Difference between revisions of "Tutorial - New Player Experience - until Aug 2018"

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There are four different '''damage types''' in EVE:
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{{Deprecated|user=[[User:Shauny Tsero|Shauny Tsero, Mentor Manager]] ([[User talk:Shauny Tsero|talk]]) 17:48, 2 February 2020 (UTC)|newinfo=[[New Player Experience Tutorial - Seeker Investigation]]}}
* Electromagnetic (EM)
+
[[File:Tutorial-start.jpg|thumb|right|400px|Starting the EVE tutorial.]]The '''EVE tutorial''' (also known as the "New Player Experience", or "Inception") is a story-driven experience which introduces you to the very basics of playing EVE and to the EVE universe. Unless you've already played EVE it's highly recommended that you follow the tutorial, as the game has many particular mechanics which you may not be used to, even if you've played other computer games. The tutorial is available to any brand-new character.
* Kinetic
 
* Thermal
 
* Explosive
 
  
All weapons in EVE do at least one (often two) of these damage types, and every ship has different [[Eve Math#Resistances|resistances]] against each. Understanding damage types helps you to survive longer and deal more damage to enemy ships:
+
You start the tutorial in space in a [[corvettes|corvette]], the sole survivor of an attack on your fleet by [[Drifters]]. Through voiceovers, the game will introduce you to the basic concepts you need to play EVE. The tutorial gives you step-by-step instructions, you should follow them carefully. However, the tutorial is often a bit light on context (while it may tell you to do something, it often doesn't explain why or when you might normally want to do this). Therfore, if you'd like to know more about what the tutorial asks you to do, follow the list below, and/or click on the links for an even more in-depth explanation of the concepts covered by the tutorial.
* If you know that your enemy uses weapons which deal a particular damage type, you can fit modules to your ship to increase your resistance to that damage type, making your enemy's weapons less effective against you.
 
* Conversely, if you know that your enemy's ship has a low resistance to a particular damage type, you can use weapons which deal that specific damage type, making them more effective.  
 
{{#css:
 
table.damage {
 
font-size:90%;
 
text-align:center;
 
border:none;
 
}
 
  
table.damage tr th {
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For a more general guide to getting started in the game, see [[Getting Started in EVE Online]].  
background-color:#222222;
 
padding: 0.2em 0.5em;
 
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table.damage tr td {
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== Tips and general notes ==
padding: 0.2em 0.5em;
+
{{Color box|color=#ff3535|border=#ff0000|text=#000000|width=25%|Any friendly on grid in the final suicide mission will get killed and podded!}}
}
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* [[File:Skip-tutorial.jpg|thumb|right|Skipping the tutorial completely.]] To skip the tutorial completely, click on the tutorial icon in the info panel and click "Skip Tutorial". However, keep in mind that there is no way to resume the tutorial (not even through a GM support ticket <!-- yes, I tried :) -->) after you've skipped it.
+
* If a part of the tutorial gets stuck (for instance, if it doesn't recognise that you've completed a step), do the following:
table.npc tr td:first-child, table.npc tr th:first-child {
+
** Wait a few seconds. Some parts of the user interface can occasionally be a little sluggish.
text-align:left;
+
** [[File:Reset-tutorial.jpg|thumb|right|Reset a tutorial step.]] Reset the tutorial step (which will take you back one or two steps in the tutorial) by clicking on the question mark (?) button in the info panel.
}
+
** If all else fails, submit a support ticket to the game masters (GM) through the [https://support.eveonline.com/ EVE support website], and they will manually reset your tutorial to allow you to continue.  
 +
* [[File:Tutorial-transcript.png|right|thumb|Showing/hiding the audio transcript.]] The voiceover windows have a three-line icon at the bottom; click this button to show a text transcript of the voiceover.
 +
* The tutorial is somewhat unusual, as it includes voiceovers, interface hints, and a structured story to follow; "normal" gameplay in EVE is much more player-directed and free-form. The blue interface hints are not present during gameplay after the tutorial; if, during the tutorial, they obstruct another window, rotate the camera to get them out of the way.
 +
* While the EVE user interface (UI) cannot be modded, it can be customised by moving and resizing windows. The more you play the more you will get a feel for how you like setting up your interface, but there are two things you should do to the default UI from an early stage:  
 +
** Make the overview window as large as practical, and play around with the column widths to prevent the text from being clipped too much.
 +
** Increase the size of the chat window, and change the chat window settings (using the icons at the top-left of the chat window) to reduce the amount of screen space taken up by character portraits.
  
}}
+
== Topics covered by the tutorial ==
{| class="wikitable damage"
+
=== Aftermath of Drifter attack ===
! rowspan=2 |
+
* [[Camera]] control
! colspan=2 | Native resistance
+
** Zooming and rotating the camera around your ship, using your mouse.
! colspan=5 | Weapon damage
+
** Moving the camera to other objects (using the "look at" command).
|-
+
* Piloting your ship. Spaceships in EVE fly more like submarines than spaceships, as they have a maximum speed, and will slow down and stop when their engines are turned off. Also, while your ship can collide with other ships and objects, this causes no damage. 
! [[Shield Tanking|Shields]]
+
** [[Manual Piloting|Manual piloting]], by double-clicking in space, which will cause your ship to turn and fly away from your current camera position (irrespective of where in space you double-click). As a beginner you will only use this rarely.
! [[Armor Tanking|Armor]]
+
** [[Advanced_Piloting_Techniques#Approach|Semi-automatic piloting]], such as approaching or orbiting another ship or structure. Your ship's current command is displayed near the bottom middle of the screen.
! [[Turrets#Energy_Turrets|Lasers]]
+
** Setting your ship's speed (via the throttle setting, from stop to its maximum speed).
! [[Turrets#Hybrid_Turrets|Hybrids]]
+
* Interacting with objects, either through the radial menu or the right-click menu.
! [[Turrets#Projectile_Turrets|Projectile]]
+
** Virtually every context-sensitive command in EVE can be accessed by right-clicking.
! [[Drones]]
+
** [[File:Tutorial-open-cargo-radial-menu.jpg|thumb|right|Opening a cargo container using the radial menu.]] The most common context-sensitive commands can also be accessed (in many, but not all, cases) through the radial menu. To use the radial menu, press and hold the left mouse button on the object you wish to interact with, move the mouse to the desired command, and releasing the mouse button.
! [[Missile Launchers|Missiles]]
+
* Retrieving the contents of containers (or other objects) in space (this is referred to as "looting"; despite the name, it may not necessarily involve theft or other criminal activity). Your ship must be within 2500&nbsp;m of an object to retrieve its contents; if you're further away, your ship will first fly automatically towards the object. 
|-
+
* Using the [[overview]] to find and interact with nearby objects, which can often be ''much'' easier than finding them in space. You may want to enlarge the overview window and resize the columns to see more information at once.
| style="text-align:left;" | {{icon|em damage|32|EM damage}} EM
+
* [[Targeting]] ships (or other objects in space), which is necessary if you want to (for instance) fire your weapons at them. Any ships you have locked will appear as circles in the top-right of your screen.
| style="background-color:#3c0000;font-weight:bold;" | --
+
* [[File:Tutorial-fire-weapon-tooltip.jpg|thumb|right|Click your weapon to fire at the currently selected target. Note your weapon's range on the tooltip.]] Firing your ship's [[turrets|weapons]] at both stationary and moving targets. Your weapons have a maximum range; hover over the icon to see it, and keep your ships (e.g. with the "orbit" command) within this range.
| style="background-color:#003c00;font-weight:bold;" | ++
+
* Taking and dealing damage. Your ship (as well as enemy ships) is protected by shields, armor, and structure (collectively referred to as "[[tanking|tank]]"), which are depleted sequentially by incoming weapon fire; once a ship's structure has been depleted, it will be destroyed. Your ship's tank is represented by three concentric circles at the bottom of the user interface. Shields slowly regenerate over time; armor and structure must be repaired once they've taken damage. <!-- this may need a link to a UI overview page. -->
| Yes (prim)
+
* Using an [[Afterburner Details|afterburner module]] to increase your ship's speed. Using this module uses energy from your ship's [[capacitor]], which regenerates over time. Your capacitor's current charge level is shown in the middle of the tanking circles (at the bottom of the user interface)
|
+
* Warping to another location within the same star system, and docking at a station.
| Yes
 
| Yes (Amarr)
 
| Yes
 
|-
 
| style="text-align:left;" | {{icon|th damage|32|Thermal damage}} Thermal
 
| style="background-color:#3c1f00;font-weight:bold;" | -
 
| style="background-color:#1f3c00;font-weight:bold;" | +
 
| Yes (sec)
 
| Yes (sec)
 
| Yes
 
| Yes (Gallente)
 
| Yes
 
|-
 
| style="text-align:left;" | {{icon|ki damage|32|Kinetic damage}} Kinetic
 
| style="background-color:#1f3c00;font-weight:bold;" | +
 
| style="background-color:#3c1f00;font-weight:bold;" | -
 
|
 
| Yes (prim)
 
| Yes
 
| Yes (Caldari)
 
| Yes
 
|-
 
| style="text-align:left;" | {{icon|ex damage|32|Explosive damage}} Explosive
 
| style="background-color:#003c00;font-weight:bold;" | ++
 
| style="background-color:#3c0000;font-weight:bold;" | --
 
|
 
|
 
| Yes
 
| Yes (Minmatar)
 
| Yes
 
|-
 
|}
 
  
Some points to note:
+
=== Space station ===
* "Native resistance" is a ship's resistance to damage before any modules or rigs are fitted. For instance, without any modules or rigs, shields are most susceptible to EM damage and most resistant to explosive damage. However, keep in mind that it's possible (with the right modules) to compensate for a ship's weaknesses to some degree.  
+
* Training [[Skills and Learning|skills]], being given a skillbook, and injecting it. Viewing your skills through the character sheet. Skills in EVE are trained in real time, even when you are not logged into the game.  
* Thermal damage is not to be confused with heat damage, which is caused by [[overloading]] modules.
+
* Viewing and managing your [[Managing Your Assets|items]] <!-- this too needs a link to a UI overview page -->
* [[Turrets#Energy_Turrets|Energy turrets]] (often called "lasers") do about 60% EM and 40% thermal damage. The exact proportions depend on the focusing crystals used.  
+
** Your ship's cargo bay can store a limited amount of stuff (measured by volume).
* [[Turrets#Hybrid_Turrets|Hybrid weapons]] do about 60% kinetic and 40% thermal damage. The exact proportions depend on the ammunition type used.
+
** Your item and ship hangars in a station have effectively unlimited storage, but are location-specific (i.e. items stored in one station cannot be remotely accessed from another station).  
* Each type of [[Turrets#Projectile_Turrets|projectile weapon]] ammunition does two (sometimes three) different damage types.  
+
** Items and ships which you receive from "out of the game" (e.g. [[PLEX]], refer-a-friend rewards, or some of the rewards from the tutorial) can be found in your "redeem items" window.  
* [[Drones]] from each of the four factions do one damage type each, but they have slightly different stats (for example, Caldari drones (kinetic) do less damage than Gallente drones (thermal), but are slightly faster).  
+
* [[Fitting Guidelines|Fitting]] a module on a ship
* Each [[Missile Launchers|missile]] type comes in four variants, each doing one damage type. The variant have otherwise identical stats, although some missile-using ships have bonuses to one damage type (notably, many Caldari ships have a bonus to kinetic missile damage).
+
* The Info Panel (on the left-hand side of the user interface) shows where you should fly to next; right-click or use the radial menu on the location to warp/fly your ships to the location.  
* The more "exotic" weapons in EVE (such as [[smartbombs]], [[bombs]], and [[Capital_Ship#Titans|doomsday weapons]]) have variants for each damage type, which are generally otherwise equivalent.  
+
* [[Manufacturing]] a module from a blueprint original (BPO)
 +
** Almost everything in EVE (including BPOs) can be bought on the [[trading|market]]. While some items on the market (including BPOs) are sold by NPCs at fixed prices, most items are sold by other players, causing their prices to fluctuate with supply and demand.  
  
== NPC damage types ==
+
=== Missions ===
Just like player ships, [[NPC Naming Convention|NPC ships ("rats")]] have individual characteristics regarding the damage types they deal, and the damage types they are susceptible to. This information is valuable if you are planning on [[missions|running missions]] or [[ratting]], as you can fit your ship accordingly and maximise your effectiveness against your chosen targets. Ship fitting tools like [[EFT]] can simulate combat against rats of different factions, giving you even more fine-grained control over your fit.  
+
* Using a stargate to jump to another star system. Unlike in other space games, you can only travel inside a star system (using warp drive) or jump between star systems (using, for the most part, stargates); you cannot travel to an arbitrary point between star systems. 
 +
* Using the [[autopilot]] to:
 +
** Plot a course to a more distant star system. Plotting a course highlights the next stargate on your journey yellow in your overview, allowing you to easily find your way even on a lengthy journey.
 +
** Automatically fly your ship to your destination. While this can be a very hands-off way of flying, it takes much longer than "manually" warping from stargate to stargate, as the autopilot will always warp you to 10&nbsp;km off the next stargate, requiring an additional sub-light-speed flight to the stargate before you can jump to the next star system. Potentially unfriendly players will use this time you spend slowly flying towards a stargate to potentially [[Suicide Gank|attack and destroy]] your ship to steal your cargo; therefore, in most cases it's recommended that you only use the autopilot to plot a course, not to actually fly your ship.
 +
* Warping into a [[deadspace]] area using an acceleration gate.
 +
* Using a hacking module to [[Hacking#Relic Sites and Data Sites: Hacking|hack]] into a structure
 +
* Using a mini skill injector to receive 25,000 unallocated skill points, which you can use to advance your skill training (by approximately 14 Hours for [[Clone States|Omega characters]]; 28 Hours for Alpha characters, as these train skills more slowly). You can also purchase regular [[Skill_Injector#Skill_Injectors|skill injectors]] from the market to gain additional unallocated skill points, although these cost a substantial amount of ISK.
 +
* Receiving a new ship, [[assembling]] it, and using it. All ships and modules are sold/manufactured in a "packaged" state (think: IKEA flat-pack furniture); before a ship can be used, it must be assembled (modules are assembled automatically when fitted to a ship). 
 +
* Using a Stasis Webifier ("[[web]]") module to slow down an enemy ship. Webs are often used to make enemy ships easier to hit with weapons.
 +
* Having your ship and [[pod]] destroyed, causing your character's consciousness to transfer to its [[medical clone]].  
 +
* Recommending that you fly to the station with the nearest [[Career Agents]] to do their missions.  You will also receive some useful modules and ships (including a [[Venture]] mining frigate with mining modules) as a reward.
 +
** The career agents are the next step in the EVE tutorial, and it's highly recommended that you do their missions.  
  
In general, all rats from a certain faction have similar damage profiles, making them much more predictable than player ships. Additionally, each faction only uses particular types of [[EWAR|electronic warfare]]; this is also noted in the table below.
+
[[Category:Getting Started]]
 
 
{| class="wikitable damage npc"
 
! Faction
 
! Damage to deal
 
! Damage to resist
 
! Electronic Warfare
 
|-
 
| Angel Cartel
 
| Explosive / Kinetic
 
| Explosive (62%) / Kinetic (22%)
 
| Target Painters
 
|-
 
| Blood Raiders
 
| EM / Thermal
 
| EM (50%) / Thermal (48%)
 
| NOS/Neut, Tracking Disruptor
 
|-
 
| Guristas
 
| Kinetic / Thermal
 
| Kinetic (79%) / Thermal (18%)
 
| ECM
 
|-
 
| Mordu's Legion
 
| Kinetic / EM
 
| Kinetic (70%) / Thermal (30%)
 
|
 
|-
 
| Rogue Drones
 
| (varies) <ref name="rogue drones">Rogue Drones have a tendency to vary wildly in what damage type they deal and are vulnerable to.  Low-level missions seem to lean towards EM/Thermal while high-level missions lean towards Explosive/Kinetic. Consult reports (e.g. at [http://eve-survival.org/wikka.php?wakka=MissionReports Eve-Survival]) about the specific mission or exploration site before undocking.</ref>
 
| (varies) <ref name="rogue drones" />
 
|
 
|-
 
| Sansha's Nation<br />(missions / anomalies)
 
| EM / Thermal
 
| EM (53%) / Thermal (47%)
 
| Tracking Disruptor
 
|-
 
| Serpentis
 
| Kinetic / Thermal
 
| Thermal (55%) / Kinetic (45%)
 
| Sensor Dampener
 
|-
 
| CONCORD <ref>This refers to CONCORD enemies found in certain missions (particularly in low- and null-sec). CONCORD ships patrolling high-sec are invincible, so the damage types they do is not relevant.</ref>
 
| Kinetic / Thermal
 
| (Omni) <ref name="omni">"(Omni)" means that the ships do all damage types equally, or are equally vulnerable to all damage types.</ref>
 
|
 
|-
 
| Equilibrium of Mankind
 
| Kinetic / Thermal
 
| Kinetic (74%) / Thermal (26%)
 
|
 
|-
 
| Khanid
 
| EM / Thermal
 
| Thermal / EM
 
|
 
|-
 
| Mercenaries
 
| Kinetic / Thermal
 
| Kinetic / Thermal
 
|
 
|-
 
| Sleepers
 
| (Omni) <ref name="omni" />
 
| (Omni) <ref name="omni" />
 
| (all)
 
|-
 
| Sansha's Nation<br />(incursions)
 
| (Omni) <ref name="omni" />
 
| (Omni) <ref name="omni" />
 
| (all)
 
|-
 
| Amarr Empire
 
| EM / Thermal
 
| EM (47%) / Thermal (42%)
 
| NOS/Neut, Tracking Disruptor
 
|-
 
| Caldari State
 
| Kinetic / Thermal
 
| Kinetic (51%) / Thermal (48%)
 
| ECM
 
|-
 
| Gallente Federation
 
| Kinetic / Thermal
 
| Kinetic (60%) / Thermal (39%)
 
| Sensor Dampener
 
|-
 
| Minmatar Republic
 
| Explosive / Kinetic
 
| Explosive (50%) / Kinetic (31%)
 
| Target Painter
 
|-
 
|}
 
 
 
<small>{{Reflist}}</small>
 
 
 
==External links==
 
*[http://wiki.eveonline.com/wiki/Missions_guide EVE Online Missions Guide]
 
*[http://games.chruker.dk/eve_online/damage_types.php Damage Types]
 
*[http://www.eve-ivy.com/oog/missions/rat.html Kelduum's Rat Info]
 
*[http://www.ogrank.com/content/view/698/59/ OGRank]
 
*[http://www.evegeek.com/npc_damage.php EVE(geek) NPC Damage Info]
 
*[http://wiki.eveonline.com/wiki/Damage_types EVE Online Damage Types]
 
 
 
[[Category:Guides]]
 
[[Category:Missioning]]
 

Revision as of 17:48, 2 February 2020

This article is deprecated and no longer in use. There is no replacement information available. User: Shauny Tsero, Mentor Manager (talk) 17:48, 2 February 2020 (UTC)
Starting the EVE tutorial.

The EVE tutorial (also known as the "New Player Experience", or "Inception") is a story-driven experience which introduces you to the very basics of playing EVE and to the EVE universe. Unless you've already played EVE it's highly recommended that you follow the tutorial, as the game has many particular mechanics which you may not be used to, even if you've played other computer games. The tutorial is available to any brand-new character.

You start the tutorial in space in a corvette, the sole survivor of an attack on your fleet by Drifters. Through voiceovers, the game will introduce you to the basic concepts you need to play EVE. The tutorial gives you step-by-step instructions, you should follow them carefully. However, the tutorial is often a bit light on context (while it may tell you to do something, it often doesn't explain why or when you might normally want to do this). Therfore, if you'd like to know more about what the tutorial asks you to do, follow the list below, and/or click on the links for an even more in-depth explanation of the concepts covered by the tutorial.

For a more general guide to getting started in the game, see Getting Started in EVE Online.

Tips and general notes

Any friendly on grid in the final suicide mission will get killed and podded!
  • Skipping the tutorial completely.
    To skip the tutorial completely, click on the tutorial icon in the info panel and click "Skip Tutorial". However, keep in mind that there is no way to resume the tutorial (not even through a GM support ticket ) after you've skipped it.
  • If a part of the tutorial gets stuck (for instance, if it doesn't recognise that you've completed a step), do the following:
    • Wait a few seconds. Some parts of the user interface can occasionally be a little sluggish.
    • Reset a tutorial step.
      Reset the tutorial step (which will take you back one or two steps in the tutorial) by clicking on the question mark (?) button in the info panel.
    • If all else fails, submit a support ticket to the game masters (GM) through the EVE support website, and they will manually reset your tutorial to allow you to continue.
  • Showing/hiding the audio transcript.
    The voiceover windows have a three-line icon at the bottom; click this button to show a text transcript of the voiceover.
  • The tutorial is somewhat unusual, as it includes voiceovers, interface hints, and a structured story to follow; "normal" gameplay in EVE is much more player-directed and free-form. The blue interface hints are not present during gameplay after the tutorial; if, during the tutorial, they obstruct another window, rotate the camera to get them out of the way.
  • While the EVE user interface (UI) cannot be modded, it can be customised by moving and resizing windows. The more you play the more you will get a feel for how you like setting up your interface, but there are two things you should do to the default UI from an early stage:
    • Make the overview window as large as practical, and play around with the column widths to prevent the text from being clipped too much.
    • Increase the size of the chat window, and change the chat window settings (using the icons at the top-left of the chat window) to reduce the amount of screen space taken up by character portraits.

Topics covered by the tutorial

Aftermath of Drifter attack

  • Camera control
    • Zooming and rotating the camera around your ship, using your mouse.
    • Moving the camera to other objects (using the "look at" command).
  • Piloting your ship. Spaceships in EVE fly more like submarines than spaceships, as they have a maximum speed, and will slow down and stop when their engines are turned off. Also, while your ship can collide with other ships and objects, this causes no damage.
    • Manual piloting, by double-clicking in space, which will cause your ship to turn and fly away from your current camera position (irrespective of where in space you double-click). As a beginner you will only use this rarely.
    • Semi-automatic piloting, such as approaching or orbiting another ship or structure. Your ship's current command is displayed near the bottom middle of the screen.
    • Setting your ship's speed (via the throttle setting, from stop to its maximum speed).
  • Interacting with objects, either through the radial menu or the right-click menu.
    • Virtually every context-sensitive command in EVE can be accessed by right-clicking.
    • Opening a cargo container using the radial menu.
      The most common context-sensitive commands can also be accessed (in many, but not all, cases) through the radial menu. To use the radial menu, press and hold the left mouse button on the object you wish to interact with, move the mouse to the desired command, and releasing the mouse button.
  • Retrieving the contents of containers (or other objects) in space (this is referred to as "looting"; despite the name, it may not necessarily involve theft or other criminal activity). Your ship must be within 2500 m of an object to retrieve its contents; if you're further away, your ship will first fly automatically towards the object.
  • Using the overview to find and interact with nearby objects, which can often be much easier than finding them in space. You may want to enlarge the overview window and resize the columns to see more information at once.
  • Targeting ships (or other objects in space), which is necessary if you want to (for instance) fire your weapons at them. Any ships you have locked will appear as circles in the top-right of your screen.
  • Click your weapon to fire at the currently selected target. Note your weapon's range on the tooltip.
    Firing your ship's weapons at both stationary and moving targets. Your weapons have a maximum range; hover over the icon to see it, and keep your ships (e.g. with the "orbit" command) within this range.
  • Taking and dealing damage. Your ship (as well as enemy ships) is protected by shields, armor, and structure (collectively referred to as "tank"), which are depleted sequentially by incoming weapon fire; once a ship's structure has been depleted, it will be destroyed. Your ship's tank is represented by three concentric circles at the bottom of the user interface. Shields slowly regenerate over time; armor and structure must be repaired once they've taken damage.
  • Using an afterburner module to increase your ship's speed. Using this module uses energy from your ship's capacitor, which regenerates over time. Your capacitor's current charge level is shown in the middle of the tanking circles (at the bottom of the user interface).
  • Warping to another location within the same star system, and docking at a station.

Space station

  • Training skills, being given a skillbook, and injecting it. Viewing your skills through the character sheet. Skills in EVE are trained in real time, even when you are not logged into the game.
  • Viewing and managing your items
    • Your ship's cargo bay can store a limited amount of stuff (measured by volume).
    • Your item and ship hangars in a station have effectively unlimited storage, but are location-specific (i.e. items stored in one station cannot be remotely accessed from another station).
    • Items and ships which you receive from "out of the game" (e.g. PLEX, refer-a-friend rewards, or some of the rewards from the tutorial) can be found in your "redeem items" window.
  • Fitting a module on a ship
  • The Info Panel (on the left-hand side of the user interface) shows where you should fly to next; right-click or use the radial menu on the location to warp/fly your ships to the location.
  • Manufacturing a module from a blueprint original (BPO)
    • Almost everything in EVE (including BPOs) can be bought on the market. While some items on the market (including BPOs) are sold by NPCs at fixed prices, most items are sold by other players, causing their prices to fluctuate with supply and demand.

Missions

  • Using a stargate to jump to another star system. Unlike in other space games, you can only travel inside a star system (using warp drive) or jump between star systems (using, for the most part, stargates); you cannot travel to an arbitrary point between star systems.
  • Using the autopilot to:
    • Plot a course to a more distant star system. Plotting a course highlights the next stargate on your journey yellow in your overview, allowing you to easily find your way even on a lengthy journey.
    • Automatically fly your ship to your destination. While this can be a very hands-off way of flying, it takes much longer than "manually" warping from stargate to stargate, as the autopilot will always warp you to 10 km off the next stargate, requiring an additional sub-light-speed flight to the stargate before you can jump to the next star system. Potentially unfriendly players will use this time you spend slowly flying towards a stargate to potentially attack and destroy your ship to steal your cargo; therefore, in most cases it's recommended that you only use the autopilot to plot a course, not to actually fly your ship.
  • Warping into a deadspace area using an acceleration gate.
  • Using a hacking module to hack into a structure
  • Using a mini skill injector to receive 25,000 unallocated skill points, which you can use to advance your skill training (by approximately 14 Hours for Omega characters; 28 Hours for Alpha characters, as these train skills more slowly). You can also purchase regular skill injectors from the market to gain additional unallocated skill points, although these cost a substantial amount of ISK.
  • Receiving a new ship, assembling it, and using it. All ships and modules are sold/manufactured in a "packaged" state (think: IKEA flat-pack furniture); before a ship can be used, it must be assembled (modules are assembled automatically when fitted to a ship).
  • Using a Stasis Webifier ("web") module to slow down an enemy ship. Webs are often used to make enemy ships easier to hit with weapons.
  • Having your ship and pod destroyed, causing your character's consciousness to transfer to its medical clone.
  • Recommending that you fly to the station with the nearest Career Agents to do their missions. You will also receive some useful modules and ships (including a Venture mining frigate with mining modules) as a reward.
    • The career agents are the next step in the EVE tutorial, and it's highly recommended that you do their missions.