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Mechanic skills overview
From EVEWiki
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Mechanic Skill Tree | |
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Primary Attribute: Intelligence |
Contents |
Mechanic skills
Mechanic skills break down into several categories:
- skills related to repair systems, including remote repairs
- skills related to modifying a ship: rigging, and armor hardening
- skills related to construction of new ships, or in tearing apart old ones.
Base Skill: Mechanic
Mechanic is a highly useful skill for keeping your ship alive. Your ship gains 5% to structure HP/level.
Repair skills
- Requires Mechanic 1
- Reduces repair cycle times by 5%/level.
- Requires Mechanic 5, Hull Upgrades 5, Repair Systems 5
- as for Repair Systems, but for capital ship systems. 5%/level reduction in cycle time.
- Requires Mechanic 3, Repair Systems 2
- Reduces capacitor need by 5%/level for remote armor repair systems.
- Requires Remote Armor Repair Systems 5
- Reduces capacitor need by 5%/level for capital versions of remote armor repair systems.
- Requires Mechanic 3
- reduces capacitor need by 5%/level for remote hull repair systems. Curiously, does not require Repair Systems skill.
- Requires Remote Hull Repair Systems 5
- as above, but for capital ship systems. 5%/level reduced capacitor need.
- Requires Logistics 5 (but not Mechanics)
- reduces consumption of Strontium Clathrates by triage modules (a module used by carriers).
Ship modification skills
Hull Upgrades
- Requires Mechanic 1
- increases armor HP by 5%/level. Also allows the pilot to install upgrades like Inertial Stabilizers and Expanded Cargoholds.
- EM Armor Compensation, Explosive Armor Compensation, Kinetic Armor Compensation, Thermic Armor Compensation
- Requires Hull Upgrades 4
- provides an increase in passive resistance (of the skill's type) provided by armor hardeners: 3%/level passive resistance from deactivated active modules (Armor hardeners), and 5%/level for passive modules (Energized Plating and Resistance Plating).
Jury Rigging
Modifications that improve one area of ship performance while reducing another.
- Requires Mechanic 3
- An enabling skill without additional benefits. Allows the use of rigs.
- Armor Rigging, Astronautics Rigging, Drones Rigging, Electronic Superiority Rigging, Energy Weapon Rigging, Hybrid Weapon Rigging, Launcher Rigging, Projectile Weapon Rigging, Shield Rigging
- Requires Jury Rigging (3)
- Reduces penalties associated with the relevant type of rigging by 10%/level
Ship Construction skills
- An enabling skill, required for advanced frigate construction
- Requires Frigate Construction 4, Mechanic 3
- As with Frigate Construction, an enabling skill for advanced cruiser construction.
- Requires Cruiser Construction 4, Frigate Construction 4, Mechanic 3
- As with Frigate Construction, an enabling skill for advanced battleship construction.
- Requires Mechanic 5, Industry 5, Production Efficiency 5
- Again, an enabling skill, for capital ship construction. Freighters, Carriers, Dreadnoughts, Titans.
- Enables construction of Industrial Ships.
- Skill at constructing outposts. (See Outpost.)
- Allows use of salvaging modules, and increases chance of retrieval by 5%/level. See also Salvage.
Nanite skills
- Requires Mechanic 5
- Skill at operating nanites.
- Requires Mechanic 5, Nanite Operation 3
- Improved control of general-purpose repair nanites.
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EVE Online Ships Guide |
