The basics of trading in the online game eve online…. The basics of trading in the online game eve online... New types of building modules

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I FOUND INTERESTING AND IN PLACES USEFUL INFORMATION ON THE INTERNET...
AUTHOR Aaron Keyn
A guide for beginning traders.
Or “Chasing PLEX.”

1. Introduction. (What is trading.)
2. Life of a merchant. (Pros and cons of the profession.)
3. Skills. (Tips and recommendations for studying them.)
4. Ships and fits. (General information about cargo ships, fit (equipment) using the Badger Mark II as an example).
5. Trading window. (The main activity is to buy cheaper, sell more expensive. Features of selling. The concept of ISK/jump. Recommendations on what to pay attention to first of all when making trading transactions. The concept is “average price”. An example of a trading operation. Dangers and pitfalls. Tips and tricks (Corporate shares)
6. Contracts. (Types of contracts. Ways to make money on each type of contract. Trading rare items, collecting. Interaction of contracts and the trading window. Types of “scams”. Tips and recommendations.)
7. Low and zeros. (Opportunities, dangers, strategies. A few words about “scouts”.)
8. Role-playing as a merchant. (Role-playing, increasing interest in the gameplay.
Delivery of water and food. "Elite transportation")
9. Conclusion. Useful links.

1. Introduction.
Trading has always been one of the most profitable activities. Eva's world is no exception. Here trade boils and seethes, shimmering with dozens of facets of possibilities, but also threatening with hundreds of needles of danger, on which you can very noticeably tear your wallet. The essence of trading in Eve is such that within an hour you can become a multimillionaire, then a billionaire, and then return to your initial modest capital of a couple of tens of millions of ISK. Huge profits border on the abyss of bankruptcy. But everything (or almost everything) depends on you - how big profits you want to get, and how much risk you are willing to take. The choice is yours. Receive a little, but steadily and without risk, or stock up on a couple of jars of valerian and play big - throwing all the “chips” into the center of the table, proudly saying: “All In, gentlemen.”

In this “Young Trader Course” we will not talk about billion-dollar trade deals and contracts, not about huge volumes of cargo, and not about giant cargo ships with an immense hold. Here I tried to combine as much as possible almost all the necessary knowledge for those beginners who decided to take the dangerous but exciting path of a merchant pilot. The essence of this “Course” is to help beginners understand the main trading operations, contracts, show the main nuances, give a few useful tips and warn against pitfalls, help you earn money for your first PLEX. Why PLEX? Because it is a standard, always current currency in the world of EVE. If, by trading, you were able to earn yourself 450kk (or 450 million ISK) - the average price of one PLEX - then you are already worth something in this world.

2) Life of a merchant.

So, you have decided to start trading. Are you confident in your choice? Maybe it’s better, humming a cheerful song “We’re flying, we’re flying on a Bantam,” and rush to the nearest asteroid belt with two Miners at the ready in search of ore? Or, armed with inexpensive weapons and shields obtained after completing training missions, is it better to rush through the systems, completing agent missions?
Although, you still have to dig or rush. Ships and fit (body kit/equipment for a ship), books for skills - do not lie in space. You have to buy them. In addition, you need initial capital to purchase the first batches of goods. It will take some time to earn initial capital, but it is necessary. You must learn the necessary skills to control ships and the ability to use the necessary equipment, be able to navigate systems, and use a map. During this time, you acquire not only ISK, but also initial experience in orientation, navigation, interaction, communication - you get involved in the game.
After accumulating the initial capital, still think about it - if you go into trading, you will have to spend time learning trading skills, managing cargo ships, and studying the market situation will take a lot of time. Trading is all about tables, calculations and jumping around systems. And at the same time, trading is excitement, lottery and risk. There are a dozen variables in this equation that can change the final result, either positive or negative. An unsuccessful deal, especially one that fell through through no fault of yours, can have an unpleasant impact not only on your wallet, but also on your pride and desire to continue.
Moral stability, perseverance, passion, trading flair, a little luck (you can’t do without it) - and you can set off on a trading journey.
3) Skills.

The beauty of playing as a merchant is that you can do this without investing a single point in learning trading skills. However, if you plan to take this seriously, master the buy/sell order system, earning maximum profit from each trade, learn at least the minimum levels of the skills offered.
First, let's figure out what skills a character must have in order to successfully engage in trading in the future. There are basic trading skills - those that affect your income, there are additional, but no less important - what ships you can drive, what equipment you can use to increase cargo and improve safety during flights.
CONTINUE ON THE LINK

First, let's look at the basic skills:

(Explanation of the skills below using Accounting as an example.
Accounting (3x) – The name of the skill with a time multiplier for learning it.
What does 1x mean: this is the minimum amount of time required to study (An example of the required time to study the Trade skill is given):

Level 1: 8 min. 29 p.
Level 2: 39 min. 30 s.
Level 3: 3 hours 43 minutes. 14 p.
Level 4: 21 hours 2 minutes. 53 p.
Level 5: 4 days 23 hours 3 minutes 54 p.

(For other skills the values ​​are slightly lower.)
Accordingly, 3x is 3 times longer.
Full learning of a skill is the sum of time spent learning all 5 levels.
Transaction tax – tax on transactions, 1% of the amount. If the goods are sold for 1000 ISK, then the tax will be 10 ISK. At Accounting level 5, the tax will be 50% of 10 ISK = 5 ISK. Noticeable with large amounts.
Charisma/Memory – Characteristics through which a skill is learned. Charisma for learning Accounting is a primary skill, memory is a secondary skill. The higher the value of the primary and secondary characteristics, the faster the skill that depends on them will be learned.
Required Skill: You will not be able to start learning Accounting unless you have already learned the Trade skill to level 4.
Learning time - how long it will take a character with basic characteristics, without implants and additional multipliers, to start learning this skill.
average price The Forge books: Approximate price of the book excluding markups and discounts in The Forge Region (located in this region shopping mall Caldari – Jita – Yin and Yang of the economy of the Eva universe) 1k = 1,000.00 ISK (1 thousand), 1kk = 1,000,000.00 ISK (1 million), 1kkk = 1,000,000,000.00 ISK (1 billion).
? – tips for studying, applicable to the tasks
tasks of the "Manual".)

List of skills:

1. Accounting (3x) The skill of keeping accounting records in order and conducting commercial transactions without damaging your own wallet. With each skill level, the transaction tax is reduced by 10%.
(Charisma/Memory)
Required skill: Trade IV.
Time to study from scratch: 1 day. 1. h. 34 min. 5s.
Average price of The Forge book: 4.7 kk
? – Useful, we are learning, level 2 (3) is enough to get started.

2. Broker Relations (2x) Ability to reduce costs associated with market activities. Each skill level allows you to reduce the cost of placing market orders by 5%, which is usually 1% of the total trade amount. The cost of placement may also depend on the level of relationship between the player and the owner of the station where the order is placed.
(Willpower/Charisma)
Required skill: Trade II.
Time to learn from scratch: 47 min. 58 p.
Average price of The Forge book: 110 k
? – we cut the broker’s income, and accordingly, we increase our income. Useful, study at least up to level 3. The amount of the commission is also affected by your standing (relationship) to the faction to which the station belongs.

3. Contracting (1x) This skill allows you to enter into formal agreements with other characters. For each level of this skill, the possible number of open contracts increases by 4 (maximum 21 at skill level 5). Note: Characters assigned to trial accounts cannot learn this skill.
(Charisma/Willpower)
Required skill: Social I. Time to learn from scratch: 8 min. 38 sec.
Average price of The Forge book: 150 k
? – in the initial stages it is quite enough to study up to level 1. 5 contracts is enough.

4. Corporation Contracting (3x) You are already familiar with all the intricacies of formalizing contracts between your corporation and other parties. For each level of this skill, the number of contracts you enter into simultaneously on behalf of your corporation increases by 10 (to a maximum of 60 contracts). This skill does not affect contracts you enter into on your own behalf. The number of contracts that a corporation can enter into with itself, unlimited. Corporations can have no more than 500 open public contracts.
(Charisma/Willpower)
Required Skill: Contracting IV, Social I
Time to study from scratch: 1 day. 2h. 9min. 9s.
Average price of The Forge book: 135 k
? – we don’t need it yet.

5. Daytrading (1x) Allows you to remotely change buy and sell orders. With each level, the range at which you can change orders increases. Level 1 allows you to change orders within the same solar system. Level 2 increases your reach to 5 jumps, with each subsequent level doubling your range. Level 5 allows you to change orders anywhere in a given region.
(Charisma/Memory)
Required skill: Trade IV. Time to study from scratch: 1 day. 1 hour 34 min. 5s.
Average price of The Forge book: 11.7 kk
? – a good thing if you place buy/sell orders. It’s not profitable for us yet - in the initial stages, what we bought, we sell right away. If you are studying, 2 levels at the initial stages are enough.

6. Margin Trading (3x) The ability to benefit from potentially risky investments. Each level reduces the percentage of ISK in escrow when entering purchase orders. At level 0 the percentage is 100% (no skill), then with each level the percentage decreases by 25%. The maximum reduction of approximately 24% is achieved at level 5.
(Charisma/Memory)
Required skills: Accounting IV, Trade IV. Time to study from scratch: 4 days. 7h. 35 min. 38 p.
Average price of the book Jita (The Forge): 18.5 kk
? – when you place a buy order, you do not give the entire amount at once - only a part, depending on the level of your skill, and ISK is withdrawn only upon the fact of the purchase. Preserves Active Capital. The skill is not critical for us.

7. Marketing (3x) Remote selling skill. Each level allows you to increase the distance from the seller to the item being sold. Level 1 allows you to sell goods within the same solar system. Level 2 increases your reach to 5 jumps, with each subsequent level doubling your range. Level 5 allows you to sell goods anywhere in a given region.
(Charisma/Memory)
Required Skills: Trade II. Time to learn from scratch: 47 min. 58 p.
Average price of The Forge book: 3.45 kk
? - a good thing. It is not necessary to fly to the station to sell your goods lying in its warehouse. Relatively useful. When studying, level 2 is enough.

8. Procurement (3x) Skill in remotely placing purchase orders on the market. Level 1 allows you to place purchase orders within the same solar system. Level 2 increases your reach to 5 jumps, with each subsequent level doubling your range. Level 5 allows you to place orders anywhere in a given region. Note: Placing purchase orders and directly purchasing something are not the same thing. No special skills are required for direct purchase.
(Charisma/Memory)
Required skills: Marketing II, Trade II. Study time from scratch: 3 hours 14 minutes. 17 p.
Average price of The Forge book: 1.55 kk
? - a good thing for the future. It’s not critical for us - we preserve active capital. When studying, level 2 is enough.

9. Retail (2x) Ability to organize and manage market operations. Each level increases the maximum number of open orders by 8.
(Willpower/Charisma)
Required skills: Trade I. Time to learn from scratch: 47 min. 58 p.
Average price of The Forge book: 100k
? – not critical. Level 1 is enough.

10. Trade (1x) Knowledge of the market and skills in handling it. Increases the maximum number at one time open applications buying and selling by 4 per skill level.
(Willpower/Charisma)
Required skills - given initially. The time to study from scratch has already been studied.
Average price of The Forge book: 20 k
? – basic skill. It is advisable to raise it to level 4 (many other skills require level 4 Trade to learn).

11. Tycoon (6x) Ability to organize and manage market operations on a very large scale. Each level increases the maximum number of active orders by 32.
(Charisma/Memory)
Required skills: Wholesale V, Retail V, Trade II, Marketing IV.
Time to learn from scratch: 39 days. 20 hours 35 minutes 48 p.
Average price of The Forge book: 92 kk
? - aerobatics, so to speak. With such skills, you can crush the entire market of the region... we still have more modest demands. We don't teach.

12. Visibility (3x) Skill in remote acquisition of goods. Each skill level allows you to increase the range of purchase orders from the station where they were created. Level 1 allows you to place remote purchase orders within the same solar system. Level 2 increases your reach to 5 jumps, with each subsequent level doubling your range. Level 5 allows activities throughout the region. Note: This skill is only required to increase the range of remotely placed purchase orders. When placing a purchase order in this system, you can specify any range without having this skill.
(Charisma/Memory)
Required skills: Procurement IV, Marketing II, Trade II. Time to study from scratch: 3 days. 9 hours 15 minutes 50 s.
Average price of The Forge book: 7 kk
? – Only remotely placed purchase orders (using the Procurement skill) require this skill to change the order's validity distance. When placing a purchase order at the current station, you can set any range of the order without learning any skills. We preserve active capital. We don't study.

13. Wholesale (4x) Ability to organize and manage large market operations. Each level increases the maximum number of active orders by 16.
(Charisma/Memory)
Required skills: Retail V, Trade II, Marketing II.
Time to study from scratch: 12 days. 4h. 30 min. 13 p.
Average price of The Forge book: 33 kk
? – we don’t need it yet.
With a narrow focus on character development, characteristics can be transferred in the “Character Information” window -> “Characteristics” -> “Neural Redistribution” - increase Memory and Charisma. However, such distribution will be available only 2 times. After the second reroll of characteristics, the game will ask you to wait exactly one year until the next opportunity to abuse your brain.

With sufficient capital, you can purchase implants for Charisma, Memory, and Willpower. To do this, you have 5 connectors for 5 characteristics.
I recommend,
Second connector: Memory Augmentation - Basic (Average price in The Forge region 8 kk) +3 to Memory.
Third connector: Neural Boost – Basic (Average price in The Forge region 8 kk) +3 to Willpower.
Fifth connector: Social Adaptation Chip – Basic (Average price in The Forge region 8 kk) +3 to Charisma.

Of course, the most profitable trading operation is to place an order to buy a product at a low price, wait some time to buy a sufficient amount of the product, and then transport it to a station with a shortage of this product and place the order for sale at a high price. The advantage of such orders is obvious - the difference between the purchase price and the sale price is the most significant, therefore the income from such operations is higher, but there are also disadvantages. When you place a sell order, you put your active savings in a frozen state for some time. Until they sell you (or buy from you) a product, these ISKs do not work, and besides, such operations take time. Therefore, recommendations for beginners with a limited budget are to engage in instant transactions (find the minimum price - buy, find the maximum price - sell), leaving orders until the moment when your capital is already sufficient to be able to make profitable instant transactions and at the same time allow you to invest funds in the inactive state of orders.

4) Ships and fits.

Our main activity is transporting cargo purchased at point A to point B, where we sell it at a higher price. We will need to fly a lot, we will have to visit different corners of space, visit the territory of all 4 races. You fly and admire the views - romance!.. it would be if these views were not obscured open windows Trades for which we monitor (study) local prices.
From this we conclude that we need a spacious and reliable cargo ship on which we can quickly and safely deliver the purchased cargo without losing it somewhere along the way.
Each race has its own transport ships. Without touching on the giants with a cargo compartment of 700,000 m3, we will focus on small ships, but nevertheless sufficient for our needs - the Tech I option.

Race Amarr: Bestower; Sigil.
Caldari Race: Badger; Badger Mark II.
Race: Gallente: Iteron, Iteron Mark II; Iteron Mark III; Iteron Mark IV; Iteron Mark V.
Minmatar Race: Hoarder; Mammoth; Wreathe.

These ships differ from each other not only in appearance, but also in safety characteristics, the size of the cargo compartment and the amount of equipment that can be placed in the ship to increase the standard dimensions of the cargo compartment volume. Not without reason - Iteron Mark V is recognized as the best for High-sec (systems with a security level from 0.5 to 1.0) - with sufficiently studied skills and the appropriate fit (equipment), its cargo compartment volume can be the largest among all these industrial ships.
However, everything has its pros and cons. Very often, a favorable price for a product can be found in Low-secs (security level from 0.1 to 0.4), where an evil pirate can attack our unfortunate truck without fear of CONCORD forces, which are few in these systems. And then the rule comes into force: “preserving the merchant’s cargo is the work of the merchant himself.”
The Caldar industrial transport - Badger and its improved version - Badger Mark II are best suited for flying in Low-sec. Of course, everyone has their own preferences - both on safety issues, and on specific figures for the volume of the cargo compartment, and aesthetic ones - on appearance ship.
However, as an example I will take the Caldari race and their wonderful creation Badger Mark II.
The average price in The Forge region is 750 kopecks.
A newcomer to the Caldari race will be able to take control of this ship in just 1 day 1 hour 5 minutes. 42 pp. To do this, learn the Caldari Frigate skill to level 3 + Caldari Industrial also to level 3. In addition, we must not forget about additional advantages: bonus for the skill of controlling Caldari industrial ships: 5% increase in cargo compartment volume and maximum speed per skill level. The higher your skill, the larger the volume of your cargo compartment will be and, in addition, the higher your movement speed.
But it's not that simple. To effectively use all the capabilities of the ship, as well as to improve the safety of cargo transportation, we must take care of the appropriate equipment. Improve shields - for greater survivability, increase resistance to various types of weapons - to reduce damage, increase the maximum volume of the cargo compartment - for more cargo. In systems with a low level of security, you can get caught by a pirate who will throw a Warp Disruptor or its variations at us from a distance of 20 km, and our slow, clumsy truck will become an easy prey, so we need to take care of neutralizing this threat as well.
The best fit for a ship is such a controversial topic that in the wilds of heated debate on this topic, you can easily get confused for a couple of weeks, but still not come to a definitive answer. Therefore, in this “Manual” I will present only one feature, which has already been repeatedly tested in action, and thanks to which several hundred cargo transportations have been safely carried out using systems with different levels of security.
This feat requires some skill, but the time spent learning it is well worth it. It is not necessary to sit at the station until you complete training in all the skills; below is, let’s say, a full-fledged version of the body kit, taking into account all the requirements for safe cargo transportation.

Badger Mark II
It has 2 high power connectors, 6 medium power connectors, 3 low power connectors and 3 slots for mounting medium tuning modules - rigs. Let's try to use them all without going beyond the capabilities of the ship's energy network:
1) 10MN Afterburner I (at the very beginning, you can use a simplified version - 1MN Afterburner I) When activated, instantly accelerates the ship to its maximum speed. The thrust of a ship using this module and the corresponding increase in maximum speed are limited by its mass.
Required skill: Afterburner I, time to learn 8 minutes. 20 s.
Average price in The Forge region: 25 k
The module is inserted into the middle connector, it is necessary to increase the speed of the ship in emergency situations (returning back to the gate after jumping into an unsafe system, where a pirate is already waiting for us), or to quickly approach the target in space.
2) ECM - Multispectral Jammer II (2 pieces, at the very beginning you can use a simplified version - ECM - Multispectral Jammer I) An improved universal electronic signal jamming system, designed to protect against all types of target acquisition systems. It is not as effective as specialized modules, but it provides fairly reliable protection against less advanced target designation systems.
Required skill: Electronic Warfare IV, time to learn 2 days. 2 hours 17 minutes 0 s.
The module is inserted into the middle connector. Our enemy will take longer to target us - which slightly increases our chances of entering the warp without serious damage.
Average price in The Forge Region: 700 k
3) Expanded Cargohold II (3 pieces, at the very beginning you can use a simplified version of Expanded Cargohold I) Increases the capacity of the cargo hold. (+27.55%), but reduces our maximum speed by 10%, and also imposes a penalty on body hits (-20%), however, this is a necessary thing for us.
Requires skill: Hull Upgrades II, - learning time 1 hour 34 minutes. 18 p.
Plugs into low power socket.
Average price in The Forge Region: 500 k
4) Invulnerability Field II (2 pieces, despite the penalty due to the quantity. The effectiveness of each will still be at 95%, at the very beginning you can use Invulnerability Field I) Increases the shield's resistance to all types of damage. (by 30%) Minus: when using several modules of this type or modules that change the same characteristics of the ship, their effectiveness decreases.
Requires skill: Tactical Shield IV, learning time 4 days. 4 hours 34 minutes 0 s.

Average price in The Forge region: 1.1 kk
5) Medium Cargohold Optimization I (3 pieces, small/big variations cannot be used) This modification of the ship is designed to increase the volume of its cargo compartment by reducing armor hit points. Adds 15% to cargo bay capacity, but reduces our armor by 10%.
Requires skills: Mechanics III, Jury Rigging III, Astronautics Rigging I, learning time 12 hours 57 minutes. 50 s.
Inserted into sockets for mounting tuning modules.
Average price in The Forge region: 3.75 kk
6) Medium Shield Extender II (you can use a simpler variation of Medium Shield Extender I) Increases the maximum shield strength. (Bonus to shield hit points 1050 HP), considering that the shield is our main line of defense. The armor and hull suffer from the disadvantages that the equipment used imposes on them, but we rely quite heavily on the shield. Time shows that it is not in vain.
Requires skills: Shield Upgrades IV, learning time 2 days. 2 hours 17 minutes 0 s.
Inserts into a medium power connector.
Average price in The Forge region: 650 k
7) Prototype Cloaking Device I. This prototype of an advanced cloaking device was one of the latest technological breakthroughs to emerge from the walls of Crielere Labs. While it works, it's not a complete product and has serious flaws; in particular, the installed system creates serious problems in the operation of the sensors and can only operate at a minimum speed. Note: The simultaneous use of two or more camouflage systems on a ship is impossible, since the interference caused by the asynchronous reflection of light waves neutralizes their effect.
This thing, although when used, reduces our speed by 90%, making us an almost motionless target, but at the same time hides us from the eyes of the enemy. Of course, Cloak will not save us if the enemy flies closer than 2,000 m - it will open, but this is a matter of chance and luck. How can it be useful to us? Let's imagine a situation: you jump into the gates of a system with a low level of security and, accordingly, a symbolic content of CONCORD forces. A pirate hangs on the gate, waiting for his prey. If we have valuable cargo in the hold that we really don’t want to lose, we don’t have to take risks and rely on the power of the shield, but go into invisibility and calmly hang there for a couple of minutes. The saying applies here: “if you drive more quietly, you will go further.” As soon as the horizon is clear, you can exit the camouflage system and jump further. Don't forget about the re-activation delay - 30 seconds.
Requires skills: Electronics IV, Cloaking I, learning time: 21 hours 31 minutes. 50 s.
Plugs into high power socket.
Average price in The Forge region: 850 k.
8) Warp Core Stabilizer I (3 pieces) When installed, this module is designed to compensate for fluctuations and disturbances in the quantum core of the ship's engine. Allows you to spit on the enemy’s Disruptor from a high bell tower and calmly go into the warp. Despite the fact that there are no more free slots left, and they are placed in low-power connectors, it is still better to stock up on three such stabilizers - if you need to jump into Low-sec, remove Expanded Cargohold II at the nearest station, and in their place - stabilizers. This will reduce the cargo volume, but will increase your chance of survival.
Requires skill: Warp Drive Operation I, learning time 8 minutes. 20 s.
Average price in The Forge region: 14 k

In addition, to “artificially” increase the cargo compartment, you can use such a wonderful thing as a secure container. They are different: small, medium, huge, but the most optimal investment is the Giant Secure Container. There is a little trick when using it - it occupies 3,000 m3 in the hold, and you can load 3,900 m3 into it. (+30% to volume). (The security of the cargo contained in this giant container is ensured by a combination lock. Code lock turns on only if the container is anchored in outer space. Anchoring of containers is permitted in star systems with security status 0.7 and lower.) Anchoring I, study time 25 min. 26 p.
If something like this happens and your ship falls apart after being attacked by pirates, there is a chance that the cargo enclosed in these containers will remain in space and you will be able to pick it up after some time, because without knowing your code that you entered as protection for the container, it cannot be opened.
But it's not that simple. It was not for nothing that I added “artificial increase”. For example, you cannot put some objects in this container - people and genetic products of the animal world. If your ship holds 20,000 m3, and with the help of 6 containers you increased this value to 24,800, then this is only true for, for example, ore, materials, but this does not mean that you can transport a single volume of 24,000 m3, for example , some kind of ship. Because now you don’t have a common hold, but it is divided into sectors. Take this into account.

By equipping your ship in this way, you can travel through High and Low sections with peace of mind, saving your cargo from evil pirates and other surprises.
Of course, ship insurance is never superfluous, although the fit (body kit) costs an order of magnitude more than the ship itself - after all, it is known - **** Happens... However, your attentiveness and vigilance are the key to your safety. Do not trust autopilot control in dangerous systems and carefully monitor the route. If there are too many dangerous systems on the way, and the cargo is too valuable to lose, consider whether it is worth it. How confident are you in your abilities? Maybe “less is more”? Or: “Take everything, give nothing” is your motto?
Go for it.

5) Trading window.

So, our main activity is to buy low and sell high, taking the difference in price to our own account. It would seem, what could be simpler? However, there are also many pitfalls/cosmic meteorites/black holes (underline as appropriate).
The trading window is an indispensable attribute of the activities of all traders, so it is advisable to set it up as conveniently as possible, place each column in its place, if necessary, expand the price column, bring the “sellers” and “buyers” columns under one vertical, make sure that everything the columns are displayed on your screen and there is nothing hidden somewhere behind. Create a comfortable workplace for yourself, get used to it. After the Crucible update, I had a slight second of panic when, upon entering the game, I discovered that my windows had suddenly become smaller and were not in their (usual) places.
So, a ship with a cargo compartment suitable for you is waiting for you in the hangar, and there is enough money in your account to carry out trading operations. (By the way, it is difficult to name a clear amount for the initial capital, because there is simply no such thing. My advice is to make sure that you have at least 5 kk in your assets, for starters this should be enough - while you get involved, until you get used to it - even more so - less risk lose a lot of money if you do something wrong. But remember - the lower the ISK, the smaller your opportunities and the narrower the range of possible transactions, the lower the income.)
Select the region where you will monitor (view) the market (for example, The Forge). Open the “trade” tab, find a list of products and check them one by one.

It is not necessary to know what all this variety of items is for; for me they all looked the same - “unit of goods”. But each has its own price and volume - that’s all the differences. While you were undergoing training, you could already check the economic situation in the region by looking at the market. And now you already have information, and you may notice that the price of some of the goods has increased noticeably or, conversely, decreased.
For each product there is a tab - “price history”, here you can see the dynamics of price changes over a different period of time: from 5 days to a year.

So, what should you pay attention to first when conducting trading operations? Let's look at an example conducted by assistant Wanna Sellandbuy, specially created for this case, on the Ibis ship (cargo compartment volume - 120 m3) and with almost absolute zero skills - blonde, as she is.

For example, let’s open the tab “Trade” - “Production and Research” - “Materials” - “Alloys and Parts” and select Condensed Alloy. In the “Details” window that opens, in the “Sellers” tab, we order the selling prices from minimum to maximum, and in the “Buyers” tab, on the contrary, from maximum to minimum.

We see that this product is sold at a price of 999 ISK, and bought in Jita, where we are located, for 1,119.16 ISK. Those. the benefit for us when making a transaction with one unit will be equal to 200 ISK. But! We pay attention to the quantity of goods sold and purchased - only 48 pieces are sold, we look at the quantity of goods purchased and see that we will not have problems with the sale. It turns out that the approximate income from our trading operation will be:
1) 48 (number of product units) * 999 = 47,952.00 ISK - how much we will spend on the purchase.
2) 48 * 1, 119.16 = 53, 712.00 ISK – how much we will receive from the sale.
Our income without taxes will be:
53, 712.00 – 47, 952.00 = 5, 760.00 ISK (almost 6 thousand ISK)
Now let's see if we can fit these 48 units into the hold - we open the general information on Concentrated Alloys and in the “Characteristics” we see that its volume is 1 m3. Those. 48 m3 will fit into our hold.

Next, it is useful to check the minimum quantity of goods purchased at the station. We have no problems with the alloy - we can sell at least 1 piece.
Now you can calculate the benefit by including the concept of ISK/Jump in the calculations.
So, look at the “Jumps” column - 48 Alloys are sold at a distance of 8 jumps from us. Those. we need to spend time on 8 jumps, then jump back the same amount.
To find out the feasibility of such flights, we need to calculate the concept of ISK/Jump; for this, we divide our estimated income by the number of jumps. (Here it is necessary to make a digression. The fact is that many people categorically do not recommend flying with empty cargo compartments. That is, since we are flying in 8 jumps to another system, it is useful to spend time and find a product that we could buy on our station and sell there - so as not to fly there empty... Of course, the advice is excellent, but in practice it is quite difficult to implement it - finding such a product means spending time searching + it is unlikely that the purchase/sale price will be profitable for us and, most likely , all our insignificant income will simply be “eaten up” by taxes, so if I see a good deal, I don’t particularly adhere to the rule of not flying empty...)
Let's get back to the calculations.
Our estimated income: 5, 760.00 we divide by 8 (number of jumps) = 720 ISK/jump.
What value of this parameter suits you is up to you.
Of course, the example does not show the most profitable deal; making 8 jumps for such an amount is categorically not recommended.
So let's look for something more worthwhile.
For example, let's pay attention to the Mitsolen system 3 jumps away from us. They sell Alloys at a price of 1,011.00 ISK
With a unit volume of 1 m3, I can load only 120 units on my Ibis. Let's get into the calculations:
I will give 120 * 1, 011.00 = 121, 320.00 ISK, and from the sale I will receive:
120 * 1, 119.16 = 134, 280.00 ISK
My estimated income without taxes: 134, 280.00 – 121, 320.00 = 12, 360.00 ISK
(there is a simpler formula: (1, 119.16 ‘purchase price’ – 1,011.00 ‘sale price’) * 120 ‘number of product units’ = 12, 960.00 ISK).
ISK/Jump = 12, 960.00 / 3 = 4, 320.00 ISK – much more!
We set a route point and observe the colored squares of the systems. We need to check whether our route goes through Low systems and zeros. If the answer is yes, we should think again and take a different look at our potential income - there is a danger of simply not making it home with the cargo. If you are confident in yourself, in the reliability of the ship, or simply hope for luck and profit for you is more important than ghostly dangers - go ahead!
Our route is quite safe. There are, of course, no guarantees, but our faith in CONCORD is unshakable.
Let's try to make this deal. To do this, we purchase 120 m3 of goods in the Mitsolen system.

We open the “Property” tab and see that in this system 120 m3 of Alloys are waiting for us. We set a route point and take off.

Jita... try to hang in space for a minute and count how many ships will take off or land on the station within a minute - answer: A lot!

During the flight, you can continue to monitor the market, making notes in a notebook about potentially profitable transactions, and you can turn on the autopilot. (Which increases travel time, especially for cargo ships, but is useful if you need to go somewhere. Still recommend flying manually).
Having arrived at the place, we reload the goods from the station into the cargo compartment, set the system route point where we plan to sell it, and take off.
We are back at Jita. We move the goods from the cargo compartment to the station, right-click on it, select “Sell” and see a nice picture - green font - we are making a profitable deal.

We check the detailed balance - the operation was successful, no one died... and our account increased by more than 10 k, if not for the 1% tax that we paid from the entire cost of the transaction, it would have been more.

Therefore, to reduce taxes on large transactions and expensive trading operations, make sure that your skills will allow you to not end up in the red.

This is clearly the most common, everyday trading operation. Not the most profitable, but, nevertheless, brought us a small profit. If the volume of the product was 12,000 m3 (which is the size of your Badger cargo bay) and we had enough ISK to buy 12,000 units of the product, we would earn 100 times more, which is already a pretty good deal.

If you can’t find any good deal while monitoring the market, try flying to a neighboring region - prices for the same product may differ even just 1 hop away, it’s just that here this system is in one region, and a hop later it’s in another region and other requests. Just 2-3 jumps from Jita and The Forge region, and you are already in another Region with other potential trade deals.
Make notes on the product that brought you a good income, add it to the “Link to Prices”, or simply create a list of those goods that you can or would like to transport, because the choice in the general window is huge.

Check the “Price History” tab - if price jumps over the last week/month are high, there is a high probability that you will be able to buy cheap at the same station and sell at exorbitant prices. Or you can place a buy/sell order. There is a special window for orders - enter the price, the quantity of goods you want to buy (make sure you have enough ISK in your account and you can pay for the purchase), do not forget about the broker's fee. There is a small nuance - given that in the purchase window prices are sorted from highest to lowest, then if you set the purchase price at least 1 ISK less, then your order will already be below the first line, which means - most likely - the product will not be sold to you . If this transaction is not urgent, set a price that is acceptable to you and wait for the sellers. Remember that you can only cancel a trading order 5 minutes after it is placed.

I would like to mention corporate shares, I used to be interested in this issue as an additional income - but this is not a subject of trade, usually only those who are in the corporation own shares. With their help, they vote for the re-election of management positions within the corporation, shareholders receive a small percentage, but the merchant cannot squeeze anything interesting out of this for himself.
What is the best thing to do at the beginning of your “career”? Pay attention to consumables - “Ammunition and Charges”, try looking for something in the “Ships” tab, given their volume when disassembled, take a look at “Production and Research” - “materials”, prices especially vary in different regions for “ minerals", check "dismantled components", "alloys and parts", look at "commodities" and the "general goods" subsection. Find what suits you best.

It remains to talk about the pitfalls of conducting such trading.

1) Do not risk the entire amount when making such transactions, leave yourself ISK in case an unforeseen situation occurs and you lose the ship/cargo/profit. Only if you are 100 (99%) sure that everything will go like clockwork - go for it. Once I lost a ship and cargo in system 0.4, because a “military operation” was being prepared there, and about 15 ships with aggressive pilots were hanging at the gates... It’s 12 km back. that separated me from the gate, my badger didn’t have time to overcome (it didn’t have Cloak on it yet).

2) We set this trap for ourselves. When our income from transactions grows, and our usual income from one successful transaction is already 10 kk, then we suddenly stop noticing small but profitable transactions of 1 kk, 1.5 or even 2 kk. As your income grows, your appetite and desire to earn even more grows. You are looking for a deal for 10 kk, but at the same time you are missing out on 5-6 deals for 2-3 kk. When I earned 40 kk in net income from one transaction, I didn’t even want to look at operations that could bring me 3-4 kk, but in vain. There are not so many operations for 40 kk, finding them and implementing them is luck for a beginner. What is better: “a bird in the hands, or a rare crane in space” is again up to you to decide.

3) You can fall into this trap due to inattention. Let’s say you find a wonderful product that doesn’t weigh that much, is located nearby, and most importantly, the minimum sales price is only, for example, 20 ISK, and they buy it... for 110! ISK You wipe your eyes, check your glasses, wash your lenses, go to the ophthalmologist, bring your neighbors home - you show: “what? Is it true that it costs 20, but they buy it for 110?” And yes, it really is! Forgetting about everything, you buy all the goods with all the ISK you have and fly to sell at such a crazy price. Still would! You spent, for example, 20 kk, and you will earn 110 kk! Your wallet will increase more than 5 times in just one transaction! But! Having arrived at the station and trying to sell the goods, you suddenly see that they are buying it for only 15 ISK, how can that be? You open the “Trade” tab again, begin to look at this transaction more carefully and notice a small detail - “minimum purchase volume”... your product costs, for example, 13 kk. Those. They will buy this product from you, but only if you immediately sell them the required quantity. And you have neither ISK nor the ability to fly throughout the entire system, collecting the required amount... What to do? Sell ​​for 15 ISK, losing 1/4 of your fortune.
How to avoid this? Don’t rush – check everything: volume of goods, minimum purchase quantity, distance and safety of the route. Be careful.

In addition, in this option with a minimum purchase, there is a high probability of fraud due to the Margin Trading skill: at level 5, this skill allows you to place a purchase order, paying only 24% of the cost of the goods for it, keeping the buyer’s capital in an active state, and ISK are withdrawn from his account upon completion of the transaction, But! If there is not enough ISK in his account, then the order is simply cancelled. Therefore, with one character with the Margin Trading skill, they place an order for the purchase of a huge amount of goods (which can be searched all day long in all regions) at an unrealistically increased cost, after that they transfer ISK to another character, and with a second character they place orders for the sale of the same quantities of goods, but at only a slightly increased average cost. You see a good deal - you buy up all the goods offered at an increased cost (after all, you will still sell them for even more! And flying all over the empire, collecting crumbs of goods at minimal prices is a whole day's activity, because there may not be such a quantity), but , when you try to sell all this product at that huge price, the order will simply disappear. As a result, you will be left with a huge amount of unnecessary goods that you yourself bought at a price 4-5 times higher than its average cost.
The likelihood of this scam for a beginner, for whom this “Manual” was written, is minimal, because we simply do not have enough ISK to purchase such a quantity. However, remember this and do not fall for such a trick.

4) You see a product that is sold, for example, at 1.5 kk, and 5 jumps away from you they buy it for 3 kk! You have 15 kk in your pocket, of which, if this transaction is successful, you will make 30 kk. You buy 10 units of a product with all ISK, but forget to check its characteristics. And here a small surprise awaits you - the volume of one unit of goods is, for example, 150,000 m3, and your truck will carry a maximum of 20,000 m3... You were inattentive and got burned. What to do? You can sell this product at the same station, finding yourself in the red, but retaining part of the capital, or try to organize a “courier contract” (contracts will be discussed below) and try to use the services of pilots of huge “trucks”, but their services also cost ISK, to Moreover, with a small reward price, no one may accept your contract, and at this time you will be wiping your pants at the station, not being able to fly on trade operations. How to avoid this? Be careful!

5) Let’s say that somewhere on the outskirts, a would-be warrior pilot has lost his ship and he urgently needs a replacement. And you see that a profitable deal has appeared in the trading window - just 7-8 jumps away from you, someone is buying a ship, for example Oracle at a price of 70 kk, although here at the station it costs only 50 kk. Such a ship will fit into your badger, you have 51-52 kk in your account. those. you can complete this transaction without any problems. You buy Oracle, load it into a “truck” (if you don’t know how to manage Oracle itself) and take off towards an income of 20 kk. But! Having arrived in the required system, you no longer see this transaction! Why? It's simple - either he canceled the buy order, or a more cunning trader got ahead of you. You have no choice but to sell Oracle at the highest possible price, which, naturally, will be lower than its purchase price.
How to avoid? This is not a trap, it is called a “risky operation” - it’s up to you to take risks (whether I will have time or not) or not. I performed such operations only once, but I don’t risk it anymore. It is much better to find a reverse deal - they sell for 40 kk, for example, and at your station they buy for 50 kk. and far from being a single copy. Feel free, if a ship gets into your hold, you can buy Oracle and take it to sell it in your system. Even if a whole batch of these Oracles are brought here for no apparent reason, you can still quietly push yours, or place a sell order - in any case, because the purchase price is too low, you are in the red you won't find yourself.

6) Contracts.

Contracts. An endless field of earning opportunities... and bankruptcy... Then there is a “limitless minefield of earning opportunities.” Everything that cannot be found in the trading window is sold here.

There are 3 types of contracts:
1) Exchange of items.
A contract is created that specifies an item (or set of items) that the pilot is willing to exchange for ISK or the required goods. Modules, copies of blueprints - anything that is not sold through the trade window can be in the contract. For a merchant, the main thing is to navigate the price of the goods being purchased, or, if there are several items, calculate the sum of the prices of all items in order to estimate the possible profit from resale. There are a lot of contracts into which the seller throws all his “junk”, which may contain quite valuable things. Types of exchange contracts: “I want to buy”, “I want to sell” allow you to sort “offers” from “demands”.
How to make money on such contracts?
Select the type of contract “I want to buy”, then select the “contract category” - modules, ships, drawings, asteroids or any other and see the offers for sale. Select a contract in your price range and check the list of items in it, roughly representing the real cost of all things. In the example above, the Tornado is replaced with a Genolution Core Augmentation CA-1 Implant. You give away 1 implant, and in return you receive 1 Tornado battlecruiser. Is this exchange contract deal profitable for you?

Right-click on the implant and select “find mention in contracts” - you get a list, change the “contract type” to “I want to sell” and sort by price – from lowest to highest.

The minimum price for such an implant is 25 kk, but! The route runs through “zeros”, and in order to pick up this item, you will need to fly to a station that “may be inaccessible” (that is, you simply may not be allowed into it), which is also stated in the contract.

Are you ready to risk the ship (given its minimal volume, you can make these jumps on a faster and more maneuverable frigate with a fit for maximum speed, with increased warp speed and with Cloak for safety), but guarantees that you will make it, and most importantly - fly away from there safe and sound, no one can give it to you. The minimum price of an implant for a safe walk on High-Sections is 50 kk. Now let's return to Tornado. The trade window tells us that we can sell this ship for 47,600,000.00 ISK. (In addition, 1% will go to tax, which is 476,000.00 ISK). It is easy to understand that at such a price for an implant, this deal is not profitable for us. Although, if we still take a risk and fly to zero for an implant at a price of 25 kk, then our profit (with a successful outcome of the operation) will be about 22 kk... “Is the risk of these ISK worth it” - that’s the main question. Everyone gives their own answer.
A variation of this method is the “I want to sell” type of contract - you look for cheaper things in the lists, check the prices both in the trading window and in the contracts themselves.
The same goes for picking up items. If you find an inexpensive set good items, you can switch the contract type to “I want to buy” and look for buyers for the items that were in the set. Profit is calculated for each contract individually. Usually there are few profitable contracts that are not associated with great risk (like flying to zero), basically - all things come with a premium, but sometimes profitable contracts come across.

There was a case when at one station, in just 16 jumps from Jita, 2 kk of Scordite, a type of ore, were sold. The contract was very cheap, because transporting 2 kk of ore from that station to another, where the ore would be bought at a good price, is very long and tedious, or requires an appropriate cargo ship. However, I bought this contract anyway (because the price was really too low for the ore) and, upon arriving at the station, I simply “processed” this ore into minerals. I didn’t study Refining, so I lost about 10% of my income on this. The volume of minerals is minimal - there are much fewer of them, and the total price of the minerals obtained after processing (at maximum processing efficiency) is approximately equal to the cost of the ore itself. So - I lost 10% of the income, but (due to the small cost of the contract) in the end I still earned 40 kk from this, transporting the received minerals to a station with a high purchase price, which did not take 22 trips over a distance of 6 jumps (as it was with ore on my Badger, but only 2).
Hence the recommendation - if the price of the contract is greatly reduced and no scams are visible on the horizon, try to think about possible ways of selling. At a minimum, you will get your money back and gain the most valuable thing - experience.

2) Contract type “Auctions”.
Here we need capital that can support an increase in the rate on the product. Let's return to the implant. We see that in this auction contract the starting bid for an implant that costs 50 kk was only 1 kk.

At this moment, 31 bets were made, and the amount increased to 4 kk. There is no purchase price, and the auction itself ends in 3 days. Here you can keep track of such contracts, buying, if you're lucky, valuable things for symbolic ISK... But that's if you're lucky. Usually, by the end of trading for popular goods, their price approaches the usual average for the region. But again, each individual auction contract is a separate story. You can search for such offers and place bets. If your bet is outbid, ISK is returned to your account without any taxes, and you can add more to this amount by betting again. You can try to play at the auction, raising the bid a little, or immediately, waiting until the end of the contract reaches the “less than an hour” value, and bet several million more than your competitors, if you still win in terms of price.
Should you spend time and energy on similar games- question. Everyone gives the answer for themselves - it’s interesting and exciting, you can earn several tens of millions on one such contract, or lose some time watching this contract every day and be left with nothing, because your bid will be outbid at the end of the auction.
I also managed to earn money on these contracts, but these earnings were due to the mistakes of those who set them up. Mainly due to ignorance of the real cost. I looked for popular expensive goods - the same implant - and sorted such contracts by the “redemption” price. I bought one such contract at a buyout price of 25 kk, and eventually sold it for 60 kk.
Search, compare, be guided by prices, estimate, calculate - it’s interesting, it can be profitable, but still be careful every time and try to double-check yourself.
3) Courier contracts.
Oh yeah! This is my favorite topic. I earned a total of 250 kk from them, but also lost a total of 280 kk... How can you earn money by transporting goods? For example... on the service itself. Sometimes you come across very profitable offers with cargo that fits into your “truck”, and the systems through which you will have to fly are welcoming and friendly. Be careful - if you can cram 20,000 m3 of cargo into your Badger, and when using the Giant Secure Container (giant security containers) - all 24,000 m3, then you will no longer be able to transport cargo that occupies a volume of 21,000 m3! Because it comes in one package, and you need to transport it entirely, without tearing the wrapping paper, otherwise you risk losing the deposit that you pay for the “temporary use” of the cargo while you transport it. It will also not be possible to transport it in parts. Monitor the volume of the load.
Bail is a separate issue. In one hour, spending only 120 kk, I was able to earn 105 kk. It’s just that the one who gave the contract did not add a couple of zeros to the amount of the deposit and put 2 contracts with a deposit of 60 kk each (the objective value of the cargo) at 60 kk each. I tore up the contract (yes, conscience and the merchant rarely go hand in hand) and appropriated the entire cargo himself, slowly transporting and selling it.
But here is another case where I was the fool. The harsh everyday life of a merchant). It was necessary to transport a large cargo to the station in the zeros. The deposit was 200 kk, but the reward was 20 kk! I decided that my frigate Merlin with Cloak on board would cope with this task, took the cargo, paid a deposit of 200 kk, and flew off. Having arrived safely in the system, I fell into a trap in the form of a “bubble” - Mobile Large Warp Disrutor - is placed in zeros and minuses, if your ship gets into this chilly mass, then its speed drops, and you have to get out of this “bubble”, while the spider that put it there is flying towards you at all speeds. Having reached the station, I wanted to go inside, but I didn’t take into account a small thing - the station did not belong to NPCs (player characters), but to players who limited access to the entrance. As a result, my frigate was blown up, the cargo burned (and the cargo turned out to be a small container of no value - that is, a “scam”), and I lost the entire amount of the deposit. Then the pilot contacted me and returned half of the lost ISK so that I could somehow continue trading. Yes – such people do exist! A day later - after a successful transaction - I returned the entire amount to him - my mistake, and I wanted to pay for it myself.

There is a safe option (relative to divorce) of such a contract. When you need to transport something from zeros or minuses to the Empire. If you manage to fly to the station and take the contract, you can be sure that there is no scam here, but this does not make the way back to the safe sectors any easier.
Another entertaining scam that I ran into and which (I hope!) you won’t run into after reading this guide. The fact is that the information about the cargo of the courier contract only indicates its weight, but not the items themselves. Having sorted the contracts by cargo volume, I saw a contract where for 972,000 m3 the deposit was only 60 kk... Curious. In the description (which is so rare, by the way), I found: “2 x Armageddon in low sec. Please" - 2 Armageddon ships (each disassembled weighs 486,000 m3) in the low sector, and such a polite request! Why not help the person? It doesn’t matter that my “truck” won’t fit such a volume; each Armageddon costs 53 kk on the market. By breaking the contract, I will give 60 kk, and in return, by selling 2 Armageddons, I will earn 106 kk. The benefit is obvious. I flew to the region and took a contract (you can only take contracts while in the region where it was created. You can be 20 jumps away from it, but if the region is the same, you can take it at that distance, and if you are only in one jump, but in a different region - it is not available to you). It turned out that this entire volume is filled with cargo containers - General Freight Container - they are used for transporting goods, each occupying a volume of 120,000 m3. We took 8 of these containers (their price was only 200 k) and added some Veldspar ore to “imitate” the volume of two Armageddons. Grandiose! Having applauded this clever scam tactic a little, I decided to simply honor the contract by creating my own so that someone would move it for me, I would pay the “carrier,” and in return I would return the deposit. But the space Bender bypassed even this possibility - I could not create a courier contract without breaking this one, because a piece of Zydrine ore was placed in one of these containers - a nice green pebble - and every time a message “popped up” to me - the containers are not empty, you you cannot create a contract while there is some kind of cargo in them. That is, I had to break the contract and recreate it, trying to cheat someone else out of the same amount. I decided that the Zydrine stone, worth 60 kk... was a good talisman for the merchant and canceled the contract, keeping the mineral for myself as a reminder of the proverb: “I dug a hole for someone else, but ended up in it myself.”

Separately, I would like to say about rare items and collecting. The world of EvE-online has its own history, the items that are part of this history are what collectors of the world of Eva are chasing. Many items are kept in the singular, their value among collectors is priceless, and among traders - about 2kkk... not bad!? For one thing that is absolutely useless and does not give any advantages, but that’s history! This is a grain of those events that happened once, and this grain is of great importance to connoisseurs. Knowing these objects, orienting yourself in them, anything can happen: a carved figurine, a “lost girl,” a “white songbird,” even the frozen corpse of some modern leader of a powerful alliance, who was once shot down and picked up next to a destroyed capsule his Corpse (little body). Such items are sometimes found in contracts; many, not knowing their value for collectors, sell them as a useless thing, like trash - for next to nothing. If you know a little about such things, you can earn a decent fortune for one such purchased contract. But! Not everything is so smooth - there are very few such items. There are only a few truly valuable ones, and those that are still found do not have such a huge price. As one of the theoretical ways of earning money - rare things, but as a real way - very, very doubtful.

In a separate line, I would like to talk about the local chat Jita... This chat is one of the attractions of Eve, in it you can find all possible variations of scams in Eve, there are almost all variants of contracts under which you can be fooled, 98% of all proposed transactions are scams. There are poems, songs, and simply angry reviews about this chat, but this is also part of Eva’s world.
Be careful - do not fall for tricks and you may try to catch others. Better yet, engage in honest work as a merchant with a clear conscience and a crystalline soul.

7) Low and zeros.

8) Role-playing as a merchant.

Yes, I wouldn’t like to ignore this aspect of playing as a merchant, although for many it’s a waste of time.
What does role-playing as a merchant mean? You don't just play your character, you play a certain role. Write a biography of your character, write a story (quenta) of how he ended up in space, come up with a personal task for him, not provided for by the game - personal revenge, searching for ancient treasures, traces of disappeared civilizations. You just need to add a little imagination, and you are no longer just flying from one station to another with a full cargo bay, no! Now you are the one who, at the cost of many hardships and dangers, is bringing Condensed Alloys to the dying planet, without which this planet will simply fall apart in the near future, and the lives of billions of people on the planet depend only on you...
Many players, for example, are not just engaged in “shooting” those for whom a bounty has been assigned, they call themselves “Bounty Hunters” and their goal is “to cleanse this universe of criminal rabble!” The guys, by and large, do PvP and make money, but they do it by obeying their own rules, their own Idea.
Agree, this is not an amateur activity; not everyone is interested in spending time on stories, subordinating each event to roleplaying their role, but those who are interested in this get, in my opinion, a full-fledged universe, a bright character, and a global task. Many people complain about the boredom of agent missions... come up with your own motivation!
Take water to a distant planet that is dying of thirst. Buy Water without sparing a couple of hundred thousand, travel to a distant planet in an unsafe system, deliver vital water to the planet's population! Deliver medicines or antibiotics to a “hot spot” where global battles are taking place. Yes, you will remain in the red without earning a penny from it, but your game process It will become more interesting, richer, more diverse. Try to organize an excursion for space tourists (buy a couple of dozen on contract - they are relatively inexpensive), add a couple of prostitutes and slaves to them, turning ordinary tourists into “elite” ones, and fly to a beautiful system with a planet covered in ice or lava, take some screenshots, or even make a video.
If this idea is close to you, but you don’t want to waste time without earning ISK, try combining these two activities. Having accumulated a decent fortune, engage in elite cargo transportation. Buy a stylish ship special purpose like the “Nemesis” of the Gallente race, or the gorgeous six-winged Archangel of the Caldari-Heron race. Equip the ship with the latest technology (as much as ISK is enough). Look in “courier contracts” for cargo weighing up to 200 m3 that needs to be transported from the farthest corners of the universe to the Empire. 30 jumps there, 30 back, of these 60 jumps about 40 are zeros. The reward for such transportation is usually 30-40 kk ISK. Offer your services - fast and safe transportation of small loads for a decent fee. Use the rules of Jason Statham's "Carrier" character:

1. Never change the terms of the deal.
2. No names.
3. Never look at what you're carrying.

Or create your own. Establish yourself as a reliable pilot who can fly freely throughout the universe, delivering small packages to any part of Eva's world.
Opportunities role playing game- a lot. This will help diversify the gameplay, make it bright, and provide incentive.

9) Conclusion.

http://eve-central.com/home/market.html
A site where you can find information on average prices for goods in all regions.
http://sourceforge.net/projects/tradeanalyzer/
Program for local market analysis.

The information presented here, the tips and recommendations that I provided, helped a character who was only 20 days old - in a week of trading for 3-4 hours a day - to receive a total income of 450+ kk ISK. There are a lot of guides scattered around the Internet - some are informative, some are just general recommendations, many of them were written a long time ago, many use slang language, and not all points are highlighted somewhere. Here I tried to collect everything and present it in accessible language, adding a few screenshots for clarity. There are no immutable truths here, here is a description of what helped me accomplish my goal - to make money trading on PLEX. In at least one case, this knowledge helped, I hope all this information will be useful for you.
Aaron Keyn

Analyzers

A module for black archaeologists who dig into ancient graves for the sake of self-interest, not science. It is needed primarily for the exploration of magnetometers, as well as in individual missions and expeditions. Few options

  • Analyzer I +5%
  • Analyzer II +7%

Installed in the middle slot, differing in the required skill level Archaeology and a bonus to the difficulty of access: the tastier the buns inside the object, the more difficult it is to open it. If your level is not enough, you may find yourself the hero of the fable of the fox and the grapes. A good addition to this tool are rigs:

  • Emission Scope Sharpener I +20%
  • Emission Scope Sharpener II +40%

There are different sized rigs, but I question the wisdom of using large and medium ones. The battleship in magnetometrics is not needed at all for opening containers; it has other uses. And the opening can be done by a smaller ship, for which the rigs are much cheaper.

Codebreakers

Key generators are devices for hacking electronic security systems. Their purpose is the same as that of analyzers - to open various things, which should not be opened (just kidding).

  • Codebreaker I +5%
  • Codebreaker II +7%
  • Purloined Sansha Codebreaker +5%

Also installed in the middle slot, requires skill Hacking. Rigi:

  • Memetic Algorithm Bank I +20%
  • Memetic Algorithm Bank II +40%

Salvagers

Designed for dismantling all sorts of different things from the wreckage and, occasionally, for opening special types of containers. Installed in the top slot, requires skill Salvaging.

  • Salvager I +5%
  • Salvager II +7%

Rigs, as an exception, do not relate to electronics; you need to look for them in the “armor” section:

  • Small Salvage Tackle I +10%
  • Small Salvage Tackle II +15%

The bonus allows you to get more “fat” from the debris and increases the likelihood of getting something valuable from the “boss” debris. Damaged modules are extracted from ordinary NPCs, which for the most part do not represent any particular value. Bosses can yield valuable, undamaged boards, but with a certain probability. Practice has shown that the use of second rigs and salvagers sometimes significantly increases the profit from missions/expeditions related to killing the boss.

There are also civilian (Civilian) modules of analyzers and codebreakers - they are only suitable for completing training and familiarization missions, after which they can be thrown away.

You also need to keep in mind that opening closed containers often causes an additional wave of non-writing to appear. This is completely true for all three types of scanners: analyzers, key generators and salvagers. Naturally, this does not apply to salvage of wrecks - dead animals do not bite.

Survey Scanners

Designed to estimate ore/ice/gas reserves in asteroids and gas clouds. Their usefulness is in question - mass mining on hulks is going on in a row, with the production asteroid belt to zero, the same can be said about gas, there is too little of it to analyze anything there. And for a small thing like Venture, the size of the reserves does not matter much.

  • Survey Scanner I
  • "Dactyl" Type-E Asteroid Analyzer
  • ML-3 Amphilotite Mining Probe
  • Residual Survey Scanner I
  • Rock-Scanning Sensor Array I
  • Survey Scanner II

These modules occupy no extra medium-power slot, differ in scanning range, from 15 to 22.5 km, and slightly in operating cycle time. Advice to miners - stick an extra shield extender there, or a shield amplifier according to EM. The benefits will be many times greater.

Salvager

Introduction

When you carry out combat missions and destroy enemy ships, what remains of them are skeletons, the so-called wrecks. In them you can find so-called loot, but what to do with it is up to you, you can sell it, you can throw it into recycling. So about the skeletons, they can also be assembled, but for this you will need some skill and a specially equipped ship. So let's get started.

Vreki

All recs are divided into both weight and color categories. Colors are blue, white and yellow. Weight – small (Small), medium (Medium) and large (Large).

Let's start with colors:
  • Whites are yours, members of your corporation, members of your fleet. True, there may be a problem here, if the pilot whose mission you are carrying out is not in your corporation, but is in the same fleet as you, then when collecting the contents of the carcass or salvaging it, you will get aggression. The truth is, it doesn’t happen every time you get here.
  • Yellow - skeletons that belong to another player who is not part of the corporation in which you are a member (but may be in your alliance), as well as any other player who destroyed non-written characters (NPC). If such a wreck is not empty, then the aggression timer towards the pilot from whom you are collecting this skeleton is turned on. In this case, the pilot can hit you in the neck, if of course he has enough strength. Well, if it’s empty, then you won’t receive any aggression from the owner.
  • Blue ones are rivers that were abandoned or given for free use. Anyone who wants can take them.
And now about the weight categories:
  • Small are the wrecks of destroyed Frigates, Destroyers, or non-piss drones (not to be confused with player drones such as Hornets).
  • Medium are the ships of the Cruser and BattleCruser classes.
  • Large (Large) are the skeletons of ships of the BattleShip class and above.

Also, each wreck has its own name, for example - Guristas Despoiler Wreck, where the name of the wreck comes first, and in square brackets is the ticker of the corporation to which the wreck belongs. Also, if you open information about the skeleton, you will see the face of the pilot who leaves this or that wreck.

Salo

Lard is a derivative name for what you collect from wrecked ships. It drops out randomly and each faction has its own separate type of lard, and the remaining types are repeated for everyone. Just like ships and modules, lard has technological categories T1 and T2. The difference between them is color and price, although some lard is simply cheap. Below is the T1 lard plate.

Salvaged Part Angel Cartel Blood Raiders< Guristas Sanshas Serpentis Rogue Drones
Alloyed Tritanium Bar x x
Armor Plates x x x x x
Broken Drone Transceivers x x
Burnt Logic Circuit x x x x x x
Charred Micro Circuit x x x x x x
Conductive Polymer x x x
Contaminated Lorentz Fluid x x
Contaminated Nanite Compound x x x x x
Damaged Artificial Neural Network x x
Defective Current Pump x x x
Fried Interface Circuit x x x x x x
Malfunctioning Shield Emitter x x x
Melted Capacitor Console x x x
Scorched Telemetry Processor x x
Smashed Trigger Unit x x
Tangled Power Conduit x x x
Thruster Console x x
Tripped Power Circuit x x x x x x
Ward Console x x

Ship

In principle, you can choose any ship for lard extraction. True, it depends on the situation in which it will be used. If this is a slow agentran in high-sec (system status 0.5 - 1.0), then you can assemble a specialized ship, for example a destroyer, which will have several salvagers, tractors, hold expanders, an engine and improvised modules to improve the quality of salvage. If you have time or an alt (second character), then you can train up to the ship Noctis, which specializes in salvage and has a bonus for the range of tractors. I agree, you will have to spend money, but then you will not experience some inconvenience. If you like to scan and go through complexes, then be guided by the tank and damage of your ship, as well as by the passage time and the possibility of NPCs appearing when the salvager opens containers (yes, you didn’t make a mistake with the salvager, there are those). And finally, emergency situations, for example PVP in low-sec (system status 0.4 - 0.1), where you need to do everything quickly, then a free high-slot of the ship will come to your aid, into which nothing except a salvager can fit (if this work does not fall on people more specialized in this in the gang). I can’t tell you anything about zeros (system status 0.0), because it has its own system of problems, in which you may also end up losing.

Modules

The module for collecting skeletons is called Salvager I, there is also a more advanced version of it - Salvager II.

Salvager I Salvager II
Electronics-I Electronics-I
Survey-III Survey-III
Mechanic – III Mechanic – III
Salvaging – I Salvaging – V

Technical side Salvager I Salvager II
Requirements for PCU 20 TF 25 TF
Grid requirements 1 MW 1 MW
Installation slot Upper Upper
Volume 5.0 m3 5.0 m3
Mouth guard consumption 20 GJ 20 GJ
Hull hits 40 HP 40 HP
Difficult to access 5% 7%
Working distance 5,000 m 6,000 m
Cycle (seconds) 10 10

Ship booster

Afterburner or Micro Warp Drive?!
But here you can be guided by the type of missions and the situation in general. Yes, this is an undeniably necessary thing, but what exactly to choose, a little testing of the modules will help you, install both if you are an agent in high-sec and see on the spot what will work. If it’s low or zero, where speed is important, then MWD is undeniable (as sad as it may sound, the Evangelists call it MWD).

Tractor

Small Tractor Beam I is something like a magnet that can attract white and blue containers and containers hanging in space. This is of course a very useful thing, but with a drawback. Tractors have a threshold of 20 km (20,000 m), and it cannot be increased in any way, unless the ship on which the tractor is installed has bonuses for the range of the beam of this miracle magnet. A little earlier, I mentioned the white and blue contacts, the problem with the tractor is that it will not attract yellow contacts due to the fact that they do not belong to you. And yes, several tractors cannot be used on one track/cont. Ships that give a range bonus: Orca and Noctis, and more about them a little later.

Extenders

Cargohold Extender is a very useful module for the agent runner, which also collects loot from the wrecks. Although this module is also useful for industrial ships (in our opinion - Indians), i.e. for cargo ships. Strictly speaking, it increases the volume of the ship’s hold, and this module is divided into both meta and techno levels. Each level has its own percentage of the bonus to the hold. I advise you to immediately download to the T2 version of this module.

Impromodules aka rigs

Earlier it was mentioned about certain improvised modules, also called rigs. So these are the modules that are inserted into the ship and give bonuses, although they are disposable, i.e. When the ship is repacked or lost, these improvised modules burn out. They, like vreks, are divided into three types according to size - small, medium and large. The rig for salvaging is Small Salvage Tackle I, although to install it, you will have to learn again. Also, each rig has a T2 version and, importantly, its own need for calibrating the ship. Each ship has a certain amount of calibration, usually 400 units, for 3 t1 rigs it’s essentially for the eyes, but t2 rigs require more calibration and it happens that 3 t2 rigs won’t fit at all. By the way, all T1 ships have three slots for rigs, but T2 versions of ships have only 2 slots. As for the size, here, as in the case of ships, small (Small) - for frigates (Frigates) and destroyers (Destroyers; medium (Medium) - for ships of the cruiser (Cruiser), battle cruiser (BattleCruiser) and strategic cruiser classes (t3 Strategic Cruisers); large (Large) - for ships of the BattleShip class and higher.

Lastly

The Noctis class ships are the debut of Outer Ring Excavations Corporation in the very attractive market for mass dismantling. Based on the successful experience of using gravitational grips designed for raiders on Orca-class ships, as well as on latest achievements in the field of dismantling automation, it has produced a compact and inexpensive ship for removing valuable equipment from wrecks.

The ideal platform for placing the new equipment was a modernized version of the successful Primae ship, produced in a small series. The most efficient use of the onboard systems created by the corporation is facilitated by the fact that the ship was originally created as a dismantling ship and was equipped with modern sensors. The increased visibility of Project Noctis ships is more than offset by their amazing performance in dismantling wrecks.

Bonus for mastering the ORE Industrial skill: reduction in the operating cycle time of gravity grippers (Tractor Beam) and dismantling modules (Salvager) - 5% per skill level; increase in range and speed of tractors - 60% per skill level.

Skill Requirements:
  • Electronics-I
  • Survey-III
  • Mechanic – III
  • Salvaging – V
  • Spaceship Command – III
  • ORE Industrial - I
The Orca ship, as well as some capitals, also have a bonus for tractor range.

This article was compiled to familiarize beginners with salvaging.

You can discuss this tutorial with us

How to earn more ISK by salvaging on missions in EVE

What is salvaged on and what is salvaged with, what is it and what is it for?

  • Content
  1. What is salvage
  2. Salvage ships
  3. Fit for salvage
  4. Skills required for salvage
  5. Implants affecting Salvaging
  6. Examples of fit for salvaging (Noctis, Catalyst)
  7. Salvage ship work
  8. Procedure for salvage
  9. Who is a salvager and his role in the company?

1.What is salvage.
Salvaging (English) - translated from English - “waste disposal”. In EVE, this is the extraction of useful circuit boards and microcircuits from the wreckage of dead ships (wrecks), dismantling the remains of ships. These components can be sold directly, and you can later assemble rigs from them.

Rig ship modification module...when planning installation, pay attention to calibration. A rig has some bonus to attribute A and usually has a penalty to the Bonus of attribute B (which reduces the skill level for the rig.)

Salvage in eve is an integral part of the income of an agent and not only a runner agent... and brings a good income.

Is it possible to salvage other people's lies?

yes, at the moment you can salvage without causing damage to Secure Status

What is needed for what and from whom what falls is indicated here

http://games.chruker.dk/eve_online/salvaging.php

What level of Salvaging is most profitable?

Even though I leveled up to lvl 5, I will say that at the initial stage it makes sense for agentrunners to level up to lvl 3-4, and later raise the skill level to level 5.

Salvaging (skill)

it’s better to learn at least 3, good at 4, ideal at 5... this skill, like rigs, is responsible for minimizing errors, and without level 3 you will not be able to salvage T2 wrecks, and without level 4 you will not be able to salvage sleeper wrecks

How to increase the chance of salvage.

Install special rigs that increase salvage, 1n rig = 5%, in addition, you can use special ones. Noctis power-up ship

What is the chance of salvage, this is the probability of processing the wreck and, with some probability, receiving objects located in the wreck

Does the chance increase from using several SALVAGERS? no, the chance of salvager does not increase, each salvager is a single event handler, thus only the response speed increases due to parallel events

2. Salvage ships
It so happened that for beginners (sometimes not only for beginners) ships intended for salvage belong to the class of destroyers thech 1 (destroyers).

Each race has its own destroyer:

  • Coercer - Amarr;
  • Cormorant - Caldari;
  • Catalyst - galentes and
  • Thrasher - Minmatar.

Why these ships?

Because they have 8 high slots, allowing them to accommodate all the necessary equipment for salvaging, plus the low price of these ships.

Fitting such a boat will not be particularly difficult, especially if the corps helps you. These ships allow you to move quite quickly from river to river and contain almost all the salvag and loot on missions from level 1 to 3.

There is also a special ship in Eva for the “salvag” Noctis: with bonuses for the range and speed of work “Small Tractor Beam I” and the speed of work “Salvager I”, with a large hold. It makes sense to use Noctis on level 3-4 missions.

3. Fit for salvage.
The fit in eve for all salvage ships is almost the same:

High slots:

Small Tractor Beam I\II - 4 pcs.

Salvager I - 4 pcs.

Med slots:

1MN Afterburner I\II

Cap Recharger I\II - all remaining slots, To stabilize the ship's cap.

Low slots:

Expanded Cargohold I\II to expand a cargo ship or

Capacitor Power Relay I\II to stabilize the ship's capacitor.

Nanofiber Internal Structure I\II to increase the speed and maneuverability of the ship.

Rig (Hard) slots:

Salvage Tackle I\II - all slots without exception.

Modules for fit are presented on the Eva market in T1 (meta 0...4) and T2 variants, there is also a faction.

Small Tractor Beam I/II - is a magnet that pulls wrecks closer, its range of action is up to 20\24 km

Salvager I/II - the actual dismantling module for removing boards and microcircuits from storage bins, range of 5\6 km.


Afterburner I/II or Microwarpdrive I/II- these devices allow the ship to fly quickly, they are slightly different from each other, but in this topic we will not focus on their differences, in this case they act as ship boosters, because the ports on missions are sometimes located far from each other and there is extra speed (to get from point A to point B) won't hurt.

Microwarpdrive I does not work in DED space (on missions), so in such cases Afterburner I is preferable.

Cap Recharger I\II or Capacitor Power Relay I/II- each ship has a battery (capacitor, capacitor), a kind of accumulator that powers all active systems; as its capacity is consumed, it is discharged and needs to be recharged. Cap Recharger performs its accelerated recharging. Tractor, Salvager, Afterburner and Microwarpdrive are active devices and they are the ones that quickly discharge it; if your capacitor is discharged, then not a single active device will work... Please hang out in space for a bit while it recharges

Expanded Cargohold I/II - this device allows you to expand the hold of your ship, because in addition to salvage, there is also loot (fit) in the wrecks, which it is advisable to also drag. Reduces the speed of the ship.


Nanofiber Internal Structure I/II- to increase the speed and maneuverability of the ship.

Salvage Tackle I/II are rigs, since Salvager has a certain cycle of action, at the end of this cycle an error may pop up stating that the tackle was not salvaged and the cycle will start again, so you can hang the salvage for a long time with the same break ( especially T2 Vrek). Salvage rigs allow you to reduce the number of errors during the salvage process, i.e. speed up its process.

Salvage Drone I - T1 version only, the dismantling drone will automatically dismantle the remains of only those ships and objects that were shot down by its owner, unless it receives a special order to dismantle other objects.

4. Skills required for salvage.
To use modules for fitting a ship, look at the module description: requirements - the required skills are indicated there.

Example for salvager T2:

Skills directly responsible for salvaging and improving its characteristics:

  • (responsible for minimizing errors). The skill of searching for valuable parts among the wreckage of wrecked ships. Required to use disassembly modules. Increases the probability of dismantling by 100% for each skill level mastered. [Technical skills]
  • Salvage Drone Operation - skill in controlling dismantling drones. Increases the probability of successful dismantling - 2% per skill level. [Drones skills]
  • ORE Industrial - (for Noctis) reduction in the cycle time of gravity grippers (Tractor Beam) and dismantling modules (Salvager) - 5% per skill level; increase in the range and speed of gravitational grabs - 60% per skill level. [ Management spaceships skills ]
  • Skills to increase CPU, PG, ship capacitor

For almost every individual device, there are different modifications of Tech 1 meta 0..4, which increase the bonuses of a particular device. Ideally, you need to know everything about Tech 2 (T2 rigs can be ignored)

5. Implants affecting Salvaging
On the EVA market they are located in the implants-scientific knowledge section.

Poteque "Prospector" Salvaging SV-905(Connector 10)

Increases the probability of successful dismantling by 5%.

Poteque "Prospector" Environmental Analysis EY-1005(Connector 9)

Reducing the operating time of the dismantling, hacking and archeology modules by 5%.

6. Examples of ship fit for salvage.

Initial fit T1 of the Galentine destroyer catalyst. The largest basic hold.

Destroyers of other races will be equipped similarly.


Fit Noctis T2

(T1 is the same - install meta 4 modules like the catalyst.)

Noctis performance characteristics.

Slot layout - 8 high, 2 mid, 3 low

Powergrid - 250 MW

CPU - 300 Base speed - 155 m/s

Cargo capacity - 1,460 m3

Rig slots/Calibration - 3/400

Shield/Armor/Hull hit points - 1700 hp/2200 hp/3200 hp

Noctis can carry up to 5 demolition drones, greatly increasing its speed and performance.

For Noctis, you need to learn the ORE Industrial skill.

Bonus for mastering the ORE Industrial skill:

reduction in the working cycle time of gravity grippers (Tractor Beam) and dismantling modules (Salvager) - 5% per skill level; increase in the range and speed of gravitational grabs - 60% per skill level

7. The work of the salvage ship.

  • Four tractors and 4 salvagers - pull 4 pulls and turn on. 2a salvager for 1n rek if the salvager skill is poorly pumped and 1 salvager at skill level 5. We pulled up the wrecks and began to salvage, turn off the tractors and throw them at the next wrecks that we had previously taken into account.
  • To increase the locking speed (Noctis's is not so great...) you just need the Sensor Booster module, preferably with the Scan Resolution Script locking speed program. The module is active, so it must be turned on. Noctis's speed is also rather weak, it is difficult to overclock it with the help of AB, so we install MIA. It eats a lot of capa, yes, but given the increased range of the Noctis MVD tractors, it doesn’t need to be kept on all the time. We flew to the right place and the Ministry of Internal Affairs was turned off. You can only put AB on the catalytic converter, and you can also turn it off at first.
  • What else for Noctis. Place Inertial Stabilizers or Nanofiber Internal Structure in the lower slots to increase the ship’s maneuverability and finish off Expanded Cargohold II if necessary to increase the hold. It’s better not to get too carried away with kargaholds because they slow down your speed. If you don’t have enough capacitor skills, you need to upgrade your capacitor skills or install Capacitor Power Relay modules in the lower slots. For a catalyst in the lower slots Expanded Cargohold II and Capacitor Power Relay - the hold is small and there is not much capacitance.

8. Procedure for salvaging.
So you flew on a mission, shot at NPCs, hopefully successfully, looked at the missions tab and saw the coveted green checkmark. Hurray... mission accomplished.

Don't rush to get to the station...

The first thing you need after you are convinced of the successful completion of the mission is to make a beech on the river.

  • We make a bookmark on one of the rivers.
  • If there are several pockets on a mission, then make bookmarks in all of them one by one.
We move the camera away, turn on the tactical screen and look at the location of the breakers in space, select the optimally located one, so that later we don’t have to fly back and forth for 100 km. How to make a bookmark - RMB on the river and the drop-down tab - save the coordinates.
  • Now we calmly warp to the station.
  • We pass the mission if you didn’t forget to make beeches.
  • We transfer to the ship for salvage and unwind
  • We warp on the first beech tree, salvage it, then we also warp on the second one, etc.

Bookmarks are located in the “People and Places” tab - “Places” (Alt - E)

Creating bookmarks saves you time; if you fly to salvage with an undelivered mission, then you will have to fly through the acceleration gates from pocket to pocket, otherwise you just over-warp. And on some missions the MIA does not work - if you are on Noctis.

If the loot does not fit in the ship's cargo, throw it into space and you can drag this container behind the ship using a tractor. After you have salvaged everything, make a bookmark on this container and fly and change your salvage ship to a ship with a large hold - such as an industrial one (for example, Iteron Mark V).

This mainly applies to salvage destroyers; Noctis already has a large hold. And for loot, look at the price, let’s say batteries take up a large amount of space and cost pennies, so they can be thrown away.

9. Who is a salvager and his role in the company.
Usually in Eve, the older generation of co-corp agents and agents invite the younger generation to be their salvager. You can also find an agentrunner in the local area or some Eva chat.

Why is this necessary, what is the benefit from it and how to understand it?

Salvager is the person who clears the mission of damage and loot after an agent has trampled on it. Literally: An evil guy on a big and thick battleship is the first to fly out on a mission and erases everything in his path, leaving behind mountains of smoking corpses, then the salvager brazenly jumps on this guy (you need to be in the fleet with him) or receives a beech from the guy (a bookmark, the point where you need to jump) brazenly bursts into the heaps of wrecks that have not yet had time to cool down and begins to furiously salvage and loot them. (At this time, the guy is tearing up the NPC on another mission.) Salvager, having collected everything, takes all the trash to the base and again jumps on the tireless guy, who has completed the next mission... and so repeats until someone gets tired of it!

In each building, the division of trash occurs differently (this is agreed upon in advance), but basically the salvager keeps the SALVAG for himself, and gives the LUT to the agentrunner.

P.S. If you are a newbie, and you were offered to be a salvager on level 4 missions... be sure to agree, there is nothing shameful in the fact that you collect garbage after someone (if not everyone, then many have gone through this school), and most importantly, it is real a chance, without difficulty and worry, to put together initial (and at the same time quite good) capital for further development, because salvag is always in price in the markets of the empire. Well, secondly, a salvager is almost the same as an agentrunner, only the agent on missions needs to think about his ass, and the salvager works without risk to himself...

Salvaging in EVE Online is a thriving industry in New Eden. What opportunities does it open up for new and experienced capsuleers? What is "lard"? In this article we tell readers details about life in distant space?

The basics - “Lard” and large sums

Salvaging means extracting useful components from shipwrecks. Unlike loot, which is taken from broken ships as from containers, "lard" (= materials obtained as a result of salvage) must be mined using special modules. You can get both loot and lard from the same ship.

The loot can be sold on the market or used as raw materials for crafting rigs- improvements for ships. With the right approach, you can play for free: salvage in EVE Online allows you to pay for game time with ISK, the game currency. Have you wanted to start playing for a long time, but absolutely do not want to invest money? This is your chance! Try a free trial today!

Speaking about big income with small investments, we need to mention ninja salvaging. This type of activity is as follows: you fly into an area where a pumped-up capsuleer is performing difficult tasks, and collect “fat” from the ships destroyed by him. This way you can save up for PLEX during the trial.

What do you need for salvage in EVE Online?

Salvag in EVE Online is an integral part of the activity of a combat pilot, plays an important role in the daily routine of a “miner” and can be a completely independent activity or profession.

What should a capsuleer have for salvaging in EVE Online?

  • Ship - technically, any destroyer or higher-class ship is suitable for these purposes, but there are models better suited for salvage and even 1 ship specially created for these needs;
  • Modules - a set of equipment;
  • Skills - as in any type of activity in EVE, your character must “be able” to at least handle the ship and equipment at a basic level, and upgraded skills can increase the chance of success of the operation.

Let's consider the fit (set of equipment) that you will need.

  • Salvager— a module that is directly responsible for the production of “fat”;
  • Tractor Beam— allows you to “pull” debris and containers closer to the ship. Hint: Not enough room for some tasty loot? Throw it into space and drag it along with you on a “tractor”!
  • Cap recharger— a “battery” that speeds up the process of restoring energy reserves on the ship;
  • Afterburner/Micro Warp Drive (MWD) - significantly increase the speed of the ship;
  • Cargohold expander— a passive module that expands the hold.

Salvage in the game EVE Online: hot spots

One of the most pressing questions for a novice pilot is: where to salvage?

  • If you are a PVE or PVP pilot - in the same place where you perform combat missions;
  • Miners "gather fat" in asteroid belts in systems with security status 0.9 and below. Pirates NPC regularly organize raids on industrial capsuleers;
  • A profitable, but risky option is to remove components from “corpses” on the battlefields in the zeros, where the forces of large corporations collide. Hundreds of ships are destroyed in “meat grinders” every day, leaving the wreckage floating in space.

Salvaging in the EVE Online game is an element of gameplay that contributes to the development of the economy, allowing beginners to quickly join the game, become a full-fledged participant in market relations and build a successful “career” in the industrial sector.

Try playing EVE Online and you will see a significant difference from other MMORPGs. Yes, this is not a game for the general public, but every gamer on this planet must try it!

Different games