Wormhole Day-tripping

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This is a deprecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

Class Information

This chapter contains the standard information of this class pertaining to scheduling and class contents. The General Information should be sufficient to create a proper class topic for scheduling on the Eve University forum. Additional information relevant to the teacher is listed under Notes for the Teacher.

General Information

Illustration link for class description on the Eve University forum: 400px-Wormhole1024.jpg

Wormhole Day-tripping is intended to be an introduction to the basic aspects of how to find, inspect and profit from finding a wormhole system, taugth via practical class.

  • Duration: 2 hours, mostly practical.
  • Location: Docked up safely in any station. Meet at [Designated stagging station] for the practical part.

Class contents:

  • Difference between a Wormhole and Wormhole space.
  • What does C1-C6 mean?
  • What's a static?
  • When does a WH collapse?
  • How could you and what to do if you ever get trapped in a WH.
  • No local channel in WH unless you talk.
  • Assessing the value of a newly found WH system
  • Q&A
  • Practical exercise

Student requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
  • Access to the Class.E-UNI in-game chat channel
  • For assisting the practical exercise: An expendable ship. It MUST be equipped with guns and/or drones, a core probe launcher loaded with core scanner probes, and be a cruiser or above. Recommended to bring a cloak, propulsion module, and data/relic analyzer.

Additional information: This class is mainly a practical exercise delivered in the Class.E-UNI channel in Mumble, followed by Q&A.

Notes for the Teacher

Required materials:

  • Class.E-UNI chat channel, to receive questions and post relevant links.
  • A previously scanned WH leading to w-space, to conduct the practical.
  • The following written lecture should be given with actual visual examples, i.e. warping the fleet to the previously scanned wormhole while explaining what a wormhole is.

Class Contents


Welcome to this class on Wormhole sales!

This course is designed primarily for new and experienced players who want to learn how to make money with those apparently useless signatures leading to wormhole space, that they may be finding from time to time while exploring.

Over this hour or so, we shall cover

- The difference between a Wormhole and wormhole space.

- What does C1-C6 mean and how do I identify them?

- What's a static?

- When does a WH collapse?

- Assessing the value of the system.

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
  • You should be [docked up safely in a station, or at the designated stagging system for the practical]

Everyone ready? OK, then - let's begin....

Before starting

  • Ask for a volunteer to link the items mentioned during the class.
  • Ask the attendants to ask their questions not related to the current topic when they're asked to post their questions.

Difference between Wormholes and wormhole space

  • Wormhole space (or w-space) is refered to the 5000 (?) null-sec systems that can only be accessed trough a special kind of entry points.
  • Those are what we call wormholes. You use them like jump gates, but unlike gates they aren't permanent nor can you see them on the map. You have to scan them down with probes, launched from a core probe launcher that you fit to one of your high slots. Every wormhole system is connected by at least one wormhole to other systems, sometimes of known space, sometimes wormhole space, sometimes both.

WH Class

  • We will now go inside the system, but first you must know that every w-space system has a Class. This is usually refered to as C plus a number, as in C1, up to C6.
  • The higher the number, the harder the wormhole is. Higher wormholes have better resources on planets, harder Sleepers, better gas clouds and of course, more loot. This makes the higher ones harder to live in, and also they have less connections to k-space. For that reason, it's easy to find unhabited and people won't buy them from you, they'll just go and find one by themselves.
  • To tell the Class of a wormhole system, you can either guide yourself by the colour of the wormhole static (make an example with the WH you have in front of you), or use a specialized page. The colours goes similar to system sec status: Blue for C1, green for C2, yellow/white for C3, etc. You can use this guide to get a better idea http://wiki.eveuniversity.org/Visually_Identifying_Wormholes


  • There are two kinds of wormhole: Statics and random wormhole.
    • Every wormhole system has a specific kind of connection, with a code, which always leads to a specific kind of system. The system itself varies every day, generally every 18 to 24 hours, when the worhole despawns and a new one appears (of the same type), leading to a different system. For example, the WHC home system has a B274 static. This means that there's always a connection to Hi-sec, and that it despawns every 18 hours. Those are attributes shared by all B274 connections. We can also check some aproximate data if you right click and select Show Info onthe actual Wormhole in space.
    • Any system in EVE can also have random connections (which share the same codes that statics use), leading from any kind of space to any other kind of space. This ones do not reappear somewhere else in the system when they despawn due to time limit or collapse due to ship passing throught them.
    • Unlike other wormhole systems, C2 systems have TWO statics,one to w-space and one to k-space. Useful for longer trips or living there and make sure you always have both a way to get to k-space and

WH collapse

  • As you have seen in the statics check, each of them have a different Maximum Jump Mass, and a Total Mass.
    • Maximum Jump Mass means that's the absolute maximum ship mass (including modules and cargo) that the WH will allow to jump trough it. If you have more than that, you won't jump.
    • Total Mass is about how much mass will the WH allow to jump in total before collapsing.
  • Mind that the ship making the WH reach it's limit will still jump to the other side, making the WH collapse in the process.
  • Since the WHs will always eventually collapse, cloasing the way you know to access them, it is very recommended that you have an alt char with basic scanning skills and ship to use as a placeholder when you find a suitable system.

Assessing systems

  • Now the interesting part! There are some different ways of making money in W-space, most are similar to what you're used to in k-space.
  • Since Planetary Interaction (PI) is pretty much the same than in any other part of space, except that the planets give a much higher materials yield than in hi-sec, so I won't cover it here. You can see the enormous collection of information, known to be the best of the eve universe, in this links:
  • About running sites: We can run pretty much the same kinds of sites than you would run in known-space, with the exception of DED combat sites. We have cosmic anomalies, gas, data, and relic sites.
    • Cosmic anomalies: Those are sites that don't require the use of probes to be scanned. There's combat and ore mining sites.
      • Combat sites are very simple, you warp in, kill all the sleepers, loot the wrecks and salvage. Next anomaly. The money in this sites comes from 2 places: The so-called blue loot [link Sleeper Data library], that is normally dropped by any sleeper you kill and bougth by some npc buying orders in known space. It's called blue loot because, well, there are different kinds with different values, but all of it is blue. The other source of income is the [Melted Nanoribbons] you get when salvaging. This is the only real good salvaging loot you will get, and it's price is around 6 to 8 millions per unit.
      • Mining sites are also relatively simple and siminar to k-space. NPCs spawn about 15 minutes after the first warp to the site is initiated, and a BC is recomended to clear them.
    • Gas sites: Just like mining sites, some sleeper NPCs spawn after 15 minutes of initiating the first warp. Running the site during this window is known as "ninja-huffing". Every site has different types of gas (always two different types, with varying amounts of them), that also vary in value. Check this link and sort by isk/m3 value to check the best gasses at the moment. Generally always try to ninja gases with three digits in their name, as their value is sky-high.
    • Data/Relic sites:
      • a) Sleeper sites - Quite similar to cosmic anomalies, except that there's also cans that need to be opened with a data or relic analyzer. Drop loot specific to this kind of sites.
      • b) Faction sites - They function just like any other null-sec exploration sites. No rats, only two tries for every can, etc. Relic sites are highly profitable. Data sites, less so. They're only found in wormholes C1 to C3.

Class Wrap-up