Travel

Travel  
In EvE Online You want to get around space as fast as possible. So if you dont have a Jumpclone this is the way to go:


Other than getting a fast ship and adding afterburners, you will also want to use warp as much as possible especially if you're trying to make a fast getaway.  Ships with larger capacitors and good recharge times are vital for this.

Keep in mind that in some areas of Deadspace, you'll have to warp to another area, such as a nearby planet, before you can get back to the beginning of the zone or your base.  

Remember your bookmarks! Bookmarking an area you may have to return to can get you a warp when you most need it instead of a slow crawl to the area, possibly letting a pirate catch you first.

Tips using autopilot is very slow just jump to each gate at 0km and a jump trip will take less time

Starter guide for EvE Online


Starter guide for EvE Online
htt://www.eve-onlinetrial.com

Well you need the client and apply for a 14 day free trial account since ( you get the link to create and download the client on the site here).
Once your account has been setup, it s time to log in and head to the character creation screen.

In General,  traders fighters, haulers, miners, scientists are the selections you at this stage are valid after ccp the creators of eve online changed the creator character screen
to a more user friendly ;)
The best way to make money early in the game and win some faction standing in the process is by running agent missions. If you aint into missions as Im you can mine ore.
Money  will soon  flow in, enabling you to buy skills off the market.

Keep track of your skills in EvE the skills trains even when your are offline.

Tips is start train learning skills Instant Recall, Analytical Mind and Learning up to level three then do the same with Spatial Awareness and Iron Will then train level 5 for Analytical Mind and Spatial Awareness and getting Logic and Clarity, to level 3.

Train some Spaceship Command skills so that you can fly Cruisers.  always insure your ship so that you won t be left stranded with any options when your craft is destroyed.
Cruisers will see you safely on level 2 agent missions and will prepare the way for flying Battlecruisers.

when you re done with training Learning and ship skills, you can  start to strengthen your character with tanking and damage dealing abilities.  There are choices to be made here. You can armor-tank or shield-tank, depending on which of these two statistics you want to boost by increasing the total amount and their respective damage resistances. The same goes for guns versus missiles, two ways of dealing damage. Guns have the advantage that can deal incredibly high damage, yet their use is situational, depending on the distance to the target.


New Players Guide


New "Rookie” Players Guide
Greetings fellow a little guide for you.  I did this guide after been a volunteer an ISD.

The Races


Amarr:
Always a deeply religious people, religion remain of great importance to every Amarrian, a fervor which at various times has been responsible both for great good and great evil. Shortly after recovering from the closure of EVE, they began to expand their realm at the expense of neighbouring states. The nations they conquered were enslaved, a practice justified by their religion.
Data:  Armor tanking and laser users by default.


Caldari:
A state built on corporate capitalism, the Caldari State is run by a few mega-corporations which divide the state between them, controlling and ruling every aspect of society. Each corporation is made up of thousands of smaller companies, ranging from industrial companies to law firms.
While the Caldari State may not be nearly as big as the other races, they are still universally feared and admired. Their economy is strong, and their military might parallel to that of the larger empires.
Data:  Shield tanking and use rail/hybrid/missile by default


Gallente:
liberalists and defenders of the free world. Love them or hate them, you simply can't ignore them. Everybody has an opinion on the Gallente Federation; it all depends from which side of the table you view them. For many, it is the Promised Land, where any dream can become a reality. Descendants of Tau Ceti Frenchmen, the Gallenteans remain strong believers in free will and human rights, despite numerous setbacks in their long history.

Data: Using a mix of armor and strong shields, Hybrid and rail guns.


Minmatar
Tough, no-nonsense races, the Minmatars are a determined and independent people.
For them, the most important thing in life is to be able to take care of yourself on your own, and although kin and family play an important role in their society, they prefer identifying themselves by the clan or tribe to which they belong.
A fair number make their living on the darker side of the law, acting as pirates, smugglers and peddlers in all kinds of illegal goods and many of the larger criminal groups in the world of EVE are run by Minmatars
Data:  Projectile /laser guns



Character Creation: [due to game have changed the Character creation has become more easy and no points at the creation of the character

but you can change the points now ingame :) after character creation under character profil!

(Do please read the Pro character creation guide to get the best character in EvE Online*).


Now you need to make a character.  First you get to choose your race.
Pick the one that suits you best.
[next] step you get to choose is what bloodline your character going to be.
Notice what attributes your bloodline grants.
[you do that by clicking on the buttons to the left]

Choose one that gives good stats for what profession you are planning to go for.
[next] Gender your avatar will be and I leave that up to you.
[next] you get 5 points to add to your attributes.

This step is “very” important that you put the points into the right places as attributes affect how quickly you will learn new skills for the rest of your character life.

[next]  Ancestry, which grants additional attributes.
[next] career path
this part is where you select what basic skills your character will start his life with.

Let’s start customize your characters appearance.

I recommend spending some time tweaking and I leave that up to you.

Now you chose your name.  “Heads up select your name with care as You CANT change it later."

Welcome to space!


Now, do the tutorials’ in game. This is important, since this a complex game.
EVE!

What now?

Ok as EvE Online aren’t like other mmorpgs, some can feel alit lost with the freedom
in EVE-O.

I going to make a little short intro to main pros, the in more in detail guides give out more information.

[Read the other Pro Guides to get more information*]


The main paths are Combat, industry and trading.
I’m going to break these down abit

Combat  What you are doing is you shoot stuff. However there are different types of combat.



Mission running [kill missions]
You find an agent, do missions for him and make some isk + lp points.
[Read the Pro mission Running Guide for more information*]

Rat Hunting
Kill pirate NPC's in asteroid belts. All NPC pirates have a bounty, which you receive if kill him. You will find more rats in slightly lower security level areas.


Join a player Corp
Join a corp.  Is mostly the best thing you can do, some corp. even pay your basic skills even insure your ship some larger corporations pay your ships + ammo and give you a salary each month.
Your mission is to defend their Zones and properties.


Ransom Piracy
Go lowsec 0.4 Seek out players. Take out a good bit of their armor, when open a convo asking for a ransom. If he refuses to pay, you destroy his ship. If he pays you let him go.
[I wouldn’t do this as Rookie as your skill isn’t that good ;)]

Industry and mining
Industrial characters are one who is gathering resources and or make modules/ships out of it, or researching new modules and ships.
Miners spend most of his/her time going to asteroid belts and mine asteroids there. Then he takes all that ore back to station and refine it into minerals, or sell/have mining contracts to larger corps.

Trading
Trading is when you buy and invest in gods, items, modules or selling or buying minerals.
Most traders starting out by moving trade gods from one station to another. When you hit the bigger iskies you just buy and sell items and mostly those never leave the station.

My personal proof. Is trading both in game and irl and my trading char haven’t left the station for the past 3 years now ;)


The Skill System


The Skill System is very unique system.   You set your skill to train, and it trains even when your offline.


Learning Skills

It is wise to get your learning skills to a decent level. These skills will increase your attributes, and then decrease the time it takes for skills to be learned.

I recommend that you don’t train only learning skills. People will disagree with this, but training only those. You might feel that all you do is waiting ;) and that isn’t fun ;) train other skills you need and train learning skills when you feel like it like over a night or so.


Security Status

It is more or less completely safe in systems with a status of 1.0 to 0.5. In these systems there are police forces present and will always react toward hostile acts.
However, in systems with a status from 0.4 to 0.1 there is no police, but there is still law, so if you do something naughty, you get criminally flagged

You also have your own security status, which is lowered every time you do any bad. The lower security status, the less "high sec" systems you can go to.

Then there is 0.0. This is where the players rule. There is no law here, and you can attack everyone at any time without worry.

These systems will often be claimed by the biggest player corporations. This is where you want to go, but as a newbie and in npc you can consider yourself more and less dead if another player sees you there.

Back story and history
This is a big part of EvE online, universe is incredibly deep.
Eve online is where the players are making future and the players who made the history.


always keep your clone upgraded so it covers your skill points


Hint not keeping a clone who keeps the skill points you got and you get pod killed that means you lose those skill points


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One Skill Training Guide

One Skill Training Guide  
One Skill Training Guide  This is a basic guide, that should give you a good set of recommendations on what skills to train for your first week's or so of EVE.


* 1 Important Things To Note
* 2 Basic Skills
o 2.1 Basic Tackling Skills
o 2.2 Basic Learning
o 2.3 Basic Mining Skills
* 3 Race-Specific Piloting Skills
o 3.1 Caldari
o 3.2 Gallente
o 3.3 Amarr
o 3.4 Minmatar
* 4 Intermediate Skills
+ 4.1.1 Implants?
* 5 Support Skills
* 6 Universal Ship Skills
* 7 Advanced Advice Regarding Training Choices
* 8 Long Term Planning Beyond the Basic Skills
* 9 Planned training paths


Important Things To Note

Note: Skills you do not have in your skills list must be bought from the market, and then the item must be imported (right click the item -> train) to your head for training. This can be done at any school station. Around the times of organized newbie drives, many of the basic skillbooks you'll need are brought in and provided right on the market, so be sure to check there first before podjumping out to empire space to buy a skillbook.

Also note that you can pause training on any skill at any time by simply picking a new skill to train. This pauses the skill you were training at whatever percentage trained it was, until you pick it back up. This means that when you buy several skill books, instead of having to carry them around with you when traveling, open the context menu of the skill book and pick 'Inject Skill'. The books disappear, and the skills appear on your character sheet.

Warning  The only way to lose skill points in this game is to die with an un-upgraded clone. Do keep your clone upgraded..

Basic Skills

Here is a basic training regime for you new people. These skills will get you into a basic tackling frigate with a MicroWarpDrive in 6 days maximum.

New people reminder: You will need to purchase most of these skills from the market. If you are still in empire space, most of the stations will carry the books you are looking for. Most of them run between 10,000 and 100,000 ISK. Once you buy the book from the market, look for it in your items box and bring up the context menu for the book and click 'Inject Skill'. This will add the skill to your skill list, without starting to actually train it. It will then disappear from your inventory since you don't need it anymore.

These are important because Tackling will be one of your primary responsibilities in PvP.

Basic Propulsion Jamming Skills

1. Propulsion Jamming I
2. Propulsion Jamming II

Basic Microwarpdrive Skills

1. Afterburner I
2. Hull Upgrades I
3. Energy Grid Upgrades I
4. Energy Grid Upgrades II
5. Afterburner II
6. Afterburner III
7. High Speed Maneuvering I
8. High Speed Maneuvering II
9. High Speed Maneuvering III

Basic Mining Skills

You'll want to get the following skills to do it well:

Mining IV (for Tech 2 Mining lasers)

The racial Cruisers skill for your race.

Astrogeology
Race-Specific Piloting Skills

In addition to the basic, generalized ship skills, there are some skills that are somewhat race-specific: necessary if you're going to fly ships of a particular race, but far less important if you're flying some other race's ships. The most important of these, obviously, is your racial ship skills, but you'll probably need to train a few race-specific Support Skills as well.

Starting out as an Amarr Pilot
Starting out as a Caldari Pilot
Starting out as a Gallente Pilot
Starting out as a Minmatar Pilot

Caldari

Once you've rolled your new Caldari character, there are a few skills you'll want to train before podjumping out of empire. Your Merlin is more than adequate for level one missions in highsec, but you will die repeatedly if you try to take one out ratting in 0.0 (this is strictly for PvE. For PvP, you'll want to fly a frigate).

1. Caldari Frigate III (12 hours, 54 minutes, 45 seconds)
2. Caldari Frigate IV (3 days, 1 hour, 2 minutes, 56 seconds)
3. Caldari Cruiser I (1 hour, 13 minutes, 31 seconds)
4. Caldari Cruiser II (5 hours, 42 minutes, 28 seconds)
5. Afterburner I (18 minutes, 31 seconds)
6. Weapon Upgrades I (34 minutes, 28 seconds)
7. Missile Launcher Operation I(14 minutes, 42 seconds)
8. Missile Launcher Operation II (1 hour, 8 minutes, 31 seconds)
9. Standard Missiles I (29 minutes, 24 seconds)
10. Standard Missiles II (2 hours, 17 minutes)
11. Standard Missiles III (12 hours, 54 minutes, 45 seconds)
12. Missile Launcher Operation III (6 hours, 27 minutes, 21 seconds)
13. Heavy Missiles I (44 minutes, 7 seconds)
14. Shield Upgrades I(43 minutes, 28 seconds)
15. Drones I (20 minutes)
16. Scout Drone Operation I(20 minutes)

16 skills; Total time: 4 days, 22 hours, 50 minutes, 5 seconds


You should also augment that list with skills from the Missile Support Skills and Shield Tanking Support Skills lists.

These skills will make your missiles fire faster, fly longer, and fly faster. The faster and longer they fly, the farther away you can sit and shoot at the rats while they close in on you. Being able to fire faster translates to more missiles hitting the enemy in a given amount of time, which translates to more damage. Similarly, the shield tanking skills will let you absorb more damage without dying, which is also important for obvious reasons.

Depending on the skillpath you choose, you should already have several, many, or even most of the skills on this list trained. Particularly caldari frigate 4, navigation, and missile launcher operation. Therefore it should take you substantially less than 5 days to get yourself to the point where you're competently flying a caracal. These skills will enable you to fit 5 heavy missile launchers, two medium shield extenders, an explosive resistance amplifier ( passive shield tank), an afterburner, and two Ballistic control units. This is rather handy, as it's exactly what you need to take on anything up to a double battleship spawn in 4M.

Once you've gotten those skills, you should be able to make money by killing NPC rats for their bounties in whatever region we're currently inhabiting. For information as to technique, see Starting PvE as a Caldari Pilot

You should also train turret skills, though they may not come seriously into play until you start doing a lot of PvP. The turret skills you want to train are Small Hybrid Turret, Medium Hybrid Turret, and Large Hybrid Turret, same as Gallente.

Gallente

The first thing you should train, if you don't have it already, is your racial Cruisers skill.

Train Gallente Frigate up to IV, if you haven't.
Train Spaceship Command up to III
Train Gallente Cruiser skill up to three. This will unlock most of the base cruiser ships for your race.

Start training the support skills listed below. You should emphasize gunnery (especially Railguns), drone, and armor-tanking related skills.

The turret skills you want to train are Small Hybrid Turret (for frigates), Medium Hybrid Turret (for cruisers), and Large Hybrid Turret(for battleships).

For a more specific, blow-by-blow list, that will prepare you for basic pvp and pve, try training skills in this order:

Gallente  Skillplan

Gallente Frigate III (?)
Gallente Frigate IV (2 days, 8 hours, 37 minutes, 37 seconds)
Gallente Cruiser I (56 minutes, 59 seconds)
Gallente Cruiser II (4 hours, 25 minutes, 28 seconds)
Hull Upgrades I (38 minutes, 30 seconds)
Hull Upgrades II (3 hours, 2 minutes, 40 seconds)
Hull Upgrades III (17 hours, 13 minutes, 1 second)
Repair Systems II (~2 hours, 10 minutes)
Afterburner I (~15 minutes)
Propulsion Jamming I (58 minutes, 49 seconds)
Science I (19 minutes, 36 seconds)
Science II (1 hour, 31 minutes, 22 seconds)
Energy Emission Systems I (39 minutes, 12 seconds)
Energy Emission Systems II (3 hours, 2 minutes, 40 seconds)
Hull Upgrades IV (4 days, 1 hour, 23 minutes, 55 seconds) (so you can use armor hardeners).

Amarr

The first thing you should train, if you don't have it already, is your racial Cruisers skill.

Train Amarr Frigate up to IV, if you haven't.
Train Spaceship Command up to III
Train Amarr Cruiser skill up to three. This will unlock most of the base cruiser ships for your race.

Next, you'll need to train your race-specific offense and defense skills. You'll want to focus on Armor Tanking and Capacitor skills at first.

Basic Armor Tanking Skills
Hull Upgrades IV - more armor, allows for armor hardeners
Repair Systems III - required for armor and structure repairers, higher levels get you faster armor repairing = more armor repaired per second
Mechanic III - 5% increased structure per level, required for armor repairers

Basic Capacitor Skills
Energy Management IV - higher cap capactity, and cap recharge time remains the same, so better effective cap regen/sec
Energy Systems Operation IV - faster cap regen


For guns, Amarr should be sure to train the Energy Turret skills corresponding with whatever class of ship they're flying -- Small Energy Turret (for frigates and destroyers), Medium Energy Turret (for cruisers), and Large Energy Turret (for battleships).

Minmatar

The first thing you should train, if you don't have it already, is your racial Cruisers skill.

Train Minmatar Frigate up to IV, if you haven't.
Train Spaceship Command up to III
Train Minmatar Cruiser skill up to three. This will unlock most of the base cruiser ships for your race.

Train missile and tackling support skills, just like Caldari. The turret skills you want to train are Small Projectile Turret, Medium Projectile Turret, and  Large Projectile Turret. For tanking, you'll probably want to train both shield tanking and armor tanking skills. Some minmatar ships shield tank, others armor tank, so you'll want a baseline ability with both.

Shield Tanking skills
Shield Management IV - more shields, also your regeration time remains the same as shield amount increases so it improves passive shield regen/sec
Shield Operation III - faster passive shield regeneration
Shield Compensation II - Reduces the capacitor need of active shield boosters. I don't know how essential this is because it only gives 2% reduced cap need per level.
Tactical Shield Manipulation I/IV - allows use of active shield hardeners
Armor Tanking Skills
Hull Upgrades IV - more armor, allows for armor hardeners
Repair Systems III - required for armor and structure repairers, higher levels get you faster armor repairing = more armor repaired per second
Mechanic III - 5% increased structure per level, required for armor repairers

Intermediate Skills

These are skills that everyone should have, but that represent lower priorities than things like basic tackling or racial cruiser skills. You should train them as soon as you can fit them in, but make sure you have the basic skills you need to have fun trained first.

Implants?

Implants boost your attributes directly, and are highly recommended. However, can be expensive to buy, and if you are pod-killed while using them, you lose them. Still, even +1 implants are useful, and you should try and keep a set in at all times unless you know are you going to be podded repeatedly.

You will need the Cybernetics skill to use implants, and will want the Infomorph Psychology skill as well.

You want Infomorph Psychology because setting up Jump Clones before installing implants will make your life drastically easier.

Cybernetics has the Science skill as a prerequisite.
Support Skills

After you finish training the above skill paths, you should work on fleshing out your Support Skills.

Support skills are skills which generally aren't required for specific modules. Instead, they give blanket increases to all of a certain type of module - for instance, Surgical Strike increases all turret damage by 3%, from a Civilian Gatling Cannon to a 1400mm Howitzer Artillery Cannon. Training these skills will make you more lethal, independent of what you decide to fly. These skills are vital for all pilots because their effects are multiplied instead of added, and skills have no stacking penalty for bonuses like modules.

If you are at a loss for what to train, pick a category that relates to your flight style, and train them up.


Be sure to balance your training between main and support skills. Training all support skills immediately to IV will mean you can fly a very nasty frigate. Train them to III and you could be competent in a battleship in the same amount of time. As with all skills, diminishing returns become somewhat apparent after level II and very apparent after level IV.

A full list of Support Skills is available, along with in-depth information on their functions.
Universal Ship Skills

Certain skills are completely safe to train at any time, to any level, as they improve every ship in the game regardless of your race or playing style. They are:

Electronics - Improves CPU for all ships, allowing more/better modules to fit.
Engineering - Improves powergrid for all ships, allowing more/better modules to fit.
Signature Analysis - Improves targeting speed.
Weapon Upgrades - Lowers CPU requirements for gun or missile modules. See also Advanced Weapon Upgrades.
Navigation - Increases base speed for all ships. Better chance of catching up to, or escaping from, enemies.
Evasive Maneuvering - Increases ship agility, reducing align times and allowing closer orbits at higher speeds.
Energy Systems Operation - Increases capacitor recharge rate, which is necessary for almost all modules.
Energy Management - Increases maximum capacitor capacity.



How to make BMS Bookmarks Guide

How to make BMS Bookmarks Guide  
HowTo make BMS Bookmarks Guide.

instant BMs bookmarks

1) Jump to a gate or a spot. Fly 13km beyond it.
Bookmark (People & Places, Places, Set Bookmark)
that point, name it something appropriate
(system xx"),
then warp to the other gate/spot, fly 13km beyond it & bookmark another insta so
you now have one for each direction of travel. Important !Do TEST them both ways!


2) To use them, jump into the system, wait for the ship to align for warp while cloaked,
then turn autopilot off, and warp to the bookmark, you arrive at the gate/spot,
click on it to jump

some times you need to adjust it to 12km becouse of lagg during bms making

well with the recent updates ingam this guide is not that vital to know as you know have a right klick option

ingame to warp to 0 km


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I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forget their use. - Galileo Galilei