1. High Sec Mining (Belts, Ore Sites)
Difficulty: Very Easy
Solo: Yes
Players Required: 1
Simple resource gathering with low NPC threat. Risk mainly from gankers and AFK mistakes.
2. High Sec Combat Anomalies (Green Sites)
Difficulty: Easy
Solo: Yes
Players Required: 1
Basic combat NPCs with predictable waves. Good for early combat skills.
3. Missions Level 1 to 2
Difficulty: Easy
Solo: Yes
Players Required: 1
Entry level structured PvE. Missions teach range control, triggers, and tanking.
4. High Sec Exploration (Relic and Data Sites)
Difficulty: Easy to Moderate
Solo: Yes
Players Required: 1
Scanning and hacking. Some high sec sites are weak, others require attention.
5. Missions Level 3
Difficulty: Moderate
Solo: Yes
Players Required: 1
Heavier incoming damage and more complicated mission layouts.
6. Abyssal Deadspace T0 to T1
Difficulty: Moderate
Solo: Yes
Players Required: 1
Safe from PvP inside the pocket. Risk comes from the timer and poor fits.
7. Low Sec Combat Anomalies and DED 3 to 4 Sites
Difficulty: Moderate to Hard
Solo: Yes
Players Required: 1
NPC difficulty is manageable. PvP threat raises overall difficulty.
8. Missions Level 4
Difficulty: Hard
Solo: Yes
Players Required: 1
Longer missions with stronger battleship NPCs. Good income once skilled.
9. Wormhole Daytripping (C1 to C2 Sites)
Difficulty: Hard
Solo: Possible
Players Required: 1 or 2
NPC waves hit harder and sleepers use smart AI. Constant paranoia from no local.
10. Abyssal Deadspace T2 to T4
Difficulty: Hard
Solo: Yes
Players Required: 1
Requires tight fits, good piloting, and proper resist coverage. Costly losses.
11. Null Sec Ratting (Havens, Forsaken Hubs, Sanctums)
Difficulty: Hard
Solo: Possible
Players Required: 1 or 2 for safety
NPCs are not the main issue. Hunters and roaming fleets are. Requires intel discipline.
12. Low Sec Missions Level 5
Difficulty: Hard
Solo: Rarely
Players Required: 2 to 6
High incoming damage. Usually run with remote repair groups. PvP risk is constant.
13. Wormhole PvE C3 to C4
Difficulty: Very Hard
Solo: Possible but risky
Players Required: 2 to 5 recommended
Sleepers neut, switch aggro, and hit hard. Site running is high payout and high stress.
14. Abyssal Deadspace T5 to T6
Difficulty: Very Hard
Solo: Yes, advanced
Players Required: 1
Endgame solo PvE. Expensive ships, tight timer management, and unforgiving mistakes.
15. Incursions (High, Low, and Null Sec)
Difficulty: Endgame
Solo: No
Players Required: 10 to 40
Requires coordinated fleets, logistics ships, and exact fits. Highest structured PvE difficulty due to NPC mechanics and group coordination.