![]() Armor Mechanics ( 1x, 30k ISK) 5% bonus to structure hit points per skill level. This means all fitted active modules can remain on indefinitely. Sufficient levels of training in this skill will make it easier to fit a ship which is capacitor stable. This skill decreases the capacitor recharge time which enables more active modules to remain online for a longer period of time. Starting Skill Level: III - Alpha Clone Limit: III Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. ![]() Capacitor Systems Operation ( 1x, 60k ISK) 5% reduction in capacitor recharge time per skill level. This skill improves the maximum capacity of your ship's capacitor which allows active modules to remain active for longer periods of time before the capacitor is fully drained. ![]() Starting Skill Level: III - Alpha Clone Limit: IV Skill at regulating your ship's overall energy capacity. Capacitor Management ( 3x, 200k ISK) 5% bonus to capacitor capacity per skill level. This skill improves the ability to fit modules which utilize power grid so modules which consume power can be fitted more easily. Starting Skill Level: IV - Alpha Clone Limit: V Basic understanding of spaceship energy grid systems. Power Grid Management ( 1x, 30k ISK) 5% bonus to ship power grid output per skill level. This skill improves the ability to fit modules which utilize ship CPU enabling more sophisticated modules to be fitted. Starting Skill Level: IV - Alpha Clone Limit: V Basic understanding of spaceship sensory and computer systems. Engineering CPU Management ( 1x, 30k ISK) 5% bonus to ship CPU output per skill level.
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