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Community Missions

Every mission in EVE, organized by level and type — with briefings, objectives, enemy spawns and step-by-step breakdowns.

Open Community Missions

What you'll find here

Every mission in EVE Online, organized the way pilots plan them: by level and by type. Each mission page carries the agent's briefing, the objective, who you're fighting, and a step-by-step breakdown of what spawns where — so you know what to expect before you warp. The level ladder tells you what each level demands of your ship and skills; the type cards take you straight to the jobs you're in the mood for.

How to use it

  1. 1

    Pick a level. Level 1 missions are where new pilots start; each level up asks for a bigger ship and more skills. Level 5 is low-sec only and runs in groups.

  2. 2

    Or pick a type. Encounter, mining, courier, trade, deadspace and epic arc missions each play differently. The type pages list every mission that fits.

  3. 3

    Open a mission for the details. Briefing, objective, enemy and the step-by-step spawn breakdown — the full picture of what the job involves.

  4. 4

    Unsure what a type means? The reference primer at the bottom of the index explains each mission type in one line.

EVE context

In EVE Online, a mission is a task an NPC agent posts from a station: kill a pirate group, haul cargo between two stations, mine a specific ore and bring it back. In exchange, the agent pays ISK, loyalty points, and standing with their corporation and faction. For most pilots, missions are the first profitable work in New Eden, and the level ladder tracks how your ship and skills grow.

The ladder runs from level 1 to 5. Level 1 missions can be flown in a basic frigate, level 2 expects a cruiser, level 3 a battlecruiser or mining barge, and level 4 a battleship, which requires an Omega subscription. Level 5 is almost entirely combat work built for groups or capital ships, and it exists only in low-sec. Access is gated by standing: as your standing with an agent's corporation and faction rises, higher-level agents start offering you work. Every 16 missions you complete for a faction at a given level also triggers a Storyline offer from a special agent, and those missions pay out standing in a much larger lump.

The types set the pace. Courier missions are the fastest and carry no combat, which is why pilots run them to grind standing quickly. Encounter missions are the combat ones: they pay the most, and they are the ones you can die on. Every mission also runs on timers. Offers expire in about a week, completion is due within 7 days, and finishing inside the bonus window, which lasts from 10 minutes to 6 hours, earns an extra payout. Declining an agent's offer more than once every 4 hours costs standing, so choose your work with that in mind.

The rewards have levers. The Negotiation skill adds 5% ISK per level, and the Social skill adds 5% standing per level. Loyalty points scale with system security: the same mission pays roughly 80% more LP in a 0.5-security system than in a 1.0 system. And the bounties you collect on the NPC ships you kill are fixed per hull, and in many encounters they exceed the mission reward itself.

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