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This EVE Online Ship Guide outlines the main things that you need to knowabout how to use a ship in EVE Online.You will learn how to increase your ship's power and cpu and otherattributes, what to do if your ship is destroyed, and more.

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Introduction to EVE Ships

You will spend most of your game time in a ship, so itis critical to understand what your ship can do.This page explains some of the most important features of ships inEVE Online.

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Ship Structure

A ship's structure is compsed of the hull, armor, and shields. The shields are the outermost layer ofdefense, the armor is beneath the shields, and the hull is beneath the armor. Inside of the hull is thecapsule, also known as a pod, that your character sits in.

Your ship's shields and armor protect the hull. If the hull is breached, your ship is destroyed. Your podwill then be floating in space, highly vulnerable to attack. Fortunately, your pod has warp drive capabilities,so if you are quick, you can warp away to safety before anyone can podkill you.

Improving Ship Attributes

CPU and Power Grid are two very important attributes of a ship.For this reason, I have a separate section near the beginning of thisship guide with information on how to boost cpu and power grid.

How to increase CPU

Here is a list of ways to improve CPU on your ship.

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  • Train the Electronics skill
  • Fit a co-processor to your ship.
  • Use an implant that has CPU-boosting effects, like the Zainou 'Gnome'and the Inherent Implants 'Highwall', for example.
  • Use Rigs on your ship that reduce CPU usage, likeLiquid Cooled Electronics, for example.
  • Train the following skills to reduce CPU needs of different modules:
    • Weapon Upgrades
    • Electronics Upgrades
    • Energy Grid Upgrades
    • Mining Upgrades

For details on these methods for improving CPU,read the how to increase cpu guide.

How to increase Power Grid

While your CPU determines how many fitted modules can be online at a time,your Power Grid determines how many modules you can fit to yourship (but not necessarily have online) at a time.

Your power grid is the engine that powers the modules fitted to your ship.If you try to fit a module to your ship that exceeds your power gridcapacity, you will not be able to fit that module to your ship.
TheEngineering skill increases your power grid output, and the Advanced WeaponUpgrades skill reduces the power grid needs of weapons you fit to your ship.The Shield Upgrades skill reduces the power grid needs of modules thatincrease shield power.

How to repair a damaged ship

One way to repair a damaged ship is to fit repair units to it,like a Shield Booster, Hull Repairer, and so on.When you activate such units, they repair the ship by usingcapacitor power. Be careful not to run out of capacitor powerif you are in the middle of a fight.

Another way is to take your ship to a space station. The stationMIGHT have a repairshop inside. Some stations do not have repairshops,however. You can instantly repair any damage to your ship, but sometimesit costs a lot of money.

What if my ship is destroyed?

If your ship is destroyed, you will be in a pod floating in space.You are very vulnerable to gettingpodkilled.However, you can warp your pod to a station, where you will automatically be givena rookie ship (called a Velator) unless you happen to have a shipdocked in that station. Then you can focus on buying a new ship on the market.

You can return to your shipwreck in a different ship.Any items that were not destroyed will be in the wreckage.If you buy a modulecalled a Salvager, and train up the Salvaging skill, you can use thesalvager to try to get some of the broken-but-usable parts fromyour shipwreck.


Your ship's shield is your first line of defense against attack.The number of shield hit points depends on the type of ship you have.You can train the Shield Management skill to get 5% more shield capacityper level for any ship you pilot. You can also increase shield hit pointswith implants and shield extenders.

You can repair your shield on-the-fly with shield boosters. There arealso remote shield repair units that other ships can use to repair yourshield.

Your shield will gradually recharge if damaged. The recharge rateof your shield depends on the type of ship you have. You can reduce theamount of time it takes for the shield to recharge on any ship you pilot by training up the Shield Operation skill. If your shield hit points gobelow about a third of your shield capacity, your shield will rechargemore slowly than usual.

Your shield has resistances to different types of weapons. The resistancesdepend on the type of ship, but generally, shields are very weak against EM damage, fairly weak against Thermal damage, fairly strong against Kinetic damage, and very strongagainst Explosive damage.

You can improve your shield's resistanceswith the EM Shield Compensation, Explosive Shield Compensation, Kinetic Shield Compensation, and Thermic Shield Compensation skills. You can also fit various types of Shield Hardeners to your ship, which can increase all resistances, or specific types of resistances,depending on the type of Shield Hardener in use.

Rigs are also available for improving shield performance.

When your shield goes below 25%, your armor might start to takedamage. Train the Tactical Shield Manipulation skill to reduce this by 5% per level. When this skill is trained to level V, your armor willnot take any damage as long as your shield is intact.


Beneath your shield lies your armor. The hitpoints of your armordepend on the type of ship you are using. You can also fit armor plates toyour ship to increase your armor hitpoints.

As with the shield, armor has different resistances to different types of attack. Armor is naturally highly resistant to EM damage, andnot very resistant at all to Explosive damage. Armor hardeners increase resistance to a specific type of damage. There are also skillsthat increase armor resistances.

You can fit armor repair units to your ship to repair armor damageon-the-fly, and there are remove armor repair units that other ships canuse to repair damage to your armor.

Rigs are available to improve your armor's performance.

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Underneath shield and armor is the structural layer of your ship. It ispretty low on hit points in many cases, so you would do well to keep your shields and armor intact. Once your structure starts to take damage, youshould consider warping away to safety. Your ship will be destroyed if your structure hit points drop to 0, even if your shield and armor is still intact (although they are unlikely to be intact by the time your hull drops to 0).

Bulkheadsand nanofiber internal structures can increase your structural hit points.

You can use hull repair systems and remote hull repair systems to repairstructural damage on the fly.

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The hull has no natural resistances to different damage types, but you can fit damage controls to yourship to give it resistances.


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The capacitor outputs power for your modules. It is needed toactivate and use active modules. (Capacitor is not the same as Power Grid.) Capacitor is not needed for moving your ship around,so if you deplete your capacitor, you'll still be able to move at sub-warpspeed. If your capacitor is completely depleted, however, you will not be able to initiate warp. If you do not have enoughcapacitor to warp all the way to your destination, you might still be able to initiate warp.Your ship will take you as far as it can with the amount of capacitor poweryou have.The Warp Drive Operation skill lowers your capacitor need for initiatingwarp.

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Capacitor capacity depends on the typeof ship you have. You can train the Energy Management skill to increaseyour capacitor's capacity. You can also fit a capacitor battery to yourship, which passively increases your capacitor capacity.There are also capacitor boosters, which use capacitor booster charges to instantly rechargesome of your capacitor capacity. Capacitor booster charges are one-useitems that are used in a similar way to weapon ammunition.

Your capacitor gradually recharges itself if it is not full.The Energy Systems Operation skill increases the rate at whichyour capacitor recharges itself. There are numerous Engineering skillsthat reduce the capacitor needs of specific types of modules.Capacitor flux coils increase your recharge rate.

Better than sourcetree. There are a number of rigs available for improving your capacitorperformance.

Upgrade Slots

To use upgrade slots, you must have the jury rigging skill. Like implants, rigs provide permanent modifications to your ship, often at the expenseof some other attribute of the ship. Removing a rig from your ship destroysthat rig.

Equip Your Ship

Chances are you will want to equip your ship with things likeweapons, mining lasers, propulsion enhancements, and other things.Modules for your ship have skill prerequisites. If you do not havethe required skills for a module, you will not be able to fit it to yourship.

Your ship has hardpoints that limit the number of weapon modules you can fitto your ship. Your ship also has upgrade hardpoints that allow you to fitrigs to your ship, which provide various upgrades to your ship, usually at theexpense of another attribute. You cannot increase the number of hardpointson a ship. The number of hardpoints on a ship is important to considerwhen deciding on a ship to buy.

Before you buy a module, make sure your ship has enough powergrid and CPUto fit it, and make sure that it will not use up too much of your capacitorupon activation (if it is not a passive module).

Improving your Offense

It is important to understand how guns work in EVE Online. It is a rathercomplex system, and understanding it will help you maximize damage to yourenemies.

First of all, turret weapons have an optimal range, as well as anaccuracy falloff. The optimal range is how far away you want your shipto be from the enemy ship if you want the best chance of damagingit. You are very likely to hit an enemy who is in your weapon's optimalrange.

If your enemy is farther away than your optimalrange, your weapon's accuracy begins to getworse. If the enemy is at the optimal range + accuracy falloff your weapon's accuracy drops to 50%. If the enemy is twice the accuracy falloff distance from optimal range,you are probably not going to hit it at all. NOTE that anything closer than your optimal range is not going to suffer falloff penalties,although tracking speed becomes very important to determiningwhether you will hit the enemy.

The tracking speed of a turret is how fast it can turn. Your enemy'sangular velocity (which you can view in the overview if you turn it on)is how fast it is turning. A turret with high tracking speed will have aneasier time of hitting enemies with high angular velocity.

It is also important to consider your weapon's signature resolution.Enemies have signature radiuses, which is simply a measure of how bigthe enemy is. Your signature resolution defines how big an enemy must be in order for that weapon to hit it accurately, although the signature resolutionbecomes irrelevant when hitting something that is stationary. Signatureresolution only applies to hitting a moving target.

To reduce the accuracy loss that occurs when trying to fire on a fast-moving ship, you must move your ship in a way that reduces the ship's angularvelocity. You must try to keep your enemy in the same general spot, relativeto your ship. In other words, try not to let your enemy circle you.

Another element of good offense is the type of turret and ammunition youchoose. Pick turrets that cause as much damage as possible while not usingup too much power in your ship.


Missiles have an explosion velocity, which needs to be equal to orgreater than the velocity of the enemy in order to avoid penalties todamage, and explosion radius needs to be less than or equal to the enemyship's signature radius to avoid damage penalties. Missile velocity andflight time also affect missile effectiveness. If a missile doesn't havea high enough velocity to catch up with the enemy ship, it will neverhit it. Similarly, if a missile does not reach its target before the flight time is up, it will explode before reaching the target.

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Improving your Defense

Your ship has shields, armor, and hull. The shield is like the outer layer of protection on your ship. Your skills and ship type determine how many shield hit points your ship has. If your enemies destroy your shields, your armor will start to take damage. Once the armor is destroyed, your hull becomes vulnerable. If your hull is destroyed, that means that your ship is destroyed, and you'll be ejected into space inside a pod that you can warp to a station for safety. It is best to avoid this turn of events, because if your enemy is a player character, he or she might target your pod and shoot it, which means you're dead, and you'll be reborn in a clone. Be sure to invest in a good clone early on so you can transfer all of your skills to it. Your clone will be just like the destroyed self, except it will be missing any implants your old self might have had.

To protect your ship, there are a number of shield-improving accessories that you can add to your ship. Shield boosters, when activated, give your shield a boost of hit points.

Ship Speed

Certain types of ships tend to be fast, and some tend to be slow, and some are in the middle. For example, covert ops ships are very fast, but industrials arevery slow.

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Ship Acceleration and Turning

The mass of your ship, along with its inertial modifier, determineyour ship's agility, which is a measure of howlong it takes to accelerate and turn.Even if two ships have different top speeds, if their mass and inertialmodifiers are the same, then they will both reach their respectivetop speeds in the same amount of time.

Your acceleration is determined with this formula:

Velocity after t seconds =
(top speed) *(1 - (e to the (-t * (10 to the 6th power) / ((inertia modifier) * (mass)))))

Improving Ship Speed

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Some skills are specifically meant for improving ship performance.Skills like Navigation and Evasive Maneuvering improve acceleration andship speed. There are also Inertia Stabilizer modules andHull Nanofiber Structures that reduceyour inertial modifier.