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Dojo Skillplans and Recommended Skills
This page contains skillplans or minimum requirements to sit in a ship and fly it effectively.
Two Week Starter Skillplan
This skillplan is aimed at brand-new players, and is not tuned to any particular Brave doctrine, i.e. it will be useful to any player new to the game who wants to improve their core skills and open up the widest range of ship and weapon options in the shortest time.
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Two week starter
Small Projectile Turret I (8 minutes, 20 seconds) Minmatar Frigate I (16 minutes, 40 seconds) Small Hybrid Turret I (8 minutes, 20 seconds) Gallente Frigate I (16 minutes, 40 seconds) Caldari Frigate I (16 minutes, 40 seconds) Small Energy Turret I (8 minutes, 20 seconds) Amarr Frigate I (16 minutes, 40 seconds) Small Projectile Turret II (38 minutes, 50 seconds) Minmatar Frigate II (1 hour, 17 minutes, 38 seconds) Small Hybrid Turret II (38 minutes, 50 seconds) Gallente Frigate II (1 hour, 17 minutes, 38 seconds) Caldari Frigate II (1 hour, 17 minutes, 38 seconds) Small Energy Turret II (38 minutes, 50 seconds) Amarr Frigate II (1 hour, 17 minutes, 38 seconds) Small Projectile Turret III (3 hours, 39 minutes, 30 seconds) Minmatar Frigate III (7 hours, 19 minutes, 2 seconds) Small Hybrid Turret III (3 hours, 39 minutes, 30 seconds) Gallente Frigate III (7 hours, 19 minutes, 2 seconds) Caldari Frigate III (7 hours, 19 minutes, 2 seconds) Small Energy Turret III (3 hours, 39 minutes, 30 seconds) Amarr Frigate III (7 hours, 19 minutes, 2 seconds) Propulsion Jamming II (1 hour, 56 minutes, 26 seconds) Warp Drive Operation II (38 minutes, 50 seconds) Acceleration Control II (2 hours, 35 minutes, 14 seconds) Evasive Maneuvering II (1 hour, 17 minutes, 38 seconds) High Speed Maneuvering II (3 hours, 14 minutes, 4 seconds) High Speed Maneuvering III (18 hours, 17 minutes, 35 seconds) Warp Drive Operation III (3 hours, 39 minutes, 30 seconds) Evasive Maneuvering III (7 hours, 19 minutes, 2 seconds) Acceleration Control III (14 hours, 38 minutes, 6 seconds) Fuel Conservation I (16 minutes, 40 seconds) Fuel Conservation II (1 hour, 17 minutes, 38 seconds) Fuel Conservation III (7 hours, 19 minutes, 2 seconds) Mechanics III (3 hours, 39 minutes, 30 seconds) Mechanics IV (20 hours, 41 minutes, 49 seconds) Hull Upgrades III (7 hours, 19 minutes, 2 seconds) Sensor Linking I (25 minutes) Target Painting I (25 minutes) Weapon Disruption I (25 minutes) Electronic Warfare II (1 hour, 17 minutes, 38 seconds) Frequency Modulation I (25 minutes) Frequency Modulation II (1 hour, 56 minutes, 26 seconds) Electronic Warfare III (7 hours, 19 minutes, 2 seconds) Long Distance Jamming I (33 minutes, 20 seconds) Long Distance Jamming II (2 hours, 35 minutes, 14 seconds) Sensor Linking II (1 hour, 56 minutes, 26 seconds) Weapon Disruption II (1 hour, 56 minutes, 26 seconds) Long Range Targeting II (1 hour, 17 minutes, 38 seconds) Signature Analysis II (38 minutes, 50 seconds) Signature Analysis III (3 hours, 39 minutes, 30 seconds) Target Management III (3 hours, 39 minutes, 30 seconds) Target Painting II (1 hour, 56 minutes, 26 seconds) Missile Launcher Operation II (38 minutes, 50 seconds) Light Missiles I (16 minutes, 40 seconds) Minmatar Destroyer I (16 minutes, 40 seconds) Minmatar Destroyer II (1 hour, 17 minutes, 38 seconds) Minmatar Destroyer III (7 hours, 19 minutes, 2 seconds) Light Missiles II (1 hour, 17 minutes, 38 seconds) Light Missiles III (7 hours, 19 minutes, 2 seconds) Missile Bombardment I (16 minutes, 40 seconds) Missile Bombardment II (1 hour, 17 minutes, 38 seconds) Missile Bombardment III (7 hours, 19 minutes, 2 seconds) Missile Launcher Operation III (3 hours, 39 minutes, 30 seconds) Missile Projection I (33 minutes, 20 seconds) Missile Projection II (2 hours, 35 minutes, 14 seconds) Missile Projection III (14 hours, 38 minutes, 6 seconds) Rapid Launch I (16 minutes, 40 seconds) Rapid Launch II (1 hour, 17 minutes, 38 seconds) Rapid Launch III (7 hours, 19 minutes, 2 seconds) Target Navigation Prediction I (16 minutes, 40 seconds) Target Navigation Prediction II (1 hour, 17 minutes, 38 seconds) Energy Grid Upgrades II (1 hour, 17 minutes, 38 seconds) Capacitor Systems Operation IV (20 hours, 41 minutes, 49 seconds) Thermodynamics II (1 hour, 56 minutes, 26 seconds) Thermodynamics III (10 hours, 58 minutes, 34 seconds) Weapon Upgrades III (7 hours, 19 minutes, 2 seconds) Weapon Upgrades IV (1 day, 17 hours, 23 minutes, 39 seconds) Hull Upgrades IV (1 day, 17 hours, 23 minutes, 39 seconds) Motion Prediction III (7 hours, 19 minutes, 2 seconds) Surgical Strike II (2 hours, 35 minutes, 14 seconds) Trajectory Analysis II (3 hours, 14 minutes, 4 seconds) Drone Avionics II (38 minutes, 50 seconds) Drone Avionics III (3 hours, 39 minutes, 30 seconds) Drones II (38 minutes, 50 seconds) Drones III (3 hours, 39 minutes, 30 seconds) Light Drone Operation I (8 minutes, 20 seconds) Drones IV (20 hours, 41 minutes, 49 seconds) Drone Durability I (41 minutes, 40 seconds) Drone Durability II (3 hours, 14 minutes, 4 seconds) Drone Navigation I (8 minutes, 20 seconds) Drone Navigation II (38 minutes, 50 seconds) Light Drone Operation II (38 minutes, 50 seconds) Light Drone Operation III (3 hours, 39 minutes, 30 seconds) Total time: 17 days, 1 hour, 19 minutes, 45 seconds
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Dojo Condor
This is a very basic Condor fit. It is cheap, will be handed out by the Dojo (soon) and can be trained for within ~14h.
If you get better skills and have more money, upgrading the modules will improve it and even with the basic fit it is a versatile tackle frigate that can teach you a lot about piloting ships.
The first plan enables you to fly the fit, it can be trained very fast and unlocks some new modules, like light missile launchers, weapon disruptors and some rigs.
The second plan starts with some quality of life improvements, especially Warp Drive Operations is something that will reduce frustration a lot.
Please note that the second plan isn't required to fly the ship, so if you don't want to train into it too much, leave out the missile skills (everything after Propulsion Jamming III).
The rest isn't required but will be useful for many ships and fits so consider training those.
[Condor, Condor] Micro Auxiliary Power Core I Micro Auxiliary Power Core I Baker Nunn Enduring Tracking Disruptor I, Tracking Speed Disruption Script Initiated Warp Disruptor I Medium Shield Extender I 5MN Microwarpdrive I Light Missile Launcher I, Nova Light Missile Light Missile Launcher I, Nova Light Missile Light Missile Launcher I, Nova Light Missile [Empty High slot] Small Polycarbon Engine Housing I Small Polycarbon Engine Housing I Small Auxiliary Thrusters I Scourge Light Missile x240 Nova Light Missile x120 |
Skills needed to use the fit (absolute minimum) |
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Caldari Frigate I (16 minutes, 40 seconds) Missile Launcher Operation II (38 minutes, 50 seconds) Light Missiles I (16 minutes, 40 seconds) Weapon Disruption I (25 minutes) Mechanics III (3 hours, 39 minutes, 30 seconds) Jury Rigging I (16 minutes, 40 seconds) Jury Rigging II (1 hour, 17 minutes, 38 seconds) Jury Rigging III (7 hours, 19 minutes, 2 seconds) Astronautics Rigging I (25 minutes) Total time: 14 hours, 35 minutes |
Additional Skills (improves quality of life and ship performance) |
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Caldari Frigate II (1 hour, 17 minutes, 38 seconds) Warp Drive Operation II (38 minutes, 50 seconds) Warp Drive Operation III (3 hours, 39 minutes, 30 seconds) High Speed Maneuvering II (3 hours, 14 minutes, 4 seconds) Long Range Targeting II (1 hour, 17 minutes, 38 seconds) Signature Analysis II (38 minutes, 50 seconds) Caldari Frigate III (7 hours, 19 minutes, 2 seconds) Target Navigation Prediction I (16 minutes, 40 seconds) Signature Analysis III (3 hours, 39 minutes, 30 seconds) Target Management III (3 hours, 39 minutes, 30 seconds) Weapon Disruption II (1 hour, 56 minutes, 26 seconds) High Speed Maneuvering III (18 hours, 17 minutes, 35 seconds) Long Range Targeting III (7 hours, 19 minutes, 2 seconds) Propulsion Jamming II (1 hour, 56 minutes, 26 seconds) Propulsion Jamming III (10 hours, 58 minutes, 34 seconds) Rapid Launch I (16 minutes, 40 seconds) Missile Bombardment I (16 minutes, 40 seconds) Missile Bombardment II (1 hour, 17 minutes, 38 seconds) Light Missiles II (1 hour, 17 minutes, 38 seconds) Light Missiles III (7 hours, 19 minutes, 2 seconds) Missile Launcher Operation III (3 hours, 39 minutes, 30 seconds) Missile Projection I (33 minutes, 20 seconds) Missile Launcher Operation IV (20 hours, 41 minutes, 49 seconds) Warhead Upgrades I (41 minutes, 40 seconds) Missile Projection II (2 hours, 35 minutes, 14 seconds) Rapid Launch II (1 hour, 17 minutes, 38 seconds) Target Navigation Prediction II (1 hour, 17 minutes, 38 seconds) Warhead Upgrades II (3 hours, 14 minutes, 4 seconds) Total time: 4 days, 14 hours, 37 minutes, 47 seconds |
Interceptor
For a basic travel Interceptor you only need four specific skills:
Skill | Minimum Level |
---|---|
Any Racial Frigate Skill | 5 |
Evasive Manouvering | 5 |
Interceptor | 1 |
Hull Upgrades | 2 |
The first thee skills are needed to sit in the Interceptor, Hull Upgrades II is needed for the modules you need to reduce your align time (but all pilots should have that already, since it is a starter skill).
Bomber
A Bomber relies on two important modules: its cloak and the bomb launcher. To fully use your bomber, being able to use torpedoes is also required.
For the ship itself you need:
Skill | Minimum Level |
---|---|
For the Ship: | |
Any Racial Frigate Skill | 5 |
Electronics Upgrade | 5 |
Covert Ops | 1 |
For the Covops Cloak: | |
Cloaking | 4 |
For Bombs: | |
Missile Bombardment | 4 |
Bomb Deployment | 1 |
For Torpedoes: | |
Missile Launcher Operation | 4 |
Heavy Missiles | 3 |
Torpedoes | 1 |
Basic Ratting Vexor
[Vexor Newbro Edition - Skills] 1. Gallente Frigate I (16 minutes, 40 seconds) 2. Gallente Frigate II (1 hour, 17 minutes, 38 seconds) 3. Gallente Frigate III (7 hours, 19 minutes, 2 seconds) 4. Gallente Destroyer I (16 minutes, 40 seconds) 5. Gallente Destroyer II (1 hour, 17 minutes, 38 seconds) 6. Gallente Destroyer III (7 hours, 19 minutes, 2 seconds) 7. Gallente Cruiser I (41 minutes, 40 seconds) 8. Energy Grid Upgrades I (16 minutes, 40 seconds) 9. Energy Grid Upgrades II (1 hour, 17 minutes, 38 seconds) 10. Weapon Upgrades I (16 minutes, 40 seconds) 11. Drones I (8 minutes, 20 seconds) 12. Hull Upgrades I (16 minutes, 40 seconds) 13. Hull Upgrades II (1 hour, 17 minutes, 38 seconds) 14. Hull Upgrades III (7 hours, 19 minutes, 2 seconds) 15. Repair Systems I (8 minutes, 20 seconds) 16. Energy Grid Upgrades III (7 hours, 19 minutes, 2 seconds) 17. Afterburner I (8 minutes, 20 seconds) 18. Drone Avionics I (8 minutes, 20 seconds) 19. Drone Avionics II (38 minutes, 50 seconds) 20. Drone Avionics III (3 hours, 39 minutes, 30 seconds) 21. Mechanics III (3 hours, 39 minutes, 30 seconds) 22. Jury Rigging I (16 minutes, 40 seconds) 23. Drones II (38 minutes, 50 seconds) 24. Drones III (3 hours, 39 minutes, 30 seconds) 25. Light Drone Operation I (8 minutes, 20 seconds) 26. Drones IV (20 hours, 41 minutes, 50 seconds) 27. Drones V (4 days, 21 hours, 4 minutes, 50 seconds) 28. Heavy Drone Operation I (41 minutes, 40 seconds) 29. Medium Drone Operation I (16 minutes, 40 seconds) 30. Medium Drone Operation II (1 hour, 17 minutes, 38 seconds) 31. Medium Drone Operation III (7 hours, 19 minutes, 2 seconds) 32. Heavy Drone Operation II (3 hours, 14 minutes, 4 seconds) 33. Heavy Drone Operation III (18 hours, 17 minutes, 36 seconds) 34. Jury Rigging II (1 hour, 17 minutes, 38 seconds) 35. Gallente Cruiser II (3 hours, 14 minutes, 4 seconds) 36. Gallente Cruiser III (18 hours, 17 minutes, 36 seconds) 37. Afterburner II (38 minutes, 50 seconds) 38. Afterburner III (3 hours, 39 minutes, 30 seconds) 38. Fuel Conservation I (16 minutes, 40 seconds) 39. Fuel Conservation II (1 hour, 17 minutes, 38 seconds) 40. Fuel Conservation III (7 hours, 19 minutes, 2 seconds) Total time: 10d 14h 40m |
"The Magic 14"
The skill plan based on this post from EVE Uni. These are considered very versatile and core fitting skills and will improve the performance of nearly every ship. Several of these skills are required for tech II ships, such as Interceptors and Assault Frigates, so they will significantly contribute to your progress in the ship trees. You should aim for getting these skills to at least 4, and eventually to level 5. You can copy this plan and use the "Add skills listed in clipboard to end of queue" button in your training queue.
CPU Management I CPU Management II CPU Management III CPU Management IV CPU Management V Power Grid Management I Power Grid Management II Power Grid Management III Power Grid Management IV Power Grid Management V Capacitor Management I Capacitor Management II Capacitor Management III Capacitor Management IV Capacitor Management V Capacitor Systems Operation I Capacitor Systems Operation II Capacitor Systems Operation III Capacitor Systems Operation IV Capacitor Systems Operation V Mechanics I Mechanics II Mechanics III Mechanics IV Mechanics V Hull Upgrades I Hull Upgrades II Hull Upgrades III Hull Upgrades IV Hull Upgrades V Shield Management I Shield Management II Shield Management III Shield Management IV Shield Management V Shield Operation I Shield Operation II Shield Operation III Shield Operation IV Shield Operation V Long Range Targeting I Long Range Targeting II Long Range Targeting III Long Range Targeting IV Long Range Targeting V Signature Analysis I Signature Analysis II Signature Analysis III Signature Analysis IV Signature Analysis V Navigation I Navigation II Navigation III Navigation IV Navigation V Evasive Maneuvering I Evasive Maneuvering II Evasive Maneuvering III Evasive Maneuvering IV Evasive Maneuvering V Warp Drive Operation I Warp Drive Operation II Warp Drive Operation III Warp Drive Operation IV Warp Drive Operation V Spaceship Command I Spaceship Command II Spaceship Command III Spaceship Command IV Spaceship Command V |
Doctrine Ship Skillplans
For further information on skillplans for Brave Doctrines, please see our individual Doctrine Skillplans.