POS - FAQ

Comments Off

Frequently Asked Questions:
How do I Manage my Starbase Defenses?
How do I Configure The Control Tower's Force Field Parameters?
How do I take control of a structure?
How do I stop controlling a structure?
What will happen to my ship while I am in control of a structure?
How do I start directing the structures to do their job once I am in control?
What happens during reinforced mode?
How does a starbase enter reinforced mode?
What can we do during reinforced mode?

How do I Manage my Starbase Defenses?

Setting up and maintaining a starbase is a serious responsibility and knowing how to defend a starbase from attacks is a very valuable asset. Starbases form the backbone of alliances claim on solar systems and offer many lucrative options for production and research for anyone willing to invest the time and ISK necessary. Poorly managed and defended starbase is a serious liability to an alliance's defense grid and can mean hours of time and hundreds of millions of wasted ISK.

Basic Concepts

All defensive structures at a control tower are either passive or active.
Passive structures only affect the starbase itself and do not make any direct impact on pilots that may be attacking the starbase. This includes but is not limited to Shield Hardening Arrays, Tracking Arrays and other similar structures. Passive structures can not be controlled by a pilot and will continue giving their bonus until they are disabled. Passive structures are anchored inside the control tower force field.

Active structures can affect attacking forces in some direct way and many of them can be directly controlled by a pilot with the prerequisite skills. Active structures must be anchored outside of the control tower force field. If not under direct control of a pilot active structures will revert back to the defensive parameters set on the control tower they are anchored at.

This includes but is not limited to all weapon batteries, all electronic warfare batteries, cynosural field jammer, energy neutralizer arrays and other similar structures that can have a direct impact on other pilots.

How do I Configure The Control Tower's Force Field Parameters?
When you first set up your control tower you must configure the force field settings of the tower. Once you have configured the force field settings to your satisfaction you must click on the Apply button in the lower right corner of the window to activate the force field. Not doing so may leave your starbase force field wide open to hostiles, thieves, squatters and worse. Once the settings have been applied the status should change to "This Force Field Is Active".

When active, the force field is a safe haven for anyone within its boundaries. If you are within a starbase force field you can not be targetted and hostile area of effect weapons can not affect you. Note that this includes the tower itself, in effect the tower can not attack someone within its own force field even if the pilot fulfills any of the tower's defensive parameters.

(Note that the field will only protect your ships from damage and keep hostiles from entering. It will not protect against anyone that can enter the field normally that might have long fingers and take a fancy to your ship.)

You access the options for the force field configuration by right clicking on the control tower and selecting the Manage option. In the control tower window you need to open up the Force Field tab. The following options and information is available in the Force Field tab.
Status
This line will tell if the control tower's force field is active or inactive.

Password
You can set a password to the force field by typing into the fields. This can be helpful when use of the starbase should be restricted to only a few members of a corporation or if people from other corporations need to be given access to the starbase. Note that the passwords are case sensitive.

Restriction Masks
Options checked here can allow or restrict access to the force field to whole groups. Currently you can allow or restrict access to the entire corp that owns the control tower or the entire alliance the corporation is a member of.

How do I take control of a structure?

To take control of a defensive structure you can right click on the structure in question and select take control. You can also take control of a structure by selecting it in the Control tab in the control tower management window and then clicking on the Assume Control button. It is accessible by right clicking on the control tower and then selecting the Manage option. In the control tower window you need to open up the Structures tab and then you can select the

Control tab. How do I stop controlling a structure?
To relinquish control of a defensive structure you can right click on the structure icon at the bottom of your screen, then go to the source menu and from there select the Relinquish Control option. You can also do this by clicking on the structure in the Control tab in the control tower window and then click on the Relinquish Control button.

What will happen to my ship while I am in control of a structure?
Note that once you take control of a structure your ship will no longer be able to move until you have relinquished control of all structures. Your ship's modules, shield, armor and structure status will also be unavailable to you and replaced by information regarding the structures you are controlling.

How do I start directing the structures to do their job once I am in control?
Once you have taken control of a structure you can start using it against ships outside of the starbase force field. In order to be able to activate a structure on a target you will need to command the structure to lock the target first. To do so you left click on the structure at the bottom of your screen, which should give you a targeting recticle. Then you simply have to left click on any target outside of the starbase force field and the structure will start locking the target. Note that you can use your overview to do this.

Important note: Structures take time to lock a target depending on their Scan Resolution value, just like normal ships do. A small weapon battery might lock a battleship in a few seconds while a large weapon battery might require a couple of minutes to do the same thing. You can view the structure's Scan Resolution value in the attributes tab in their information windows.

When the structure has locked the target you will see the target's hit points and distance from the structure right above the structure's information at the bottom of your screen. To activate the structure simply left click on the structure at the bottom of your screen.

What happens during reinforced mode?
The starbase force field becomes invulnerable to all damage but will no longer recharge itself to repair damage done to it.

The starbase control tower starts to burn fuel, strontium clathrates.
All structures requiring CPU will go offline and they can not be brought back online until the force field integrity is 50% or above again.

How does a starbase enter reinforced mode?
If the force field drops down to 25% shield integrity it will automatically enter reinforced mode if there are enough strontium clathrates in the control tower for at least 1 hour of reinforced mode.

What can we do during reinforced mode?
Structures that require no CPU to operate will still function. Additionally you can still target and remote repair defensive structures that are not inside the force field of the control tower and attempt to bring them online. Additionally, you may anchor structures at the control tower during reinforced mode.

What happens when the starbase comes out or reinforced mode?
The control tower will go online again. Any structures that went offline will have to be onlined again manually once the force field integrity is back at 50% or higher. The tower can be targetted normally and shields will start to recharge again.

Surviving The Siege: Reinforced Mode

Comments Off

Starbases that are taking massive amounts of damage have the ability to shut down all but the most important features of the control tower and surrounding structures to massively reinforce its shields.

What happens during reinforced mode?
The starbase force field becomes invulnerable to all damage but will no longer recharge itself to repair damage done to it.

The starbase control tower starts to burn fuel, strontium clathrates.
All structures requiring CPU will go offline and they can not be brought back online until the force field integrity is 50% or above again.

How does a starbase enter reinforced mode?
If the force field drops down to 25% shield integrity it will automatically enter reinforced mode if there are enough strontium clathrates in the control tower for at least 1 hour of reinforced mode.

What can we do during reinforced mode?
Structures that require no CPU to operate will still function. Additionally you can still target and remote repair defensive structures that are not inside the force field of the control tower and attempt to bring them online. Additionally, you may anchor structures at the control tower during reinforced mode.

What happens when the starbase comes out or reinforced mode?
The control tower will go online again. Any structures that went offline will have to be onlined again manually once the force field integrity is back at 50% or higher. The tower can be targetted normally and shields will start to recharge again.

Taking Control: Operating Active Defenses

Comments Off

To be able to take direct control over starbase defenses you need the skill Starbase Defense Management at level 1 minimum. Each level of this skill will let you take control of one additional structure to a maximum of five structures. You will need to be within 15000 meters of the control tower in order to be able to utilize this option.

How do I take control of a structure?
To take control of a defensive structure you can right click on the structure in question and select take control. You can also take control of a structure by selecting it in the Control tab in the control tower management window and then clicking on the Assume Control button. It is accessible by right clicking on the control tower and then selecting the Manage option. In the control tower window you need to open up the Structures tab and then you can select the

Control tab. How do I stop controlling a structure?
To relinquish control of a defensive structure you can right click on the structure icon at the bottom of your screen, then go to the source menu and from there select the Relinquish Control option. You can also do this by clicking on the structure in the Control tab in the control tower window and then click on the Relinquish Control button.

What will happen to my ship while I am in control of a structure?
Note that once you take control of a structure your ship will no longer be able to move until you have relinquished control of all structures. Your ship's modules, shield, armor and structure status will also be unavailable to you and replaced by information regarding the structures you are controlling.

How do I start directing the structures to do their job once I am in control?
Once you have taken control of a structure you can start using it against ships outside of the starbase force field. In order to be able to activate a structure on a target you will need to command the structure to lock the target first. To do so you left click on the structure at the bottom of your screen, which should give you a targeting recticle. Then you simply have to left click on any target outside of the starbase force field and the structure will start locking the target. Note that you can use your overview to do this.

Important note: Structures take time to lock a target depending on their Scan Resolution value, just like normal ships do. A small weapon battery might lock a battleship in a few seconds while a large weapon battery might require a couple of minutes to do the same thing. You can view the structure's Scan Resolution value in the attributes tab in their information windows.

When the structure has locked the target you will see the target's hit points and distance from the structure right above the structure's information at the bottom of your screen. To activate the structure simply left click on the structure at the bottom of your screen.

Configuring The Control Tower's Force Field Parameters

Comments Off

When you first set up your control tower you must configure the force field settings of the tower. Once you have configured the force field settings to your satisfaction you must click on the Apply button in the lower right corner of the window to activate the force field. Not doing so may leave your starbase force field wide open to hostiles, thieves, squatters and worse. Once the settings have been applied the status should change to "This Force Field Is Active".

When active, the force field is a safe haven for anyone within its boundaries. If you are within a starbase force field you can not be targetted and hostile area of effect weapons can not affect you. Note that this includes the tower itself, in effect the tower can not attack someone within its own force field even if the pilot fulfills any of the tower's defensive parameters.

(Note that the field will only protect your ships from damage and keep hostiles from entering. It will not protect against anyone that can enter the field normally that might have long fingers and take a fancy to your ship.)

You access the options for the force field configuration by right clicking on the control tower and selecting the Manage option. In the control tower window you need to open up the Force Field tab. The following options and information is available in the Force Field tab.
Status
This line will tell if the control tower's force field is active or inactive.

Password
You can set a password to the force field by typing into the fields. This can be helpful when use of the starbase should be restricted to only a few members of a corporation or if people from other corporations need to be given access to the starbase. Note that the passwords are case sensitive.

Restriction Masks
Options checked here can allow or restrict access to the force field to whole groups. Currently you can allow or restrict access to the entire corp that owns the control tower or the entire alliance the corporation is a member of.

Starbase Defense Management

Comments Off

Setting up and maintaining a starbase is a serious responsibility and knowing how to defend a starbase from attacks is a very valuable asset. Starbases form the backbone of alliances claim on solar systems and offer many lucrative options for production and research for anyone willing to invest the time and ISK necessary. Poorly managed and defended starbase is a serious liability to an alliance's defense grid and can mean hours of time and hundreds of millions of wasted ISK.

Basic Concepts

All defensive structures at a control tower are either passive or active.
Passive structures only affect the starbase itself and do not make any direct impact on pilots that may be attacking the starbase. This includes but is not limited to Shield Hardening Arrays, Tracking Arrays and other similar structures. Passive structures can not be controlled by a pilot and will continue giving their bonus until they are disabled. Passive structures are anchored inside the control tower force field.

Active structures can affect attacking forces in some direct way and many of them can be directly controlled by a pilot with the prerequisite skills. Active structures must be anchored outside of the control tower force field. If not under direct control of a pilot active structures will revert back to the defensive parameters set on the control tower they are anchored at.

This includes but is not limited to all weapon batteries, all electronic warfare batteries, cynosural field jammer, energy neutralizer arrays and other similar structures that can have a direct impact on other pilots.

Outposts

Comments Off

Outposts are Mini Capturable stations. They do not have as many facilities as a regular station. At present there are four types available:
  • Amarr Factory Outpost
  • Caldari Research Outpost
  • Gallente Administration Outpost
  • Minmatar Service Outpost
To deploy an outpost you need to be in an alliance and have sovereignty of the system where you want to deploy the outpost. There cannot be any other stations or outposts already in the system.

You need an Outpost Construction Platform blueprint that corresponds to the outpost you want to build.!

The construction platform is built out of smaller components such as Station Docking Array and Station Construction Parts. Once assembled the Outpost Construction Platform needs to be hauled to the required system by freighter.

Anchoring will take 1 hour. Then platform requires the required materials (commodities purchased directly from the market can cost around 20 billion ISK) added for building which will complete after the next downtime.

Building an outpost is no easy task, but once completed, it can not be destroyed. Note that the outpost is still conquerable, so it can be taken by your opponents, as can theirs be conquered by you.

Player Owned Structure (POS)

Comments Off

Control Tower:

Shields = 50%-100% - can do anything with the POS.
Shields = below 50% - can no longer add strontium or online CPU-requiring modules.
Shields = 25% - POS goes into reinforced mode.

Reinforced mode:
  • The tower remains in stasis (invulnerable) for a time equal to the amount of strontium clathrates it has.
  • No CPU is produced, so all CPU-requiring modules turn off.
  • The tower cannot accept fuel, and uses twice as much of the non-strontium fuels per hour as normal.

As attacks normally occur at the enemy's peak online time, you should have enough strontium clathrates to run in reinforced mode for a long enough time that ends nowhere near the enemy's peak time, ie. 12 or 36 hours of strontium clathrates are ideal.
Procedure for POS defense at end of reinforced mode:
  • Refuel with more strontium clathrates
  • Get as many pilots in remote shield repping ospreys as possible to rep the shield to 50%.
  • Remote rep armor and hull of any of your POS structures that are offlined by an attack, and online them again.
  • Finish repping the shield to 100%

Conquerable stations

Comments Off

Conquerable stations can be found in many regions, they are not built by players and can not be destroyed, but can be taken over and run by player corporations.

In order to capture a station the system must be in dispute, that is, with no one holding its sovereignty. If your alliance holds sovereignty, you can capture the station if it is in enemy hands. If an opposing alliance holds the sovereignty, you will not be able to capture the station until the system is in dispute.

To capture the station you need to attack it. If you get the station down to 0 hit points, the player who strikes the last blow will claim it for his corporation and/or Alliance. The station can recover hit points, but to prevent takeovers you will need to protect it.

A player with the station manager role can access a special user interface at stations belonging to his corporation. Through this UI he can do the following:

* Restrict access to, and charge for, docking, manufacturing, refining and recycling based on standings.

* View the contents of all hangars at the station (can only take from or add to the hangars owned by his corp if he has the proper security role).

* View all players who have a clone contract at this station, and cancel clone contracts. Canceling a clone contract will move the player's home station to his school station.

Item Types

Comments Off

Basic items
Items with the word 'basic' in their names can be used by almost any pilot and require only minimal skills to fit. To manufacture basic modules, you need a blueprint for the item and the minerals listed on it. No special skills or items are required. Eg. Basic Power Diagnostic System

Tech I
With slightly better attributes than basic modules, Tech I modules usually require a little training before they can be used. Their manufacture still doesn't requires special skills or items, however. You can tell most Tech I items by their names, since they end in 'I'. Ships however won't have the 'I' in their names. You can tell Tech I ships from Tech II by the Tech II label on the icons of Tech II ships. Eg. Power Diagnostic System I

Tech II
Tech II items are significantly better than Tech I items and most require extensive training for a pilot to be able to use them. Most Tech II items are better than their named Tech I counterparts (see below), except for many faction variants. Most Tech II items require special skills to be able to research or manufacture using a Tech II blueprint. And building Tech II items requires special parts in many cases.

You can recognize most Tech II items by their names, ending in 'II', although ships don't follow this rule. Also, all Tech II items will have a Tech II label superimposed over their icons if you have them in your hangar. Eg. Power Diagnostic System II

'Named' and faction
All technology levels can have named variants of their modules. The only way to obtain named modules is to collect them from the loot containers dropped by downed npc's. They cannot be built, unless you obtain a special blueprint copy for them from an npc, which is a rare thing and isn't available for all named items.
Example of a basic named module: Alpha Reactor Control: Diagnostic System
Example of a Tech I named module: Beta Reactor Control: Diagnostic System

Special named items known as faction items will be dropped as loot from npc's belonging to specific factions. These items are sometimes superior to their Tech II counterparts. They are generally very rare and don't appear in the market browser, although the market search will find most of them and show you whether there are any available on the market. Often, these items are traded through the forums or on escrow.
Example of a npc dropped named module: Dark Blood Power Diagnostic System
Example of a npc awareded named module: Ammatar Navy Power Diagnostic System

Comparing variants
If you open the info window for an item, its variations tab will list all the variations of the module. Note that basic items will only list the basic item and its named variant, whereas the Tech I, Tech II and it's named and faction equivalents will all list eachother on their variants tab.

This is also the definitive way to tell if something is basic, Tech I or Tech II.

Mined Ore Percentages

Comments Off

Ore Yield Bonus Units/m3 Min2Refine Highest Sec Refines to to these Minerals
Trit. Pye. Mex. Iso. Noc. Zyd. Mega. Morph.
Veldspar 0% 0.1 333 0.8 - 1.0 100% -- -- -- -- -- -- --
Concen. 5%
Dense 10%
Scordite 0% 0.15 333 0.8 - 1.0 67% 33% -- -- -- -- -- --
Cond. 5%
Massive 10%
Pyroxeres 0% 0.3 333 0.5 - 0.7 81% 6% 12% 2% -- -- -- --
Solid 5%
Viscous 10%
Plagio. 0% 0.35 333 0.8 - 1.0 25% 50% 25% -- -- -- -- --
Azure 5%
Rich 10%
Omber 0% 0.6 500 0.5 - 0.7 42% 16% -- 42% -- -- -- --
Silvery 5%
Golden 10%
Kernite 0% 1.2 400 0.5 - 0.7 25% -- 50% 25% -- -- -- --
Luminous 5%
Fiery 10%
Jaspet 0% 2 500 0.3 - 0.5 20% 20% 40% -- 20% 1% -- --
Pure 5%
Pristine 10%
Hemorph. 0% 3 500 0.0 - 0.3 24% -- -- 24% 48% 4% -- --
Vivid 5%
Radiant 10%
Hedberg. 0% 3 500 0.0 - 0.3 -- -- -- 65% 32% 3% -- --
Vitric 5%
Glazed 10%
Gneiss 0% 5 400 0 20% -- 20% 40% -- 20% -- --
Iridescent 5%
Prismatic 10%
Dark Och. 0% 8 400 0 72% 14% -- -- -- 14% -- --
Onyx 5%
Obsidian 10%
Spodu. 0% 16 250 0 72% 14% -- -- -- -- 14% --
Bright 5%
Gleaming 10%
Crokite 0% 16 250 0 25% -- -- -- 25% 50% -- --
Sharp 5%
Crystalline 10%
Bistot 0% 16 200 0 -- 25% -- -- -- 50% 25% --
Triclinic 5%
Monocl. 10%
Arkonor 0% 16 200 0 38% -- -- -- -- 21% 41% --
Crimson 5%
Prime 10%
Mercoxit 0% 40 250 0 -- -- -- -- -- -- -- 100%
Magma 5%
Vitreous 10%
REFINED MINERAL PRICE PER UNIT IN ISK Estimated 2.25 7.50 24 120 350 3650 4200 17500

Ship Guide: Attributes

Comments Off

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.

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.

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.

Low Slot 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).

Medium Slot 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 are most important for shield tanking, often best on Caldari ships.

High Slot 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 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.

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.

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).

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.

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.

Capacity:
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).

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.

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.

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.

warpCapacitorNeed:
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.

Maximum targeting range:
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.

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.

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).

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.

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.

Terminology

Comments Off



ticker the short name of your the corp and will be shown next to member names while in space eg The Imperial Assassins ticker is IMP A
Podded Pod killed (as in the capsule was destroyed)
Agro Agression - means things are shooting at you. ie "I have agro from the spawn in the left"
Camp Ships camping/waiting at a gate or area of space used by people to travel, and killing anyone who flies into it. (Most often seen in 0.0 with a bubble or interdictor)
Gank your (or someones) ability to cause damage. "I'm fitted to gank" Usually tend to mean that they've ogt alot of stuff to hurt people but little defence. Also can be a verb "we/i got ganked" -means we got whooped.
Sniper Ships fitted for long range (150-200km) encounters, eg. A megathorn with tech II railguns and fitting, allowing for a lock range and optimal between 150-200km.
Tank your (or someones) ability to recieve damage. "whos going to tank this complex?" or "how good is your tank?"
Tackling use of Warp Scramblers/Disruptors and Stasis Webifiers to prevent a target from escaping.
Speedtank / Kite / Kiteing Get the agro from the NPCs and then run around so they dont hit you well. Kinda like tanking, but its more about speed, transversal and less about pure damage absorbing ability.
FRAPS Films/videos made by FRAPS program. It records all your ingame activity to AVI file.
loadout Ship configuration - set via common station screen
PKers Playerkillers (Players in highsec that most commonly use exploits to attack you without response from Concorde)
Carebear Someone who doesn't care for PvP Combat
spawn NPC gathering/cluster of NPC ships. Also can be used if your mining and some NPC pirates appear.
respawn ie the NPCs are back!
drops Loot from destroyed ships
t1 Tech 1 Items - normal base version of an object ship, module, etc.
t2 Tech 2 Items - advanced modules (Meta 5)
Named Items Tech 1 object with specific name, higher quality than standard Tech 1 version, Meta 1 - 4, Meta 4 is best named object
Faction Items Rare Tech 1 items, Meta 6+ (dropped from overseer faction rats)
Officer Items Rarest/Most expensive modules, upto Meta 14 (dropped from powerful faction npcs)

Abbreviations & Acronyms:




ISD Interstellar Services Department
AURORA Auxiliary Union for Relay, Observation, Recording, & Analysis (Events), part of ISD
CRC Communications Relay Commission (Forum Moderators), part of ISD
ECAID Equipment Certification and Anomaly Investigations Division (Bug Hunters), part of ISD
STAR Support Team and Resources (Player Support), part of ISD
RMR Red Moon Rising Update
Rev Revelations Update
SOON Undocumented
TQ Tranquility Server Server (IP: 87.237.38.200:26000)
SiSi Singularity Test Server (IP: 87.237.38.50:26000)
DT Downtime (EvE servers maintained between 11-12 GMT daily)
QFT Quoted for truth
CTD Crashes To Desktop
TS TeamSpeak voice comms software
Vent Ventrilo voice comms software


SP Skill Points
Lv / Lvl Level
Alt Alternate Character - account's 2nd or 3rd char slot often used to support primary char
OOC Out Of Character
IC In Character
CTO Corporate Training Operation
Ammo / Muni / Munni Amunition
RoF Rate of Fire
DPS Damage Per Sec
MI Mission Issuer
MT Mission Taker
P&P People & Places
NPC Non-Player Character (computer controlled eg. Agents, Rats)
Rat NPC Pirate
PvP Player vs Player
PvE Player vs Environment, combat vs rats and in missions
KoS Kill on Sight
NBSI Not Blue Shoot It (referring to alliances in 0.0 killing anyone not set as friendly)
NRDS Not Red Don't Shoot
FC Fleet Commander
0.0 Lawless space outside empire and lowsec (actual sec varies from -0.01 to -0.9 higher gives better faction rats and loot)
Cyno Cynosural Field
POS Player Owned Structure (NOT "pod on sight")
OP Outpost
BM Bookmark
SS Safespot (spot in space that's not directly in line with any 2 objects)
Industry - Manufacturing & Research:



RP Research Points
BP BluePrint
BPC BluePrint Copy
BPO BluePrint Original
ME Material/Mineral Efficiency
ME-R Material Efficiency Research
PL Productivity Level (of BluePrint)
PE-R Productivity Efficiency Research
Bist Bistot Ore
Hed Hedbergite Ore
Hem Hemorphite Ore
Hemo Hemorphite Ore
Kern Kernite Ore
Mex Mexallon Mineral
Nocx / Nox Nocxium Mineral
Mega Megacyte Mineral, Megathron (Battleship)
Morph Morphite Mineral
Plag Plagioclase Ore
Prod Production
Pyer / PyrPyerite Mineral
Pyro Pyroxeres Ore
PE Production Efficiency (skill)
Ref Refining (skill)
Ref Eff / RE Refining Efficiency (skill)
Scord Scordite Ore
Trit Tritanium Mineral
Veld Veldspar Ore
Zyd Zydrine Mineral
Factions & Major Alliance Tickers:



ASCN Ascendant Frontier (Alliance)
BoB Band of Brothers (Alliance)
DB Dark Blood
DG / Dread Dread Guristas
Dom Angel Cartel (Domination)
Gist Angel Cartel
SS Shadow Serpentis
TS True Sansha (also used as an abbreviation for the voice comms software TeamSpeak)
Ship Class:



AF Assault Ship
Inty / Ceptor Interceptor
Indy Industrial
HAC Heavy Assault Ship (cruiser)
BC BattleCruiser
CS Command Ship (BC)
BS Battleship
DN / Dread Dreadnought
CovOps Covert Ops Cloaked ship normally frigate sometimes the recon cruiser
SB Stealth Bomber; Shield Booster; Sensor Booster; Smartbomb
MS Mothership
Ships:



Vindi Vindicator (Faction BS)
Mach Machariel (Faction BS)


Arma / geddon Armageddon (BS)
Apoc Apocalypse (BS)
Aba Abaddon (BS)
Blasterthron Megathron fitted with blasters (BS)
Dom / Domi / Dommy Dominix (BS)
Mega / Thron Megathron (BS), Megacyte mineral
'phoon Typhoon (BS)
Test / Pest Tempest (BS)
Scorp Scorpion (BS)


Abso Absolution (CS)
Damn Damnation (CS)
NH Nighthawk (CS)
Sleip Sleipnir (CS)


Cane Hurricane (BC)
Harbi Harbinger (BC)
Railrox Ferox with Railguns (BC)
Myrm Myrmidon (BC)
Prohp Prohpecy (BC)


Beagle Eagle fitted with blasters (HAC)
Cerb Cerberus (HAC)
Moonin Munin (HAC)
Sac Sacrilege (HAC)
Vaga Vabagond (HAC)


Lach Lachesis (recon)
Pilg Pilgrim (recon)


Arbi / Arby Arbitrator (cruiser)
BB BlackBird (cruiser)
Rax / T-rax Thorax (cruiser)
Ruppy Rupture (cruiser)


Itty # Iteron Mark # (industrial)
Bessie / Stower Bestower (industrial)


Ret / Retri Retribution (AF)
Jag Jaguar (AF)


Mal / Male / Diction Malediction (inty)
Sader Crusader (inty)
Ranis Taranis (inty)


Manti Manticore (stealth bomber)


Kessie Kestrel (frig)
Cursus Incursus (frig)
Puni Punisher (frig)
Weapons:



AC Autocannon
Arti Artillery
DLB Dual Light Beam Lasers
DLP Dual Light Pulse Lasers
Howi Howitzer
MPL Medium Pulse Lasers
Modules:



50-1600mm 50-1600mm Reinforced Rolled Tungsten Plates
AB Afterburner
BCU Ballistic Control System (unit)
Bubble Mobile Warp Disruptor (small/medium/interdictor)
CPR Capacitor Power Relay
CPU Co-Processor
Damp Remote Sensor Dampener
DC Damage Control
EANM Energized Adaptive Nano Membrane
GS Gyrostabilier
Hardener Any shield/armor resistance module, passive and active.
HS Heatsink
Istab Inertia Stabilizers
Jammer ECM (Electronic Countermeasures)
LSE Large Shield Extender
MFS / Mag Stab Magnetic Field Stabilizer
MAPC Micro Auxiliary Power Core
MFS Magnetic Field Stabilizer (also Mag Stab)
MWD MicroWarp Drive
Nano Nanofiber Internal Structure
Neut Energy Neutralizer (small/medium/heavy)
Nos Nosferatu (small/medium/heavy)
ODI Overdrive Injector
PDS Power Diagnostic System
Poly Polycarbon Engine Housing (a mass reduction rig)
Repper Armor Repairer
SAR Small Armor Repairer
MAR Medium Armor Repairer
LAR Large Armor Repairer
RCU Reactor Control Unit
SB Sensor Booster; Smartbomb; Stealth Bomber; Shield Booster
Scram Warp Disruptor/Scrambler
Smartys Smartbombs
SPR Shield Power Relay
WCS / Stabs Warp Core Stabilizers
Web Stasis Webifier

Clones

Comments Off

Note: SP = skill points

If you ship is destroyed you are left in your escape pod/capsule, if this pod is destroyed you have been pod-killed (podded) ie. your clone has died along with any augmentations/plugins it had, also you will loose 5% of the difference between the number of skill points (SP) you have trained and the Medical Clone you have (all characters have a standard clone of the poorest quality (900,000 SP) and it's up to you to upgrade to a higher quality medical clone). The points lost are taken from the category you have trained the most - usually this means they are taken from the highest ranking level 5 skill you have, this deduction normally has the effect of reducing the skills level to 4, meaning the longest skill train you have done so far will need repeating.

In the event of you (eg. 6M SP) getting pod-killed you reappear at the Medical Facility in the station where your Medical Clone resides, your Medical clone (eg. 8M SP) covers your SP total so you don't loose any SP, as your Medical Clone has just been used you default to the basic clone (900,000 skill points), you need to update your Medical Clone to cover your 6M SP total right away!

Many people often loose SP because they forget that after your medical clone is used it needs to be repurchased.

When your SP total exceeds you Medical Clone's SP total you will need to update to a higher SP Medical Clone, updating and moving clones is conducted in a medical facility, which can be found in many stations.

Blood jump - The process of jumping to where your medical clone is located, either by deliberately getting podded or by activating the self-destruct mechanism. This activates your medical clone. Useful in emergencies but expensive if you end up destroying fitted augmentations in the clone you're leaving and you must remember to reinstall/purchase a medical clone otherwise the next time you die you will lose skills.

Combat Skills

Comments Off

Skills should be at least level III or level specified.

Eg: Electronics V [+5% CPU/lev]

* Drones:
o Drones V [Control 1 Drone/lev]
o Scout Drone Operation [+5km Control Range]
o Drone Interfacing [+20% Damage/Mining Yield]
o Heavy Drone Operations [+5% Damage for Heavy Drones]
o Combat Drone Operations [+5% Damage for Light/Medium Drones]
o Drone Durability [+5% Shield/Armor/Hull]
o Drone Navigation [Inc. Velocity]
o Drone Sharpshooting [Inc. Optimal Range]

* Electronics:
o Electronics V [+5% CPU]
o Long Range Targeting [+5% Targeting Range]
o Signature Analysis [+%5 Targetting Speed]
o Electronics Upgrades [-5% CPU for sensor upgrades]
o Propulsion Jamming [-5% Cap for Warp Scrambler/Stasis Web]
o Target Painting [-5% Cap for Target Painter]

* Engineering:
o Engineering V [+5% Power Grid]
o Energy Grid Upgrades [-5% CPU for PDS, RCU]

* Gunnery:
o Gunnery V [-2% Turret Rate of Fire]
o Motion Prediction [+5% Turret Tracking]
o Rapid Firing [-4% Turret Rate of Fire]
o Sharpshooting [+5% Turret Optimal Range]
o Controlled Bursts [-5% Turret Capacitor Use]
o Trajectory Analysis [+5% Turret Accuracy Falloff]
o Surgical Strike [+3% Turret Damage]
o Weapons Upgrades V [-5% CPU cost for Weapon Turrets]
o Advanced Weapons Upgrades [-5% Power Grid cost for Weapon Turrets]

* Missile Launcher Operation:
o Missile Launcher Operation III [-2% Launcher Rate of Fire]
o Missile Bombardment [+10% Missile Flight Time (More range)]
o Missile Projection [+10% Missile Flight Speed (More range)]
o Rapid Launch [-3% Launcher Rate of Fire]
o Target Navigation Projection [-10% Target Speed Factor]
o Warhead Upgrades [+2% Damage]
o Standard Missiles [+5% Light Missile Damage]
o Rockets [+5% Rocket Damage]
o Heavy Missiles [+5% Heavy Missile Damage]

* Mechanic:
o Mechanic V [+5% Hull HP]
o Repair Systems [-5% Repairer Cycle]

* Navigation:
o Navigation V [+5% Velocity]
o Evasive Maneuvering [+5% Agility]
o Acceleration Control [+5% Velocity for AB/MWD]
o Fuel Conservation [-10% Cap for AB]
o High Speed Maneuvering [-5% Cap for MWD]



Long Range Targeting allows use of:
Medium SlotSensor Booster - increases ship's Targeting Range and Scan Resolution (targetting speed)

Electronics Upgrades allows use of:
Low SlotSignal Amplifiers - increases ship's Targeting Range and Scan Resolution (targetting speed)

Propulsion Jamming allows use of:
Medium SlotStasis Webifier I - target's speed decreased
Medium SlotWarp Scrambler I - attempts to prevent target warping away

Target Painting allows use of:
Medium SlotTarget Painter I - increases the target's signature radius (faster targetting, increased amount of missile's damage is inflicted)

Core Skills

Comments Off

Basic skills for all characters should be at level IV.

Skill Name - [Bonus per level of skill] (Eg: Level IV Electronics gives 20% more CPU.)

* Electronics:
o 1. Electronics [+5% CPU]
o 2. Targeting [Extra target]

* Engineering:
o 3. Engineering [+5% Power Grid]
o 4. Energy Management [+5% Capacitor Power]
o 5. Energy Systems Operation [+5% Capacitor Recharge]
o 6. Shield Management [+5% Sheild Points]
o 7. Shield Operations [+5% Shield Recharge]

* Mechanic: [+5% Hull HP]
o 8. Mechanic [+5% Hull HP]
o 9. Hull Upgrades [+5% Armor Points]

* Navigation: [+5% Velocity]
o 10. Navigation [+5% Velocity]
o 11. Afterburner [+10% longer AB useage]
o 12. Warp Drive Operations [+5% less cap needed to warp]

* Spaceship Command:
o 13. Spaceship Command [+2% Agility]
o 14. [Racial specific] Frigate
o 15. Destroyers
o 16. [Racial specific] Industrial
o 17. [Racial specific] Cruiser [Racial specific]




Simply having the required skills for the hull of a ship isn't enough to "pilot the ship well" or even safely! A Cruiser using Small Blasters to fight off Drones is good tactics. A Cruiser using Small Blaster since that's all the pilot can use is an insurance payment waiting to happen!
1: Use Co-Processors in your low slots for more CPU.

2: Total targets locked = 2 + Targetting Skill, Max of Ship Limit, usually good training just to III, for a max of 5 targets

3: Use Power Diag Systems (>=5%) or Reactor Control Units (+10%) in your low slots for more Power Grid. Engineering IV for Shield Hardeners. Engineering V is required for Assault Frigates.

4: Energy Management IV is required for Mirco Aux Power Cores (+10 MW - use on ships whose Power Grid < 100 ie. frigates).

9: Allows use of Expanded Cargoholds. Hull Upgrades IV is required for Armor Hardeners, Hull Upgrades V for Tech 2 Armor Hardeners.

10: Navigation IV required for Micro-Warp Drives (MWD).

11: 1MN = Frigate/Destroyer, 10MN = Cruiser/Industrial/Battlecruiser, 100MN = Battleship. Afterburner IV is required for Tech 2 Afterburners.

13: Agility is how quickly your ship turns. Spaceship Command III is required for Industrials.

14: First skill to train! [Racial specific] - means Amarr, Caldari, Gallente or Minmatar. {Race} Frigate III allows access to "Tier 3" frigates, your best first ship. {Race} Frigate V required for Tech 2 frigates.

16: Common Industrials used: Bestower (Amarr Industrial II), Mammoth (Minmatar Industrial IV) and Iteron Mk. V (Gallente Industrial V)

New Character; Starting Skills Table

Comments Off


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