======120D Plan====== {{:training:120dplan.png?direct&200 |}} The 120 Day Plan is a basic skill training plan intended for new players to Eve. Included skills are useful to all but specialized alt characters and provide access to Tech 1 ships of many races. Priority groups allow you to unlock the ability to fly certain ships of TEST_Free and other doctrine builds. You can download the plan in xml-format at [[https://skills.pleaseignore.com/]]. All skills of the 30 Day plan - with the exception of Astrometrics - are included in this plan as well. =====Priority groups===== The skill plan can be sorted by Priority in EveMon. This is advisable since you will be able to fly more and more ships with time. ^ Priority ^ Unlocks | ^ 1 | TEST_Free Slasher (Fast tackle) | ^ 2 | TEST_Free Thrasher (Fast tackle) | ^ 3 | TEST_Free Scythe (Logi) | ^ 4 | TEST_Free Exequror + TEST_Free Celestis | ^ 5 | Vexor with Tech 1 Drones (Ratting/Level 3 Missions) | ^ 6 | Tech 2 Drones + Shield Support | ^ 7 | TEST_Free Talwar | ^ 8 | Freedom Fighter Hound | ^ 9 | Miscellaneous Support Skills | =====Skill groups===== The varying skills trained in this plan are listed below with a short description of why it is useful to train them. ====Armor==== ^ Armor Layering | Armor plates increase your tankiness, but decrease your max velocity (speed). Armor Layering reduces the penalty by 5% per level | ^ EM Armor Compensation | Armor increases resistance against damage types. EM Armor Compensation increases EM resistance received from armor by 5% per level | ^ Explosive Armor Compensation | Armor increases resistance against damage types. EM Armor Compensation increases Explosive resistance received from armor by 5% per level | ^ Kinetic Armor Compensation | Armor increases resistance against damage types. Kinetic Armor Compensation increases Kinetic resistance received from armor by 5% per level | ^ Thermic Armor Compensation | Armor increases resistance against damage types. Thermic Armor Compensation increases Thermic resistance received from armor by 5% per level | ^ Hull Upgrades | Increases Hull hitpoints by 5% per level | ^ Mechanics | Increases Structure hitpoints by 5% per level e.g. a POS you put up | ^ Remote Armor Repair Systems | Systems that allow you to repair armor while in space cost capacitor points to fit. Remote Armor Repair Systems reduces the cost by 5% per level | ^ Repair Systems | 5% reduction of the armor repair system cycles per level | ====Drones==== ^ Amarr Drone Specialization | Amarr light, medium, heavy and sentry drones deal 2% more damage per level | ^ Gallente Drone Specialization | Gallente light, medium, heavy and sentry drones deal 2% more damage per level | ^ Minmatar Drone Specialization | Minmatar light, medium, heavy and sentry drones deal 2% more damage per level | ^ Drone Avionics | Increases the maximum range at which you can control your drones by 5000m per level | ^ Drone Interfacing | 10% bonus to drone damage or mining yield per level | ^ Drones | Allows one more Drone to be controlled per level | ^ Light Drone Operation | 5% damage increase for light drones per level | ====Electronic Systems==== ^ Cloaking | Needed to use cloaking devices. Each level reduces the targeting delay after uncloaking by 10% | ^ Propulsion Jamming | Reduces the capacitor cost to use Warp Scrambler, Warp Disruptor and Stasis Web by 5% per level | ^ Sensor Linking | Reduces the capacitor cost to use Sensor boosters and Sensor dampers by 5% per level | ====Engineering==== ^ Capacitor Systems Operation | Decreases the time your capacitor needs to recharge again by 5% per level | ^ Capacitor Management | Increases capacitor capacity by 5% per level | ^ CPU Management | Increases your ship's CPU capacity by 5% per level | ^ Power Grid Management | Increases your ship's Power grid capacity by 5% per level | ^ Electronics Upgrades | Reduces the CPU cost of all Electronic upgrades by 5% per level | ^ Energy Grid Upgrades | Reduces the CPU cost of all Power upgrades by 5% per level | ^ Weapon Upgrades | Reduces the CPU cost of of Turrets, Launchers, Smartbombs and weapon upgrades by 5% per level | ====Gunnery==== ^ Small Projectile Turret | Increases damage by Small Projectile Turret by 5% per level | ====Missiles==== ^ Heavy Missiles | Increases damage done by Heavy Missiles by 5% per level | ^ Light Missiles | Increases damage done by Light Missiles by 5% per level | ^ Missile Bombardment | Increases range of your Missiles by 10% per level | ^ Missile Launcher Operation | Reduces the delay between shooting Missiles by 2% per level | ^ Rapid Launch | Reduces the delay between shooting Missiles by 3% per level | ^ Missile Projection | Increases Missile velocity (speed) by 10% per level | ^ Target Navigation Prediction | Allows you to shoot more precisely. 10% less affect of target's velocity on missile hit chance per level | ^ Torpedoes | Increases the damage done by Torpedoes by 5% per level | ^ Warhead Upgrades | Increases all missile damage by 2% per level | ====Navigation==== ^ Acceleration Control | Increases speed bonus from MicroWarpDrives and AfterBurners by 5% per level | ^ Afterburner | Afterburner cycle reduced by 5% and capacitor cost reduced by 10% per level | ^ Evasive Maneuvering | 5% bonus to turning and accelerating your ship per level | ^ Fuel Conservation | Reduces AfterBurner capacitor cost by 10% per level | ^ Warp Drive Operation | Reduces MicroWarpDrive capacitor cost by 10% per level | ^ High Speed Maneuvering | Reduces MicroWarpDrive capacitor cost by 5% per level | ^ Navigation | Increases ship velocity (speed) by 5% per level (does not affect warp speed) | ====Neural Enhancement==== ^ Cybernetics | Needed to use cybernetic implants. Each level unlocks a higher tier of implants | ^ Infomorph Psychology | Allows installment of jump clones in different stations. Each level allows one more jump clone | ====Rigging==== ^ Armor Rigging | Armor rigs always come with drawbacks. Armor Rigging reduces those drawbacks by 10% per level | ^ Shield Rigging | Shield rigs always come with drawbacks. Shield Rigging reduces those drawbacks by 10% per level | ^ Jury Rigging | Needed to fit rigs. Allows more fitting more complex rigs with higher skill levels | ====Resource Processing==== ^ Salvaging | The chance to salvage something is pretty low in the beginning. Salvaging increases your base chance by 100% per level | ====Scanning==== ^ Survey | Decreases the time ship, cargo and surface scanners take by 5% per level | ====Spaceship Command==== ^ Caldari Frigate | Ability to fly Caldari Frigates. | ^ Gallente Frigate | Ability to fly Gallente Frigates | ^ Minmatar Frigate | Ability to fly Minmatar Frigates | ^ Gallente Destroyer | Ability to fly Gallente Destroyers | ^ Minmatar Destroyer | Ability to fly Minmatar Destroyers | ^ Gallente Cruiser | Ability to fly Gallente Cruisers | ^ Minmatar Cruiser | Ability to fly Minmatar Cruisers | ^ Covert Ops | Ability to fly Covert Ops | ^ Interceptors | Ability to fly Interceptors | ^ Spaceship Command | Improves ship agility (turn speed) by 2% per level | ====Shields==== ^ EM Shield Compensation | Shield Amplifiers increase damage type resistance of your shield. EM Shield Compensation increases the provided EM resistance by 5% per level | ^ Shield Emission Systems | Special equipment allow you to transfer your shield to other players/structures, acting as a 'healer'. Shield Emission Systems reduce the capacitor costs of this special equipment by 5% per level | ^ Shield Management | Increases shield by 5% per level | ^ Shield Operation | Lowers the recharge time of the shield by 5% per level | ^ Shield Upgrades | Reduces the Powergrid cost of Shield Upgrades by 5% per level | ^ Tactical Shield Manipulation | When your shield falls below 25% damage has a chance to penetrate and be dealt to hull. Tactical Shield Manipulation decreases this chance by 5% per level. At level 5 your shield can not be penetrated | ====Targeting==== ^ Long Range Targeting | Increases the maximum range at which you can target an object by 5% per level | ^ Signature Analysis | Decreases the time it takes to target something by 5% per level | ^ Target Management | Allows you to target one more object per skill level |