How to make isk

From EVE University Wiki
Redirect page
Jump to: navigation, search

Redirect to:

The main purpose of this article is to provide a new EVE player with a high-level overview of ways to make ISKs in game and fund your favorite type of <pew> <pew>.

Page is under development by Budda Sereda, all information is validated personally. Fits and skills requirements will be added shortly, majority of operations can be done solo. Running them with friends will make it more fun and probably safe.

Feel free to contribute or PM with any feedback.

Path of Explorer

Explorers search hidden places in known and unknown space, data and relic sites; hack and loot containers on site. To find site ship needs to have a Probe Launcher with Core Scanner Probes, to hack sites - data or relic analyzers. During scanning your ship better stay cloaked (especially in WH) hence it needs Cloaking Device.

Hacking requires some certain skills, read more

Average income

  • high-sec, low-sec, null-sec: <low>, up-to 1M per site
  • WH pirate data sites: up-to 5-8M ISK per site
  • WH pirate relic sites: 10-60M ISK per site
  • WH sleeper data/relic sites: up-to 1M ISK per site - not recommended as this is a low reward for relatively high risk hacking in WH
  • Sleeper Cache sites: 100-300 M ISK per site - to be confirmed
  • Ghost sites: 30-60 M ISK per site, reported cases with up to few hundred M ISK per site.

Hacking in Known Space

Entry level - very basic; required ships: T1 FR

All sites in known space are relatively easy to hack and can be done with T1 frigate and T1 data/relic analyzers. Possible Fit:

  • Low slots - does not really matter, you can put Interia stabilizer for quicker alignment or armor resist/plate modules
  • Mid slots
    • 5MN Cold-Gas Enduring Microwarpdrive - for quick navigation on site to move from one can to another
    • Data Analyzer I - to hack data containers
    • Relyc Analyzer I - to hack relic containers
    • Shield Extender or Hardener - for better safety
  • High slots
    • Core Probe Launcher I - for searching signatures
    • Prototype Cloaking Device - to stay invisible during system scanning
  • Rigs
    • Small Memetic Algorithm Bank I - to increase virus coherence hacking data cans
    • Small Emission Scope Sharpener I - to increase virus coherence hacking data cans
  • Core Scanner Probe I x8
  • Vespa EC-600 x1 - use in case if you are ganked, this gives small chance to run away when ganked.

Hacking in Unknown Space

Hacking in WH space involves standard/serious risks associated with any activity in WH, but is MUCH more profitable.

  • It requires better hacking skills (ability to resolve mini-game puzzle) as well as game skills in archaeology and hacking.
  • You want to complete hacking in WH space as quick as possible and only focus on cans that do have something valuable, hence need to equip "Cargo Scanner I" and check containers before hacking
  • WH sites can still be hacked in T1 frigate, though requires specialization:
    • one ship for hacking data sites with 2 Small Emission Scope Sharpener I rigs
    • another for hacking relic sites with 2 Small Memetic Algorithm Bank I rigs
  • When skills/budget permits, it is recommended to use Astero or even better T2 CovOps frigate
  • It is still possible to hack cans with Level one of analyzers, but serious dedicated players better train skills (archaeology and hacking) to level 5 and use T2 version of analyzers.
  • Put Warp Core Stabilizer in to low module so you can warp-off the site when ganked (earlier or later you will be): you won't be able to survive any attack in hacking ship, your best bet is to escape. WCS - help a lot.

Possible Fit:

  • Low slots
    • Warp Core Stabilizer I
    • Warp Core Stabilizer I
    • Warp Core Stabilizer I
  • Mid slots
    • 5MN Cold-Gas Enduring Microwarpdrive
    • Data Analyzer I (or II)
    • Relyc Analyzer I (or II)
    • Cargo Scanner I
  • High slots
    • Core Probe Launcher I
    • Cover Ops Cloaking Device
  • Rigs
    • Small Memetic Algorithm Bank I
    • Small Emission Scope Sharpener I
  • Core Scanner Probe I x8
  • Vespa EC-600 x1

Day trippers (players who don't leave in WH, but come into WH for hacking) usually need to do much more scanning, hence would benefit more by equipping Sister Core Probe Launcher and using Sisters Core Scanner Probes.

Hacking of relic sites is more profitable, comparatively to data sites. If you have luxury to skip data sites, replace Small Memetic Algorithm Bank I by another Small Emission Scope Sharpener I

Hacking of Sleeper Cache sites (?)

Ships required: Stratios, T2 analyzers

Hacking of Ghost sites

Very rare advanced exploration site. Site has 4 cans, organised in a square. Usually 1 can has a name different from 3 others; start hacking from THAT can, usually it has the best loot. Traditionally site gives 30-60M ISK, reported cases with loot up to few hundred million ISKs (not sure if that's true though).

VERY DANGEROUS.

  • Timer, i'm not joking: have a timer set for 2 minutes
  • T2 analyzers, rigs that bonus hacking
  • Good skills in hacking mini-game

Strategy:

  • You can run site in T1 scanning frigate; start timer on initiating warp. Running site in T1 frigate minimises loss if you are blown up. Use it for the very first try.
  • You can run site in a cloak ship (T2 Cov Ops frigate, Astero, or Stratios); warp to site cloaked, plan your actions, approach can you think is the best; Start timer when you decloak on site. Cloak ship will give you higher hacking speed, and chances to hack more cans until timer expires
  • Warp of from the site once you finish another can and have not much time left to hack one more can: rats will spawn at 2-10 after you decloak or initiate warp, they WILL NEUT (more than -100GJ/s) and KILL you (more than 1000dps).
  • If you start hacking can, but warp-off without completed hacking, the can will be blown up and apply damage to you (which neither frigate can survive, more than 10k explosive damage - to be confirmed)
  • Don't scan cargo, just hack (you don't have time)
  • Fit you ship with modules that increase velocity (MVD, Nanofiber) and decrease align time (inertial stabilisers)

Notice: It is possible to hack all 4 cans in 2 minutes. It is hard though: don't be greedy and warp of if you have any can left, but less than 30 seconds.

Further reading: Hacking 101, Ghost Site, Limited Sleeper Cache

Path of Warrior

Running Security missions (L1 - L4) (?)

Entry level - basic; required ships:

  • L1 missions - T1 destroyers
  • L2 - T1 cruisers
  • L3 - T1 battlecruisers
  • L4 - T1 or faction battleships

Average income

  • L1 - 1M per hour (?)
  • L2 - 2-4 M ISK per hour (?)
  • L3 - 5-10 M ISK per hour (?)
  • L4 - 30 - 200 M ISK per hour (very dependent on skills, fit, type of missions, LP conversion)

Other benefits: help boosting standings with factions Drawbacks: could negatively impact standings with 'other' factions References: Missions, http://eve-survival.org/wikka.php?wakka=MissionReports

Killing rats in asteroid belts

High sec

Entry level - basic; required ships: T1 frigate, literally any.

Asteroid belts rats in high sec are usually really weak and can be killed in any frigate. Destroyers do better, but don't think seriously about making ISKs buy killing asteroid rats in high-sec: the profit is REALLY low.

Low sec

Entry level - basic; required ships: T1 destroyer.

This is probably the first more-or-less serious type of income for a new pilot. It comes with a danger though: rats get a bit stronger, periodically you meet BC. But bigger danger comes from other pilots, looking for PvP.

  • Recommended ship: Algos.
  • Recommended fit:
    • High slot - blasters with Antimatter, the more powerful you can fit - the better
    • Mid slot - MWD + Medium Shield Extender + Invulnerability Field
    • Low slot - 2 DDA (Drone Damage Amplifiers) and Co-Processor (you will be limited by CPU)
    • Rigs - 3 x Small Core Defense Field Purger I
    • Drones - 5 x Hobgoblin I (upgrade to 'Integrated' Hobgoblin drones once get more experience/confidence, this will increase your DPS and income per hour)

Strategy: warp to the asteroid belt, turn on MWD and approach the toughest rat, after that turn off the MWD and orbit it at 500m, kill it with drones and blasters.

You can vary ship, but Gallente with drones are probably the BEST ships in game for PvE and Algos is one of the most cheapest and effective ships for killing rats in low sec.

Your income will be from bounties, loot (some modules are ok to sell), soldier tags - rare but expensive item to sell (20-25M ISK per item, but dropped really rarely).

The best low sec rats to kill are the Clone Soldier Negotiators, they drop tags worth over 20M ISK, they only spawn in 0.1 security systems.

Survival tip: try to run rats in a quiet system, preferably empty. When you see new pilot in local, check DScan and if it comes closer to you - warp away. Be quick, otherwise you can die in less than 20-30 seconds.

Nul sec (validate fit)

Entry level - still basic; required ships: T1 cruiser

Training required to fly any T1 cruiser with decent support skills is 1-2 days, hence entry level considered as 'basic'.

In nul-sec astroid belts rats are even more tough, but income is even better. You do need to have stronger ship (destroyers in hands of non-very skilled pilot just die). Optionally, you could use T2/T3/faction destroyers, but they are expensive. At the same time T1 cruisers do well

  • Recommended ship: Vexor.
  • Recommended fit:
    • High slot - railguns with Antimatter, the more powerful you can fit - the better. Railguns has lower dps, but Vexor is not as quick as Algos so even with lower DPS you benefit from been able to shoot from bigger distance.
    • Mid slot - AB + Omnidirectional Tracking Link, Cap Recharger, Cap Battery
    • Low slot - 2 DDA (Drone Damage Amplifiers), Damage Control, Energized Adaptive Nano Membrane, Medium Armor Repairer
    • Rigs - 2 x Medium Capacitor Control Unit (2 should be enough, what is 3rd rig?)
    • Drones - 5 x Hammerhead I (upgrade to 'Integrated' Hammerhead drones once get more experience/confidence, this will increase your DPS and income per hour)

Asteroid belt rats in null-sec don't drop soldier tags, but have high enough bounty and ok modules to earn 25+ M ISK per hour.

Survival tip: same as for low-sec ratting.

Once get more experience/confidence - upgrade to VNI, consider using heavy drones, put 1-2 Nanofiber modules to low module to speed up - you will be limited not only by dps, but by align and warp time.

Average income

  • high sec - 1-3 M ISK per hour (?)
  • low sec - 10-20 M ISK per hour (?)
  • null sec - 25+ M ISK per hour (depends on the security level: the lower security the harder rats the higher income)

Running combat anomalies (?)

Entry level - basic; required ships:

  • high sec - T1 destroyers
  • low sec - T1 cruisers (Vexor), navy cruisers (Vexor Navy Issue), pirate frigates (Worm)
  • null sec - T1 BC, pirate/T2 cruisers, T3 cruisers, BS

Average income

  • high sec - <no data>
  • low sec - <no data>
  • null sec - <no data> (depends on the security level: the lower security the harder rats the higher income)

Further reading: http://eve-survival.org/wikka.php?wakka=AnomalyReports

Killing sleepers in WH (?)

Killed Sleepers drops blue loot: quite expensive items that are bought by NPCs. It is not used for production of any items materials, but still is a good way to earn ISKs.

Also profitable is salvaging wrecks that are used in modules production. Salvaging is less time-efficient in terms of ISK/hour type of income, but very often is a good addition to Blue Loot.

Sleepers can be found in wormhole in:

  • regular combat sites, aka "green sites"
  • sleeper data and relic signatures, require scanning

Signature Sleepers are usually more strong and tough, than combat sites. All sleepers often switch 'primaries', kill drones, web, scram and do other things which make this type of business quite dangerous. It is not rare case when even VERY experienced players lose T3 cruisers to sleepers. At the same time, this can be very efficiently and safely run solo. Further reading:

For most effective sleepers site run, it is recommended to use faction or T2 ammo, T2/augmented drones. They are more expensive, but decreasing time required to run site they eventually are more profitable.

C1 (?)

Entry level - intermediate; required ships: T1 CR

C2

Recommended Fit:

  • Vexor
    • High slot: Railguns with Antimatter (though, sometimes you need to switch ammo to longer range); disable 1 or 2 guns if you need CPU or PGD for other modules - your main damage-dealers are drones
    • Middle slot: Multispectrum Shield Hardener II, 3 Large Shield Extender II
    • Low slot: 3-5 x Power Shield Relay II, 2-0 x Drone Damage Amplifier II the more tough site, the more PSR you should use. Start with 5 PSR modules, replace them with DDA as feel confident
    • Rigs: Medium Core Defense Field Purger I
    • Drones: 5 x Hammedhead II, 5 x Hobgoblin II (use smaller drones for frigates and towers)
    • Average Income: 40-60M ISK/hour.
  • Drake
    • Post fit if you used one
    • Average Income: 80-100M ISK/hour (please confirm)
  • Myrmidon
    • Myrmidon fit is below in C3 section

C3

Recommended Fit:

  • Myrmidon
    • High slot: Artillery with EMP charges (though, sometimes you need to switch ammo to longer range one or to ); disable 1 or 2 guns if you need CPU or PGD for other modules - your main damage-dealers are drones
    • Middle slot: EM Shield Amplifier II, 4 x Large Shield Extender II
    • Low slot: 4-6 x Power Shield Relay II, 2-0 x Drone Damage Amplifier II. Start with 6 PSR modules, replace them with DDA as feel confident
    • Rigs: Medium Core Defense Field Purger I (better T2 variant)
    • Drones: 4 x Sentries (mainly for towers), 5 x Hammerhead II, 5 x Hobgoblin II (use smaller drones for frigates); optionally use Heave drones instead of sentries, then to hit towers use small drones.
    • Average Income: 60-100M ISK/hour.
  • Gila
    • High slot: Rapid Light Missile Launcher II with Fury, Precision, or faction light missiles
    • Middle slot: EM Shield Amplifier II, Thermal Shield Amplifier II, Kinectic Deflection Amplifier, 3 x Large Shield Extender II
    • Low slot: 0-3 x Power Shield Relay II, 3-0 x Drone Damage Amplifier II. Start with 3 PSR modules, replace them with DDA as feel confident
    • Rigs: Medium Core Defense Field Purger II (don't be cheap: Gila deserves T2 rigs)
    • Drones: 2 x Hammerheads II, rest are up-to you; once get more reach, replace them with Augmented Hammerhead
    • Average Income: 120-160M ISK/hour.
  • RattleSnake
    • High slot: Rapid Heavy Missile Launcher II with Fury, Precision, or faction light missiles
    • Middle slot: Pithum C-Type EM Shield Amplifier, Pithum B-Type Thermal Shield Amplifier, Kinectic Deflection Amplifier, 2 x Large Shield Extender II, 2 x Shield Recharger II
    • Low slot: 4-6 x Power Shield Relay II, 1-0 x Drone Damage Amplifier II, 1-0 Ballistic Control Unit II. Start with 6 PSR modules, replace them with DDA/BCU as feel confident
    • Rigs: Medium Core Defense Field Purger II (don't be cheap: Gila deserves T2 rigs)
    • Drones: 1 x Gecko, rest are up-to you
    • Average Income: 180-220M ISK/hour.

C4 (?)

Entry level - advanced; required ships: faction bling BS

C5 (?)

Entry level - advanced; required ships: faction bling BS

C6 (?)

Entry level - no data, requires group and expensive ship

Exploiting environmental effects of certain wormholes can have a significant influence on what ships can be used to run the combat sites in particular in higher class wormholes. For instance, it is possible for a logistics supported fleet of armor destroyers to run combat sites in a C6 wormhole with the Wolf-Rayet effect.

Average income

  • C1 holes - 20-50 M ISK/hour (?)
  • C2 holes - 30-60 M ISK/hour (?)
  • C3 holes - 100-200 M ISK/hour
  • C4 holes - no data
  • C5 holes - 180-250 M ISK/hour
  • C6 holes - no data

Further reading

Safety hints

  • First thing to do in a new WH - save BM to 'exit'; once scouted - create a 'safety' BM.
  • Keep D-scanning CONSTANTLY, you should hit 'scan' button (use shortcut) each 5-10 seconds; if you see something on dscan allign to safety bookmark, pull drones, warp off. Do not pick-up MTU, you will have time to do this later.
  • Keep mobile depot, probe launcher and 8 probes in your cargo: you will need them in case if you hole dies or collapses for any reason
  • Keep also Cloak device in you cargo and Warp Core Stabilizers: use them travelling to WH and back home, replace by 'proper modules' (see above) before running sites. This shenanigan with modules takes 2-3 minutes, but greatly increases your survivability: it is better to spend 3 more minutes fitting back and forth other than lose your loot and ship after few hour of running sites

Incursion (?)

<to be edited>

Entry level - intermediate; required ships: faction bling BS. Can't be done solo.

Faction Warfare (?)

<to be edited>

Other benefits: help boosting standings with factions, good source of PvP content Drawbacks: could negatively impact standings with 'other' factions

Path of Planetary Tycoon (Planetary Interaction)

Priority: Must have for everybody

Average Income:

  • High-sec planet: <no data>
  • Low-sec planet: <no data>
  • Null-sec planet: <no data>
  • WH planet: 4-6M per planet per day with daily monitoring

Further reading.

Path of Miner

Average income

Income below is listed for solo mining/huffing with 'average' skills. It is increased by using booster-ships, training skills, using T2 modules.

  • Mining Ore <no data>
  • Mining Ice <no data>
  • Huffing Gas in K-space <no data>
  • Huffing Gas in U-space:
    • low level gas sites (Barren, Minor, Ordinary, Sizeable, Token): 15-20 M ISK/hour
    • mid-level gas sites (Vital and Bountiful) up-to 30-40 M ISK/hour
    • high-level gas sites (Instrumental and Vital) up-to 50-70 M ISK/hour

Mining Ore (?)

<please help filling in>

Mining Ice (?)

<please help filling in>

Huffing Gas

Gas is present in known and unknown space: read more.

The cheapest way is to huff gas in Venture: its productivity is same as other T2 ships, but it is much cheaper. Possible Fit:

[Venture, Venture]

  • Low slot modules
    • Inertial Stabilizers II
  • Mid slot modules
    • 5MN Microwarpdrive I
    • Medium Shield Extender I
  • High slot modules
    • Core Probe Launcher I
    • Gas Cloud Harvester II
    • Gas Cloud Harvester II
  • Rigs
    • Small Low Friction Nozzle Joints I
    • Small Low Friction Nozzle Joints I
    • Small Low Friction Nozzle Joints I
  • Ammunition
    • Core Scanner Probe I x8

T2 ships are better in terms of surviveability if ganked, but not in productivity.

Be aware: gas sites in WH space initially unguarded, but after initiation (attempt to warp in, does not require landing on grid) it triggers sleepers activation in 20-25 minutes. Often gas sites activated and huffed until sleepers arrive. After that sleepers are cleared and huffing continues. See escalation waves.

Path of Industrialist (?)

<to be edited>

Path of Trader (?)

<to be edited>