Games / EVE Online / Progression Guides
EVE Online — Business Career
Markets, hauling, contracts and corporate commerce. The one career where the progression resource is ISK, information and order capacity rather than ship size.
What this guide is
A run-along checklist, not an article. Nothing in Business resets — market orders, contracts, courier work and SKINR listings all run on their own durations, so nothing on this page clears itself.
EVE has no official Business career: CCP files trading under Industrialist and scatters hauling, contracts and corporate commerce across several systems. We separate it because a dedicated trader or logistics operator can become extraordinarily wealthy without ever mining an asteroid or manufacturing a ship.
The first rule, and the one that decides whether any of this works: never calculate sell price minus buy price. Sales tax, broker fees, relist fees and transport all come out before you have made anything.
Six branches, none gated. Finish the trunk and master any ONE and the career is complete.
Tags you'll see on steps
These appear beside individual steps in the walkthrough.
Walkthrough
Verified for Cradle of War — Version 24.01✓ Verified in-gamePhase 0 — Business foundation7
The wallet and the market0 / 7
The progression resource here is not ship size. It is ISK, information, liquidity, order capacity, logistics capability and market knowledge — a trader sitting in a station with a few hundred orders can have more economic influence than someone flying a capital ship.
- Learn how your Wallet worksIt tracks transactions, market activity, corporation wallet access where permitted, LP, shares, automatic payments and ISK transfers.
- the ruleLearn the difference between wallet balance and total net worthMost of a trader's value sits in inventory and open orders, not liquid ISK.
- Learn how assets are spread across New Eden
- Learn to search the market and read price history
- milestoneLearn to read daily trading volumeVolume decides whether a margin is real or theoretical.
- Learn the difference between an instant transaction and placing an order
- Learn how Contracts differ from the normal market
Phase 1 — Leave the Exordium economy4
A deliberately worse economy0 / 4
Exordium is a training environment, and CCP prices it that way: an extra 5% market fee on non-instant orders, higher industry installation costs and lower-value economic rewards. Learn here, earn elsewhere.
- Practise buying and selling inside Exordium
- Accumulate starter capitalReward ISK
- milestoneUse your one-way Exordium shipcasterCaldari Tatrys → Onnamon · Gallente Mondaekus → Intaki · Minmatar Dettisolin → Amo · Amarr Ichorah → Mehatoor. One use per character, shared with every other career.
- the ruleEstablish yourself in normal highsecTutorial economy behind you, real economy in front.
Phase 2 — AIR trading objectives4
CCP files trading under Industrialist0 / 4
We split Business out because a dedicated trader can become extraordinarily wealthy without ever mining an asteroid or building a ship — but the tutorial objectives still live in the Industrialist track.
- Open AIR Career Program → Industrialist
- Complete the Trading objectivesReward AIR rewards
- Buy and sell an item through the market
- Claim the AIR rewards, then stop treating the market as a tutorialReward Skill points
Phase 3 — How the market actually works7
Regional, not universal0 / 4
EVE has regional markets rather than one global one, and that single fact creates almost every opportunity in this career. CCP identifies Jita IV – Moon 4 – Caldari Navy Assembly Plant as the centre of most market activity; other regional hubs have lower volume and often wider spreads.
- Open the market and browse Market Groups
- Read Market Details: price history, daily volume, buy and sell orders
- read firstCheck order location, quantity and rangeAn order twenty jumps away is not competing with you in the way it appears to be.
- milestoneCompare a common item's price in two different regions
Buy orders and sell orders0 / 3
The matching system pairs the highest valid buy order with the lowest valid sell order. Only stackable, repackaged items use the regular market — assembled ships, used BPOs and BPCs need Contracts instead.
- Place your first sell order and choose a duration
- Place your first buy order with a quantity, duration and range
- milestoneWatch a buy order get filled by another player
Phase 4 — The arithmetic that decides everything6
The first rule of trading0 / 2
Never calculate sell price minus buy price. The real figure is Revenue − Purchase Cost − Sales Tax − Broker Fees − Relist Fees − Transport. Traders who skip this make a loss at volume and cannot work out why.
- the ruleLearn the full net-profit formula and use it every time
- Understand that repeatedly modifying orders costs ISKRelisting is where inattentive traders quietly lose their margin.
Current taxes and fees0 / 4
Sales Tax starts at 7.5% and Accounting brings it to roughly 3.37% at V. NPC station broker fee starts at 3%, with Broker Relations removing 0.3 percentage points per level and NPC corporation and faction standings taking it toward about 1% in ideal conditions.
- milestoneTrain AccountingVery high priority. It reduces the sales tax you pay on every single sale forever.Reward Lower sales tax
- Train Broker RelationsReward Lower broker fee
- Know your current sales tax and broker fee before you trade
- read firstUnderstand that broker-fee standings are UNMODIFIED standingsConnections and Diplomacy do NOT improve the broker-fee calculation, however much they help elsewhere. This catches almost everyone once.
Phase 5 — The trade skill tree12
Order capacity0 / 4
The whole capacity tree at V lets one character run as many as 305 market orders. That number is the difference between a hobby and a profession.
- Trade I → IV, eventually VReward More orders
- Retail I → IV, eventually VReward More orders
- long trainWholesale I → IV, eventually VReward More orders
- long trainTycoon I → V for a dedicated market characterReward Up to 305 orders
Transaction overhead0 / 3
These get more valuable the more you trade — they are a permanent percentage off everything you will ever do.
- milestoneAccounting to VSales tax from 7.5% to roughly 3.37%.Reward Permanent tax reduction
- Broker Relations to VReward Permanent fee reduction
- Advanced Broker Relations III → V if you reprice oftenReduces the cost of modifying and relisting orders — the skill that pays for active traders specifically.
Remote trading0 / 5
Professional traders do not sit beside their orders. Visibility extends remote buy-order range: level 0 is the station, I the solar system, II five jumps, III ten, IV twenty, V the whole region.
- Marketing — remote sell orders
- Procurement — remote buy orders
- Daytrading — modify orders remotely
- Visibility — extend remote buy-order range
- the ruleRemember that remote trading does not teleport inventoryBuying something twenty jumps away means it is still twenty jumps away until somebody moves it.
Phase 6 — Your first profitable trade9
Start deliberately small0 / 5
Good beginner products are things players consume constantly: ammunition, drones, frequently used T1 modules, consumables, common rigs and frequently destroyed PvP modules.
- the rulePick ONE item and study its daily volume
- Calculate the spread, then subtract tax and broker fees
- Place a small buy order and wait for it to fill
- Relist the stock as a sell order
- milestoneComplete the cycle and record the ACTUAL profitNot the projected profit. The one that landed in your wallet.Reward ISK
Liquidity — the thing that kills beginners0 / 4
A 100% margin is worth nothing if nobody buys. Track margin, volume, capital requirement, velocity, competition and risk together. A wide visible spread is usually wide because the item does not sell.
- Estimate your realistic share of the daily volume
- milestoneCalculate expected daily profit, not per-unit profit
- Track how long stock actually takes to sell
- the ruleStop trading products that sitCapital tied up in stagnant stock is capital not earning anywhere else.
Phase 7 — Capital management7
Do not invest your whole wallet0 / 4
Split your ISK deliberately: working capital for buy orders, inventory awaiting sale, logistics capital for ships and collateral, a liquid reserve, and a separate speculative allocation.
- the ruleKeep a liquid reserve for opportunities
- Track active buy-order value separately from inventory value
- Track logistics assets separately again
- the ruleNever put your entire wallet into one trade
Station standings (optimisation, not prerequisite)0 / 3
Standings with the faction and NPC corporation owning your trade station reduce broker fees. The per-transaction saving is small; at very high volume it stops being small.
- Identify who owns your primary station
- Check your corporation and faction standings there
- optionalWeigh the grind against the expected fee saving honestlyThis is an optimisation. Do not do it before you are trading enough for it to matter.
Phase 8 — Your first hauler4
Amarr — Sigil, then Bestower0 / 1
Being able to move your own inventory unlocks arbitrage, market seeding, courier work and corporation logistics all at once. Fast T1 haulers carry less and survive better; bulk haulers carry more and are slower.
- Train Amarr Hauler and fly a Sigil, then a Bestower
Caldari — Badger, then Tayra0 / 1
- Train Caldari Hauler and fly a Badger, then a Tayra
Gallente — Nereus, then Iteron Mark V0 / 1
- Train Gallente Hauler and fly a Nereus, then an Iteron Mark V
Minmatar — Wreathe, then Mammoth0 / 1
- Train Minmatar Hauler and fly a Wreathe, then a Mammoth
Phase 9 — Hauling safety6
The moment your cargo is worth attacking0 / 6
This career turns into PvP the instant your hold is worth more than the effort of killing you. A freighter is durable and still dies to an organised highsec gank.
- the ruleNever autopilot expensive cargo
- Check the route for lowsec before you undock
- the ruleCompare cargo value against your tankIf the cargo is worth more than the gank costs, you are the profitable target.
- milestoneBuild instant-dock and instant-undock bookmarks
- Split extremely valuable cargo across multiple trips
- Scout valuable shipments, or pay someone to
Phase 10 — Contracts5
What the market cannot sell0 / 5
Contracts handle blueprint copies, researched BPOs, assembled and fitted ships, bundles and courier shipments. CCP separates them into Auction, Item Exchange and Courier.
- Train Contracting, and Advanced Contracting if you specialiseReward More outstanding contracts
- Create and accept an Item Exchange contract
- Create a private contract, then a corporation contract
- Learn how contract expiration works
- read firstLearn the common contract scamsAlways inspect exact contents before accepting. Names and estimated prices are not contents.
Phase 11 — Economic intelligence12
The Monthly Economic Report0 / 4
CCP publishes an official Monthly Economic Report with downloadable datasets, usually in the first week or so of the following month. For a serious trader it is the closest thing EVE has to a professional intelligence briefing — Combat players may never open one.
- milestoneRead the newest Monthly Economic Report
- Review the Mineral, Ship and Module Price Indices
- Review regional production, mining value and destruction
- milestoneLook for changes that create trade opportunitiesDestruction drives replacement demand; production shifts move input prices.
The official Excel Add-in0 / 5
CCP provides an official EVE Online Excel Add-in for exactly this work — cargo volume, value tracking, profit calculation, hauling optimisation and trade-route identification.
- Install the Excel Add-in and connect your character
- Import market data and build an inventory sheet
- milestoneTrack buy and sell orders, margins and taxes in one place
- milestoneCompare regions and calculate ISK per cubic metreISK/m³ is the number that decides what is worth hauling at all.
- Build a personal trading dashboardReward A real workflow
Watch the signals0 / 3
Patch notes move markets faster than anything else in EVE. A trader who reads them first is trading on information nobody else has priced in yet.
- the ruleRead patch notes and expansion announcements for market impact
- Watch doctrine changes, new ships and balance passes
- Watch mineral, mining and manufacturing requirement changes
Cradle of War — the business consequences8
The Blessed Exchange is the one to watch0 / 3
The most directly commercial campaign in the expansion. The Amarr are establishing a Deaconry of Economic Oversight Office at Amarr VIII (Oris) – Emperor Family Academy, and if it succeeds the promised benefit is significantly reduced taxes and brokerage fees at that station. As of the capture it had gathered enough support that construction has begun.
- milestoneMonitor Blessed Exchange progress
- Watch Amarr market volume as it develops
- milestoneCompare future Amarr trading economics against JitaA structurally cheaper hub is the sort of change that moves where traders live.
The two infrastructure campaigns0 / 3
Both would change hauling geography rather than fees — and route length is a direct input to every logistics calculation you make.
- Track the State Corridor InitiativeA proposed Black Rise to Syndicate connection would alter hauling routes, nullsec access and regional arbitrage.
- Track Operation Rogue EdgeA proposal to cut Dodixie to Intaki from ten jumps to six.
- Recalculate affected routes if either is built
Campaign participation and achievements0 / 2
- Contribute to a campaign objective and claim your rewardsReward ISK, LP, empire standing
- Review the Business-relevant achievements and claim themReward Skill points, titles
Station Trader · Station trading5
BRANCH — Station Trader. Buying and selling in one place, at volume, on margins measured after tax. The purest form of the career and the one that needs no ship at all.
Buy low and sell high in one place0 / 5
The most basic model: a buy order fills cheaply from someone in a hurry, and a sell order clears it to someone else at a markup. Jita gives enormous liquidity and intense competition; quieter hubs give thinner volume and wider spreads.
- Establish yourself at a trade hub
- Identify 5–10 products and place buy orders
- Let inventory accumulate, then convert it to sell ordersReward ISK
- milestoneExpand to 20+ products across categories
- the ruleStop tying excessive capital into any single item
Station Trader · Speculation and PLEX7
Speculation0 / 4
Buying because you believe future supply or demand will move the price. Substantially riskier than margin trading — a patch can move the market the other way.
- Research why demand or supply might change
- the ruleEstimate a timeframe and set a maximum allocation
- Build the position gradually and define your exit price first
- the ruleKeep speculative inventory separate from trading capital
PLEX (optional)0 / 3
PLEX moves between the PLEX Vault and normal inventory for market or contract activity. It is another market with unusually high player interest and sensitivity to CCP offers — not a guaranteed appreciating asset.
- Learn PLEX market behaviour, spread and volume
- Watch store promotions and Omega demand
- optionalTrade cautiously, if at all
Station Trader · Endgame — Station Trader6
The trading endgame0 / 6
- Accounting V and Broker Relations V
- Advanced Broker Relations IV–V
- long trainTrade V, Retail V, Wholesale IV–V, and Tycoon
- Run a large diversified inventory with high turnover
- Turn consistent profit after taxes and fees
- endgameKeep idle capital to a minimumReward Station Trader endgame reached
Regional Merchant · Regional arbitrage4
BRANCH — Regional Merchant. Arbitrage, market seeding and LP conversion — profiting from the fact that EVE has regional markets rather than one.
Adding geography to trading0 / 4
Regional markets create natural price differences. Buy where a thing is cheap, move it to where demand supports more.
- Compare common item prices across two regions
- the ruleCheck volume at the DESTINATION, not just the priceA better price with no buyers is not a better price.
- Calculate taxes, transport cost and the loss if the price moves
- milestoneBuy small, transport, list, and measure ISK per tripReward ISK
Regional Merchant · Market seeding8
Selling convenience0 / 5
Instead of competing at Jita, find where players need equipment now — mission hubs, factional warfare areas, nullsec staging, wormhole logistics hubs, alliance staging, new-content locations. A module worth 10 million in Jita can be worth 12–15 million where somebody needs it tonight.
- Choose a destination market and study local activity
- milestoneIdentify the commonly used ships, modules and ammunition
- Buy near a primary hub and transport your inventory
- List at a justified markup and track turnoverReward ISK
- the ruleRestock only what actually sold
Fit-based seeding0 / 3
Where a region runs a doctrine, stock the whole fitting — hull, guns, propulsion, tank, tackle, drones, ammunition and rigs — so a pilot can replace an entire loss from your orders. For alliance-scale operators this becomes doctrine logistics.
- Identify the local doctrine
- milestoneStock every component of the fit, not just the hull
- Maintain stock levels against replacement demandReward Strategic value
Regional Merchant · Loyalty Point conversion5
Turning someone else's LP into ISK0 / 5
Combat and factional-warfare pilots generate LP; Business players convert it into market goods. A natural Combat-to-Business pipeline.
- Identify an LP store and its required LP, ISK and tags
- Calculate acquisition cost against finished-item sale price
- milestoneWork out your ISK per LP
- the ruleConvert only the profitable products
- Move the goods to a market that wants themReward ISK
Regional Merchant · Endgame — Regional Merchant6
The regional endgame0 / 6
- Operate across multiple regional markets
- Run a repeatable price-comparison workflow
- Fly a Blockade Runner, a DST and a Freighter as the cargo demands
- Assess route risk before every run
- Track ISK per cubic metre in a spreadsheet
- endgameMaintain reliably profitable routesReward Regional Merchant endgame reached
Hauler · Hauling as a business5
BRANCH — Hauler. Moving other capsuleers' cargo for money, from T1 haulers up to freighters. Turns into PvP the moment your hold is worth more than the gank costs.
Stop asking "can I carry it?"0 / 5
Start asking whether carrying it is profitable. Hauling Profit = Reward − Operating Cost − Expected Risk Cost, and then judge it on ISK per jump, ISK per minute, collateral tied up, volume, risk and whether you return empty.
- Track income, jumps travelled and collateral tied up
- the ruleTrack your ship losses honestly as a cost of doing business
- Count deadhead return trips against the run
- the ruleReject poor contractsMost courier contracts are poor. Saying no is the skill.
- milestoneSpecialise in routes whose risks you actually understand
Hauler · Courier contracts and freelance jobs8
Courier contracts0 / 4
The issuer sets origin, destination, package, reward, collateral and time. You deposit the collateral on acceptance; delivery returns it plus the reward, failure forfeits it.
- read firstCheck origin, destination and the actual route
- the ruleCheck lowsec and nullsec exposure on that route
- Confirm you can afford the collateral and carry the volume
- Accept, deliver, and collect the rewardReward ISK, collateral returned
Freelance Delivery Jobs0 / 4
A newer official layer: corporations can request item deliveries from players outside the corporation, with dedicated Deliver jobs rewarding Capsuleers for moving specified items to specified places.
- Open Freelance Jobs and filter for Deliver
- Check required cargo, destination, payout and input cost
- Complete profitable delivery jobsReward ISK
- milestoneCompare the income against courier contracts
Hauler · Blockade Runners and Deep Space Transports9
Blockade Runner — small, valuable, fast0 / 6
Prorator (Amarr), Crane (Caldari), Viator (Gallente), Prowler (Minmatar). Fast T2 transports that fit covert ops cloaks, built for high-value loads through dangerous space.
- long trainTrain racial Hauler V, Transport Ships and Cloaking IV
- milestoneFit a Covert Ops Cloak and learn to warp cloaked
- Build your instant-dock and instant-undock network
- Run lowsec, then nullsec with proper precautions
- read firstLearn bubble mechanics
- the ruleResist cargo-value complacencyThe ship that always survives is the one you eventually overload.
Deep Space Transport — bulkier, tankier0 / 3
DSTs complement rather than replace Blockade Runners. Runner for small, valuable and fast; DST for larger, bulkier and tanked.
- Train Transport Ships and fly your racial DST
- Fit substantial tank and learn the Fleet Hangar
- the ruleUse the right hull per shipment instead of forcing everything into one
Hauler · Freighters5
Bulk highsec logistics0 / 5
Providence (Amarr), Charon (Caldari), Obelisk (Gallente), Fenrir (Minmatar), plus the Bowhead for fitted ships. Enormous capacity, slow, and still vulnerable to organised attack.
- long trainTrain Advanced Spaceship Command as required, then racial Freighter
- the ruleBuy one only when your volume justifies it
- Build trade-hub bookmarks and learn safe routing
- Avoid unreasonable cargo concentration
- milestoneUse a courier service when that is genuinely saferOutsourcing is a legitimate answer, not an admission of defeat.
Hauler · Endgame — Hauler6
The hauling endgame0 / 6
- T1 hauler mastery across cargo types
- Blockade Runner and Deep Space Transport
- Freighter, and a Jump Freighter if the routes demand it
- A full instant-dock and instant-undock network
- Courier collateral managed as working capital
- endgameReliable logistics for clients or a corporationReward Hauler endgame reached
Strategic Logistics · Upwell haulers4
BRANCH — Strategic Logistics. Jump Freighters, cyno chains and standing routes between empire markets and nullsec staging. Infrastructure rather than trips.
The infrastructure logistics family0 / 4
Introduced with Equinox and permanently relevant: Squall (entry, Infrastructure Hold), Deluge (T2 Blockade Runner variant), Torrent (T2 Deep Space Transport variant), Avalanche (Upwell Freighter).
- read firstTrain Upwell Haulers and fly a SquallLearn what the Infrastructure Hold will and will not take.
- long trainTrain Upwell Haulers V, Transport Ships and Cloaking for a Deluge
- Fly a Torrent for high-threat infrastructure logistics
- milestoneFly an Avalanche for massive infrastructure moves
Strategic Logistics · Jump Freighters6
The strategic logistics endgame0 / 6
Ark (Amarr), Rhea (Caldari), Anshar (Gallente), Nomad (Minmatar). Unlike normal freighters they jump between cynosural destinations, which is what makes commerce between empire markets and lowsec or nullsec staging possible at all.
- long trainTrain racial Freighter, then Jump Freighters
- Train Jump Drive Operation, Calibration and Fuel Conservation
- the ruleArrange cynosural support through an alt or a trusted organisation
- Calculate jump range, fuel cost and cargo value per run
- Build safe docking bookmarks and learn tether procedure
- milestoneMove your first lowsec, then nullsec shipmentReward ISK
Strategic Logistics · Regional logistics networks5
Stop thinking in trips, start thinking in routes0 / 5
Jita → lowsec staging → nullsec alliance market → exports → Jita. The return leg is where the margin usually hides.
- Establish a primary import market and a destination market
- Determine restock cadence and average import volume
- milestoneFind the export opportunity so you never return empty
- the ruleMaintain fuel reserves and emergency liquidity
- Track profit per logistics cycle rather than per tripReward ISK
Strategic Logistics · Endgame — Strategic Logistics5
The strategic endgame0 / 5
- Trade hubs connected to staging systems
- Established Jump Freighter routes
- Fuel logistics handled as a standing cost
- Doctrine import and export logistics running reliably
- endgameStrategic reserves in placeReward Strategic Logistics endgame reached
Corporate Commerce · Contract broking5
BRANCH — Corporate Commerce. Contract broking, procurement, corporation wallets and budgets. Trading on an organisation's behalf rather than your own.
Trading what the market cannot list0 / 5
Researched BPOs, BPC packages, capital components, faction ships, officer modules, fitted ships and rare collectibles all move through contracts instead.
- read firstLearn the going contract prices by searching similar contracts
- Identify underpriced assets and buy selectively
- Relist at reasonable market valueReward ISK
- milestoneLearn how BPO research level changes valueAn ME 10 original and an unresearched one are not the same item at all.
- the ruleNever trust the estimated price on a rare asset
Corporate Commerce · Corporation Projects and procurement4
Becoming a supplier0 / 4
Corporations can run up to 100 active projects, including a Deliver Item type that suits procurement and buyback programmes.
- Participate in Corporation Projects and learn how rewards are structured
- Become a regular supplier to oneReward ISK
- milestoneHelp price a procurement project
- Move toward managing corporation procurementBuybacks, mineral, fuel, ammunition and ship procurement, and logistics reimbursement.
Corporate Commerce · Corporation commerce and wallets8
The roles0 / 4
CCP separates these deliberately so organisations can divide commercial responsibility rather than handing everyone director access: Trader (corporation market orders and Corporation Deliveries), Contract Manager, Accountant (wallet logs, assets, financial administration) and Project Manager.
- read firstLearn what each commercial role can actually do
- Operate one small corporation procurement budget
- the ruleKeep personal and corporation ISK strictly separateThe fastest way to lose a corporation's trust is to blur this.
- Maintain transaction records and reconcile them
Wallet divisions0 / 4
Corporation wallets split into divisions so trading, logistics, industry and operations can hold separate budgets — master reserve, procurement, trade, logistics, SRP and industry.
- milestoneEstablish divisional wallets and define who owns each budget
- Record large transfers and review transaction history
- Audit outstanding obligations
- the ruleMaintain a working capital reserve
Corporate Commerce · Endgame — Corporate Commerce5
The corporate endgame0 / 5
- Manage the corporation wallet and a procurement budget
- Run corporation market orders and contracts
- Cost fleet and industry operations accurately
- Maintain financial reserves
- endgameReport assets and liabilities, and budget major projectsReward Corporate Commerce endgame reached
SKIN Merchant · SKINR and the Paragon Hub8
BRANCH — SKIN Merchant. Designing and sequencing ship SKINs and selling licences on the Paragon Hub. Entirely separate from every other market in EVE.
A player-created cosmetic market0 / 5
SKINR lets Capsuleers design custom ship SKINs and sell licences through the Paragon Hub, which supports personal, corporation, alliance and targeted listings. Entirely separate from every other market in the game.
- Acquire Design Elements and create a design
- milestoneSequence your first SKIN
- List it on the Paragon HubReward ISK or PLEX
- Train Hub Promotion and Hub Algorithm OptimizationReward More listings
- Train Paragon RelationsReward Lower vendor fees
Production skills0 / 3
The commercial-scale sequencing tree: Basic Induction, Induction Efficiency, Advanced Induction Efficiency, Peak Induction Acceleration, Batch Sequencing, Mass Sequencing, Industrial Sequencing, Parallel Sequencing and Multi-thread Sequencing.
- Train the Induction skills
- long trainTrain the Sequencing skills toward commercial volume
- Source design materials efficiently
SKIN Merchant · Endgame — SKIN Merchant5
The cosmetic-market endgame0 / 5
- Advanced SKINR skills and high sequencing capacity
- Multiple active SKIN lines
- Paragon Relations trained and material sourcing efficient
- Recognisable style or brand
- endgamePositive margins after sequencing and listing costsReward SKIN Merchant endgame reached