What do attributes do in eve




















Instructor should then introduce himself or herself - covering relevant experience level and background. First, you might find the syllabus for this class to be a useful reference, later on. The Drifter Boosters can now be found on the Singularity market for you to try out.

They are designated legal boosters. The five boosters are:. You can get three Drifter Boosters via Project Discovery. You can acquire all five variations through other means [unspecified] in game also.

Jump to: navigation , search. This is a deprecated class syllabus, intended as historical record for the teaching department.

If you want to know your exact Skillpoint rate, you can use this calculator. Each attribute is associated with skills for particular spheres of activity.

Generally the groups of skills are associated with particular attributes as follows - with some exceptions:. It should be obvious that raising your attribute scores, particularly for skill groups you intend to spend lots of time training, is a very good idea. Ways to do this are discussed in later in this guide. EVEMon is a third party software tool that allows you to make plans on your characters skill training as well as monitor and plan many other things.

When you first start playing EVE, you may have little idea on what skills you will be needing next week, let alone next month. But after your first few weeks, you will start to form a picture in your mind on what sorts of things you want your character to be able to do, and consequently which skills you'll need. The specific training strategies listed elsewhere in this guide work much better when used together with a long term strategy.

For a new character, it is therefore often most efficient to train a useful skill which has a high training multiplier to III or IV and then move on rather than taking it to V straight away. As a rule of thumb, if you use a skill at all it's probably worth training it to III, and if you use a skill regularly it's worth training it to IV. When your character is older you may well reach a point where you have fewer things you want or need to train - at this point, it may be worth revisiting some skills you left at IV and taking them to V.

There are, however, some skills which it's worth training to V quite early on in your capsuleer career. For combat pilots Navigation , which we used as an example previously on this page, is one such because:.

There are a number of other skills with a similar combination of quick training times and significant, widespread bonuses which are well worth training to V quite early.

Another class of skill which you may find yourself training to V are the so-called 'blackmail' skills which are prerequisites for particularly desirable equipment. Some skills are worth training to V because of a combination of several of the above reasons.

Drones V for example lets you use a full flight of five drones, which is useful on any ship with a drone bay of 25m3 or more - and it's a prerequisite for the excellent Tech 2 drones. Effectively, all of the methods discussed below improve your training times by boosting your character's attributes.

This boosting usually comes at a cost of something else; other attributes, money, or time. Another way to increase your character's attributes is through plugging implants into your head.

Unfortunately, if your pod is destroyed all your implants in the clone piloting it are destroyed as well. Storyline missions sometimes offer an implant as a reward so if you're running missions you may find yourself collecting some implants. Do note that there are also slot implants sometimes known as Pirate Implants that also provide other bonuses, in addition to attribute increases.

See the list here. If you're podded any implants you are wearing will be destroyed - you can set up a jump clone with cheaper implants, or no implants at all, and jump into it when you want to PvP to lower the amount of ISK you're putting at risk. This way you only have to pay for two implants rather than four or five. The advantage of implants is that they require minimal training time Cybernetics only , giving you an immediate boost to training time which can quickly add up to months of time saved.

The disadvantage is their cost, coupled with the fact that they are lost if your pod is killed. Neural remapping doesn't let you boost your attributes overall, but it lets you take points away from one base attribute score and add them to another.

The remap interface can be accessed through the Attributes tab of your Character Sheet. The common strategy for remapping is to put together a long-term skill plan which majors on skills which use a particular two attributes, and then remap so that you denude all your other attribute scores and pump up those two attributes. If you create a long skill plan in EveMon , you can use one of the options of its 'Optimize Attributes' function to calculate which arrangement of attributes would be best for the first year of your plan.

However, if you're new to the game your future career plans are quite likely to change as you explore the game, so making a year long plan after a few weeks isn't very realistic. Be frugal with your remaps for a little while until you get an idea for what you want to do. Cerebral accelerators are consumed like boosters and give temporary bonuses to all five of a character's attributes, speeding up their skill training time. These can be acquired through certain in-game events like the Crimson Harvest or by buying EVE starter packs.

Accelerators acquired through in-game events can only be activated for a limited time usually a little after the end of the in-game event , after which they will have no effect. Accelerators acquired through starter packs can only be used by characters younger than a certain age, limiting their use to brand-new characters.

For example, with Biology V trained, a Blood Raider Cerebral Accelerator will last 48 hours instead of the 24 shown in the table above. Neural remapping, is essential for mid- or long-term planning compiling mid or long term skill plans can be made using external tools such as EveMon and can help you cut several days or weeks of the training time needed to finish such a plan.

Please remember that a fresh character is given only two chances to remap and after you used both remaps, the next remap will only be available after one year of playtime, so use them carefully. As a note, new players are not recommended to use their second remap within their first weeks of playing, the reason for this is that most skill plans made by that time will change based on what you will know and learn during the time you spent playing EVE Online.

After you know what you are planning for, and can make at least a mid- or long-term plans for things you want to do in EVE which would probably be a several months or a year skill plan , you can begin to calculate an appropriate remap for the plan, this can be done using the help of EveMon's attribute optimizer or by common sense.

You can try to experiment changing the remaps on the EveMon attribute simulator and see which skills are affected positively trained quicker and which skills will took longer to train using that remap, skills that took longer to train because of a higher multiplier or if you are training these skills to higher levels would be affected much more by appropriate remaps in long term rather than skills in which can be trained quickly.

Several things you need to know before you decide to remap your attributes since later on, you will only have the chance to do this once a year :.

New players get 3 initial remaps to spend, one normal remap and 2 bonus remaps. This might sound like a lot, but that's still 4 months per remap, and that's assuming you don't want to keep a bonus remap for next year.

While making a skill plan in EveMon and getting it to calculate your remaps for you sounds good in theory, a new player is still exploring the game and your interests will change as you discover new aspects.

Nonetheless, there are some fairly safe initial strategies to use. If you look at these skills you'll see that two attributes crop up more than any others: Intelligence and Perception. Willpower and Memory are secondary attributes for several things with the exception of Drones and Charisma isn't required for any major skill groups unless you're a trader. This is not the case it varies between skills and each skill has a Primary and a Secondary attribute, with the Secondary having half the effect of the Primary.

There are two main ways of increasing your training speed via increasing your attributes not counting the Celebral Accelerator. Implants and Attribute remaps. Implants: You buy them for isk or loyalty points and plug them into your head. There are 10 implants slots, the first 5 affect the attributes, the latter five affect specific skills of your choosing. The downside is that they are a valuable commodity and are destroyed if you are podded.

Also you have to train the skill Cybernetics before you can use them, with better implants requiring higher levels of this skill. Attribute remaps: You get two remaps at the start of the game, then a new one every 12 months after using the last one up. Basically you get a fixed base level of attribute points, which I think is 17 in every attribute, then 14 floating points that you can remap. Initially these are mapped eveningly - 3 across each attribute except Charisma which only has 2.

You may only put 10 of these floating point into any one attribute, thus the most common remap is one where you place 10 in the expected Primary attribute and 4 in the Secondary attribute of the most common set of skills that you intend to train for the next year. The former pairing is used for Electronics, Engineering and Mechanic the support skills plus is good for Industry.

The latter is used for Gunnery, Missiles and Spaceship Command the fighting skills. Which ever one you choice, train a few basic skills in the other set before you gimp them with the first remap. Note: a. A remap doesn't stop you training particular skills just optimises particular ones at the expense of others. If you don't use a remap you don't get a new one after 12 months. Wait 3 years to use your second remap and you will still have to wait another 12 months before you get a new one.

Specialised characters such as Starbase Defence, Drone users, Trading Alts, Industrialists, would benefit from different mappings than the most commons ones listed above. Different people will emphasis different pairing.

If you can't decide which way to go, wait until you are sure. A broad catch all remapping is 7 each in Perception and Intelligence, but this is often utilised by much more experienced pilots to round things off once the main things have been done.



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