints of their respective type in addition to a high slot to fit. Smartbombs, "medical" mods, and nosferatus/neutralizers do not. If you run out of turret hardpoints (for instance, the Moa only has four), you cannot fit any more turrets (even if you have six high slots like the Moa). The same logic applies to missile launchers and launcher hardpoints.
Shield, Armor, Hull/Structure:
These are simple, so they are getting lumped together. These are your hitpoints. You lose shields first, then armor, then structure. When your structure goes to zero, your ship blows up (though your ship suffers no ill effects until then). Note that when your shields get low (it starts at 25%, but that number is lowered if you get and increase the Tactical Shield Manipulation skill), a small amount of the damage will go to your armor before your shields are completely depleted.
These are simple, so they are getting lumped together. These are your hitpoints. You lose shields first, then armor, then structure. When your structure goes to zero, your ship blows up (though your ship suffers no ill effects until then). Note that when your shields get low (it starts at 25%, but that number is lowered if you get and increase the Tactical Shield Manipulation skill), a small amount of the damage will go to your armor before your shields are completely depleted.
Damage resistance:
These reduce damage of the specified type to their respective HP layer (shield, armor, or structure) by the stated percentage. These resistances can be further modified by hardeners and resistance amplifiers for shields, hardeners and resistance plating for armor, and a damage control module for structure. Structure has no base resistances and so takes 100% damage from everything unless a Damage Control is active. Resistances are multiplicative (not additive), for example, all ships have base 20% thermal resistances BASE (ie. before any skills are factored in), so only 80% of damage potential is applied, but activating a thermal hardener (+50% thermal) gives 50% reduction in that 80% (half of 80% is 40%) so thermal damage reduced to 40% of potential ie. 60% resistance rather than an additive bonus of 70%.
This means there are diminishing returns on additional bonus', eg. another hardener module would reduce by 50% the remaining damage (40%) to give 20% damage potential or 80% thermal resist Remember 80% resistance is twice as effective as 60% (ie. Missile doing 100 damage vs 60% resist you take 40 damage, vs 80% resist you take 20 damage).
These reduce damage of the specified type to their respective HP layer (shield, armor, or structure) by the stated percentage. These resistances can be further modified by hardeners and resistance amplifiers for shields, hardeners and resistance plating for armor, and a damage control module for structure. Structure has no base resistances and so takes 100% damage from everything unless a Damage Control is active. Resistances are multiplicative (not additive), for example, all ships have base 20% thermal resistances BASE (ie. before any skills are factored in), so only 80% of damage potential is applied, but activating a thermal hardener (+50% thermal) gives 50% reduction in that 80% (half of 80% is 40%) so thermal damage reduced to 40% of potential ie. 60% resistance rather than an additive bonus of 70%.
This means there are diminishing returns on additional bonus', eg. another hardener module would reduce by 50% the remaining damage (40%) to give 20% damage potential or 80% thermal resist Remember 80% resistance is twice as effective as 60% (ie. Missile doing 100 damage vs 60% resist you take 40 damage, vs 80% resist you take 20 damage).
Capacitor capacity:
In many ways this is the lifeblood of your ship. Using modules in combat drains capacitor energy, which takes time to regenerate. Guns, shield boosters, afterburners/microwarp drives, and ECM modules are all likely to be your capacitor's biggest drains in battle. Likewise, enemy nosferatus will steal your capacitor, and you can steal an enemy's capacitor with your own nosferatus.
In many ways this is the lifeblood of your ship. Using modules in combat drains capacitor energy, which takes time to regenerate. Guns, shield boosters, afterburners/microwarp drives, and ECM modules are all likely to be your capacitor's biggest drains in battle. Likewise, enemy nosferatus will steal your capacitor, and you can steal an enemy's capacitor with your own nosferatus.
Recharge time:
Your shields and capacitor regenerate themselves over time. Obviously a lower regeneration time will mean it regenerates faster. The regeneration is not linear; when you are 30% shields or capacitor, you are regenerating at your quickest (approximately 2.4x as quickly as simple division of max amount by recharge time would indicate). As you move away from 30% in either direction, natural recharge rate slows.
Your shields and capacitor regenerate themselves over time. Obviously a lower regeneration time will mean it regenerates faster. The regeneration is not linear; when you are 30% shields or capacitor, you are regenerating at your quickest (approximately 2.4x as quickly as simple division of max amount by recharge time would indicate). As you move away from 30% in either direction, natural recharge rate slows.
Capacity:
How much space you have in your cargohold to hold items, measured in cubic metres (m3).
How much space you have in your cargohold to hold items, measured in cubic metres (m3).
Drone capacity:
How much room you have in your drone bay to hold drones. Light scout drones take 5 m^3 each, medium scout drones take 10 m^3 each, and heavy drones take 25 m^3 each. Not every ship has a drone bay. Smaller drones can hit smaller ships better, and do more damage per m^3 they take up than larger drones. Five medium drones will still heavily out-damage five light drones, however (and likewise for heavies versus mediums).
How much room you have in your drone bay to hold drones. Light scout drones take 5 m^3 each, medium scout drones take 10 m^3 each, and heavy drones take 25 m^3 each. Not every ship has a drone bay. Smaller drones can hit smaller ships better, and do more damage per m^3 they take up than larger drones. Five medium drones will still heavily out-damage five light drones, however (and likewise for heavies versus mediums).
Mass:
Mass, combined with a hidden attribute that is the same for every ship of a given size (frigate, cruiser, etc...) determines how quickly your ship accelerates (as a proportion of its max velocity) and turns. Having a higher mass will also mean you get less of a bonus from afterburners and microwarp drives than the module says you will get.
Mass, combined with a hidden attribute that is the same for every ship of a given size (frigate, cruiser, etc...) determines how quickly your ship accelerates (as a proportion of its max velocity) and turns. Having a higher mass will also mean you get less of a bonus from afterburners and microwarp drives than the module says you will get.
Volume:
Only important if you have a friend with a Carrier to put your ship into. The (X m^3 packaged) stat, however, is more useful, as you can even fit a repackaged cruiser into a good industrial ship. Repackaged, shuttles are 500 m^3, frigates are 2500, destroyers are 5000, cruisers are 10000, battlecruisers are 15000, and battleships are 50000.
Only important if you have a friend with a Carrier to put your ship into. The (X m^3 packaged) stat, however, is more useful, as you can even fit a repackaged cruiser into a good industrial ship. Repackaged, shuttles are 500 m^3, frigates are 2500, destroyers are 5000, cruisers are 10000, battlecruisers are 15000, and battleships are 50000.
Max velocity:
Quite simply how fast you can go when you finish accelerating. Speed is very useful for increasing your transversal velocity (making you harder to hit with enemy turrets) and for controlling the range at which combat occurs.
Quite simply how fast you can go when you finish accelerating. Speed is very useful for increasing your transversal velocity (making you harder to hit with enemy turrets) and for controlling the range at which combat occurs.
warpCapacitorNeed:
The power cost to warp per one kg per AU (floats do not have the resolution for meters).
The power cost to warp per one kg per AU (floats do not have the resolution for meters).
Propulsion strength:
Does not do anything at the moment, and is only visible on the Ship Attributes in EVEMon.
Does not do anything at the moment, and is only visible on the Ship Attributes in EVEMon.
Maximum targeting range:
How far out you can target an enemy to shoot at them.
How far out you can target an enemy to shoot at them.
Max locked targets:
Determines how many targets the ship will let you have at once if your skills are high enough.
Determines how many targets the ship will let you have at once if your skills are high enough.
Scan resolution:
How quickly you can target enemy ships. A higher number means you target faster. Your targeting speed also depends on the enemy's signature radius.
How quickly you can target enemy ships. A higher number means you target faster. Your targeting speed also depends on the enemy's signature radius.
Signature radius:
How large your ship shows up as on an enemy's sensors. In a practical sense, the smaller this number is, the longer it will take an enemy to get a target lock, the less their turrets will hit you, and the less damage their missiles will do (as long as your signature radius is less than the explosion radius of their missiles).
How large your ship shows up as on an enemy's sensors. In a practical sense, the smaller this number is, the longer it will take an enemy to get a target lock, the less their turrets will hit you, and the less damage their missiles will do (as long as your signature radius is less than the explosion radius of their missiles).
Sensor strength:
You will have zero for three of these, and a number for Gravimetric. This number is used solely to determine how hard your ship is to target jam with ECM modules. A higher number here means you are harder to jam, but since the system is entirely probability based, you can still be jammed even if you get this number over a hundred.
You will have zero for three of these, and a number for Gravimetric. This number is used solely to determine how hard your ship is to target jam with ECM modules. A higher number here means you are harder to jam, but since the system is entirely probability based, you can still be jammed even if you get this number over a hundred.
Targeting speed:
Each ship has its scan resolution, the higher the value the faster you can target an object/enemy, value can be found by right clicking on the ship and selecting "show info". Targetting speed modified by signature radius, the lower the sig. rad of the target the harder it is to target and so longer it takes to target.
Each ship has its scan resolution, the higher the value the faster you can target an object/enemy, value can be found by right clicking on the ship and selecting "show info". Targetting speed modified by signature radius, the lower the sig. rad of the target the harder it is to target and so longer it takes to target.
Corporation Management | Amarr | |||||
Business | Industry | Military | ||||
Entr | ExCm | Engi | Pros | Sold | SpFo | |
Corporation Management | 5 | |||||
Ethnic Relations | 3 | |||||
Drones | Entr | ExCm | Engi | Pros | Sold | SpFo |
Drone Navigation | ||||||
Drone Sharpshooting | ||||||
Drones | 1 | 3 | ||||
Mining Drone Operation | ||||||
Scout Drone Operation | 2 | |||||
Electronics | Entr | ExCm | Engi | Pros | Sold | SpFo |
Electronic Warfare | ||||||
Electronics Upgrades | ||||||
Electronics | ||||||
Signature Analysis | ||||||
Engineering | Entr | ExCm | Engi | Pros | Sold | SpFo |
EM Shield Compensation | ||||||
Energy Emission Systems | 4 | |||||
Energy Grid Upgrades | 2 | 4 | ||||
Energy Pulse Weapons | 4 | |||||
Energy Systems Operation | 1 | 2 | 5 | |||
Engineering | 5 | 3 | 3 | 3 | ||
Explosive Shield Compensation | ||||||
Kinetic Shield Compensation | ||||||
Shield Compensation | ||||||
Shield Emission Systems | ||||||
Shield Operation | ||||||
Shield Upgrades | ||||||
Thermic Shield Compensation | ||||||
Gunnery | Entr | ExCm | Engi | Pros | Sold | SpFo |
Controlled Bursts | 2 | 1 | 3 | |||
Gunnery | 1 | 2 | 1 | 1 | 5 | 3 |
Motion Prediction | 2 | |||||
Rapid Firing | 3 | |||||
Sharpshooter | 1 | 1 | ||||
Small Energy Turret | 2 | 2 | 1 | 1 | 5 | 3 |
Small Hybrid Turret | ||||||
Industry | Entr | ExCm | Engi | Pros | Sold | SpFo |
Industry | 2 | 4 | ||||
Mass Production | 3 | |||||
Mining | 1 | 1 | 2 | 5 | 1 | 1 |
Omber Processing | ||||||
Plagioclase Processing | ||||||
Pyroxeres Processing | 2 | |||||
Refining | 4 | 5 | ||||
Scordite Processing | 2 | |||||
Veldspar Processing | 1 | 4 | ||||
Leadership | Entr | ExCm | Engi | Pros | Sold | SpFo |
Armored Warfare | 4 | |||||
Information Warfare | 3 | |||||
Leadership | 3 | 5 | 1 | |||
Mining Foreman | 4 | |||||
Siege Warfare | 2 | |||||
Skirmish Warfare | 3 | |||||
Learning | Entr | ExCm | Engi | Pros | Sold | SpFo |
Analytical Mind | 2 | 4 | 4 | 2 | ||
Empathy | 4 | 2 | ||||
Instant Recall | 2 | 4 | ||||
Iron Will | 2 | 4 | ||||
Learning | 1 | 1 | 1 | 1 | 1 | 1 |
Spatial Awareness | 4 | 2 | ||||
Mechanic | Entr | ExCm | Engi | Pros | Sold | SpFo |
EM Armor Compensation | 1 | |||||
Explosive Armor Compensation | 3 | |||||
Hull Upgrades | 3 | 2 | 4 | 2 | 4 | 1 |
Kinetic Armor Compensation | 2 | |||||
Mechanic | 1 | 3 | 5 | 4 | 3 | 3 |
Remote Armor Repair Systems | 3 | 4 | ||||
Repair Systems | 4 | 4 | 4 | 1 | 4 | 2 |
Thermic Armor Compensation | 2 | |||||
Missile Launcher Operation | Entr | ExCm | Engi | Pros | Sold | SpFo |
Defender Missiles | ||||||
Missile Bombardment | ||||||
Missile Launcher Operation | ||||||
Rapid Launch | ||||||
Rockets | ||||||
Standard Missiles | ||||||
Navigation | Entr | ExCm | Engi | Pros | Sold | SpFo |
Afterburner | ||||||
Evasive Maneuvering | ||||||
Fuel Conservation | ||||||
Navigation | ||||||
Warp Drive Operation | ||||||
Science | Entr | ExCm | Engi | Pros | Sold | SpFo |
Laboratory Operation | 3 | 1 | ||||
Research | 2 | 1 | ||||
Science | 3 | 3 | 1 | 2 | ||
Social | Entr | ExCm | Engi | Pros | Sold | SpFo |
Diplomacy | 5 | |||||
Negotiation | 3 | 3 | ||||
Social | 4 | 3 | ||||
Spaceship Command | Entr | ExCm | Engi | Pros | Sold | SpFo |
Amarr Frigate | 2 | 2 | 1 | 1 | 3 | 4 |
Caldari Frigate | ||||||
Spaceship Command | 1 | 2 | 1 | 1 | 4 | 3 |
Trade | Entr | ExCm | Engi | Pros | Sold | SpFo |
Broker Relations | 4 | 2 | ||||
Daytrading | 2 | |||||
Retail | 3 | |||||
Trade | 5 | 2 | 2 | 1 | ||
Skillpoints total: | 805k | 808k | 804k | 810k | 807k | 812k |
Skills at level 5 | 2 | 2 | 2 | 2 | 2 | 1 |
Corporation Management | Caldari | |||||
Business | Industry | Military | ||||
Entr | ExCm | Engi | Pros | Sold | SpFo | |
Corporation Management | 5 | |||||
Ethnic Relations | ||||||
Drones | Entr | ExCm | Engi | Pros | Sold | SpFo |
Drone Navigation | ||||||
Drone Sharpshooting | ||||||
Drones | ||||||
Mining Drone Operation | ||||||
Scout Drone Operation | ||||||
Electronics | Entr | ExCm | Engi | Pros | Sold | SpFo |
Electronic Warfare | 4 | 2 | ||||
Electronics Upgrades | 2 | 1 | 2 | 1 | 1 | |
Electronics | 2 | 2 | 4 | 4 | 3 | |
Signature Analysis | ||||||
Engineering | Entr | ExCm | Engi | Pros | Sold | SpFo |
EM Shield Compensation | 2 | |||||
Energy Emission Systems | ||||||
Energy Grid Upgrades | ||||||
Energy Pulse Weapons | ||||||
Energy Systems Operation | 3 | 2 | ||||
Engineering | 2 | 1 | 3 | 3 | 2 | 3 |
Explosive Shield Compensation | 2 | |||||
Kinetic Shield Compensation | 2 | |||||
Shield Compensation | 3 | 1 | 3 | 3 | 2 | 2 |
Shield Emission Systems | 2 | 4 | ||||
Shield Operation | 3 | 3 | 5 | 3 | 3 | 3 |
Shield Upgrades | 4 | 2 | 2 | |||
Thermic Shield Compensation | 3 | |||||
Gunnery | Entr | ExCm | Engi | Pros | Sold | SpFo |
Controlled Bursts | ||||||
Gunnery | 1 | 2 | 1 | 1 | 5 | 2 |
Motion Prediction | ||||||
Rapid Firing | ||||||
Sharpshooter | 3 | 1 | 2 | |||
Small Energy Turret | ||||||
Small Hybrid Turret | 2 | 2 | 1 | 1 | 5 | 3 |
Industry | Entr | ExCm | Engi | Pros | Sold | SpFo |
Industry | 2 | 2 | ||||
Mass Production | 2 | |||||
Mining | 1 | 1 | 2 | 5 | 1 | 1 |
Omber Processing | ||||||
Plagioclase Processing | ||||||
Pyroxeres Processing | 2 | |||||
Refining | 4 | 5 | ||||
Scordite Processing | 2 | |||||
Veldspar Processing | 1 | 4 | ||||
Leadership | Entr | ExCm | Engi | Pros | Sold | SpFo |
Armored Warfare | 1 | |||||
Information Warfare | 3 | |||||
Leadership | 3 | 5 | 1 | |||
Mining Foreman | 4 | |||||
Siege Warfare | 4 | |||||
Skirmish Warfare | 2 | |||||
Learning | Entr | ExCm | Engi | Pros | Sold | SpFo |
Analytical Mind | 2 | 4 | 4 | 2 | ||
Empathy | 4 | 2 | ||||
Instant Recall | 2 | 4 | ||||
Iron Will | 2 | 4 | ||||
Learning | 1 | 1 | 1 | 1 | 1 | 1 |
Spatial Awareness | 4 | 2 | ||||
Mechanic | Entr | ExCm | Engi | Pros | Sold | SpFo |
EM Armor Compensation | ||||||
Explosive Armor Compensation | ||||||
Hull Upgrades | ||||||
Kinetic Armor Compensation | ||||||
Mechanic | 3 | 3 | ||||
Remote Armor Repair Systems | ||||||
Repair Systems | ||||||
Thermic Armor Compensation | ||||||
Missile Launcher Operation | Entr | ExCm | Engi | Pros | Sold | SpFo |
Defender Missiles | 2 | |||||
Missile Bombardment | 2 | 5 | ||||
Missile Launcher Operation | 2 | 2 | 2 | 1 | 4 | 3 |
Rapid Launch | 3 | |||||
Rockets | 1 | 1 | 3 | 4 | ||
Standard Missiles | 1 | 2 | 1 | 3 | 1 | |
Navigation | Entr | ExCm | Engi | Pros | Sold | SpFo |
Afterburner | ||||||
Evasive Maneuvering | ||||||
Fuel Conservation | ||||||
Navigation | ||||||
Warp Drive Operation | ||||||
Science | Entr | ExCm | Engi | Pros | Sold | SpFo |
Laboratory Operation | 5 | 3 | ||||
Research | 3 | |||||
Science | 2 | 3 | 3 | 2 | 2 | |
Social | Entr | ExCm | Engi | Pros | Sold | SpFo |
Diplomacy | 5 | 2 | ||||
Negotiation | 3 | |||||
Social | 4 | 1 | ||||
Spaceship Command | Entr | ExCm | Engi | Pros | Sold | SpFo |
Amarr Frigate | ||||||
Caldari Frigate | 2 | 2 | 1 | 1 | 3 | 4 |
Spaceship Command | 1 | 2 | 1 | 1 | 4 | 3 |
Trade | Entr | ExCm | Engi | Pros | Sold | SpFo |
Broker Relations | 2 | |||||
Daytrading | 4 | 1 | ||||
Retail | 4 | |||||
Trade | 5 | 3 | 3 | 1 | ||
Skillpoints total: | 805k | 808k | 803k | 806k | 809k | 808k |
Skills at level 5 | 2 | 2 | 2 | 2 | 2 | 1 |
Corporation Management | Gallente | |||||
Business | Industry | Military | ||||
Entr | ExCm | Engi | Pros | Sold | SpFo | |
Corporation Management | 5 | |||||
Ethnic Relations | 4 | |||||
Drones | Entr | ExCm | Engi | Pros | Sold | SpFo |
Drone Navigation | 3 | 2 | 5 | |||
Drone Sharpshooting | 4 | |||||
Drones | 3 | 2 | 3 | 1 | 4 | 5 |
Mining Drone Operation | 1 | 1 | 3 | |||
Scout Drone Operation | 3 | 2 | 2 | 4 | ||
Electronics | Entr | ExCm | Engi | Pros | Sold | SpFo |
Electronic Warfare | 2 | |||||
Electronics Upgrades | ||||||
Electronics | 2 | |||||
Signature Analysis | ||||||
Engineering | Entr | ExCm | Engi | Pros | Sold | SpFo |
EM Shield Compensation | ||||||
Energy Emission Systems | ||||||
Energy Grid Upgrades | 2 | 2 | ||||
Energy Pulse Weapons | ||||||
Energy Systems Operation | 2 | |||||
Engineering | 5 | 3 | 3 | |||
Explosive Shield Compensation | ||||||
Kinetic Shield Compensation | ||||||
Shield Compensation | ||||||
Shield Emission Systems | ||||||
Shield Operation | ||||||
Shield Upgrades | ||||||
Thermic Shield Compensation | ||||||
Gunnery | Entr | ExCm | Engi | Pros | Sold | SpFo |
Controlled Bursts | 3 | 2 | ||||
Gunnery | 1 | 2 | 1 | 1 | 5 | 2 |
Motion Prediction | 3 | 3 | 3 | |||
Rapid Firing | ||||||
Sharpshooter | ||||||
Small Hybrid Turret | 2 | 2 | 1 | 1 | 5 | 3 |
Small Projectile Turret | ||||||
Industry | Entr | ExCm | Engi | Pros | Sold | SpFo |
Industry | 4 | 3 | ||||
Mass Production | 3 | |||||
Mining | 1 | 1 | 2 | 5 | 1 | 1 |
Omber Processing | 3 | |||||
Plagioclase Processing | 1 | |||||
Pyroxeres Processing | ||||||
Refining | 4 | 5 | ||||
Scordite Processing | 2 | |||||
Veldspar Processing | 1 | 4 | ||||
Leadership | Entr | ExCm | Engi | Pros | Sold | SpFo |
Armored Warfare | 4 | |||||
Information Warfare | 2 | |||||
Leadership | 5 | 1 | ||||
Mining Foreman | 4 | |||||
Siege Warfare | 1 | |||||
Skirmish Warfare | 3 | |||||
Learning | Entr | ExCm | Engi | Pros | Sold | SpFo |
Analytical Mind | 2 | 4 | 4 | 2 | ||
Empathy | 4 | 2 | ||||
Instant Recall | 2 | 4 | ||||
Iron Will | 2 | 4 | ||||
Learning | 1 | 1 | 1 | 1 | 1 | 1 |
Spatial Awareness | 4 | 2 | ||||
Mechanic | Entr | ExCm | Engi | Pros | Sold | SpFo |
EM Armor Compensation | 2 | |||||
Explosive Armor Compensation | 2 | |||||
Hull Upgrades | 2 | 2 | 4 | |||
Kinetic Armor Compensation | 2 | |||||
Mechanic | 1 | 3 | 5 | 4 | 3 | 3 |
Remote Armor Repair Systems | ||||||
Repair Systems | 3 | 1 | 4 | 1 | ||
Thermic Armor Compensation | 2 | |||||
Missile Launcher Operation | Entr | ExCm | Engi | Pros | Sold | SpFo |
Defender Missiles | 3 | |||||
Missile Bombardment | ||||||
Missile Launcher Operation | 2 | |||||
Rapid Launch | ||||||
Rockets | ||||||
Standard Missiles | ||||||
Navigation | Entr | ExCm | Engi | Pros | Sold | SpFo |
Afterburner | 3 | 2 | ||||
Evasive Maneuvering | 3 | 3 | ||||
Fuel Conservation | ||||||
Navigation | 2 | 3 | 1 | |||
Warp Drive Operation | 1 | |||||
Science | Entr | ExCm | Engi | Pros | Sold | SpFo |
Laboratory Operation | 3 | 2 | ||||
Research | 2 | |||||
Science | 3 | 3 | ||||
Social | Entr | ExCm | Engi | Pros | Sold | SpFo |
Diplomacy | 3 | |||||
Negotiation | 3 | 2 | ||||
Social | 5 | 3 | ||||
Spaceship Command | Entr | ExCm | Engi | Pros | Sold | SpFo |
Gallente Frigate | 2 | 2 | 1 | 1 | 3 | 4 |
Minmatar Frigate | ||||||
Spaceship Command | 1 | 2 | 1 | 1 | 4 | 3 |
Trade | Entr | ExCm | Engi | Pros | Sold | SpFo |
Broker Relations | 4 | |||||
Daytrading | 4 | |||||
Retail | 3 | 2 | ||||
Trade | 5 | 3 | 2 | 1 | ||
Skillpoints total: | 801k | 802k | 810k | 801k | 803k | 801k |
Skills at level 5 | 2 | 2 | 2 | 2 | 2 | 2 |
Corporation Management | Minmatar | |||||
Business | Industry | Military | ||||
Entr | ExCm | Engi | Pros | Sold | SpFo | |
Corporation Management | 5 | |||||
Ethnic Relations | ||||||
Drones | Entr | ExCm | Engi | Pros | Sold | SpFo |
Drone Navigation | ||||||
Drone Sharpshooting | ||||||
Drones | 2 | |||||
Mining Drone Operation | ||||||
Scout Drone Operation | 2 | |||||
Electronics | Entr | ExCm | Engi | Pros | Sold | SpFo |
Electronic Warfare | ||||||
Electronics Upgrades | ||||||
Electronics | 1 | 1 | ||||
Signature Analysis | 3 | 3 | 3 | |||
Engineering | Entr | ExCm | Engi | Pros | Sold | SpFo |
EM Shield Compensation | 1 | |||||
Energy Emission Systems | ||||||
Energy Grid Upgrades | 2 | |||||
Energy Pulse Weapons | ||||||
Energy Systems Operation | ||||||
Engineering | 3 | 1 | 5 | 3 | 2 | 3 |
Explosive Shield Compensation | ||||||
Kinetic Shield Compensation | 3 | |||||
Shield Compensation | 1 | 2 | 3 | |||
Shield Emission Systems | ||||||
Shield Operation | 3 | 3 | 3 | 1 | 3 | 4 |
Shield Upgrades | 4 | 3 | ||||
Thermic Shield Compensation | 2 | |||||
Gunnery | Entr | ExCm | Engi | Pros | Sold | SpFo |
Controlled Bursts | ||||||
Gunnery | 1 | 2 | 1 | 1 | 5 | 3 |
Motion Prediction | ||||||
Rapid Firing | 3 | 4 | 3 | |||
Sharpshooter | 3 | |||||
Small Hybrid Turret | ||||||
Small Projectile Turret | 2 | 2 | 1 | 1 | 5 | 3 |
Industry | Entr | ExCm | Engi | Pros | Sold | SpFo |
Industry | 5 | 3 | ||||
Mass Production | 3 | |||||
Mining | 1 | 1 | 2 | 5 | 1 | 1 |
Omber Processing | 3 | |||||
Plagioclase Processing | 2 | |||||
Pyroxeres Processing | ||||||
Refining | 2 | 4 | ||||
Scordite Processing | 2 | |||||
Veldspar Processing | 1 | 4 | ||||
Leadership | Entr | ExCm | Engi | Pros | Sold | SpFo |
Armored Warfare | 2 | |||||
Information Warfare | 1 | |||||
Leadership | 4 | 5 | 1 | |||
Mining Foreman | 4 | |||||
Siege Warfare | 3 | |||||
Skirmish Warfare | 4 | |||||
Learning | Entr | ExCm | Engi | Pros | Sold | SpFo |
Analytical Mind | 2 | 4 | 4 | 2 | ||
Empathy | 4 | 2 | ||||
Instant Recall | 2 | 4 | ||||
Iron Will | 2 | 4 | ||||
Learning | 1 | 1 | 1 | 1 | 1 | 1 |
Spatial Awareness | 4 | 2 | ||||
Mechanic | Entr | ExCm | Engi | Pros | Sold | SpFo |
EM Armor Compensation | ||||||
Explosive Armor Compensation | ||||||
Hull Upgrades | ||||||
Kinetic Armor Compensation | ||||||
Mechanic | 3 | 3 | ||||
Remote Armor Repair Systems | ||||||
Repair Systems | ||||||
Thermic Armor Compensation | ||||||
Missile Launcher Operation | Entr | ExCm | Engi | Pros | Sold | SpFo |
Defender Missiles | 1 | |||||
Missile Bombardment | 2 | |||||
Missile Launcher Operation | 2 | 2 | 3 | 2 | ||
Rapid Launch | ||||||
Rockets | 1 | 1 | 2 | |||
Standard Missiles | 1 | 1 | 3 | 2 | ||
Navigation | Entr | ExCm | Engi | Pros | Sold | SpFo |
Afterburner | 2 | 3 | 3 | 2 | 5 | |
Evasive Maneuvering | 1 | 2 | 3 | |||
Fuel Conservation | 1 | 4 | 3 | |||
Navigation | 3 | 3 | 3 | 3 | 5 | |
Warp Drive Operation | 1 | 1 | 2 | 3 | ||
Science | Entr | ExCm | Engi | Pros | Sold | SpFo |
Laboratory Operation | 3 | 1 | ||||
Research | 3 | |||||
Science | 4 | 5 | 1 | 1 | ||
Social | Entr | ExCm | Engi | Pros | Sold | SpFo |
Diplomacy | 4 | |||||
Negotiation | 3 | |||||
Social | 3 | 2 | ||||
Spaceship Command | Entr | ExCm | Engi | Pros | Sold | SpFo |
Gallente Frigate | ||||||
Minmatar Frigate | 2 | 2 | 1 | 1 | 3 | 4 |
Spaceship Command | 1 | 2 | 1 | 1 | 4 | 3 |
Trade | Entr | ExCm | Engi | Pros | Sold | SpFo |
Broker Relations | 2 | |||||
Daytrading | 5 | 2 | ||||
Retail | 4 | |||||
Trade | 5 | 3 | 2 | 1 | ||
Skillpoints total: | 806k | 805k | 802k | 803k | 803k | 802k |
Skills at level 5 | 2 | 2 | 2 | 2 | 2 | 2 |