Rookie Training Plan ( The Magic 14 )


Rookie Training Plan.
Magic 14 all to Level 3, then all to 4, then all to 5

Each of these skills is worthwhile for a new character to train as early as possible, especially if you haven’t decided what type of play style you may be interested in pursuing yet. The scope of this guide is to examine only those skills which provide bonuses to all ships regardless of modules, implants or rigs.

Skills Information:

Engineering

Engineering

Icon skillbook2.png CPU Management (1x, 30k ISK)
5% bonus to ship CPU output per skill level. Starting Skill Level: IV - Alpha Clone Limit: V
Basic understanding of spaceship sensory and computer systems.
This skill improves the ability to fit modules which utilize ship CPU enabling more sophisticated modules to be fitted.
Icon skillbook2.png Power Grid Management (1x, 30k ISK)
5% bonus to ship power grid output per skill level. Starting Skill Level: IV - Alpha Clone Limit: V
Basic understanding of spaceship energy grid systems.
This skill improves the ability to fit modules which utilize power grid so modules which consume power can be fitted more easily.

Icon skillbook2.png Capacitor Management (3x, 200k ISK)
5% bonus to capacitor capacity per skill level. Starting Skill Level: III - Alpha Clone Limit: IV
Skill at regulating your ship’s overall energy capacity.
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.

Icon skillbook2.png Capacitor Systems Operation (1x, 60k ISK)
5% reduction in capacitor recharge time per skill level. 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.
This skill decreases the capacitor recharge time which enables more active modules to remain online for a longer period of time. Sufficient levels of training in this skill will make it easier to fit a ship which is capacitor stable. This means all fitted active modules can remain on indefinitely.

Armor

Armor

Icon skillbook2.png Mechanics (1x, 30k ISK)
5% bonus to structure hit points per skill level. Starting Skill Level: II or III, depending on race - Alpha Clone Limit: V
Skill at maintaining the mechanical components and structural integrity of a spaceship.
This skill increases the hit points of your ship’s structure, thereby increasing its effective hit points.

Icon skillbook2.png Hull Upgrades (2x, 85k ISK)
5% bonus to armor hit points per skill level. Starting Skill Level: II or III, depending on race - Alpha Clone Limit: V
Skill at maintaining your ship’s armor and installing hull upgrades like expanded cargoholds and inertial stabilizers.
This skill increases the hit points of your ship’s armor, thereby increasing its total effective hit points. Training this further to V will allow you to fit modules like Energized Adaptive Nano Membrane II, Armor Explosive Hardener II and the larger T2 plates, which comprise a T2 armor tank.

Shields

Shields

Icon skillbook2.png Shield Management (3x, 170k ISK)
5% bonus to shield capacity per skill level. Starting Skill Level: I or II, depending on race - Alpha Clone Limit: IV
Skill at regulating a spaceship’s shield systems.
This skill increases the hit points of your ship’s shields, thereby increasing its total effective hit points.

Icon skillbook2.png Shield Operation (1x, 55k ISK)
5% reduction in shield recharge time per skill level. Starting Skill Level: I or II, depending on race - Alpha Clone Limit: IV
Skill at operating a spaceship’s shield systems, including the use of shield boosters and other basic shield modules.
This skill decreases the time required for your ship’s shields to regenerate which helps to mitigate damage during combat as well as enabling faster recovery when the battle is over.

Targeting

Targeting

Icon skillbook2.png Long Range Targeting (2x, 100k ISK)
5% bonus to targeting range per skill level. Starting Skill Level: I - Alpha Clone Limit: III
Skill at long range targeting.
This skill enables your ship to lock targets at greater distances which can be helpful for kite tanking and sniping.

Icon skillbook2.png Signature Analysis (1x, 100k ISK)
5% improved targeting speed per skill level. Starting Skill Level: I - Alpha Clone Limit: III
Skill at operating targeting systems.
This skill enables your ship to lock targets faster which enables you to quickly apply offensive modules and weapons to a hostile ship. It can mean the difference between whether or not you are successful at tackling a ship before it warps away and escapes.

Navigation

Navigation

Icon skillbook2.png Navigation (1x, 30k ISK)
5% bonus to sub-warp ship velocity per skill level. Starting Skill Level: III - Alpha Clone Limit: V
Skill at regulating the power output of ship thrusters.
This skill enables your ship to travel faster at sub-warp speeds which enables you to more effectively chase down fast moving ships, escape more powerful opponents or mitigate damage by speed tanking.

Icon skillbook2.png Evasive Maneuvering (2x, 35k ISK)
5% improved ship agility for all ships per skill level. Starting Skill Level: I - Alpha Clone Limit: III
Skill at regulating the power output of ship thrusters.
This skill improves your ship’s agility which enables it to turn, accelerate and enter warp more quickly. It can mean the difference between escaping in a pod or losing expensive implants.

Icon skillbook2.png Warp Drive Operation (1x, 45k ISK)
Each skill level reduces the capacitor need of initiating warp by 10%. Starting Skill Level: I - Alpha Clone Limit: III
Skill at managing warp drive efficiency.
This skill reduces the capacitor usage when entering warp which can be helpful when traveling across larger systems, especially when warping large ships into a combat scenario. When arriving at a battle it is best to have as much remaining capacitor as possible. Exceptionally large systems, such as some wormhole systems, can cause ships to cap out , forcing your ship to drop out of warp before it arrives at your chosen destination.

Spaceship Commands

Spaceship Command

Icon skillbook2.png Spaceship Command (1x, 30k ISK)
2% improved ship agility for all ships per skill level. Starting Skill Level: III - Alpha Clone Limit: IV
The basic operation of spaceships.
This skill improves your ship’s agility which enables it to turn, accelerate and enter warp more quickly. It can mean the difference between escaping in a pod or losing expensive implants.

Optimal attributes for training Magic 14

These Attributes can be used for the Neural Remap and what implants you need.

Attributes
Skill Primary attribute Secondary attribute
CPU Management Intelligence Memory
Power Grid Management Intelligence Memory
Capacitor Management Intelligence Memory
Capacitor Systems Operation Intelligence Memory
Mechanics Intelligence Memory
Hull Upgrades Intelligence Memory
Shield Management Intelligence Memory
Shield Operation Intelligence Memory
Long Range Targeting Intelligence Memory
Signature Analysis Intelligence Memory
Navigation Intelligence Perception
Evasive Maneuvering Intelligence Perception
Warp Drive Operation Intelligence Perception
Spaceship Command Perception Willpower

Required Skills to buy:

Skills to Buy ( click to open )

CPU Management
Power Grid Management
Capacitor Management
Capacitor Systems Operation
Mechanics
Hull Upgrades
Shield Management
Shield Operation
Long Range Targeting
Signature Analysis
Navigation
Evasive Maneuvering
Warp Drive Operation
Spaceship Command

Training plan : Magic 14 to Level 5

Taking the Magic 14 skills to Level 5 immediately can feel like a drag. This plan will take each of your Magic 14 skills to Level 3 and then all to 4 and then to 5. Giving you a window when you have the skills to Level 3 where you can insert some of the skills you want to train.

Skills Training Plan (click to open the list)

CPU Management I
CPU Management II
CPU Management III
Power Grid Management I
Power Grid Management II
Power Grid Management III
Capacitor Management I
Capacitor Management II
Capacitor Management III
Capacitor Systems Operation I
Capacitor Systems Operation II
Capacitor Systems Operation III
Mechanics I
Mechanics II
Mechanics III
Hull Upgrades I
Hull Upgrades II
Hull Upgrades III
Shield Management I
Shield Management II
Shield Management III
Shield Operation I
Shield Operation II
Shield Operation III
Long Range Targeting I
Long Range Targeting II
Long Range Targeting III
Signature Analysis I
Signature Analysis II
Signature Analysis III
Navigation I
Navigation II
Navigation III
Evasive Maneuvering I
Evasive Maneuvering II
Evasive Maneuvering III
Warp Drive Operation I
Warp Drive Operation II
Warp Drive Operation III
Spaceship Command I
Spaceship Command II
Spaceship Command III
CPU Management IV
Power Grid Management IV
Capacitor Management IV
Capacitor Systems Operation IV
Mechanics IV
Hull Upgrades IV
Shield Management IV
Shield Operation IV
Long Range Targeting IV
Signature Analysis IV
Navigation IV
Evasive Maneuvering IV
Warp Drive Operation IV
Spaceship Command IV
CPU Management V
Power Grid Management V
Capacitor Management V
Capacitor Systems Operation V
Mechanics V
Hull Upgrades V
Shield Management V
Shield Operation V
Long Range Targeting V
Signature Analysis V
Navigation V
Evasive Maneuvering V
Warp Drive Operation V
Spaceship Command V

2 Likes