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First 9 hours

n00b Stage ~20-40min

Gatling Pulse LaserUltraviolet SCivilian Shield BoosterNavigation (to lvl 1; You only need this if you took Amarr wealthy commoner starter kit; Nikunni get this by default if they took borderrunner)Afterburner (to lvl 1)1mn Afterburner
  • GatlingPulse; Ultraviolet; CivShieldBoost; Navigation; Afterburner; 1mn AB

WEALTHY COMMONERS                                       This stage involves Navigation (500pts;9Int/7Per;12.5ppm) class skills - That means that an amarr gets 12.5pts/min and will take 40 minutes TOTAL to train navigation and afterburner...BORDER RUNNERS                                            This stage involves Navigation (250pts;8Int/13Per;14.5ppm) class skills  - Borderrunners get navigation skill by default so this step is greatly shortened; That means that a Nikunni gets 14.5pts/min and will take 17.2 minutes to train only afterburner...Please, if you're just starting out, create a new character that has the Captaincy specialization (if you haven't already)

    if you don't you're going to spend alot of time training for ship command skills which are - simply - essential. Captaincy gives lvl3 frigate and lvl2 spaceship command, allowing instant usage of ANY and ALL Amarr tech I frigates, if you have the cash or the connections.
At first it's almost impossible to stuff anything on your ships with such low skills. This is where the "basic" items come into play before they become obsolete to you (within a day) and the Academy hangars at Chaven station have all the basic gear you'll desire.

Initiate Stage ~90min

Mechanic (to lvl 1)Basic Overdrive InjectorHull Upgrades (to lvl 1)Overdrive Injector IRepair systems (to lvl 1)Small Armor Repairer I
  • Mechanic; BasicOverdrive; HullUpgrades; Overdrive; RepairSystems

WEALTHY COMMONERS                                        This stage involves Analytic (1000pts;9Int/9Mem;13.5ppm) class skills - That means you get 13.5pts/min and will take 74.1 minutes TOTAL to train mechanic, hull upgrades and repair systems...spending time on training skills, even Intelligence, at this point won't save you any time and actually put you back some.BORDER RUNNERS                                            This stage involves Analytic (1000pts;8Int/6Mem;11ppm) class skills - That means that a Nikunni gets 11pts/min and will take 90.9 minutes TOTAL to train mechanic, hull upgrades and repair systems...spending time on training skills, even Intelligence, at this point won't save you any time and actually put you back some.Usually, by the time you've finished with the Tutorial agent missions (getting 1.0 faction standing) you'll have enough skill to mount tech1 afterburners and overdrives...the armour repairer is just in case you get into light combat with something a gunboat would be overkill for.

Veteran Stage ~200min

Industry (If you started with the Amarr wealthy commoner starter kit, you'll have this already; to lvl 1)Science (to lvl 1)Gunnery (to lvl 2)Weapon Upgrades (to lvl 1)Controlled Bursts (to lvl 1)
  • Industry;Science;Gunnery(2);WeaponUps;ControlBurst

WEALTHY COMMONERS                                        This stage involves Analytic (500pts;9Int/9Mem;13.5ppm) and Combat (2165pts;per7/wil11;12.5ppm) class skills...Subtotal times: 37.0 Analytic and 173.2 Combat -- Total time: 210.2BORDER RUNNERS                                            This stage involves Analytic (500pts;8Int/6Mem;11ppm) and Combat (2165pts;per13/wil5;15.5ppm) class skills...Subtotal times: 45.5 Analytic and 139.7 Combat -- Total time: 185.2Industry is so you can rent factories, just in case you need to avail yourself of corporate blueprints; There's no real point making this vessel your combat ship, especially if you've taken the Captaincy starter kit...Plus you'll be training up your spaceship skills for the Coercer. Besides, you won't be desperate for gunships in the meantime, since there's a fully stocked Chaven Academy corporate hangar system containing the stock, skills and blueprints for your early needs. Science trained this early is just in case you find a "Publically Available" lab slot (extremely rare); The last three skills are important since the bonuses to weaponupgrades and controlledbursts impact your cpu and capacitor per gun, which increases these bonus' worth.

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