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EVE University Database
 
Ship Database
Providence
Providence
Providence
Amarr Empire
Amarr Empire
Amarr Empire
Freighters
Providence Class
Highlight
Has Huge Cargohold
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
Advancement is not a denial of holy truth, but its refinement.
– Empress Catiz Tash-Murkon I


Even though characteristically last in the race to create a working Compact of new technology, the Empire's engineers spared no effort in bringing the Providence into the world. While the massive potential for profit from the capsuleer market is said to have been what eventually made the stolid Empire decide to involve themselves in the freighter business, their brainchild is by no means the runt of the litter; the Providence is one of the sturdiest freighters out there.

SHIP BONUSES

Amarr Freighter bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship max velocity
Role Bonus:
100% reduction in Reinforced Bulkhead CPU requirements
90% reduction to effective distance traveled for jump fatigue

Required Skills
Training Time what's this?
36d 8h 30m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Ark
Ark
Jump Freighters Providence Class
Massive Cargo Hold
High Structure Hitpoints
Jump Drive
0 (0/0) 0 3
3 MW 5 tf
84 m/sec
135,000 m³

Ship Attributes

Fittings
Powergrid
powergrid
3 MW
CPU
cpu output
1 tf
Capacitor
capacitor
3,750 GJ
High
high slots
0
Launchers
launcher slots
0
Turrets
turret slots
0
Medium
medium slots
0
Low
low slots
3
Rig
rigs
0 
Calibration
calibration
0
Navigation
Max Velocity
Maximun velocity
70 m/sec
Inertia Modifier
inertia modifier (agility)
0.063
Warp Speed
Maximun warp speed
1.5 AU/s
Base Time to Warp
base time to warp
78.6 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Ansiblex Activation Cost:
missing
Drones
No drone bay.
Targeting
Max Tgt. Range
Maximun targeting range
0 km
Max Locked Targets
Maximun # locked targets
0
RADAR Sensor
RADAR sensor strength
86 points
Sig. Radius
signature radius
10,520 m
Scan Res.
scan resolution
0 mm
Structure
Structure Hitpoints
structure hitpoints
120,000 HP
Mass
ship mass
900,000,000 kg
Volume
ship volume
18,500,000 m³
Cargo Capacity
cargo capacity
435,000 m³
Armor
Armor Hitpoints
armor hitpoints
55,200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
12,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Providence is the Amarr freighter, a huge cargo ship for moving large volumes through highsec. It is the second fastest of the four freighters, both at sub-warp speed (70 m/s base) and in align time, behind the Fenrir. It shares the smallest base cargo hold with the Fenrir (435,000 m3, against 440,000 m3 for the Obelisk and 465,000 m3 for the Charon). The Amarr Freighter skill (+5% cargo per level) and Expanded Cargoholds in its three low slots bring it well over 1,000,000 m3.

The Providence has the second highest hit points of the four, behind the Obelisk, but on a freighter that matters little (see Tactics).

Skills

The skills needed to fly the Providence are listed in the infobox. Advanced Spaceship Command V is already one of them, and it also improves the agility of capital ships, freighters included. Beyond that, these support skills are worth training, roughly in this order:

  • Amarr Freighter (10x) to III early, and on to V later. Each level adds 5% cargo capacity and 5% sub-warp speed.
  • Evasive Maneuvering (2x) to III early and V eventually. It shortens your align time, and on a freighter your align time is your time on grid at every gate and undock.
  • Navigation (1x) and Warp Drive Operation (1x) to III.
  • Mechanics (1x), Hull Upgrades (2x) and Shield Management (3x) to V. These add hull, armor and shield hit points. Unlike tank modules, they cost you nothing in cargo or speed, so they are worth having, but they will not stop an organised gank fleet either (see Tactics).
  • Cybernetics (3x) to V, so you can plug in warp speed and agility implants. You don't need implants to fly a freighter correctly, but a set of High-Grade Ascendancy warp speed implants makes your warps more than 50% faster, which cuts a large share off your total trip time. If you haul for profit, for yourself or for others, that time saving adds up to a lot more trips and income.

Tactics

See also: Hauling

A freighter cannot fit a cloak or a nullifier, aligns slowly, and cannot be made safe by tank. It survives on intel, technique and support:

  • Stay in highsec. Freighters belong in highsec; low and null security space is jump freighter territory.
  • Scout where it matters. Use a scout through Jita, known gank systems and their neighbours, and check gates before you jump into them. You don't need to scout every jump.
  • Know the gank methods. Organised gank fleets usually hold a freighter with suicide tackle on the gate, or bump it off the gate with a fast, heavy ship until the damage fleet arrives. If the next gate is camped and there is no station in the system, don't go in: wait docked a system earlier.
  • Use a webber, but only where it counts. A webbing alt gets the freighter into warp almost at once, which beats bumpers and cuts your time on grid. Use it in gank pipes and on Jita entry, webbing from the gate to a station you can insta-dock at. Don't web every jump: it raises your gank profile. A web against suicide tackle on the same server tick is a 50/50 roll, so a webber does not beat tackle.
  • Insta-dock bookmarks, but no insta-undock bookmarks. A freighter aligning to an undock bookmark can be combat-probed and caught. Undock with Align rather than Warp, so you can redock without cancelling first.
  • Never autopilot. Autopilot lands you 15 km from the gate and crawls in.
  • Keep the cargo value inside what you are willing to lose, and remember that empty freighters get ganked too. Don't carry assembled freight containers or double-wrapped courier packages (a container or a package inside a courier package). Gankers can't see into a double wrap, so it makes you look valuable.
  • If you are bumped and have no timers on you, use Log Off (not Safe Log Off): your ship leaves space after about a minute.

Fitting principles

  • Tank is a trap. Reinforced Bulkheads and other tank modules do not keep a freighter safe: organised gank groups bring enough damage to kill any fit, and the extra hit points only cost you speed or cargo.
  • For travel, fit one Inertial Stabilizer and two Prototype Hyperspatial Accelerators. Swap in Expanded Cargoholds as the load needs, dropping the Inertial Stabilizer first. Three Inertial Stabilizers only win on very short trips.
  • Avoid expensive faction or ORE modules, which raise your gank profile.

See Freighters for more on the class.

Notes

  • All freighters warp at 1.5 AU/s since 12 March 2025. Older guides that give 1.37 AU/s are out of date.

Patch History