Unofficial EVE Online General Guide Guide

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The long version This document is seeded. In cases of copyright infringement this information will be used to track down the user ID that was used to acquire the document. Upon your purchase of the document you agreed to the Terms and Conditions of Killer Guides (http://www.killerguides.com/terms-and-conditions). In case you redistribute this document or parts thereof without our written permission a contractual fine of up to $10,000 applies. If you bought or received this document free of charge from any other party, you can report them on our contact page (http://www.killerguides.com/contact). We reward reports that help to track down a case of copyright infringement with up to $100. © Copyright www.killerguides.com 2008. All rights reserved. EVE Online is a registered trademark of CCP Games. All other trademarks are the property of their respective owners.

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Unofficial EVE Online General Guide Guide

Table of Contents Owner

1

Important

3

The short version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 The long version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Introduction

6

ESSENTIALS

7

Races and the Roles They Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Calculating Your Actual Attributes and Training Time . . . . . . . . . . . . . . 11 Choosing Your Eve-Online Occupation . . . . . . . . . . . . . . . . . . . . . . 13 Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Skill Trees

18

The Miner and Anti-Miner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Mining . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Hauling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 The Anti-Miner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 The Craftsman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 The Scientist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 The Mission Runner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 The Shield Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 The Armor Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Gunnery Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Missile Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Drone Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Support Mod Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 The Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 The Tradesman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 The Healer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Specialized Ships

47

Interceptors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Interdictors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48

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Unofficial EVE Online General Guide Guide

Covert Ops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Assault Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Reconnaissance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Heavy Assault Cruisers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Logistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Command Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Assault Command Ship . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Logistics Command Ship . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Transport Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Combat Breakdown

58

Gunnery and Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Missiles and Radii . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Resistance vs. HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Electronic Warfare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Scanning and Probing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Ship Probes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Exploration Probes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 NPC Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Agents Missions and Loyalty Points

70

Agents and Mission Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Ore Refinement Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Tradesman Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

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Unofficial EVE Online General Guide Guide

Introduction This guide to Eve-Online is designed to better aid a reader of any skill level in achieving optimal performance from his or her character. For the more advanced players, the opening portion of the guide will be too elementary, while the latter part is stuffed with tips and ideas for the more difficult side of missions as well as a means by which to make ISK with the skills possessed. First I would like to direct your attention to www.eve-online.com Please refer to the official website for all basic information regarding the interface, tutorial questions, and account information - all accessible through the left-bound menu. If you have specific questions, you can refer to the knowledge base here. If you're still in need of clarification, please refer to the official community forums here. Within these forums is a marketplace where rarer and more sought-after items can be found if you're looking for something very specific. It's also the best way to go about searching and obtaining Capital Ships when that time comes.

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Unofficial EVE Online General Guide Guide

ESSENTIALS

available: Shield tanking and Armor tanking. First off, let me declare that one is not better than the other, despite popular belief. Some ships are simply better suited for one or the other. Therefore, when a ship that is not suited for tanking faces one that is, there is often discrepancy over tanking capabilities of shields versus armor. The Amarr and Gallente races are primarily geared towards armor tanking, while the Caldari and Minmatar are suited more for shield tanking - with the exception of a ship here and there. Every race is equally skilled at Science, Industry, Mining, Production, Trade, and so forth.

- Races and the Roles They Play - Attributes - Calculating Your Actual Attributes and Training Time - Choosing Your Eve-Online Occupation - Character Creation

Races and the Roles They Play

There are also four damage types in game: EM, Explosive, Kinetic, and Thermal. EM is designed against shields, Explosive (primarily done by missiles) against armor, while Kinetic and Thermal are the relative types - with Kinetic being the most common. The shields of a ship generally have a high Explosive, moderate Kinetic, low Thermal, and non-existent EM base resistance. Armor generally has high EM, moderate Thermal, low Kinetic, and nearly non-existent Explosive resistance.

Eve-Online is composed of four basic races: Amarr, Caldari, Gallente, and Minmatar. These races however have no significant bearing on your future in Eve-Online. These simply compose the Role-Playing aspect of your gaming experience and aid you in starting off down the path skills in the chosen areas you'd prefer. And I will be going into detail as to what each race has available to them; both for the newer player and the veteran player.

The main reason you'll want to use a race's designated ship and weapon class is due to the bonuses thus acquired. For instance, an Amarr ship will give bonuses to lasers. This doesn't mean one race cannot fly nor use another race's ships or

The first point I'll touch on before going into any further detail, is tanking (that is, the manner in which you are designed to take the hits from your target(s)). There are two types of tanking

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Unofficial EVE Online General Guide Guide

weaponry by any means, but generally you'll want to use ones that coincide for bigger bonuses and maximum potential.

types of missiles that are loaded into different sized missile launchers, which act much like different sized turrets. The advantages missiles hold over turrets are that they can deal any type of damage (therefore being able to quickly adjust the damage type necessary to the situation on the fly) and the damage is consistent regardless of range. The damage is dependant of course of the target's resistances, but unlike turrets, missiles have no optimal range for payout. Much like the Amarr, the Caldari are very well suited for those looking to blast a few things early on.

The Amarr predominately use lasers with deal EM and Thermal damage in general. These weapons are therefore very effective at eating through the shields of the target. Lasers, unlike any other turret, require no consumable ammunition - instead, they are powered by frequency crystals - but require more capacitor use than other turrets. These turrets come in both the Beam and Pulse variety - one for higher range and one for a higher damage output, respectively. Just like any other ammunition type, these crystals can alter the damage and range of the turrets. The general skills associated with Amarr linger in the Armor tanking and Gunnery departments. The Amarr are designed to be hard-hitting turret users; most of the ships available give focused bonuses to lasers. Therefore the Amarr are best suited for those looking to engage in regular combat as soon as possible and to focus his/her skills into the laser field.

The Gallente embrace drones more than any other race. The drones will act much like a pet in many other MMORPGs; attacking when you are attacked or when you command them to do so. There are also a variety of drones available from combat to logistics (ones that repair a fellow pilot's shields and/or armor). Many of the Gallente ships will give bonuses to the drones' hit points and damage, making them a valuable ally to have in battle. Hybrid turrets are the weapons of choice by the Gallente, however. The turrets come in both Railgun and Blaster size Railguns are the long-rage ‘sniper' class, while the blasters are the short-ranged devastators. Hybrid turrets deal Kinetic and Thermal damage, giving them a rounded damage type that performs similarly on both the shields and armor.

The Caldari are lovers of missiles and are best described as the counterpart of the Amarr. The majority of ships in the Caldari arsenal give higher bonuses to the overall performance of missiles, therefore making them excellent armor destroyers. There are different sizes and

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Unofficial EVE Online General Guide Guide

The Gallente are very versatile and can handle a multitude of roles right out of the box, so to speak. Their immediate use of drones makes them better suited for the mining-minded and likewise offers added firepower in battle.

Attributes There are four attributes that govern Eve-Online are: Charisma, Intelligence, Memory, Perception, and Willpower. Understanding these attributes and how they affect you is absolutely vital to your progress. The higher the attribute the quicker skills requiring those attributes will train. This sounds simple enough, but the improper placing of attribute points during the creation process can have a very large impact on the pilot, not mention being a frustrating experience. I'll explain how training time and how the primary/secondary attributes come into play in a moment.

The Minmatar assimilate the other three races' fields while adding to it with Projectile Weaponry. Projectile weapons possess the unique versatility of having ammunition with different damage-type properties, much like missiles. Projectile weapons come in both Artillery (range) and Autocannon (damage). The Minmatar ships vary in bonuses and could be considered versatile due to the wide array of possibilities that exist for each pilot, however this could also be a drawback to someone looking to specialize talent causing the pilot to be limited to just a handful of ships (albeit good ones though). The Minmatar start with a well-rounded set of skills and can easily handle their own in any facet.

Charisma: This is by far the least needed attribute. The skills primarily associated with charisma are centered on Corporation skills, Social skills, Leadership Skills, and Trade skills. With the esoteric nature and limited skill set associated with charisma, it's rather silly to spend many points on it which have a long-term affect on the pilot. Intelligence: Science, Mechanic, Engineering and Electronics all use intelligence as the primary attribute. This is then essential for anyone looking to advance in Electronic Warfare and/or the scientific fields. It's also the secondary attribute to Mining and Production skills. This is also an important attribute since it

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Unofficial EVE Online General Guide Guide

deals with Mechanic and Engineering skills, which include those needed for tanking. Memory: The primary attribute for Mining and Production skills. This is the most important attribute for anyone looking to invest in the mining profession and/or desiring to produce wares. Intelligence and Memory are often hand-in-hand. This is also the primary for Drones. Perception: Gunnery/Missile skills and Spaceship Command skills are all based on perception and therefore it is the number one choice for anyone seeing to become specialized in dealing out the damage and flying the most advanced ship available to them. Willpower: Nothing is particularly based on Willpower, but it serves as a secondary attribute to a plethora of skills - most notably Gunnery/Missile and Spaceship Command skills. One thing to always keep in mind is that all ship piloting skills are based on both Perception and Willpower. Therefore having low Perception and/or Willpower can slow you down if you chose to ignore these attributes during the character creation process. These attributes will lower your overall time for training for the more impressive mining ships and eventually other combat ships if you so choose to do so. In general, the

basic ships (frigates, cruisers, battleships, etc) have a Perception primary, while the Tech 2 or ‘Specialized Ships' (Heavy Assault, Reconnaissance, etc) are based on Willpower. This gives a general idea of why the attributes are of importance. High Perception and Willpower don't help miners very much and prove to be counterproductive, as opposed to having high Memory and Intelligence - and vice versa for a combat pilot. Charisma is the only negligible attribute. Even though it is the primary for some skills, the secondary attribute will vary among the other four meaning that a high secondary attribute will likewise be your best bet to lower the training time of these skills. There's a specific class of skills devoted to aiding you in your attribute advancements and training time, and these are called the "Learning" skills. There is a basic skill and advanced skill for each attribute as well as a skill simply titled Learning, which will lower the overall training time of any skill. These skills are absolutely vital to progressing as quickly as possible. Implants also exist, which are ‘plugged in' and become permanent attachments, so to speak, to your character that can only be removed when you're killed or unplug them (they are destroyed upon removal) - these implants likewise boost your attributes. Several implants

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Unofficial EVE Online General Guide Guide

also have been implemented influence many other factors of character, such as your damage turrets or missiles, how fast your moves, and so on.

that your with ship

Base Attribute = Attribute if you had no skills/implants affecting it Basic Learning Level = Level of the learning skill relevant to the attribute Advanced Learning Level = Level of the advanced skill relevant to the attribute

Calculating Your Actual Attributes and Training Time When it comes to skills it's all about training time. That is, the amount of time it will take you to train it from one level to the next (there are five levels to every skill). The rank of a skill ranges from one to sixteen. Rank one takes the lowest amount of time and sixteen the longest. The majority of skills however only rank between one and eight - those towards the other end of the spectrum are very specialized skills. I will also mention that skills do train offline, making this a much easier task than it would be otherwise. So to determine how long a skill will take to train, your exact attribute must be determined. The attribute shown in your character sheet is actually a truncated number - not rounded. So to determine your actual attribute, the formula looks like this:

Implant = Self-explanatory Learning Level = the actual Learning skill (Base Attribute + Basic Learning Level + Advanced Learning Level + Implant) * (1+(Learning Level*0.02)) For instance, if my basic memory is 6 and I have instant recall 4 (the basic), eidetic memory 2 (the advanced) and learning 4, with a +1 implant - causing my memory to appear as 13 - it would look like this: (6+4+2+1)*(1+(4*0.02) Therefore, my actual memory attribute calculates out to be 14.04 - this is quite a deviation from the number being presented. Another example would be if my base intelligence was 5 and I had all of my skills to 5 with a +3 implant (appearing as 18): (5+5+5+3)*(1+(5*0.02) This calculates out to be 19.8. The reason this calculates out to be a full point deviation is due to the learning skill

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Unofficial EVE Online General Guide Guide

influence. The skill essentially adds unseen points to your attributes.

skill level 4. Primary Attribute:

Now we can calculate training times of skills with these attributes. This is actually one of the easiest formulas to calculate:

(8+4+4+2)*(1+(4*0.02))

(Skill Points Needed - Current Skill Points) / (Primary Attribute + (Secondary Attribute /2))

Secondary Attribute

(18)*(1.08) 19.44

(7+5+5+2)*(1+(4*0.02) (19)*(1.08)

So as you can see, the secondary attribute only plays half the role of the first. This is why the attribute allocation is such a vital role in the creation process.

20.52 Battleship with no time invested: (2000-0) / (19.44 + (20.52/2)) 2000 / 29.7 67.3 - this is always read as minutes.

So if we wanted to calculate the time it would take to train Battleship to level 1 with 18 perception and willpower, it would look like this: (2000 - 0) / (18 + (18/2)) (2000)/(27)

This number will actually vary slightly in-game as often times numbers are rounded or randomly truncated, but the deviation should be only slightly off (by a minute or two), and not be figures that are way out of the ballpark.

So it would take 74 minutes, or 1 hour and 14 minutes to complete the training. Now let's put this all together in a final example and use it to calculate the ‘true' attributes of a pilot and the time it would take that pilot to train Battleship to level 1 with no prior training. Let's say this pilot's attribute skills are 4 with a +2 implant and a base of 8 for the primary attribute and the attribute skills for the secondary are 5 with a +2 implant, a base of 7 with the Learning

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Choosing Your Eve-Online Occupation There are several professions available in the vast universe of Eve-Online with nearly endless combinations. But everyone must start somewhere, so it's wise to get an idea of what particularly captures your interest and to read over what it entails before committing yourself early on. I'll cover a few basic general profession categories and the skills primarily associated with them. Miner: This is just what it sounds like. A ship is equipped with mining lasers and flies into an asteroid belt mining ore. This is a very profitable path to take. The ore will need to be hauled back to a local station once it's mined, and there are several ways to go about it. The method you will likely first have to utilize is simply mining until your cargohold is full, docking and transferring it into your hangar, undocking and begin mining again, then repeating this process. Once enough money is acquired and you have the skill, you can take advantage of buying a hauler. You can then mine, jettison your ore into a can, and then simply haul a large amount of ore back to the station yourself in your hauler. This will improve your income by a bundle and can be done quite safely in high

security systems. Mining in unsecured (low-sec) systems can prove to be a dangerous risk, but the ore that spawns in such systems in quite valuable. More details regarding this can be found in Skill Trees - The Miner and Anti-Miner. Mission Runner: This profession is likewise a very profitable one, but in many different ways. First off, the ISK income is decent and will continue to improve as new and higher quality agents are acquired. Also, as a direct affect of running these missions, the pilot will receive an increase in standings towards the corporation being worked for. Increasing your standings will likewise unlock better agents, ultimately leading to level 4 agents. The most profitable of all the missions to run is combat - you will receive a reward for completing this mission as well as a bounty for all the NPC pirates blown up. This of course involves more risk - namely the potential loss of your ship - but yields higher rewards. More information on this profession can be found in - Skill Trees The Mission Runner. Pirate: Although not an official profession per se, this is a venue available if you so do choose it. Like any other MMORPG, it has its ups and its downs. The plus side is that you can make much money killing other players and taking their modules, but the downside is the loss

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Unofficial EVE Online General Guide Guide

of security status and eventual loss of access to Empire space (secure systems). No particular set of skills can be recommended here aside from anything combat oriented. Attacking another player always carries a certain risk behind it, which is the thrill of the profession and the curse at the same time. More on PvP and pirate tactics can be found in - Skill Trees - The Pirate. Market Trader: Buying low and selling high is what this is all about. This is a great profession for someone with a limited time frame or constantly needs to leave the computer - buying an item or multiple thereof in one region and autopiloting while away to the destination region, then selling and working the market there. The use of autopilot for this profession makes it ideal for even overnight (or at least until downtime) traveling. The downfall to this profession is that you need to have money to make money, and you may find it easier to start as a miner and do trading on the side - perhaps mining on the weekends when you have free time and doing trading during the week. This is a great course to take since your first items for sale could be the ore you've mined. More regarding good methods of using the market for profit can be found in Skill Trees - The Tradesman.

Character Creation During the course of the character creation, I'll help guide you towards the decisions that will best aid you for what you plan to do. Ultimately the customization of attributes is still yours of course - this is merely to give you the most optimized skills available for the general line of work you've decided on. I'll offer guidance for each race. Amarr: The Ni-Kunni are better suited for the trade and mining fields. I'd suggest a couple of points into intelligence and willpower with one in memory. This will round off the skills nicely. After that, I suggest the Border Runners ancestry. Now, it's up to you in regards to which career path you prefer, but I would advise the industry one. The skills acquired give a very nice starting selection and the ones you acquire from the business career line are not as impressive and can be easily trained in the meantime. I would then suggest the Engineer line as it gives a very hefty boost to your mining and refining skills. If you're aiming for a militaristic path, I would suggest the Amarr bloodline. The high base willpower offsets the fact that it's a secondary attribute. I would then advise you to put 3 points into perception (as it's the primary you'll be using) and

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Unofficial EVE Online General Guide Guide

two into memory after that. Now the next choice is entirely up to you. The Liberal Holders giving +3 Charisma and +1 Willpower is a nice, well-rounded choice that will even out your attributes on the whole. The Religious Reclaimers give a +4 Willpower boost, which is a nice boost for your secondary attribute however. I would personally suggest the Liberal Holders simply to round out your attributes. Then I would suggest the military line (since the other two are trade and industry anyway). From here, Soldier is a very good choice for soloing as it gives a good boost to the skills that you'll need to train to get better at the hunting gig. The Special Forces gives you a more general outline for a group-oriented setup - skills such as Energy Emission Systems and Remote Armor Repair are designed to play a support role. Caldari: The Deteis are well-rounded and can fill either role moderately. For an ancestry, you can pick and choose according to what you're specializing for. Be sure to make use of the back button if you feel you need to make changes to your attributes to compliment your choice of ancestry here. If going the mining route, I would once again suggest industry followed by prospector. This gives your character the highest mining and refining skills available to begin with and it bumps up the skills that will allow

you to further fit an appropriate ship for mining. If going the militaristic route, choose the military once more followed by your choice for either Soldier or Special Forces. The soldier line is what I would advise for a solo experience, and the Special Forces for group-oriented play. This is due to the fact that the Soldier line is heavily involved in missile skills which are the heart of the Caldari forces, and having many missile skills available to you at the get-go will help you deal more damage as early as possible. The Achura make slightly better soldiers than the Civire do since they receive a nice +2 to Perception and Willpower from the Monk ancestry. Once again, choose military and soldier as the career path as these leads to the best solo experience and all-around beneficial skills. The Civire can lean both ways, but the +4 Memory boost from the Entrepreneurs ancestry allows them to be better suited for artisan work. If going this route, choose industry and prospector. Again this will give the highest skill payout for mining and refining. Gallente: The Intaki are best suited for the mining and production profession. I would still suggest placing a couple of attribute points into perception and three into intelligence; then choose Reborn as your ancestry and this will give you the best intelligence and memory as well as a good basic willpower and perception

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amount. I would suggest Engineer as the career path for the highest mining and refining skills - the prospector path gives skills that orient towards being able to tank and use drones and feels combat oriented in the end. Militarily, the Gallente Race handles it a bit better than the Jin-Mei. I would suggest putting two points into Memory and 3 into Willpower. The Immigrants ancestry is suggested for the bonus to both perception and willpower here. Then the Military career, followed by either Solider (solo-minded players that prefer the use of guns) or Special Forces (drones are the primary focus of skills in this set). Minmatar: Vherokior are high in the intelligence and memory attributes and therefore I would suggest them for mining and production. You want to evenly disperse your attributes points in intelligence (such as two here) and memory (and 3 here) - however, I would suggest putting 2 points into willpower making it 1 point in intelligence, 2 into memory, and 2 into willpower. For ancestry I would suggest Drifters for the intelligence boost (which brings it even with memory now if you're following my advice) and a perception boost which is an important attribute anyway. This should bring you to a nice set of attributes. Again I would choose industry

and prospector. Militarily the Brutor are better suited. I would suggest Slave Child as an ancestry (sounds like a rough ancestry, yikes) due to the +2 bonus to both Perception and Willpower. Again choose the military path, and then either Soldier (particularly specializing in turrets) or Special Forces (geared more towards speed and encompasses missiles, drones, and other aspects from the other races here). Both of these paths are very nicely organized. Personally, I would suggest the Special Forces simply because it exposes you to several available facets to give you a general idea of how things work together and will prove to be a good learning experience. If you create your character find you are dissatisfied with the manner in which your character is specialized or whatever the case may be, then you can always re-create your character. This can be a good way for you to get a general idea of what it's like to play one race and see if it suits you or not, and if not, then create a character of another race. Just note that skills cannot be trained on more than one character on one account. At any rate, the next step in the creation process is your avatar - we finally get to good stuff after all that skill planning and attribute placement. And finally, choosing your character's name - also note that on

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this screen is a list of the skills you'll begin the game with. This ends the character creation process!

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Unofficial EVE Online General Guide Guide

Skill Trees Before I begin going into a more in-depth look at the skills required to properly and more importantly fully utilize the ships and abilities available to you in the career path you've decided to follow, I must first stress the learning skills. These can't quite be stressed enough. It does take some time to get past these skills and this can seem a little discouraging to anyone - most particularly those looking to immediately go out and shoot things; but given the time training reduction these skills offer, its well worth sacrificing some time to complete. Also, you can switch skill training here and there to help it go by a bit quicker. Perhaps train the primary skill you want overnight and then learning skills during the day, or vice versa. The versatility of the training system allows you to be flexible when it comes to training, so I'd certainly suggest making as much use of it as possible to help you achieve maximum performance out of your character. As far as the order in which you should train your learning skills, I'd suggest you train Memory, Learning, and then Intelligence if you're taking a Memory and Intelligence heavy route. If you're taking a Perception and Willpower heavy

route, then I would suggest Learning, Willpower, and Perception. This should allow you to minimize the training time in this skill set, which will in turn give you more time to focus on the more important things - like money and explosions. There are a few basic skills that everyone shares and in turn are very important skills for every character in Eve to possess. I strongly suggest each of these skills be level V, and if not V, then absolutely no less than level IV. These skills are: - Electronics: 5% bonus to CPU output per level. - Engineering: 5% bonus to powergrid output per level. Shield Operation: 5% reduction in shield recharge time. - Shield Management: 5% bonus to shield hit points per level. - Mechanic: 5% bonus to structure hit points per level. - Hull Upgrades: 5% bonus to armor hit points per level. - Navigation: 5% bonus to velocity per level. (Although the game words it in a rather complex way.) - Warp Drive Operation: 10% reduction in capacitor needs to initiate a warp. - Spaceship Command: 2% bonus to ship agility per level.

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Now for the reason these need to be at IV or V. The absolute, must-have-to-V skills being the first two, Electronics and Engineering - and it is rather obvious why these two need to be high up there. These two skills alone can dictate how well you can fit your ship and essentially how well you can perform in your profession. Next in line behind that would be Navigation and Warp Drive Operation. The faster your ship moves, the better off you are in all scenarios. Whether you're autopiloting a trade route run or quickly taking evasive action in combat, Navigation comes into play heavily. Warp Drive Operation's main strongpoint is that you can warp into battle and have as much of your capacitor available as possible. This can be a distinct advantage that is often overlooked. Shield Operation is necessary for several ship modifications affecting the shield (such as boosters) and the recharge rate bonus is a plus to any profession. This is coupled with Shield Management and likewise affects it too. These two skills are the meat of shield tanks coupled with Tactical Shield Manipulation (which is mentioned later in this guide). Mechanic and Hull Upgrades fall into the same category as the shield skills and are therefore the meat of armor tanks.

These two skills affect the modifications available to the tanks (such as armor hardeners) while serving their own purposes at the same time. Finally, Spaceship Command is the last on the list. This skill is a requirement for many of the larger ship skills and ships, aiding tremendously in the agility of those ships. This allows a standstill ship to quickly turn and maneuver into position to either speed in a certain direction or align for a warp. So as you can see, this skill ties in very nicely with the Navigation and Warp Drive Operation skills.

The Miner and Anti-Miner Mining is one of the easiest professions to get hooked onto and for good reasons. First of all, it requires minimal effort to actually mine. Second of all, it's good income. Now, to get a better idea of where skill training should be, you should first decide how you want to mine. I'll explain. There's technically two ways in which you can go about mining. One is to jettison a cargo can and begin shoveling your ore into it until it's full or you're done (do note that jettisoned cans have a 1-hour life span, so I would suggest naming the can the current time; i.e. if you jettisoned it at

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18.26, name it that) and then flying back to your station and boarding a ship with a larger cargo hold, and finally hauling the ore back into the station. The other method is to mine until your current ship is full and simply making runs back in forth between the belt and the station. The latter of the two is what you'll likely be restricted to while first starting off. The first mentioned, however, requires a few other skills and an industrial ship to effectively and efficiently perform although other types of ships could handle this, industrials are cheaper and much better suited for the job.

Mining The first thing you'll want to train, if it isn't already there, is Mining to IV. This will open up the skill Mining Upgrades, Ice Harvesting, and in turn Astrogeology (this will also require Science level IV). Astrogeology will likewise give you a 5% per level to your mining yield. Ice Harvesting won't quite come into play for a while and is mostly used by larger corporations and alliances, so if you're looking to operate small-scale or alone, you won't need to particularly worry about that one. Mining Upgrades gives you access to the Mining Laser Upgrade I

modification. This too increases your mining yield, but at the drawback of an increased CPU consumption by the mining laser(s). So this will require some tweaking to your ship in order to fully optimize the income of ore and by extension ISK. I would strongly advise against taking off or deactivating a mining laser on the ship for an upgrade, as that one laser will rake in more ore than the upgrade will give to the other(s). As far as equipment is concerned, I'd suggest purchasing Miner II mining lasers whenever you can afford them, and use the highest named Tech I miners you can afford in the meantime. Also, I'll touch on Strip Miners here and that they are very powerful mining lasers, but need to be used with a Mining Barge, which is discussed below. So what should you do with the ore? Well, there are two options here as well. The first being to simply sell the ore you've mined; the second to refine that ore into minerals and sell those. The latter of these generally provides a larger amount of ISK due to the fact that there's a much larger demand for minerals. On top of this, the minerals can be used for production so they serve multiple purposes. Due to this, I'll cover the skills required to refine those ores. Industry to level I will be your first objective. This is a base skill for

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refinement skills and pushing it beyond level I isn't necessary unless you're looking to advance into the production field as well or if you're looking to get into a Mining Barge quicker (more in barges below). After obtaining Industry I, train Refining. You may want to stick with this skill and push it straight to level V in order to train Refinery Efficiency. Both of these skills reduce the waste factor when refining (2% and 4%, respectively). Beyond this, you can further train very specific refining skills. For instance, you can train a skill named Veldspar Processing. This skill specifically reduces the waste factor when processing veldspar ore. These skills exist for all ore types currently in the game. For more information on the ores/minerals and the marketplace, please refer to - Ore Refinement Chart. Now we come to the piloting part. At first you'll be restricted to your starter vessel, but can quickly upgrade to a better frigate - that is, one with a better CPU and powergrid output as well as a higher quantity of turret hardpoints - and from there you can either take the cruiser route or aim directly for Mining Barges; this skill requires you to have Industry to V already, as I'd mentioned above, but mining barges are much more suited for doing massive mining operations. Most

corporations that focus on the Mining and Production industries strongly advise and even go so far as to require the members to be up and running in these barges. If you're looking to simply mine short-term and move onto combat in the future or if you're simply not looking to invest a ton of time and effort into mining, I would suggest purchasing a cruiser with several hardpoints to hold you over. This will give you a decent payload of ore while still giving you the flexibility of firepower. Now, if you're heart-set on getting into a mining barge and mass mining (which is most commonly referred to as strip mining; I will be referring to it as that now) and pushing your refining and mining skills to their maximum potential, then I will give you a general idea of what the ships look like as far as price and fittings are concerned in order that you'll be able to fully take advantage of your investments. In the below chart I've listed the mining barges along with those statistics. Please note that in the CPU and Powergrid cells the first number indicates the base CPU and Powergrid of the ship while the second number indicates the CPU and Power if your Electronics and Engineering skills are at V. Below that I have the slot allocations followed by the average price. Please do note that the market in

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Eve-Online is very dynamic and the prices fluctuate from system to system and region to region, so these numbers can often fluctuate from one day to the next - this is included just to give you a general idea of how much you'll need in order to purchase such a vessel.

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Mining Barge Readouts

Barge Name:

Procurer

Retriever

Covetor

CPU Readout

125 / 156.25

125 / 156.25

200 / 250

Powergrid Readout

35 / 43.75

35 / 43.75

35 / 43.75

Hi/Med/Low-Slots

1/1/2

2/1/2

3/1/2

Price

1.5M

7M

24M

Something worthy of mention here which may have you confused is that the mining barges are designed to be used with those Strip Miners and therefore they have no turret hardpoints - the number of hi-slots dictates the number of miners you can equip. So it's simply an increase of one on each barge. So as you can see, the Procurer and Retriever have a lot in common with one another. If you happen to be in a mining corporation, often times they'll finance a Retriever for you so you may decide to look into a corporation if you're soloing it at the moment, as this can be a good way to help you along and learn even more about larger scale operations. If you are soloing and intend to continue to do so, then you may wish to wait on a Retriever especially so if your find are low and you need the money. If you have it to spend, then by all means advance.

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So once you achieve your Covetor, what's next? Well there just happens to be an even bigger and better class of mining ships: Exhumers. The skill to fly these money-makers (which is a skill that will set you back roughly 25M) has no pre-requisites that the mining barge skill doesn't already fulfill. Below is a chart of the Exhumer vessels in the same format as their predecessors. Exhumer Readouts

Exhumer Name:

Skiff

Mackinaw

Hulk

CPU Readout

188 / 235

188 / 235

300 / 375

35 / 43.75

35 / 43.75

35 / 43.75

1/4/2

2/4/2

3/4/2

11M

90M

500M

Powergrid Readout

Hi/Med/Low-Slots

Price

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The Covetor is much better suited than the lower tier Exhumers here unless you're Ice Mining for a corporation. The Hulk is the crème de la crème of the mining world and makes the excruciatingly long training time for simply it worth it. For the medium slots on these vessels, I'd certainly suggest shield extenders, hardeners, a boosters, etc. - anything that aids your shield that you can use and afford.

since they're very straight forward. But I will still mention that the mining laser upgrade is a very helpful tool. For your medium slot(s), you'll likely want to fit a shield booster - the best you can use and afford. With that said, your ship should be optimized and raking in the ore.

I'll note drones in here since it's often debated whether Mining Drones are worth it or not. I say no they're not. Mining Drones cause you to deviate from the training path too far in my opinion (including the other drone skills that increase the mining yield of these drones). And given the time investment to payoff ratio, it simply works out poorly. I would certainly suggest drones for protection or if you can already use mining drones, then pick up a few, but I would strongly suggest steering clear if you're not close to them already. Of course, if you already have everything else trained and satisfactory, then you might as well head in this direction, of course.

So you have the mining thing under control, but you need to get those minerals back to base. You'll start off with the Industrial-class ship of the race you want to fly. For instance, if you are Gallente, you'll want to buy the Gallente Industrial skill. There's a pre-requisite of level III of the frigate of the race you've chosen (Gallente frigate III in the above example).

At this point, your knowledge of mining and ship setup has grown quite a bit from the days of your little starter ship, so you should be a bit more familiar with how to set up the barges - especially

Hauling

So, if you're still with me, pick up that skill and look under the Industrial Ships tab in the ships section of the market and locate a nearby hauler. Along with that, try to pick up a few cheap cargohold expanders - these will optimize the cargo space available at the expense of velocity. Each level you train of your Industrial Ship will likewise increase the cargo room you have. There isn't a ton of advice that can be offered for hauling aside from using the Warp To 0km function. This will allow you to move around much more quickly,

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especially with expanders. Beyond the basic Industrial Ships, two more class of ships become available to you. Neither of these are particularly useful to soloing miners in general, though they can be to those who are expanding horizons or are working in unsafe space. The first of these is the Transport Ship - this skill likewise will require Industry V. These particular ships are designed as ‘blockade runners.' That is, they're designed to be armored enough to take a beating long enough to get out of the system or away from a situation. They all receive a bonus to their defensive capabilities, and I strongly would suggest catering to these bonuses if you plan to be moving anything around or through low-security systems. I'll also note that a Warp Core Stabilizer can be life-saving as well. The second ship class would be Freighter. This skill will require Advanced Spaceship Command (a 45M skill) which increases the agility of the monster ship. Freighters are generally used by merchants and tradesmen to move vast amounts of goods from station to station. A common misconception regarding freighters is that they can pick up jettisoned cans - this is not true. As a miner, you likely won't have a need for a freighter unless in a large corporation that supplies you with one or asks you to

haul for them.

The Anti-Miner So what is the Anti-Miner, exactly? A profession can be summed up as simply this: a thief. This is far from what many would consider an Anti-Miner (most would think of a combat pilot), but this is the most accurate counterpart in the game. The main focus of this thief is not only to steal the ore, but to rile the miner at the same time. This often infuriates the miner and can lead him or her into making rash decisions and often times get him or herself killed. First off, let me state that this thieving is normally done in an industrial ship for maximum profit. Sometimes more combat-oriented ships are used if the thief is looking to personally kill the miner at the same time (though this leads to counter-production). I'll mention the latter of these two, but unless I specify, then I'm speaking of a thief in an industrial ship. So how does one go about stealing? Well, there are very sly tactics involved that separate the good thieves from the greedy masses. The most common mistake made by those that are looking to steal the ore is that they simply take it. This may seem like the obvious choice, but it can be

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reckless and foolish as well. The proper way to do this is to jettison your own can within 1500 meters of the miner's can - and quickly name it the same thing. Now open both and drag the ore straight from his can into yours. The miner often times will freak out immediately knowing you're after the ore and open the can thinking he can save it quickly. The miner will then plop as much ore as possible into his cargo hold, thus flagging him as a criminal since it was your can. This is a rather basic and easily mastered tactic, but a very effective one. This tactic flags the miner to the thief as well. So this means that the thief can shoot that miner at will. This particularly is of use to those that are looking to kill the miners. I wouldn't particularly suggest attempting to kill a miner as it often turns out to be counter-productive. Many times if you steal and then leave the system for a few minutes (for 15 minutes or so I would say; or simply log off for a few minutes) the miner begins to feel safe again. This creates a good moment of opportunity for the thief to come back and re-steal from that miner. Sometimes this system will work several times for the thief. So killing the miner is the least productive of the methods in many cases.

Many thieves will attempt to incorporate stealth tactics (with cloaking devices) and I wouldn't suggest this either, as it often doesn't work out too well and normally requires too much effort for too little gain. Also, cloaking devices can't be active within so many KM of gates and barges, so that defeats much of the purpose in itself. There are a few other methods, but due to the high combat scenarios and skills and since they're not exclusive to miners I've just placed them under the Pirate section. This particular profession choice doesn't require any specific skills aside from just being able to fly an Industrial Ship or being combat oriented enough to kill a pirate, and for combat tactics please refer to - Skill Trees - The Mission Runner for skills, and - Skill Trees - The Pirate for more information on combat in general.

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The Craftsman This is the occupation that puts those minerals to use. There are a few main skills that'll need to be completed first, which are: Industry, Mechanic, and Production Efficiency. Industry and Mechanic are shared skills with other professions, but Production Efficiency happens to be craftsman specific. This particular skill lowers the waste factor when manufacturing an item (building it) - which means it will require fewer minerals or other products to construct. There are five different skills associated with building ships. These skills are: Frigate / Cruiser / Industrial / Capital Ship / Outpost Construction. Notice there's no battleship construction skills. The reason for this is due to the fact that there are currently no Tech II battleships in the game - the battleships are ranked on a Tier system instead, and there are 3 Tiers in-game. The construction skills are used for creating the Tech II variants. So you would need Frigate Construction to a particular level before building an interceptor, for instance. You'll also need Anchoring for the high-end construction skills due to the fact that these items must be built outside a station in space itself. Mass Production allows you to operate more

than one manufacturing assembly line at a time, and is vital if producing several items for a corporation, or in order to sell then. This profession ties in nicely with the Tradesman and/or Scientist since you can create your own items and sell them on the market yourself without a middle man. The most important skill to keep in mind here is Production Efficiency since it plays such a vital role in keeping your costs as low as you possibly can - which is always worth the time investment for any profession.

The Scientist As a Scientist, your goal is to obtain rare blueprints as well as research those blueprints and increase their market value. Research and Development can only be done on Blueprint Originals (or BPOs) and not Blueprint Copies (or BPCs). Inventions work just the opposite - an invention can only be performed on Blueprint Copies and not Blueprint Originals. The primary skills you'll need here are: - Science: Blueprint copying speed increased by 5% per level.

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- Research: Reduces Manufacturing Time research of a blueprint by 5% per level.

manufacture the item - this is absolutely vital to larger items, such as battleships or capital ships.

- Metallurgy: Reduces Material Efficiency research of a blueprint by 5% per level.

Laboratory Operation is obviously of essence since it allows you to actually use the labs themselves. So this is an important skill to get to level III at least if you plan to work on many Blueprints Scientific Networking isn't particularly vital to the success of anything in itself. If there are no laboratory slots of the type you need or want in the system where your blueprints are and you're busy in another system, then this skill is great for allowing you to essentially be in two places at once.

- Advanced Laboratory Operation: An additional +1 research job per level. - Laboratory Operation: +1 research job per level. - Research Project Management: +1 Research and Development agent per level. - Scientific Networking: The ability to run start remote research jobs. Level 1 allows within the same solar system, level 2 within 5 jumps, 3 and 4 both double up, and level 5 allows for anywhere within the region. Metallurgy is a very important skill to raise in order to lower the overall item requirements (Material Efficiency or ME is the label placed on a blueprint) and increasing the blueprint's ME to 30 or so yields roughly 100% possible cut-down if the manufacturer (such as yourself) has Production Efficiency to 5. It's important to keep that in mind so that you don't waste any unnecessary time pushing it up to 100 or so. This way you can research more blueprints in the meantime. Research is a very important skill to have to lower the time it will actually take to

There are several other skills tied in with the scientist along with this Research agent - more information regarding these agents can be found in Chapter 6.

The Mission Runner The mission runner is one who is geared towards running combat missions again and again for an NPC corporation (usually the Navy of the race of their choice). Several skills will be involved in this profession, not only in combat but also in social. First off, if you're unaware of how the agent system works, please refer to

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Chapter 6, Section 1for more information - including information on the social skills. This way you'll be able to get into those level 3 missions quickly and begin earning chunks of ISK. After reading that and understanding a little better how that works, I'll not be mentioning social skills in general again. From here out I'll focus more on the skills you'll need to fly a combat ship and the skills associated with properly fitting it. As I'd mentioned towards the beginning of this guide, there are two types of tanks in this game: the armor tank and the shield tank. I suggest you first determine what it is you plan to fly and what type of tanking it's best suited for. Generally whichever between those two has better resistances is the type of tanking you'll want to do. Again, I made mention in the beginning regarding which race's ships were best suited for what. There are of course some exceptions to this, but you should have no trouble spotting the proper tanking method.

The Shield Tank Your Shield Operation skill should already be V. If it isn't then I would advise doing that first. Next you'll want to train Tactical Shield Manipulation to level III or IV. This particular skill is good for both shield tanks and armor tanks due to the fact that it lowers the likelihood of damage leaking through into the armor when the shields are low. And finally you'll want to train Shield Upgrades to III or IV. IV is best since it'll give you access to the Tech II shield hardeners. One skill that can be noted here is Shield Compensation which lowers the capacitor need to use a shield booster by 2% per level - but you shouldn't waste too much time training this unless you plan to take it straight to V, since the bonus is barely noticeable. Use the highest shield booster you can afford (preferably a Tech II version) at all times. For instance, if you're in a frigate I would suggest a Small Shield Booster II; a cruiser would use a Medium Shield Booster II; but If you're in a battleship (a Raven most commonly) then you should be using an X-Large Shield Booster II - If the X-Large eats up too much Powergrid/CPU then you can fall back onto a Large Shield Booster II. This should be Medium Slot 1 (if it's always slot 1, then you'll instinctively click there or use your keyboard shortcut).

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Next you'll want to use your hardeners. There are two types of hardeners: passive and active. I would strongly suggest using the active hardeners as they give a much larger bonus to resistance than the passive ones. However, the passive ones require no capacitor to use and work better for those who have capacitor issues. The passive hardeners can be made stronger however with four skills: EM / Explosive / Kinetic / Thermal Shield Compensation. These skills increase the amount the passive hardener protects against. The number of hardeners you want to use is dependant on your weaknesses and what exactly you're fighting. Since you'll be running missions, I would recommend using 2 hardeners. Most NPC pirates do primarily two damage types, so it works out well (to see the types of damage done by pirates, please refer to - Combat Breakdown - NPC Pirates). If you only have room for one, then either a Tech II hardener to defend against either the strongest type done or to compensate for a lack of resistance against the secondary type done, depending on your ships resistances. An example would be if you're fighting the Angel Cartel (which do Explosive and Kinetic damage primarily) in a Thorax with 60% explosive resistance and 40% kinetic resistance and you opt to only equip 1 hardener - equip kinetic since it's the

lowest. The other option is to equip an Invulnerability Field and use it to increase two resistances at once, although not by near as much as an active hardener would. Mostly an Invulnerability Field is used when the pilot is fighting pirates that do more than two types of damage or to cover all bases if the damage type(s) of the target(s) is unknown. There have been different setups regarding different methods in which to make the shield more versatile towards the vast majority of damage which has been oriented towards either recharging a vast amount of shields passively or by healing that is, boosting - a vast portion of the shields in a short burst. Both of these methods are more flawed than simply increasing the resistance of the shields. The recharge rate of a shield can become overpowered by the influx of damage. Therefore without proper resistance and boosting towards the shield, the damage will normally override it. This is predominantly true in situations where a large number of ships are firing at you. This causes a steady flow of damage that can become overwhelming quickly. The burst "healing" method (which is composed primarily of one or two boosters and several boost amplifiers) has obvious capacitor flaws. The shields can become worn by influxes of damage in a manner

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much like the aforementioned except now the shields are at the mercy of the capactor and its ability to keep up with the damage being dealt to the shield system. Finally, if you have the room, shield extenders. Having even more hit points to work with on top of the high resistances will allow you even more alleviation. I would recommend Tech II extenders to anyone that wants to get the most out of it. The best method in which you can keep your shields well-guarded is to have your resistances as high as you can possibly push them without crippling yourself in the process. Many times the best offense is a good defense, and high resistances are a great defense.

The Armor Tank The armor tank has fewer skills to take care of, but shares one in common with the shield tank:Tactical Shield Manipulation. Refer to the previous section for a quick idea of why it's so useful. The other two primary skills you'll want to have are Mechanic and Hull Upgrades - which I recommended to be level V anyway.

These skills combined give you a great starting point for some good tanking. Armor tanking has the same options available as shield tanking; both passive and active possibilities exist. So if you're looking to active tank, you'll have all the skills necessary to properly do so. If you want to passive tank, you'll want the EM / Explosive / Kinetic / Thermic Armor Compensation skills. These will increase the resistance amount per level of the passive hardeners. In slot one you'll want to put an armor repairer - preferably a Tech II version. In some instances you may want to use two armor repairers due to the duration the repairers last. You can play this by ear and fear up accordingly, especially if your repair skill isn't quite to V yet. In the next two slots you'll want to be active hardeners - if you only have room for one, then either the one that compensates for your lowest resistance or one that counters the damage type the pirates you'll be faicing will be dealing; or you can fit an Energized Adaptive Nanoplate to add resistance to all types - the compensation skill will affect this item as well. The next option you have available if you have the room would be Armor Plating. These add armor hit points to your ship at the cost of a heavier - less agile ship. This can give you more time react and give your armor repairer more time to

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respond. If you opted for two repairers, you may want to try a set of Armor Plates and one Repairer - this is a player preference rather than superior fitting, so don't stress over which is better.

Gunnery Skills Gunnery and Weapon Upgrades should be IV or V as quickly as possible for many of the following skills are based on them and they help quite a bit for every race. Following those two you should train Sharpshooter for an increase to your optimal range, Rapid Firing for a better rate of fire, Surgical Strike for a damage increase, Motion Prediction for a tracking speed increase (for faster moving targets), Trajectory Analysis for a better fall off range, and Controlled Bursts so that turrets require less cap (Amarr need this the most; Minmatar the least). This is a good order to train them in as well unless you're Amarr, then you'll want to train Controlled Bursts sooner to aid in your cap deficiencies. For a better idea of how all of these tie in together, please refer to Chapter 5, Section 1. You'll want support skills along with these particular skills, which are: Long Range Targeting, Signature Analysis, and Targeting. These allow you to target

further, faster, and more people. Advanced Weapon Upgrades helps with the powergrid consumption of turrets which helps tremendously with Tech II weaponry. Train this when you can afford it since it will give you more powergrid to fit in more advanced modifications. I certainly advise training the above skills to II or III for the best damage and overall versatility. These skills will also begin to open up the more in-depth skills the specializations. When you're starting out and doing your level one missions in your frigate or other small ship, you'll obviously start with your small skills. You have an option here of either working towards larger guns for a larger ship or specializing in the smaller guns. At first I would recommend aiming for the larger guns since you'll want to be in level 2 missions quickly and a cruiser will help you handle that much better. You'll still want to equip a small gun or two for the level 2 missions due to the fact that you'll be facing many frigates and the smaller guns have a much easier time tracking those targets. If you do opt for the smaller guns, then you'll want to train the Small Specialization skill for the type of gun you want to specialize in. This will allow you to do more damage of course, but the Tech II guns are often expensive and a heavy investment. Also, if you're still

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inexperienced on the battlefield, you'll risk losing that investment quickly. So you'll want to make sure you're comfortable with the risks compared to your investments. After choosing your gunnery path, everything begins to fall into place after that. If you aim for larger guns, train any tracking speed and damage modification skills you need to in order to help you get more out of them. If you stick with the smaller guns, mostly focus towards damage and the rate of fire to get more bangs for the buck. If you open the market and look under Weapon Upgrades, you can find tracking computers and more to better aid your guns in taking down your targets more efficiently. Most of these are based on the previously mentioned skills, so you'll be set. Gyrostabilizers are for projectile turrets; Heatsinks are for lasers; Magnetic Field Stabilizers for hybrids. The Tracking Computers are low slots items that increase your range and tracking speed by a decent amount acquire the highest one you can use and afford. This helps larger guns hit smaller target more effectively - especially so when coupled with Tracking Enhancers. The enhancers being a medium slow active item (meaning you have to turn it on and off) that functions like the

aforementioned low-set counterpart. These will help your larger guns keep track of and hit smaller targets from a better range. Ammunition-wise, you'll want to switch out according to whichever situation you'll most likely be facing. If you know you'll be far away from your target, be sure to load in long range ammo; if you'll be close, then short-range. And if you're unaware of the distance - such as in a PvP environment - come loaded with mid-range ammo. But most importantly, bring all ranges with you - especially if unaware of distance. This way you'll have every spectrum covered and be properly prepared for all situations.

Missile Skills Like the Gunnery Section above, you'll need Gunnery and Weapon Upgrades (for the Ballistic Control unit) to IV, preferably V. Advanced Weapon Upgrades lowers the powergrid usage of missiles as well. You'll also want the support skills I mentioned above, which are: Long Range Targeting, Signature Analysis, and Targeting. Missile Launcher Operation should be IV or V. Then train Rapid Launch to III or IV (eventually V of course), Target Navigation Prediction for a better hit from all missiles, Missile Bombardment

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Unofficial EVE Online General Guide Guide

for a flight time bonus, Missile Projection for higher missile velocity, and finally Guided Missile Precision (earlier if you trained Missile Launcher Operation to V already) so that larger missiles can hit smaller targets. For a better idea of how these skills work and tie in together, please refer to Chapter 5, Section 2. Let me start off by saying: ignore FoF missiles. These missiles are often useless and do little damage. They're designed to be the countermeasure of jamming, so that missile users can still fight back, even when they haven't a target, but the missiles rarely do what they're supposed to, and it's much easier to either warp out if possible or move out of jamming range. And normally by the time you switch out to FoF, you're either dead or the jam wore off and you could be launching normal missiles. I also would not suggest training defender missiles for any reason. Since you're a missile user, the defender missiles are incredibly counter-productive as they'll often target what you've fired and head off that way. If you intend to mix turrets and missiles then you can switch out the missiles you'd normally use and load in defenders if you're tackling missile-heavy targets (such as Ravens and Caracals). Otherwise they are a waste of time.

Standard Missiles are a good start and hit frigates and cruisers alike for a decent amount, so I would certainly suggest training standard missiles to level IV. Then it's wise to begin training Heavy Missiles to II or II - but if you're going to aim for a specialization, Heavy Missile Specialization is definitely the route I would suggest. With the increase from the other precision skills and the Tech II precision heavy missiles, these harder hitting missiles hold their own on the battlefield and make the effort to acquire them more than worth it. The Tech II launchers likewise have a much higher rate of fire and on a ship that likewise increases the rate of fire, they're downright deadly. As progress into a larger ship, I would recommend working towards Cruise Missile Specialization since these serve a better purpose than Torpedoes do for missions. I would only suggest Torpedoes if you're specifically training to become a Capital Ship pilot shortly. The only missile modification in the game at the moment is the Ballistic Control Unit (low slot item) which increases the damage and rate of fire of missiles. I suggest using a Tech II version when possible to give your missiles an even bigger bite.

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Drone Skills First off let me warn you to not train Advanced Drone interfacing as this skill does not give you the +1 drone bonus as it suggests - this skill is designed for use with the drone control modules for Carrier Capital Ships. If you're going down the Carrier route, then do train it, but if you're looking to advance your skills for missions and PvP purposes, then steer clear of this money and time sink. Fighters fall into that same category, as they are designed to be used with that carrier. The pre-requisites of which are: Drones V, Leadership V, and Drone interfacing V. These drones are quite expensive, tolling in at about 20m per unit. Drones should be IV or V at least this is because many of the support drone skills, such as Sharpshooting, require you to have Drones to level IV or V in order to train them. Scout Drone Operation will give you access to the drones themselves and I'd strongly suggest taking this to IV quickly, and soon thereafter V; the reason being that this skill increases the range at which you can control your drones. Two other rank 1 skills you'll want to train up to II or IV quickly are: Drone Navigation and

Drone Sharpshooting. Navigation will allow your drones to move to the target quicker and orbit at a greater velocity; Sharpshooting gives them a better range to begin firing from. For Rank 2 skills, you'll want to get Combat Drone Operation, which increases the damage of your light and medium drones by 5% per level. The other Rank 2 skill is Mining Drones which I don't recommend unless you're going into mining or mine on the side. Likely you'll want to keep focusing on the combat drones over these for defense purposes while mining, however. Next in line is Drone Interfacing - it's a Rank 5, but increases the damage and mining yield of your drones by 20% per level. Training this to at least II or III is definitely a good move at this point maybe even IV if you're looking to go ahead and boost your damage up as high as you can. Now, if you're in a bigger ship and taking on larger targets (cruisers, battlecruisers, and battleships), then Heavy Drone Operation is the way to go. This skill gives you access the bigger drones that are much better suited for high damage against ships with a larger signature radius - think of them as larger turrets. There are ways to aid them in hitting smaller targets, which I've mentioned below.

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If you're looking to optimize damage against smaller and medium-sized targets, I would recommend going for the Amarr / Caldari / Gallente / Minamatar Drone Specialization skills. This will give you access to the Tech II version of the Light and Medium drones. These specialized versions are much more expensive (Lights run roughly 150K-250K; Mediums 1M-1.5M) but tote a bigger payload and better all-around stats. So if you're running missions in a Myrmidon or even a Dominix, then you can launch out several of these and get some very nice bonuses and damage stacked up. Electronic Warfare Drones are not that effective for mission running, so I'd shy away from that. If you're looking to get into some PvP sometime, then you'll need to train up your Electronic Warfare skill beforehand. Likewise, Sentry Drones won't be too helpful in Missions at this point. Logistics Drones aren't worth training either, unless you're with someone else who is taking most of the damage. But the drones will not work on you, only on your target, so they're really not worth deviating for if you're solo. To even further your drones versatility and efficiency, there are few upgrades available. The first of which is the Drone Link Augmentor which increases the

range at which you can control your drones by 20km. The next is the Drone Navigation Computer I which increases the microwarp drive (mwd) speed of the drones. And finally the Omnidirectional Tracking Link which increases the tracking speed and range of your drones (much like the tracking computers for your gunnery skills). The Drone Control Unit 1 is designed to be used with the Carrier Capital Ship for the purpose of controlling more and more drones since they are the primary offense and defense of that ship class.

Support Mod Skills When doing these missions, the defense and offense basics are obviously of primary importance, but being able to fit these modifications and allow more versatility within whatever ship you decide to pilot is key. Even though many ships have the room to fit some of the better modifications, the actual mods themselves may require more than Powergrid and CPU than your ship can handle. Engineering and Electronics V are the two main skills that will help you overcome this in the best way. Aside from those, the Weapon Upgrades and Advanced Weapon Upgrades skills lower the needs of your

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turrets and launchers (only Advanced affects launchers however). The Electronics Upgrades skill allows you to fit CPU-altering modifications (such as the C-Processor I and II) that further increase the capacity of the CPU to give you a wider-range of possibilities. The Energy Grid Upgrades skill allows you to likewise fit Powergrid modifications (such as the Power Diagnostic System I and II) that affect not only the Powergrid but several aspects of your ship (such as your shield recharge rate). I strongly recommend investing in the Power Diagnostic Systems and Co-Processors (both low-slot items) since they'll give you much more to work with.

that you don't have much experience with, then there's no reason to invest in these items. In general, they pale in comparison to the other modifications available for use and only waste space.

Cap Rechargers and Shield Rechargersreligiously for hardening. (mid-slot modifications) are decent modifications, but I wouldn't recommend the shield one over a hardener unless you simply don't have the CPU/PG to fit it. The Cap Rechargers are a good aid to armor tanks and help them keep the cap in the green while hardening and repairing -this is less true for shield tanks since they use the mid-slots religiously for hardening.

Energy Neutralizers (same slot and skill as the vampires) simply take away energy from your target - but also that amount from you. These take away a lot more energy than a vampire, but since it affects you as well, it's quite useless for missions. It's not bad for PvP per se, but I believe you'd find the vampires a much more beneficial item. These are the core support modifications that help you get the most out of your ship and equip you in the most combat-ready manner possible. As your knowledge of your ship grows and you find a play style that you personally like, then you'll likely find other mods that suit you and your style. But when you're just digging your claws in and trying to get

There are items such as Flux Coils and Power Relays, but I don't recommend investing in these items unless you're just toying around with setups. If you're fairly new and looking to better equip a ship

Energy Vampires (Hi-slot; requiring the Energy Emission Systems skill) are amazing modifications that drain the capacitor of your target and transfer it to you. As a kicker, there's no activation cost to these items. So if you have an open Hi-slot or two, I certainly recommend these items. Do note that if an NPC target is drained entirely of cap, you'll receive nothing when it's being used on it and the NPC will function as normal (NPCs do not use any cap, believe it or not).

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your ship in tip-top shape, these modifications will be a great start - many of them you'll never want to be without (such as the Power Diagnostic System) with certain setups.

The Pirate A miner's worst nightmare is the asteroid belt pirate. A miner warps in to set up a mining operation and before s/he can react, the pirate has the miner locked, scrambled, and the bullets/missiles start flying. So how does a pirate go about setting up a merciless ship? Well, there are a couple of setups available. First we'll take a look at a solo, straight-combat pirate that focuses on gunnery and/or missiles. Many of these skills are related to the above mentioned sections regarding the Support Skills, Gunnery, Missiles, Drones, and Modifications, with a few exceptions and skill suggestions for other modules. The most touched on skill in this section will be Electronic Warfare which should be level III or IV. So you have your guns/missiles and modifications set up ready to shoot, but there's a bit more to it than simply

locking and firing. A lot of Electronic Warfare comes into play in PvP. The primary thing you'll always want to try to keep equipped is a Warp Disrupter or Warp Scrambler (both of which require Propulsion Jamming I) - the difference in the two being the range/activation cost/fitting costs and strength. The Disrupter has greater range but requires more to operate, while the Scrambler has a shorter range but is a stronger variant (Disrupter has a strength of 1, Scrambler of 2 - alls hips have a baase strength of 1). I would recommend the Scrambler since it has a higher probability of keep a target from running, but the Disrupter does have the range advantage (20km on a Disrupter, 7.5km on a Scrambler) - so it's a matter of how far away you plan to be from your target. The manner in which a Warp Jam can be countered is with a Warp Core Stabilizer (or WCS for short). This increases the warp engine strength of your ship by 1. So this does not get you out of the 2 strength range of the Scrambler, but it will of the Disrupter. The downfall of this module is that it limits your targeting range and scan resolution (how fast you target). It's often wise to equip one as a pirate, just in case you jump the wrong person or if backup arrives. Gunnery/Missiles coupled with just a warp jam module is one of the best setups

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you can aim for here. The other primary type of combat angle you can take is a sniping one. This is composed of you warping in as far as possible from your target and lining up for a long-range, quick-hit assassination. The best way to go about this is to obviously use the longest-ranged ammo you can. And for a setup, you'll be omitting defense and substituting nothing but offense. For a Turret ship (such as the Apocalypse), you'll want to fit your mid-slots with tracking enhancers/sensor boosters only - as many as you can. For the low-slots, a couple of signal amplifiers and damage enhancers. You'll want Tech II variants if you can use them of course. For a Missile boat (such as the Raven), you have no medium slot help except for sensor boosters. For the low slots, nothing but ballistic control units - and again, nothing but Tech II if you can. Cruise missiles work best for this over torpedoes. Now for an Electronic Warfare minded player (likely you'll want to work your way into a Reconnaissance Cruiser in the end) there are several different modules available to frustrate your enemy. Aside from those two jamming modules, Electronic Counter-Measures, or ECMs, provide additional jamming. These jammers

affect the targeting of your target. That is, it causes your target to lose his or her target. There are 5 jammers at the moment, which are: Gravimetric, Ladar, Magnetometric, Radar, and Multispectral. The race sensor breakdown is this: Minmatar - Ladar Caldari - Gravimetric Gallente - Magnetometric Amarr - Radar All - Multispectral The ECM jammers have a strength bonus against a specific race - for instance, the Ladar Jammers will have a higher strength against Ladar (Minmatar ships) than the other ships. Multispectral Jammers have an average strength against all ships and work well when fighting multiple people and you need jam those multiple race ships. To counteract the ECM modules, there are ECCMs - Electronic Counter-Counter Measures. These low-slot items increase the sensor strength of a ship by a certain overall percentage. This obviously gives a bigger bonus to ships that have a higher base resistance. ECM Bursts aren't even worth looking at really. They don't do much to help and often only end up affecting your drones and messing them up. So I'd recommend not equipping these for any PvP warfare.

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If you're facing a relatively fast ship (such as an Interceptor) then you'll want to have a Stasis Webifier equipped (often referred to as a "Webber"). This item slows the target by a rather high percentage (75% or more, depending on the variation) and allows your guns to track and your missiles to hit it for a much better payout. These will only require the Propulsion Jamming skill mentioned above. With the Sensor Linking skill, you can use Sensor Dampeners which will lower the targeting range and speed of your target. These are a bit more useful than jammers sometimes and many solo pirates will prefer them. These items will help the pirate slow the target's targeting speed enough to get the advantage of drawing first blood. The skill will need to be level IV for Sensor Dampener II modules. Weapon Disruption allows you to use Tracking Disrupters which are the anti-tracking links. They cause the target's turrets to take a hard tracking hit, and often work best with faster ships, making even smaller, more adept turrets, have a difficult time of keeping up. If you train the skill to IV, you'll gain access to Turret Destabilization which further increases the range and strength of the Turret Disruptors.

For more information on how Electronic Warfare works, please refer to Chapter 5, Section 4. The final setup is one designed around a very interesting concept. This particular one centers on the idea of taking out entire mining operations. This could be considered an Anti-Miner approach, but with little interest in gaining the ore you're after the miner's mods! Why? Because when there are mining operations, many members come with named items and Tech II items. Many cargohold expanders sell for quite a bit of money (10-20m). So multiply a couple of those times four or five possible targets, and you begin seeing some cash. For this plan to reach fruitation, you'll need a big ship - a battlecruiser will work, but a battleship is much better. For the hi-slots, fit as many Large Smartbombs as possible - these will require the Energy Pulse Weapons skill. If your Electronics and Engineering skills are maxed and you can fit Power Diagnostic Systems, then you shouldn't have much, if any, trouble fitting 8 on a battleship. For the medium slots, I'd suggest fitting a Cap Recharger I in every slot. Smartbombs have a tendency to eat through the capacitor, so being able to keep up will be quite helpful in taking down stubborn targets.

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As far as which ones to equip, I'd recommend equipping one of each damage type and then for each slot you have above 4, cycle through again. The priority of damage types past four should be: Thermal, Explosive, Kinetic, and EM. This may seem a little odd, but since you can equip at least four, the spectrum is covered this way and the EM should be activated first. This means that the need for a second EM is a bit low, seeing as how it's primarily a shield killer. Kinetic is the most common damage type and most every ship has a general resistance to it, so it's more of a standby. Explosive is the armor killer here - the EM has already eaten away the shield from the first wave or two, and now the extra explosive damage is ripping apart the armor. Finally and most importantly, Thermal is a strong damage to most any ship and between it and an explosive (if you can fit an extra of both), they should drop like flies. Of course, if you have and can equip 8 smartbombs, then simply equip 2 of each to better negate resistance issues. Once you're equipped and prepared to tackle your targets, you must first find those targets. If you're solo, hop into a shuttle, then warp is as normal and try to locate the Cargo Container they're shoveling the ore into. Many times there will be more than one if there are more than a handful of miners. You'll want to

aim for the one with the mining barges around it - due to the fact that the smartbombs have a 5km radius and the miners need to be within 1.5km of the can to shovel into it. If you can spot a Hulk or two around one can, that's pay dirt. Right click and bookmark that location. Do this as fast as you possibly can to keep the miners from paying much attention to you. Now, dock and switch over to your smartbomb ship and warp into that bookmark at 0km. Immediately upon entering the mining site, unleash your smartbombs. Stagger the bombs by about 1 second apart - that is, activate the first one, wait a second and activate the second, and repeat that for each one. That way you're doing a rather steady amount constantly. Before the miner can react, you should have the majority of their forces (hopefully their barges) shot down and the rest should have scattered already and likely won't be back. Now it's just a matter of collecting that beautiful new loot. If you have a friend, there are a few possibilities and avenues that open up. You can have your friend warp into the belt in a frigate (Tech I and equipped for speed) and be poorly equipped. Have him approach a barge or your target of preference and as he approaches, have him target it and begin to orbit as close as possible (default closest is 500m, which

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works fine). Now have him begin to attack the target and as soon as he does, warp to 0km on top of him (your friend). This will give them this idea that a small frigate has come to mess with them and they'll likely give it little thought. Then suddenly you appear and smartbomb the entire location into oblivion. The best thing about this is that likely the defenders (if they have any) will approach the frigate, which means they'll likely fall right into the smartbomb radius.

lose his ship and modules. That isn't so bad in the first scenario, since it'll be a Tech 1 frigate with likely a basic MWD (High Speed Maneuvering skill required for MWDs, which requires Navigation and Afterburner IV) or an Afterburner (Afterburner skill required; Navigation I is the only pre-requisite) and/or Overdrive Injectors. So your buddy wouldn't lose much if he couldn't bail in time. And whatever he did lose would easily be replaced quite a few times over with the mods you'll score from the tactical assault.

You can also try to set this up in a very sneak fashion. Have your friend warp in cloaked (covert ops or recon vessel) and get as close as he can before the stealth breaks (can only be within 5km of a mining barge cloaked). Then speed towards the barge and you warp in. This will require a bit of finesse coupled with timing and practice. But once you get the rhythm of it, you'll be set. The sheer speed at which everything will unfold works incredibly well. By the time the miners realize there's a ship there, you're already on your way - their focus is on your buddy, so you have the perfect element of a double surprise.

If you manage to take out a Hulk or two or three, you've really smacked a corporation in the face. You've taken down somewhere between 500m to 1.5B in just a few seconds with a setup that likely costed no more than 125M. And that's just for the Hulks themselves - imagine the module costs - modules that you should now have!

In both of the above scenarios, make sure your buddy gets out of there fast. Just as you are warping in, have him warp out. If you don't, he's going to be caught up in your smartbombing, and

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The Tradesman Forsaking a risky life of guns and glory, the tradesman prefers to risk his wallet on a marketing venture. The primary skills you'll want here is Navigation oriented skills. So have Navigation, Warp Drive Operation, and Spaceship Command to V. You may also want to invest in Evasive Maneuvering for the sake of increase ship agility. Aside from those, you'll want to obviously invest your skill points heavily into Trade. The first of which is, well, Trade (which increases the number of active market orders you can handle by 4 per level). At level II you can train Retail which increases the number of active orders by 8 per level. Trade II also opens up Marketing. This skill allows you to place orders onto the market remotely - level I allows for the same solar system, II for within 5 jumps, and each level beyond doubles, up to the entire region at level V. If you train Trade and Marketing to II and Retail to V, you can then train Wholesale which further increases your active orders by 16 per level. With Trade II and Marketing II, you can train Procurement which allows you to place remote buy orders. Level I for

the same solar system, II for within 5 jumps, each level beyond doubles, and at level V it's the entire region. If you train Procurement to IV, you can then train Visibility which can be a very confusing skill. This skill allows your remote buy orders (placed with the Procurement skill) to be seen at a greater range. For instance, if you have Procurement to level II and you place an order 5 jumps away in a station, the item(s) you're buying can only be sold to you in that station. So Visibility allows you to expand your buying range. At level I they can sell to you within the same solar system, at II within 5 jumps, doubling up at III and IV, and finally the entire region. This is different from sitting in a station and setting a buy order up at that station, since you can set the range within that station. This skill only affects the remote buy orders placed with the procurement skill. If you push Wholesale and Retail to V along with Marketing to IV, you'll gain access to Tycoon which increases the number of active orders by an impressive 32 per level. You can also train Broker Relations with Trade being at level II. This skill lowers the cost associated with placing a sell order by 5%; the cost normally comes to 1% of the total value of the order. The cost is also externally influenced by your personal standings with the station in

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which you place the order. Trade IV will allow you to train Daytrading which allows you to modify orders when you're not at the same station that you created the order in. The first level allows modifications in the same solar system, the second level is 5 jumps, every level beyond that doubles it, and at level V you can modify anywhere in the region it's placed. You can also train Accounting at this point this skill lowers all transaction tax by 10% per level. With Accounting and Trading at IV, Margin Trading becomes available. This skill reduces the amount of ISK placed in market entering a buy order. Each level beyond I cumulatively reduces the cost by 25%. You'll need Social I to train Contracting, which allows you to create 3 more contracts per level of the skill, to a maximum of 15 at level V. Note that anyone can create a single contract without this skill. Having this skill at IV opens up Corporation Contracting which allows you to create 10 more contracts per level on behalf of your corporation and/or alliance - note that this does not affect your personal contracts in any way.

want to work on these skills right out of the gate when you're starting up. You'll want to keep your taxes and governmental marketing fees at their lowest as much as possible, since this is an unavoidable facet of trading. Now for ships, you'll want to use an Industrial Ship to haul the goods around in. Try to get your Industrial Ship skill (not the Industry skill, the actual ship skill of the race of your choice) to V so that you have a much better cargohold. Also, by getting this skill to V, you'll be able to train for a Freighter in the future. Freighter pilots are often sought after by alliances and many times they even supply the pilot with one; it's a great venture if you decide to take that route. I wouldn't highly recommend training up for Transport Ships unless you know you'll be passing through a low-security system. There's no real reason to use one in safe space since a much cheaper Tech 1 variant is able to do all you need it to. For tips on how to roll in ISK with your new-found Trade skills, please refer to the Tradesman Tips section.

Broker Relations and Accounting are two crucial skills to keep in mind; and Margin Trading beyond that. So you'll

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The Healer The concept of any type of "healing" class or setup in this game may seem a bit surprising, but there actually is one. These particular ships are Logistics ships (for more on these ships, refer to the Logistics Specialized Ships section). To "heal" in this game means to support your target by externally boosting his or her shields and/or armor as well as capacitor. The modules associated with this are: Energy Transfer Arrays, Remote Armor Repairers, and Shield Transporters. The Healer will not be particularly engaged in the warfare, but rather you will be at a distance lending aid to your fellow pilots. Often times this means you will be targeted first in warfare and will need to be able to take a good hit - so be sure to invest a little time in your defensive skills. This profession is often overlooked due to the lackluster thrill of the specialist. Remember this, however: The fewer the healers are, the better chance they have of getting into the big alliances! So this is something to keep in mind. Ask around and see if any alliances are interested in having someone there for support. You might just be surprised by who answers.

For the capacitor arrays, you'll need Energy Emission Systems which requires Science II and Engineering III. All of the Tech I variants will require it to be level I, while the Tech II will require level IV. For Remote Armor Repairers, you'll need Remote Armor Repair Systems, which require Mechanic III and Repair Systems II. Smalls will require level I, Mediums II, and Larges III. There are no Tech II variants. For Shield Transporters, you'll need Shield Emission Systems, which, like Energy Emission Systems, ill require Science II and Engineering III. Tech I variants will require it only be level I; Tech II will require levels II through IV, depending on size. These are the basic healing skills. There are several other skills associated with this profession, which are mentioned in the above reference to the Logistic Ships.

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Specialized Ships So now you have a general idea of how combat works and how to properly defend yourself as well. You've decided on which path to take for gunnery or missiles and what type of tanking you'd like to do or you've decided on becoming a more proficient healer or tradesman. You've a good grip on your profession and can see yourself really enjoying this profession. So the question arises: what ship do you use? Well, there are several available options and there just happens to be something for everybody. There are currently ten specialized ships in the game, excluding the Capital ships (Freighters, Carriers, Dreadnoughts, and Titans) and I will be touching on nine of those - the other is exhumers which I've gone extensively into in the mining chapter above. Four are frigates, three are cruises, one is a battlecruiser, and one is a hauler.

Interceptors Required Skills: Navigation II Spaceship Command III Frigate V Evasive Maneuvering V\ Interceptors I Often called "mosquitoes", these fast frigates are potent little speed demons. Since this is a frigate, you'll obviously want to use smaller guns and missiles rockets are a common choice due to the high rate of fire and low requirements. Whichever path you so choose to take for weaponry, you'll definitely want to invest in the specialized (Tech II) versions for the biggest bite. It's all about the speed. Afterburners or Micro Warp Drives are your best friends. If you plan to go pirating, ratting (killing NPC pirates in belts), or anything not involving missions, then a Micro Warp Drive is what you'll need. If you plan to tackle missions, use an afterburner MWDs cannot be activated in Deadspace. If you're moving fast enough, you won't even need to worry about trying to tank in the least. Use weapon upgrades in the remaining slots - along with a shield booster and

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armor repairer just in case. In this particular vessel, if you get it, you normally get hit hard or barely at all. If you're hit hard, then it's not likely you'd be able to tank it anyway. If you're barely getting damaged, then there's no point in trying to tank, when a single booster and/or repairer can handle the damage being dealt. This ship class is rather straightforward and is one of the easier Tech II ships to get into; partly due to the low skill requirements of not only the ship itself, but also of the equipment required to fit it. It's a ship that many will learn and few will master.

this, many of the skills are already knocked out of the way. The longest thing you're looking at as far as training time is Destroyers, which is only a 2x multiplier. These ships are rarely used in Empire space. The most common and efficient use is to pirate. These particular vessels are proficient with an item that only they can use: Interdiction Sphere Launcher. This item plops out an Area Effect (or AoE) warp scrambler, which if often called a "bubble." These bubbles can only be deployed in 0.0 space and 99% of the time it will be at a gate. This is so that travelers that jump in have no time to react and are blown to bits. The required skills for the sphere launcher are:

Interdictors

- Engineering V - Electronics III - Navigation II

Required Skills:

- Science V

- Frigate V

- Propulsion Jamming V

- Navigation II

- Graviton Physics I

- Spaceship Command IV

Many of these skills should already be taken care of or incredibly close to it. Propulsion Jamming (3x) to V and Graviton Physics (5x) are most likely the two skills you'll be lacking.

- Destroyers V - Interceptors IV - Evasive maneuvering V - Interdictors I Notice that this ship class is just beyond the interceptor class. Because of

The ship itself rarely does much of anything aside from blowing bubbles. There's no viable reason to use this ship

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outside of 0.0 space, and if you're in 0.0, you'll be with a gang of people designed to shoot down the targets. So build your ship around this particular item along with a bit of speed, little defenses, and perhaps a support item or two if you fancy them.

time to properly function. The above-mentioned cloaking device has such a small drawback (including no penalty to your cloaked velocity, unlike the lesser variants) that it's simply ideal. Also, and most importantly, this is the only one that allows you to warp while cloaked.

Covert Ops

The other item available to these ships would be the Scan Probe Launcher, which requires: Science III and Astrometrics I.

Required Skills: - Electronics II - Engineering II - Spaceship Command III - Electronic Upgrades V - Frigate V - Covert Ops I If you browse the covert ops ships on the market, you'll notice there are two different divisions of ships: Covert Ops Frigate and Stealth Bomber. Both of these are designed to be used with the Covert Ops Cloaking Device II, and the requirements for this item are: Electronics V and Cloaking IV. There are other cloaking devices available, but the drawback on targeting and module recalibration times is too restrictive to allow the vessels enough

These modules fire Scan Probes which are designed to be used with the scan function next to your ship's readout on the bottom of the screen. You can scan for more or less anything with these probes. Each level in Astrometrics grants access to a higher ranged probe. The other probe available is the Survey probe, which is designed to analyze a moon. This is for Player Owned Station (or PoS) constructs. These constructs install Moon Harvesting modules to acquire the moon's minerals and then either sell those are use them for more complex items for their corporation or alliance. The other scan probe group is Recon Probe Launchers and Lith Probes, but I'll touch on those in the Reconnaissance section. Now on to the ships themselves. The frigate is designed as a more straightforward combat ship; cloaking, locating a target, moving into position, and opening fire. Due to the combat

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orientation, these are often the scouts of larger groups. The ability to scout an area (often a belt) and moving into position, then giving the signal for the others to warp to 0km, is a strong ally and general tactic. In the actual combat portion, they're best suited for tackling other frigates or Tech I cruisers. It's best to equip a webber if you can. These little beauties make tackling interceptors and other frigates much easier. At your discretion, you'll want to equip tracking disruptors, signal dampeners, ECM jammers, warp jammers, etc. You'll play "support" in this sense, but if you're using a couple of Tech II items against Tech I targets or inept Tech II frigate pilots, then they'll have one heck of a time even hitting you or keeping up. Stealth Bombers are designed to wipe out larger targets. I would not recommend flying one of these solo, but rather have a handful of other bombers move as a small wing. One bomber won't do much damage against the defenses of a cruiser, much less anything bigger. Five stealth bombers with a couple of cruise missile launchers each... well, now that's a different story. It's hard to fend off five fast-moving, hard-hitting frigates that appeared out of nowhere. Add the cavalry of another wing of the fleet to that and you have one nice attack force

on hand. Equip the bomber for damage and speed. MWD and as many ballistic control unit II modules as you can. For mid-slots, you can shoot for the same electronic warfare modules as I mentioned above - most important one being the warp jammer, since you're facing a large target. There's no need for a webber either. Tanking is not a very wise decision. If you're flying a covert ops ship at all, you're most likely in a gang with other people that can easily pick up the slack. If you need to warp out, simply warp out and back in. The ship is agile enough to be able to warp around quickly. So simply run if the need arises.

Assault Ships Required Skills: - Spaceship Command III - Engineering V - Mechanic V - Frigate V - Assault Ships I As the name suggests, these frigates pack a punch. This ship class is very straight forward and very efficient. The

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first thing you'll want to pay attention to is your resistances. Note the high base resistances of the ship as well as the bonuses you'll gain for Frigate V. This means that tanking is much more flexible.

Reconnaissance Required Skills: - Electronics II - Engineering II

The only thing you're really in need of doing in an assault frigate is picking up the slack of your resistances - such as EM resistance for the shield or explosive for the armor. Otherwise your ship's base and bonus take care of your needs. Just be sure to stick on that repairer or booster and you're set. These ships are good at one precise thing: damage - a lot of it. Stuff on as many Tech II guns and launchers as you can fit and damage modifiers. Don't fuss over tracking speed much. You're using small guns, so unless you're hunting down interceptors (in which case you're going to have a webber anyway) your guns should have no problem at all taking down your targets. This ship is great for any profession. Pirating, missioning, ratting, whatever the case may be, this ship will get it done. Be sure to cater to the slacking resistances, push your damage as high as possible, and come equipped and prepared to take down the type of target you're after.

- Electronics Upgrades V - Signature Analysis V - Spaceship Command V - Frigate IV - Cruiser V - Covert Ops IV - Recon Ships I You'll notice there are two types of Recon ships, much like the covert ops. One is designed for a cloaking device and one for combat. The combat variant differs from the covert ops in that it is not designed to be used with the covert ops cloaking device. Just like covert ops, you'll want to train to use the probe launchers for both, and the cloaking device for the Force Recon ship. The Recon launcher is most commonly used for probing with lith probes. These probes are designed to locate large structures, such as stations, complexes, and even archaeological discoveries. You'll need to expand upon your scanning skills to be able to locate some things (such as needing the

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Archaeology skill for making discoveries) and other skills to make it faster. The survey and scanning skills are: Astrometrics - Allows you to scan for one more group per level Astrometric Pinpointing - reduces scan deviation by 10% per level Astrometric Triangulation increase per level to scan strength

5%

Archaeology - 5% increase per level to a discovery Signal Acquisition - 5% scanning with probes (only)

faster

Recon ships in general are not particularly designed to be stand-alone combatants even though they are Tech II cruisers. A highly-skilled pilot can definitely make great use of the capabilities of the ship's electronic warfare coupled with the damage bonuses of the ship to the weapon systems. However, someone not-so-skilled may have difficulty in this and will have much trouble tackling more experienced pilots in even Tech I ships. This is also partially due to the less-than-impressive resistances on some of these ships, making it a necessity to attempt to increase resistances as well fit combat modules on a ship that's designed to scout.

Recon vessels generally give good bonuses to Electronic Warfare (more can be found on how EW works and the skills associated with it in Section 5). Since the cruiser-class has more slots to toy with, this allows it the pilot to fit many more EW modules for a plethora of possibilities. Tracking disruptors warp jammers, ECM jammers, sensor dampeners, etc. - all of them can be equipped. This means you can web an interceptor, tracking disrupt a Heavy Assault Cruiser, and warp jam a fleeing logistics ship at the same time. This also means you'll need the Multitasking skill, which required Targeting V. I had suggested this in the above chapter a few times, but it becomes particularly of essence with this class, since these ships have high targeting capabilities. The Force Recon ship is your cloaker, but it also serves another purpose. These ships are designed to set up Cynosural Fields - this will require the Cynosural Field Theory skill, which has a pre-requisite of Electronics V). These fields are how Carriers, Dreadnoughts, and Titans jump from one system to another; they cannot use warp gates like everyone else. So this ship is mostly used by larger alliances try to move their big boys around for some serious warfare. Normally if you can pilot a Recon and can use a Cynosural Field Generator, you've got a good shot at

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getting into a corporation based in 0.0 space.

Heavy Assault Cruisers Required Skills: - Spaceship Command V - Assault Ships IV - Frigate IV - Cruiser V - Engineering V

Obviously you'll want your medium gun or heavy missile specialization skill(s) to be either IV or V - V is definitely recommended. Push your Heavy Assault skill to level IV or V as well. This will give you the biggest possible damage bonus pool there is available. So now that you have your damage-bumping skills trained and your tanking mods set, you'll want to fit your weapon upgrades first. A tracking computer becomes important here and even vital to you. If you haven't one equipped and you're hit with a tracking disrupter (especially a Tech II) you're going to have some issues against a frigate and even some cruisers.

- Mechanic V - Gunnery II - Weapon Upgrades V - Heavy Assault Ships I If you love combat, this is the ship for you, period. These are the definitive highlights of the combat pilots. In the hands of an experienced and wise pilot, these ships can stand toe-to-toe with a battleship. Notice these cruisers, just like the assault frigates, have high resistances to work with. These high resistances coupled with room for weaponry and capacitor upgrades means versatility. And versatility means trouble for your enemies.

If you're going to solo in low-sec space, then take a WCS no matter what. It's also wise to take a warp jammer as well. This way you won't be jammed if things go awry and you can jam your target so he can't flee. You'll have some room to work with on this ship because of the high-skill levels and bonuses you're gaining. This means that instead of trying to fit several damage and/or tracking/RoF alterations, you're able to make full use of the just the bonuses. If you have room for these modifications, then of course you'll want to use them, but they're less necessary now. Power Diagnostic systems are a wonderful asset to these ships as well. Giving a good bonus across the board to

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your shields, cap, pg, etc. so that you can have even more hit points and overall bumped statistics to toy with. The capacitor recharge rate is something of essence to keep track of. If you run into a vampire who starts leeching your cap, you're going to be in quicksand if you can't get that cap up high enough to support yourself. This brings up the option of sticking a nosferatu onto any open hi-slow you have available. I strongly advise fitting the biggest one you can. This allows you to siphon some extra energy, whether you need it or not. So even if you don't need the energy, at least you're taking it away from your target at no cost to you. This is one of the best PvP win-win situations. Always look for new opportunities to increase your ship's proficiency. If you need just a little bit more PG to fir a Tech II module and Advanced Weapon Upgrades is only III, then shoot for IV to give you that little boost. Take every avenue available to you.

Logistics Required Skills: - Long Range Targeting V - Signature Analysis V - Electronics II - Spaceship Command III - Frigate IV - Cruiser V - Logistics I If you haven't already done so already, read the "The Healer" section of the above chapter for an idea of what the Logistics ship is meant to be used with and the skills required to use those items. You're not playing defense or offense, so this is pretty basic and straight forward as well. You're obviously not alone, so no need to worry about trying to solo anything. The biggest thing you'll want to focus on is recharge time. A few good skills to have to V to make sure you're getting the most out of this ship: Energy Systems Operation - 5% cap recharge bonus per level Energy Management - 5% cap capacity bonus per level Shield Management - 5% shield HP bonus per level

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- Command Ships I

Cap Recharger IIs and Shield Recharger IIs are a good investment. Though there's two ways to go about doing this. You can either fill your mid-slots up with Cap Recharger IIs and a booster, or a few of both types of recharges. As far as low-slots are concerned, you'll want to make full use of Power Diagnostic System IIs. Fill up your low-slots with these and your cap and shields should be recharging and one impressive rate. You'll want to stick a WSC on if you're in PvP warfare however (even though you do take a range/target speed hit for it) so as to not get scrambled if you need to bail for a moment. With long range targeting and signature analysis both to V, you'll still have a great range and target speed base to work.

- Gunnery II - Weapon Upgrades V - Engineering V - Mechanic V - Assault Ships IV - Heavy Assault Ships IV Logistics Required Skills: - Frigate IV - Cruiser V - Battlecruiser V - Spaceship Command V - Leadership V - Warfare Link Specialist IV - Command Ships I - Electronics II - Long Range Targeting V

Command Ships

- Signature Analysis IV - Logistics IV Leadership Skills:

Assault Required Skills:

- Armored Warfare

- Frigate IV

- Armored Warfare Specialist

- Cruiser V

- Information Warfare

- Battlecruiser V

- Information Warfare Specialist

- Spaceship Command V

- Skirmish Warfare

- Leadership V

- Skirmish Warfare Specialist

- Warfare Link Specialist IV

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- Siege Warfare - Siege Warfare Specialist

Assault Command Ship You'll notice that this ship shares the skills associated with the Heavy Assault Ships skill. It expands upon it requiring the leadership skills and Battlecruiser V skill. That means there isn't a whole lot more to learn, it'll just be a time-consuming process (Battlecruiser is a 6x multiplier). This ship is designed to fill the commander or other authority-like rank in a fleet. It has a good resistance base and bonuses on top of the already sturdy shield and armor HP. It's a solid ship that rewards those that took the time to train for it. Leadership skills come into play at this point, since the modules will need these skills. Armored Warfare gives a 2% armor hit point bonus per level; Information Warfare gives a 2% bonus per level to the members' targeting speed; Siege Warfare gives a 2% bonus per level to the members' shield capacity; and Skirmish Warfare gives a 2% bonus per level to the members' velocity. The Specialist fields grants a 100% bonus per

level to the Warfare Modules of that type. This is one impressive bonus and in large fleet-level warfare scenarios, the modules and bonuses add up quickly and are extraordinarily helpful. You'll be equipping warfare modules to assist your fellow gang mates with this ship. So although it is a potent warrior on the battlefield, it's also good at rallying the troops. It doesn't receive as many impressive bonuses as the Heavy Assault Cruiser counterpart to its damage, but it still holds its own very well. With all of that said, equip the weaponry as you would your HAC with the exceptions of the warfare modules. EW is a good, but not required, avenue to take again in PvP. Seeing as how this is gang warfare and you're not fully optimized for damage, it's a nice touch to lock down a few opponents or at least frustrate them horribly. A vampire ship is a viable option, but since you're so heavily invested in assault warfare, you're likely doing much more damage and causing your opponents to burn more cap than you'd be hurting with the modules. It's best to stick with what you know.

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Transport Ships

Logistics Command Ship

Required Skills: This ship shares the same skill requirements as the Logistics cruiser equivalent with the exception of Battlecruiser V and the Leadership skills. As mentioned above, it's more time-consuming than anything else. For a logistical player, this is a good ship to get into. It offers great defense and support for not only the gang mates but the pilot as well. Granted there aren't the range and transfer bonuses of the logistics ships, but the gang modules make up for this. You'll not want to be 50km away from your wing anyway. So equip it as you normally would, with the exception of the warfare link modules which, as noted above, will require some leadership skills. Again, work with the rechargers and power diagnostic systems. Your ship will have a good cap to work with also. Other than that, it's a rather straight-forward ship since you already know what you're doing thanks to the logistics ship beforehand.

- Industry V - Spaceship Command III - Frigate IV - Industrial V - Transport Ships I I've touched on this class a couple of times in the Mining and Tradesman sections above. I'm only emphasizing here that this ship is designed for low-security mining operations or for a tradesman that must venture through low-sec to snag supplies. Train the Transport Ships skill to IV or V at least to get the most out of the available bonuses. Use a shield booster and/or passive hardeners on armor tanks and active hardeners on the shield tanks. Always take a WCS or two. It's best to sacrifice a little room than the ship itself. If you need to equip for speed, fit nanofibers over overdrive injectors so that you're not losing any cargo capacity; couple this with the largest afterburner or MWD you can fit. I would recommend an afterburner over a MWD since the MWD has a drawback that could work against you in an incident.

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Combat Breakdown

means higher damage) - only the ability to hit. An example of this would be:

So how exactly is missile damage calculated? How fast do I need to go to outrun tracking? How hard will a torpedo hit me if I have 70% resist? All these questions will be answered in this section. Here you can finally figure out how damage is derived from modifications and skills. There are some incredibly detailed and in-depth calculations involved and I'll touch on these. I've also listed the NPC factions, the damage types they deal, and the resistances you need to focus on in order to be well-equipped against them.

Gunnery and Tracking This is long and confusing and frustrating if you have no idea how this works. Tracking is a rather simple thing to understand in that higher tracking means the ability to hit a faster moving target. It does not, however, affect the damage per se (in closer-range scenarios it does play into your damage, but it's not a consistent factor that tracking always

An interceptor is sitting still and an assault frigate shoots it for a wrecking shot, dealing 350 damage. The interceptor responds and begins to orbit the assault frigate at 5km. The assault frigate engages active tracking enhancers and fires again, managing to wreck once more, hitting for 350damage. Naturally you won't wreck in every shot and this is just an example. But the point of this being that whether your target is moving or not, your maximum damage does not fluctuate via tracking. For instance: If the interceptor has not moved and the assault frigate has turned the tracking computer on and fired again, the wrecking damage wouldn't be affected. However, with the interceptor orbiting at 5km and without a tracking mod, the assault frigate wouldn't likely hit it. With a tracking mod, he'd be much more likely to (as illustrated above). But let's say he doesn't wreck - what then? Tracking computers, in this sense, help you to achieve a better damage ceiling on moving targets or smaller targets. So without a tracking enhancer, let's say the assault cruiser hits the interceptor for 50damage. He turns on the tracking computer and fires again, hitting for 100 damage. Did he increase his ceiling damage? His ceiling is still 350 damage, so that doesn't change at

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all. However, the tracking computer increased his base probability of damage. You're more or less facing off against three different aspects of your target: Range, Signature Radius, and Transversal Velocity. For range, if the target is between the turret and the optimal, there is no penalty for damage. At optimal range + falloff, you'll receive roughly a 50% reduction. And at Optimal + (Falloff x2), you'll receive roughly 100%. If everything was based on range, this would be quite simple to grasp and work with... however, we're not that lucky. Your weapon has a signature resolution, and that resolution is compared to the signature radius of a ship. So using a medium turret (125m resolution) against a small ship (40m radius) is a difficult thing to do. Transversal Velocity comes into play against the actual tracking speed of the turret. So let's say a ship is standing still and the other is orbiting. This creates a high transversal between the ships and the tracking of the guns becomes an issue. If both ships are moving in the same direction or orbiting one another, then the transversal becomes lower, allowing the guns to better track. The further away a target is, the easier it is to track it. So ideally you'd want

something far away from you in order to hit it better, right? Well, then the range penalty comes into play (told you we weren't lucky) and you'll have to find the "sweet spot" where you can keep your target far enough away to track it and at the same time not receive a large damage penalty. It's easiest to do this with "sniper" setups that use long range ammo and signal amplifiers to boost range and targeting speed. Using enough range modifiers and long-range ammo means you'll be less likely to receive any type of range penalty while at the same time being able to better track your target(s). This is particularly true of larger weapons, such as battleship-class turrets. Now, if you're in a smaller ship that plans to orbit and sting things, so to speak (such as an interceptor), then there's a nice basic formula you can use for this: Transversal velocity / tracking speed = orbiting distance. If you're orbiting a stationary target, then your speed would be your transversal. So if you're moving at 500m/s using a turret that has 0.25rad/sec as a tracking speed, then you're looking at a formula like this: 500 / .25 = 2000, or 2km. The overall, big-picture formula (the simplest of all the big formulas anyway) looks like this:

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((transversal/tracking on gun) * (signature resolution on gun / target's signature radius)) = penalty to your hit chance. So if your target has a signature radius of 40m moving at a transversal of 437 and your gun has a tracking speed of 0.27r/s with a resolution of 125m, the formula would look something like this: ((437/0.27) * (125/40)) (1168.5) * (3.125) 3651.56 Or 36.52% probability to miss or, in other words, 63.48% hit chance. You could also add the "100 - [formula]" to the above calculation to derive the hit chance - entirely your choice here. This is without range penalties, though. If the target is too far away or too close, your tracking will begin to decline from there. So the basic concept here, as has been stated, is to always attempt to keep your target roughly in your optimal, especially with slow-tracking weaponry. With faster tracking weapons, such as Blasters, then you'll have a much easier time of hitting a target consistently, if that target isn't moving incredibly fast. And that, in a nutshell, is how tracking works.

Missiles and Radii Alright, this isn't quite as confusing as tracking is, but it is still a little harsh on the brain if you're still mulling over the gunnery stuff. One thing turrets and missiles happen to share with one another is the signature radius and signature resolution - except it is called explosion radius on a missile. There's a simple formula you can follow here, which is: Signature Radius/Explosion Radius = Damage Percentage So a cruiser with 125m signature radius getting smacked by a cruise missile that has a 300m explosion radius, the formula would like this: 125/300 = 0.4166 or 41.2% of the payload. So if you have a cruise missile normally capable of 300 damage, for instance, then it would be dealing roughly 123 damage. This number will occasionally vary by a point or two, naturally. This is the standard damage, however, prior to movement speed penalties. Speaking of which, the basic speed a ship needs to be going before it begins to reduce the damage of a missile is 750m/s. With that said, no standard (above T2 frigate) class ships will likely be going that

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fast without an MWD - and MWDs increase the ship radius, meaning the missiles hit harder. The only trouble you run into here is the missiles keeping up. This essentially boils down to a lot of skill training for missiles. With most of the attribute-affecting missile skills to IV, you lift some heavy penalties against you. For instance, if you train Target navigation Prediction to V, your target needs to be going faster than 1125m/s before a damage reduction occurs because of speed. Impressive, isn't it? This is also true of guided missile precision. At level V it lowers a cruise missiles explosion radius to 225, making the above noted formula look like this: 125/225 = 0.555 or rounded to 56%. This would be 168 damage approximately, and that's a good step-up from the previous 120 range. The missile skills all need to be trained up to a decent level to help negate these penalties as much as possible. With all of them IV and V, heavy missiles and cruise missiles (especially Tech II variants) become a force to be reckoned with.

Resistance vs. HP It is debatable whether having vast amounts of tanking hit points is better than having high resistances. But once you boil down to raw numbers, it's much better to have high resistances than anything else. A quick comparative set of examples are below. HP Example: You have a shield with 5000 hit points and you're being hit with missiles that do EM damage; your shield has 0% EM resistance. So let's say those missiles are doing 200 damage per and that there are 5 of them. You have a booster equipped doing 300 per boost and a cycle time of 4 seconds (this is a pretty strong booster against such damage). So every 4 seconds you're negating 300 damage. Now, do bear in mind this does not reflect your shield's recharge rate, but the reason is due to the fact that, if in an average ship, the recharge rate would only be roughly 6hp/s or so. So let's say the other target is volleying all of these missiles at once. This means that 1000 damage is headed right at you. Since you have no EM resistance, they receive full payload (this is assuming that you have a big enough radius for the missiles, etc). Now, imagine a volley time

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of 10 seconds; this gives you 2 booster cycles. In this scenario, you're losing 400 shields roughly every 10 seconds. You can hold out a bit in this case - however, that booster is eating away at your capacitor. If you're firing guns, then they're also eating away at it, not to mention any other modules you're fitted with. So you may run out of boost cap before you realize it, then you're toast. Resistance Example: The same ship as above is firing at you, but this time you have a Tech II EM hardener. Your base resistance with it on becomes 55%, so now you're ready to get things done. He's firing the same missiles at the same rate, and you're using the same booster and have the same amount of shields - in other words, the only thing that's changed is adding the 55% hardener. 1000 damage is in flight, but this time the missiles start hitting you dead on for mere 90 damage. Quite a difference, isn't it? A boost of 300 doesn't just negate 1.5 missiles any longer, it negates just over 3. And given the 10 second window you're working with, you're virtually not being hit. See how important resistance can be? Boosters eat up your capacitor, so you want to use the ones that give you the biggest possible boost while using the smallest possible cap, obviously. And

you only want to boost when you actually have to. So this is where resistance plays heavily into that goal. A very confusing misconception regarding resistance is this: If using two 55% hardeners, do I become invulnerable/absorb damage since I have 110% resistance? The answer is a very resounding "NO!" Damage is not added, it is multiplicative and there are nerfs (penalties) that are associated with them. The first hardener you apply will give its full resistance. For instance, if you're using a 55% EM hardener and you have 0%, you really do gain 55%. The next one receives a nerf, as does the 3rd, and so on. The way this is calculated out is this (roughly): First = 1.0 multiplier (no penalty). Second = 0.86 multiplier Third = 0.57 multiplier Fourth = 0.28 multiplier Fifth = 0.1 multiplier (next to absolutely useless) So let's put that information to use. Let's say you want to use 2 55% EM hardeners on a 0% shielded ship. The formula in which to figure out your final resistance is this: [damage potential as a whole number] * [resistance module as a decimal] *

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[stacking penalty] = resistance. The first module receives no stacking penalties, so the calculation for it is simply: 100% * .55 = 55% Resistance Bonus Now the second module receives two different numbers here - the first being modified by the already existing resistance of the first module (the 55% bonus). Therefore, the resistance is calculated as this: 45% * 0.55 * 0.86 = 21.285 Now add that onto the 55% you had, and your grand total is 76.285% with 2 Tech II hardeners. What if you added a third for good measure? 23.715 * 0.55 * 0.57 = 7.435 [hardly worth using, however] Adding that up to your previous resistance makes your new grand total 83.72%. So this leads into yet another question: What if I already have resistance on my ship before mods? Well, you'd calculate that the same as you would if you had mods, using penalties where necessary. Here's an example: If you have a Tech I cruiser with a base 40% kinetic resistance and you wanted to use 2 Tech I 50% hardeners, you'd work that out like this:

So with the first module active, you'll leap up to 70% resistance. 30 * 0.5 * 0.86 = 12.9% With both of them active, you're up to 82.9% resistance. This system also works with ship bonuses. For instance, if you have battleship to V and pilot a Rokh that receives a 25% bonus to resistances, treat that as an Invulnerability Field. Since the shield has 0% EM, it would receive the full 25%, but since it has 60% base explosive, it receives only 10%, and so on. One important thing to note here: The module that has the highest resistance bonus is the one that ignores the damage penalty and is considered the "first" module regardless of which order you activate your hardeners in. For instance, if you have a Tech I EM hardener and a Tech II EM hardener and activate the Tech I first, followed shortly thereafter by the Tech II, the Tech II is still considered the first module on the proverbial ladder. I've used shielding for these examples; however armor is treated the exact same way. So simply substitute your own words here for armor if you prefer. So there is no need to worry about different formulas. Rigs likewise fall into this category and are treated as appropriate. As one final and quick illustration:

60% * 0.5 =30%

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Let's take the first two ships I mentioned earlier and see how the tanking ship fares with a few modifications. The ship is a Rokh, the pilot has BS to level IV, he now has a Tech II EM hardener and an EM resistance rig. First of all, the Tech II hardener is calculated at full potential, making the EM calculatory base 55%. From there, the rig is 35%, so it will be calculated next. 45*0.35*0.86 = 13.545 68.545% become his new resistance; now let's add in the Rokh's 20% bonus from battleship IV. 31.455*0.2*.57 = 3.58587 So the grand total becomes 72.1% resistance. And that's all there is to it!

Electronic Warfare Warp Jammers, as noted in the pirate section in Chapter 3, are straight-forward EW modules. If your jam strength is higher than the target's warp drive strength, it's jammed; if it' is lower (due to him using WCS modules) then he runs away. ECM modules don't quite work on this same scale. A ship has sensor strength, normally in the teens to lower twenties. This is the ship's ability to resist being target jammed. ECM jamming modules attempt to overcome this number; however, they are not required to overcome it. At this point, it becomes a probability - or more simply put, a coin toss. Ship A has a sensor strength of 15; Ship B has a jammer with 6 strength against Ship A. Ship B attempts to jam Ship A and succeeds. Why? Well, it's nothing more than simply playing out the percentage. In this case, that would be 40%. So Ship A had a 60% chance to resist the jam; he simply failed. If Ship B had several jammers equipped that totaled more than 15, then Ship A would always be jammed - this is called a "lockdown." This means that Ship A has a 0% probability of overcoming Ship B's

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Unofficial EVE Online General Guide Guide

jamming.

no issue using if you decide to do so.

Pilot A can increase Ship A's sensor strength with ECCM modules however, knocking his resistance upwards of 25 or so. So when Ship B comes along and tries to jam him, it becomes a game of chance again at a 72% (18 divided by 25). So as you can see, ECM jamming can be a rather big game of luck. If you're a gambler, this is definitely the route for you.

The basic skills for Probing and Scanning are:

Tracking Disruptors, Sensor Dampeners, Webbers - all of these modules are very straightforward modules. Training your skills up will either decrease the capacitor requirements of the modules, increase the performance of the modules, or both.

- Signal Acquisition - 10% faster scanning with scan probes per level.

Scanning and Probing

- Astrometrics - Adds one scan group per level. - Astrometric Pinpointing - Reduces maximum scan deviation by 10% per level. - Astrometric Triangulation - 5% scan strength bonus per level of skill.

Ship Probes If someone is offline and let his or her ship floating in low-sec space, or if a ship is abandoned, you can locate it and blow it up or take it. Ship probes include:

There are 3 different groups of probes: Ship probes, exploration probes, and survey probes. The ship probes are used to locate other ships, mostly for PvP purposes; the exploration probes are used for discoveries; and the survey probes are used for analyzing moons. I'll go into detail on the ship and exploration probes. The moon survey probes are rather straightforward probes that you'll have

- Observator Deep Space Probe I 1000 au range, 1 point sensor strength, 20.000 km max scan deviation, 4800 sec flight time. - Ferret Scanner Probe I - 40 au range, 2.5 points sensor strength, 10.000 km max scan deviation. 2400 sec flight time. - Spook Scanner Probe I - 20 au range, 5 points sensor strength, 5.000 km max scan deviation, 1200 sec flight time.

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- Fathom Scanner Probe I - 10 au range, 10 points sensor strength, 2.500 km max scan deviation, 600 sec flight time. - Snoop Scanner Probe I - 5 au range, 20 points sensor strength, 200 km max scan deviation, 300 sec flight time. Several factors come into play as you can tell - and these all add up to something at the end. One of these is the Signal Size of your target - and the size is derived via this formula: Signal Size = Ship Radius/Sensor Strength So an interceptor with a 30km radius and a sensor strength of 10 would have a signal size of a mere 3. So you can see how difficult the smaller ships are to locate.

The overall formula for trying to locate your target looks like this: Signal Strength = (Probe Sensor Strength * (1 + Level of Astrometric Triangulation * 0.05) / 100) * (1 - (0.65 ((Target Range / Max Range) ^ 1.5))) * (Target Signature Radius / Target Sensor Strength) Signal Strength is the probability of the target showing up when we run a scan for it. As you can see, this formula is basically the above formulas rolled into one, multiplied by one another. Let's get an idea of how these work together. Let's say you're looking for that interceptor who just happens to be 30 au away; and you have Astrometric Triangulation to 2 using a Ferret Probe. Signal Strength = (2.5 * (1 + 2 * 0.05) / 100) * (1 - (0.65 ((30 / 40) ^ 1.5))) * (30 / 10)

Next is the Range of your target, and that's derived by this formula: Range = range)^1.5))

1-(0.65((range/max

The Target Range is the range from your scanner to your target; the max range is the scan probe's maximum scan range. And finally, strength:

your

probes'

sensor

Sensor Strength = Probe strength * Astrometric Triangulation Skill / 100

SS = (0.0275) * (-1.185) * (3) SS = -0.0977 or roughly probability you'll discover him.

9.8%

Now that you know the mechanics, it's on to the scanning part! So the first thing you must do is use your directional scanner at max range to see if you can pick up your target. Once you get a general idea of where it is, warp around trying to get as close as possible (do this cloaked). Once you've figured out about how close you can get to it, you'll need to determine which probe you'll need

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Unofficial EVE Online General Guide Guide

to use; either the 5 or 10 au probes (scanner maxes out at 14 au). If you can find your target, you'll need to use the long range probes to take a look around. Launch one and under the System Scanner tab, click the probe and then ships group to look for him. You can search for as many groups as you'd like without penalty as long as you have the skills (Astrometrics) to back you up; click analyze at the bottom and wait for it. While waiting you cannot warp, else your scan will abruptly end and fail. After the scan timer reaches zero, you'll receive a list of found objects. If your target is on that list, then just keep reanalyzing. The scanning is chance based, so it may take a little time especially if searching for something small, such as an interceptor. So this may take upwards of 15-20 scans for such ships. Also, note that you cannot find cloaked ships, no matter what (which means you can't be found either). If you do manage to find him, you can right click the result and use the "warp to" function. If you are a bit off from the target, you can destroy the previous probe and launch a Snoop probe to get a more accurate hit here. Rarely are these probes off by much and often will open the window for you to warp in at 0km.

Exploration Probes Exploration allows you to discover various encounters in systems. There could be several in one system, or the system could be void of any at all. These hidden encounters often exist between 1 au and 4 au of one of a system's moons. For these explorations, you'll need to use lith probes which are specifically designed to locate just such things. There are five types of these probes: - Quest Probe - 4 au range, 250 points primary sensor strength, 50 points other sensor strength, 2.088 au max scan deviation, 4000 sec flight time. - Pursuit Probe - 2 au range, 500 points primary sensor strength, 100 points other sensor strength, 6,250,000 km max scan deviation, 2000 sec flight time. - Comb Probe - 1 au range, 1000 points primary sensor strength, 200 points other sensor strength, 125,000 km max scan deviation, 1000 sec flight time. - Sift Probe - 0.5au range, 2000 points primary sensor strength, 400 points other sensor strength, 2,500km max scan deviation, 500 sec flight time. - Multispectral Frequency Probe - 999 au range, 1,000,000 points sensor strength (all types), 600 sec flight time.

This is the basics of ship probing.

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Unofficial EVE Online General Guide Guide

The most important of these is the Multispectral Probe. This little probe tells you whether or not there are any signatures in the system at all. Rather than telling you where any are, it simply tells if any exist. Just one scan will do. If it returns no results, then there's nothing at all, so no need in wasting your time.

you can see, they're not all playgrounds but there's much treasure to be had! It's just that simple - but very time consuming.

If you manage to locate one, the next step is to get it into range of a probe. The best way to do this is to drop a probe (quest, if you can) of the appropriate type at each of the system's moons, select them all, and click scan for cosmic signatures. This, much like scanning for ships, may require several scans (15-20 at times), but they have a long life-span, so you have some room to work with. Once you get a hit and it shows up, open your system map and warp to the result, drop the closest scanner that will still find it, and scan again for it. Again, warp to the result, scan again if need be, and repeat this process until you pinpoint it. Be VERY careful once you've found your location. Many times you're warping right into a deadspace location surrounded by some pretty hardcore ships, or least a lot of them. If you're going in your cloaked ship, be sure to warp in, bookmark, and bail out quickly. Some of these places are equivalent to corporation-oriented instances. So, as

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Unofficial EVE Online General Guide Guide

NPC Pirates Here's a comprehensive table of NPC factions and the type of damage they deal as well as the type of damage you'll want to shoot at them (against the lowest resistances they have). This should make missioning and ratting a bit easier than blindly charging in and hoping for the best. Sometimes there's an odd ship of course, this is general here. Pirate Faction

Primary Damage Type

Secondary Damage Type

Tertiary Damage Type

Primary Weakness

Secondary Weakness

Angel Cartel

Explosive

Kinetic

Thermal

Explosive

Thermal

Blood Raider

EM

Thermal

N/A

Thermal

EM

Bounty Hunters

EM

Explosive

Kinetic

Thermal

N/A

Cent

EM

Thermal

N/A

EM

Thermal

Core

Kinetic

Thermal

N/A

Kinetic

Thermal

Corpus

EM

Thermal

N/A

Thermal

EM

Dark Blood

EM

Thermal

N/A

Thermal

EM

Domination

Explosive

Kinetic

EM

EM

Thermal

Dread Guristas

Kinetic

Thermal

N/A

Kinetic

N/A

Gist

Explosive

Kinetic

Thermal

Explosive

Thermal

Guristas

Kinetic

Thermal

N/A

Kinetic

N/A

Mercenaries

Thermal

EM

Explosive

Thermal

N/A

Mordus Legion

Kinetic

Thermal

EM

Kinetic

N/A

Pith

Kinetic

Thermal

N/A

Kinetic

Thermal

Rogue Drones

Kinetic

Thermal

EM

EM

Thermal

Sansha's Nation

EM

Thermal

N/A

EM

Thermal

Shadow/ Serpentis

Kinetic

Thermal

N/A

Kinetic

Thermal

True Sansha

EM

Thermal

N/A

EM

Thermal

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Unofficial EVE Online General Guide Guide

Agents Missions and Loyalty Points An important aspect to this section is the influence of your character on the corporation you're aiming to work for. That is, how well the corporation will like you. The easiest way to get a proverbial foot in the door is to train your social skills up as high as you can, or at least as high as you need to. The first of these is obviously the Social skill itself. Each level of this skill increases the amount of faction increase you gain when you complete a mission. The next and arguably most important skill you'll need is Connections. This skill is listed as giving you a 4% increase to the standing of corporations (which actually would be their agents) - this is wrong. Unfortunately some skills are mislabeled here and there, and this happens to be one of them. It gives you a flat-out 0.4 increase - which technically is 40%. On top of this, Connections to V will give you a base increase of 2.50 standing with an NPC corporation's agents. Criminal Connections is the same skill as Connections, except that it's used for pirate NPC corporations (Angel Cartel, Serpentis, etc), Diplomacy falls

into this category as well. This skill raises your standing with hostile agents by 0.4; which means that when you have a negative standing towards an NPC corporation (such as the Angel Cartel) then this skill lowers their passionate hate for you. This skill doesn't quite do what you think it does - to lower your standing with an agent that you declined a few too many missions with, simply increase your Connections skill. Fast Talk increases your security gain (from killing pirate, such as Angel Cartel) by 4% per level. This skill does actually work as intended. DED Connections increases your bounty gain by 1500ISK this skill is often misunderstood. It does not increase your pirate bounty increases. Rather, this skill increases your gain from killing a player with a bounty - or at least that's the impression given by CCP - this skill is not yet in game. But I figured it would be worth mentioning for reference. Negotiation increases your mission payout and bonus by 5% per level - to an affective 25% bonus at level V. This skill works as intended and is one of the two vital skills of mission runners. You may not want to push it to V, but IV is definitely worth it - especially when you're running level 3 and 4 missions where the payout is a high amount to begin with. The other vital skill I was referring to above is actually from a pool of

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Unofficial EVE Online General Guide Guide

connection skills. These skills increase your affective loyalty point gain by 5% per level, and there are generally two you can use for each agent type. These skills and which divisions they affect are:

money, and get you a better LP pool.

Agents and Mission Types

Bureaucratic Connections: Administration, Internal Security, Personnel, Storage, Archives, Financial. - Financial Connections: Public Relations, Marketing, Legal, Accounting, Financial, Distribution. - High-Tech Connections: Archives, Advisory, Intelligence, Manufacturing, Surveillance. - Labor Connections: Manufacturing, Production, Personnel, Mining, Astrosurveying. - Military Connections: Intelligence, Security, Astrosurveying, Command, Internal Security, Surveillance. - Political Connections: Security, Legal, Administration, Advisory, Command, Public Relations - Trade Connections: Distribution, Storage, Production, Accounting, Mining, Marketing. The most important skills you can focus on when starting out are: Connections, Negotiation, and then the Connections skill of the appropriate above division. This will get you higher on the corporate ladder, net you more

To locate an agent, find the corporation you'd like to work for. You can do this by opening your People and Places tab and searching for the Race of your choice with the Faction option highlighted. For instance, choose Faction from the drop-down menu and type in "Gallente" to bring up the Gallente Federation. Now that you have the faction's menu up, click the "member corps" tab to see all of the NPC corporations associated with it. From here you get information on all of them and see which one you prefer. From there you can see the agents. I'll use the Navy as an example. So scroll down to the Federation Navy and click the information circle. Now click the "Agents" tab and here is a list of agents. You'll notice that within a division you'll have the "available to you" list and the "not available to you" list, which is idiot-proof. You'll always want to use the highest agent you can according to level and quality (assuming you can handle the missions - for example purposes we'll assume you can handle all missions). The higher the quality of the agent, the more money you'll receive for

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Unofficial EVE Online General Guide Guide

missions and the more LP you'll gain. More information can be found regarding loyalty points in section three of this chapter.

- Astrosurveying: 40% Kill, Courier, 25% Mining, 5% Trade

30%

- Command: 97% Kill, 3% Courier - Distribution: 5% Kill, 95% Courier

If you right click on an agent that you can't use and look under the "agent info" tab, you'll notice at the bottom that it tells you how high your standings need to be in order to use that agent. To gain standings, do missions with the corporation to raise them up to the required level to get that agent, then switch over and keep cycling through in this manner to get up to where you want to be.

- Intelligence: 85% Kill, 15% Courier - Internal Security: 95% Kill, 5% Courier - Legal: 50% Kill, 50% Courier - Manufacturing: 5% Kill, 95% Courier - Marketing: 5% Kill, 95% Courier - Mining: 5% Kill, 85% Courier, 10% Mining (II) - Production: 5% Kill, 95% Courier

This is all there is to achieving higher-end agents. It's just a lot of mission running. Each division has a different probability of giving you a certain mission type. For instance, Command is 97% likely to give you a kill mission, whereas Manufacturing is 95% likely to give you a courier (hauling) mission. Below is a list of agent divisions and the ratio of missions. Agent Mission Types - Administration: 50% Kill, 50% Courier - Advisory: 34% Kill, 66% Courier - Archives: 5% Kill, 90% Courier, 5% Trade

- Public Relations: 34% Kill, 66% Courier - R and D;*: 0% Kill, 50% Courier(S), 50% Trade - Security: 90% Kill, 5% Courier, 5%Trade - Storage: 5% Kill, 95% Courier (L) - Surveillance: 95% Kill, 5% Courier The (S) stands for small courier missions - often done in a shuttle or at worst a cruiser - though there are occasional exceptions that will require an industrial or several trips with a cruiser. The (L) represents large courier missions which almost always require an industrial equipped for as much cargo capacity as possible. The (II) next to mining means

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Unofficial EVE Online General Guide Guide

you'll need to skill to level II to perform for that agent type. This way you can see the divisions and choose which is best according to how your character is tailored. Note the R and D division is asterisked - the below section delves further into this unique class. When you start a conversation with an agent, you can ask for a job. The agent then offers a mission and you can opt to either accept that mission or decline it. You can decline 1 mission per 4 hours without an ill recompense, but if you decline more than 1 within that span, you'll receive a faction hit - or a subtraction of faction - for it. You generally don't want this happen, however if you're doing level 4 missions and need to decline a few in a row, the ones you do end up doing will raise your faction by quite a bit. I also suggest having a couple of level 4 agents that you work for, so that if you want to keep from losing any faction you can simply trade off. Now, when first starting out, it's best to stick with exactly what you plan on doing and are capable of doing. You may want to shoot down enemy ships, but if your skills are tied up in R and D, then it'll require you to be a bit more cautious and careful. Try out a kill mission, and if it's easy enough, then keep working on those. And if it's difficult, then determine

why that is. Are you having trouble taking the hits? Are you not killing fast enough? Are you having trouble hitting them? Figure out where you need to strengthen yourself, and you'll be on the right track to setting yourself up for making the missions quick and easy - which means quick and easy cash! Use the above table to determine which type of agent you'd like to work for. The percentages vary only slightly and rarely (1% deviance) and other than that, the table should give you a great reference to how often you'll be killing, hauling, and dealing with the market. From your level 1 agent, you'll move up to a level 2 (keep looking under the agents tab of the corporation you're working for until a level 2 becomes available) and the missions will become slightly more difficult. From there out, you'll be well on your way to getting into the big leagues. From a standpoint of ISK: Kill Missions are the best way to make loot and ISK quickly. R and D is the most patience-demanding and boring, but in the long-run can pay off greatly. So for steady income, try doing kill missions, and for the long-shots - or if you're simply time-sensitive- then try investing in Research.

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Unofficial EVE Online General Guide Guide

Ore Refinement Chart This is a chart to give you a better idea of what you should mine according to what you need and the yield. This will give you a better idea of what kind of ore you'll want to be after also since you can see how you can best play the market in a region. Legend: - Ore Type: The type of Ore - Volume: How much room the ore takes up - Units: How many it takes to refine once - T: Tritanium - P: Pyerite - Mx: Mexallon - I: Isogen - N: Nocxium - Z: Zydrine - Mg: Megacyte - Mp: Morphite Ore Type

Volume Units

T

Veldspar

0.1

333

1000

Concentraded Veldspar 0.1

333

1050

Dense Veldspar

0.1

333

1100

Scordite

0.15

333

833

416

Concentraded Scordite 0.15

333

875

437

Massive Scordite

0.15

333

916

458

Pyroxeres 0.35

333

844

59

P

Mx

I

120

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N

11

Z

Mg

Mp

Unofficial EVE Online General Guide Guide

Solid Pyroxeres 0.35

333

886

62

131

11

Viscous Pyroxeres 0.35

333

928

65

132

12

Plagioclase 0.35

333

256

512

256

Azure Plagioclase 0.35

333

269

538

269

Rich Plagioclase 0.35

333

282

563

282

Omber

0.6

500

307

123

307

Silvery Omber

0.6

500

323

129

323

Golden Omber

0.6

500

338

135

338

Kernite

1.2

400

386

773

386

Luminous Kernite 1.2

400

405

812

405

Fiery Kernite

1.2

400

425

850

425

Jaspet

2

500

259

259

548

259

Pure Jaspet

2

500

272

272

544

272

Pristine Jaspet

2

500

285

285

570

285

Hemorphite3

500

212

212

424

Vivid Hemorphite3

500

223

223

445

Radiant Hemorphite3

500

233

233

466

Hedbergite 3

500

708

354

Vitric Hedbergite 3

500

744

372

Glazed Hedbergite 3

500

779

389

Gneiss

5

400

171

171

343

171

Iridescent Gneiss 5

400

180

180

360

180

Prismatic Gneiss

5

400

188

188

360

188

Dark Ochre

8

400

250

500

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250

Unofficial EVE Online General Guide Guide

Onyx Ochre

8

400

263

525

263

Obsidian Ochre

8

400

275

550

275

Spodumain 16

250

700

140

140

Bright Spodumain 16

250

735

147

147

Gleaming Spodumain 16

250

770

154

154

Crokite

16

250

331

331

633

Sharp Crokite

16

250

347

347

696

Crystalline Crokite 16

250

364

364

729

Bistot

16

200

170

341

170

Tridinic Bistot

16

200

179

368

179

Monoclinic Bistot 16

200

187

375

187

Arkonor

16

200

300

166

333

Crimson Arkonor

16

200

315

175

350

Prime Arkonor

16

200

330

183

366

Mercoxit

40

250

530

Magma Mercoxit

40

250

557

Prime Mercoxit

40

250

583

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Unofficial EVE Online General Guide Guide

Tradesman Tips This is possibly one of the easiest professions to train for. One thing you'll always want to keep in mind is the tax. Even with your skills trained relatively high, there are still applicable taxes and be sure to always account for those taxes. As a tradesman, there are two ways in which you can make your money. Before I begin, there are two general rules to keep in mind - you need money to make money. So you'll need to start out small and work your way up. The fatter your wallet is, the more items you can buy and sell, naturally. The second thing is: people are lazy. Place minerals in a station that many people frequent, and you'll likely be able to sell them - even if they're above the regional average by a decent amount. For instance, many mission runners for Gallente work out of Dodixie, so placing several thousand units of each type of mineral will likely sell there, since the mission runners don't want to waste time flying somewhere else to get what they need. The first way to make any money is to find high buy orders for common items you can obtain in bulk. An example would be finding a buy order for 1M Tritanium at 3 ISK per unit in one region and a sell order for 1M Tritanium at 1 ISK in another. You'd buy the 1M units of Tritanium at 1 ISK, haul it to the buy order, and sell it there, making roughly a 2M profit. This is a good system because you're not paying any taxes or broker fees in order to place that Tritanium onto the market as a sell order. It would be pointless and counter-productive is place them on the market for 3.1 ISK per unit, for instance. The other method is to get a general idea of the cost of an item and then find cheap sell orders of the item, buy all of them around that price, and then put those items on the market to drive up the general cost. An example would be Tech II Cap Rechargers. The general cost of the item is 11M ISK or so. So if you fly to an area, see a good quantity at around 9M ISK and buy them all, then to a region where there's only a few on the market for, say, 10M ISK, you buy all of those, then re-market all of them for 11-12M ISK as the monopoly supplier. It may be a bit of work and the profit may not be tremendous, but at least it is an income. This works best with very expensive items however, such as +4 implants or high-end modules. If you can get them cheap enough, you can simply undercut everyone else by just enough to ensure yours sells while simultaneously making a nice profit.

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Unofficial EVE Online General Guide Guide

There are better examples to this and there are other items and certain regions that pay off more. One of the biggest selling regions is Heimetar, most specifically in the Rens system. Dodixie (Sinq Laison), Kaunokka (The Citadel), and several different systems in Devoid (that lead into 0.0) are great places to set up items for sale - especially PvP oriented-items, such as warp scramblers and WCS. Ammunition doesn't sell as well as you'd think, unless it's the Tech II version. You'll need something big to move mass amounts of things such as this, but you have to rationalize out how to go about getting something big - and what I mean here is a Freighter. So let's say you have just enough to get a Freighter and buy one - what about your wallet? You'd need a decent amount of money to buy a hefty amount of minerals to haul somewhere in it to make a profit. So you'll need to make sure that when you make your move into a Freighter you have money left over to put it to use with. Having mining as a second profession, or even production, is a great idea as well. With mining you can get the minerals you want to sell for free, and take them to the station you want to sell yourself, making maximum profit. And with production you can pick up minerals cheap somewhere, haul them to your manufacturing station, create the item(s) and then sell wherever you can make a good profit from it. The most important thing to remember though - Never take your Freighter into low-sec space unless you have friends or you know beyond doubt it's "safe" to do so. After spending so much money and time on the ship, you certainly don't want to lose it to some pirates. If it's a good deal you're after, simply risk some industrial ships for it. Jump in, warp to the station, get the goods, jump to the gate, jump through, dock and place them in the hangar, and repeat. Once you've gotten what you're after, just haul from that safe-space station to wherever it is you're looking to take it with your Freighter. It's much better to lose a 500-1M ISK ship than an 800M+ ISK one.

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