🇮🇹 IT 🇬🇧 EN

In EVE Online® there are no levels, no grinding, no pay to win, and the most powerful ship in the game counts for nothing: you learn (or "train") skills, one at a time, in real time, even while offline. This guide gives you a sensible order for the first 3-4 months, starting from the skills every ship needs (the Magic 14) and ending with the four noobkart fits we use at I.NET with new players, so that they can join alliance fleets right away instead of being left behind.

How much you train in 3-4 months

With well-distributed attributes (Perception, Willpower, etc.) and no implants, an Omega gains about 1.5 million skill points a month, an Alpha about half that. So in 3-4 months:

These are approximate values, not exact ones, because they depend on factors such as attributes. What is certain is that an Alpha trains at half the speed of an Omega.

Phase 0 — weeks 1-3: the Magic 14

These are the 14 skills that improve every ship: fitting, capacitor, tank, targeting, navigation. Goal: level IV (or the maximum allowed for Alphas). They are basic skills you need to start with a minimum setup and fly any ship better, whatever it is.

SkillEffect per levelAlpha max
CPU Management+5% CPU OutputV
Power Grid Management+5% Powergrid OutputV
Capacitor Management+5% Capacitor CapacityIV
Capacitor Systems Operation-5% Capacitor Recharge TimeIII
Mechanics+5% Structure HitpointsV
Hull Upgrades+5% Armor HitpointsV
Shield Management+5% Shield CapacityIV
Shield Operation-5% Shield Recharge TimeIV
Long Range Targeting+5% Maximum Targeting RangeIII
Signature Analysis+5% Scan Resolution (faster lock)III
Navigation+5% Maximum Velocity (sub-warp)IV
Evasive Maneuvering+5% AgilityIII
Warp Drive Operation-10% capacitor needed to warpIII
Spaceship Command+2% AgilityIV

Many already start at level III or IV for new characters. Get CPU Management and Power Grid Management to V as soon as possible: without them, many fits won't fit. After those, our advice is: first the tank skill of the ship you fly (Shield Management for shield fits like the Griffin, Rifter and Vigil; Hull Upgrades and Mechanics for armor fits like the Maulus), then Capacitor Management and Capacitor Systems Operation, then Navigation, Evasive Maneuvering and Spaceship Command. The targeting skills and Warp Drive Operation can wait.

Phase 1 — weeks 4-6: start flying something more serious

This is usually the phase that prepares you to join I.NET, i.e. the one where you learn the skills you need to join fleets right away with one of the fits listed below. For each fit, in game: import the fit, open the module with Show Info → Requirements and add the missing skills to the skill queue.

Basic skills shared by all noobkarts:

Plus the role skill: Electronic Warfare (ECM, Griffin), Sensor Linking (dampeners, Maulus), Target Painting (Vigil), Propulsion Jamming + Small Projectile Turret and Gunnery (Rifter).

Phase 2 — months 2-3: specialise in your role

Pick the role you enjoy and go deeper:

Phase 3 — months 3-4: the next ship

I.NET's noobkart fits

Cheap ships, easy to fit and useful in fleet even with few skills. All modules can be used by Alphas too. To import them: press Copy, open the Fitting window and use Import from Clipboard.

Griffin — ECM (Caldari)

Jams enemy target locks with ECM. In the cargo, ECM modules for all four sensor types (Ladar, Radar, Gravimetric, Magnetometric) plus Multispectral: swap them depending on the enemy ships.

[Griffin, griffin noobkart]
IFFA Compact Damage Control
Signal Distortion Amplifier II

5MN Cold-Gas Enduring Microwarpdrive
Small Shield Extender II
Enfeebling Scoped Ladar ECM
Enfeebling Scoped Ladar ECM
Small Shield Extender II


Small Core Defense Field Extender I
Small Core Defense Field Extender I
Small Core Defense Field Extender I


Warrior II x1

Umbra Scoped Radar ECM x2
BZ-5 Scoped Gravimetric ECM x2
Compulsive Scoped Multispectral ECM x2
Aergia Compact Magnetometric ECM x2

Maulus — Sensor Dampener (Gallente)

Reduces enemies' Targeting Range or Scan Resolution, depending on the loaded script.

[Maulus, maulus noobkart]
Damage Control II
200mm Rolled Tungsten Compact Plates
Multispectrum Energized Membrane II

Phased Muon Scoped Sensor Dampener
Phased Muon Scoped Sensor Dampener
5MN Cold-Gas Enduring Microwarpdrive
Cap Recharger II


Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I


Scan Resolution Dampening Script x2
Targeting Range Dampening Script x2

Rifter — tackle with artillery (Minmatar)

Holds the target in place with the warp scrambler and hits it with artillery.

[Rifter, rifter noobkart]
Damage Control I
Micro Auxiliary Power Core I
Co-Processor I
Gyrostabilizer I

Medium F-S9 Regolith Compact Shield Extender
5MN Cold-Gas Enduring Microwarpdrive
Initiated Compact Warp Scrambler

250mm Light Artillery Cannon I
250mm Light Artillery Cannon I
250mm Light Artillery Cannon I

Small Thermal Shield Reinforcer I
Small Kinetic Shield Reinforcer I
Small EM Shield Reinforcer I


Depleted Uranium S x500

Vigil — Target Painter (Minmatar)

Increases the targets' signature radius: the fleet's weapons (especially missiles and bigger ships) hit them better.

[Vigil, vigil noobkart]
Damage Control II
Capacitor Power Relay II

5MN Cold-Gas Enduring Microwarpdrive
Phased Scoped Target Painter
Phased Scoped Target Painter
Small Shield Extender II
Small Shield Extender II


Small EM Shield Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I

How to use them in fleet

Golden rule for every fleet: listen to your FC's orders, don't do your own thing.

Second golden rule: follow the broadcasts in fleet.

And then:

Alliance fleets are all in English. There are terms you need to get familiar with right away:

Pay attention to the jargon and, if needed, ask your corpmates what one thing or another means: understanding orders is essential for the fleet to go well, and also for saving your own skin.


Sources for fact-checking: EVE University Wiki, "Magic 14" and "Clone states" (CC BY-SA 4.0, rev. October 2026).