[Tip of the Week] Death to the TOADS!

Are you familiar with Incursions? Incursions are are constantly respawning event introduced with the Incursion expansion in which the NPC faction known as the Sansha’s Nation, led by Sansha Kuvakei, invades space in an attempt to conquer it for themselves. Capsuleers must fight off Sansha’s forces in order to return the contested space back into an area which can be more safely occupied.

It is a fun and profitable activity that allows you to experience battleship-sized PvE. In fact, you could even partake in it with our EVE University Incursions Community (think about joining one of my Intro to Incursions classes some time 😉 ) with newbro-friendly requirements and loaner ships.

The saying “know your enemy” is a good one and applies to Incursions just as well as it does any other activity in EVE. In order to know what to kill and most importantly in what order, it helps to know what the various enemies do, how hard they are to kill, what engagement range they have, etc. Incursion rats are well known for fielding high amounts of various EWAR. In particular, many Sansha enemies have the ability to warp disrupt (‘point’) capsuleer ships, preventing them from warping their multi-billion ISK ships off the field in case of emergency or danger.

Knowing what enemies have the ability to warp disrupt is crucial to the order in which rats are killed in a site. To that end, the Incursions groups gave life to the handy mnemonic “TOADS”, for all the Sansha rats that can warp disrupt:

  • Tama Cerebellum
  • Outini Mesen
  • Auga Hypophysis
  • Deltole Tegmentun
  • Schmaeel Medulla

Knowing which enemies to kill in what order is a big part of successful Incursions gameplay, and can be the difference between fat ISK payouts or many billions of ship losses!

Editor’s Note: the Sansha Nation Commander and Sansha Citizen/Slave rats can also point. TOADSSCS doesn’t quite roll of the tongue as much though, does it?

[Tip of the Week] Daily Tasks, doo-doo, doo-doo, doo-doo!

The AIR Daily Goals in your Opportunities window lists 8 simple and varied goals that you can complete each day. They will pay out some ISK and Evermarks, but the real rewards are in the 12-day reward track for which you earn one notch every day that you complete at least two Daily Tasks. The full reward track offers 8 million ISK 75 000 skillpoints and some SKINR components for Alpha clones, with Omega clones additionally gaining 5 PLEX and 150 000 skillpoints on top of that. This reward track resets every month.

There are several possible Daily Tasks to complete, and most of them can be done very quickly with some small initial set-up:
* Exploration, scan 5 signatures – go to a Career Agent system (Clellinon is closest to Stacmon) for guaranteed easy signatures to scan!
* Manufacturing, manufacture an item – buy a cheap Blueprint (like a shuttle for 50k ISK, or small T1 ammo like Antimatter Charge S) and some materials (Tritanium for 10 shuttles costs 130k), store it in a station with manufacturing capabilities (like Karpinski Forge in Stacmon) and you can make a shuttle/ammo/… whenever the manufacturing goal pops up!
* LP, earn 50 LP for any corporation – run a mission – something like L2 Distribution will take you 5 minutes and give enough LP to satisfy Daily task. Alternatively, watch out in #ping-misc for adverts – Unistas frequently run an LP sharing fleet where all you need to do is be in fleet for a couple of minutes, wait for turn-in, and complete the goal. You can be anywhere in New Eden or beyond while doing so!
* Mining, mine 2000 units of ore – if you have Venture, one or two cycles of your Miners in an asteroid belt is enough for the daily goals!

[Tip of the Week] Your Brain on Boosters

On day 6 of the current SKINR Daily Login campaign, both Alpha and Omega clones will receive a Basic Cerebral Accelerator. What is that thing?

The Basic Cerebral Accelerator is a redeemable booster that when applied will boost all five of your learning attributes (Charisma, Intelligence, Memory, Perception, Willpower) by 6 points for a base duration of a day. That sounds useful, right? Let’s take some further advantage of it.

Each trained level of the Biology skill increases the time duration of a booster by 20%. Meaning, at Biology level V, your Basic Cerebral Accelerator now lasts 2 days instead of 1 day – a 100% increase! Now, training skills to level V can be quite the investment for a newer player with so many new and cool things to train. However, level IV of Biology already provides you 80% of the bonus for a fraction of the training time, so why not move Biology IV to the front of your queue now, in time to redeem that login campaign booster with an added 80% duration.

Once you become more of an intermediate player and you start using fancier boosters, such as the +12 Attribute boosters, with even more powerful effects, consider training that last hike of Biology to V for a duration doubling of any booster you take. And while you’re at it, why not grab an Eifyr and Co. ‘Alchemist’ Biology BY-810 implant, to squeeze a further 10% duration out of your boosters?

[Tip of the Week] All Roads Lead To…

Diving down wormholes into spooky space is a great source of both PvE and PvP content! However, it’s quite easy to lose your way in them, as there’s no setting routes like you would with a gate network. Good bookmarking is crucial to maintaining an overview of the wormhole chain you’re in. Don’t forget to bookmark your entrances and exits! You’ll need to scan them back down otherwise, if you even had a probe scanner fitted in the first place… The last thing you want is to get stuck without a way out. If you do get lost, Signal Cartel will help you get home!

Wormhole gaming pro tips:

  • You can visually identify where a wormhole leads to.
  • A wormhole that has K162 in its show info is an exit, meaning someone else has scanned it down and jumped in from the other side. Over time, you’ll become more familiar with wormhole numbers, quickly allowing you to figure out the type (incoming/wandering/static) without even having to dive down!

Graphic courtesy of Shaemus O’Conor.

[Tip of the Week] Bring Your EWAR!

Text adapted from, and graphic by, the ever-lovely Shaemus O’Conor, EWAR afficionado extraordinaire.

Bring your EWAR – it can have an huge impact on a fight!

In EVE bigger is not always better. In fact, even a tiny T1 EWAR frigate like a Griffin or Maulus can have a massive impact on many PvP fights.

A flock of Blackbirds in a fleet wing can completely shut down an enemy logi wing, a single Crucifier can make it hard for a battleship to hit your fleetmates in frigates or quarter a Drekavac’s optimal range from 76km to 18km, an Arazu will point a shiny target, keep it sensor dampened and light the cyno to bring in the big boys.

T1 EWAR frigates can be used very quickly, within a few days of starting the game. It is a quick train, they are very cheap (some corporations may even hand them out for free) and you can have an immediate tangible impact during PvP fleets. Of course, if you like the playstyle, training more into the specific EWAR skills will make them even better, open up T1 EWAR cruisers and a higher effectiveness. When specializing, T2 EWAR cruisers can be a massive force multiplier in a fight.

So the next time a fleet is called, look for the EWAR wing or ask your FC if you can bring an EWAR ship. For learning more about EWAR, check out the links in this post.

P.S.: Salt is a valuable resource in New Eden and beyond, and an EWAR pilot is a master at extracting it.

[Tip of the Week] Love You So Much

Missioning income doesn’t just come from the ISK rewards you get from the agents. The corporation you run missions for will steadily pay you with Loyalty Points. Through the in-game Wallet -> Loyalty Points, you can click the corp you run for and find out where their nearest Loyalty Store is. You can then check https://www.fuzzwork.co.uk/lpstore/ to see which items would be best to sell on the market or directly to other players. Watch out for daily volumes – you might not want to buy 100 of an item that only sells 2 per day!

Want to know more about Loyalty Points? The UniWiki provides!

[Tip of the Week] Cloudy With A Chance of Death

We’re launching a new concept – both here on the blog and on the Uni Discord – the EVE Uni Tip of the Week! Some of you might remember the HIWUTOD of old, Hippla’s Weird Unsolicited Tip of the Day.

Well, we’re going to bring back that concept with some tips from all walks of EVE life, on a weekly basis, every Monday. PvP, PvE and everything in between – aimed at new and new-ish players, although the intermediate and veteran player may still learn something new with a tip that is outside of their usual area of gameplay. Without further ado, let’s dive into the very first EU-TOTW!


Did you know there are different clouds in the Abyss?


Filament Cloud – Orange – Shield Boosters repair less (-40%), but cycle faster (40%). As repair modules are capacitor-hungry modules, these will drain your capacitor fast!
Bioluminescent Cloud – Blue – 4x signature radius increase. Your signature size will balloon massively, making it much easier for large weapons with poor tracking to hit you! Particularly dangerous when enemies such as battleships are on the field, or when you rely on your small ship signature for tank.
Tachyon Cloud – White – 4x velocity, -50% Inertia. Be careful not to sling yourself out of the Abyss boundary. Microwarpdrive fits can easily get sent at over 10000km/s!

Want to learn more about Abyssal Deadspace and its localized effects? The UniWiki provides.