Games / EVE Online / Progression Guides

EVE Online — Combat Career

One shared trunk, then six ways to be an endgame combat pilot. Finish the trunk and master any one branch — EVE has no single best-in-slot combat endpoint.

mmo✓ Verified in-gameCradle of War — Version 24.01Progress is permanent — no reset285 steps

What this guide is

A run-along checklist, not an article. EVE has no weekly lockout anywhere in combat — you progress by skills, ships, standings, knowledge, wealth and access to more dangerous space, and none of that clears itself. Nothing on this page resets.

The first third or so is shared: everybody does the New Player Experience, the Career Agents, a ship line, core combat skills and the low-level missions. After that the six branches share almost no steps, and you are not meant to do all of them.

Branches are not exclusive and nothing here gates them. Run one, run three, or move between them — the career is complete when you have finished the trunk and reached any ONE branch endgame.

Tags you'll see on steps

These appear beside individual steps in the walkthrough.

endgameReaching this completes the branch. Any one branch endgame completes the career.
the ruleA hard rule. Ignoring it usually costs you a ship, a hold of loot, or both.
read firstResearch this before you attempt it. EVE punishes improvisation here.
milestoneA major unlock or capability step — the point the activity changes shape.
long trainA significant skill investment. Worth planning your queue around.
optionalGenuinely optional. Skipping it does not block the branch.

Walkthrough

Verified for Cradle of War — Version 24.01✓ Verified in-game
Sections
Phase 0 — Foundation & Exordium13
First login0 / 5

New characters start in the 53-system Exordium starter region, where PvP is mechanically prohibited and rookie missions, combat anomalies, Homefront Operations and T0 Abyssals are all available. Rewards there are deliberately reduced compared with normal New Eden — it is a training ground, not a place to settle.

  • Complete the AIR New Player Experience
    The guided introduction. It covers the controls the rest of this route assumes you already have.
  • Learn ship movement — orbit, approach, keep at range, warp
    Practise each one deliberately rather than clicking Orbit and looking away.
  • Learn how shields, armour and hull work
    Three separate layers with separate repair mechanics and separate resistance profiles.
  • Learn capacitor management
    Running dry mid-fight disables your tank, your guns and your propulsion at once.
  • Learn locking and weapon activation
    Lock time scales with your sensor strength and the target signature radius.
Combat fundamentals worth learning before you need them0 / 6

These are the mechanics that decide whether a fit works. A player who understands transversal and signature radius will out-fly a better-skilled pilot who does not.

  • Learn optimal range, falloff and missile range
    Turrets have optimal plus falloff; missiles have flight time and explosion mechanics instead.
  • Learn how transversal and angular velocity affect turret damage
    Fast, close, high-transversal targets are hard for turrets and easy for missiles and drones.
  • Learn how signature radius and speed affect incoming damage
    A small fast ship takes far less from large guns than its raw tank suggests.
  • Learn to launch, control and recall drones
    Recalling before you warp is the habit that stops you losing them.
  • the ruleConfigure a usable combat Overview
    The default is not a combat overview. This is the single highest-value setup task in EVE.
  • Learn bookmarks, safe spots and the Directional Scanner
    D-scan is your only warning system in space without local intel.
The two rules that survive the whole game0 / 2

Security status runs Starter Space → Highsec → Lowsec → Nullsec → Wormholes, with risk and reward rising together.

  • Understand that ships and modules are consumable
    Everything you undock in is expendable equipment, not a permanent character asset.
  • the ruleNever routinely fly what you cannot replace
    The most reliable predictor of quitting EVE is losing a ship you could not afford.
Phase 1 — Career Agents10
Enforcer — the PvE introduction0 / 4

CCP splits combat into Enforcer for PvE and Soldier of Fortune for PvP. Run both: the site treats them as one Combat career, but the game still issues them separately.

  • Complete the Enforcer Career Agent missions
    A guided chain covering NPC combat, fitting and mission mechanics.
    Reward Ships, modules and starting ISK
  • Practise fitting damage and tank modules together
    A fit that is all guns dies; a fit that is all tank never finishes.
  • Begin earning corporation standings
    Standings gate every higher mission level from here on.
    Reward Corporation standing
  • Start the AIR Career Program Enforcer objectives
    Longer-running objectives that pay skill points as you go.
    Reward Skill points
Soldier of Fortune — the PvP introduction0 / 6

Run this even if you never intend to fight players. It teaches the modules that other players will use on you.

  • Complete the Soldier of Fortune Career Agent missions
    The PvP-flavoured chain.
    Reward Ships, modules, starting ISK
  • Learn tackling
    Holding something in place is the skill the entire PvP game is built on.
  • read firstLearn Warp Scrambler vs Warp Disruptor
    A scrambler stops microwarpdrives as well as warping; a disruptor has range but does not.
  • Learn Stasis Webifiers and basic electronic warfare
    Webs cut speed, which changes both damage application and escape odds.
  • Accept that losing ships is normal
    A pilot who never loses a ship is a pilot who never undocks into anything interesting.
  • Start the AIR Career Program Soldier of Fortune objectives
    Reward Skill points
Phase 2 — Choose your first ship line12
Caldari — missiles and shields0 / 3

Excellent beginner PvE route: long engagement ranges, damage you can select by ammunition, and a straightforward tank. Specialisations include the Corax Navy Issue, Caracal Navy Issue, Cerberus, Tengu and the Gila (which also needs Gallente Cruiser).

  • Train the Caldari line: Kestrel or Merlin → Corax → Caracal
    Frigate to destroyer to cruiser, in that order.
  • Progress to Drake, then Raven
    Battlecruiser then battleship. Do not skip ahead of your support skills.
  • long trainLong-term target: Golem
    The Caldari Marauder — missiles and shields at the top of the line.
Gallente — drones and hybrids0 / 3

Arguably the most flexible traditional ratting route, and drones keep working while you handle other things. Specialisations include the Federation Navy Comet, Algos Navy Issue, Vexor Navy Issue, Gila and Proteus.

  • Train the Gallente line: Tristan → Catalyst → Vexor
    The Vexor is one of the strongest early ratting hulls in the game.
  • Progress to Myrmidon, then Dominix
    Both remain useful far beyond the point you outgrow them.
  • long trainLong-term targets: Ishtar, then Kronos
    The Ishtar is a nullsec ratting workhorse; the Kronos is the Gallente Marauder.
Amarr — lasers and armour0 / 3

Excellent sustained damage and strong armour doctrines, and lasers use crystals rather than consuming conventional ammunition. Specialisations include the Imperial Navy Slicer, Dragoon Navy Issue, Omen Navy Issue, Sacrilege, Zealot and Legion.

  • Train the Amarr line: Punisher → Coercer → Omen or Arbitrator
    The Arbitrator branches toward drones and electronic warfare.
  • Progress to Harbinger, then Apocalypse or Abaddon
    Apocalypse for range, Abaddon for tank and close-range damage.
  • long trainLong-term target: Paladin
    The Amarr Marauder.
Minmatar — projectiles, missiles and a flexible tank0 / 3

Very versatile but slightly more skill-intensive, because the line mixes weapon systems and tank types. Specialisations include the Republic Fleet Firetail, Talwar Fleet Issue, Stabber Fleet Issue, Vagabond and Loki.

  • Train the Minmatar line: Rifter → Thrasher → Rupture
    Projectiles need no capacitor, which frees your cap for tank and propulsion.
  • Progress to Hurricane, then Maelstrom or Typhoon
    Maelstrom for shields and projectiles, Typhoon for missiles.
  • long trainLong-term target: Vargur
    The Minmatar Marauder.
Phase 3 — Core combat training16
Fitting0 / 4

Nothing else matters if you cannot fit the modules. A poorly trained battleship pilot is often less effective than a well-trained cruiser pilot — this phase is why.

  • CPU Management IV, then V
    Straight fitting headroom on every ship you will ever fly.
  • Power Grid Management IV, then V
  • Weapon Upgrades IV, then V
    Reduces the CPU cost of turrets and launchers.
  • Advanced Weapon Upgrades III → IV, eventually V
    Reduces powergrid cost. The V is a long train and worth it.
Capacitor and navigation0 / 4

Capacitor decides how long you can fight; navigation decides whether you get to choose the fight at all.

  • Capacitor Management IV and Capacitor Systems Operation IV
    Both to V eventually, for advanced fits.
  • Navigation IV and Evasive Maneuvering IV
  • Acceleration Control III–IV, Afterburner III–IV, High Speed Maneuvering III–IV
  • Warp Drive Operation III–IV
    Cuts capacitor cost per warp — it matters most when you are running away.
Targeting and tank0 / 3

Train the tank that matches the ship line you picked. Training both at once is the classic new-player mistake.

  • Long Range Targeting III–IV, Signature Analysis III–IV, Target Management IV
  • Shields: Shield Operation IV, Shield Management IV, Tactical Shield Manipulation IV
    Plus the Shield Compensation skills for the resistance types you use.
  • Armour: Mechanics IV–V, Hull Upgrades IV → V, Repair Systems IV
    Plus Armor Compensation skills III–IV.
Weapons and drones0 / 5

Nearly every PvE battleship benefits from drones, whichever line you chose — so drone training is close to universal even for non-Gallente pilots.

  • Your weapon system to IV, support skills III then IV
    Support skills often matter more than the weapon skill itself.
  • T2 small weapons, then medium, eventually large
    T2 ammunition is a bigger jump than most new players expect.
  • Drones V, plus Light and Medium Drone Operation IV–V
  • Drone Interfacing IV, Drone Navigation IV
    Interfacing is a straight damage multiplier on every drone.
  • Drone Durability III–IV, Drone Sharpshooting III–IV, and your racial Drone Specialization
Phase 4 — Level 1 Security Missions10
Your first agent0 / 6

Security missions are the cleanest structured introduction to traditional EVE PvE. Agent access is gated on effective standing: Level 1 needs none, Level 2 needs 1.0, Level 3 needs 3.0, Level 4 needs 5.0 and Level 5 needs 7.0. Those thresholds are the spine of the whole mission-running branch.

  • Find a corporation running Security agents
    Pick one whose LP store sells something you actually want — you will be here a while.
  • Run Level 1 Security missions
    A combat frigate or destroyer is the right hull.
    Reward ISK, loyalty points, standings
  • milestoneLearn each NPC faction's damage type
    Tanking the right resistance is worth more than a bigger tank.
  • Fit tank and ammunition to the faction you are shooting
  • Learn mission triggers
    Shooting the wrong ship spawns the next wave early. This gets expensive later.
  • Loot the valuable wrecks, salvage when it is worth the time
    Reward ISK
Standings and the social skills0 / 4

These four skills compound for the rest of your EVE career. Training them early is worth more than the mission rewards you are chasing.

  • Learn how mission Loyalty Points work
    LP value depends entirely on what the corporation's store sells.
  • Train Social and Connections
    Both raise the standings you earn and the standings you effectively have.
    Reward Faster agent access
  • Train Negotiation
    Reward More ISK per mission
  • Train Security Connections if missions will be a real career
    Reward Higher effective security standing
Phase 5 — Level 2 missions and early combat sites5
Level 20 / 5

Reach 1.0 effective standing to unlock these. Upgrade into a destroyer or cruiser before you start.

  • Unlock and begin Level 2 Security missions
    Requires 1.0 effective standing with the corporation.
  • Upgrade into a destroyer or cruiser
  • Learn active versus passive tanking
    Active repairs on demand and eats capacitor; passive is always on and does not.
  • Fit resistances for the specific enemies you face
  • the ruleStop relying on "orbit target" — learn manual piloting
    Manual control of range and transversal is the difference between a good pilot and an average one.
Phase 6 — Ratting introduction5
Killing pirates outside the mission system0 / 5

"Ratting" means killing NPC pirates in belts, anomalies and signatures rather than in missions. Progression runs frigate → destroyer → cruiser → battlecruiser.

  • Clear asteroid belt pirates
    The simplest possible ratting, and a fine place to test a new fit.
  • Run basic Combat Anomalies
    These appear in the Probe Scanner without needing scanning skills.
  • Learn the Probe Scanner interface
    Anomalies are listed for free; signatures must be scanned down.
  • Identify Combat Signatures
    This is where the escalation chain starts.
  • milestoneLearn escalation mechanics and DED site ratings
    An escalation is a chance at a much higher-value follow-up site.
Phase 7 — Abyssal Deadspace: Tier 07
Tranquil filaments0 / 7

Abyssal Deadspace is EVE's clearest difficulty ladder — seven tiers, T0 through T6. Exordium permits T0 only, which makes it a natural beginner activity. Every site is three rooms on a hard timer: if you do not finish, you die.

  • Obtain a Tranquil filament
    Buy them; they are cheap.
  • the ruleLearn the three-room structure and the site timer
    The timer is not a suggestion. Leaving the pocket late kills you.
  • Learn Abyssal weather effects
    Weather buffs and nerfs specific resistances and modules — it decides your fit.
  • Learn which NPCs web, which scramble and which neutralise capacitor
    Killing these first is usually correct regardless of their damage.
  • Learn target priority and extraction-node mechanics
  • Complete your first T0
    Reward Filaments, loot
  • the ruleComplete five T0 sites until they feel routine
    Routine is the bar for moving up a tier. It stays the bar all the way to T6.
Phase 8 — Level 3 missions7
The cruiser and battlecruiser tier0 / 7

Reach 3.0 effective standing. CCP's own Academy guidance puts Level 3 around the cruiser/battlecruiser stage depending on skills and fit.

  • Unlock Level 3 Security agents
    Requires 3.0 effective standing.
  • Upgrade into a properly fitted cruiser or battlecruiser
  • Take your tank support skills to IV
  • Take your primary weapon support skills to IV
  • Begin using T2 modules and T2 drones where you can
  • Learn blitzing versus full clearing
    Blitzing completes the objective and leaves; full clearing takes the bounties and loot. Which is better depends on the mission.
  • milestoneStart comparing LP store value rather than treating LP as generic currency
    LP is only worth what the specific store sells.
Cradle of War — Military Campaigns7
Seasonal empire conflicts0 / 7

Introduced with Cradle of War, Military Campaigns are multi-month conflicts whose outcomes can permanently change New Eden. Objectives are released progressively — the in-game Upcoming tab is the schedule, and it is the only reliable source for what is live right now.

  • Open Theatres of War → Military Campaigns
    Review all four empire campaigns before committing.
  • Choose an empire to support
    The Blessed Exchange (Amarr), State Corridor Initiative (Caldari), Starkmanir Restoration (Minmatar), Operation Rogue Edge (Gallente).
  • Complete a combat campaign objective
    Reward Campaign ISK, LP, empire standing
  • Complete a Factional Warfare campaign objective
    Reward Campaign ISK, LP, empire standing
  • Claim your personal contribution rewards
    Rewards scale with your own contribution, not the campaign result.
  • Check the Upcoming tab regularly
    Objectives are released over time rather than all at once.
  • Work toward campaign achievements and titles
    Reward Titles
Expansion one-times & Epic Arcs13
Exordium and the shipcaster0 / 3

Four one-way empire shipcasters let you leave Exordium directly for empire space. Each is single-use per character, so the choice is permanent for that character.

  • Complete the rookie Exordium content
    Missions, combat anomalies, Homefront Operations and T0 Abyssals.
  • milestoneChoose your Exordium shipcaster destination
    Caldari Tatrys → Onnamon · Gallente Mondaekus → Intaki · Minmatar Dettisolin → Amo · Amarr Ichorah → Mehatoor.
  • Use the shipcaster when you are ready for New Eden
    One use per character. Choose deliberately.
    Reward Passage to empire space
Visions of Greatness0 / 7

The Cradle of War Epic Arc. IMPORTANT: Epic Arcs repeat 90 days after YOU finish them — the clock is per character and starts on your own completion, so there is no shared date and no countdown on this page. Track the first completion here; the repeat is yours to remember.

  • Start Visions of Greatness
    From Cassandra Ahfrim at AIR Laboratories Trade Center, Manifest.
  • Complete the Caldari Prime Breakout simulation
  • Complete the Battle of Pator simulation
  • Complete the Golgothan Fields simulation
  • Complete the Liberation of Intaki simulation
  • Complete the optional bonus challenges
    Reward Extra rewards
  • milestoneFinish the arc and claim the rewards
    Repeatable after 90 days from your completion.
    Reward ISK, modules, faction standing
Achievements and titles0 / 3

Cradle of War expanded the achievement and title system. These are permanent progression, not recurring tasks.

  • Review the Combat achievements and pin the ones you want
  • Complete achievement milestones and claim the skill point rewards
    Reward Skill points
  • Unlock and equip a Combat title
    Reward Title
Mission Runner · Level 4 missions10

BRANCH — Mission Runner. Structured PvE against agents, the most predictable ISK in the game. Nothing below is required for any other branch, and you do not have to run this one at all.

The sustainable mature PvE activity0 / 10

Reach 5.0 effective standing. CCP recommends a well-prepared battleship. Entry hulls: Raven, Dominix, Apocalypse, Maelstrom, Typhoon, Praxis. Advanced: Machariel, Rattlesnake, Nightmare and other faction or pirate battleships.

  • Unlock Level 4 Security agents
    Requires 5.0 effective standing.
  • Train racial Battleship III → IV
  • Train large weapons and strong tank support skills
  • Train Drone Interfacing IV and upgrade your drones
  • Train fitting skills far enough for a proper battleship fit
    An underfit battleship is worse than a good battlecruiser.
  • the ruleLearn every mission's triggers before bringing an expensive hull
  • Decide blitz versus full clear per mission
  • Optimise your LP conversion
    The LP store, not the mission, is where the ISK actually is.
    Reward ISK
  • Keep a mobile depot for refits where it helps
  • the ruleKeep at least one full replacement ship
Mission Runner · Anomic and Burner missions9
Specialised high-difficulty missions0 / 9

Burners appear inside the Level 4 ecosystem but are nothing like normal L4s — they are small-ship fights against a single extremely dangerous NPC, and they need dedicated fits and prior research.

  • Get comfortable with normal Level 4s first
  • Train strong small-ship skills and T2 small weapons
  • milestoneTrain Thermodynamics
    Overheating is mandatory in most Burner fits.
  • Train propulsion and damage application skills
  • Build a dedicated fit per Burner type
    Do not improvise. Each Burner has a known answer.
  • read firstResearch each Burner before you enter it
  • Complete your first Anomic Agent mission
    Reward High ISK/LP
  • Complete Anomic Team missions
    Reward High ISK/LP
  • Work Burners into your mission blitz route
    Reward ISK/hour
Mission Runner · Level 5 missions9
Top-tier security agents, in lowsec0 / 9

Level 5s are the top of the standard Security ladder and sit in lowsec, which is what makes them specialised rather than simply "the next step after L4". Mission runners are actively hunted here.

  • Reach 7.0 effective standing
  • Locate suitable Level 5 agents
  • Learn the surrounding lowsec thoroughly
    Know the gates, the stations and the routes out before you commit.
  • the ruleUse a scout, or a scouting alt you trust
  • Create travel bookmarks
  • Understand how mission runners get hunted
    Your mission location is findable. Assume someone is looking.
  • Build mission-specific fits
  • Complete your first Level 5 mission
    Reward Very high ISK/LP
  • Learn which Level 5 missions to decline
    Selection matters more here than anywhere else in the mission game.
Mission Runner · Endgame — Marauder mastery8
The mission-running endgame0 / 8

Marauders are among the strongest general-purpose Level 4 platforms in the game. Bastion makes you immobile, which is enormous in PvE and dangerous everywhere else.

  • long trainTrain racial Battleship V
  • Train Advanced Weapon Upgrades and T2 large weapons
  • Train Marauders I → IV, eventually V
  • Learn Bastion mechanics
    Huge tank and range bonuses, at the cost of being unable to move or warp.
  • Learn Micro Jump Drive positioning
    The MJD is how a Marauder controls range without moving conventionally.
  • Learn bastion-cycle timing
    Cycling out at the wrong moment is how Marauders die.
  • the ruleUnderstand your PvP vulnerability while immobilised
    A bastioned Marauder cannot run. Ever.
  • endgameFly your chosen Marauder: Golem, Kronos, Paladin or Vargur
    Missiles/shields, hybrids/armour, lasers/armour, projectiles/shields respectively.
    Reward Mission-running endgame reached
Ratter · Nullsec ratting entry9

BRANCH — Ratter. Killing NPCs in anomalies and complexes, mostly in nullsec, mostly with other people's space around you. Independent of every other branch.

Getting into, and surviving, nullsec0 / 9

Anomaly ratting becomes a real career here. Lower investment: Vexor, Myrmidon, Gila. Established: Ishtar, Dominix, Rattlesnake. High-end active: Marauder or a specialised battleship.

  • milestoneGet access to safe ratting space
    Join a corporation or alliance that holds space, or establish your own access.
  • Learn local intelligence practice
    In nullsec, Local is a threat detector. Watching it is not optional.
  • Join the relevant intel channels
  • Configure D-scan and make safe spots
  • Create tactical bookmarks
    Off-grid safes and tacticals are what let you leave a fight you did not choose.
  • Understand warp disruption bubbles
    Bubbles are why nullsec travel is nothing like highsec travel.
  • Learn how ESS mechanics affect your bounty income
    Reward ISK
  • Learn the local pirate faction damage profile
    Tank the right resistance and your effective tank roughly doubles.
  • Learn the region's anomaly hierarchy
    Which anomalies are worth your time and which are not.
Ratter · DED complexes and escalations8
The high-value signature game0 / 8

Escalations from combat sites lead to DED-rated complexes carrying deadspace and faction loot. Advanced platforms include Strategic Cruisers, the Ishtar, the Gila, pirate battleships and Marauders.

  • Train basic scanning, or team up with an explorer
  • Scan down combat signatures
  • Learn the DED site ratings
    The rating tells you the difficulty and the loot tier.
  • read firstLearn which sites permit which ship classes
    Some acceleration gates block anything above a size class.
  • Complete lower-rated complexes
    Reward Deadspace and faction modules
  • Build specialised escalation fits
  • Run high-value DED sites
    Reward High-value loot
  • the ruleLearn to move valuable loot safely
    The most common way to lose deadspace loot is hauling it carelessly.
Ratter · Rampant Drone Fabricators9
Permanent wormhole endgame PvE0 / 9

Permanent content in C1–C6 wormholes since July 23, 2026, replacing the temporary event version. Escalating Rogue Drone encounters on the Rampancy system, able to reach 100 waves. CCP designed them primarily for small teams — extremely experienced players can attempt portions solo, but that is not the intent.

  • Learn wormhole navigation
  • read firstLearn wormhole mass and polarisation mechanics
    Getting your fleet stuck on the wrong side is the classic wormhole disaster.
  • Locate Drone Fabricator sites
  • Assemble a small PvE team
  • Learn the Rampancy escalation system
  • Complete the early waves safely
  • read firstAgree your fleet's extraction point before you start
  • Push into Severe and Critical threat waves
    Reward Escalating rewards
  • Optimise fleet composition for higher wave counts
Ratter · Endgame — capital ratting and high-end escalations4
The ratting endgame0 / 4

Capital ratting is a specialisation, not the automatic upgrade after Marauders — it depends entirely on holding space safe enough to use it.

  • Run high-rated DED escalations consistently
    Reward Deadspace and faction loot
  • Fly a Marauder or equivalent advanced platform in anomalies
  • optionalOptionally train into carrier ratting
    Only worth it inside an alliance that can defend the space you use it in.
  • endgameOptionally progress to supercarrier ratting
    A major investment that makes you a major target.
    Reward Ratting endgame reached
Abyss Runner · Abyssal T1–T210

BRANCH — Abyss Runner. Solo, timed, three-room pockets on a seven-tier ladder. The purest knowledge check in EVE PvE and completable in a cruiser. Independent of every other branch.

T1 Calm and T2 Agitated0 / 10

Do not treat Abyss progression like mission progression. Every tier is a substantial jump in risk, and the site timer means a fit that is merely "good enough" kills you. Navy or T2 frigates, or properly fitted cruisers.

  • Upgrade beyond your starter T0 fit
  • Learn all the common NPC families
  • Understand your chosen weather
    Fit for one weather type and buy filaments to match.
  • Practise overheating
    Heat is what closes the gap when a room goes wrong.
  • Learn when to kill support ships before damage ships
  • Complete T1 consistently
    Reward Filaments, loot
  • Upgrade tank, damage and weapon application for T2
  • read firstKnow every dangerous spawn for your fit
  • Practise heat management and manual piloting together
  • the ruleKeep enough ISK to replace the ship, every run
Abyss Runner · Abyssal T3–T412
T3 Fierce and T4 Raging0 / 12

Common platforms: Gila, Cerberus, Sacrilege, Vagabond, Ishtar and other specialised HACs. From here the ladder is a pilot knowledge check far more than a ship or ISK check.

  • Train strong cruiser skills
  • Reach T2 weapons where appropriate
  • Train high-quality drone skills if you fly a drone ship
  • Understand the dangerous room combinations
  • Build weather-specific fits
  • Complete T3 consistently before moving up
  • Upgrade fitting quality and add implants
  • Train the relevant skills toward IV and V
  • read firstMemorise priority targets and the major death rooms
  • Learn when to overheat tank, and when to overheat propulsion
  • Learn when to abandon side loot and just finish
    Greed inside a timed pocket is the most common cause of death.
  • Complete many T4 sites without loss before considering T5
Abyss Runner · Endgame — Abyssal T5–T610
T5 Chaotic and T6 Cataclysmic0 / 10

T6 is true solo PvE endgame. Common high-end platforms include specialised Gila, Cerberus, Ishtar, Vagabond, Sacrilege, Zealot and Stormbringer fits.

  • Maximise the relevant ship skills
  • Use optimised fittings, implants and boosters
  • Understand every lethal NPC combination
  • Maintain detailed target priority per room
  • the ruleKeep substantial replacement capital on hand
  • Complete T5 consistently
    Reward High-value loot
  • Master your chosen weather and every dangerous spawn
  • Optimise mutated modules if your strategy needs them
  • Develop reliable room-by-room strategies and track your times
  • endgameComplete T6 consistently without relying on luck
    Reward Abyssal endgame reached
Incursion Runner · Incursion preparation8

BRANCH — Incursion Runner. Large cooperative fleets against Sansha's Nation. The only combat branch you cannot meaningfully start alone. Independent of every other branch.

Before you buy anything0 / 8

Incursions are large-scale cooperative PvE against Sansha's Nation, ranging from small sites to high-end fleets of roughly 40–60 pilots. Doctrine varies between communities — the correct ship is the one your chosen fleet actually accepts, so read their doctrine before you spend a single ISK.

  • read firstFind an active public Incursion community
  • read firstRead its current doctrine before buying a ship
    Buying before reading is how people end up with an unusable battleship.
  • Train the exact required fit
  • Train capacitor and tank skills to their standard
  • Train weapon application
    Applying damage to frigates from a battleship is the whole problem.
  • Learn fleet broadcast procedures and configure your broadcasts
  • Learn anchor commands and target tags
  • Learn Sansha target priorities
Incursion Runner · Vanguards to Headquarters5
Working up the site sizes0 / 5
  • Join a Vanguard training fleet
    Most communities run these specifically for new pilots.
  • Learn fleet discipline
    Doing exactly what the FC says, immediately, is the entire skill.
  • Complete your first Incursion site
    Reward ISK, concord LP
  • Upgrade from an entry battleship to the accepted doctrine hull
  • Begin running Headquarters fleets
    Reward High ISK/hour
Incursion Runner · Endgame — doctrine, logistics and command4
The Incursion endgame0 / 4

Possible specialisations: high-DPS battleship, a Vindicator-style web role, Nightmare laser DPS, Marauder DPS, logistics cruiser, or fleet command and support.

  • Fly an accepted HQ doctrine ship
  • Specialise into an advanced DPS or logistics role
    Logistics pilots are perpetually in demand and rarely have to wait for a fleet.
  • Master the fleet mechanics — broadcasts, anchoring, target calling
  • endgameOptionally progress into fleet command
    FCs are the scarcest resource in the whole activity.
    Reward Incursion endgame reached
Factional Warfare Pilot · Before you enlist7

BRANCH — Factional Warfare Pilot. Empire militia warfare in lowsec, and the natural bridge from PvE into fighting players. Independent of every other branch.

Choosing a militia0 / 7

The four empire militias are the 24th Imperial Crusade (Amarr), State Protectorate (Caldari), Federal Defence Union (Gallente) and Tribal Liberation Force (Minmatar). You can enlist as long as the relevant faction standing is not negative. Enlisting makes the opposing empire's highsec dangerous for you — permanently, while enlisted.

  • the ruleChoose an empire and check your faction standings
  • the ruleUnderstand that opposing empire highsec becomes dangerous
    Navy ships will attack you on sight in their space.
  • the ruleBuy several inexpensive PvP ships and fit them identically
    Identical fits mean you can reship without thinking after a loss.
  • Create lowsec Overview tabs and configure D-scan
  • Learn gate-gun mechanics and security-status consequences
  • Learn aggression timers
    They decide when you can dock, jump or log off.
  • Learn pod-saving procedure
    Losing the ship is routine. Losing the pod and its implants is not.
Factional Warfare Pilot · Early Factional Warfare8
Your first complexes and your first fights0 / 8

Reward modifiers are set by system role: Frontline 150% LP, Command Operations 100%, Rearguard 50%. Start in T1 frigates, navy frigates, destroyers and navy destroyers — cheap hulls you will not mind losing.

  • Capture your first FW complex
    Reward LP, system contribution
  • Defend a complex against an attacker
  • Capture an offensive complex in enemy territory
    Reward LP
  • the ruleFight your first enemy militia pilot
    You will probably lose. That is the intended experience.
  • Earn your first FW loyalty points
    Reward LP
  • Buy something from the militia LP store
  • Learn the Warzone Control map and system Advantage
  • milestoneLearn Frontline, Command Operations and Rearguard roles
    Frontline systems pay 150% LP — that is where your time is worth most.
Factional Warfare Pilot · Advanced Factional Warfare10
Solo and small gang0 / 10

Cradle of War added seasonal complexes tied to the Military Campaign era: solo T1 combat and attack-frigate sites, interceptor sites, NVY-3 battlecruiser-and-smaller sites, and Contested Field Research Facility T3-destroyer sites.

  • Get comfortable fighting solo in frigates
  • Move up through navy frigates, destroyers and navy destroyers
  • Learn cruiser PvP
  • Join small-gang FW fleets
  • Learn offensive and defensive plexing
  • Learn the Advantage objectives
  • milestoneLearn to identify hulls on D-scan
    Knowing what is coming before it lands is most of survival.
  • Learn common FW fits by sight
  • milestoneLearn when to fight and when to leave
    The best FW pilots decline more fights than they take.
  • Run the Cradle of War seasonal complexes while they are live
    Reward Seasonal rewards
Factional Warfare Pilot · Pirate Insurgencies8
The optional pirate path0 / 8

Pilots can align with the Angel Cartel or the Guristas Pirates, connecting through Zarzakh and the Deathless Shipcaster into FW-style insurgencies against the empire militias.

  • Meet the required pirate standings
  • Travel to the appropriate pirate station and enlist
  • Locate the active Insurgency
  • Learn Corruption and Suppression mechanics
  • Capture pirate complexes
    Reward Pirate LP
  • Fight empire militia pilots
  • Push systems through the Corruption stages
  • Participate in an Insurgency victory condition
    Reward Insurgency rewards
Factional Warfare Pilot · Endgame — Battlefields and warzone control5
The FW endgame0 / 5
  • Reach solo PvP competence in your chosen hulls
  • Run advanced complexes consistently
  • Participate in Battlefields
    Large-scale set-piece FW fights.
    Reward High LP
  • Reach small-gang competence
  • endgameContribute meaningfully to a Military Campaign
    Reward FW endgame reached
PvP Pilot · PvP fundamentals11

BRANCH — PvP Pilot. Fighting other capsuleers on purpose. Optional for the Combat career, though Factional Warfare will expose you to it anyway.

Losing ships on purpose0 / 11

PvP is optional for the Combat career, though Factional Warfare exposes you to it naturally. The recommended training approach is not one expensive ship — it is 10 to 20 cheap frigates you intend to lose.

  • the ruleLose your first PvP ship
    Deliberately. Get it over with.
  • the ruleStop treating ship loss as failure
  • Fit 10–20 inexpensive frigates
  • the ruleFight, lose them, and review every loss
    Identify why you died, then change the fit or the piloting. This loop is the entire curriculum.
  • Learn D-scan and combat probes
  • Learn manual piloting and transversal control
  • Learn slingshotting and range control
  • Learn overheating
  • Learn tackle mechanics
  • Learn scram-kiting, web-kiting, brawling and traditional kiting
    Four distinct engagement profiles. Know which one your fit is.
  • Learn aggression timers, gate guns, bubbles and session-change timers
PvP Pilot · Choose a battlefield role6
Specialisation0 / 6

Pick one or more. Fleets need all of these, and the scarce roles get invited first.

  • Tackle — Interceptors, Propulsion Jamming, Navigation, Evasive Maneuvering
  • Electronic warfare — ECM, Sensor Dampening, Tracking Disruption, Target Painting
  • milestoneLogistics — Logistics Frigates and Cruisers, remote repair and capacitor transfer
    Perpetually in demand.
  • Fleet DPS — T2 medium and large weapons, HACs, battleships
  • Fleet utility — Command Destroyers, Command Ships, Interdictors, Heavy Interdictors, Recons, EAFs
  • Covert warfare — Covert Ops, Stealth Bombers, Black Ops, Cynosural Field skills
PvP Pilot · Endgame — fleet doctrine and capitals10
The PvP endgame0 / 10

Capital ships are not required to reach endgame combat — they are an additional strategic specialisation, and one that depends entirely on the organisation around you. Cradle of War added four T2 Command Carriers: Salvation, Simurgh, Gaia and Ymir, built around command bursts and battlefield control rather than raw damage.

  • Reach solo competence
  • Reach small-gang competence
  • Fly fleet doctrine reliably
  • Hold one or more specialist roles
  • optionalOptionally: join an organisation that can support capitals
  • Optionally: train Jump Drive Operation, Calibration and Fuel Conservation
  • Optionally: train capital hulls, tank and fighters or capital weapons
  • Optionally: learn cyno mechanics, capital escalation and fleet jump procedure
  • the ruleMaintain capital replacement funding before you undock one
  • endgameReach competence in your chosen fleet role
    Carrier → Dreadnought → Force Auxiliary → Command Carrier → Supercarrier → Titan is a progression, not a requirement.
    Reward PvP endgame reached