Attributes
When you create a character certain attributes are allocated
to him or her. The attributes in EVE are:
• Memory
• Intelligence
• Perception
• Willpower
• Charisma
As you select certain schools and specializations during
character creation, your attributes are tailored to
reflect this. So for example a scientist should have
higher Memory and Intelligence. A fighter will tend
have higher Willpower and a trader will have higher
Charisma
Importance of attributes
These attributes are the most important factor in training
skills. All skills have a primary and secondary attribute.
The higher the attribute, the faster any skill using
that attribute will train. If you have a high attribute
that is the same as the primary attribute of the skill
then the skill will train faster.
If you have a weak attribute in the primary attribute
of the skill you wish to train learn then the training
time will be subsequently longer than it could have
been. The differences in your attributes can make a
SIGNIFICANT difference in the time it takes you to train
a skill (especially when training higher skill levels).
To check the primary and secondary attribute requirements
of a skill then left click it in skills window (in your
character sheet) and select the 'Attributes' tab. If
you haven't trained the skill yet then you can use 'show
info' on the skill training booklet and it will also
show you the primary and secondary attributes. .
Effects of attributes
Obviously the attribute setup you get at creation will
have a big influence on what skills you can train quickly.
As mentioned before, if you have specially created a
character for fighting then you should automatically
have reasonably higher Perception and Willpower attributes
(which are the primary attributes linked for training
to all Gunnery class skills.
This means you will not take as long to learn gunnery
skills but it does mean that if you suddenly decide
to change career path and move into research, for instance,
then your attributes will probably not be as ap pro
priate and it will take you much longer to train a skill.
Improving attributes
You are not stuck with the attributes you get at character
creation; it is possible to improve on these by using
skills in the Learning skills category. There are six
basic learning skills - one for each attribute, plus
a general learning skill which reduces all learning
time by approximately two percent per level.
By training the basic attribute learning skills it
is possible to increase your base attribute by up to
5 points each. If you are considering playing the game
long term then the "learning" category skills
will save you a significant amount of time, allowing
your character to progress much more quickly.
Many people will generally increase their entire "Learning"
category learning/attribute skills to at least level
three or level four. As learning level five skills take
a long time to train, it takes a long time for them
'repay' themselves in saved time, longer for the training
effort to be repaid in saved time on other skills.
It is probably not worth training them up to level
five unless you know for sure that you are going to
be doing a lot of training using particular attributes.
• If, for example, you decide to become a fighter
and are going to have to train a lot of Gunnery class
skills, training Spatial Awareness (perception) and
Iron Will (willpower) skills to level five will repay
itself very quickly!
How to train attributes
Obviously training of learning and attribute skills
also takes time. The primary attribute required for
the learning class of skills is Memory and the Secondary
is Intelligence.
Therefore, if you train the Instant Recall (memory)
and Analytical Mind (Intelligence) skills first it will
save you time training the others. The Memory and Intelligence
attributes play a role in the training of many useful
skill classes so you should consider training them up
to at least Level three (and preferably level four)
as soon as possible.
The following is one suggested training routine for
a new character which will help you maximize your learning
and attribute skills most quickly. It is based on calculations
not explained here:
• Instant Recall (Memory) Level 1
• Analytical Mind (Intelligence) Level 1
• Learning Level 1
• Instant Recall (Memory) Level 2
• Analytical Mind (Intelligence) Level 2
• Learning Level 2
• Instant Recall (Memory) Level 3
• Analytical Mind (Intelligence) Level 3
• Learning Level 3
• Instant Recall (Memory) Level 3
• Analytical Mind (Intelligence) Level 3
• Learning Level 3
• Instant Recall (Memory) Level 4
• Analytical Mind (Intelligence) Level 4
• Learning Level 4
After you have reached level 4 on Analytical Mind, Intelligence,
Instant Recall, Memory, and Learning, you can then focus
on training up your other attribute skills - Spatial
Awareness (Perception), Iron Will (Willpower) and Empathy
(Charisma) - as is ap pro priate for your intended career
path.
Implants
Implants can also raise your base attributes and save
you significant training time. A variety of implants
are available on the market or through agent missions.
They can raise an attribute by 1 (called "Limited"
implants), 2 ("Limited - Beta"), 3 ("Basic")
or 4 ("Standard") points. At the moment it
is possible to get basic implants which boost the main
attributes by +3 points per attribute or standard implants
which add +4. There are five types of implants available
covering the 5 main attributes areas:
• Cybernetic Subprocessor (affects Intelligence)
• Memory Augmentation (affects Memory)
• Occular Filter (affects Perception)
• Neural Boost (affects Willpower)
• Social Adaptation Chip (affects Charisma)
Using an implant requires some skill in Cybernetics
(level 1 for Basic, level 3 for Limited and Limited
- Beta, and level 4 for Standard implants). The Cybernetics
skill requires Science level 3 before you can begin
to train it. (( Figure out which is correct and change
this and the previous paragraph accordingly; is the
progression "basic" -> "limited"
-> "limited - beta" -> "standard"
or is it "limited" -> "limited -beta"
-> "basic" -> "standard"?
Right now these two paragraphs disagree on the right
progression. ))
You can only plug in one implant per attribute. Implants
are destroyed if you try and remove them from your head,
so once you have plugged it in it cannot be taken off
and used by anyone else.
| Only buy and use implants you are willing to risk
in your travels. When you are pod-killed, your implants
are lost and are not covered by any insurance . |
General Tips
• Try and maximize your attributes in any areas
where you will be doing lots of training. For example,
Navigation skills all have Intelligence as their primary
attribute - so if you are about to embark on training
all your Navigation skills to level four or five, then
boosting your Intelligence attribute will save you substantial
amounts of time.
• Please bear in mind that training the entire
"Learning" category attributes skills does
take time. So in the short term it can put you behind
other players who train more immediately practical skills.
However, investing the time to in train "Learning"
category skills early will pay off in the medium and
long term. In the short run people starting at the same
time may be able to out fly and out shoot you, but later
on you might be hours or even days ahead of them in
training.
• Skills also have ranks. This is shown as a
number in parentheses after the skill name in your character
sheet, and is shown as an attribute in the information
about a skill. A rank two skill will take twice as long
to train as a rank one skill. A rank five skills will
take five times as long as a rank one skill. Most of
the basic skills in the game are rank one but there
are higher rank skills (such as Drone Interfacing) that
are rank five. If you have low attributes, a skill such
as this can take several days to train from level four
to level five, whereas raising the right attributes
(through implants or attribute-specific skills) can
knock days off this time.
• If you go to the skills tab screen of your
character information sheet (on your character sheet
- top left button on the left hand menu) you can see
your total skills point amount is in the top upper left.
You can start training a skill by right clicking a particular
skill and selecting 'Start Training Train to level...'
you should also see a time it will take for that skill
to train to the next level. To train skills you do not
already have, you need to purchase the skill's book
training kits. You can buy the kits for many skills
in the station at which your character started. You
need to open the market station service. Initially set
the "market range" to "This station only,"
or you will need to travel to pick up the skill. Select
the Browse tab and select "Items," then "Skills,"
screen (make sure it is set to 'This Station Only')
and then you should see a 'skills' section. You can
also obtain some of the new higher rank research skills
from agents.
• Some times unscrupulous players will buy the
entire supply of basic skill training kits in a starting
station and resell them at an unfair price. If you feel
that the purchase price for a skill seems excessively
high, try expanding the "market range" to
'constellation' or 'region'. You will often find better
prices at nearby systems. The downside, of course, is
that you must travel to that system to pick up any purchases.
• You should aim to have a skill in training
at all times. If a skill is due to complete in two hours
and you know you are going to be away for 14 hours then,
before you go, switch to training a skill that will
take longer than you will be away the training to another
longer skill. (You do not lose skill points if you stop
training a skill, or switch to training another skill.
The next time you start training that skill again, you'll
begin right where you left off. Do not cancel the training;
simply start another one). Then when you log back on,
switch back to finish the original skill.
Skill groups and attributes
Here is a list of the skill groups and their associated
Attributes:
Group
|
Attributes
|
Corporation Management
|
Memory, Charisma |
Drones
|
Memory, Perception |
Electronics
|
Intelligence, Memory |
Engineering
|
Intelligence, Memory |
Gunnery
|
Perception, Willpower |
Industry
|
Memory, Intelligence |
Leadership
|
Willpower, Charisma |
Learning
|
Memory, Intelligence |
Mechanic
|
Intelligence, Memory |
Missiles
|
Perception, Willpower |
Navigation
|
Intelligence, Perception |
Science
|
Intelligence, Memory |
Social
|
Charisma, Intelligence |
| Spaceship Command |
Perception, Willpower (for
most skills)
Willpower, Perception (for elite ship skills) |
Trade
|
Willpower, Charisma (for
basic skills)
Charisma, Memory (for more advanced skills) |
Attributes and skills
• Memory is the primary attribute for Drone skills,
as well as Industry, Corporate Management and Learning
skills, so they are very important. They are an absolute
must for miner, production, and scientific career paths.
Given its impact on Corporation Management skills, it
is also important for characters involved in the management
of player corporations.
• Intelligence is the primary attribute for:
Electronics, Engineering, Mechanic, Navigation, Science
skills. It is an absolute must for those who want to
squeeze the best performance from their ships and equipment,
as well as those who wish to pursue a research career
path.
• Willpower is the primary attribute for Leadership
skills and elite Spaceship Command skills, as well as
some Trade skills. It also is secondary to most combat
skills (Gunnery and Missile skills). Therefore, it's
a very important skill for commanders and 'hard-core'
combat careers.
• Perception is the primary attribute for most
Spaceship Command skills as well as all Missile and
Gunnery skills, and is secondary for Drone and Navigation
skills, Missiles, some important Gunnery skills Perception
is therefore the most important attribute for combat-oriented
characters. However, other character types should also
consider perception important. Spaceship Command skills
tend to be high rank (taking longer to learn) and are
also must-have skills for pretty much all types of characters
(especially if you want the option to fly many different
classes of ship). Perception is also the secondary skill
for Drones, Gunnery, and Navigation so it is well worth
spending time training 'spatial awareness'.
• Charisma is the primary attribute for Social
skills and most Trade skills. Social skills are vital
to dedicated agent mission runners, and to improve standings
for such things as refine percentages. Trade skills
are more important to those who play on the market as
anything more than a casual purchaser/seller. It is
of limited use to combat or production-oriented characters,
and may be a good choice to leave at its original level
unless you are a trader or mission-runner. Social, Connections,
Negotiations, and Fast Talk are all important to dedicated
agent runners.
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