https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Gale+zemayid&feedformat=atomEVE University Wiki - User contributions [en]2024-03-28T17:30:35ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Jump_drives&diff=79423Jump drives2014-12-29T11:17:18Z<p>Gale zemayid: /* Jump Drives */</p>
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<div>Most [[Capital_Ship|capital ships]], the largest ships in New Eden, are too large to use the stargates that smaller ships use. Instead of using stargates, these ships have a built-in "jump drive" that they can use to teleport to a cynosural field in a different system. A small number of ships have jump drives even though they are small enough to use stargates.<br />
<br />
=Jump Drives=<br />
Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]] skill to pilot. The following classes of ship contain jump drives: <br />
* [[Capital_Ship#Dreadnoughts|Dreadnoughts]]<br />
* [[Capital_Ship#Carriers|Carriers]]<br />
* [[Capital_Ship#Supercarriers|Supercarriers]]<br />
* [[Capital_Ship#Titans|Titans]]<br />
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]]<br />
* [[Battleship#Black_Ops|Black Ops Battleships]]<br />
* [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]]<br />
<br />
Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay which can only store fuel for the jump drive. The fuel required depends on the race that constructed that drive, and can be produced by refining [[Ice Mining|ice mined in that race's territory]]. The respective fuel type for each race is: <br />
<br />
<table border="1"><br />
<tr><td>Amarr</td><td>Helium isotopes</td></tr><br />
<tr><td>Caldari</td><td>Nitrogen isotopes</td></tr> <br />
<tr><td>Gallente</td><td>Oxygen isotopes</td></tr><br />
<tr><td>Minmatar</td><td>Hydrogen isotopes</td></tr><br />
<tr><td>ORE</td><td>Oxygen isotopes</td></tr><br />
</table><br />
<br />
The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the distance between the two systems in space (measured in light-years). Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year. The maximum jump range is extended by the skill [[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] (20% increase per level), and the fuel consumption is reduced by the skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] (10% reduction per level). Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. These three skills make a huge difference to the base figures, as shown in the table. Jump ranges used to be significantly longer (3.5 - 6.5 ly base ranges) but were shortened during the October 2014 Phoebe release as part of an effort to reduce long range power projection in nullsec.<br />
<br />
<table border="1"><br />
<tr><th>Ship type</th> <th>Base Range</th><th>Max Skills Range</th><th>Fuel per ly</th><th>Fuel bay (m3)</th><th>Fuel bay (units)</th></tr><br />
<tr><td>Dreadnought</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>8 000</td> <td>80 000</td></tr><br />
<tr><td>Carrier</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>3 000</td> <td>30 000</td></tr><br />
<tr><td>Supercarrier</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>5 000</td> <td>50 000</td></tr><br />
<tr><td>Titan</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>60 000</td> <td>600 000</td></tr><br />
<tr><td>Jump Freighter</td> <td>5 ly</td> <td>10 ly</td> <td>4400 units</td> <td>10 000</td> <td>100 000</td></tr><br />
<tr><td>Black Ops Battleship</td><td>5 ly</td><td>8 ly</td> <td>450 units</td><td>1 250</td> <td>12 500</td></tr><br />
<tr><td>Capital Industrial Ship</td><td>2.5 ly</td><td>5 ly</td> <td>1500 units</td><td>10 000</td><td>100 000</td></tr><br />
</table><br />
<br />
Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]), so the above mentioned ships are relatively weak just after jumping. Capital ships making multiple jumps are often fit with cap rechargers and capacitor power relays (a ''travel fit'') to reduce the amount of time between jumps.<br />
<br />
=Cynosural Fields=<br />
''Cynosure'' (say "SIGH no sure") is a little-used word. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.<br />
<br />
In order to jump, a jump drive must first lock onto a cynosural field, or "cyno", at its destination. These fields can be produced either by the Cynosural Field Generator modules, or the [[POS_Structures#Cynosural_Generator_Array|Cynosural Generator Array]], which can be anchored at a [[POS]]. The module can only generate a cynosural field in systems with a [[System_Security|security]] of 0.4 or below (low-sec or null-sec), and the array can only be anchored in sovereign nullsec. If a ship can't use a stargate, it cannot enter high security space. It is also impossible to produce a cynosural field in wormhole space.<br />
<br />
The Field Generator module requires the {{sk|Cynosural Field Theory|icon=yes}} skill to operate. For a ship to activate the module, it must have 500 units (200 m<sup>3</sup>) of liquid ozone in its cargohold, which is consumed when the module is activated. The amount of fuel required to "light a cyno" is reduced by 10% for every level of {{sk|Cynosural Field Theory|icon=yes}} the user has. The cynosural field stays active for 10 minutes, during which time the ship generating the field is unable to move, dock, or eject its pilot. (Other systems still work as normal.) It's dangerous enough to be immobile in lowsec, but it gets worse: when the cyno is active, it appears on the system overview, so that anybody in the system can warp to its location. It also appears on the universe map. As a result, most ships that light a cyno are expendable frigates. The Tech 2 [[Cruiser#Recon Ships|Force Recon]] cruisers get an 80% reduction to the cost of lighting a cyno, and are only rendered immobile for 5 minutes, but they're expensive ships for lighting a cyno.<br />
<br />
The cynosural field generated by the Cynosural Generator Array is always active. The array must be anchored at a starbase by a member of the alliance that has claimed sovereignty over the system, and has also installed the Cynosural Navigation upgrade. Remember that students of Eve University are forbidden to PvE in sovereign nullsec. <br />
<br />
Once the cyno is lit, a capital ship in the same fleet as the ship lighting it (or in the same alliance, in the case of the array) can right-click on the pilot lighting the cyno and select "Jump" to jump to the field.<br />
<br />
=Jump Bridges=<br />
<br />
Of all the ships with jump drives, [[Capital_Ship#Titans|Titans]] alone are able to fit a special module called the Jump Portal Generator. This allows them to transport other ships to a cynosural field, even if the other ships do not have jump drives of their own. Using the module requires the [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]] skill. The Titan must first be within jump range of a cyno lit by a member of the fleet. Once the cyno is lit, the Titan pilot can create a ''jump bridge'' (the "Bridge" option is right next to the "Jump" option), which behaves something like a temporary stargate for the other ships in their fleet. The jump bridge stays open for one minute, and immobilizes the Titan holding it open. The act of opening the bridge costs 500 units of Strontium Clathrates, and when ships jump across the bridge, they consume fuel from the Titan's fuel bay. When the Titan opens the bridge, it does not automatically jump through.<br />
<br />
=Covert Cynosural Fields=<br />
<br />
The Covert Cynosural Field Generator is a module similar to the regular Cynosural Field Generator, but it can only be fit to [[Battleship#Black_Ops|Black Ops Battleships]], as well as all ships that can fit a [[Cloaking|Covert Ops Cloaking Device]]: <br />
<br />
* [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]]<br />
* [[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]]<br />
* [[Stealth_Bomber|Stealth Bombers]]<br />
* [[Cruiser#Recon Ships|Force Recon Cruisers]]<br />
* [[Strategic_Cruiser|Strategic Cruisers]] (with the appropriate subsystem)<br />
<br />
The module generates a ''covert cynosural field'', which is different to the normal cynosural field in a few important ways. <br />
<br />
* Activating the module requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to be trained to V. <br />
* The field does not appear on the overview of everyone in the system (although it still shows up when probed or scanned for). <br />
* The fuel cost and duration are a tenth of that of a normal cynosural field. <br />
* The module can be used even in sovereign nullsec systems which contain cyno-jamming arrays. <br />
<br />
The module still immobilizes the ship generating the field. When the module is used by a [[Cruiser#Recon Ships|Force Recon Cruiser]], the covert cyno (and immobilization) lasts only 30 seconds.<br />
<br />
Only one class of ship has a jump drive capable of locking onto covert cynosural fields: the [[Battleship#Black_Ops|Black Ops Battleship]]. Luckily, this class of ship can also fit a Covert Jump Portal Generator (requiring [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]]), which creates a ''covert jump bridge'' to the battleship's destination. Any ship fitted with a Covert Ops Cloaking Device (Covert Ops, Stealth Bombers, Black Ops Battleships, Force Recons, Blockade Runners, and T3 cruisers with the Covert Reconfiguration subsystem installed) can jump across the bridge, as long as it is in the same fleet as the ship opening the bridge. The bridge lasts for 20 seconds, and ships jumping through consume fuel from the fuel bay of the Black Ops ship. The bridge allows groups of stealthy ships to sneak behind enemy lines.<br />
<br />
=Jump Fatigue=<br />
<br />
As of the October 2014 Phoebe release, travelling using a Jump Drive, Jump Portal, Jump Bridge, Covert Jump Drive or Covert Jump Portal causes fatigue to capsuleers and a delay is required between successive jumps. This delay is determined by the jump fatigue mechanic. Jump fatigue is presented as a time value, indicating the time it will take to decay to zero, and can accumulate to a maximum of 30 days. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump.<br />
<br />
* Jump fatigue has a minimum value of 10 x (1 + (LY just travelled)) minutes<br />
* Otherwise, the existing jump fatigue is multiplied by (1+*LY just travelled)<br />
<br />
During each jump (and before jump fatigue is recalculated) a Jump Reactivation Timer also appears. While this is active, the ship cannot travel by jump drive, jump bridge or jump portal. <br />
<br />
* The JRT has a minimum value of (1+(LY just jumped) in minutes<br />
* Otherwise, the JRT is one tenth of the pilot's Jump Fatigue value (before the jump fatigue is recalculated for this jump)<br />
<br />
In practice this means that ships can typically jump around once per hour (more if jumps are shorter) without accumulating Jump Fatigue, but more frequent jumping will rapidly build fatigue. Jump freighters and other industrial ships will be able to maintain more frequent jumps; on the order of four per hour.<br />
<br />
For example, if a carrier wants to travel a long distance by making 5 ly jumps:<br />
* Before the first jump, the pilot has JRT:0m and JF:0m<br />
* After the first jump, the pilot has JRT:6m and JF:60m<br />
* After waiting 6m for the JRT to decay, the pilot has JRT:0m and JF:54m<br />
* After the second jump, the pilot has JRT:6m and JF:5h24m<br />
* After waiting 6m for the JRT to decay, the pilot has JRT:0m and JF:5h18m<br />
* After the third jump, the pilot has JRT:32m24s and JF:31h48m<br />
* After waiting for 33m for the JRT to decay, the pilot has JRT:0m and JF:31h15m<br />
* After the fourth jump, the pilot has JRT:3h10m and JF:7d22h8m<br />
* After waiting for 3h10m for the JRT to decay, the pilot has JRT:0m and JF:7d18h58m<br />
* After the fifth jump, the pilot has JRT:19h5m and JF:30d (because JF caps at 30d)<br />
<br />
<br />
<br />
Two groups of ships have special considerations:<br />
<br />
* [[Battleship#Black_Ops|Black Ops Battleships]] and the covert cloaking ships they bridge gain a 50% reduction to effective distance jumped when calculating fatigue.<br />
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]], [[Hauling#Deep_Space_Transports_.28T2_Industrial.29|Deep Space Transports]] and [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]] gain a 90% reduction to effective distance travelled when calculating fatigue.<br />
<br />
<br />
<br />
[[Category:Guides]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Home_Station&diff=78595Home Station2014-12-10T01:17:58Z<p>Gale zemayid: /* Skill points */</p>
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<div>[[Category:Guides]]<br />
{{related class|Messing With Your Head}}<br />
'''Cloning''' is the technology that makes New Eden's capsuleers (i.e. EVE players) immortal. It consists of two main technologies:<br />
* Medical clones (also known as skill clones), which are only activated when your current body is killed.<br />
* Jump clones, which are additional bodies (often scattered all over the galaxy) into which you can jump your "consciousness" at will. <br />
<br />
==Medical Clones==<br />
Every capsuleer receives a free medical clone as soon as they are "born" (i.e. when the character is first created). If your character is killed (i.e. when their [[pod]] is destroyed; this is also known as "being podded"), his/her conciousness is immediately transferred into this medical clone, causing you to "wake up" again at the station where your medical clone is installed. Any [[implants]] plugged into your brain at the moment you were killed are destroyed alongside your body. <br />
<br />
=== Locations ===<br />
[[File:Clone location.jpg|250px|right|thumb|Selecting a new location for a medical clone.]]<br />
When you first create a new character, their medical clone will be located at the academy space station in the [[Tutorial_and_Career_Agents_in_EVE#Starter_Systems_in_EVE|starter system]] where they begin their life. You can move your medical clone elsewhere by docking in a station with medical facilities and paying a nominal fee to move your medical clone to that station. It makes sense to move your medical clone to a station near where you will likely be flying, in order to avoid the long journey back should you get podded. Also, you may want to consider leaving a few fitted ships at the station with your medical clone, so that you can immediately board a ship and get back into the action. <br />
<br />
In addition to installing a medical clone in the station in which you currently are, you can also install a clone remotely at any station where your [[Corporation (Corp Mechanics)|corporation]] has an office. However, you can only do this once per year, with two notable exceptions:<br />
<br />
* You can always install your medclone remotely to the system in which your character started the game.<br />
* New characters (i.e. less than 30 days old) have this counter reset each time they switch corporation.<br />
<br />
Earlier, this formed the basis behind the "[[Project_Solitude#Taking_the_.27Pod_Express.27|pod express]]" travel method: where you set your medical clone at the station where you wanted to go, undocked and self-destructed your pod, and upon "waking up" at your destination station, simply upgraded your clones and went about your business. Since the restriction on number of such remote installations per year was introduced with [[Phoebe]], this has become a much less viable method of travelling about New Eden.<br />
<br />
=== Skill points ===<br />
[[File:Medical window.jpg|250px|thumb|right|The medical services window, showing how many skill points your current clone can hold.]]<br />
<br />
Prior to the December 2014 Rhea release, different grades of medical clone were available for purchase, each capable of storing a different total number of skill points, and failing to properly upgrade your medical clone led to risking the loss of skill points on death. Rhea greatly simplified this system, removing clone grades and the risk of skillpoint loss.<br />
<br />
==Jump Clones==<br />
{{main|Jump Clones}}<br />
Jump Clones allow a pilot to store a non-emergency clone in a different part of the galaxy and instantly jump his mind from his current body into a clone stored on the far side of the universe. Unlike medical clones, these can be activated at will (although there is a cooldown between uses) and have no limits to their skill point capacity. Also, unlike medical clones, they are not provided for free, and require specialised training and high standings with NPC corporations to use. <br />
<br />
Jump clones very useful to safeguard valuable [[implants]] (to prevent them being destroyed when your pod is destroyed), or to quickly travel around New Eden. <br />
[[Category:Guides]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Home_Station&diff=78594Home Station2014-12-10T01:17:24Z<p>Gale zemayid: /* Skill points */ Clone grades removed following Rhea release.</p>
<hr />
<div>[[Category:Guides]]<br />
{{related class|Messing With Your Head}}<br />
'''Cloning''' is the technology that makes New Eden's capsuleers (i.e. EVE players) immortal. It consists of two main technologies:<br />
* Medical clones (also known as skill clones), which are only activated when your current body is killed.<br />
* Jump clones, which are additional bodies (often scattered all over the galaxy) into which you can jump your "consciousness" at will. <br />
<br />
==Medical Clones==<br />
Every capsuleer receives a free medical clone as soon as they are "born" (i.e. when the character is first created). If your character is killed (i.e. when their [[pod]] is destroyed; this is also known as "being podded"), his/her conciousness is immediately transferred into this medical clone, causing you to "wake up" again at the station where your medical clone is installed. Any [[implants]] plugged into your brain at the moment you were killed are destroyed alongside your body. <br />
<br />
=== Locations ===<br />
[[File:Clone location.jpg|250px|right|thumb|Selecting a new location for a medical clone.]]<br />
When you first create a new character, their medical clone will be located at the academy space station in the [[Tutorial_and_Career_Agents_in_EVE#Starter_Systems_in_EVE|starter system]] where they begin their life. You can move your medical clone elsewhere by docking in a station with medical facilities and paying a nominal fee to move your medical clone to that station. It makes sense to move your medical clone to a station near where you will likely be flying, in order to avoid the long journey back should you get podded. Also, you may want to consider leaving a few fitted ships at the station with your medical clone, so that you can immediately board a ship and get back into the action. <br />
<br />
In addition to installing a medical clone in the station in which you currently are, you can also install a clone remotely at any station where your [[Corporation (Corp Mechanics)|corporation]] has an office. However, you can only do this once per year, with two notable exceptions:<br />
<br />
* You can always install your medclone remotely to the system in which your character started the game.<br />
* New characters (i.e. less than 30 days old) have this counter reset each time they switch corporation.<br />
<br />
Earlier, this formed the basis behind the "[[Project_Solitude#Taking_the_.27Pod_Express.27|pod express]]" travel method: where you set your medical clone at the station where you wanted to go, undocked and self-destructed your pod, and upon "waking up" at your destination station, simply upgraded your clones and went about your business. Since the restriction on number of such remote installations per year was introduced with [[Phoebe]], this has become a much less viable method of travelling about New Eden.<br />
<br />
=== Skill points ===<br />
[[File:Medical window.jpg|250px|thumb|right|The medical services window, showing how many skill points your current clone can hold.]]<br />
<br />
Medical clones are the mechanism by which Capsuleers achieve immortality. Upon death, the capsuleer's entire personality and memories are instantaneously uploaded into a fresh medical clone, waiting dormant in a station's clone bay.<br />
<br />
Prior to the December 2014 Rhea release, different grades of medical clone were available for purchase, each capable of storing a different total number of skill points, and failing to properly upgrade your medical clone led to risking the loss of skill points on death. Rhea greatly simplified this system, removing clone grades and the risk of skillpoint loss.<br />
<br />
==Jump Clones==<br />
{{main|Jump Clones}}<br />
Jump Clones allow a pilot to store a non-emergency clone in a different part of the galaxy and instantly jump his mind from his current body into a clone stored on the far side of the universe. Unlike medical clones, these can be activated at will (although there is a cooldown between uses) and have no limits to their skill point capacity. Also, unlike medical clones, they are not provided for free, and require specialised training and high standings with NPC corporations to use. <br />
<br />
Jump clones very useful to safeguard valuable [[implants]] (to prevent them being destroyed when your pod is destroyed), or to quickly travel around New Eden. <br />
[[Category:Guides]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Corporations&diff=78592Corporations2014-12-10T01:12:18Z<p>Gale zemayid: /* Adding Members */</p>
<hr />
<div>{{Work in Progress}} <br />
<br />
A corporation, generally shortened to 'corp' (pronounced korp) in EVE is the equivalent of a guild in most other MMOs, but with a great deal more flexibility. [[NPC Corporations]] are functionally identical, but no members have any roles or titles. <br />
This article consists of two parts: the first part is a guide to setting up a corporation, the second part is a reference section.<br />
<br />
<br />
[[File:Corpinformation.jpg|right|Corp Information example]]<br />
<div style="align:left; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div><br />
<br />
= Guide =<br />
<br />
This guide covers everything you need to know about setting up a corporation, from the things you have to consider beforehand to the steps you need to take to create the corporation to how to organize your corporation and its members.<br />
<br />
== Forming a Corporation ==<br />
<br />
==== Why? ====<br />
<br />
Before starting a corporation, take some time to consider why you want to create a new corporation. It is a big step to make, and it is important to think and plan ahead. Reading this article is a good place to start!<br />
<br />
There are many valid reasons to create a new corporation, from idealistic reasons such as achieving a certain goal to pragmatic reasons such as avoiding the NPC corp tax. Three things which should be clear before you start are:<br />
*'''Who will join the corporation?''' The corp can be just for yourself and your alts, in which case not much very planning is needed; the corp can be for a small group of friends, in which case a simple corp structure and simple plan will suffice; or the corp can be started by you with the intention of recruiting other players. In this last case more planning is needed, and the corp should be properly structured (these topics will be covered later in this article).<br />
*'''What will be the goal or purpose of the corporation?''' Having a goal or purpose is important, it gives the corporation members something to work for and look forward to. If the corp is just for you or for a group of friends, avoiding NPC taxes and having fun might be sufficient goals, but if you intend to recruit other players, having a clear goal will help convincing them to join you. Generally, the more specific your goal, the better. The goal could be "mission-running, industry, and wormhole pvp", but that's very broad and doesn't mix very well. More specific goals would be "Amarr mission-running", "tech 2 invention", or "low-sec piracy". These are just a few examples, there's a lot more to do or to aim for; just be sure to think about it and to make it as specific and clear as you can.<br />
*'''Where will the corp operate?''' EVE has thousands of systems, so it is unrealistic for a single corp to want to operate across the whole of EVE - some area of operations will have to be determined. Choose a region or regions where you want to operate, based on preferences or opportunities, and select a system where you want your Headquarters to be (spending some time looking at a map of EVE may help in this process). When starting out as a corp, it is best to establish a Headquarters in high security space, even if you intend to operate in, or move to, low sec or null sec. Having the Headquarters in high sec allows for safe logistics; if needed a secondary base can be established in low sec. Common places for Headquarters are near a trade hub or mission hub (for industrial or mission corps) or near a low sec or null sec access point (for pvp corps).<br />
<br />
==== Requirements ====<br />
<br />
Anyone can start a new corporation as long as some basic requirements are met: <br />
<br />
*You must have the skill [[Skills:Corporation_Management#Corporation_Management|Corporation Management]] at level 1 or higher; <br />
*You must have 1,599,800 isk in your wallet; <br />
*You must be docked at a station. The station where the corporation is created will be listed as its Headquarters. Moving the Headquarters later is only possible under certain conditions (which will be covered below), so take a moment to consider where you will create your corporation;<br />
*If you are in a player corporation, you may not have roles assigned to you. If you have roles, you must remove them (by right-clicking your portrait in chat and selecting <span style="font-variant: small-caps;">'drop roles'</span>); if you are a CEO, you need to resign first (see below). In both cases, you will be able to create a corporation 24 hours later.<br />
(For completeness sake, you may also not have an active [[Timers|session timer]]. Since session timers only last 30 seconds, you can just wait it out if you encounter this.)<br />
<br />
==== The corp creation window ====<br />
<br />
To start a new corporation, open the corporation window by clicking the button in the sidebar menu, select the <span style="font-variant: small-caps;">home</span> tab, and within that tab the <span style="font-variant: small-caps;">details</span> tab. At the bottom there will be a button <span style="font-variant: small-caps;">'create corporation'</span>. You will get the options to: <br />
<br />
[[File:Createcorporation.jpg|right|250px|Corp Creation window]]<br />
*'''Select a logo.''' A corporation logo consists of three layers; each layer can have a pattern or item and a colour. Different patterns or items can be combined by giving two layers the same colour. Play around a bit to get a good-looking logo. Something to consider when designing the logo is what your corporation's main activity will be. An industrial corporation for instance may want to avoid using a pirate-like logo.<br />
*'''Choose a name.''' A corporation name has to contain at least 4 characters and no more than 50 characters (amusingly, the error message you get when trying to use a name longer than that is wrong - it claims the maximum length is 24 characters). It may only contain letters, numbers, spaces, and dots (full stop or period). The corporation name may not the same as the name of any other ''currently active'' corporation or alliance; it can be the same as the name of a closed corporation.<br />
*'''Choose a ticker.''' The corporation ticker is used as a short name for the corporation, for instance in space behind ships, wrecks and containers belonging to your corporation. The maximum length of a ticker is 5 characters, again with only letters, numbers, spaces, and dots allowed. Unlike the corporation name, the ticker has to be unique - it may not be the same as the ticker of any other corporation or alliance, past or present. This can make it quite hard to find a good ticker. Playing around with spaces and dots may help. The <span style="font-variant: small-caps;">ticker</span> button suggests a ticker for you if you can't think of one.<br />
*'''Set a tax rate.''' The tax rate determines what percentage of bounties and mission rewards generated by corporation members will be transferred to the corporation wallet. The rate can be anywhere from 0% to 100%, but a high tax rate might deter people from joining. Most corporations have a tax rate between 5% and 10%. <br />
*'''Enter a Home Page''', which is a URL to your corporation website (if you have one). If the corporation doesn't have a website, consider linking to a recruitment thread on the forums. If you decide not to list anything, remove the "http://" which is in the box by default. If it is not removed, it will be displayed as the corporation's website.<br />
*'''Enter a description.''' The description of the corporation can contain up to 4000 characters. Note that the description will be publicly viewable ingame, on EVE Gate, and on third-party websites. Giving some information on what the corporation does is a good idea, but don't be too specific (listing "''Mining every Friday at 1900 in Rancer''" would be a bad idea). Many corporations list diplomatic contacts in their description.<br />
*'''Membership applications enabled.''' If this box is checked, other people will be able to apply to become a member of the corporation. Unchecking this box means no one will be able to apply until you enable it again later.<br />
<br />
Apart from the corporation name and ticker (which can never be changed), these settings can be changed quite easily later, so don't worry if you're not sure what to put there. <br />
<br />
==== First things to do ====<br />
<br />
*Immediately after creating a corporation, you will get a notification saying "Select Wallet Division". Corporation wallet divisions will be explained later, for now click <span style="font-variant: small-caps;">'yes'</span> (indicating you want to select a wallet division) and select the Master Wallet. <br />
*Another thing which is smart to do immediately is to take all corporation shares under your own control. All corporations start with 1000 shares, which can be used for various purposes (which will be explained later). The shares are in the corporation wallet by default; for safety reasons it is generally considered best to move them to your personal wallet. You can do this by opening your wallet, selecting the <span style="font-variant: small-caps;">corporation wallet</span> tab and within that tab the <span style="font-variant: small-caps;">shares</span> tab. Right-click the shares, select <span style="font-variant: small-caps;">'give'</span>, fill out your own name, and press <span style="font-variant: small-caps;">'ok'</span>. If you leave the shares in the corporation wallet, your corp will be vulnerable to hostile takeover by rogue members later on. Though the risk of that might seem small, it happens regularly in EVE - better to prevent it from ever occurring by this simple step. You can (re-)distribute the shares from your personal wallet to other people when needed.<br />
<br />
<br />
==== Editing details later ====<br />
[[File:Editcorpdetails.jpg|250px|left|Edit Corp Details window]]<br />
As mentioned, you may want to edit some of the details which were entered when the corporation was created. If you are CEO or director an <span style="font-variant: small-caps;">'edit details'</span> button will be visible at the bottom of the corporation details window ("Corporation" window, <span style="font-variant: small-caps;">home</span> tab, <span style="font-variant: small-caps;">details</span> tab). When clicking <span style="font-variant: small-caps;">'edit details'</span> button you will effectively get the same screen as when creating a corporation. From here the corporation logo, home page, tax rate, and description can be changed, and membership applications can be enabled or disabled. Changing the logo carries a fee of 100 isk (yes you read that right, one hundred isk) which will be taken from the corporation wallet. Other details can be edited without a charge.<br />
<br />
This screen does contain one thing which isn't listed when creating a corporation. It shows the member limit, which is the maximum number of members the corporation may have (excluding the CEO), and the races allowed, which depends on the skills of the CEO when the corporation was created or last updated. The member limit and races allowed do ''not'' automatically change when the CEO trains more corporation skills or when a new CEO is appointed. For the member limit and races allowed to be update, the CEO must click the <span style="font-variant: small-caps;">'update with my skills'</span> button. (This button is visible to directors, but can only be used by the CEO.)<br />
<br />
This means that even characters with low or even no corporation skills can become CEO of large corporations, as long as a previous CEO has updated the corporation with the proper skills. CEO's with low skills should take care not to accidentally click the update button; though no one will be expelled if the member limit is updated to below the current membership, no new members can be accepted until the membership has dropped below the limit.<br />
<br />
<br />
<br />
<br />
<br />
<br />
==== Moving your Headquarters ====<br />
<br />
When the corporation was created, the station where it was created was automatically named the Headquarters. It is possible to move a corporation's Headquarters to any station where the corp has an office by clicking the <span style="font-variant: small-caps;">'move HQ here'</span> button at the bottom of the Station Information panel. This button will only be visible to the CEO and Directors.<br />
<br />
== Offices ==<br />
<br />
Offices give the corporation a physical presence in the universe. The Headquarters is just an entry in the corporation details (think of it as a PO box); an office is an actual space in a station. If the corporation has rented an office at a station, the corp will be listed in the <span style="font-variant: small-caps;">offices</span> tab of the station and corp hangars are made available in that station. Corp hangars allow items to be shared between corp members and allow members to do research or production from corp assets. This is a great advantage, so every corp should have at least one office. Ideally, the office will be in a station which has good station services, such as medical facilities, a reprocessing plant, and a repair shop, as these services will be useful for corp members. Industrial corporations may want to rent an office in a station with manufacturing and research slots.<br />
<br />
==== Renting offices ====<br />
<br />
Any member with the "Rent Office" role can rent an office by clicking the <span style="font-variant: small-caps;">rent office</span> button at the bottom of the station information panel in a station. There is no limit to the number of offices a corporation can have, but any corp can have only one office per station and every NPC station can have offices for only 24 corporations. (Player-built outposts in 0.0 also can have offices, but the number depends on the type and upgrades of the outpost.) After clicking the "rent office" button a window will pop up showing the current 30-day rental fee for that station. When clicking <span style="font-variant: small-caps;">'yes'</span>, the rent for the first 30 days will be withdrawn from the corporation wallet and the corp will immediately receive a bill for the '''next''' 30 days. This bill must be paid before the first 30 days are over, else the corp will lose the office. A new bill will be issued like this every 30 days, for as long as the corp has the office. If the corp has multiple offices, it will receive one bill per office. (More on bills, including settings to automatically pay them, later in this article.)<br />
<br />
<br />
==== Dynamic rental fee ====<br />
[[File:Officerentalfee.jpg|right|Station with high rental fee]]<br />
Note that office rental fees are ''dynamic''; they vary per station and will go up or down depending on demand at the station. Office rental fees are calculated daily at downtime based on the number of free offices at downtime. Monthly fees rise by 5% when there are no available offices at the station; prices stay the same when there is 1 available office. When there are 2 or more available offices, prices drop - the size of the drop is based on the number of available offices [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1280861]. Since you only get a bill every 30 days and prices can rise by 5% '''per day''', there can be a large difference between one month's rent and the next month's rent (in the worst case, the rent can quadruple!). <br />
<br />
The minimum rent is 10,000 isk, but in popular stations the rent can be several million isk per month. In the very popular stations, such as the main stations in trade hubs, rents can be in the hundreds of million isk per month! Most stations have more sensible rents though, from the minimum of 10,000 isk to a few hundred thousand isk. It is very much worth it to 'shop around' when looking for a good location for an office; even stations in the same system can have widely different rental fees. Unfortunately there is no way to remotely check the available of offices or the rental fee. When you are docked at a station, the number of free offices will be listed in the <span style="font-variant: small-caps;">offices</span> tab of the Station Information panel, but the only way to see what the rent is, is to click the <span style="font-variant: small-caps;">'rent office'</span> button. (Note: even if the station has no free offices, it is possible to see what the rent would be by clicking the button.)<br />
<br />
==== Naming hangar and wallet divisions ====<br />
<br />
The default names for hangar and wallet divisions are straightforward (<span style="font-variant: small-caps;">1st Division</span> to <span style="font-variant: small-caps;">7th Division</span> and <span style="font-variant: small-caps;">Master Wallet</span>, <span style="font-variant: small-caps;">2nd Wallet Division</span> to <span style="font-variant: small-caps;">7th Wallet Division</span>, respectively); often it is easier to give the divisions a more descriptive name so that it is easier to remember which is which. The CEO can rename hangar and wallet divisions via the "Divisions" button at the bottom of the corp details window ("Corporation" window, <span style="font-variant: small-caps;">home</span> tab, <span style="font-variant: small-caps;">details</span> tab). Many corporations name their hangar divisions after their contents or the member groups which have access to them. Wallet divisions are often named after the type of isk transactions they're used for. The only division which cannot be renamed is the Master Wallet of the corporation wallet. <br />
<br />
<br />
== Roles and Titles ==<br />
[coming soon!]<br />
<br />
<br />
= Reference section =<br />
<br />
==Roles==<br />
This is a comprehensive list of roles which can be assigned to members and the effects they have. <br />
<br />
*'''Base''' - The office which is the “base” of the member. This information is used for the “Based At” hangar access roles, unless the base is the corp headquarters - in that case the “Headquarters” roles are used and the “Based At” roles are ignored.<br />
<br />
====General====<br />
*'''Accountant''' - Can view corp bills and edit automatic pay settings, can view the balance and the journal of all wallet divisions, can view all transactions made using the corp wallet. Can '''not''' view the shareholders of the corp, despite the user interface claiming “You must have the role Accountant to view this data.”<br />
*'''Auditor''' - Can view the date, action, and initiator of any changes made to corp members' roles.<br />
*'''Communications Officer''' - Can add, edit, and delete corporation bulletins shown in the corporation window; can create & edit Corp and Alliance events in the calendar; can edit/delete corp bookmarks (People & Places) created by others; and can edit the Corp channel MotD.<br />
*'''Config Equipment''' - Required to configure audit log containers in the corp hangars and to unlock items in audit log containers in the corporation hangars. The container password will be needed as well. Must be combined with “take” access to the appropriate hangar. This role is not needed to view the log of audit log containers.<br />
*'''Config Starbase Equipment''' - Can anchor, unanchor, online, offline, and configure starbase (POS) structures belonging to the corp, as well as access fuel and ammunition bays. To access structures with corp hangars, “Hangar Access (Other)” roles are required. <br />
*'''Contract Manager''' - Can create contracts on behalf of the corporation. Must be combined with access to a wallet division (to pay the contract fee) and “take” access to a corp hanger (these contracts can only be created on items in a corp hangar). <br />
*'''Diplomat''' - Can add and edit corporation standings towards player entities (corporations and alliances).<br />
*'''Director''' - Special role which includes '''all''' other roles and grantable roles. This role can only be assigned to a member by the CEO. Use this role with caution; don't give it out unless it's necessary and only give it to trusted members. As well as the permissions granted by all other roles, the Director role includes some permissions which cannot be acquired via other roles, such as:<br />
** the ability to edit the corporation details<br />
** to view corporation shareholders<br />
** to assign a member Base and view their active ship if online and undocked<br />
** the authority to kick members from the corporation<br />
*'''Fitting Manager''' - Can add, edit, and remove recommended corporation ship fittings. <br />
*'''Junior Accountant''' - Can ''view'' the bills to be paid by the corp and the balance of all corp wallet divisions (but not the wallet journal or transactions). Can view transactions made using the corp wallet if combined with the “Trader” role.<br />
*'''Personnel Manager''' - Can accept applications to the corp and can award decorations (medals). Can '''not''' kick members from the corp.<br />
*'''Starbase Defense Operator''' - Can control weapon and electronic warfare batteries at the corporation's starbases (POS).<br />
*'''Starbase Fuel Technician''' - Can check the fuel state of starbases (POS) and can refuel them, but cannot remove fuel or anything else from the starbase.<br />
<br />
====Station Service====<br />
*'''Factory Manager''' - Can install, cancel, and deliver corporation manufacturing and research jobs using corporation assets (blueprints and materials stored in corporation hangar). Needs at least ''query'' hangar access to the hangar division(s) where the assets are stored. Must be combined with the “Rent Factory Slot” or “Rent Research Slot” role to be of any use.<br />
*'''Rent Factory Slot''' - Can rent a manufacturing slot on behalf of the corporation. Must be combined with the “Factory Manager” role and at least some hangar access to be of any use.<br />
*'''Rent Office''' - Can rent new offices for the corporation. Does '''not''' need any wallet division access to rent a new office, so be careful when giving out this role. (Any member with malicious intents could use this role to waste the entire contents of the corp wallet on offices.)<br />
*'''Rent Research Slot''' - Can rent a research slot on behalf of the corporation. Must be combined with the “Factory Manager” role and at least some hangar access to be of any use.<br />
*'''Security Officer''' - Can ''view'' corporation members' personal hangars in stations where the corporation as an office, and can place items ''into'' personal hangars. (Can '''not''' take items from personal hangars.)<br />
*'''Station Manager''' - Can edit settings for outposts (player-built stations in 0.0) and conquerable stations owned by the corporation, such as the docking rights, availability of research and manufacturing slots, etc.<br />
*'''Trader''' - Can buy items from the market using the corp wallet, but only if combined with one or more of the Accounting (Divisional) roles. Can ''view'' the transaction log for transactions involving the corp wallet, but only if combined with the “Junior Accountant” role (or the “Accountant” role, which would give access to the transaction log by itself).<br />
<br />
====Accounting (Divisional)====<br />
These roles give the member access to the corp wallet divisions. If just the roles from this category are assigned, the member can take and transfer money from the appropriate division. The “Trader” role is needed to be able to buy items from the market using the corp wallet. The member cannot view the wallet journal unless he is also given the “Accountant” role. <br />
<br />
*'''Master Wallet''' - Can take and transfer money from the Master Wallet<br />
*'''2nd Wallet Division''' - Can take and transfer money from the 2nd Wallet Division<br />
*'''3rd Wallet Division''' - Can take and transfer money from the 3rd Wallet Division<br />
*'''4th Wallet Division''' - Can take and transfer money from the 4th Wallet Division<br />
*'''5th Wallet Division''' - Can take and transfer money from the 5th Wallet Division<br />
*'''6th Wallet Division''' - Can take and transfer money from the 6th Wallet Division<br />
*'''7th Wallet Division''' - Can take and transfer money from the 7th Wallet Division<br />
''(Note these are the default division names. If the divisions have been renamed, the name of the division will show instead of the default name.)''<br />
<br />
====Hangar Access (Headquarters)====<br />
Allows the member to view (“query”) the appropiate hangar's contents or take items from the appropiate hangar '''at the office which is at the corporation headquarters'''. To view the contents or audit logs of containers in a corp hangar, “take” access is required. Taking entire containers from corp hangars is governed by another set of roles (“Container Access”).<br />
<br />
*'''1st Division Query''' - Can view the contents of the 1st Division at the corp HQ. <br />
*'''1st Division Take''' - Can take items from the 1st Division at the corp HQ. <br />
*'''2nd Division Query''' - Can view the contents of the 2nd Division at the corp HQ.<br />
*'''2nd Division Take''' - Can take items from the 2nd Division at the corp HQ. <br />
*'''3rd Division Query''' - Can view the contents of the 3rd Division at the corp HQ.<br />
*'''3rd Division Take''' - Can take items from the 3rd Division at the corp HQ. <br />
*'''4th Division Query''' - Can view the contents of 4th Division at the corp HQ. <br />
*'''4th Division Take''' - Can take items from 4th Division at the corp HQ. <br />
*'''5th Division Query''' - Can view the contents of 5th Division at the corp HQ. <br />
*'''5th Division Take''' - Can take items from 5th Division at the corp HQ. <br />
*'''6th Division Query''' - Can view the contents of 6th Division at the corp HQ. <br />
*'''6th Division Take''' - Can take items from 6th Division at the corp HQ. <br />
*'''7th Division Query''' - Can view the contents of 7th Division at the corp HQ. <br />
*'''7th Division Take''' - Can take items from 7th Division at the corp HQ. <br />
''(Note these are the default division names. If the divisions have been renamed, the name of the division will show instead of the default name.)''<br />
<br />
====Container Access (Headquarters)====<br />
Allows the member to take entire containers from the appropriate hangar '''at the office which is at the corporation headquarters'''. Without this role, members can still open containers and take things from containers in hangars (if the have the proper hangar access role), but they cannot remove the container from the hanger. Note that if a member has Container Access but not regular take access to a hangar, the member cannot open the container to take items, but he will still be able to take entire containers.<br />
All items in the “Cargo Containers” category of the market are governed by these roles (that's all items ending in “container” as well as Station Vaults and Station Warehouses).<br />
<br />
*'''1st Division (Take)''' - Can take containers from the 1st Division.<br />
*'''2nd Division (Take)''' - Can take containers from the 2nd Division.<br />
*'''3rd Division (Take)''' - Can take containers from the 3rd Division.<br />
*'''4th Division (Take)''' - Can take containers from the 4th Division.<br />
*'''5th Division (Take)''' - Can take containers from the 5th Division.<br />
*'''6th Division (Take)''' - Can take containers from the 6th Division.<br />
*'''7th Division (Take)''' - Can take containers from the 7th Division.<br />
''(Note these are the default division names. If the divisions have been renamed, the name of the division will show instead of the default name.)''<br />
<br />
====Hangar Access (Based at)====<br />
Same as “Hangar Access (Headquarters)”, but '''at the office which is listed as the member's base'''.<br />
<br />
====Container Access (Based at)====<br />
Same as “Container Access (Headquarters)”, but '''at the office which is listed as the member's base'''.<br />
<br />
====Hangar Access (Other)====<br />
Same as “Hangar Access (Headquarters)”, but '''at offices which are not the headquarters and not the member's base'''.<br />
<br />
====Container Access (Other)====<br />
Same as “Container Access (Headquarters)”, but '''at offices which are not the headquarters and not the member's base'''.<br />
<br />
== Skills &amp; Member Limits ==<br />
<br />
There are currently (as of Feb 2014) a total of 4 skills related to increasing the number of members in your corp, and one which allows the corporation to hold members of different [[Races]]. Note that the CEO does not count as a member, so with [[Skills:Corporation_Management#Corporation_Management|Corporation Management]] trained to Level 4, the corporation can hold a total of 81 characters. <br />
<br />
==== [[Skills:Corporation_Management#Corporation_Management|Corporation Management]] ====<br />
<br />
Each level of this skill allows another 20 members in the corporation, and is required to form a corporation, however (as of Feb 2014) only needs to be trained to level 1 to form the corporation. With this trained to Level 5, a corporation can hold a maximum of 101 characters. <br />
<br />
It is important to note that the below skills only take effect when the current CEO opens the corp management interface and uses the "Update With My Skills" button (NeoCom Corporation&gt;Home&gt;Details&gt;Edit Details). This means that a third party can be used to form the corporation, then resign and appoint another member as the CEO, bypassing the need for the skills to be trained. <br />
<br />
==== [[Skills:Corporation_Management#Megacorp_Management|Megacorp Management]] ====<br />
<br />
Requires Corporation Management trained to Level 5. Adds a further 100 characters to the maximum membership (per level trained), and stacks with Corporation Management for a maximum of 601 members at Level 5. <br />
<br />
==== [[Skills:Corporation_Management#Empire_Control|Empire Control]] ====<br />
<br />
Requires Megacorp Management trained to Level 5. Adds a further 400 characters to the maximum membership (per level trained), and stacks with previous skills for a maximum of 2601 members at Level 5. ''Every CEO who possesses the Empire Control skill at level 5 can form an Alliance.''<br />
<br />
==== [[Skills:Corporation_Management#Sovereignty|Sovereignty]] ====<br />
<br />
Requires Empire Control trained to Level 5. Adds a further 2,000 characters to the maximum membership (per level trained), and stacks with previous skills for a maximum of 12601 members at Level 5. Training this skill is only suggested for the largest of corporations, as it is suggested that you should create procedures to identify and remove inactive members. <br />
<br />
==== [[Skills:Corporation_Management#Ethnic_Relations|Ethnic Relations]] ====<br />
<br />
'''As of Inferno this skill has been changed to [[Skills:Corporation_Management#Corporation_Management|Diplomatic Relations]] and is no longer required to have members of different races.'''<br />
<br />
Requires [[Skills:Corporation_Management#Corporation_Management|Corporation Management]] trained to Level 2 and [[Skills:Social|Social]] to Level 3. This is a very important skill, as by default a corporation can only hold members of the same [[Race]] as the CEO. Each level of this skill allows 20% of the maximum number of corp members to be a different race, up to 100% at Level 5. This percentage is multipled by the CEO's maximum allowed members, not the current number of corporation members. For example, a CEO from the Caldari race with Megacorp Management IV can have up to 250 members plus himself in the corporation. If he has Ethnic Relations trained to Level 3, then up to 150 members (60% X 250) can be of any race other than Caldari. Therefore, Ethnic Relations does not need to be trained to Level 5 if the CEO has other skills trained to the point where his membership limit sufficiently exceeds actual member counts. <br><br>The Ethnic Relations skill, however, does not increase the total membership of the corporation. <br />
<br />
Note that this statistic is not shown on the 'Edit Corporation Details' window, however a member cannot be accepted into the corporation if the relevant skill is not present.<br />
<br />
==== [[Skills:Corporation_Management#Diplomatic_Relations|Diplomatic Relations]] ====<br />
<br />
Requires [[Skills:Corporation_Management#Corporation_Management|Corporation Management]] trained to Level 2 and [[Skills:Social|Social]] to Level 3. This skill reduces the cost of hiring allies to fight a war by 5% (per level trained).<br />
<br />
People who had [[Skills:Corporation_Management#Ethnic_Relations|Ethnic Relations]] trained before the release of Inferno had their skill points transferred to this skill, there was no option for remapping.<br />
<br />
== Adding Members ==<br />
<br />
Prior to the Dev 2014 Rhea update, players could not be 'invited' to a corporation; they had to apply, following which the corporation could accept their application and send them an invitation, which the player then had to accept. This route is still possible, but corporations can now also invite players directly. For full information on this, please see the [[Recruitment (Corp Mechanics)|Recruitment]] section of this guide.<br />
<br />
== Resigning as CEO ==<br />
<br />
Unlike other members of a corporation, they cannot drop their roles and titles or leave while the CEO. The only exception to this is when they are the only member of the corporation, in which case they can leave (but not form another corporation). <br />
<br />
To resign, a CEO must right click themselves (either in a chat window or the corp member list) and select the "Resign as CEO" option. <br />
<br />
=== Appointing a new CEO ===<br />
<br />
If there are other members in the corporation when the CEO resigns, then the CEO will be presented with a list of members who have the Corporation Management skill. If no members have that skill, a list of all members will be shown. The CEO can then select a member on the list to be their successor. Once selected, a corp notification will be sent out to all members, stating that the old CEO has resigned, and as their final action they named the new CEO as their successor. <br />
<br />
At this point, the old CEO will be on the normal 24 hour role cooldown timer, and can leave the corporation after this expires. <br />
<br />
=== Closing a Corporation ===<br />
<br />
To close a corporation, all members must either leave or be removed, at which point the CEO should resign, which will return them to an [[NPC Corporation|NPC Corp]]. <br />
<br />
{{Corp Mechanics}}</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Jump_drives&diff=78101Jump drives2014-11-22T12:55:03Z<p>Gale zemayid: Added example of jump fatigue accumulation</p>
<hr />
<div>Most [[Capital_Ship|capital ships]], the largest ships in New Eden, are too large to use the stargates that smaller ships use. Instead of using stargates, these ships have a built-in "jump drive" that they can use to teleport to a cynosural field in a different system. A small number of ships have jump drives even though they are small enough to use stargates.<br />
<br />
=Jump Drives=<br />
Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]] skill to pilot. The following classes of ship contain jump drives: <br />
* [[Capital_Ship#Dreadnoughts|Dreadnoughts]]<br />
* [[Capital_Ship#Carriers|Carriers]]<br />
* [[Capital_Ship#Supercarriers|Supercarriers]]<br />
* [[Capital_Ship#Titans|Titans]]<br />
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]]<br />
* [[Battleship#Black_Ops|Black Ops Battleships]]<br />
* [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]]<br />
<br />
Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay which can only store fuel for the jump drive. The fuel required depends on the race that constructed that drive, and can be produced by refining [[Ice Mining|ice mined in that race's territory]]. The respective fuel type for each race is: <br />
<br />
<table border="1"><br />
<tr><td>Amarr</td><td>Helium isotopes</td></tr><br />
<tr><td>Caldari</td><td>Nitrogen isotopes</td></tr> <br />
<tr><td>Gallente</td><td>Oxygen isotopes</td></tr><br />
<tr><td>Minmatar</td><td>Hydrogen isotopes</td></tr><br />
<tr><td>ORE</td><td>Oxygen isotopes</td></tr><br />
</table><br />
<br />
The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the distance between the two systems in space (measured in light-years). Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year. The maximum jump range is extended by the skill [[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] (25% increase per level), and the fuel consumption is reduced by the skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] (10% reduction per level). Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. These three skills make a huge difference to the base figures, as shown in the table. Jump ranges used to be significantly longer (3.5 - 6.5 ly base ranges) but were shortened during the October 2014 Phoebe release as part of an effort to reduce long range power projection in nullsec.<br />
<br />
<table border="1"><br />
<tr><th>Ship type</th> <th>Base Range</th><th>Max Skills Range</th><th>Fuel per ly</th><th>Fuel bay (m3)</th><th>Fuel bay (units)</th></tr><br />
<tr><td>Dreadnought</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>8 000</td> <td>80 000</td></tr><br />
<tr><td>Carrier</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>3 000</td> <td>30 000</td></tr><br />
<tr><td>Supercarrier</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>5 000</td> <td>50 000</td></tr><br />
<tr><td>Titan</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>60 000</td> <td>600 000</td></tr><br />
<tr><td>Jump Freighter</td> <td>5 ly</td> <td>10 ly</td> <td>4400 units</td> <td>10 000</td> <td>100 000</td></tr><br />
<tr><td>Black Ops Battleship</td><td>5 ly</td><td>8 ly</td> <td>450 units</td><td>1 250</td> <td>12 500</td></tr><br />
<tr><td>Capital Industrial Ship</td><td>2.5 ly</td><td>5 ly</td> <td>1500 units</td><td>10 000</td><td>100 000</td></tr><br />
</table><br />
<br />
Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]), so the above mentioned ships are relatively weak just after jumping. Capital ships making multiple jumps are often fit with cap rechargers and capacitor power relays (a ''travel fit'') to reduce the amount of time between jumps.<br />
<br />
=Cynosural Fields=<br />
''Cynosure'' (say "SIGH no sure") is a little-used word. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.<br />
<br />
In order to jump, a jump drive must first lock onto a cynosural field, or "cyno", at its destination. These fields can be produced either by the Cynosural Field Generator modules, or the [[POS_Structures#Cynosural_Generator_Array|Cynosural Generator Array]], which can be anchored at a [[POS]]. The module can only generate a cynosural field in systems with a [[System_Security|security]] of 0.4 or below (low-sec or null-sec), and the array can only be anchored in sovereign nullsec. If a ship can't use a stargate, it cannot enter high security space. It is also impossible to produce a cynosural field in wormhole space.<br />
<br />
The Field Generator module requires the {{sk|Cynosural Field Theory|icon=yes}} skill to operate. For a ship to activate the module, it must have 500 units (200 m<sup>3</sup>) of liquid ozone in its cargohold, which is consumed when the module is activated. The amount of fuel required to "light a cyno" is reduced by 10% for every level of {{sk|Cynosural Field Theory|icon=yes}} the user has. The cynosural field stays active for 10 minutes, during which time the ship generating the field is unable to move, dock, or eject its pilot. (Other systems still work as normal.) It's dangerous enough to be immobile in lowsec, but it gets worse: when the cyno is active, it appears on the system overview, so that anybody in the system can warp to its location. It also appears on the universe map. As a result, most ships that light a cyno are expendable frigates. The Tech 2 [[Cruiser#Recon Ships|Force Recon]] cruisers get an 80% reduction to the cost of lighting a cyno, and are only rendered immobile for 5 minutes, but they're expensive ships for lighting a cyno.<br />
<br />
The cynosural field generated by the Cynosural Generator Array is always active. The array must be anchored at a starbase by a member of the alliance that has claimed sovereignty over the system, and has also installed the Cynosural Navigation upgrade. Remember that students of Eve University are forbidden to PvE in sovereign nullsec. <br />
<br />
Once the cyno is lit, a capital ship in the same fleet as the ship lighting it (or in the same alliance, in the case of the array) can right-click on the pilot lighting the cyno and select "Jump" to jump to the field.<br />
<br />
=Jump Bridges=<br />
<br />
Of all the ships with jump drives, [[Capital_Ship#Titans|Titans]] alone are able to fit a special module called the Jump Portal Generator. This allows them to transport other ships to a cynosural field, even if the other ships do not have jump drives of their own. Using the module requires the [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]] skill. The Titan must first be within jump range of a cyno lit by a member of the fleet. Once the cyno is lit, the Titan pilot can create a ''jump bridge'' (the "Bridge" option is right next to the "Jump" option), which behaves something like a temporary stargate for the other ships in their fleet. The jump bridge stays open for one minute, and immobilizes the Titan holding it open. The act of opening the bridge costs 500 units of Strontium Clathrates, and when ships jump across the bridge, they consume fuel from the Titan's fuel bay. When the Titan opens the bridge, it does not automatically jump through.<br />
<br />
=Covert Cynosural Fields=<br />
<br />
The Covert Cynosural Field Generator is a module similar to the regular Cynosural Field Generator, but it can only be fit to [[Battleship#Black_Ops|Black Ops Battleships]], as well as all ships that can fit a [[Cloaking|Covert Ops Cloaking Device]]: <br />
<br />
* [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]]<br />
* [[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]]<br />
* [[Stealth_Bomber|Stealth Bombers]]<br />
* [[Cruiser#Recon Ships|Force Recon Cruisers]]<br />
* [[Strategic_Cruiser|Strategic Cruisers]] (with the appropriate subsystem)<br />
<br />
The module generates a ''covert cynosural field'', which is different to the normal cynosural field in a few important ways. <br />
<br />
* Activating the module requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to be trained to V. <br />
* The field does not appear on the overview of everyone in the system (although it still shows up when probed or scanned for). <br />
* The fuel cost and duration are a tenth of that of a normal cynosural field. <br />
* The module can be used even in sovereign nullsec systems which contain cyno-jamming arrays. <br />
<br />
The module still immobilizes the ship generating the field. When the module is used by a [[Cruiser#Recon Ships|Force Recon Cruiser]], the covert cyno (and immobilization) lasts only 30 seconds.<br />
<br />
Only one class of ship has a jump drive capable of locking onto covert cynosural fields: the [[Battleship#Black_Ops|Black Ops Battleship]]. Luckily, this class of ship can also fit a Covert Jump Portal Generator (requiring [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]]), which creates a ''covert jump bridge'' to the battleship's destination. Any ship fitted with a Covert Ops Cloaking Device (Covert Ops, Stealth Bombers, Black Ops Battleships, Force Recons, Blockade Runners, and T3 cruisers with the Covert Reconfiguration subsystem installed) can jump across the bridge, as long as it is in the same fleet as the ship opening the bridge. The bridge lasts for 20 seconds, and ships jumping through consume fuel from the fuel bay of the Black Ops ship. The bridge allows groups of stealthy ships to sneak behind enemy lines.<br />
<br />
=Jump Fatigue=<br />
<br />
As of the October 2014 Phoebe release, travelling using a Jump Drive, Jump Portal, Jump Bridge, Covert Jump Drive or Covert Jump Portal causes fatigue to capsuleers and a delay is required between successive jumps. This delay is determined by the jump fatigue mechanic. Jump fatigue is presented as a time value, indicating the time it will take to decay to zero, and can accumulate to a maximum of 30 days. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump.<br />
<br />
* Jump fatigue has a minimum value of 10 x (1 + (LY just travelled)) minutes<br />
* Otherwise, the existing jump fatigue is multiplied by (1+*LY just travelled)<br />
<br />
During each jump (and before jump fatigue is recalculated) a Jump Reactivation Timer also appears. While this is active, the ship cannot travel by jump drive, jump bridge or jump portal. <br />
<br />
* The JRT has a minimum value of (1+(LY just jumped) in minutes<br />
* Otherwise, the JRT is one tenth of the pilot's Jump Fatigue value (before the jump fatigue is recalculated for this jump)<br />
<br />
In practice this means that ships can typically jump around once per hour (more if jumps are shorter) without accumulating Jump Fatigue, but more frequent jumping will rapidly build fatigue. Jump freighters and other industrial ships will be able to maintain more frequent jumps; on the order of four per hour.<br />
<br />
For example, if a carrier wants to travel a long distance by making 5 ly jumps:<br />
* Before the first jump, the pilot has JRT:0m and JF:0m<br />
* After the first jump, the pilot has JRT:6m and JF:60m<br />
* After waiting 6m for the JRT to decay, the pilot has JRT:0m and JF:54m<br />
* After the second jump, the pilot has JRT:6m and JF:5h24m<br />
* After waiting 6m for the JRT to decay, the pilot has JRT:0m and JF:5h18m<br />
* After the third jump, the pilot has JRT:32m24s and JF:31h48m<br />
* After waiting for 33m for the JRT to decay, the pilot has JRT:0m and JF:31h15m<br />
* After the fourth jump, the pilot has JRT:3h10m and JF:7d22h8m<br />
* After waiting for 3h10m for the JRT to decay, the pilot has JRT:0m and JF:7d18h58m<br />
* After the fifth jump, the pilot has JRT:19h5m and JF:30d (because JF caps at 30d)<br />
<br />
<br />
<br />
Two groups of ships have special considerations:<br />
<br />
* [[Battleship#Black_Ops|Black Ops Battleships]] and the covert cloaking ships they bridge gain a 50% reduction to effective distance jumped when calculating fatigue.<br />
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]], [[Hauling#Deep_Space_Transports_.28T2_Industrial.29|Deep Space Transports]] and [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]] gain a 90% reduction to effective distance travelled when calculating fatigue.<br />
<br />
<br />
<br />
[[Category:Guides]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Jump_drives&diff=78099Jump drives2014-11-22T11:38:37Z<p>Gale zemayid: Added Phoebe Jump Fatigue mechanics</p>
<hr />
<div>Most [[Capital_Ship|capital ships]], the largest ships in New Eden, are too large to use the stargates that smaller ships use. Instead of using stargates, these ships have a built-in "jump drive" that they can use to teleport to a cynosural field in a different system. A small number of ships have jump drives even though they are small enough to use stargates.<br />
<br />
=Jump Drives=<br />
Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]] skill to pilot. The following classes of ship contain jump drives: <br />
* [[Capital_Ship#Dreadnoughts|Dreadnoughts]]<br />
* [[Capital_Ship#Carriers|Carriers]]<br />
* [[Capital_Ship#Supercarriers|Supercarriers]]<br />
* [[Capital_Ship#Titans|Titans]]<br />
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]]<br />
* [[Battleship#Black_Ops|Black Ops Battleships]]<br />
* [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]]<br />
<br />
Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay which can only store fuel for the jump drive. The fuel required depends on the race that constructed that drive, and can be produced by refining [[Ice Mining|ice mined in that race's territory]]. The respective fuel type for each race is: <br />
<br />
<table border="1"><br />
<tr><td>Amarr</td><td>Helium isotopes</td></tr><br />
<tr><td>Caldari</td><td>Nitrogen isotopes</td></tr> <br />
<tr><td>Gallente</td><td>Oxygen isotopes</td></tr><br />
<tr><td>Minmatar</td><td>Hydrogen isotopes</td></tr><br />
<tr><td>ORE</td><td>Oxygen isotopes</td></tr><br />
</table><br />
<br />
The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the distance between the two systems in space (measured in light-years). Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year. The maximum jump range is extended by the skill [[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] (25% increase per level), and the fuel consumption is reduced by the skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] (10% reduction per level). Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. These three skills make a huge difference to the base figures, as shown in the table. Jump ranges used to be significantly longer (3.5 - 6.5 ly base ranges) but were shortened during the October 2014 Phoebe release as part of an effort to reduce long range power projection in nullsec.<br />
<br />
<table border="1"><br />
<tr><th>Ship type</th> <th>Base Range</th><th>Max Skills Range</th><th>Fuel per ly</th><th>Fuel bay (m3)</th><th>Fuel bay (units)</th></tr><br />
<tr><td>Dreadnought</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>8 000</td> <td>80 000</td></tr><br />
<tr><td>Carrier</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>3 000</td> <td>30 000</td></tr><br />
<tr><td>Supercarrier</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>5 000</td> <td>50 000</td></tr><br />
<tr><td>Titan</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>60 000</td> <td>600 000</td></tr><br />
<tr><td>Jump Freighter</td> <td>5 ly</td> <td>10 ly</td> <td>4400 units</td> <td>10 000</td> <td>100 000</td></tr><br />
<tr><td>Black Ops Battleship</td><td>5 ly</td><td>8 ly</td> <td>450 units</td><td>1 250</td> <td>12 500</td></tr><br />
<tr><td>Capital Industrial Ship</td><td>2.5 ly</td><td>5 ly</td> <td>1500 units</td><td>10 000</td><td>100 000</td></tr><br />
</table><br />
<br />
Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]), so the above mentioned ships are relatively weak just after jumping. Capital ships making multiple jumps are often fit with cap rechargers and capacitor power relays (a ''travel fit'') to reduce the amount of time between jumps.<br />
<br />
=Cynosural Fields=<br />
''Cynosure'' (say "SIGH no sure") is a little-used word. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.<br />
<br />
In order to jump, a jump drive must first lock onto a cynosural field, or "cyno", at its destination. These fields can be produced either by the Cynosural Field Generator modules, or the [[POS_Structures#Cynosural_Generator_Array|Cynosural Generator Array]], which can be anchored at a [[POS]]. The module can only generate a cynosural field in systems with a [[System_Security|security]] of 0.4 or below (low-sec or null-sec), and the array can only be anchored in sovereign nullsec. If a ship can't use a stargate, it cannot enter high security space. It is also impossible to produce a cynosural field in wormhole space.<br />
<br />
The Field Generator module requires the {{sk|Cynosural Field Theory|icon=yes}} skill to operate. For a ship to activate the module, it must have 500 units (200 m<sup>3</sup>) of liquid ozone in its cargohold, which is consumed when the module is activated. The amount of fuel required to "light a cyno" is reduced by 10% for every level of {{sk|Cynosural Field Theory|icon=yes}} the user has. The cynosural field stays active for 10 minutes, during which time the ship generating the field is unable to move, dock, or eject its pilot. (Other systems still work as normal.) It's dangerous enough to be immobile in lowsec, but it gets worse: when the cyno is active, it appears on the system overview, so that anybody in the system can warp to its location. It also appears on the universe map. As a result, most ships that light a cyno are expendable frigates. The Tech 2 [[Cruiser#Recon Ships|Force Recon]] cruisers get an 80% reduction to the cost of lighting a cyno, and are only rendered immobile for 5 minutes, but they're expensive ships for lighting a cyno.<br />
<br />
The cynosural field generated by the Cynosural Generator Array is always active. The array must be anchored at a starbase by a member of the alliance that has claimed sovereignty over the system, and has also installed the Cynosural Navigation upgrade. Remember that students of Eve University are forbidden to PvE in sovereign nullsec. <br />
<br />
Once the cyno is lit, a capital ship in the same fleet as the ship lighting it (or in the same alliance, in the case of the array) can right-click on the pilot lighting the cyno and select "Jump" to jump to the field.<br />
<br />
=Jump Bridges=<br />
<br />
Of all the ships with jump drives, [[Capital_Ship#Titans|Titans]] alone are able to fit a special module called the Jump Portal Generator. This allows them to transport other ships to a cynosural field, even if the other ships do not have jump drives of their own. Using the module requires the [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]] skill. The Titan must first be within jump range of a cyno lit by a member of the fleet. Once the cyno is lit, the Titan pilot can create a ''jump bridge'' (the "Bridge" option is right next to the "Jump" option), which behaves something like a temporary stargate for the other ships in their fleet. The jump bridge stays open for one minute, and immobilizes the Titan holding it open. The act of opening the bridge costs 500 units of Strontium Clathrates, and when ships jump across the bridge, they consume fuel from the Titan's fuel bay. When the Titan opens the bridge, it does not automatically jump through.<br />
<br />
=Covert Cynosural Fields=<br />
<br />
The Covert Cynosural Field Generator is a module similar to the regular Cynosural Field Generator, but it can only be fit to [[Battleship#Black_Ops|Black Ops Battleships]], as well as all ships that can fit a [[Cloaking|Covert Ops Cloaking Device]]: <br />
<br />
* [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]]<br />
* [[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]]<br />
* [[Stealth_Bomber|Stealth Bombers]]<br />
* [[Cruiser#Recon Ships|Force Recon Cruisers]]<br />
* [[Strategic_Cruiser|Strategic Cruisers]] (with the appropriate subsystem)<br />
<br />
The module generates a ''covert cynosural field'', which is different to the normal cynosural field in a few important ways. <br />
<br />
* Activating the module requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to be trained to V. <br />
* The field does not appear on the overview of everyone in the system (although it still shows up when probed or scanned for). <br />
* The fuel cost and duration are a tenth of that of a normal cynosural field. <br />
* The module can be used even in sovereign nullsec systems which contain cyno-jamming arrays. <br />
<br />
The module still immobilizes the ship generating the field. When the module is used by a [[Cruiser#Recon Ships|Force Recon Cruiser]], the covert cyno (and immobilization) lasts only 30 seconds.<br />
<br />
Only one class of ship has a jump drive capable of locking onto covert cynosural fields: the [[Battleship#Black_Ops|Black Ops Battleship]]. Luckily, this class of ship can also fit a Covert Jump Portal Generator (requiring [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]]), which creates a ''covert jump bridge'' to the battleship's destination. Any ship fitted with a Covert Ops Cloaking Device (Covert Ops, Stealth Bombers, Black Ops Battleships, Force Recons, Blockade Runners, and T3 cruisers with the Covert Reconfiguration subsystem installed) can jump across the bridge, as long as it is in the same fleet as the ship opening the bridge. The bridge lasts for 20 seconds, and ships jumping through consume fuel from the fuel bay of the Black Ops ship. The bridge allows groups of stealthy ships to sneak behind enemy lines.<br />
<br />
=Jump Fatigue=<br />
<br />
As of the October 2014 Phoebe release, travelling using a Jump Drive, Jump Portal, Jump Bridge, Covert Jump Drive or Covert Jump Portal causes fatigue to capsuleers and a delay is required between successive jumps. This delay is determined by the jump fatigue mechanic. Jump fatigue is presented as a time value, indicating the time it will take to decay to zero, and can accumulate to a maximum of 30 days. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump.<br />
<br />
* Jump fatigue has a minimum value of 10 x (1 + (LY just travelled)) minutes<br />
* Otherwise, the existing jump fatigue is multiplied by (1+*LY just travelled)<br />
<br />
After each jump, a Jump Reactivation Timer also appears. While this is active, the ship cannot travel by jump drive, jump bridge or jump portal. The magnitude of the Jump Cooldown Timer is a function of the Jump Fatigue present on the pilot [u]before the jump[/u], with a minimum value of 1+(LY just travelled) in minutes.<br />
<br />
In practice this means that ships can typically jump around once per hour (more if jumps are shorter) without accumulating Jump Fatigue, but more frequent jumping will rapidly build fatigue. Two groups of ships have special considerations:<br />
<br />
* [[Battleship#Black_Ops|Black Ops Battleships]] and the covert cloaking ships they bridge gain a 50% reduction to effective distance jumped when calculating fatigue.<br />
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]], [[Hauling#Deep_Space_Transports_.28T2_Industrial.29|Deep Space Transports]] and [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]] gain a 90% reduction to effective distance travelled when calculating fatigue.<br />
<br />
<br />
<br />
[[Category:Guides]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Jump_drives&diff=78098Jump drives2014-11-22T11:16:04Z<p>Gale zemayid: /* Jump Drives */</p>
<hr />
<div>Most [[Capital_Ship|capital ships]], the largest ships in New Eden, are too large to use the stargates that smaller ships use. Instead of using stargates, these ships have a built-in "jump drive" that they can use to teleport to a cynosural field in a different system. A small number of ships have jump drives even though they are small enough to use stargates.<br />
<br />
=Jump Drives=<br />
Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]] skill to pilot. The following classes of ship contain jump drives: <br />
* [[Capital_Ship#Dreadnoughts|Dreadnoughts]]<br />
* [[Capital_Ship#Carriers|Carriers]]<br />
* [[Capital_Ship#Supercarriers|Supercarriers]]<br />
* [[Capital_Ship#Titans|Titans]]<br />
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]]<br />
* [[Battleship#Black_Ops|Black Ops Battleships]]<br />
* [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]]<br />
<br />
Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay which can only store fuel for the jump drive. The fuel required depends on the race that constructed that drive, and can be produced by refining [[Ice Mining|ice mined in that race's territory]]. The respective fuel type for each race is: <br />
<br />
<table border="1"><br />
<tr><td>Amarr</td><td>Helium isotopes</td></tr><br />
<tr><td>Caldari</td><td>Nitrogen isotopes</td></tr> <br />
<tr><td>Gallente</td><td>Oxygen isotopes</td></tr><br />
<tr><td>Minmatar</td><td>Hydrogen isotopes</td></tr><br />
<tr><td>ORE</td><td>Oxygen isotopes</td></tr><br />
</table><br />
<br />
The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the distance between the two systems in space (measured in light-years). Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year. The maximum jump range is extended by the skill [[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] (25% increase per level), and the fuel consumption is reduced by the skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] (10% reduction per level). Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. These three skills make a huge difference to the base figures, as shown in the table. Jump ranges used to be significantly longer (3.5 - 6.5 ly base ranges) but were shortened during the October 2014 Phoebe release as part of an effort to reduce long range power projection in nullsec.<br />
<br />
<table border="1"><br />
<tr><th>Ship type</th> <th>Base Range</th><th>Max Skills Range</th><th>Fuel per ly</th><th>Fuel bay (m3)</th><th>Fuel bay (units)</th></tr><br />
<tr><td>Dreadnought</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>8 000</td> <td>80 000</td></tr><br />
<tr><td>Carrier</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>3 000</td> <td>30 000</td></tr><br />
<tr><td>Supercarrier</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>5 000</td> <td>50 000</td></tr><br />
<tr><td>Titan</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>60 000</td> <td>600 000</td></tr><br />
<tr><td>Jump Freighter</td> <td>5 ly</td> <td>10 ly</td> <td>4400 units</td> <td>10 000</td> <td>100 000</td></tr><br />
<tr><td>Black Ops Battleship</td><td>5 ly</td><td>8 ly</td> <td>450 units</td><td>1 250</td> <td>12 500</td></tr><br />
<tr><td>Capital Industrial Ship</td><td>2.5 ly</td><td>5 ly</td> <td>1500 units</td><td>10 000</td><td>100 000</td></tr><br />
</table><br />
<br />
Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]), so the above mentioned ships are relatively weak just after jumping. Capital ships making multiple jumps are often fit with cap rechargers and capacitor power relays (a ''travel fit'') to reduce the amount of time between jumps.<br />
<br />
=Cynosural Fields=<br />
''Cynosure'' (say "SIGH no sure") is a little-used word. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.<br />
<br />
In order to jump, a jump drive must first lock onto a cynosural field, or "cyno", at its destination. These fields can be produced either by the Cynosural Field Generator modules, or the [[POS_Structures#Cynosural_Generator_Array|Cynosural Generator Array]], which can be anchored at a [[POS]]. The module can only generate a cynosural field in systems with a [[System_Security|security]] of 0.4 or below (low-sec or null-sec), and the array can only be anchored in sovereign nullsec. If a ship can't use a stargate, it cannot enter high security space. It is also impossible to produce a cynosural field in wormhole space.<br />
<br />
The Field Generator module requires the {{sk|Cynosural Field Theory|icon=yes}} skill to operate. For a ship to activate the module, it must have 500 units (200 m<sup>3</sup>) of liquid ozone in its cargohold, which is consumed when the module is activated. The amount of fuel required to "light a cyno" is reduced by 10% for every level of {{sk|Cynosural Field Theory|icon=yes}} the user has. The cynosural field stays active for 10 minutes, during which time the ship generating the field is unable to move, dock, or eject its pilot. (Other systems still work as normal.) It's dangerous enough to be immobile in lowsec, but it gets worse: when the cyno is active, it appears on the system overview, so that anybody in the system can warp to its location. It also appears on the universe map. As a result, most ships that light a cyno are expendable frigates. The Tech 2 [[Cruiser#Recon Ships|Force Recon]] cruisers get an 80% reduction to the cost of lighting a cyno, and are only rendered immobile for 5 minutes, but they're expensive ships for lighting a cyno.<br />
<br />
The cynosural field generated by the Cynosural Generator Array is always active. The array must be anchored at a starbase by a member of the alliance that has claimed sovereignty over the system, and has also installed the Cynosural Navigation upgrade. Remember that students of Eve University are forbidden to PvE in sovereign nullsec. <br />
<br />
Once the cyno is lit, a capital ship in the same fleet as the ship lighting it (or in the same alliance, in the case of the array) can right-click on the pilot lighting the cyno and select "Jump" to jump to the field.<br />
<br />
=Jump Bridges=<br />
<br />
Of all the ships with jump drives, [[Capital_Ship#Titans|Titans]] alone are able to fit a special module called the Jump Portal Generator. This allows them to transport other ships to a cynosural field, even if the other ships do not have jump drives of their own. Using the module requires the [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]] skill. The Titan must first be within jump range of a cyno lit by a member of the fleet. Once the cyno is lit, the Titan pilot can create a ''jump bridge'' (the "Bridge" option is right next to the "Jump" option), which behaves something like a temporary stargate for the other ships in their fleet. The jump bridge stays open for one minute, and immobilizes the Titan holding it open. The act of opening the bridge costs 500 units of Strontium Clathrates, and when ships jump across the bridge, they consume fuel from the Titan's fuel bay. When the Titan opens the bridge, it does not automatically jump through.<br />
<br />
=Covert Cynosural Fields=<br />
<br />
The Covert Cynosural Field Generator is a module similar to the regular Cynosural Field Generator, but it can only be fit to [[Battleship#Black_Ops|Black Ops Battleships]], as well as all ships that can fit a [[Cloaking|Covert Ops Cloaking Device]]: <br />
<br />
* [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]]<br />
* [[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]]<br />
* [[Stealth_Bomber|Stealth Bombers]]<br />
* [[Cruiser#Recon Ships|Force Recon Cruisers]]<br />
* [[Strategic_Cruiser|Strategic Cruisers]] (with the appropriate subsystem)<br />
<br />
The module generates a ''covert cynosural field'', which is different to the normal cynosural field in a few important ways. <br />
<br />
* Activating the module requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to be trained to V. <br />
* The field does not appear on the overview of everyone in the system (although it still shows up when probed or scanned for). <br />
* The fuel cost and duration are a tenth of that of a normal cynosural field. <br />
* The module can be used even in sovereign nullsec systems which contain cyno-jamming arrays. <br />
<br />
The module still immobilizes the ship generating the field. When the module is used by a [[Cruiser#Recon Ships|Force Recon Cruiser]], the covert cyno (and immobilization) lasts only 30 seconds.<br />
<br />
Only one class of ship has a jump drive capable of locking onto covert cynosural fields: the [[Battleship#Black_Ops|Black Ops Battleship]]. Luckily, this class of ship can also fit a Covert Jump Portal Generator (requiring [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]]), which creates a ''covert jump bridge'' to the battleship's destination. Any ship fitted with a Covert Ops Cloaking Device (Covert Ops, Stealth Bombers, Black Ops Battleships, Force Recons, Blockade Runners, and T3 cruisers with the Covert Reconfiguration subsystem installed) can jump across the bridge, as long as it is in the same fleet as the ship opening the bridge. The bridge lasts for 20 seconds, and ships jumping through consume fuel from the fuel bay of the Black Ops ship. The bridge allows groups of stealthy ships to sneak behind enemy lines.<br />
<br />
<br />
[[Category:Guides]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Jump_drives&diff=78097Jump drives2014-11-22T11:14:22Z<p>Gale zemayid: Changes to jump drive range in light of Oct 2014 Phoebe release</p>
<hr />
<div>Most [[Capital_Ship|capital ships]], the largest ships in New Eden, are too large to use the stargates that smaller ships use. Instead of using stargates, these ships have a built-in "jump drive" that they can use to teleport to a cynosural field in a different system. A small number of ships have jump drives even though they are small enough to use stargates.<br />
<br />
=Jump Drives=<br />
Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]] skill to pilot. The following classes of ship contain jump drives: <br />
* [[Capital_Ship#Dreadnoughts|Dreadnoughts]]<br />
* [[Capital_Ship#Carriers|Carriers]]<br />
* [[Capital_Ship#Supercarriers|Supercarriers]]<br />
* [[Capital_Ship#Titans|Titans]]<br />
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]]<br />
* [[Battleship#Black_Ops|Black Ops Battleships]]<br />
* [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]]<br />
<br />
Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay which can only store fuel for the jump drive. The fuel required depends on the race that constructed that drive, and can be produced by refining [[Ice Mining|ice mined in that race's territory]]. The respective fuel type for each race is: <br />
<br />
<table border="1"><br />
<tr><td>Amarr</td><td>Helium isotopes</td></tr><br />
<tr><td>Caldari</td><td>Nitrogen isotopes</td></tr> <br />
<tr><td>Gallente</td><td>Oxygen isotopes</td></tr><br />
<tr><td>Minmatar</td><td>Hydrogen isotopes</td></tr><br />
<tr><td>ORE</td><td>Oxygen isotopes</td></tr><br />
</table><br />
<br />
The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the distance between the two systems in space (measured in light-years). Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year. The maximum jump range is extended by the skill [[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] (25% increase per level), and the fuel consumption is reduced by the skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] (10% reduction per level). Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. These three skills make a huge difference to the base figures, as shown in the table. Jump ranges used to be significantly longer (3.5-6.5ly base ranges) but were shortened during the October 2014 Phoebe release as part of an effort to reduce long range power projection in nullsec.<br />
<br />
<table border="1"><br />
<tr><th>Ship type</th> <th>Base Range</th><th>Max Skills Range</th><th>Fuel per ly</th><th>Fuel bay (m3)</th><th>Fuel bay (units)</th></tr><br />
<tr><td>Dreadnought</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>8 000</td> <td>80 000</td></tr><br />
<tr><td>Carrier</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>3 000</td> <td>30 000</td></tr><br />
<tr><td>Supercarrier</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>5 000</td> <td>50 000</td></tr><br />
<tr><td>Titan</td> <td>2.5 ly</td> <td>5 ly</td> <td>1500 units</td> <td>60 000</td> <td>600 000</td></tr><br />
<tr><td>Jump Freighter</td> <td>5 ly</td> <td>10 ly</td> <td>4400 units</td> <td>10 000</td> <td>100 000</td></tr><br />
<tr><td>Black Ops Battleship</td><td>5 ly</td><td>8 ly</td> <td>450 units</td><td>1 250</td> <td>12 500</td></tr><br />
<tr><td>Capital Industrial Ship</td><td>2.5 ly</td><td>5 ly</td> <td>1500 units</td><td>10 000</td><td>100 000</td></tr><br />
</table><br />
<br />
Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]), so the above mentioned ships are relatively weak just after jumping. Capital ships making multiple jumps are often fit with cap rechargers and capacitor power relays (a ''travel fit'') to reduce the amount of time between jumps.<br />
<br />
=Cynosural Fields=<br />
''Cynosure'' (say "SIGH no sure") is a little-used word. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.<br />
<br />
In order to jump, a jump drive must first lock onto a cynosural field, or "cyno", at its destination. These fields can be produced either by the Cynosural Field Generator modules, or the [[POS_Structures#Cynosural_Generator_Array|Cynosural Generator Array]], which can be anchored at a [[POS]]. The module can only generate a cynosural field in systems with a [[System_Security|security]] of 0.4 or below (low-sec or null-sec), and the array can only be anchored in sovereign nullsec. If a ship can't use a stargate, it cannot enter high security space. It is also impossible to produce a cynosural field in wormhole space.<br />
<br />
The Field Generator module requires the {{sk|Cynosural Field Theory|icon=yes}} skill to operate. For a ship to activate the module, it must have 500 units (200 m<sup>3</sup>) of liquid ozone in its cargohold, which is consumed when the module is activated. The amount of fuel required to "light a cyno" is reduced by 10% for every level of {{sk|Cynosural Field Theory|icon=yes}} the user has. The cynosural field stays active for 10 minutes, during which time the ship generating the field is unable to move, dock, or eject its pilot. (Other systems still work as normal.) It's dangerous enough to be immobile in lowsec, but it gets worse: when the cyno is active, it appears on the system overview, so that anybody in the system can warp to its location. It also appears on the universe map. As a result, most ships that light a cyno are expendable frigates. The Tech 2 [[Cruiser#Recon Ships|Force Recon]] cruisers get an 80% reduction to the cost of lighting a cyno, and are only rendered immobile for 5 minutes, but they're expensive ships for lighting a cyno.<br />
<br />
The cynosural field generated by the Cynosural Generator Array is always active. The array must be anchored at a starbase by a member of the alliance that has claimed sovereignty over the system, and has also installed the Cynosural Navigation upgrade. Remember that students of Eve University are forbidden to PvE in sovereign nullsec. <br />
<br />
Once the cyno is lit, a capital ship in the same fleet as the ship lighting it (or in the same alliance, in the case of the array) can right-click on the pilot lighting the cyno and select "Jump" to jump to the field.<br />
<br />
=Jump Bridges=<br />
<br />
Of all the ships with jump drives, [[Capital_Ship#Titans|Titans]] alone are able to fit a special module called the Jump Portal Generator. This allows them to transport other ships to a cynosural field, even if the other ships do not have jump drives of their own. Using the module requires the [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]] skill. The Titan must first be within jump range of a cyno lit by a member of the fleet. Once the cyno is lit, the Titan pilot can create a ''jump bridge'' (the "Bridge" option is right next to the "Jump" option), which behaves something like a temporary stargate for the other ships in their fleet. The jump bridge stays open for one minute, and immobilizes the Titan holding it open. The act of opening the bridge costs 500 units of Strontium Clathrates, and when ships jump across the bridge, they consume fuel from the Titan's fuel bay. When the Titan opens the bridge, it does not automatically jump through.<br />
<br />
=Covert Cynosural Fields=<br />
<br />
The Covert Cynosural Field Generator is a module similar to the regular Cynosural Field Generator, but it can only be fit to [[Battleship#Black_Ops|Black Ops Battleships]], as well as all ships that can fit a [[Cloaking|Covert Ops Cloaking Device]]: <br />
<br />
* [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]]<br />
* [[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]]<br />
* [[Stealth_Bomber|Stealth Bombers]]<br />
* [[Cruiser#Recon Ships|Force Recon Cruisers]]<br />
* [[Strategic_Cruiser|Strategic Cruisers]] (with the appropriate subsystem)<br />
<br />
The module generates a ''covert cynosural field'', which is different to the normal cynosural field in a few important ways. <br />
<br />
* Activating the module requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to be trained to V. <br />
* The field does not appear on the overview of everyone in the system (although it still shows up when probed or scanned for). <br />
* The fuel cost and duration are a tenth of that of a normal cynosural field. <br />
* The module can be used even in sovereign nullsec systems which contain cyno-jamming arrays. <br />
<br />
The module still immobilizes the ship generating the field. When the module is used by a [[Cruiser#Recon Ships|Force Recon Cruiser]], the covert cyno (and immobilization) lasts only 30 seconds.<br />
<br />
Only one class of ship has a jump drive capable of locking onto covert cynosural fields: the [[Battleship#Black_Ops|Black Ops Battleship]]. Luckily, this class of ship can also fit a Covert Jump Portal Generator (requiring [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]]), which creates a ''covert jump bridge'' to the battleship's destination. Any ship fitted with a Covert Ops Cloaking Device (Covert Ops, Stealth Bombers, Black Ops Battleships, Force Recons, Blockade Runners, and T3 cruisers with the Covert Reconfiguration subsystem installed) can jump across the bridge, as long as it is in the same fleet as the ship opening the bridge. The bridge lasts for 20 seconds, and ships jumping through consume fuel from the fuel bay of the Black Ops ship. The bridge allows groups of stealthy ships to sneak behind enemy lines.<br />
<br />
<br />
[[Category:Guides]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Scanning&diff=71834Scanning2014-06-05T23:03:01Z<p>Gale zemayid: /* Scan Equipment Types */ - Brought up to date with Rubicon/Kronos</p>
<hr />
<div>{{tocright}}<br />
<br />
[[Image:112_64_4.png|left]]<br />
<br />
Scanning & Probing is a method of finding objects, ships and hidden sites in space. Every ship in Eve has an On-Board System Scanner that can be used to search for objects not found on the [[Overview]]. Every ship in Eve with the exception of shuttles and freighters can fit a Scan Probe Launcher module to launch probes. Probes greatly increase both the number of types of objects that can be detected and the range at which they can be scanned.<br />
<br />
<br />
==Skills==<br />
* [http://wiki.eveonline.com/wiki/Astrometrics Astrometrics]<br />
<br />
==Scan Equipment==<br />
===Directional Scanner===<br />
The Directional Scanner, or "D-Scanner," is built into every ship and can be used to discover, but not pinpoint, objects up to 14 AU away from your ship. You can do a lot with this little gem. See the [[Directional Scanner Guide]].<br />
<br />
===On-board System Scanner===<br />
The on-board scanner can be used to find [[Cosmic Anomalies]], which are combat, ore or ice sites. The combat sites contain rats depending on the site type, lower security space is more likely to find the harder sites (with higher rewards). To find anomalies with your on-board scanner, pressing ALT+D, select the "Probe Scanner" tab and ensure the "Show Anomalies" checkbox is checked. This will show all sites within 64AU of your ship immediately at 100%. When you have found an anomaly, warp there or create a bookmark of its position. Once an Anomaly has been completed, it will disappear after some time. (These sites can also be found by probes which will find all sites within range at 100% (warpable) on the first scan even with one probe.)<br />
<br />
===Scan Equipment Types===<br />
<br />
You need a Probe Launcher, and some Probes.<br />
<br />
Core Scanner Probes cannot find ships, so are primarily useful for finding [[Cosmic Signatures]] (exploration sites and wormhole entrances). While they suffice for getting you into (and out of) a wormhole, if you are planning on operating inside W-space it is likely a good idea to be able to probe out ships. Combat Scanner Probes will detect ships, in addition to Cosmic Signatures. The two also have different maximum and minimum scan ranges - see the table below.<br />
<br />
Expanded Probe Launchers have ''much'' higher CPU fitting requirements than Core Probe Launchers.<br />
<br />
Any probe can be used in any launcher with the capacity to load it. Practically, this means an Expanded launcher can launch any probe, and a Core launcher can only launch Core probes. Expanded launchers can also be used to launch moon mining probes.<br />
<br />
Sisters faction probes and launchers each increase the probe scan strength by 10%, but are considerably more expensive than the basic versions.<br />
<br />
====Standard====<br />
* [http://wiki.eveonline.com/wiki/Core_Probe_Launcher_I Core Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Expanded_Probe_Launcher_I Expanded Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Core_Scanner_Probe_I Core Scanner Probe]<br />
* [http://wiki.eveonline.com/wiki/Combat_Scanner_Probe_I Combat Scanner Probe]<br />
====Faction====<br />
* [http://wiki.eveonline.com/wiki/Sisters_Core_Probe_Launcher Sisters Core Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Sisters_Expanded_Probe_Launcher Sisters Expanded Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Sisters_Core_Scanner_Probe Sisters Core Scanner Probe]<br />
* [http://wiki.eveonline.com/wiki/Sisters_Combat_Scanner_Probe Sisters Combat Scanner Probe]<br />
* [http://wiki.eveonline.com/en/wiki/RSS_Core_Scanner_Probe RSS Core Scanner Probe]<br />
<br />
==Scan Bonuses==<br />
===Skills===<br />
* [[Skills:Science#Astrometric_Acquisition|Astrometric Acquisition]]<br />
* [[Skills:Science#Astrometric_Pinpointing|Astrometric Pinpointing]]<br />
* [[Skills:Science#Astrometric_Rangefinding|Astrometric Rangefinding]]<br />
<br />
===Deviation===<br />
Deviation can be defined as the difference between an observed value and the expected value of a variable or function.<br />
<br />
In the case of scanning with probes the observed value is the scan result shown on your map whereas the expected value is the actual position of your target in space. The deviation is the distance between the scan result shown on the map and the actual location of your target.<br />
<br />
The actual deviation (or effective deviation) cannot be calculated at this time because it is unknown how CCP has factored signal strength into the equation. The next part here explains how to calculate the maximum deviation. It is known that the stronger your signal strength is the less actual deviation you will have therefore the deviation of your scan will always be less than the distance shown below. It helps to have an idea of how far way that dot might be from your target.<br />
<br />
In order to calculate the maximum possible deviation you can use the constants provided for the type of probe, the scan size your probes are set to, and your skill level of Astrometric Pinpointing.<br />
<br />
Here is the formula:<br />
:''Max Deviation''&nbsp;= (''Scan Range''/''Base Scan Range'')&nbsp;&times; ''Base Maximum Deviation''&nbsp;&times; (1&nbsp;&minus; ''Pinpointing Skill''/10)<br />
<br />
Below is a table that shows how your pinpointing skill affects the maximum possible deviation of scanner probes. Keep in mind that sisters probes and/or launchers have no effect on maximum deviation however they do have an effect on signal strength which therefore will affect the devation that you see in your scans.<br />
<br />
{| class="wikitable"<br />
|-<br />
! rowspan="2" style="text-align:left" | Scan Range<br />
! colspan="6" | Astrometric Pinpointing Skill Level<br />
|-<br />
! 0 !! 1 !! 2 !! 3 !! 4 !! 5<br />
|-<br />
! style="text-align:left" | 0.25 AU<sup style="line-height:1">1</sup><br />
| 0.125 || 0.1125 || 0.100 || 0.0875 || 0.075 || 0.0625<br />
|-<br />
! style="text-align:left" | 0.5 AU<br />
| 0.25 || 0.225 || 0.2 || 0.175 || 0.15 || 0.125<br />
|-<br />
! style="text-align:left" | 1 AU<br />
| 0.5 || 0.45 || 0.4 || 0.35 || 0.3 || 0.25<br />
|-<br />
! style="text-align:left" | 2 AU<br />
| 1 || 0.9 || 0.8 || 0.7 || 0.6 || 0.5<br />
|-<br />
! style="text-align:left" | 4 AU<br />
| 2 || 1.8 || 1.6 || 1.4 || 1.2 || 1<br />
|-<br />
! style="text-align:left" | 8 AU<br />
| 4 || 3.6 || 3.2 || 2.8 || 2.4 || 2<br />
|-<br />
! style="text-align:left" | 16 AU<br />
| 8 || 7.2 || 6.4 || 5.6 || 4.8 || 4<br />
|-<br />
! style="text-align:left" | 32 AU<br />
| 16 || 14.4 || 12.8 || 11.2 || 9.6 || 8<br />
|-<br />
! style="text-align:left" | 64 AU<sup style="line-height:1">2</sup><br />
| 32 || 28.8 || 25.6 || 22.4 || 19.2 || 16<br />
|-<br />
| colspan="8" style="font-size:smaller" | 1 Combat Scanner Probes have a minimum scan range of 0.5 AU.<br />2 Core Scanner Probes haves a maximum scan range of 32 AU.<br />
|}<br />
<br />
Note how as your Astrometric Pinpointing skill increases, the maximum deviation at each increment of the probes' scan range decreases. Referring to the table for an example, if you have no skill in Astrometric Pinpointing, with your probes set to a 4 AU scan range your maximum deviation is as much as 2 AU. Increasing your Astrometric Pinpointing skill to level 4 reduces the maximum scan deviation at a 4 AU scan range to 1.2 AU.<br />
<br />
Another thing to note is that both combat and core scanner probes experience the same maximum deviations at the same scan ranges. The reason is that although the core scanner probe has a base maximum deviation of 0.125 AU and the combat scanner probe has a base maximum deviation of 0.25 AU (implying the core probe is more accurate), the two types of probes have base scan ranges of 0.25 AU and 0.5 AU, respectively. Plugging those numbers into the equation above yields the same maximum deviations at each scan range for both kinds of probe.<br />
<br />
==Ship Equipment==<br />
=== Rigs ===<br />
<br />
*Gravity Capacitor Upgrade<br />
<br />
This rig increases the scan strength of your probes by 10%, which is ''not'' subject to the usual [[Stacking_penalties|stacking penalties]]. Installing the T1 rig only requires Jury Rigging 1. With the release of small rigs, you can now rig the usual scanning ships very inexpensively.<br />
<br />
<br />
===Launchers===<br />
Each of these is available in a standard and a faction (Sisters of Eve) version. The faction versions give scan strength and cycle time bonuses.<br />
<br />
====Core Probe Launcher====<br />
This module has modest fitting requirements, but can only use core scan probes, not combat or specialty probes.<br />
<br />
====Expanded Probe Launcher====<br />
This module is a pain to fit, due to the high CPU requirements. However, it's the only launcher that can fire combat scanner probes, deep core probes, and explorer (moon) probes.<br />
<br />
===Ship Equipment - Scanning Upgrades===<br />
Three different types of mid-slot items are available to help with scanning.<br />
<br />
* [http://wiki.eveonline.com/en/wiki/Scan_Acquisition_Array_I Acquisition Arrays] reduce the scan time of probes. (Only one can be fitted at a time.)<br />
* [http://wiki.eveonline.com/en/wiki/Scan_Pinpointing_Array_I Pinpointing Arrays] reduce the scan deviation. (Stacking penalties apply.)<br />
* [http://wiki.eveonline.com/en/wiki/Scan_Rangefinding_Array_I Rangefinding Arrays] increase the scan strength. (Stacking penalties apply.)<br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Scanning_Equipment:Scanning_Upgrades Here's a link to the scanning upgrades page.]<br />
<br />
===Ships===<br />
====Tech 1 (T1) Frigates====<br />
Each race has a T1 frigate with a 7.5% increase to scan strength of probes per level of racial frigate skill trained: <br />
* [http://wiki.eveonline.com/wiki/Magnate Magnate] ([[Amarr]])<br />
* [http://wiki.eveonline.com/wiki/Heron Heron] ([[Caldari]])<br />
* [http://wiki.eveonline.com/wiki/Imicus Imicus] ([[Gallente]])<br />
* [http://wiki.eveonline.com/wiki/Probe Probe] ([[Minmatar]])<br />
<br />
====Tech 2 (T2) [[CovOps]]====<br />
Covops ships get a 10% per level bonus to scanning. Note that you must uncloak to launch scan probes, but you can use them and recover them while remaining cloaked.<br />
<br />
* [http://wiki.eveonline.com/wiki/Anathema Anathema] ([[Amarr]])<br />
* [http://wiki.eveonline.com/wiki/Buzzard Buzzard] ([[Caldari]])<br />
* [http://wiki.eveonline.com/wiki/Helios Helios] ([[Gallente]])<br />
* [http://wiki.eveonline.com/wiki/Cheetah Cheetah] ([[Minmatar]])<br />
<br />
====T3 Cruisers====<br />
[[Strategic_Cruiser|Strategic cruisers]] can be fitted with a subsystem that gives them probing bonuses. If you're in a roaming gang of strategic cruisers, this might be useful -- but note that you can buy about 50 covops ships for the price of one of these. <br />
<br />
* [http://wiki.eveonline.com/wiki/Legion Legion] ([[Amarr]]) utilizing [http://wiki.eveonline.com/wiki/Legion_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
* [http://wiki.eveonline.com/wiki/Tengu Tengu] ([[Caldari]]) utilizing [http://wiki.eveonline.com/wiki/Tengu_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
* [http://wiki.eveonline.com/wiki/Proteus Proteus] ([[Gallente]]) utilizing [http://wiki.eveonline.com/wiki/Proteus_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
* [http://wiki.eveonline.com/wiki/Loki Loki] ([[Minmatar]]) utilizing [http://wiki.eveonline.com/wiki/Loki_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
<br />
====Sisters of Eve Faction/Pirate ships====<br />
[[Sisters_of_Eve|Sisters of Eve]] has some Faction ships, that have a 37.5% role bonus to scanning, and can fit a Covert Ops cloak. They have lower skill requirements than CovOps T2's, but they are insanely expensive compared to other frigates/cruisers. Note that for [[WSOP]] these are considered Pirate ships.<br />
* [http://wiki.eveuniversity.org/Astero Astero] Frigate. (CPU is low, making it hard to fit an Expanded Probe Launcher.)<br />
* [http://wiki.eveuniversity.org/Stratios Stratios] Cruiser.<br />
<br />
==Scan Results==<br />
<br />
Once the target's signal strength reaches 25%, the scan result will display one of the following 5 groups. If it is a group that doesn't interest you, it is safe to move on at this point.<br />
<br />
===Gas===<br />
[[Scanning:Scan Results#Gas_Sites|Gas]] sites are harvestable gas clouds.<br />
To utilize this type of exploration site, [[mining:Gas Clouds|Gas Harvesting]] is required.<br />
<br />
===Relic===<br />
[[Scanning:Scan Results#Relic_Sites|Relic]] sites contain [[Archaeology]] items.<br />
To utilize this type of exploration site, [[Archaeology]] will be required.<br />
[[Exploration#Relic_Sites_and_Data_Sites:_Hacking|More details here.]]<br />
<br />
===Data===<br />
[[Scanning:Scan Results#Data_Sites|Data Sites]] sites contain [[Hacking]] items.<br />
To utilize this type of exploration site, [[Hacking]] will be required.<br />
[[Exploration#Relic_Sites_and_Data_Sites:_Hacking|More details here.]]<br />
<br />
===Unknown===<br />
====Combat====<br />
[[Scanning:Scan Results#Unknown|Combat]] sites are locations to kill [[NPC]] [[Ratting|Rats]].<br />
To utilize this type of exploration site, '''combat skills''' will be required.<br />
<br />
====Wormholes====<br />
[[Scanning:Scan Results#Unknown|Wormholes]] are portals to and from Wormhole Space ([[W-Space]]) and Known Space ([[K-Space]]).<br />
For further information see [[Wormholes]] main article.<br />
<br />
==Scanning & Probing Techniques and Tricks==<br />
<br />
See [[Smurfprime's Probing Guide]] for a complete guide on how to probe down a signature.<br />
<br />
===Rearranging Probes===<br />
Controls for rearranging probes have recently changed in the Odyssey expansion<br />
*By default all probes will move as one constellation unless you hold SHIFT or ALT which modifies how probes are moved. Holding SHIFT moves a single probe instead of all at once, ALT makes them zoom in or out around their common center, useful for pinpointing those sites which are hard to get 100% on. This allows for some very fast repositioning of probes.<br />
*The probe-cube can be clicked and dragged. If you grab the top or bottom, they slide on a horizontal plane, if you grab the sides of the cube, they slide on a vertical plane. This is why every so often you grab the cube and it slides away to somewhere weird- you accidentally grabbed the side of the cube instead of the top.<br />
To reset the formation press either of the two preconfigured probe-patterns to reset both scan-range and position. This does not however reset probe constellation position in space.<br />
<br />
===Probe Placement===<br />
Scan Probe Placement (With 4, 5, 6, 7 or 8 probes). You can find any site with just 4 probes, assuming you have enough sensor strength. If the site is too weak, you can pile on additional probes and it may work.<br />
By default your probe launcher will always try to launch maximum amount of probes (8).<br />
<br />
===Where to Find Sites===<br />
Sites only seem to spawn in a sphere 4 AU around celestials (may only be planets).<br />
If you are scanning large reaches of empty space, you might find mission sites and abandoned drones, but probably not much else.<br />
<br />
===Solar System Map===<br />
The Solar System Map can be rotated using the Left Mouse Button, and panned using the Right Mouse Button as well.<br />
Clicking an object (celestial body, station, probe, etc.) changes the pivot point when rotating with the Left Mouse Button. Hint: Double clicking on the probe cube sets the probe cube to be the rotation pivot point, and re-centers the view to probe cube.<br />
<br />
===Loading Probes===<br />
Carry exactly twice as many probes as you use at a time. When you load your launcher initially, only load the amount of probes you can have active. (For example, if you have 8 probes active, carry 16 but only load 8.) As soon as you've launched your maximum number of probes and are busy placing them, the launcher will automatically load the next stack -- exactly the amount you need for the next system. That way, the launcher will always be ready without you ever having to manually load it. All you have to do is remember to recall them before moving to the next system.<br />
<br />
===Results, and What They Mean===<br />
*Sphere: The result is somewhere in the sphere. One probe only has a hit and approximate range. You ''can'' get multiple probes with independent hits, it can be messy. This is the least accurate hit.<br />
*Circle: Two probes have approximate distances. More accurate, and likely to yield better hits with more probes.<br />
*Two Dots: Three probes have distances, which narrows it down to two possible locations. Likely to be more or less accurate, but beware of deviation.<br />
*One Dot: Four probes can see the result. Once scan strength reaches 100%, the result will be warpable.<br />
<br />
===Quick and Dirty How-To ===<br />
*Look at the system scanner and determine if there are any Cosmic Signatures to be found. (Before Odyssey expansion you had to drop probes and scan before you could determine if a system had any Cosmic Signatures in it.)<br />
<br />
*Drop your probes. Scan, and use the filter to limit your results to what you want to find.<br />
<br />
*Once you get a result, position probes to cover that result. This may be as easy as moving them around a little, or covering a sphere. Either way, keep in mind results from wide scans are ''very'' inaccurate sometimes.<br />
<br />
*With luck, you will get "one dot" result. If you get circles, or more spheres, your initial guess was off and you need to reposition and try again. One way to easily cover a sphere-result, is to put 4 probes around the edges at enough range to cover the entire sphere. If this is impractical, overlap the sphere as much as possible and try to narrow it down to a circle-result.<br />
<br />
*Once you get it down to one result, close probes in, bring them to the same plane as the result, drop scan radius, and re-scan.<br />
<br />
*Repeat the process of dropping range, positioning arrows on the result circle, and rescanning until you get your result. If you hit the minimum probe range and still can't get 100%, try repositioning your probes more closely to the signature (holding ALT and sliding the probes closer to the target works wonders). There are some sites that you may not be able to probe -- to get them, try to increase your "probe scan strength". You can use Sisters launcher & probes, rig your ship, buy hardwired scanning implants, and/or train higher levels of the relevant skills.<br />
<br />
==Links==<br />
<br />
*[[Smurfprime's Probing Guide]]<br />
*A very good video guide on scanning with 5 probes: http://www.youtube.com/watch?v=heYfTA00Idg<br />
*Seamus's guide to scanning with 7 probes: http://www.youtube.com/watch?v=rTf4ZYPAX1s<br />
*An old guide to Deep space probes :http://swiftandbitter.com/eve/dsp/highsec.html<br />
<br />
[[Category:Guides]]<br />
[[Category:Exploration]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Scanning&diff=71832Scanning2014-06-05T22:54:27Z<p>Gale zemayid: /* On-board System Scanner */</p>
<hr />
<div>{{tocright}}<br />
<br />
[[Image:112_64_4.png|left]]<br />
<br />
Scanning & Probing is a method of finding objects, ships and hidden sites in space. Every ship in Eve has an On-Board System Scanner that can be used to search for objects not found on the [[Overview]]. Every ship in Eve with the exception of shuttles and freighters can fit a Scan Probe Launcher module to launch probes. Probes greatly increase both the number of types of objects that can be detected and the range at which they can be scanned.<br />
<br />
<br />
==Skills==<br />
* [http://wiki.eveonline.com/wiki/Astrometrics Astrometrics]<br />
<br />
==Scan Equipment==<br />
===Directional Scanner===<br />
The Directional Scanner, or "D-Scanner," is built into every ship and can be used to discover, but not pinpoint, objects up to 14 AU away from your ship. You can do a lot with this little gem. See the [[Directional Scanner Guide]].<br />
<br />
===On-board System Scanner===<br />
The on-board scanner can be used to find [[Cosmic Anomalies]], which are combat, ore or ice sites. The combat sites contain rats depending on the site type, lower security space is more likely to find the harder sites (with higher rewards). To find anomalies with your on-board scanner, pressing ALT+D, select the "Probe Scanner" tab and ensure the "Show Anomalies" checkbox is checked. This will show all sites within 64AU of your ship immediately at 100%. When you have found an anomaly, warp there or create a bookmark of its position. Once an Anomaly has been completed, it will disappear after some time. (These sites can also be found by probes which will find all sites within range at 100% (warpable) on the first scan even with one probe.)<br />
<br />
===Scan Equipment Types===<br />
<br />
You need a Probe Launcher, and some Probes.<br />
<br />
Core Scanner Probes cannot find ships, so are useful for exploration in K-space. (Because when inside wormhole-space, you want to be able to probe out other ships etc.)<br />
Combat Scanner Probes will detect ships, in addition to Cosmic Signatures. The two also have different maximum and minimum scan ranges - see the table below.<br />
<br />
Expanded Probe Launchers have ''much'' higher CPU fitting requirements than Core Probe Launchers.<br />
<br />
Any probe can be used in any launcher with the capacity to load it. Practically, this means an Expanded launcher can launch any probe, and a Core launcher can only launch Core probes. Expanded launchers can also be used to launch moon mining probes.<br />
<br />
====Standard====<br />
* [http://wiki.eveonline.com/wiki/Core_Probe_Launcher_I Core Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Expanded_Probe_Launcher_I Expanded Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Core_Scanner_Probe_I Core Scanner Probe]<br />
* [http://wiki.eveonline.com/wiki/Combat_Scanner_Probe_I Combat Scanner Probe]<br />
====Faction====<br />
* [http://wiki.eveonline.com/wiki/Sisters_Core_Probe_Launcher Sisters Core Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Sisters_Expanded_Probe_Launcher Sisters Expanded Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Sisters_Core_Scanner_Probe Sisters Core Scanner Probe]<br />
* [http://wiki.eveonline.com/wiki/Sisters_Combat_Scanner_Probe Sisters Combat Scanner Probe]<br />
* [http://wiki.eveonline.com/en/wiki/RSS_Core_Scanner_Probe RSS Core Scanner Probe]<br />
<br />
==Scan Bonuses==<br />
===Skills===<br />
* [[Skills:Science#Astrometric_Acquisition|Astrometric Acquisition]]<br />
* [[Skills:Science#Astrometric_Pinpointing|Astrometric Pinpointing]]<br />
* [[Skills:Science#Astrometric_Rangefinding|Astrometric Rangefinding]]<br />
<br />
===Deviation===<br />
Deviation can be defined as the difference between an observed value and the expected value of a variable or function.<br />
<br />
In the case of scanning with probes the observed value is the scan result shown on your map whereas the expected value is the actual position of your target in space. The deviation is the distance between the scan result shown on the map and the actual location of your target.<br />
<br />
The actual deviation (or effective deviation) cannot be calculated at this time because it is unknown how CCP has factored signal strength into the equation. The next part here explains how to calculate the maximum deviation. It is known that the stronger your signal strength is the less actual deviation you will have therefore the deviation of your scan will always be less than the distance shown below. It helps to have an idea of how far way that dot might be from your target.<br />
<br />
In order to calculate the maximum possible deviation you can use the constants provided for the type of probe, the scan size your probes are set to, and your skill level of Astrometric Pinpointing.<br />
<br />
Here is the formula:<br />
:''Max Deviation''&nbsp;= (''Scan Range''/''Base Scan Range'')&nbsp;&times; ''Base Maximum Deviation''&nbsp;&times; (1&nbsp;&minus; ''Pinpointing Skill''/10)<br />
<br />
Below is a table that shows how your pinpointing skill affects the maximum possible deviation of scanner probes. Keep in mind that sisters probes and/or launchers have no effect on maximum deviation however they do have an effect on signal strength which therefore will affect the devation that you see in your scans.<br />
<br />
{| class="wikitable"<br />
|-<br />
! rowspan="2" style="text-align:left" | Scan Range<br />
! colspan="6" | Astrometric Pinpointing Skill Level<br />
|-<br />
! 0 !! 1 !! 2 !! 3 !! 4 !! 5<br />
|-<br />
! style="text-align:left" | 0.25 AU<sup style="line-height:1">1</sup><br />
| 0.125 || 0.1125 || 0.100 || 0.0875 || 0.075 || 0.0625<br />
|-<br />
! style="text-align:left" | 0.5 AU<br />
| 0.25 || 0.225 || 0.2 || 0.175 || 0.15 || 0.125<br />
|-<br />
! style="text-align:left" | 1 AU<br />
| 0.5 || 0.45 || 0.4 || 0.35 || 0.3 || 0.25<br />
|-<br />
! style="text-align:left" | 2 AU<br />
| 1 || 0.9 || 0.8 || 0.7 || 0.6 || 0.5<br />
|-<br />
! style="text-align:left" | 4 AU<br />
| 2 || 1.8 || 1.6 || 1.4 || 1.2 || 1<br />
|-<br />
! style="text-align:left" | 8 AU<br />
| 4 || 3.6 || 3.2 || 2.8 || 2.4 || 2<br />
|-<br />
! style="text-align:left" | 16 AU<br />
| 8 || 7.2 || 6.4 || 5.6 || 4.8 || 4<br />
|-<br />
! style="text-align:left" | 32 AU<br />
| 16 || 14.4 || 12.8 || 11.2 || 9.6 || 8<br />
|-<br />
! style="text-align:left" | 64 AU<sup style="line-height:1">2</sup><br />
| 32 || 28.8 || 25.6 || 22.4 || 19.2 || 16<br />
|-<br />
| colspan="8" style="font-size:smaller" | 1 Combat Scanner Probes have a minimum scan range of 0.5 AU.<br />2 Core Scanner Probes haves a maximum scan range of 32 AU.<br />
|}<br />
<br />
Note how as your Astrometric Pinpointing skill increases, the maximum deviation at each increment of the probes' scan range decreases. Referring to the table for an example, if you have no skill in Astrometric Pinpointing, with your probes set to a 4 AU scan range your maximum deviation is as much as 2 AU. Increasing your Astrometric Pinpointing skill to level 4 reduces the maximum scan deviation at a 4 AU scan range to 1.2 AU.<br />
<br />
Another thing to note is that both combat and core scanner probes experience the same maximum deviations at the same scan ranges. The reason is that although the core scanner probe has a base maximum deviation of 0.125 AU and the combat scanner probe has a base maximum deviation of 0.25 AU (implying the core probe is more accurate), the two types of probes have base scan ranges of 0.25 AU and 0.5 AU, respectively. Plugging those numbers into the equation above yields the same maximum deviations at each scan range for both kinds of probe.<br />
<br />
==Ship Equipment==<br />
=== Rigs ===<br />
<br />
*Gravity Capacitor Upgrade<br />
<br />
This rig increases the scan strength of your probes by 10%, which is ''not'' subject to the usual [[Stacking_penalties|stacking penalties]]. Installing the T1 rig only requires Jury Rigging 1. With the release of small rigs, you can now rig the usual scanning ships very inexpensively.<br />
<br />
<br />
===Launchers===<br />
Each of these is available in a standard and a faction (Sisters of Eve) version. The faction versions give scan strength and cycle time bonuses.<br />
<br />
====Core Probe Launcher====<br />
This module has modest fitting requirements, but can only use core scan probes, not combat or specialty probes.<br />
<br />
====Expanded Probe Launcher====<br />
This module is a pain to fit, due to the high CPU requirements. However, it's the only launcher that can fire combat scanner probes, deep core probes, and explorer (moon) probes.<br />
<br />
===Ship Equipment - Scanning Upgrades===<br />
Three different types of mid-slot items are available to help with scanning.<br />
<br />
* [http://wiki.eveonline.com/en/wiki/Scan_Acquisition_Array_I Acquisition Arrays] reduce the scan time of probes. (Only one can be fitted at a time.)<br />
* [http://wiki.eveonline.com/en/wiki/Scan_Pinpointing_Array_I Pinpointing Arrays] reduce the scan deviation. (Stacking penalties apply.)<br />
* [http://wiki.eveonline.com/en/wiki/Scan_Rangefinding_Array_I Rangefinding Arrays] increase the scan strength. (Stacking penalties apply.)<br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Scanning_Equipment:Scanning_Upgrades Here's a link to the scanning upgrades page.]<br />
<br />
===Ships===<br />
====Tech 1 (T1) Frigates====<br />
Each race has a T1 frigate with a 7.5% increase to scan strength of probes per level of racial frigate skill trained: <br />
* [http://wiki.eveonline.com/wiki/Magnate Magnate] ([[Amarr]])<br />
* [http://wiki.eveonline.com/wiki/Heron Heron] ([[Caldari]])<br />
* [http://wiki.eveonline.com/wiki/Imicus Imicus] ([[Gallente]])<br />
* [http://wiki.eveonline.com/wiki/Probe Probe] ([[Minmatar]])<br />
<br />
====Tech 2 (T2) [[CovOps]]====<br />
Covops ships get a 10% per level bonus to scanning. Note that you must uncloak to launch scan probes, but you can use them and recover them while remaining cloaked.<br />
<br />
* [http://wiki.eveonline.com/wiki/Anathema Anathema] ([[Amarr]])<br />
* [http://wiki.eveonline.com/wiki/Buzzard Buzzard] ([[Caldari]])<br />
* [http://wiki.eveonline.com/wiki/Helios Helios] ([[Gallente]])<br />
* [http://wiki.eveonline.com/wiki/Cheetah Cheetah] ([[Minmatar]])<br />
<br />
====T3 Cruisers====<br />
[[Strategic_Cruiser|Strategic cruisers]] can be fitted with a subsystem that gives them probing bonuses. If you're in a roaming gang of strategic cruisers, this might be useful -- but note that you can buy about 50 covops ships for the price of one of these. <br />
<br />
* [http://wiki.eveonline.com/wiki/Legion Legion] ([[Amarr]]) utilizing [http://wiki.eveonline.com/wiki/Legion_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
* [http://wiki.eveonline.com/wiki/Tengu Tengu] ([[Caldari]]) utilizing [http://wiki.eveonline.com/wiki/Tengu_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
* [http://wiki.eveonline.com/wiki/Proteus Proteus] ([[Gallente]]) utilizing [http://wiki.eveonline.com/wiki/Proteus_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
* [http://wiki.eveonline.com/wiki/Loki Loki] ([[Minmatar]]) utilizing [http://wiki.eveonline.com/wiki/Loki_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
<br />
====Sisters of Eve Faction/Pirate ships====<br />
[[Sisters_of_Eve|Sisters of Eve]] has some Faction ships, that have a 37.5% role bonus to scanning, and can fit a Covert Ops cloak. They have lower skill requirements than CovOps T2's, but they are insanely expensive compared to other frigates/cruisers. Note that for [[WSOP]] these are considered Pirate ships.<br />
* [http://wiki.eveuniversity.org/Astero Astero] Frigate. (CPU is low, making it hard to fit an Expanded Probe Launcher.)<br />
* [http://wiki.eveuniversity.org/Stratios Stratios] Cruiser.<br />
<br />
==Scan Results==<br />
<br />
Once the target's signal strength reaches 25%, the scan result will display one of the following 5 groups. If it is a group that doesn't interest you, it is safe to move on at this point.<br />
<br />
===Gas===<br />
[[Scanning:Scan Results#Gas_Sites|Gas]] sites are harvestable gas clouds.<br />
To utilize this type of exploration site, [[mining:Gas Clouds|Gas Harvesting]] is required.<br />
<br />
===Relic===<br />
[[Scanning:Scan Results#Relic_Sites|Relic]] sites contain [[Archaeology]] items.<br />
To utilize this type of exploration site, [[Archaeology]] will be required.<br />
[[Exploration#Relic_Sites_and_Data_Sites:_Hacking|More details here.]]<br />
<br />
===Data===<br />
[[Scanning:Scan Results#Data_Sites|Data Sites]] sites contain [[Hacking]] items.<br />
To utilize this type of exploration site, [[Hacking]] will be required.<br />
[[Exploration#Relic_Sites_and_Data_Sites:_Hacking|More details here.]]<br />
<br />
===Unknown===<br />
====Combat====<br />
[[Scanning:Scan Results#Unknown|Combat]] sites are locations to kill [[NPC]] [[Ratting|Rats]].<br />
To utilize this type of exploration site, '''combat skills''' will be required.<br />
<br />
====Wormholes====<br />
[[Scanning:Scan Results#Unknown|Wormholes]] are portals to and from Wormhole Space ([[W-Space]]) and Known Space ([[K-Space]]).<br />
For further information see [[Wormholes]] main article.<br />
<br />
==Scanning & Probing Techniques and Tricks==<br />
<br />
See [[Smurfprime's Probing Guide]] for a complete guide on how to probe down a signature.<br />
<br />
===Rearranging Probes===<br />
Controls for rearranging probes have recently changed in the Odyssey expansion<br />
*By default all probes will move as one constellation unless you hold SHIFT or ALT which modifies how probes are moved. Holding SHIFT moves a single probe instead of all at once, ALT makes them zoom in or out around their common center, useful for pinpointing those sites which are hard to get 100% on. This allows for some very fast repositioning of probes.<br />
*The probe-cube can be clicked and dragged. If you grab the top or bottom, they slide on a horizontal plane, if you grab the sides of the cube, they slide on a vertical plane. This is why every so often you grab the cube and it slides away to somewhere weird- you accidentally grabbed the side of the cube instead of the top.<br />
To reset the formation press either of the two preconfigured probe-patterns to reset both scan-range and position. This does not however reset probe constellation position in space.<br />
<br />
===Probe Placement===<br />
Scan Probe Placement (With 4, 5, 6, 7 or 8 probes). You can find any site with just 4 probes, assuming you have enough sensor strength. If the site is too weak, you can pile on additional probes and it may work.<br />
By default your probe launcher will always try to launch maximum amount of probes (8).<br />
<br />
===Where to Find Sites===<br />
Sites only seem to spawn in a sphere 4 AU around celestials (may only be planets).<br />
If you are scanning large reaches of empty space, you might find mission sites and abandoned drones, but probably not much else.<br />
<br />
===Solar System Map===<br />
The Solar System Map can be rotated using the Left Mouse Button, and panned using the Right Mouse Button as well.<br />
Clicking an object (celestial body, station, probe, etc.) changes the pivot point when rotating with the Left Mouse Button. Hint: Double clicking on the probe cube sets the probe cube to be the rotation pivot point, and re-centers the view to probe cube.<br />
<br />
===Loading Probes===<br />
Carry exactly twice as many probes as you use at a time. When you load your launcher initially, only load the amount of probes you can have active. (For example, if you have 8 probes active, carry 16 but only load 8.) As soon as you've launched your maximum number of probes and are busy placing them, the launcher will automatically load the next stack -- exactly the amount you need for the next system. That way, the launcher will always be ready without you ever having to manually load it. All you have to do is remember to recall them before moving to the next system.<br />
<br />
===Results, and What They Mean===<br />
*Sphere: The result is somewhere in the sphere. One probe only has a hit and approximate range. You ''can'' get multiple probes with independent hits, it can be messy. This is the least accurate hit.<br />
*Circle: Two probes have approximate distances. More accurate, and likely to yield better hits with more probes.<br />
*Two Dots: Three probes have distances, which narrows it down to two possible locations. Likely to be more or less accurate, but beware of deviation.<br />
*One Dot: Four probes can see the result. Once scan strength reaches 100%, the result will be warpable.<br />
<br />
===Quick and Dirty How-To ===<br />
*Look at the system scanner and determine if there are any Cosmic Signatures to be found. (Before Odyssey expansion you had to drop probes and scan before you could determine if a system had any Cosmic Signatures in it.)<br />
<br />
*Drop your probes. Scan, and use the filter to limit your results to what you want to find.<br />
<br />
*Once you get a result, position probes to cover that result. This may be as easy as moving them around a little, or covering a sphere. Either way, keep in mind results from wide scans are ''very'' inaccurate sometimes.<br />
<br />
*With luck, you will get "one dot" result. If you get circles, or more spheres, your initial guess was off and you need to reposition and try again. One way to easily cover a sphere-result, is to put 4 probes around the edges at enough range to cover the entire sphere. If this is impractical, overlap the sphere as much as possible and try to narrow it down to a circle-result.<br />
<br />
*Once you get it down to one result, close probes in, bring them to the same plane as the result, drop scan radius, and re-scan.<br />
<br />
*Repeat the process of dropping range, positioning arrows on the result circle, and rescanning until you get your result. If you hit the minimum probe range and still can't get 100%, try repositioning your probes more closely to the signature (holding ALT and sliding the probes closer to the target works wonders). There are some sites that you may not be able to probe -- to get them, try to increase your "probe scan strength". You can use Sisters launcher & probes, rig your ship, buy hardwired scanning implants, and/or train higher levels of the relevant skills.<br />
<br />
==Links==<br />
<br />
*[[Smurfprime's Probing Guide]]<br />
*A very good video guide on scanning with 5 probes: http://www.youtube.com/watch?v=heYfTA00Idg<br />
*Seamus's guide to scanning with 7 probes: http://www.youtube.com/watch?v=rTf4ZYPAX1s<br />
*An old guide to Deep space probes :http://swiftandbitter.com/eve/dsp/highsec.html<br />
<br />
[[Category:Guides]]<br />
[[Category:Exploration]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Scanning&diff=71831Scanning2014-06-05T22:52:21Z<p>Gale zemayid: /* On-board System Scanner */ - Edited to bring up to date with the Rubicon interface.</p>
<hr />
<div>{{tocright}}<br />
<br />
[[Image:112_64_4.png|left]]<br />
<br />
Scanning & Probing is a method of finding objects, ships and hidden sites in space. Every ship in Eve has an On-Board System Scanner that can be used to search for objects not found on the [[Overview]]. Every ship in Eve with the exception of shuttles and freighters can fit a Scan Probe Launcher module to launch probes. Probes greatly increase both the number of types of objects that can be detected and the range at which they can be scanned.<br />
<br />
<br />
==Skills==<br />
* [http://wiki.eveonline.com/wiki/Astrometrics Astrometrics]<br />
<br />
==Scan Equipment==<br />
===Directional Scanner===<br />
The Directional Scanner, or "D-Scanner," is built into every ship and can be used to discover, but not pinpoint, objects up to 14 AU away from your ship. You can do a lot with this little gem. See the [[Directional Scanner Guide]].<br />
<br />
===On-board System Scanner===<br />
The on-board scanner can be used to find [[Cosmic Anomalies]], which are combat, ore or ice sites. The combat sites contain rats depending on the site type, lower security space is more likely to find the harder sites (with higher rewards). To find anomalies, open your on-board scanner by pressing ALT+D, select the "Probe Scanner" tab (noting that you do not need to be carrying probes or a launcher) and ensure the "Show Anomalies" checkbox is checked. This will show all sites within 64AU of your ship immediately at 100%. When you have found an anomaly, warp there or create a bookmark of its position. Once an Anomaly has been completed, it will disappear after some time. These sites can also be found by probes which will find all sites within range at 100% (warpable) on the first scan even with one probe.<br />
<br />
===Scan Equipment Types===<br />
<br />
You need a Probe Launcher, and some Probes.<br />
<br />
Core Scanner Probes cannot find ships, so are useful for exploration in K-space. (Because when inside wormhole-space, you want to be able to probe out other ships etc.)<br />
Combat Scanner Probes will detect ships, in addition to Cosmic Signatures. The two also have different maximum and minimum scan ranges - see the table below.<br />
<br />
Expanded Probe Launchers have ''much'' higher CPU fitting requirements than Core Probe Launchers.<br />
<br />
Any probe can be used in any launcher with the capacity to load it. Practically, this means an Expanded launcher can launch any probe, and a Core launcher can only launch Core probes. Expanded launchers can also be used to launch moon mining probes.<br />
<br />
====Standard====<br />
* [http://wiki.eveonline.com/wiki/Core_Probe_Launcher_I Core Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Expanded_Probe_Launcher_I Expanded Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Core_Scanner_Probe_I Core Scanner Probe]<br />
* [http://wiki.eveonline.com/wiki/Combat_Scanner_Probe_I Combat Scanner Probe]<br />
====Faction====<br />
* [http://wiki.eveonline.com/wiki/Sisters_Core_Probe_Launcher Sisters Core Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Sisters_Expanded_Probe_Launcher Sisters Expanded Probe Launcher]<br />
* [http://wiki.eveonline.com/wiki/Sisters_Core_Scanner_Probe Sisters Core Scanner Probe]<br />
* [http://wiki.eveonline.com/wiki/Sisters_Combat_Scanner_Probe Sisters Combat Scanner Probe]<br />
* [http://wiki.eveonline.com/en/wiki/RSS_Core_Scanner_Probe RSS Core Scanner Probe]<br />
<br />
==Scan Bonuses==<br />
===Skills===<br />
* [[Skills:Science#Astrometric_Acquisition|Astrometric Acquisition]]<br />
* [[Skills:Science#Astrometric_Pinpointing|Astrometric Pinpointing]]<br />
* [[Skills:Science#Astrometric_Rangefinding|Astrometric Rangefinding]]<br />
<br />
===Deviation===<br />
Deviation can be defined as the difference between an observed value and the expected value of a variable or function.<br />
<br />
In the case of scanning with probes the observed value is the scan result shown on your map whereas the expected value is the actual position of your target in space. The deviation is the distance between the scan result shown on the map and the actual location of your target.<br />
<br />
The actual deviation (or effective deviation) cannot be calculated at this time because it is unknown how CCP has factored signal strength into the equation. The next part here explains how to calculate the maximum deviation. It is known that the stronger your signal strength is the less actual deviation you will have therefore the deviation of your scan will always be less than the distance shown below. It helps to have an idea of how far way that dot might be from your target.<br />
<br />
In order to calculate the maximum possible deviation you can use the constants provided for the type of probe, the scan size your probes are set to, and your skill level of Astrometric Pinpointing.<br />
<br />
Here is the formula:<br />
:''Max Deviation''&nbsp;= (''Scan Range''/''Base Scan Range'')&nbsp;&times; ''Base Maximum Deviation''&nbsp;&times; (1&nbsp;&minus; ''Pinpointing Skill''/10)<br />
<br />
Below is a table that shows how your pinpointing skill affects the maximum possible deviation of scanner probes. Keep in mind that sisters probes and/or launchers have no effect on maximum deviation however they do have an effect on signal strength which therefore will affect the devation that you see in your scans.<br />
<br />
{| class="wikitable"<br />
|-<br />
! rowspan="2" style="text-align:left" | Scan Range<br />
! colspan="6" | Astrometric Pinpointing Skill Level<br />
|-<br />
! 0 !! 1 !! 2 !! 3 !! 4 !! 5<br />
|-<br />
! style="text-align:left" | 0.25 AU<sup style="line-height:1">1</sup><br />
| 0.125 || 0.1125 || 0.100 || 0.0875 || 0.075 || 0.0625<br />
|-<br />
! style="text-align:left" | 0.5 AU<br />
| 0.25 || 0.225 || 0.2 || 0.175 || 0.15 || 0.125<br />
|-<br />
! style="text-align:left" | 1 AU<br />
| 0.5 || 0.45 || 0.4 || 0.35 || 0.3 || 0.25<br />
|-<br />
! style="text-align:left" | 2 AU<br />
| 1 || 0.9 || 0.8 || 0.7 || 0.6 || 0.5<br />
|-<br />
! style="text-align:left" | 4 AU<br />
| 2 || 1.8 || 1.6 || 1.4 || 1.2 || 1<br />
|-<br />
! style="text-align:left" | 8 AU<br />
| 4 || 3.6 || 3.2 || 2.8 || 2.4 || 2<br />
|-<br />
! style="text-align:left" | 16 AU<br />
| 8 || 7.2 || 6.4 || 5.6 || 4.8 || 4<br />
|-<br />
! style="text-align:left" | 32 AU<br />
| 16 || 14.4 || 12.8 || 11.2 || 9.6 || 8<br />
|-<br />
! style="text-align:left" | 64 AU<sup style="line-height:1">2</sup><br />
| 32 || 28.8 || 25.6 || 22.4 || 19.2 || 16<br />
|-<br />
| colspan="8" style="font-size:smaller" | 1 Combat Scanner Probes have a minimum scan range of 0.5 AU.<br />2 Core Scanner Probes haves a maximum scan range of 32 AU.<br />
|}<br />
<br />
Note how as your Astrometric Pinpointing skill increases, the maximum deviation at each increment of the probes' scan range decreases. Referring to the table for an example, if you have no skill in Astrometric Pinpointing, with your probes set to a 4 AU scan range your maximum deviation is as much as 2 AU. Increasing your Astrometric Pinpointing skill to level 4 reduces the maximum scan deviation at a 4 AU scan range to 1.2 AU.<br />
<br />
Another thing to note is that both combat and core scanner probes experience the same maximum deviations at the same scan ranges. The reason is that although the core scanner probe has a base maximum deviation of 0.125 AU and the combat scanner probe has a base maximum deviation of 0.25 AU (implying the core probe is more accurate), the two types of probes have base scan ranges of 0.25 AU and 0.5 AU, respectively. Plugging those numbers into the equation above yields the same maximum deviations at each scan range for both kinds of probe.<br />
<br />
==Ship Equipment==<br />
=== Rigs ===<br />
<br />
*Gravity Capacitor Upgrade<br />
<br />
This rig increases the scan strength of your probes by 10%, which is ''not'' subject to the usual [[Stacking_penalties|stacking penalties]]. Installing the T1 rig only requires Jury Rigging 1. With the release of small rigs, you can now rig the usual scanning ships very inexpensively.<br />
<br />
<br />
===Launchers===<br />
Each of these is available in a standard and a faction (Sisters of Eve) version. The faction versions give scan strength and cycle time bonuses.<br />
<br />
====Core Probe Launcher====<br />
This module has modest fitting requirements, but can only use core scan probes, not combat or specialty probes.<br />
<br />
====Expanded Probe Launcher====<br />
This module is a pain to fit, due to the high CPU requirements. However, it's the only launcher that can fire combat scanner probes, deep core probes, and explorer (moon) probes.<br />
<br />
===Ship Equipment - Scanning Upgrades===<br />
Three different types of mid-slot items are available to help with scanning.<br />
<br />
* [http://wiki.eveonline.com/en/wiki/Scan_Acquisition_Array_I Acquisition Arrays] reduce the scan time of probes. (Only one can be fitted at a time.)<br />
* [http://wiki.eveonline.com/en/wiki/Scan_Pinpointing_Array_I Pinpointing Arrays] reduce the scan deviation. (Stacking penalties apply.)<br />
* [http://wiki.eveonline.com/en/wiki/Scan_Rangefinding_Array_I Rangefinding Arrays] increase the scan strength. (Stacking penalties apply.)<br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Scanning_Equipment:Scanning_Upgrades Here's a link to the scanning upgrades page.]<br />
<br />
===Ships===<br />
====Tech 1 (T1) Frigates====<br />
Each race has a T1 frigate with a 7.5% increase to scan strength of probes per level of racial frigate skill trained: <br />
* [http://wiki.eveonline.com/wiki/Magnate Magnate] ([[Amarr]])<br />
* [http://wiki.eveonline.com/wiki/Heron Heron] ([[Caldari]])<br />
* [http://wiki.eveonline.com/wiki/Imicus Imicus] ([[Gallente]])<br />
* [http://wiki.eveonline.com/wiki/Probe Probe] ([[Minmatar]])<br />
<br />
====Tech 2 (T2) [[CovOps]]====<br />
Covops ships get a 10% per level bonus to scanning. Note that you must uncloak to launch scan probes, but you can use them and recover them while remaining cloaked.<br />
<br />
* [http://wiki.eveonline.com/wiki/Anathema Anathema] ([[Amarr]])<br />
* [http://wiki.eveonline.com/wiki/Buzzard Buzzard] ([[Caldari]])<br />
* [http://wiki.eveonline.com/wiki/Helios Helios] ([[Gallente]])<br />
* [http://wiki.eveonline.com/wiki/Cheetah Cheetah] ([[Minmatar]])<br />
<br />
====T3 Cruisers====<br />
[[Strategic_Cruiser|Strategic cruisers]] can be fitted with a subsystem that gives them probing bonuses. If you're in a roaming gang of strategic cruisers, this might be useful -- but note that you can buy about 50 covops ships for the price of one of these. <br />
<br />
* [http://wiki.eveonline.com/wiki/Legion Legion] ([[Amarr]]) utilizing [http://wiki.eveonline.com/wiki/Legion_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
* [http://wiki.eveonline.com/wiki/Tengu Tengu] ([[Caldari]]) utilizing [http://wiki.eveonline.com/wiki/Tengu_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
* [http://wiki.eveonline.com/wiki/Proteus Proteus] ([[Gallente]]) utilizing [http://wiki.eveonline.com/wiki/Proteus_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
* [http://wiki.eveonline.com/wiki/Loki Loki] ([[Minmatar]]) utilizing [http://wiki.eveonline.com/wiki/Loki_Electronics_-_Emergent_Locus_Analyzer Emergent Locus Analyzer]<br />
<br />
====Sisters of Eve Faction/Pirate ships====<br />
[[Sisters_of_Eve|Sisters of Eve]] has some Faction ships, that have a 37.5% role bonus to scanning, and can fit a Covert Ops cloak. They have lower skill requirements than CovOps T2's, but they are insanely expensive compared to other frigates/cruisers. Note that for [[WSOP]] these are considered Pirate ships.<br />
* [http://wiki.eveuniversity.org/Astero Astero] Frigate. (CPU is low, making it hard to fit an Expanded Probe Launcher.)<br />
* [http://wiki.eveuniversity.org/Stratios Stratios] Cruiser.<br />
<br />
==Scan Results==<br />
<br />
Once the target's signal strength reaches 25%, the scan result will display one of the following 5 groups. If it is a group that doesn't interest you, it is safe to move on at this point.<br />
<br />
===Gas===<br />
[[Scanning:Scan Results#Gas_Sites|Gas]] sites are harvestable gas clouds.<br />
To utilize this type of exploration site, [[mining:Gas Clouds|Gas Harvesting]] is required.<br />
<br />
===Relic===<br />
[[Scanning:Scan Results#Relic_Sites|Relic]] sites contain [[Archaeology]] items.<br />
To utilize this type of exploration site, [[Archaeology]] will be required.<br />
[[Exploration#Relic_Sites_and_Data_Sites:_Hacking|More details here.]]<br />
<br />
===Data===<br />
[[Scanning:Scan Results#Data_Sites|Data Sites]] sites contain [[Hacking]] items.<br />
To utilize this type of exploration site, [[Hacking]] will be required.<br />
[[Exploration#Relic_Sites_and_Data_Sites:_Hacking|More details here.]]<br />
<br />
===Unknown===<br />
====Combat====<br />
[[Scanning:Scan Results#Unknown|Combat]] sites are locations to kill [[NPC]] [[Ratting|Rats]].<br />
To utilize this type of exploration site, '''combat skills''' will be required.<br />
<br />
====Wormholes====<br />
[[Scanning:Scan Results#Unknown|Wormholes]] are portals to and from Wormhole Space ([[W-Space]]) and Known Space ([[K-Space]]).<br />
For further information see [[Wormholes]] main article.<br />
<br />
==Scanning & Probing Techniques and Tricks==<br />
<br />
See [[Smurfprime's Probing Guide]] for a complete guide on how to probe down a signature.<br />
<br />
===Rearranging Probes===<br />
Controls for rearranging probes have recently changed in the Odyssey expansion<br />
*By default all probes will move as one constellation unless you hold SHIFT or ALT which modifies how probes are moved. Holding SHIFT moves a single probe instead of all at once, ALT makes them zoom in or out around their common center, useful for pinpointing those sites which are hard to get 100% on. This allows for some very fast repositioning of probes.<br />
*The probe-cube can be clicked and dragged. If you grab the top or bottom, they slide on a horizontal plane, if you grab the sides of the cube, they slide on a vertical plane. This is why every so often you grab the cube and it slides away to somewhere weird- you accidentally grabbed the side of the cube instead of the top.<br />
To reset the formation press either of the two preconfigured probe-patterns to reset both scan-range and position. This does not however reset probe constellation position in space.<br />
<br />
===Probe Placement===<br />
Scan Probe Placement (With 4, 5, 6, 7 or 8 probes). You can find any site with just 4 probes, assuming you have enough sensor strength. If the site is too weak, you can pile on additional probes and it may work.<br />
By default your probe launcher will always try to launch maximum amount of probes (8).<br />
<br />
===Where to Find Sites===<br />
Sites only seem to spawn in a sphere 4 AU around celestials (may only be planets).<br />
If you are scanning large reaches of empty space, you might find mission sites and abandoned drones, but probably not much else.<br />
<br />
===Solar System Map===<br />
The Solar System Map can be rotated using the Left Mouse Button, and panned using the Right Mouse Button as well.<br />
Clicking an object (celestial body, station, probe, etc.) changes the pivot point when rotating with the Left Mouse Button. Hint: Double clicking on the probe cube sets the probe cube to be the rotation pivot point, and re-centers the view to probe cube.<br />
<br />
===Loading Probes===<br />
Carry exactly twice as many probes as you use at a time. When you load your launcher initially, only load the amount of probes you can have active. (For example, if you have 8 probes active, carry 16 but only load 8.) As soon as you've launched your maximum number of probes and are busy placing them, the launcher will automatically load the next stack -- exactly the amount you need for the next system. That way, the launcher will always be ready without you ever having to manually load it. All you have to do is remember to recall them before moving to the next system.<br />
<br />
===Results, and What They Mean===<br />
*Sphere: The result is somewhere in the sphere. One probe only has a hit and approximate range. You ''can'' get multiple probes with independent hits, it can be messy. This is the least accurate hit.<br />
*Circle: Two probes have approximate distances. More accurate, and likely to yield better hits with more probes.<br />
*Two Dots: Three probes have distances, which narrows it down to two possible locations. Likely to be more or less accurate, but beware of deviation.<br />
*One Dot: Four probes can see the result. Once scan strength reaches 100%, the result will be warpable.<br />
<br />
===Quick and Dirty How-To ===<br />
*Look at the system scanner and determine if there are any Cosmic Signatures to be found. (Before Odyssey expansion you had to drop probes and scan before you could determine if a system had any Cosmic Signatures in it.)<br />
<br />
*Drop your probes. Scan, and use the filter to limit your results to what you want to find.<br />
<br />
*Once you get a result, position probes to cover that result. This may be as easy as moving them around a little, or covering a sphere. Either way, keep in mind results from wide scans are ''very'' inaccurate sometimes.<br />
<br />
*With luck, you will get "one dot" result. If you get circles, or more spheres, your initial guess was off and you need to reposition and try again. One way to easily cover a sphere-result, is to put 4 probes around the edges at enough range to cover the entire sphere. If this is impractical, overlap the sphere as much as possible and try to narrow it down to a circle-result.<br />
<br />
*Once you get it down to one result, close probes in, bring them to the same plane as the result, drop scan radius, and re-scan.<br />
<br />
*Repeat the process of dropping range, positioning arrows on the result circle, and rescanning until you get your result. If you hit the minimum probe range and still can't get 100%, try repositioning your probes more closely to the signature (holding ALT and sliding the probes closer to the target works wonders). There are some sites that you may not be able to probe -- to get them, try to increase your "probe scan strength". You can use Sisters launcher & probes, rig your ship, buy hardwired scanning implants, and/or train higher levels of the relevant skills.<br />
<br />
==Links==<br />
<br />
*[[Smurfprime's Probing Guide]]<br />
*A very good video guide on scanning with 5 probes: http://www.youtube.com/watch?v=heYfTA00Idg<br />
*Seamus's guide to scanning with 7 probes: http://www.youtube.com/watch?v=rTf4ZYPAX1s<br />
*An old guide to Deep space probes :http://swiftandbitter.com/eve/dsp/highsec.html<br />
<br />
[[Category:Guides]]<br />
[[Category:Exploration]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=Interdictors&diff=71798Interdictors2014-06-05T13:05:27Z<p>Gale zemayid: Edits to bring in line with the Rubicon mechanics changes for Interdiction Sphere Launchers</p>
<hr />
<div>== Interdictors ==<br />
<br />
Interdictors and HICs ([[Cruiser#Heavy Interdiction Cruisers|Heavy Interdiction Cruisers]]) are the only ships that can tackle Titans and Motherships. They play a key role in nullsec. They launch warp disruption probes, usually called bubbles. Those probes create a warp disruption field in a 20km radius from the probe: inside that field, nothing can warp, no matter how many [[WCS|stabs]] they fit. <br />
<br />
Interdictors are Tech 2 Destroyers. These are near-useless in highsec and lowsec, because bubbles cannot be used in lowsec or highsec space. <br />
<br />
<br />
* Amarr: [[Heretic]] <br />
* Caldari: [[Flycatcher]] <br />
* Gallente: [[Eris]]<br />
* Minmatar: [[Sabre]]<br />
<br />
==General Tips==<br />
# Here's a basic guide to using an interdictor: http://www.youtube.com/watch?v=bdoR7mhyWe8<br />
##Dictor bubble radius is 20km<br />
##Dictor bubble launchers hold three interdiction probes and can launch one every five seconds.<br />
##Account for the ~1.5s delay between launcher activation and bubble drop when moving<br />
##Bubble affects ships that have ''activated'' warp, whether trying to warp in or out of it.<br />
##Know where the undock is for station camping<br />
##Bubble the middle of the gate for system gate camping<br />
##Place bubbles outside of anticipated smartbomb range, 5km (this is less necessary with Rev 2's bubble HP boost)<br />
# Interdictor pilots will have poor Kill/Death ratios. You will be called primary in every engagement with the enemy. You will be the number 1 threat to any enemy fleet, so focus on survivability (read: escape), not damage output. Drop a bubble and jump out or warp away. If you do this and come back to the fight, chances are the enemy will not call you primary straight away.<br />
## Practice bubble dropping to get accustomed to the delay. A good dictor pilot knows the time and range to launch for his ship to ensure a perfect placement while passing at top speeds.<br />
## Speed is Life -Because you want to live, fit speed mods (overdrives/nanofibers) in the low slots. <br />
## Fit a MSE - Medium Shield Extender, this is your buffer. You should have between 1500-2000 HP of shield by comparison with speed rigs my sabre has around 650 HP of armor. Once you get below 50% seriously think about warping away. Once that shield buffer is gone, you will just about be alpha'd.<br />
## A [[MWD]] is required to escape. Remember, though, that the MWD will drastically increase your sig radius, although training up the Interdictors skill will reduce this penalty by 10% per level. After leaving your bubble either warp out or transition smoothly into a high transversal orbit. You need to travel faster than 3.5kms (and preferably over 4kms) to speed tank missiles.<br />
# Bubble launcher does not auto-repeat. (Rev2.0)<br />
# The dictor launcher can reload fast enough to perma-bubble(Rev2.0). The bubble lasts two minutes and it takes one minute to reload the launcher. <br />
# Be ready, always position yourself on the center of the gate either above or below it and aligned to something so that you can drop your bubble, burn and warp out. When camping a gate do it with your ship directly under the little stargate icon in the middle of the stargate if it's Gallente or Caldari. If it's an Amarr gate, right in the middle of the ring on top of the icon instead. If it's a Smuggler Route gate, a little towards the front of the gate, just in front of the icon.<br />
# Cloaked interdictors are great for laying traps (and general survival). If an enemy ganksquad is nearby, consider cloaking a dictor under a gate and have the rest of the fleet >15au away from that gate, outside of scanning range. When the enemy jumps in, the dictor decloaks, drops a bubble and then jumps out. The rest of our gang can then warp in to bookmarks above/below the gate and wipe them out. Even if the gang has a cov ops scout, they will think its clear and jump in.<br />
# You might want wrecks on your overview; you're going to want to use them as warp-ins to bubble the rest of the enemy fleet. <i>see [[#How to be the Hero|How to be the Hero]]</i><br />
<br />
===About the "bubble" (Warp Disrupt Probe)===<br />
# Anyone trying to warp to a spot within 150km of the edge of the bubble will be pulled to the edge of it, ''if'' the bubble is in line with the two objects the ship is warping between, and on grid with the destination object. <br />
# It cannot be targeted, thus it is vulnerable only to bombs and smartbombs. Bubbles have 1000 hitpoints with no resists (revelations 2)<br />
# Launching a bubble does not count as aggression '''HOWEVER once someone tries to warp inside your bubble, you will become aggressed.'''. Therefore, you can drop a bubble on an enemy at a gate and still jump through if you do it quickly. This is valuable for bubbling an enemy then jumping through and bubbling other side in case they try to jump through and run. <br />
# Interdictor bubbles cannot be deployed outside of 0.0 space.<br />
# Bubbles function with an anchored bubble nearby.<br />
# Bubbles stop cap ships in them from cyno-ing out.<br />
# Bubbles will cancel warps in-progress in the same way as warp scrambler modules<br />
# Bubbles will NOT prevent emergency warps (from logging off) if they (the bubble) are deployed AFTER the ctrl-q / log off.<br />
# Bubbles last for 2 minutes, during that time they act like [[Mobile Warp Disruptor]]s, but will only catch ships that initiated warp AFTER the dictor bubble was deployed.<br />
# A tech 3 cruiser fitted with the Interdiction Nullifier subsystem will however not be affected by any kind of bubbles.<br />
<br />
===Fleet ops===<br />
# Understand your Fleet Commander's bubbling strategy. Some will tell you to bubble anything you can, others want only sniping bs's, others want you to bubble only on order. A bubble where your FC doesn't expect one can get your gang caught and killed.<br />
# Always know where the Fleet Commanders safe warp to spot will be. Often this a POS or a spot near the Sun. This can be tricky, but you must ensure that your bubble would not be in line with this safe spot and prevent your fleet from warping out. They will get sucked into your bubble.<br />
# After-warp bubble deployment in fleet fights can be hairy, since lag and timing issues might drop your bubble too far from the enemy.<br />
# When learning, it is expected to receive some grief from fellow gang mates when you get them killed with your bubbles. Take it in stride but learn from your mistakes.<br />
<br />
===Advanced Techniques===<br />
<br />
# ''Using your bubble like an anchor'd bubble.'' When a hostile enters local but not from your gate, bubble then move to the edge of your bubble that is facing the gate they came from, if possible get others to assign you drones. This will help in decloaking covops. If you are doing this solo, be aligned, at 3/4 speed, and constantly spamming scan. The worst thing you can catch will be a rapier (follow'd by other recons), but the decloak calibration should be enough for you to escape to warp. Everything else dangerous you will be able to scan before it is caught. You can do this 100-150kms infront or behind the gate or station. It is just like using a medium anchor'd bubble, except -1. the bubble only lasts 2 minutes,2. will only catch things that initiate warp AFTER bubble is deployed and 3. will give you a 30sec aggression timer whenever someone tries to warp within your bubble.<br />
# Bubble infront of the kiting fleet: every kiting/sniping bs fleet aligns on something and its easy to see what it is; when you land at the enemy fleet align on the same thing and drop your second bubble infront of them [you drop the first one when you land]<br />
# Delay bubbling - a technique pioneered by BlackOps; used when gatecamping, often useful for catching small ships. When the target jumps through the gate, the dictor waits until it decloaks before bubbling. Often, a person jumping through a gate into a gatecamp will try to warp away immediately if they see they're in a bubble, especially if they're in a small, fast ship. Then, when the dictor drops his bubble, not only will the attempt to warp be aborted, the person will also be aggressed and thus unable to burn back to the gate to jump through. Often, the person falling for the delay bubble trick will be confused for a couple of seconds when the warp fails, until he notices the bubble - which is all the time you need to tackle him. The weakness of delay bubbling is that unless the dictor pilot is paying close attention, or if the system is considerably lagged, the bubble will be dropped too late to catch the target.<br />
# Probing Dictor. By fitting two Co-Processor II's you can squeeze a Bubble launcher and an Expended Probe Launcher on a Heretic and still have room for a Microwarpdrive. You do not get any scan bonuses but if you have four Combat Scan Probes out set up with 1 or 0,5 AU range you will get 100% hits on battleship on grid easily. Which means you'll be able to warp to that sniper fleet about 8 seconds after they appear on grid to bubble them. Since you have no tank at all you'll very likely die but you cannot be popped on the way in.<br />
<br />
===How to be the Hero===<br />
<br />
Dictors command a lot of power in Fleet battles. They are the Number One Threat to the enemy fleet, and will be treated as such (i.e. primaried). You can be a hero and single handedly turn a blueballs fleet encounter into a full on rampage. Follow these simple guidelines:<br />
<br />
* Accept the fact that you are already dead. Most of the time you will die, so you must make sure you cause maximum anguish to the enemy. This isn't so expensive for sabre pilots anymore since the alliance reimbursement program started.<br />
<br />
Strategy A<br />
# Not all fleet fights happen at or beyond 150Km. When the battleships are given a warp-in, warp in at 50Km or more. When done correctly, you will exit warp beyond most enemy optimals and be more than 150Km from their fleet. Adjust your strategy if your warp-in is on the far side of the fleet. NOTE: Spatial awareness is required to pull this off. <br />
# Align towards the enemy fleet with your MWD off and wait for something to pop.<br />
# As soon as a wreck appears in the enemy fleet, warp to it at zero and launch your bubble. Immediately align to a warp-out and hit the MWD. You will most likely die, but you will also have the satisfaction of hearing the FC talk over TS about how good that bubble was and you will know that you managed to completely destroy a 100 man BS fleet in the process.<br />
# If you die, go fit another dictor, then do it all over again. Your job is to be a kamikaze and cause the enemy to be bubbled.<br />
<br />
Strategy B<br />
# Coming in with the fleet then burning out of range then cloaking is also a decent tactic provided you don't get popped.<br />
<br />
[[category:Ships]]</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=User:Gale_zemayid&diff=69895User:Gale zemayid2014-05-17T00:57:06Z<p>Gale zemayid: </p>
<hr />
<div>= List of Ships By Bonus Types=<br />
* So far contains:<br />
** Assault Frigates, Attack Battlecruisers, Battleships, BLOPS, Battlecruisers, Combat Recons, Command Ships, CovOps, Cruisers, Destroyers, EA Ships, Force Recons<br />
<br />
* Does not yet contain<br />
** <br />
Frigate 40<br />
HAC 8<br />
HIC 4<br />
Interceptor 8<br />
Interdictor 4<br />
Logistics 4<br />
Maruader 4<br />
Stealth Bomber 4<br />
* Roughly 114 done, 75 to go. Leaving T3s, Industrials and mining ships til later.<br />
<br />
==Capacitor==<br />
===Capacitor Capacity===<br />
* Kitsune (Caldari Electronic Attack Ship) – 5% per level of Electronic Attack Ships<br />
===Capacitor Recharge Rate===<br />
* Anathema (Amarr Covert Ops) – 5% per level of Amarr Frigate<br />
* Sentinel (Amarr Electronic Attack Ship) – 5% per level of Electronic Attack Frigates<br />
* Vengeance (Amarr Assault Frigate) – 5% per level of Assault Frigates<br />
===Capacitor Use (Small Energy) ===<br />
* Coercer (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
* Retribution (Amarr Assault Frigate) - 10% per level of Amarr Frigate & Assault Frigates<br />
===Capacitor Use (Medium Energy) ===<br />
* Absolution (Amarr Command Ship) – 10% per level of Amarr Battlecruiser<br />
* Harbinger (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Omen (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
===Capacitor Use (Large Energy) ===<br />
* Armageddon Navy Issue (Amarr Faction Battleship) – 5% per level of Amarr Battleship<br />
* Oracle (Amarr Attack Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Redeemer (Amarr Black Ops Battleship) – 10% per level of Amarr Battleship<br />
===Capacitor Use (Large Hybrids) ===<br />
* Naga (Caldari Attack Battlecruiser) – 50% role reduction<br />
* Talos (Gallente Attack Battlecruiser) – 50% role reduction<br />
===Capacitor Use (ECM Target Jammers) ===<br />
* Falcon (Caldari Force Recon) – 10% per level of Caldari Cruiser<br />
* Kitsune (Caldari Electronic Attack Ship) – 10% per level of Caldari Frigate<br />
* Rook (Caldari Combat Recon) – 10% per level of Recon Ships<br />
===Capacitor Use (Remote Armour Repairers) ===<br />
* Augorur (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
* Exequror (Gallente Cruiser) – 5% per level of Gallente Cruiser<br />
===Capacitor Use (Remote Sensor Dampers===<br />
* Keres (Gallente Electronic Attack Ship) - 10% per level of Gallente Frigate<br />
===Capacitor Use (Shield Transfer Arrays) ===<br />
* Osprey (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
* Scythe (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
===Capacitor User (Warp Disruptors and Scramblers)===<br />
* Keres (Gallente Electronic Attack Ship) - 10% reduction per level of Electronic Attack Ships<br />
<br />
===Energy Transfer Array Range===<br />
* Augorur (Amarr Cruiser) – 1000% Role Bonus<br />
* Osprey (Caldari Cruiser) – 1000% Role bonus<br />
===Energy Transfer Array Amount===<br />
* Augorur (Amarr Cruiser) – 200% Role bonus<br />
* Osprey (Caldari Cruiser) – 200% Role bonus<br />
===Energy Vampire and Neutraliser Drain Amount===<br />
* Ashimmu (Blood Raider Faction Cruiser) – 15% per level of Amarr Cruiser<br />
* Bhaalgorn (Blood Raider Faction Battleship) – 15% per level of Amarr Battleship<br />
* Curse (Amarr Combat Recon) – 20% per level of Recon Ships<br />
* Pilgrim (Amarr Force Recon) – 20% per level of Recon Ships<br />
* Sentinel (Amarr Electronic Attack Ship) – 20% per level of Amarr Frigate<br />
===Energy Neutraliser and Energy Vampire Range===<br />
* Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
* Curse (Amarr Combat Recon) – 40% per level of Recon Ships<br />
* Dragoon (Amarr Destroyer) – 20% per level of Amarr Destroyer<br />
* Sentinel (Amarr Electronic Attack Ship) – 80% per level of Electronic Attack Frigates<br />
==Cloaking==<br />
===Cloak CPU Requirement===<br />
* Anathema (Amarr Covert Ops) – 20% per level of Covert Ops<br />
* Arazu (Gallente Force Recon) – 20% per level of Recon Ships<br />
* Buzzard (Caldari Covert Ops) – 20% per level of Covert Ops<br />
* Cheetah (Minmatar Covert Ops) – 20% per level of Covert Ops<br />
* Chremoas (Angel Faction Covert Ops) – 20% per level of Covert Ops<br />
* Falcon (Caldari Force Recon) – 20% per level of Recon Ships<br />
* Helios (Gallente Covert Ops) - 20% per level of Covert Ops<br />
* Moracha (Angel Faction Force Recon) – 20% per level of Recon Ships<br />
* Pilgrim (Amarr Force Recon) – 20% per level of Recon Ships<br />
* Rapier (Minmatar Force Recon) – 20% per level of Recon Ships<br />
===Cloak Targetting Delay===<br />
* Chremoas (Angel Faction Covert Ops) - 100% Role Reduction<br />
===Cloaked Velocity===<br />
* Panther (Minmatar Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
* Redeemer (Amarr Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
* Sin (Gallente Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
* Widow (Caldari Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
==Cynosural Fields==<br />
===Cynosural Field Duration===<br />
* Arazu (Gallente Force Recon) – 50% role reduction<br />
* Falcon (Caldari Force Recon) – 50% role reduction<br />
* Pilgrim (Amarr Force Recon) – 50% role reduction<br />
* Rapier (Minmatar Force Recon) – 50% role reduction<br />
===Cynosural Field Liquid Ozone Consumption===<br />
* Arazu (Gallente Force Recon) – 80% role reduction<br />
* Falcon (Caldari Force Recon) – 80% role reduction<br />
* Pilgrim (Amarr Force Recon) – 80% role reduction<br />
* Rapier (Minmatar Force Recon) – 80% role reduction<br />
==Damage==<br />
===Damage (Large Energy) ===<br />
* Abaddon (Amarr Battleship) – 5% per level of Amarr Battleship<br />
* Bhaalgorn (Blood Raider Faction Battleship) – 100% role bonus<br />
* Nightmare (Sanshas Faction Battleship) – 100% role bonus, 5% per level of Caldari Battleship<br />
* Oracle (Amarr Attack Battlecruiser) – 5% per level of Amarr Battlecruiser<br />
===Damage (Medium Energy) ===<br />
* Absolution (Amarr Command Ship) – 10% per level of Command Ships<br />
* Ashimmu (Blood Raider Faction Cruiser) – 100% Role bonus<br />
* Augorur Navy Issue (Amarr Faction Cruiser) – 25% per level of Amarr Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
* Harbinger (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Harbinger Navy Issue (Amarr Faction Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Maller (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
* Omen Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
* Phantasm (Sanshas Faction Cruiser) – 100% special bonus, 5% per level of Caldari Cruiser<br />
===Damage (Small Hybrids) ===<br />
* Enyo (Gallente Assault Frigate) – 10 per level of Gallente Frigate<br />
* Harpy (Caldari Assault Frigate) – 5% per level of Assault Frigates<br />
* Helios (Gallente Covert Ops) – 5% per level of Gallente Frigate<br />
* Ishkur (Gallente Assault Frigate) – 5% per level of Gallente Frigate<br />
===Damage (Medium Hybrids) ===<br />
* Arazu (Gallente Force Recon) – 5% per level of Gallente Cruiser<br />
* Astarte (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
* Brutix (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
* Brutix Navy Issue (Gallente Faction Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
* Exequror Navy Issue (Gallente Faction Cruiser) –5% per level of Gallente Cruiser<br />
* Falcon (Caldari Force Recon) – 5% per level of Caldari Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
* Lachesis (Gallente Combat Recon) – 5% per level of Gallente Cruiser<br />
* Moa (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
* Thorax (Gallente Cruiser) – 5% per level of Gallente Cruiser<br />
* Vexor (Gallente Cruiser) – 5% per level of Gallente Cruiser <br />
* Vigilant (Angel Faction Cruiser) – 75% Special Ability<br />
* Vulture (Caldari Command Ship) – 10% per level of Command Ships<br />
===Damage (Large Hybrids) ===<br />
* Dominix Navy Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
* Hyperion (Gallente Battleship) – 10% per level of Gallente Battleship<br />
* Megathron Federate Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
* Naga (Caldari Attack Battlecruiser) – 5% per level of Caldari Battlecruiser<br />
* Sin (Gallente Black Ops Battleship) – 5% per level of Gallente Battleship<br />
* Talos (Gallente Attack Battlecruiser) – 5% per level of Gallente Battlecruiser<br />
===Damage (Small Projectiles) ===<br />
* Cheetah (Minmatar Covert Ops) – 5% per level of Minmatar Frigate<br />
* Chremoas (Angel Faction Covert Ops) – 200% Role bonus<br />
* Jaguar (Minmatar Assault Frigate) – 5% per level of Minmatar Frigate & Assault Frigates<br />
* Thrasher (Minmatar Destroyer) – 5% per level of Minmatar Destroyer<br />
* Wolf (Minmatar Assault Frigate) – 5% per level of Minmatar Frigates & Assault Frigates<br />
===Damage (Medium Projectiles) ===<br />
* Cynabal (Angel Faction Cruiser) - 10% per level of Minmatar Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
* Hurricane (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
* Hurricane Fleet Issue (Minmatar Faction Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
* Moracha (Angel Faction Force Recon) – 30% per level of Minmatar Cruiser<br />
* Rupture (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
* Sleipnir (Minmatar Command Ship) – 10% per level of Minmatar Battlecruiser & 10% per level of Command Ships<br />
===Damage (Large Projectiles) ===<br />
* Machariel (Angel Cartel Faction Battleship) – 5% per level of Minmatar Battleship<br />
* Panther (Minmatar Black Ops Battleship) – 5% per level of Minmatar Battleship<br />
* Tempest (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
* Tempest Fleet Issue (Minmatar Faction Battleship) – 5% per level of Minmatar Battleship<br />
===Damage (Large Missiles) ===<br />
* Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship<br />
===Damage (Medium Missiles) ===<br />
* Bellicose (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
* Damnation (Amarr Command Ship) – 10% per level of Command Ships (Heavy and HAM)<br />
* Drake (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser (Kinetic Only)<br />
* Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
* Nighthawk (Caldari Command Ship) – 7.5% per level of Caldari Battlecruiser (Heavy and HAM)<br />
* Osprey Navy Issue (Caldari Faction Cruiser) – 10% per level of Caldari Cruiser (Kinetic)<br />
* Osprey Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser (EM, Thermal, Explosive)<br />
* Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
* Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship (heavy only)<br />
===Damage (Small Missiles) ===<br />
* Anathema (Amarr Covert Ops) – 5% per level of Amarr Frigate (rockets only)<br />
* Buzzard (Caldari Covert Ops) – 5% per level of Caldari Frigate (kinetic only)<br />
* Corax (Caldari Destroyer) - 5% per level of Caldari Destroyer (kinetic only)<br />
* Hawk (Caldari Assault Frigate) – 10% per level of Caldari Frigate (Kinetic only)<br />
* Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
* Talwar (Minmatar Destroyer) – 5% per level of Minmatar Destroyer (explosive only)<br />
* Vengeance (Amarr Assault Frigate) – 5% per level of Amarr Frigate (rockets only)<br />
===Rate of Fire (Large Energy) ===<br />
* Armageddon Navy Issue (Amarr Faction Battleship) – 5% per level of Amarr Battleship<br />
* Redeemer (Amarr Black Ops Battleship) – 5% per level of Amarr Battleship<br />
===Rate of Fire (Medium Energy) ===<br />
* Absolution (Amarr Command Ship) – 5% per level of Command Ships<br />
* Omen (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
===Rate of Fire (Large Hybrids) ===<br />
* Megathron (Gallente Battleship) – 5% per level of Gallente Battleship<br />
* Megathron Navy Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
* Vindicator (Angels Faction Battleship) – 37.5% role bonus<br />
===Rate of Fire (Medium Hybrids) ===<br />
* Astarte (Gallente Command Ship) – 7.5% per level of Command Ships<br />
* Exequror Navy Issue (Gallente Faction Cruiser) –5% per level of Gallente Cruiser<br />
===Rate of Fire (Large Projectile) ===<br />
* Machariel (Angel Cartel Faction Battleship) – 25% role bonus<br />
* Maelstrom (Amarr Battleship) – 5% per level of Minmatar Battleship<br />
* Panther (Minmatar Black Ops Battleship) – 5% per level of Minmatar Battleship<br />
* Tempest (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
* Tempest Fleet Issue (Minmatar Faction Battleship) – 5% per level of Minmatar Battleship<br />
* Tornado (Minmatar Attack Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
* Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship<br />
===Rate of Fire (Medium Projectile) ===<br />
* Cynabal (Angel Faction Cruiser) – 25% Special bonus<br />
* Huginn (Minmatar Combat Recon) – 5% per level of Minmatar Cruiser<br />
* Hurricane (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
* Hurricane Fleet Issue (Minmatar Faction Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
* Moracha (Angel Faction Force Recon) – 25% special bonus<br />
* Rapier (Minmatar Force Recon) – 5% per level of Minmatar Cruiser<br />
* Rupture (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
* Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
* Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
* Stabber Fleet Issue (Minmatar Faction Cruiser) – 5% per level of Minmatar Cruiser<br />
===Rate of Fire (Large Missiles) ===<br />
* Raven (Caldari Battleship) – 5% per level of Caldari Battleship (Cruise, Torpedo and Rapid Heavy only)<br />
* Raven State Issue (Caldari Faction Battleship) – 5% per level of Caldari Battleship (Cruise and torpedo only)<br />
* Scorpion Navy Issue (Caldari Faction Battleship) - 5% per level of Caldari Battleship (Cruise, torpedo & rapid heavy only)<br />
* Typhoon (Minmatar Battleship) – 5% per level of Minmatar Battleship (Cruise, Torpedo and Rapid Heavy only)<br />
* Widow (Caldari Black Ops Battleship) – 5% per level of Caldari Battleship (Cruise, Torpedo and rapid heavy only)<br />
===Rate of Fire (Medium Missile) ===<br />
* Caracal (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
* Caracal Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser<br />
* Claymore (Minmatar Command Ship) – 5% per level of Minmatar Battlecruiser, +5% per level of Command Ships (heavy and HAM)<br />
* Cyclone (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser (heavy and HAM)<br />
* Huginn (Minmatar Combat Recon) – 5% per level of Recon Ships<br />
* Lachesis (Gallente Combat Recon) – 5% per level of Recon Ships (heavy and HAM)<br />
* Nighthawk (Caldari Command Ship) – 7.5% per level of Command Ships (Heavy and HAM)<br />
* Rook (Caldari Combat Recon) – 5% per level of Caldari Cruiser (heavy and HAM)<br />
===Rate of Fire (Small Missiles) ===<br />
* Buzzard (Caldari Covert Ops) – 5% per level of Caldari Frigate<br />
* Hawk (Caldari Assault Frigate) – 5% per level of Caldari Frigates<br />
* Vengeance (Amarr Assault Frigate) – 5% per level of Amarr Frigate<br />
<br />
==Drones==<br />
===Drone Bay Capacity===<br />
* Ishkur (Gallente Assault Frigate) – 5m3 per level of Assault Frigates<br />
===Drone Damage===<br />
* Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
* Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
* Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
* Curse (Amarr Combat Recon) – 10% per level of Amarr Cruiser<br />
* Dominix (Gallente Battleship) – 10% per level of Gallente Battleship<br />
* Dominix Navy Issue (Gallente Faction Battleship) – 10% per level of Gallente Battleship<br />
* Dragoon (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
* Eos (Gallente Command Ship) – 10% per level of Gallente Battlecruiser<br />
* Gila (Guristas Faction Cruiser) – 10% per level of Gallente Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
* Helios (Gallente Covert Ops) – 10% per level of Gallente Frigate (Scout drone thermal damage only)<br />
* Myrmidon (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
* Pilgrim (Amarr Force Recon) – 10% per level of Amarr Cruiser<br />
* Prophecy (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Rattlesnake (Gurista Faction Battleship) – 10% per level of Gallente Battleship<br />
* Sin (Gallente Black Ops Battleship) – 10% per level of Gallente Battleship<br />
* Stratios (Sisters of Eve Faction Cruiser) – 10% per level of Gallente Cruiser<br />
* Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
* Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
===Drone Hitpoints===<br />
* Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
* Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
* Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
* Curse (Amarr Combat Recon) – 10% per level of Amarr Cruiser<br />
* Dominix (Gallente Battleship) – 10% per level of Gallente Battleship<br />
* Dominix Navy Issue (Gallente Faction Battleship) – 10% per level of Gallente Battleship<br />
* Dragoon (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
* Eos (Gallente Command Ship) – 10% per level of Gallente Battlecruiser<br />
* Gila (Guristas Faction Cruiser) – 10% per level of Gallente Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
* Ishkur (Gallente Assault Frigate) – 10% per level of Gallente Frigate<br />
* Myrmidon (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
* Pilgrim (Amarr Force Recon) – 10% per level of Amarr Cruiser<br />
* Prophecy (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Rattlesnake (Gurista Faction Battleship) – 10% per level of Gallente Battleship<br />
* Sin (Gallente Black Ops Battleship) – 10% per level of Gallente Battleship<br />
* Stratios (Sisters of Eve Faction Cruiser) – 10% per level of Gallente Cruiser<br />
* Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
* Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
===Drone Microwarp Velocity===<br />
* Algos (Gallente Destroyer) – 25% role bonus<br />
* Dragoon (Amarr Destroyer) – 25% role bonus<br />
* Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
===Drone Optimal Range===<br />
* Dominix (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
===Drone Tracking Speed===<br />
* Dominix (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
* Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
* Vexor Navy Issue (Gallente Faction Cruiser) – 5% per level of Gallente Cruiser<br />
===Drone Velocity===<br />
* Vexor Navy Issue (Gallente Faction Cruiser) – 5% per level of Gallente Cruiser<br />
<br />
==Electronic Warfare==<br />
===ECM Target Jammer Strength===<br />
* Blackbird (Caldari Cruiser) – 15% per level of Caldari Cruiser<br />
* Falcon (Caldari Force Recon) – 30% per level of Recon Ships<br />
* Kitsune (Caldari Electronic Attack Ship) – 20% per level of Caldari Frigate<br />
* Rook (Caldari Combat Recon) – 30% per level of Recon Ships<br />
* Scorpion (Caldari Battleship) - 15% per level of Caldari Battleship<br />
* Widow (Caldari Black Ops Battleship) – 30% per level of Black Ops Battleship<br />
===ECM Target Jammer Optimal===<br />
* Blackbird (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
* Kitsune (Caldari Electronic Attack Ship) – 25% per level of Electronic Attack Ships<br />
* Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
===ECM Target Jammer Optimal===<br />
* Blackbird (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
* Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
===ECM Burst Range===<br />
* Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
===Remote Sensor Damper Effectiveness===<br />
* Arazu (Gallente Force Recon) – 7.5% per level of Gallente Cruiser<br />
* Lachesis (Gallente Combat Recon) – 7.5% per level of Gallente Cruiser<br />
* Celestis (Gallente Cruiser) – 7.5% per level of Gallente Cruiser<br />
* Keres (Gallente Electronic Attack Ship) - 7.5% per level of Gallente Frigate<br />
===Remote Sensor Damper Falloff===<br />
* Celestis (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
===Remote Sensor Damper Optimal Range===<br />
* Celestis (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
===Target Painter Effectiveness===<br />
* Bellicose (Minmatar Cruiser) – 7.5% per level of Minmatar Cruiser<br />
* Huginn (Minmatar Combat Recon) – 10% per level of Minmatar Cruiser<br />
* Hyena (Minmatar Electronic Attack Frigate) – 10% per level of Minmatar Frigate<br />
* Rapier (Minmatar Force Recon) – 10% per level of Minmatar Cruiser<br />
===Target Painter Optimal Range ===<br />
* Hyena (Minmatar Electronic Attack Frigate) – 10% per level of Minmatar Frigate<br />
===Tracking Disruptor Effectiveness===<br />
* Arbitrator (Amarr Cruiser) – 7.5% per level of Amarr Cruiser<br />
* Curse (Amarr Combat Recon) – 7.5% per level of Amarr Cruiser<br />
* Pilgrim (Amarr Force Recon) – 7.5% per level of Amarr Cruiser<br />
* Sentinel (Amarr Electronic Attack Ship) – 7.5% per level of Amarr Frigate<br />
==Fitting==<br />
===CPU (Large Energy) ===<br />
* Oracle (Amarr Attack Battlecruiser) – 50% role reduction<br />
===CPU (Large Hybrids) ===<br />
* Naga (Caldari Attack Battlecruiser) – 50% role reduction<br />
Talos (Gallente Attack Battlecruiser) – 50% role reduction<br />
===CPU (Large Projectile) ===<br />
* Tornado (Minmatar Attack Battlecruiser) -50% role reducton<br />
===Powergrid (Large Energy) ===<br />
* Oracle (Amarr Attack Battlecruiser) – 95% role reduction<br />
===Powergrid (Large Hybrids) ===<br />
* Naga (Caldari Attack Battlecruiser) – 95% role reduction<br />
* Talos (Gallente Attack Battlecruiser) -95% role reduction<br />
===Powergrid (Large Projectile) ===<br />
* Tornado (Minmatar Attack Battlecruiser) – 95% role reduction<br />
==Logistics==<br />
===Logistic Drones Repair Amount===<br />
* Exequror (Gallente Cruiser) – 100% Role bonus<br />
* Scythe (Minmatar Cruiser) – 100% Role bonus<br />
===Remote Armour Repairer Range===<br />
* Augorur (Amarr Cruiser) – 1000% Role Bonus<br />
* Exequror (Gallente Cruiser) – 1000% Role bonus<br />
===Remote Armour Repairer Repair Amount===<br />
* Augorur (Amarr Cruiser) – 12.5% per level of Amarr Cruiser<br />
* Exequror (Gallente Cruiser) – 12.5% per level of Gallente Cruiser<br />
===Shield Transporter Boost Amount===<br />
* Osprey (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
* Scythe (Minmatar Cruiser) – 12.5% per level of Minmatar Cruiser<br />
===Shield Transporter Range===<br />
* Osprey (Caldari Cruiser) – 1000% Role bonus<br />
* Scythe (Minmatar Cruiser) – 1000% Role bonus<br />
==Mining==<br />
===Drone Mining Yield===<br />
* Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
* Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
* Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
==Navigation==<br />
===Agility===<br />
* Sin (Gallente Black Ops Battleship) – 5% per level of Black Ops Battleship<br />
===Microwarpdrive Sig Penalty Reduction===<br />
* Enyo (Gallente Assault Frigate) – 50% role reduction<br />
* Harpy (Caldari Assault Frigate) – 50% role reduction<br />
* Hawk (Caldari Assault Frigate) – 50% role reduction<br />
* Ishkur (Gallente Assault Frigate) – 50% role reduction<br />
* Jaguar (Minmatar Assault Frgate) – 50% role reduction<br />
* Retribution (Amarr Assault Frigate) – 50% role reduction<br />
* Talwar (Minmatar Destroyer) – 15% per level of Minmatar Destroyer<br />
* Vengeance (Amarr Assault Frigate) – 50% role reduction<br />
* Wolf (Minmatar Assault Frigate) -50% role reduction<br />
===Signature Radius===<br />
* Hyena (Minmatar Electronic Attack Frigate) – 3% reduction per level of Electronic Attack Ships<br />
===Velocity===<br />
* Panther (Minmatar Black Ops Battleship) – 5% per level of Black Ops Battleship<br />
==Scanning==<br />
===Scan Prove Flight Time===<br />
* Anathema (Amarr Covert Ops) – 10% per level of Covert Ops<br />
* Buzzard (Caldari Covert Ops) – 10% per level of Covert Ops<br />
* Cheetah (Minmatar Covert Ops) - 10% per level of Covert Ops<br />
* Helios (Gallente Covert Ops) - 10% per level of Covert Ops<br />
===Scan Probe Strength===<br />
* Anathema (Amarr Covert Ops) – 10% per level of Covert Ops<br />
* Buzzard (Caldari Covert Ops) – 10% per level of Covert Ops<br />
* Cheetah (Minmatar Covert Ops) - 10% per level of Covert Ops<br />
* Chremoas (Angel Faction Covert Ops) – 10% per level of Covert Ops<br />
* Helios (Gallente Covert Ops) - 10% per level of Covert Ops<br />
* Gnosis (SoCT Faction Battlecruiser) – 37.5% role bonus<br />
* Stratios (Sisters of Eve Faction Cruiser) – 37.5% role bonus<br />
===Virus Strength (Relic and Data Analyzers) ===<br />
* Anathema (Amarr Covert Ops) - +10 Role Bonus<br />
* Buzzard (Caldari Covert Ops) - +10 Role Bonus<br />
* Cheetah (Minmatar Covert Ops) - +10 Role Bonus<br />
* Chremoas (Angel Faction Covert Ops) +10 Role Bonus<br />
* Helios (Gallente Covert Ops) - +10 Role Bonus<br />
* Stratios (Sisters of Eve Faction Cruiser) – +10 Role Bonus<br />
==Tackling==<br />
===Range (Warp Scramblers and Disruptors) ===<br />
* Arazu (Gallente Force Recon) – 20% per level of Recon Ships<br />
* Keres (Gallente Electronic Attack Ship) - 20% per level of Electronic Attack Ships<br />
* Lachesis (Gallente Combat Recon) – 20% per level of Recon Ships<br />
===Range (Webs) ===<br />
* Bhaalgorn (Blood Raider Faction Battleship) – 20% per level of Minmatar Battleship<br />
* Huginn (Minmatar Combat Recon) – 60% per level of Recon Ships<br />
* Hyena (Minmatar Electronic Attack Frigate) – 50% per level of Electronic Attack Ships<br />
* Moracha (Angel Faction Force Recon) – 30% per level of Recon Ships<br />
* Rapier (Minmatar Force Recon) – 60% per level of Recon Ships<br />
===Velocity Factor (Webs) ===<br />
* Ashimmu (Blood Raider Faction Cruiser) –10% per level of Minmatar Cruiser<br />
* Vigilant (Angel Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
* Vindicator (Angels Faction Battleship) – 10% per level of Minmatar Battleship<br />
==Tank==<br />
===Armour Hitpoints===<br />
* Augorur Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
* Damnation (Amarr Command Ship) – 10% per level of Command Ships<br />
===Armour Repair Amount===<br />
* Astarte (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
* Brutix (Gallente Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
* Eos (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
* Hyperion (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
* Myrmidon (Gallente Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
* Prorator (Amarr Blockade Runner) - 5% per level of Transport Ships<br />
===Armour Resists===<br />
* Abaddon (Amarr Battleship) – 4% per level of Amarr Battleship<br />
* Absolution (Amarr Command Ship) – 4% per level of Amarr Battlecruiser<br />
* Damnation (Amarr Command Ship) – 4% per level of Amarr Battlecruiser<br />
* Maller (Amarr Cruiser) – 4% per level of Amarr Cruiser<br />
* Prophecy (Amarr Battlecruiser) – 4% per level of Amarr Battlecruiser<br />
* Stratios (Sisters of Eve Faction Cruiser) – 4% per level of Amarr Cruiser<br />
* Vengeance (Amarr Assault Frigate) – 4% per level of Assault Frigates<br />
===Shield Boost Amount===<br />
* Claymore (Minmatar Command Ship) – 7.5% per level of Minmatar Battlecruiser<br />
* Cyclone (Minmatar Battlecruiser) – 7.5% per level of Minmatar Battlecruiser<br />
* Hawk (Caldari Assault Frigate) – 7.5% per level of Assault Frigates<br />
* Maelstrom (Amarr Battleship) – 7.5% per level of Minmatar Battleship<br />
* Sleipnir (Minmatar Command Ship) – 7.5% per level of Minmatar Battlecruiser<br />
===Shield Resists===<br />
* Drake (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser<br />
* Ferox (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser<br />
* Gila (Guristas Faction Cruiser) – 4% per level of Caldari Cruiser<br />
* Harpy (Caldari Assault Frigate) – 4% bonus per level of Caldari Frigate<br />
* Moa (Caldari Cruiser) – 4% per level of Caldari Cruiser<br />
* Nighthawk (Caldari Command Ship) – 4% per level of Caldari Battlecruiser<br />
* Rattlesnake (Gurista Faction Battleship) – 4% per level of Caldari Battleship<br />
* Rohk (Caldari Battleship) – 4% per level of Caldari Battleship<br />
* Scorpion Navy Issue (Caldari Faction Battleship) - 4% per level of Caldari Battleship<br />
* Vulture (Caldari Command Ship) – 4% per level of Caldari Battlecruiser<br />
==Turret Tracking & Missile Precision==<br />
===Explosion Radius (Large) ===<br />
* Raven Navy Issue (Caldari Faction Battleship) – 5% per level of Caldari Battleship<br />
===Explosion Radius (Medium) ===<br />
* Caracal Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser<br />
* Drake Navy Issue (Caldari Faction Battlecruiser) – 5% per level of Caldari Battlecruiser <br />
* Nighthawk (Caldari Command Ship) – 5% per level of Command Ships (Heavy and HAM)<br />
===Explosion Velocity (Large) ===<br />
* Typhoon (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
===Explosion Velocity (Medium) ===<br />
* Claymore (Minmatar Command Ship) – 5% per level of Command Ships<br />
===Explosion Velocity (Small) ===<br />
* Corax (Caldari Destroyer) - 10% per level of Caldari Destroyer<br />
===Tracking (Small Energy) ===<br />
* Coercer (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
* Retribution (Amarr Assault Frigate) - 7.5% per level of Amarr Frigates<br />
===Tracking (Medium Energy) ===<br />
* Harbinger Navy Issue (Amarr Faction Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Phantasm (Sanshas Faction Cruiser) –7.5% per level of Amarr Cruiser<br />
===Tracking (Large Energy) ===<br />
* Apocalypse (Amarr Battleship) – 7.5% per level of Amarr Battleship<br />
* Apocalypse Navy Issue (Amarr Faction Battleship) – 7.5% per level of Amarr Battleship<br />
* Nightmare (Sanshas Faction Battleship) – 7.5% per level of Amarr Battleship<br />
* Redeemer (Amarr Black Ops Battleship) – 7.5% per level of Black Ops Battleship<br />
===Tracking (Small Hybrids) ===<br />
* Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer <br />
* Catalyst (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
* Cormorant (Caldari Destroyer) – 10% per level of Caldari Destroyer<br />
* Enyo (Gallente Assault Frigate) - 7.5% bonus per level of Assault Frigates<br />
===Tracking (Medium Hybrids) ===<br />
* Brutix Navy Issue (Gallente Faction Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
* Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
* Thorax (Gallente Cruiser) – 7.5% per level of Gallente Cruiser<br />
===Tracking (Large Hybrids) ===<br />
* Megathron (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
* Megathron Federate Issue (Gallente Faction Battleship) – 7.5% per level of Gallente Battleship<br />
* Megathron Navy Issue (Gallente Faction Battleship) – 7.5% per level of Gallente Battleship<br />
* Talos (Gallente Attack Battlecruiser) - 7.5% per level of Gallente Battlecruiser<br />
* Vindicator (Angels Faction Battleship) – 7.5% per level of Gallente Battleship<br />
===Tracking (Medium Projectiles) ===<br />
* Stabber Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
===Tracking (Small Projectiles) ===<br />
* Chremoas (Angel Faction Covert Ops) – 10% per level of Gallente Frigate<br />
* Jaguar (Minmatar Assault Frgate) – 7.5% per level of Minmatar Frigate <br />
* Thrasher (Minmatar Destroyer) – 10% per level of Minmatar Destroyer<br />
==Warfare Links==<br />
===Armoured Warfare Link Strength===<br />
* Absolution (Amarr Command Ship) – 3% per level of Command Ships<br />
* Astarte (Gallente Command Ship) – 3% per level of Command Ships<br />
* Damnation (Amarr Command Ship) – 3% per level of Command Ships<br />
* Eos (Gallente Command Ship) – 3% per level of Command Ships<br />
===Information Warfare Link Strength===<br />
* Absolution (Amarr Command Ship) – 3% per level of Command Ships<br />
* Damnation (Amarr Command Ship) – 3% per level of Command Ships<br />
* Nighthawk (Caldari Command Ship) – 3% per level of Command Ships<br />
* Vulture (Caldari Command Ship) – 3% per level of Command Ships<br />
===Siege Warfare Link Strength===<br />
* Claymore (Minmatar Command Ship) – 3% per level of Command Ships<br />
* Nighthawk (Caldari Command Ship) – 3% per level of Command Ships<br />
* Sleipnir (Minmatar Command Ship) – 3% per level of Command Ships<br />
* Vulture (Caldari Command Ship) – 3% per level of Command Ships<br />
===Skirmish Warfare Link Strength===<br />
* Astarte (Gallente Command Ship) – 3% per level of Command Ships<br />
* Claymore (Minmatar Command Ship) – 3% per level of Command Ships<br />
* Eos (Gallente Command Ship) – 3% per level of Command Ships<br />
* Sleipnir (Minmatar Command Ship) – 3% per level of Command Ships<br />
==Weapon Range==<br />
===Falloff (Medium Hybrids) ===<br />
* Astarte (Gallente Command Ship) – 7.5% per level of Command Ships<br />
* Vigilant (Angel Faction Cruiser) – 10% per level of Gallente Cruiser<br />
===Falloff (Small Hybrids) ===<br />
* Catalyst (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
===Falloff (Small Projectile) ===<br />
* Chremoas (Angel Faction Covert Ops) – 10% per level of Minmatar Frigate<br />
* Wolf (Minmatar Assault Frigate) – 10% per level of Assault Frigates<br />
===Falloff (Large Projectile) ===<br />
* Machariel (Angel Cartel Faction Battleship) – 10% per level of Gallente Battleship<br />
* Tornado (Minmatar Attack Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
===Falloff Medium Projectile===<br />
* Cynabal (Angel Faction Cruiser) - 10% per level of Gallente Cruiser<br />
* Moracha (Angel Faction Force Recon) – 15% per level of Gallente Cruiser<br />
* Sleipnir (Minmatar Command Ship) – 10% per level of Command Ships<br />
* Stabber (Minmatar Cruiser) – 10% per level of Minmatar Cruiser<br />
===Missile Velocity (Large) ===<br />
* Rattlesnake (Gurista Faction Battleship) – 50% role bonus (Cruise and torpedo only)<br />
* Raven (Caldari Battleship) – 5% per level of Caldari Battleship (Cruise and torpedo only)<br />
* Raven Navy Issue (Caldari Faction Battleship) – 10% per level of Caldari Battleship (Cruise and torpedo only)<br />
* Raven State Issue (Caldari Faction Battleship) – 10% per level of Caldari Battleship (Cruise and torpedo only)<br />
* Widow (Caldari Black Ops Battleship) – 5% per level of Caldari Battleship (Cruise and Torpedo only)<br />
===Missile Velocity (Medium) ===<br />
* Caracal (Caldari Cruiser) – 10% per level of Caldari Cruiser<br />
* Damnation (Amarr Command Ship) – 10% per level of Amarr Battlecruiser (Heavy and HAM)<br />
* Drake Navy Issue (Caldari Faction Battlecruiser) – 10% per level of Caldari Battlecruiser <br />
* Gila (Guristas Faction Cruiser) – 50% Special bonus<br />
* Osprey Navy Issue (Caldari Faction Cruiser) – 10% per level of Caldari Cruiser (Heavy and HAM)<br />
* Rook (Caldari Combat Recon) – 10% per level of Recon Ships<br />
===Missile Velocity (Small) ===<br />
* Caracal (Caldari Cruiser) – 10% per level of Caldari Cruiser (light only)<br />
* Corax (Caldari Destroyer) - 50% role bonus<br />
* Gila (Guristas Faction Cruiser) – 50% Special bonus (light only)<br />
* Hawk (Caldari Assault Frigate) – 10% per level of Assault Frigates<br />
* Talwar (Minmatar Destroyer) – 50% role bonus<br />
===Optimal Range (Small Energy) ===<br />
* Coercer (Amarr Destroyer) – 50% role bonus<br />
* Retribution (Amarr Assault Frigate) – 10% per level of Assault Frigates<br />
===Optimal Range (Medium Energy) ===<br />
* Omen Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
* Stratios (Sisters of Eve Faction Cruiser) – 50% role bonus<br />
===Optimal Range (Large Energy) ===<br />
* Apocalypse (Amarr Battleship) – 7.5% per level of Amarr Battleship<br />
* Apocalypse Navy Issue (Amarr Faction Battleship) – 7.5% per level of Amarr Battleship<br />
===Optimal Range (Small Hybrids) ===<br />
* Catalyst (Gallente Destroyer) – 50% role bonus<br />
* Cormorant (Caldari Destroyer) – 50% Role bonus, 10% per level of Caldari Destroyer<br />
* Enyo (Gallente Assault Frigate) – 10% per level of Assault Frigate<br />
* Harpy (Caldari Assault Frigate) – 10% bonus per level of Caldari Frigate & Assault Frigates<br />
* Ishkur (Gallente Assault Frigate) – 10% per level of Assault Frigates<br />
===Optimal Range (Medium Hybrids) ===<br />
* Ferox (Caldari Battlecruiser) – 10% per level of Caldari Battlecruiser<br />
* Vulture (Caldari Command Ship) – 10% per level of Caldari Battlecruiser & 10% per level of Command Ships<br />
===Optimal Range (Large Hybrids) ===<br />
* Naga (Caldari Attack Battlecruiser) – 10% per level of Caldari Battlecruiser<br />
* Rohk (Caldari Battleship) – 10% per level of Caldari Battleship<br />
===Optimal Range (Small Projectiles) ===<br />
* Cheetah (Minmatar Covert Ops) – 10% per level of Minmatar Frigate<br />
* Chremoas (Angel Faction Covert Ops) – 10% per level of Minmatar Frigate<br />
* Jaguar (Minmatar Assault Frigate) – 10% per level of Assault Frigates<br />
* Thrasher (Minmatar Destroyer) – 50% Role bonus<br />
* Wolf (Minmatar Assault Frigate) -7.5% per level of Minmatar Frigate</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=User:Gale_zemayid&diff=69894User:Gale zemayid2014-05-17T00:11:32Z<p>Gale zemayid: </p>
<hr />
<div>= List of Ships By Bonus Types=<br />
* So far contains:<br />
** Assault Frigates, Attack Battlecruisers Battleships BLOPS Battlecruisers Combat Recons Command Ships CovOps Cruiser Destroyer <br />
<br />
* Does not yet contain<br />
** EA Ship Force Recon Frigate HAC HIC Interceptor Interdictor Logistics Maruader Stealth Bomber <br />
* Roughly 106 done, 85 to go. Leaving T3s, Industrials and mining ships til later.<br />
<br />
==Capacitor==<br />
===Capacitor Recharge Rate===<br />
* Anathema (Amarr Covert Ops) – 5% per level of Amarr Frigate<br />
* Vengeance (Amarr Assault Frigate) – 5% per level of Assault Frigates<br />
===Capacitor Use (Small Energy) ===<br />
* Coercer (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
* Retribution (Amarr Assault Frigate) - 10% per level of Amarr Frigate & Assault Frigates<br />
===Capacitor Use (Medium Energy) ===<br />
* Absolution (Amarr Command Ship) – 10% per level of Amarr Battlecruiser<br />
* Harbinger (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Omen (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
===Capacitor Use (Large Energy) ===<br />
* Armageddon Navy Issue (Amarr Faction Battleship) – 5% per level of Amarr Battleship<br />
* Oracle (Amarr Attack Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Redeemer (Amarr Black Ops Battleship) – 10% per level of Amarr Battleship<br />
===Capacitor Use (Large Hybrids) ===<br />
* Naga (Caldari Attack Battlecruiser) – 50% role reduction<br />
* Talos (Gallente Attack Battlecruiser) – 50% role reduction<br />
===Capacitor Use (ECM Target Jammers) ===<br />
* Rook (Caldari Combat Recon) – 10% per level of Recon Ships<br />
===Capacitor Use (Remote Armour Repairers) ===<br />
* Augorur (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
* Exequror (Gallente Cruiser) – 5% per level of Gallente Cruiser<br />
===Capacitor Use (Shield Transfer Arrays) ===<br />
* Osprey (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
* Scythe (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
===Energy Transfer Array Range===<br />
* Augorur (Amarr Cruiser) – 1000% Role Bonus<br />
* Osprey (Caldari Cruiser) – 1000% Role bonus<br />
===Energy Transfer Array Amount===<br />
* Augorur (Amarr Cruiser) – 200% Role bonus<br />
* Osprey (Caldari Cruiser) – 200% Role bonus<br />
===Energy Vampire and Neutraliser Drain Amount===<br />
* Ashimmu (Blood Raider Faction Cruiser) – 15% per level of Amarr Cruiser<br />
* Bhaalgorn (Blood Raider Faction Battleship) – 15% per level of Amarr Battleship<br />
* Curse (Amarr Combat Recon) – 20% per level of Recon Ships<br />
===Energy Neutraliser and Energy Vampire Range===<br />
* Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
* Curse (Amarr Combat Recon) – 40% per level of Recon Ships<br />
* Dragoon (Amarr Destroyer) – 20% per level of Amarr Destroyer<br />
==Cloaking==<br />
===Cloak CPU Requirement===<br />
* Anathema (Amarr Covert Ops) – 20% per level of Covert Ops<br />
* Buzzard (Caldari Covert Ops) – 20% per level of Covert Ops<br />
* Cheetah (Minmatar Covert Ops) – 20% per level of Covert Ops<br />
* Chremoas (Angel Faction Covert Ops) – 20% per level of Covert Ops<br />
* Helios (Gallente Covert Ops) - 20% per level of Covert Ops<br />
===Cloak Targetting Delay===<br />
* Chremoas (Angel Faction Covert Ops) - 100% Role Reduction<br />
===Cloaked Velocity===<br />
* Panther (Minmatar Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
* Redeemer (Amarr Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
* Sin (Gallente Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
* Widow (Caldari Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
==Damage==<br />
===Damage (Large Energy) ===<br />
* Abaddon (Amarr Battleship) – 5% per level of Amarr Battleship<br />
* Bhaalgorn (Blood Raider Faction Battleship) – 100% role bonus<br />
* Nightmare (Sanshas Faction Battleship) – 100% role bonus, 5% per level of Caldari Battleship<br />
* Oracle (Amarr Attack Battlecruiser) – 5% per level of Amarr Battlecruiser<br />
===Damage (Medium Energy) ===<br />
* Absolution (Amarr Command Ship) – 10% per level of Command Ships<br />
* Ashimmu (Blood Raider Faction Cruiser) – 100% Role bonus<br />
* Augorur Navy Issue (Amarr Faction Cruiser) – 25% per level of Amarr Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
* Harbinger (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Harbinger Navy Issue (Amarr Faction Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Maller (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
* Omen Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
* Phantasm (Sanshas Faction Cruiser) – 100% special bonus, 5% per level of Caldari Cruiser<br />
===Damage (Small Hybrids) ===<br />
* Enyo (Gallente Assault Frigate) – 10 per level of Gallente Frigate<br />
* Harpy (Caldari Assault Frigate) – 5% per level of Assault Frigates<br />
* Helios (Gallente Covert Ops) – 5% per level of Gallente Frigate<br />
* Ishkur (Gallente Assault Frigate) – 5% per level of Gallente Frigate<br />
===Damage (Medium Hybrids) ===<br />
* Astarte (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
* Brutix (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
* Brutix Navy Issue (Gallente Faction Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
* Exequror Navy Issue (Gallente Faction Cruiser) –5% per level of Gallente Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
* Lachesis (Gallente Combat Recon) – 5% per level of Gallente Cruiser<br />
* Moa (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
* Thorax (Gallente Cruiser) – 5% per level of Gallente Cruiser<br />
* Vexor (Gallente Cruiser) – 5% per level of Gallente Cruiser <br />
* Vigilant (Angel Faction Cruiser) – 75% Special Ability<br />
* Vulture (Caldari Command Ship) – 10% per level of Command Ships<br />
===Damage (Large Hybrids) ===<br />
* Dominix Navy Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
* Hyperion (Gallente Battleship) – 10% per level of Gallente Battleship<br />
* Megathron Federate Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
* Naga (Caldari Attack Battlecruiser) – 5% per level of Caldari Battlecruiser<br />
* Sin (Gallente Black Ops Battleship) – 5% per level of Gallente Battleship<br />
* Talos (Gallente Attack Battlecruiser) – 5% per level of Gallente Battlecruiser<br />
===Damage (Small Projectiles) ===<br />
* Cheetah (Minmatar Covert Ops) – 5% per level of Minmatar Frigate<br />
* Chremoas (Angel Faction Covert Ops) – 200% Role bonus<br />
* Jaguar (Minmatar Assault Frigate) – 5% per level of Minmatar Frigate & Assault Frigates<br />
* Thrasher (Minmatar Destroyer) – 5% per level of Minmatar Destroyer<br />
* Wolf (Minmatar Assault Frigate) – 5% per level of Minmatar Frigates & Assault Frigates<br />
===Damage (Medium Projectiles) ===<br />
* Cynabal (Angel Faction Cruiser) - 10% per level of Minmatar Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
* Hurricane (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
* Hurricane Fleet Issue (Minmatar Faction Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
* Rupture (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
* Sleipnir (Minmatar Command Ship) – 10% per level of Minmatar Battlecruiser & 10% per level of Command Ships<br />
===Damage (Large Projectiles) ===<br />
* Machariel (Angel Cartel Faction Battleship) – 5% per level of Minmatar Battleship<br />
* Panther (Minmatar Black Ops Battleship) – 5% per level of Minmatar Battleship<br />
* Tempest (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
* Tempest Fleet Issue (Minmatar Faction Battleship) – 5% per level of Minmatar Battleship<br />
===Damage (Large Missiles) ===<br />
* Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship<br />
===Damage (Medium Missiles) ===<br />
* Bellicose (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
* Damnation (Amarr Command Ship) – 10% per level of Command Ships (Heavy and HAM)<br />
* Drake (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser (Kinetic Only)<br />
* Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
* Nighthawk (Caldari Command Ship) – 7.5% per level of Caldari Battlecruiser (Heavy and HAM)<br />
* Osprey Navy Issue (Caldari Faction Cruiser) – 10% per level of Caldari Cruiser (Kinetic)<br />
* Osprey Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser (EM, Thermal, Explosive)<br />
* Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
* Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship (heavy only)<br />
===Damage (Small Missiles) ===<br />
* Anathema (Amarr Covert Ops) – 5% per level of Amarr Frigate (rockets only)<br />
* Buzzard (Caldari Covert Ops) – 5% per level of Caldari Frigate (kinetic only)<br />
* Corax (Caldari Destroyer) - 5% per level of Caldari Destroyer (kinetic only)<br />
* Hawk (Caldari Assault Frigate) – 10% per level of Caldari Frigate (Kinetic only)<br />
* Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
* Talwar (Minmatar Destroyer) – 5% per level of Minmatar Destroyer (explosive only)<br />
* Vengeance (Amarr Assault Frigate) – 5% per level of Amarr Frigate (rockets only)<br />
===Rate of Fire (Large Energy) ===<br />
* Armageddon Navy Issue (Amarr Faction Battleship) – 5% per level of Amarr Battleship<br />
* Redeemer (Amarr Black Ops Battleship) – 5% per level of Amarr Battleship<br />
===Rate of Fire (Medium Energy) ===<br />
* Absolution (Amarr Command Ship) – 5% per level of Command Ships<br />
* Omen (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
===Rate of Fire (Large Hybrids) ===<br />
* Megathron (Gallente Battleship) – 5% per level of Gallente Battleship<br />
* Megathron Navy Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
* Vindicator (Angels Faction Battleship) – 37.5% role bonus<br />
===Rate of Fire (Medium Hybrids) ===<br />
* Astarte (Gallente Command Ship) – 7.5% per level of Command Ships<br />
* Exequror Navy Issue (Gallente Faction Cruiser) –5% per level of Gallente Cruiser<br />
===Rate of Fire (Large Projectile) ===<br />
* Machariel (Angel Cartel Faction Battleship) – 25% role bonus<br />
* Maelstrom (Amarr Battleship) – 5% per level of Minmatar Battleship<br />
* Panther (Minmatar Black Ops Battleship) – 5% per level of Minmatar Battleship<br />
* Tempest (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
* Tempest Fleet Issue (Minmatar Faction Battleship) – 5% per level of Minmatar Battleship<br />
* Tornado (Minmatar Attack Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
* Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship<br />
===Rate of Fire (Medium Projectile) ===<br />
* Cynabal (Angel Faction Cruiser) – 25% Special bonus<br />
* Huginn (Minmatar Combat Recon) – 5% per level of Minmatar Cruiser<br />
* Hurricane (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
* Hurricane Fleet Issue (Minmatar Faction Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
* Rupture (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
* Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
* Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
* Stabber Fleet Issue (Minmatar Faction Cruiser) – 5% per level of Minmatar Cruiser<br />
===Rate of Fire (Large Missiles) ===<br />
* Raven (Caldari Battleship) – 5% per level of Caldari Battleship (Cruise, Torpedo and Rapid Heavy only)<br />
* Raven State Issue (Caldari Faction Battleship) – 5% per level of Caldari Battleship (Cruise and torpedo only)<br />
* Scorpion Navy Issue (Caldari Faction Battleship) - 5% per level of Caldari Battleship (Cruise, torpedo & rapid heavy only)<br />
* Typhoon (Minmatar Battleship) – 5% per level of Minmatar Battleship (Cruise, Torpedo and Rapid Heavy only)<br />
* Widow (Caldari Black Ops Battleship) – 5% per level of Caldari Battleship (Cruise, Torpedo and rapid heavy only)<br />
===Rate of Fire (Medium Missile) ===<br />
* Caracal (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
* Caracal Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser<br />
* Claymore (Minmatar Command Ship) – 5% per level of Minmatar Battlecruiser, +5% per level of Command Ships (heavy and HAM)<br />
* Cyclone (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser (heavy and HAM)<br />
* Huginn (Minmatar Combat Recon) – 5% per level of Recon Ships<br />
* Lachesis (Gallente Combat Recon) – 5% per level of Recon Ships (heavy and HAM)<br />
* Nighthawk (Caldari Command Ship) – 7.5% per level of Command Ships (Heavy and HAM)<br />
* Rook (Caldari Combat Recon) – 5% per level of Caldari Cruiser (heavy and HAM)<br />
===Rate of Fire (Small Missiles) ===<br />
* Buzzard (Caldari Covert Ops) – 5% per level of Caldari Frigate<br />
* Hawk (Caldari Assault Frigate) – 5% per level of Caldari Frigates<br />
* Vengeance (Amarr Assault Frigate) – 5% per level of Amarr Frigate<br />
<br />
==Drones==<br />
===Drone Bay Capacity===<br />
* Ishkur (Gallente Assault Frigate) – 5m3 per level of Assault Frigates<br />
===Drone Damage===<br />
* Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
* Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
* Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
* Curse (Amarr Combat Recon) – 10% per level of Amarr Cruiser<br />
* Dominix (Gallente Battleship) – 10% per level of Gallente Battleship<br />
* Dominix Navy Issue (Gallente Faction Battleship) – 10% per level of Gallente Battleship<br />
* Dragoon (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
* Eos (Gallente Command Ship) – 10% per level of Gallente Battlecruiser<br />
* Gila (Guristas Faction Cruiser) – 10% per level of Gallente Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
* Helios (Gallente Covert Ops) – 10% per level of Gallente Frigate (Scout drone thermal damage only)<br />
* Myrmidon (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
* Prophecy (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Rattlesnake (Gurista Faction Battleship) – 10% per level of Gallente Battleship<br />
* Sin (Gallente Black Ops Battleship) – 10% per level of Gallente Battleship<br />
* Stratios (Sisters of Eve Faction Cruiser) – 10% per level of Gallente Cruiser<br />
* Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
* Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
===Drone Hitpoints===<br />
* Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
* Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
* Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
* Curse (Amarr Combat Recon) – 10% per level of Amarr Cruiser<br />
* Dominix (Gallente Battleship) – 10% per level of Gallente Battleship<br />
* Dominix Navy Issue (Gallente Faction Battleship) – 10% per level of Gallente Battleship<br />
* Dragoon (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
* Eos (Gallente Command Ship) – 10% per level of Gallente Battlecruiser<br />
* Gila (Guristas Faction Cruiser) – 10% per level of Gallente Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
* Ishkur (Gallente Assault Frigate) – 10% per level of Gallente Frigate<br />
* Myrmidon (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
* Prophecy (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Rattlesnake (Gurista Faction Battleship) – 10% per level of Gallente Battleship<br />
* Sin (Gallente Black Ops Battleship) – 10% per level of Gallente Battleship<br />
* Stratios (Sisters of Eve Faction Cruiser) – 10% per level of Gallente Cruiser<br />
* Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
* Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
===Drone Microwarp Velocity===<br />
* Algos (Gallente Destroyer) – 25% role bonus<br />
* Dragoon (Amarr Destroyer) – 25% role bonus<br />
* Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
===Drone Optimal Range===<br />
* Dominix (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
===Drone Tracking Speed===<br />
* Dominix (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
* Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
* Vexor Navy Issue (Gallente Faction Cruiser) – 5% per level of Gallente Cruiser<br />
===Drone Velocity===<br />
* Vexor Navy Issue (Gallente Faction Cruiser) – 5% per level of Gallente Cruiser<br />
<br />
==Electronic Warfare==<br />
===ECM Target Jammer Strength===<br />
* Blackbird (Caldari Cruiser) – 15% per level of Caldari Cruiser<br />
* Rook (Caldari Combat Recon) – 30% per level of Recon Ships<br />
* Scorpion (Caldari Battleship) - 15% per level of Caldari Battleship<br />
* Widow (Caldari Black Ops Battleship) – 30% per level of Black Ops Battleship<br />
===ECM Target Jammer Optimal===<br />
* Blackbird (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
* Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
===ECM Target Jammer Optimal===<br />
* Blackbird (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
* Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
===ECM Burst Range===<br />
* Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
===Remote Sensor Damper Effectiveness===<br />
* Lachesis (Gallente Combat Recon) – 7.5% per level of Gallente Cruiser<br />
* Celestis (Gallente Cruiser) – 7.5% per level of Gallente Cruiser<br />
===Remote Sensor Damper Falloff===<br />
* Celestis (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
===Remote Sensor Damper Optimal Range===<br />
* Celestis (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
===Target Painter Effectiveness===<br />
* Bellicose (Minmatar Cruiser) – 7.5% per level of Minmatar Cruiser<br />
* Huginn (Minmatar Combat Recon) – 10% per level of Minmatar Cruiser<br />
===Tracking Disruptor Effectiveness===<br />
* Arbitrator (Amarr Cruiser) – 7.5% per level of Amarr Cruiser<br />
* Curse (Amarr Combat Recon) – 7.5% per level of Amarr Cruiser<br />
==Fitting==<br />
===CPU (Large Energy) ===<br />
* Oracle (Amarr Attack Battlecruiser) – 50% role reduction<br />
===CPU (Large Hybrids) ===<br />
* Naga (Caldari Attack Battlecruiser) – 50% role reduction<br />
Talos (Gallente Attack Battlecruiser) – 50% role reduction<br />
===CPU (Large Projectile) ===<br />
* Tornado (Minmatar Attack Battlecruiser) -50% role reducton<br />
===Powergrid (Large Energy) ===<br />
* Oracle (Amarr Attack Battlecruiser) – 95% role reduction<br />
===Powergrid (Large Hybrids) ===<br />
* Naga (Caldari Attack Battlecruiser) – 95% role reduction<br />
* Talos (Gallente Attack Battlecruiser) -95% role reduction<br />
===Powergrid (Large Projectile) ===<br />
* Tornado (Minmatar Attack Battlecruiser) – 95% role reduction<br />
==Logistics==<br />
===Logistic Drones Repair Amount===<br />
* Exequror (Gallente Cruiser) – 100% Role bonus<br />
* Scythe (Minmatar Cruiser) – 100% Role bonus<br />
===Remote Armour Repairer Range===<br />
* Augorur (Amarr Cruiser) – 1000% Role Bonus<br />
* Exequror (Gallente Cruiser) – 1000% Role bonus<br />
===Remote Armour Repairer Repair Amount===<br />
* Augorur (Amarr Cruiser) – 12.5% per level of Amarr Cruiser<br />
* Exequror (Gallente Cruiser) – 12.5% per level of Gallente Cruiser<br />
===Shield Transporter Boost Amount===<br />
* Osprey (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
* Scythe (Minmatar Cruiser) – 12.5% per level of Minmatar Cruiser<br />
===Shield Transporter Range===<br />
* Osprey (Caldari Cruiser) – 1000% Role bonus<br />
* Scythe (Minmatar Cruiser) – 1000% Role bonus<br />
==Mining==<br />
===Drone Mining Yield===<br />
* Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
* Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
* Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
* Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
==Navigation==<br />
===Agility===<br />
* Sin (Gallente Black Ops Battleship) – 5% per level of Black Ops Battleship<br />
===Microwarpdrive Sig Penalty Reduction===<br />
* Enyo (Gallente Assault Frigate) – 50% role reduction<br />
* Harpy (Caldari Assault Frigate) – 50% role reduction<br />
* Hawk (Caldari Assault Frigate) – 50% role reduction<br />
* Ishkur (Gallente Assault Frigate) – 50% role reduction<br />
* Jaguar (Minmatar Assault Frgate) – 50% role reduction<br />
* Retribution (Amarr Assault Frigate) – 50% role reduction<br />
* Talwar (Minmatar Destroyer) – 15% per level of Minmatar Destroyer<br />
* Vengeance (Amarr Assault Frigate) – 50% role reduction<br />
* Wolf (Minmatar Assault Frigate) -50% role reduction<br />
===Velocity===<br />
* Panther (Minmatar Black Ops Battleship) – 5% per level of Black Ops Battleship<br />
==Scanning==<br />
===Scan Prove Flight Time===<br />
* Anathema (Amarr Covert Ops) – 10% per level of Covert Ops<br />
* Buzzard (Caldari Covert Ops) – 10% per level of Covert Ops<br />
* Cheetah (Minmatar Covert Ops) - 10% per level of Covert Ops<br />
* Helios (Gallente Covert Ops) - 10% per level of Covert Ops<br />
===Scan Probe Strength===<br />
* Anathema (Amarr Covert Ops) – 10% per level of Covert Ops<br />
* Buzzard (Caldari Covert Ops) – 10% per level of Covert Ops<br />
* Cheetah (Minmatar Covert Ops) - 10% per level of Covert Ops<br />
* Chremoas (Angel Faction Covert Ops) – 10% per level of Covert Ops<br />
* Helios (Gallente Covert Ops) - 10% per level of Covert Ops<br />
* Gnosis (SoCT Faction Battlecruiser) – 37.5% role bonus<br />
* Stratios (Sisters of Eve Faction Cruiser) – 37.5% role bonus<br />
===Virus Strength (Relic and Data Analyzers) ===<br />
* Anathema (Amarr Covert Ops) - +10 Role Bonus<br />
* Buzzard (Caldari Covert Ops) - +10 Role Bonus<br />
* Cheetah (Minmatar Covert Ops) - +10 Role Bonus<br />
* Chremoas (Angel Faction Covert Ops) +10 Role Bonus<br />
* Helios (Gallente Covert Ops) - +10 Role Bonus<br />
* Stratios (Sisters of Eve Faction Cruiser) – +10 Role Bonus<br />
==Tackling==<br />
===Range (Warp Scramblers and Disruptors) ===<br />
* Lachesis (Gallente Combat Recon) – 20% per level of Recon Ships<br />
===Range (Webs) ===<br />
* Bhaalgorn (Blood Raider Faction Battleship) – 20% per level of Minmatar Battleship<br />
* Huginn (Minmatar Combat Recon) – 60% per level of Recon Ships<br />
===Velocity Factor (Webs) ===<br />
* Ashimmu (Blood Raider Faction Cruiser) –10% per level of Minmatar Cruiser<br />
* Vigilant (Angel Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
* Vindicator (Angels Faction Battleship) – 10% per level of Minmatar Battleship<br />
==Tank==<br />
===Armour Hitpoints===<br />
* Augorur Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
* Damnation (Amarr Command Ship) – 10% per level of Command Ships<br />
===Armour Repair Amount===<br />
* Astarte (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
* Brutix (Gallente Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
* Eos (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
* Hyperion (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
* Myrmidon (Gallente Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
* Prorator (Amarr Blockade Runner) - 5% per level of Transport Ships<br />
===Armour Resists===<br />
* Abaddon (Amarr Battleship) – 4% per level of Amarr Battleship<br />
* Absolution (Amarr Command Ship) – 4% per level of Amarr Battlecruiser<br />
* Damnation (Amarr Command Ship) – 4% per level of Amarr Battlecruiser<br />
* Maller (Amarr Cruiser) – 4% per level of Amarr Cruiser<br />
* Prophecy (Amarr Battlecruiser) – 4% per level of Amarr Battlecruiser<br />
* Stratios (Sisters of Eve Faction Cruiser) – 4% per level of Amarr Cruiser<br />
* Vengeance (Amarr Assault Frigate) – 4% per level of Assault Frigates<br />
===Shield Boost Amount===<br />
* Claymore (Minmatar Command Ship) – 7.5% per level of Minmatar Battlecruiser<br />
* Cyclone (Minmatar Battlecruiser) – 7.5% per level of Minmatar Battlecruiser<br />
* Hawk (Caldari Assault Frigate) – 7.5% per level of Assault Frigates<br />
* Maelstrom (Amarr Battleship) – 7.5% per level of Minmatar Battleship<br />
* Sleipnir (Minmatar Command Ship) – 7.5% per level of Minmatar Battlecruiser<br />
===Shield Resists===<br />
* Drake (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser<br />
* Ferox (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser<br />
* Gila (Guristas Faction Cruiser) – 4% per level of Caldari Cruiser<br />
* Harpy (Caldari Assault Frigate) – 4% bonus per level of Caldari Frigate<br />
* Moa (Caldari Cruiser) – 4% per level of Caldari Cruiser<br />
* Nighthawk (Caldari Command Ship) – 4% per level of Caldari Battlecruiser<br />
* Rattlesnake (Gurista Faction Battleship) – 4% per level of Caldari Battleship<br />
* Rohk (Caldari Battleship) – 4% per level of Caldari Battleship<br />
* Scorpion Navy Issue (Caldari Faction Battleship) - 4% per level of Caldari Battleship<br />
* Vulture (Caldari Command Ship) – 4% per level of Caldari Battlecruiser<br />
==Turret Tracking & Missile Precision==<br />
===Explosion Radius (Large) ===<br />
* Raven Navy Issue (Caldari Faction Battleship) – 5% per level of Caldari Battleship<br />
===Explosion Radius (Medium) ===<br />
* Caracal Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser<br />
* Drake Navy Issue (Caldari Faction Battlecruiser) – 5% per level of Caldari Battlecruiser <br />
* Nighthawk (Caldari Command Ship) – 5% per level of Command Ships (Heavy and HAM)<br />
===Explosion Velocity (Large) ===<br />
* Typhoon (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
===Explosion Velocity (Medium) ===<br />
* Claymore (Minmatar Command Ship) – 5% per level of Command Ships<br />
===Explosion Velocity (Small) ===<br />
* Corax (Caldari Destroyer) - 10% per level of Caldari Destroyer<br />
===Tracking (Small Energy) ===<br />
* Coercer (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
* Retribution (Amarr Assault Frigate) - 7.5% per level of Amarr Frigates<br />
===Tracking (Medium Energy) ===<br />
* Harbinger Navy Issue (Amarr Faction Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Phantasm (Sanshas Faction Cruiser) –7.5% per level of Amarr Cruiser<br />
===Tracking (Large Energy) ===<br />
* Apocalypse (Amarr Battleship) – 7.5% per level of Amarr Battleship<br />
* Apocalypse Navy Issue (Amarr Faction Battleship) – 7.5% per level of Amarr Battleship<br />
* Nightmare (Sanshas Faction Battleship) – 7.5% per level of Amarr Battleship<br />
* Redeemer (Amarr Black Ops Battleship) – 7.5% per level of Black Ops Battleship<br />
===Tracking (Small Hybrids) ===<br />
* Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer <br />
* Catalyst (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
* Cormorant (Caldari Destroyer) – 10% per level of Caldari Destroyer<br />
* Enyo (Gallente Assault Frigate) - 7.5% bonus per level of Assault Frigates<br />
===Tracking (Medium Hybrids) ===<br />
* Brutix Navy Issue (Gallente Faction Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
* Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
* Thorax (Gallente Cruiser) – 7.5% per level of Gallente Cruiser<br />
===Tracking (Large Hybrids) ===<br />
* Megathron (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
* Megathron Federate Issue (Gallente Faction Battleship) – 7.5% per level of Gallente Battleship<br />
* Megathron Navy Issue (Gallente Faction Battleship) – 7.5% per level of Gallente Battleship<br />
* Talos (Gallente Attack Battlecruiser) - 7.5% per level of Gallente Battlecruiser<br />
* Vindicator (Angels Faction Battleship) – 7.5% per level of Gallente Battleship<br />
===Tracking (Medium Projectiles) ===<br />
* Stabber Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
===Tracking (Small Projectiles) ===<br />
* Chremoas (Angel Faction Covert Ops) – 10% per level of Gallente Frigate<br />
* Jaguar (Minmatar Assault Frgate) – 7.5% per level of Minmatar Frigate <br />
* Thrasher (Minmatar Destroyer) – 10% per level of Minmatar Destroyer<br />
==Warfare Links==<br />
===Armoured Warfare Link Strength===<br />
* Absolution (Amarr Command Ship) – 3% per level of Command Ships<br />
* Astarte (Gallente Command Ship) – 3% per level of Command Ships<br />
* Damnation (Amarr Command Ship) – 3% per level of Command Ships<br />
* Eos (Gallente Command Ship) – 3% per level of Command Ships<br />
===Information Warfare Link Strength===<br />
* Absolution (Amarr Command Ship) – 3% per level of Command Ships<br />
* Damnation (Amarr Command Ship) – 3% per level of Command Ships<br />
* Nighthawk (Caldari Command Ship) – 3% per level of Command Ships<br />
* Vulture (Caldari Command Ship) – 3% per level of Command Ships<br />
===Siege Warfare Link Strength===<br />
* Claymore (Minmatar Command Ship) – 3% per level of Command Ships<br />
* Nighthawk (Caldari Command Ship) – 3% per level of Command Ships<br />
* Sleipnir (Minmatar Command Ship) – 3% per level of Command Ships<br />
* Vulture (Caldari Command Ship) – 3% per level of Command Ships<br />
===Skirmish Warfare Link Strength===<br />
* Astarte (Gallente Command Ship) – 3% per level of Command Ships<br />
* Claymore (Minmatar Command Ship) – 3% per level of Command Ships<br />
* Eos (Gallente Command Ship) – 3% per level of Command Ships<br />
* Sleipnir (Minmatar Command Ship) – 3% per level of Command Ships<br />
==Weapon Range==<br />
===Falloff (Medium Hybrids) ===<br />
* Astarte (Gallente Command Ship) – 7.5% per level of Command Ships<br />
* Vigilant (Angel Faction Cruiser) – 10% per level of Gallente Cruiser<br />
===Falloff (Small Hybrids) ===<br />
* Catalyst (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
===Falloff (Small Projectile) ===<br />
* Chremoas (Angel Faction Covert Ops) – 10% per level of Minmatar Frigate<br />
* Wolf (Minmatar Assault Frigate) – 10% per level of Assault Frigates<br />
===Falloff (Large Projectile) ===<br />
* Machariel (Angel Cartel Faction Battleship) – 10% per level of Gallente Battleship<br />
* Tornado (Minmatar Attack Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
===Falloff Medium Projectile===<br />
* Cynabal (Angel Faction Cruiser) - 10% per level of Gallente Cruiser<br />
* Sleipnir (Minmatar Command Ship) – 10% per level of Command Ships<br />
* Stabber (Minmatar Cruiser) – 10% per level of Minmatar Cruiser<br />
===Missile Velocity (Large) ===<br />
* Rattlesnake (Gurista Faction Battleship) – 50% role bonus (Cruise and torpedo only)<br />
* Raven (Caldari Battleship) – 5% per level of Caldari Battleship (Cruise and torpedo only)<br />
* Raven Navy Issue (Caldari Faction Battleship) – 10% per level of Caldari Battleship (Cruise and torpedo only)<br />
* Raven State Issue (Caldari Faction Battleship) – 10% per level of Caldari Battleship (Cruise and torpedo only)<br />
* Widow (Caldari Black Ops Battleship) – 5% per level of Caldari Battleship (Cruise and Torpedo only)<br />
===Missile Velocity (Medium) ===<br />
* Caracal (Caldari Cruiser) – 10% per level of Caldari Cruiser<br />
* Damnation (Amarr Command Ship) – 10% per level of Amarr Battlecruiser (Heavy and HAM)<br />
* Drake Navy Issue (Caldari Faction Battlecruiser) – 10% per level of Caldari Battlecruiser <br />
* Gila (Guristas Faction Cruiser) – 50% Special bonus<br />
* Osprey Navy Issue (Caldari Faction Cruiser) – 10% per level of Caldari Cruiser (Heavy and HAM)<br />
* Rook (Caldari Combat Recon) – 10% per level of Recon Ships<br />
===Missile Velocity (Small) ===<br />
* Caracal (Caldari Cruiser) – 10% per level of Caldari Cruiser (light only)<br />
* Corax (Caldari Destroyer) - 50% role bonus<br />
* Gila (Guristas Faction Cruiser) – 50% Special bonus (light only)<br />
* Hawk (Caldari Assault Frigate) – 10% per level of Assault Frigates<br />
* Talwar (Minmatar Destroyer) – 50% role bonus<br />
===Optimal Range (Small Energy) ===<br />
* Coercer (Amarr Destroyer) – 50% role bonus<br />
* Retribution (Amarr Assault Frigate) – 10% per level of Assault Frigates<br />
===Optimal Range (Medium Energy) ===<br />
* Omen Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
* Stratios (Sisters of Eve Faction Cruiser) – 50% role bonus<br />
===Optimal Range (Large Energy) ===<br />
* Apocalypse (Amarr Battleship) – 7.5% per level of Amarr Battleship<br />
* Apocalypse Navy Issue (Amarr Faction Battleship) – 7.5% per level of Amarr Battleship<br />
===Optimal Range (Small Hybrids) ===<br />
* Catalyst (Gallente Destroyer) – 50% role bonus<br />
* Cormorant (Caldari Destroyer) – 50% Role bonus, 10% per level of Caldari Destroyer<br />
* Enyo (Gallente Assault Frigate) – 10% per level of Assault Frigate<br />
* Harpy (Caldari Assault Frigate) – 10% bonus per level of Caldari Frigate & Assault Frigates<br />
* Ishkur (Gallente Assault Frigate) – 10% per level of Assault Frigates<br />
===Optimal Range (Medium Hybrids) ===<br />
* Ferox (Caldari Battlecruiser) – 10% per level of Caldari Battlecruiser<br />
* Vulture (Caldari Command Ship) – 10% per level of Caldari Battlecruiser & 10% per level of Command Ships<br />
===Optimal Range (Large Hybrids) ===<br />
* Naga (Caldari Attack Battlecruiser) – 10% per level of Caldari Battlecruiser<br />
* Rohk (Caldari Battleship) – 10% per level of Caldari Battleship<br />
===Optimal Range (Small Projectiles) ===<br />
* Cheetah (Minmatar Covert Ops) – 10% per level of Minmatar Frigate<br />
* Chremoas (Angel Faction Covert Ops) – 10% per level of Minmatar Frigate<br />
* Jaguar (Minmatar Assault Frigate) – 10% per level of Assault Frigates<br />
* Thrasher (Minmatar Destroyer) – 50% Role bonus<br />
* Wolf (Minmatar Assault Frigate) -7.5% per level of Minmatar Frigate</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=User:Gale_zemayid&diff=69893User:Gale zemayid2014-05-16T23:59:16Z<p>Gale zemayid: </p>
<hr />
<div>==Capacitor==<br />
===Capacitor Recharge Rate===<br />
* Anathema (Amarr Covert Ops) – 5% per level of Amarr Frigate<br />
* Vengeance (Amarr Assault Frigate) – 5% per level of Assault Frigates<br />
===Capacitor Use (Small Energy) ===<br />
* Coercer (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
* Retribution (Amarr Assault Frigate) - 10% per level of Amarr Frigate & Assault Frigates<br />
===Capacitor Use (Medium Energy) ===<br />
* Absolution (Amarr Command Ship) – 10% per level of Amarr Battlecruiser<br />
* Harbinger (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Omen (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
===Capacitor Use (Large Energy) ===<br />
* Armageddon Navy Issue (Amarr Faction Battleship) – 5% per level of Amarr Battleship<br />
* Oracle (Amarr Attack Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
* Redeemer (Amarr Black Ops Battleship) – 10% per level of Amarr Battleship<br />
===Capacitor Use (Large Hybrids) ===<br />
* Naga (Caldari Attack Battlecruiser) – 50% role reduction<br />
* Talos (Gallente Attack Battlecruiser) – 50% role reduction<br />
===Capacitor Use (ECM Target Jammers) ===<br />
* Rook (Caldari Combat Recon) – 10% per level of Recon Ships<br />
===Capacitor Use (Remote Armour Repairers) ===<br />
* Augorur (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
* Exequror (Gallente Cruiser) – 5% per level of Gallente Cruiser<br />
===Capacitor Use (Shield Transfer Arrays) ===<br />
* Osprey (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
* Scythe (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
===Energy Transfer Array Range===<br />
* Augorur (Amarr Cruiser) – 1000% Role Bonus<br />
* Osprey (Caldari Cruiser) – 1000% Role bonus<br />
===Energy Transfer Array Amount===<br />
Augorur (Amarr Cruiser) – 200% Role bonus<br />
Osprey (Caldari Cruiser) – 200% Role bonus<br />
===Energy Vampire and Neutraliser Drain Amount===<br />
Ashimmu (Blood Raider Faction Cruiser) – 15% per level of Amarr Cruiser<br />
Bhaalgorn (Blood Raider Faction Battleship) – 15% per level of Amarr Battleship<br />
Curse (Amarr Combat Recon) – 20% per level of Recon Ships<br />
===Energy Neutraliser and Energy Vampire Range===<br />
Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
Curse (Amarr Combat Recon) – 40% per level of Recon Ships<br />
Dragoon (Amarr Destroyer) – 20% per level of Amarr Destroyer<br />
==Cloaking==<br />
===Cloak CPU Requirement===<br />
Anathema (Amarr Covert Ops) – 20% per level of Covert Ops<br />
Buzzard (Caldari Covert Ops) – 20% per level of Covert Ops<br />
Cheetah (Minmatar Covert Ops) – 20% per level of Covert Ops<br />
Chremoas (Angel Faction Covert Ops) – 20% per level of Covert Ops<br />
Helios (Gallente Covert Ops) - 20% per level of Covert Ops<br />
===Cloak Targetting Delay===<br />
Chremoas (Angel Faction Covert Ops) - 100% Role Reduction<br />
===Cloaked Velocity===<br />
Panther (Minmatar Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
Redeemer (Amarr Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
Sin (Gallente Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
Widow (Caldari Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
==Damage==<br />
===Damage (Large Energy) ===<br />
Abaddon (Amarr Battleship) – 5% per level of Amarr Battleship<br />
Bhaalgorn (Blood Raider Faction Battleship) – 100% role bonus<br />
Nightmare (Sanshas Faction Battleship) – 100% role bonus, 5% per level of Caldari Battleship<br />
Oracle (Amarr Attack Battlecruiser) – 5% per level of Amarr Battlecruiser<br />
===Damage (Medium Energy) ===<br />
Absolution (Amarr Command Ship) – 10% per level of Command Ships<br />
Ashimmu (Blood Raider Faction Cruiser) – 100% Role bonus<br />
Augorur Navy Issue (Amarr Faction Cruiser) – 25% per level of Amarr Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
Harbinger (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Harbinger Navy Issue (Amarr Faction Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Maller (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
Omen Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
Phantasm (Sanshas Faction Cruiser) – 100% special bonus, 5% per level of Caldari Cruiser<br />
===Damage (Small Hybrids) ===<br />
Enyo (Gallente Assault Frigate) – 10 per level of Gallente Frigate<br />
Harpy (Caldari Assault Frigate) – 5% per level of Assault Frigates<br />
Helios (Gallente Covert Ops) – 5% per level of Gallente Frigate<br />
Ishkur (Gallente Assault Frigate) – 5% per level of Gallente Frigate<br />
===Damage (Medium Hybrids) ===<br />
Astarte (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
Brutix (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
Brutix Navy Issue (Gallente Faction Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
Exequror Navy Issue (Gallente Faction Cruiser) –5% per level of Gallente Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
Lachesis (Gallente Combat Recon) – 5% per level of Gallente Cruiser<br />
Moa (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
Thorax (Gallente Cruiser) – 5% per level of Gallente Cruiser<br />
Vexor (Gallente Cruiser) – 5% per level of Gallente Cruiser <br />
Vigilant (Angel Faction Cruiser) – 75% Special Ability<br />
Vulture (Caldari Command Ship) – 10% per level of Command Ships<br />
===Damage (Large Hybrids) ===<br />
Dominix Navy Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
Hyperion (Gallente Battleship) – 10% per level of Gallente Battleship<br />
Megathron Federate Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
Naga (Caldari Attack Battlecruiser) – 5% per level of Caldari Battlecruiser<br />
Sin (Gallente Black Ops Battleship) – 5% per level of Gallente Battleship<br />
Talos (Gallente Attack Battlecruiser) – 5% per level of Gallente Battlecruiser<br />
===Damage (Small Projectiles) ===<br />
Cheetah (Minmatar Covert Ops) – 5% per level of Minmatar Frigate<br />
Chremoas (Angel Faction Covert Ops) – 200% Role bonus<br />
Jaguar (Minmatar Assault Frigate) – 5% per level of Minmatar Frigate & Assault Frigates<br />
Thrasher (Minmatar Destroyer) – 5% per level of Minmatar Destroyer<br />
Wolf (Minmatar Assault Frigate) – 5% per level of Minmatar Frigates & Assault Frigates<br />
===Damage (Medium Projectiles) ===<br />
Cynabal (Angel Faction Cruiser) - 10% per level of Minmatar Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
Hurricane (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Hurricane Fleet Issue (Minmatar Faction Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Rupture (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
Sleipnir (Minmatar Command Ship) – 10% per level of Minmatar Battlecruiser & 10% per level of Command Ships<br />
===Damage (Large Projectiles) ===<br />
Machariel (Angel Cartel Faction Battleship) – 5% per level of Minmatar Battleship<br />
Panther (Minmatar Black Ops Battleship) – 5% per level of Minmatar Battleship<br />
Tempest (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
Tempest Fleet Issue (Minmatar Faction Battleship) – 5% per level of Minmatar Battleship<br />
===Damage (Large Missiles) ===<br />
Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship<br />
===Damage (Medium Missiles) ===<br />
Bellicose (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
Damnation (Amarr Command Ship) – 10% per level of Command Ships (Heavy and HAM)<br />
Drake (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser (Kinetic Only)<br />
Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
Nighthawk (Caldari Command Ship) – 7.5% per level of Caldari Battlecruiser (Heavy and HAM)<br />
Osprey Navy Issue (Caldari Faction Cruiser) – 10% per level of Caldari Cruiser (Kinetic)<br />
Osprey Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser (EM, Thermal, Explosive)<br />
Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship (heavy only)<br />
===Damage (Small Missiles) ===<br />
Anathema (Amarr Covert Ops) – 5% per level of Amarr Frigate (rockets only)<br />
Buzzard (Caldari Covert Ops) – 5% per level of Caldari Frigate (kinetic only)<br />
Corax (Caldari Destroyer) - 5% per level of Caldari Destroyer (kinetic only)<br />
Hawk (Caldari Assault Frigate) – 10% per level of Caldari Frigate (Kinetic only)<br />
Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Talwar (Minmatar Destroyer) – 5% per level of Minmatar Destroyer (explosive only)<br />
Vengeance (Amarr Assault Frigate) – 5% per level of Amarr Frigate (rockets only)<br />
===Rate of Fire (Large Energy) ===<br />
Armageddon Navy Issue (Amarr Faction Battleship) – 5% per level of Amarr Battleship<br />
Redeemer (Amarr Black Ops Battleship) – 5% per level of Amarr Battleship<br />
===Rate of Fire (Medium Energy) ===<br />
Absolution (Amarr Command Ship) – 5% per level of Command Ships<br />
Omen (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
===Rate of Fire (Large Hybrids) ===<br />
Megathron (Gallente Battleship) – 5% per level of Gallente Battleship<br />
Megathron Navy Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
Vindicator (Angels Faction Battleship) – 37.5% role bonus<br />
===Rate of Fire (Medium Hybrids) ===<br />
Astarte (Gallente Command Ship) – 7.5% per level of Command Ships<br />
Exequror Navy Issue (Gallente Faction Cruiser) –5% per level of Gallente Cruiser<br />
===Rate of Fire (Large Projectile) ===<br />
Machariel (Angel Cartel Faction Battleship) – 25% role bonus<br />
Maelstrom (Amarr Battleship) – 5% per level of Minmatar Battleship<br />
Panther (Minmatar Black Ops Battleship) – 5% per level of Minmatar Battleship<br />
Tempest (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
Tempest Fleet Issue (Minmatar Faction Battleship) – 5% per level of Minmatar Battleship<br />
Tornado (Minmatar Attack Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship<br />
===Rate of Fire (Medium Projectile) ===<br />
Cynabal (Angel Faction Cruiser) – 25% Special bonus<br />
Huginn (Minmatar Combat Recon) – 5% per level of Minmatar Cruiser<br />
Hurricane (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Hurricane Fleet Issue (Minmatar Faction Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Rupture (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Stabber Fleet Issue (Minmatar Faction Cruiser) – 5% per level of Minmatar Cruiser<br />
===Rate of Fire (Large Missiles) ===<br />
Raven (Caldari Battleship) – 5% per level of Caldari Battleship (Cruise, Torpedo and Rapid Heavy only)<br />
Raven State Issue (Caldari Faction Battleship) – 5% per level of Caldari Battleship (Cruise and torpedo only)<br />
Scorpion Navy Issue (Caldari Faction Battleship) - 5% per level of Caldari Battleship (Cruise, torpedo & rapid heavy only)<br />
Typhoon (Minmatar Battleship) – 5% per level of Minmatar Battleship (Cruise, Torpedo and Rapid Heavy only)<br />
Widow (Caldari Black Ops Battleship) – 5% per level of Caldari Battleship (Cruise, Torpedo and rapid heavy only)<br />
===Rate of Fire (Medium Missile) ===<br />
Caracal (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
Caracal Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser<br />
Claymore (Minmatar Command Ship) – 5% per level of Minmatar Battlecruiser, +5% per level of Command Ships (heavy and HAM)<br />
Cyclone (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser (heavy and HAM)<br />
Huginn (Minmatar Combat Recon) – 5% per level of Recon Ships<br />
Lachesis (Gallente Combat Recon) – 5% per level of Recon Ships (heavy and HAM)<br />
Nighthawk (Caldari Command Ship) – 7.5% per level of Command Ships (Heavy and HAM)<br />
Rook (Caldari Combat Recon) – 5% per level of Caldari Cruiser (heavy and HAM)<br />
===Rate of Fire (Small Missiles) ===<br />
Buzzard (Caldari Covert Ops) – 5% per level of Caldari Frigate<br />
Hawk (Caldari Assault Frigate) – 5% per level of Caldari Frigates<br />
Vengeance (Amarr Assault Frigate) – 5% per level of Amarr Frigate<br />
<br />
==Drones==<br />
===Drone Bay Capacity===<br />
Ishkur (Gallente Assault Frigate) – 5m3 per level of Assault Frigates<br />
===Drone Damage===<br />
Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
Curse (Amarr Combat Recon) – 10% per level of Amarr Cruiser<br />
Dominix (Gallente Battleship) – 10% per level of Gallente Battleship<br />
Dominix Navy Issue (Gallente Faction Battleship) – 10% per level of Gallente Battleship<br />
Dragoon (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
Eos (Gallente Command Ship) – 10% per level of Gallente Battlecruiser<br />
Gila (Guristas Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
Helios (Gallente Covert Ops) – 10% per level of Gallente Frigate (Scout drone thermal damage only)<br />
Myrmidon (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
Prophecy (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Rattlesnake (Gurista Faction Battleship) – 10% per level of Gallente Battleship<br />
Sin (Gallente Black Ops Battleship) – 10% per level of Gallente Battleship<br />
Stratios (Sisters of Eve Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
===Drone Hitpoints===<br />
Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
Curse (Amarr Combat Recon) – 10% per level of Amarr Cruiser<br />
Dominix (Gallente Battleship) – 10% per level of Gallente Battleship<br />
Dominix Navy Issue (Gallente Faction Battleship) – 10% per level of Gallente Battleship<br />
Dragoon (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
Eos (Gallente Command Ship) – 10% per level of Gallente Battlecruiser<br />
Gila (Guristas Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
Ishkur (Gallente Assault Frigate) – 10% per level of Gallente Frigate<br />
Myrmidon (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
Prophecy (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Rattlesnake (Gurista Faction Battleship) – 10% per level of Gallente Battleship<br />
Sin (Gallente Black Ops Battleship) – 10% per level of Gallente Battleship<br />
Stratios (Sisters of Eve Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
===Drone Microwarp Velocity===<br />
Algos (Gallente Destroyer) – 25% role bonus<br />
Dragoon (Amarr Destroyer) – 25% role bonus<br />
Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
===Drone Optimal Range===<br />
Dominix (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
===Drone Tracking Speed===<br />
Dominix (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
Vexor Navy Issue (Gallente Faction Cruiser) – 5% per level of Gallente Cruiser<br />
===Drone Velocity===<br />
Vexor Navy Issue (Gallente Faction Cruiser) – 5% per level of Gallente Cruiser<br />
<br />
<br />
<br />
==Electronic Warfare==<br />
===ECM Target Jammer Strength===<br />
Blackbird (Caldari Cruiser) – 15% per level of Caldari Cruiser<br />
Rook (Caldari Combat Recon) – 30% per level of Recon Ships<br />
Scorpion (Caldari Battleship) - 15% per level of Caldari Battleship<br />
Widow (Caldari Black Ops Battleship) – 30% per level of Black Ops Battleship<br />
===ECM Target Jammer Optimal===<br />
Blackbird (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
===ECM Target Jammer Optimal===<br />
Blackbird (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
===ECM Burst Range===<br />
Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
===Remote Sensor Damper Effectiveness===<br />
Lachesis (Gallente Combat Recon) – 7.5% per level of Gallente Cruiser<br />
Celestis (Gallente Cruiser) – 7.5% per level of Gallente Cruiser<br />
===Remote Sensor Damper Falloff===<br />
Celestis (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
===Remote Sensor Damper Optimal Range===<br />
Celestis (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
===Target Painter Effectiveness===<br />
Bellicose (Minmatar Cruiser) – 7.5% per level of Minmatar Cruiser<br />
Huginn (Minmatar Combat Recon) – 10% per level of Minmatar Cruiser<br />
===Tracking Disruptor Effectiveness===<br />
Arbitrator (Amarr Cruiser) – 7.5% per level of Amarr Cruiser<br />
Curse (Amarr Combat Recon) – 7.5% per level of Amarr Cruiser<br />
==Fitting==<br />
===CPU (Large Energy) ===<br />
Oracle (Amarr Attack Battlecruiser) – 50% role reduction<br />
===CPU (Large Hybrids) ===<br />
Naga (Caldari Attack Battlecruiser) – 50% role reduction<br />
Talos (Gallente Attack Battlecruiser) – 50% role reduction<br />
===CPU (Large Projectile) ===<br />
Tornado (Minmatar Attack Battlecruiser) -50% role reducton<br />
===Powergrid (Large Energy) ===<br />
Oracle (Amarr Attack Battlecruiser) – 95% role reduction<br />
===Powergrid (Large Hybrids) ===<br />
Naga (Caldari Attack Battlecruiser) – 95% role reduction<br />
Talos (Gallente Attack Battlecruiser) -95% role reduction<br />
===Powergrid (Large Projectile) ===<br />
Tornado (Minmatar Attack Battlecruiser) – 95% role reduction<br />
==Logistics==<br />
===Logistic Drones Repair Amount===<br />
Exequror (Gallente Cruiser) – 100% Role bonus<br />
Scythe (Minmatar Cruiser) – 100% Role bonus<br />
===Remote Armour Repairer Range===<br />
Augorur (Amarr Cruiser) – 1000% Role Bonus<br />
Exequror (Gallente Cruiser) – 1000% Role bonus<br />
===Remote Armour Repairer Repair Amount===<br />
Augorur (Amarr Cruiser) – 12.5% per level of Amarr Cruiser<br />
Exequror (Gallente Cruiser) – 12.5% per level of Gallente Cruiser<br />
===Shield Transporter Boost Amount===<br />
Osprey (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
Scythe (Minmatar Cruiser) – 12.5% per level of Minmatar Cruiser<br />
===Shield Transporter Range===<br />
Osprey (Caldari Cruiser) – 1000% Role bonus<br />
Scythe (Minmatar Cruiser) – 1000% Role bonus<br />
==Mining==<br />
===Drone Mining Yield===<br />
Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
==Navigation==<br />
===Agility===<br />
Sin (Gallente Black Ops Battleship) – 5% per level of Black Ops Battleship<br />
===Microwarpdrive Sig Penalty Reduction===<br />
Enyo (Gallente Assault Frigate) – 50% role reduction<br />
Harpy (Caldari Assault Frigate) – 50% role reduction<br />
Hawk (Caldari Assault Frigate) – 50% role reduction<br />
Ishkur (Gallente Assault Frigate) – 50% role reduction<br />
Jaguar (Minmatar Assault Frgate) – 50% role reduction<br />
Retribution (Amarr Assault Frigate) – 50% role reduction<br />
Talwar (Minmatar Destroyer) – 15% per level of Minmatar Destroyer<br />
Vengeance (Amarr Assault Frigate) – 50% role reduction<br />
Wolf (Minmatar Assault Frigate) -50% role reduction<br />
===Velocity===<br />
Panther (Minmatar Black Ops Battleship) – 5% per level of Black Ops Battleship<br />
==Scanning==<br />
===Scan Prove Flight Time===<br />
Anathema (Amarr Covert Ops) – 10% per level of Covert Ops<br />
Buzzard (Caldari Covert Ops) – 10% per level of Covert Ops<br />
Cheetah (Minmatar Covert Ops) - 10% per level of Covert Ops<br />
Helios (Gallente Covert Ops) - 10% per level of Covert Ops<br />
===Scan Probe Strength===<br />
Anathema (Amarr Covert Ops) – 10% per level of Covert Ops<br />
Buzzard (Caldari Covert Ops) – 10% per level of Covert Ops<br />
Cheetah (Minmatar Covert Ops) - 10% per level of Covert Ops<br />
Chremoas (Angel Faction Covert Ops) – 10% per level of Covert Ops<br />
Helios (Gallente Covert Ops) - 10% per level of Covert Ops<br />
Gnosis (SoCT Faction Battlecruiser) – 37.5% role bonus<br />
Stratios (Sisters of Eve Faction Cruiser) – 37.5% role bonus<br />
===Virus Strength (Relic and Data Analyzers) ===<br />
Anathema (Amarr Covert Ops) - +10 Role Bonus<br />
Buzzard (Caldari Covert Ops) - +10 Role Bonus<br />
Cheetah (Minmatar Covert Ops) - +10 Role Bonus<br />
Chremoas (Angel Faction Covert Ops) +10 Role Bonus<br />
Helios (Gallente Covert Ops) - +10 Role Bonus<br />
Stratios (Sisters of Eve Faction Cruiser) – +10 Role Bonus<br />
==Tackling==<br />
===Range (Warp Scramblers and Disruptors) ===<br />
Lachesis (Gallente Combat Recon) – 20% per level of Recon Ships<br />
===Range (Webs) ===<br />
Bhaalgorn (Blood Raider Faction Battleship) – 20% per level of Minmatar Battleship<br />
Huginn (Minmatar Combat Recon) – 60% per level of Recon Ships<br />
===Velocity Factor (Webs) ===<br />
Ashimmu (Blood Raider Faction Cruiser) –10% per level of Minmatar Cruiser<br />
Vigilant (Angel Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Vindicator (Angels Faction Battleship) – 10% per level of Minmatar Battleship<br />
==Tank==<br />
===Armour Hitpoints===<br />
Augorur Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
Damnation (Amarr Command Ship) – 10% per level of Command Ships<br />
===Armour Repair Amount===<br />
Astarte (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
Brutix (Gallente Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
Eos (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
Hyperion (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
Myrmidon (Gallente Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
Prorator (Amarr Blockade Runner) - 5% per level of Transport Ships<br />
===Armour Resists===<br />
Abaddon (Amarr Battleship) – 4% per level of Amarr Battleship<br />
Absolution (Amarr Command Ship) – 4% per level of Amarr Battlecruiser<br />
Damnation (Amarr Command Ship) – 4% per level of Amarr Battlecruiser<br />
Maller (Amarr Cruiser) – 4% per level of Amarr Cruiser<br />
Prophecy (Amarr Battlecruiser) – 4% per level of Amarr Battlecruiser<br />
Stratios (Sisters of Eve Faction Cruiser) – 4% per level of Amarr Cruiser<br />
Vengeance (Amarr Assault Frigate) – 4% per level of Assault Frigates<br />
===Shield Boost Amount===<br />
Claymore (Minmatar Command Ship) – 7.5% per level of Minmatar Battlecruiser<br />
Cyclone (Minmatar Battlecruiser) – 7.5% per level of Minmatar Battlecruiser<br />
Hawk (Caldari Assault Frigate) – 7.5% per level of Assault Frigates<br />
Maelstrom (Amarr Battleship) – 7.5% per level of Minmatar Battleship<br />
Sleipnir (Minmatar Command Ship) – 7.5% per level of Minmatar Battlecruiser<br />
===Shield Resists===<br />
Drake (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser<br />
Ferox (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser<br />
Gila (Guristas Faction Cruiser) – 4% per level of Caldari Cruiser<br />
Harpy (Caldari Assault Frigate) – 4% bonus per level of Caldari Frigate<br />
Moa (Caldari Cruiser) – 4% per level of Caldari Cruiser<br />
Nighthawk (Caldari Command Ship) – 4% per level of Caldari Battlecruiser<br />
Rattlesnake (Gurista Faction Battleship) – 4% per level of Caldari Battleship<br />
Rohk (Caldari Battleship) – 4% per level of Caldari Battleship<br />
Scorpion Navy Issue (Caldari Faction Battleship) - 4% per level of Caldari Battleship<br />
Vulture (Caldari Command Ship) – 4% per level of Caldari Battlecruiser<br />
==Turret Tracking & Missile Precision==<br />
===Explosion Radius (Large) ===<br />
Raven Navy Issue (Caldari Faction Battleship) – 5% per level of Caldari Battleship<br />
===Explosion Radius (Medium) ===<br />
Caracal Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser<br />
Drake Navy Issue (Caldari Faction Battlecruiser) – 5% per level of Caldari Battlecruiser <br />
Nighthawk (Caldari Command Ship) – 5% per level of Command Ships (Heavy and HAM)<br />
===Explosion Velocity (Large) ===<br />
Typhoon (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
===Explosion Velocity (Medium) ===<br />
Claymore (Minmatar Command Ship) – 5% per level of Command Ships<br />
===Explosion Velocity (Small) ===<br />
Corax (Caldari Destroyer) - 10% per level of Caldari Destroyer<br />
===Tracking (Small Energy) ===<br />
Coercer (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
Retribution (Amarr Assault Frigate) - 7.5% per level of Amarr Frigates<br />
===Tracking (Medium Energy) ===<br />
Harbinger Navy Issue (Amarr Faction Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Phantasm (Sanshas Faction Cruiser) –7.5% per level of Amarr Cruiser<br />
===Tracking (Large Energy) ===<br />
Apocalypse (Amarr Battleship) – 7.5% per level of Amarr Battleship<br />
Apocalypse Navy Issue (Amarr Faction Battleship) – 7.5% per level of Amarr Battleship<br />
Nightmare (Sanshas Faction Battleship) – 7.5% per level of Amarr Battleship<br />
Redeemer (Amarr Black Ops Battleship) – 7.5% per level of Black Ops Battleship<br />
===Tracking (Small Hybrids) ===<br />
Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer <br />
Catalyst (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
Cormorant (Caldari Destroyer) – 10% per level of Caldari Destroyer<br />
Enyo (Gallente Assault Frigate) - 7.5% bonus per level of Assault Frigates<br />
===Tracking (Medium Hybrids) ===<br />
Brutix Navy Issue (Gallente Faction Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
Thorax (Gallente Cruiser) – 7.5% per level of Gallente Cruiser<br />
===Tracking (Large Hybrids) ===<br />
Megathron (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
Megathron Federate Issue (Gallente Faction Battleship) – 7.5% per level of Gallente Battleship<br />
Megathron Navy Issue (Gallente Faction Battleship) – 7.5% per level of Gallente Battleship<br />
Talos (Gallente Attack Battlecruiser) - 7.5% per level of Gallente Battlecruiser<br />
Vindicator (Angels Faction Battleship) – 7.5% per level of Gallente Battleship<br />
===Tracking (Medium Projectiles) ===<br />
Stabber Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
===Tracking (Small Projectiles) ===<br />
Chremoas (Angel Faction Covert Ops) – 10% per level of Gallente Frigate<br />
Jaguar (Minmatar Assault Frgate) – 7.5% per level of Minmatar Frigate <br />
Thrasher (Minmatar Destroyer) – 10% per level of Minmatar Destroyer<br />
==Warfare Links==<br />
===Armoured Warfare Link Strength===<br />
Absolution (Amarr Command Ship) – 3% per level of Command Ships<br />
Astarte (Gallente Command Ship) – 3% per level of Command Ships<br />
Damnation (Amarr Command Ship) – 3% per level of Command Ships<br />
Eos (Gallente Command Ship) – 3% per level of Command Ships<br />
===Information Warfare Link Strength===<br />
Absolution (Amarr Command Ship) – 3% per level of Command Ships<br />
Damnation (Amarr Command Ship) – 3% per level of Command Ships<br />
Nighthawk (Caldari Command Ship) – 3% per level of Command Ships<br />
Vulture (Caldari Command Ship) – 3% per level of Command Ships<br />
===Siege Warfare Link Strength===<br />
Claymore (Minmatar Command Ship) – 3% per level of Command Ships<br />
Nighthawk (Caldari Command Ship) – 3% per level of Command Ships<br />
Sleipnir (Minmatar Command Ship) – 3% per level of Command Ships<br />
Vulture (Caldari Command Ship) – 3% per level of Command Ships<br />
===Skirmish Warfare Link Strength===<br />
Astarte (Gallente Command Ship) – 3% per level of Command Ships<br />
Claymore (Minmatar Command Ship) – 3% per level of Command Ships<br />
Eos (Gallente Command Ship) – 3% per level of Command Ships<br />
Sleipnir (Minmatar Command Ship) – 3% per level of Command Ships<br />
==Weapon Range==<br />
===Falloff (Medium Hybrids) ===<br />
Astarte (Gallente Command Ship) – 7.5% per level of Command Ships<br />
Vigilant (Angel Faction Cruiser) – 10% per level of Gallente Cruiser<br />
===Falloff (Small Hybrids) ===<br />
Catalyst (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
===Falloff (Small Projectile) ===<br />
Chremoas (Angel Faction Covert Ops) – 10% per level of Minmatar Frigate<br />
Wolf (Minmatar Assault Frigate) – 10% per level of Assault Frigates<br />
===Falloff (Large Projectile) ===<br />
Machariel (Angel Cartel Faction Battleship) – 10% per level of Gallente Battleship<br />
Tornado (Minmatar Attack Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
===Falloff Medium Projectile===<br />
Cynabal (Angel Faction Cruiser) - 10% per level of Gallente Cruiser<br />
Sleipnir (Minmatar Command Ship) – 10% per level of Command Ships<br />
Stabber (Minmatar Cruiser) – 10% per level of Minmatar Cruiser<br />
===Missile Velocity (Large) ===<br />
Rattlesnake (Gurista Faction Battleship) – 50% role bonus (Cruise and torpedo only)<br />
Raven (Caldari Battleship) – 5% per level of Caldari Battleship (Cruise and torpedo only)<br />
Raven Navy Issue (Caldari Faction Battleship) – 10% per level of Caldari Battleship (Cruise and torpedo only)<br />
Raven State Issue (Caldari Faction Battleship) – 10% per level of Caldari Battleship (Cruise and torpedo only)<br />
Widow (Caldari Black Ops Battleship) – 5% per level of Caldari Battleship (Cruise and Torpedo only)<br />
===Missile Velocity (Medium) ===<br />
Caracal (Caldari Cruiser) – 10% per level of Caldari Cruiser<br />
Damnation (Amarr Command Ship) – 10% per level of Amarr Battlecruiser (Heavy and HAM)<br />
Drake Navy Issue (Caldari Faction Battlecruiser) – 10% per level of Caldari Battlecruiser <br />
Gila (Guristas Faction Cruiser) – 50% Special bonus<br />
Osprey Navy Issue (Caldari Faction Cruiser) – 10% per level of Caldari Cruiser (Heavy and HAM)<br />
Rook (Caldari Combat Recon) – 10% per level of Recon Ships<br />
===Missile Velocity (Small) ===<br />
Caracal (Caldari Cruiser) – 10% per level of Caldari Cruiser (light only)<br />
Corax (Caldari Destroyer) - 50% role bonus<br />
Gila (Guristas Faction Cruiser) – 50% Special bonus (light only)<br />
Hawk (Caldari Assault Frigate) – 10% per level of Assault Frigates<br />
Talwar (Minmatar Destroyer) – 50% role bonus<br />
===Optimal Range (Small Energy) ===<br />
Coercer (Amarr Destroyer) – 50% role bonus<br />
Retribution (Amarr Assault Frigate) – 10% per level of Assault Frigates<br />
===Optimal Range (Medium Energy) ===<br />
Omen Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
Stratios (Sisters of Eve Faction Cruiser) – 50% role bonus<br />
===Optimal Range (Large Energy) ===<br />
Apocalypse (Amarr Battleship) – 7.5% per level of Amarr Battleship<br />
Apocalypse Navy Issue (Amarr Faction Battleship) – 7.5% per level of Amarr Battleship<br />
===Optimal Range (Small Hybrids) ===<br />
Catalyst (Gallente Destroyer) – 50% role bonus<br />
Cormorant (Caldari Destroyer) – 50% Role bonus, 10% per level of Caldari Destroyer<br />
Enyo (Gallente Assault Frigate) – 10% per level of Assault Frigate<br />
Harpy (Caldari Assault Frigate) – 10% bonus per level of Caldari Frigate & Assault Frigates<br />
Ishkur (Gallente Assault Frigate) – 10% per level of Assault Frigates<br />
===Optimal Range (Medium Hybrids) ===<br />
Ferox (Caldari Battlecruiser) – 10% per level of Caldari Battlecruiser<br />
Vulture (Caldari Command Ship) – 10% per level of Caldari Battlecruiser & 10% per level of Command Ships<br />
===Optimal Range (Large Hybrids) ===<br />
Naga (Caldari Attack Battlecruiser) – 10% per level of Caldari Battlecruiser<br />
Rohk (Caldari Battleship) – 10% per level of Caldari Battleship<br />
===Optimal Range (Small Projectiles) ===<br />
Cheetah (Minmatar Covert Ops) – 10% per level of Minmatar Frigate<br />
Chremoas (Angel Faction Covert Ops) – 10% per level of Minmatar Frigate<br />
Jaguar (Minmatar Assault Frigate) – 10% per level of Assault Frigates<br />
Thrasher (Minmatar Destroyer) – 50% Role bonus<br />
Wolf (Minmatar Assault Frigate) -7.5% per level of Minmatar Frigate</div>Gale zemayidhttps://wiki.eveuniversity.org/index.php?title=User:Gale_zemayid&diff=69892User:Gale zemayid2014-05-16T23:48:50Z<p>Gale zemayid: Created page with "Capacitor Capacitor Recharge Rate Anathema (Amarr Covert Ops) – 5% per level of Amarr Frigate Vengeance (Amarr Assault Frigate) – 5% per level of Assault Frigates Capacito..."</p>
<hr />
<div>Capacitor<br />
Capacitor Recharge Rate<br />
Anathema (Amarr Covert Ops) – 5% per level of Amarr Frigate<br />
Vengeance (Amarr Assault Frigate) – 5% per level of Assault Frigates<br />
Capacitor Use (Small Energy)<br />
Coercer (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
Retribution (Amarr Assault Frigate) - 10% per level of Amarr Frigate & Assault Frigates<br />
Capacitor Use (Medium Energy)<br />
Absolution (Amarr Command Ship) – 10% per level of Amarr Battlecruiser<br />
Harbinger (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Omen (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
Capacitor Use (Large Energy)<br />
Armageddon Navy Issue (Amarr Faction Battleship) – 5% per level of Amarr Battleship<br />
Oracle (Amarr Attack Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Redeemer (Amarr Black Ops Battleship) – 10% per level of Amarr Battleship<br />
Capacitor Use (Large Hybrids)<br />
Naga (Caldari Attack Battlecruiser) – 50% role reduction<br />
Talos (Gallente Attack Battlecruiser) – 50% role reduction<br />
Capacitor Use (ECM Target Jammers)<br />
Rook (Caldari Combat Recon) – 10% per level of Recon Ships<br />
Capacitor Use (Remote Armour Repairers)<br />
Augorur (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
Exequror (Gallente Cruiser) – 5% per level of Gallente Cruiser<br />
Capacitor Use (Shield Transfer Arrays)<br />
Osprey (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
Scythe (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
Energy Transfer Array Range<br />
Augorur (Amarr Cruiser) – 1000% Role Bonus<br />
Osprey (Caldari Cruiser) – 1000% Role bonus<br />
Energy Transfer Array Amount<br />
Augorur (Amarr Cruiser) – 200% Role bonus<br />
Osprey (Caldari Cruiser) – 200% Role bonus<br />
Energy Vampire and Neutraliser Drain Amount<br />
Ashimmu (Blood Raider Faction Cruiser) – 15% per level of Amarr Cruiser<br />
Bhaalgorn (Blood Raider Faction Battleship) – 15% per level of Amarr Battleship<br />
Curse (Amarr Combat Recon) – 20% per level of Recon Ships<br />
Energy Neutraliser and Energy Vampire Range<br />
Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
Curse (Amarr Combat Recon) – 40% per level of Recon Ships<br />
Dragoon (Amarr Destroyer) – 20% per level of Amarr Destroyer<br />
Cloaking<br />
Cloak CPU Requirement<br />
Anathema (Amarr Covert Ops) – 20% per level of Covert Ops<br />
Buzzard (Caldari Covert Ops) – 20% per level of Covert Ops<br />
Cheetah (Minmatar Covert Ops) – 20% per level of Covert Ops<br />
Chremoas (Angel Faction Covert Ops) – 20% per level of Covert Ops<br />
Helios (Gallente Covert Ops) - 20% per level of Covert Ops<br />
Cloak Targetting Delay<br />
Chremoas (Angel Faction Covert Ops) - 100% Role Reduction<br />
Cloaked Velocity<br />
Panther (Minmatar Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
Redeemer (Amarr Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
Sin (Gallente Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
Widow (Caldari Black Ops Battleship) – 25% per level of Black Ops Battleship<br />
Damage<br />
Damage (Large Energy)<br />
Abaddon (Amarr Battleship) – 5% per level of Amarr Battleship<br />
Bhaalgorn (Blood Raider Faction Battleship) – 100% role bonus<br />
Nightmare (Sanshas Faction Battleship) – 100% role bonus, 5% per level of Caldari Battleship<br />
Oracle (Amarr Attack Battlecruiser) – 5% per level of Amarr Battlecruiser<br />
Damage (Medium Energy)<br />
Absolution (Amarr Command Ship) – 10% per level of Command Ships<br />
Ashimmu (Blood Raider Faction Cruiser) – 100% Role bonus<br />
Augorur Navy Issue (Amarr Faction Cruiser) – 25% per level of Amarr Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
Harbinger (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Harbinger Navy Issue (Amarr Faction Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Maller (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
Omen Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
Phantasm (Sanshas Faction Cruiser) – 100% special bonus, 5% per level of Caldari Cruiser<br />
Damage (Small Hybrids)<br />
Enyo (Gallente Assault Frigate) – 10 per level of Gallente Frigate<br />
Harpy (Caldari Assault Frigate) – 5% per level of Assault Frigates<br />
Helios (Gallente Covert Ops) – 5% per level of Gallente Frigate<br />
Ishkur (Gallente Assault Frigate) – 5% per level of Gallente Frigate<br />
Damage (Medium Hybrids)<br />
Astarte (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
Brutix (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
Brutix Navy Issue (Gallente Faction Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
Exequror Navy Issue (Gallente Faction Cruiser) –5% per level of Gallente Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
Lachesis (Gallente Combat Recon) – 5% per level of Gallente Cruiser<br />
Moa (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
Thorax (Gallente Cruiser) – 5% per level of Gallente Cruiser<br />
Vexor (Gallente Cruiser) – 5% per level of Gallente Cruiser <br />
Vigilant (Angel Faction Cruiser) – 75% Special Ability<br />
Vulture (Caldari Command Ship) – 10% per level of Command Ships<br />
Damage (Large Hybrids)<br />
Dominix Navy Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
Hyperion (Gallente Battleship) – 10% per level of Gallente Battleship<br />
Megathron Federate Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
Naga (Caldari Attack Battlecruiser) – 5% per level of Caldari Battlecruiser<br />
Sin (Gallente Black Ops Battleship) – 5% per level of Gallente Battleship<br />
Talos (Gallente Attack Battlecruiser) – 5% per level of Gallente Battlecruiser<br />
Damage (Small Projectiles)<br />
Cheetah (Minmatar Covert Ops) – 5% per level of Minmatar Frigate<br />
Chremoas (Angel Faction Covert Ops) – 200% Role bonus<br />
Jaguar (Minmatar Assault Frigate) – 5% per level of Minmatar Frigate & Assault Frigates<br />
Thrasher (Minmatar Destroyer) – 5% per level of Minmatar Destroyer<br />
Wolf (Minmatar Assault Frigate) – 5% per level of Minmatar Frigates & Assault Frigates<br />
Damage (Medium Projectiles)<br />
Cynabal (Angel Faction Cruiser) - 10% per level of Minmatar Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
Hurricane (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Hurricane Fleet Issue (Minmatar Faction Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Rupture (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
Sleipnir (Minmatar Command Ship) – 10% per level of Minmatar Battlecruiser & 10% per level of Command Ships<br />
Damage (Large Projectiles)<br />
Machariel (Angel Cartel Faction Battleship) – 5% per level of Minmatar Battleship<br />
Panther (Minmatar Black Ops Battleship) – 5% per level of Minmatar Battleship<br />
Tempest (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
Tempest Fleet Issue (Minmatar Faction Battleship) – 5% per level of Minmatar Battleship<br />
Damage (Large Missiles)<br />
Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship<br />
Damage (Medium Missiles)<br />
Bellicose (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
Damnation (Amarr Command Ship) – 10% per level of Command Ships (Heavy and HAM)<br />
Drake (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser (Kinetic Only)<br />
Gnosis (SoCT Faction Battlecruiser) – 25% role bonus<br />
Nighthawk (Caldari Command Ship) – 7.5% per level of Caldari Battlecruiser (Heavy and HAM)<br />
Osprey Navy Issue (Caldari Faction Cruiser) – 10% per level of Caldari Cruiser (Kinetic)<br />
Osprey Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser (EM, Thermal, Explosive)<br />
Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship (heavy only)<br />
Damage (Small Missiles)<br />
Anathema (Amarr Covert Ops) – 5% per level of Amarr Frigate (rockets only)<br />
Buzzard (Caldari Covert Ops) – 5% per level of Caldari Frigate (kinetic only)<br />
Corax (Caldari Destroyer) - 5% per level of Caldari Destroyer (kinetic only)<br />
Hawk (Caldari Assault Frigate) – 10% per level of Caldari Frigate (Kinetic only)<br />
Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Talwar (Minmatar Destroyer) – 5% per level of Minmatar Destroyer (explosive only)<br />
Vengeance (Amarr Assault Frigate) – 5% per level of Amarr Frigate (rockets only)<br />
Rate of Fire (Large Energy)<br />
Armageddon Navy Issue (Amarr Faction Battleship) – 5% per level of Amarr Battleship<br />
Redeemer (Amarr Black Ops Battleship) – 5% per level of Amarr Battleship<br />
Rate of Fire (Medium Energy)<br />
Absolution (Amarr Command Ship) – 5% per level of Command Ships<br />
Omen (Amarr Cruiser) – 5% per level of Amarr Cruiser<br />
Rate of Fire (Large Hybrids)<br />
Megathron (Gallente Battleship) – 5% per level of Gallente Battleship<br />
Megathron Navy Issue (Gallente Faction Battleship) – 5% per level of Gallente Battleship<br />
Vindicator (Angels Faction Battleship) – 37.5% role bonus<br />
Rate of Fire (Medium Hybrids)<br />
Astarte (Gallente Command Ship) – 7.5% per level of Command Ships<br />
Exequror Navy Issue (Gallente Faction Cruiser) –5% per level of Gallente Cruiser<br />
Rate of Fire (Large Projectile)<br />
Machariel (Angel Cartel Faction Battleship) – 25% role bonus<br />
Maelstrom (Amarr Battleship) – 5% per level of Minmatar Battleship<br />
Panther (Minmatar Black Ops Battleship) – 5% per level of Minmatar Battleship<br />
Tempest (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
Tempest Fleet Issue (Minmatar Faction Battleship) – 5% per level of Minmatar Battleship<br />
Tornado (Minmatar Attack Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Typhoon Fleet Issue (Minmatar Battleship) – 7.5% per level of Minmatar Battleship<br />
Rate of Fire (Medium Projectile)<br />
Cynabal (Angel Faction Cruiser) – 25% Special bonus<br />
Huginn (Minmatar Combat Recon) – 5% per level of Minmatar Cruiser<br />
Hurricane (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Hurricane Fleet Issue (Minmatar Faction Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Rupture (Minmatar Cruiser) – 5% per level of Minmatar Cruiser<br />
Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Scythe Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Stabber Fleet Issue (Minmatar Faction Cruiser) – 5% per level of Minmatar Cruiser<br />
Rate of Fire (Large Missiles)<br />
Raven (Caldari Battleship) – 5% per level of Caldari Battleship (Cruise, Torpedo and Rapid Heavy only)<br />
Raven State Issue (Caldari Faction Battleship) – 5% per level of Caldari Battleship (Cruise and torpedo only)<br />
Scorpion Navy Issue (Caldari Faction Battleship) - 5% per level of Caldari Battleship (Cruise, torpedo & rapid heavy only)<br />
Typhoon (Minmatar Battleship) – 5% per level of Minmatar Battleship (Cruise, Torpedo and Rapid Heavy only)<br />
Widow (Caldari Black Ops Battleship) – 5% per level of Caldari Battleship (Cruise, Torpedo and rapid heavy only)<br />
Rate of Fire (Medium Missile)<br />
Caracal (Caldari Cruiser) – 5% per level of Caldari Cruiser<br />
Caracal Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser<br />
Claymore (Minmatar Command Ship) – 5% per level of Minmatar Battlecruiser, +5% per level of Command Ships (heavy and HAM)<br />
Cyclone (Minmatar Battlecruiser) – 5% per level of Minmatar Battlecruiser (heavy and HAM)<br />
Huginn (Minmatar Combat Recon) – 5% per level of Recon Ships<br />
Lachesis (Gallente Combat Recon) – 5% per level of Recon Ships (heavy and HAM)<br />
Nighthawk (Caldari Command Ship) – 7.5% per level of Command Ships (Heavy and HAM)<br />
Rook (Caldari Combat Recon) – 5% per level of Caldari Cruiser (heavy and HAM)<br />
Rate of Fire (Small Missiles)<br />
Buzzard (Caldari Covert Ops) – 5% per level of Caldari Frigate<br />
Hawk (Caldari Assault Frigate) – 5% per level of Caldari Frigates<br />
Vengeance (Amarr Assault Frigate) – 5% per level of Amarr Frigate<br />
<br />
Drones<br />
Drone Bay Capacity<br />
Ishkur (Gallente Assault Frigate) – 5m3 per level of Assault Frigates<br />
Drone Damage<br />
Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
Curse (Amarr Combat Recon) – 10% per level of Amarr Cruiser<br />
Dominix (Gallente Battleship) – 10% per level of Gallente Battleship<br />
Dominix Navy Issue (Gallente Faction Battleship) – 10% per level of Gallente Battleship<br />
Dragoon (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
Eos (Gallente Command Ship) – 10% per level of Gallente Battlecruiser<br />
Gila (Guristas Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
Helios (Gallente Covert Ops) – 10% per level of Gallente Frigate (Scout drone thermal damage only)<br />
Myrmidon (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
Prophecy (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Rattlesnake (Gurista Faction Battleship) – 10% per level of Gallente Battleship<br />
Sin (Gallente Black Ops Battleship) – 10% per level of Gallente Battleship<br />
Stratios (Sisters of Eve Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Drone Hitpoints<br />
Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
Armageddon (Amarr Battleship) – 10% bonus per level of Amarr Battleship<br />
Curse (Amarr Combat Recon) – 10% per level of Amarr Cruiser<br />
Dominix (Gallente Battleship) – 10% per level of Gallente Battleship<br />
Dominix Navy Issue (Gallente Faction Battleship) – 10% per level of Gallente Battleship<br />
Dragoon (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
Eos (Gallente Command Ship) – 10% per level of Gallente Battlecruiser<br />
Gila (Guristas Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
Ishkur (Gallente Assault Frigate) – 10% per level of Gallente Frigate<br />
Myrmidon (Gallente Battlecruiser) – 10% per level of Gallente Battlecruiser<br />
Prophecy (Amarr Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Rattlesnake (Gurista Faction Battleship) – 10% per level of Gallente Battleship<br />
Sin (Gallente Black Ops Battleship) – 10% per level of Gallente Battleship<br />
Stratios (Sisters of Eve Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Drone Microwarp Velocity<br />
Algos (Gallente Destroyer) – 25% role bonus<br />
Dragoon (Amarr Destroyer) – 25% role bonus<br />
Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
Drone Optimal Range<br />
Dominix (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
Drone Tracking Speed<br />
Dominix (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
Vexor Navy Issue (Gallente Faction Cruiser) – 5% per level of Gallente Cruiser<br />
Drone Velocity<br />
Vexor Navy Issue (Gallente Faction Cruiser) – 5% per level of Gallente Cruiser<br />
<br />
<br />
<br />
Electronic Warfare<br />
ECM Target Jammer Strength<br />
Blackbird (Caldari Cruiser) – 15% per level of Caldari Cruiser<br />
Rook (Caldari Combat Recon) – 30% per level of Recon Ships<br />
Scorpion (Caldari Battleship) - 15% per level of Caldari Battleship<br />
Widow (Caldari Black Ops Battleship) – 30% per level of Black Ops Battleship<br />
ECM Target Jammer Optimal<br />
Blackbird (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
ECM Target Jammer Optimal<br />
Blackbird (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
ECM Burst Range<br />
Scorpion (Caldari Battleship) - 25% per level of Caldari Battleship<br />
Remote Sensor Damper Effectiveness<br />
Lachesis (Gallente Combat Recon) – 7.5% per level of Gallente Cruiser<br />
Celestis (Gallente Cruiser) – 7.5% per level of Gallente Cruiser<br />
Remote Sensor Damper Falloff<br />
Celestis (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
Remote Sensor Damper Optimal Range<br />
Celestis (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
Target Painter Effectiveness<br />
Bellicose (Minmatar Cruiser) – 7.5% per level of Minmatar Cruiser<br />
Huginn (Minmatar Combat Recon) – 10% per level of Minmatar Cruiser<br />
Tracking Disruptor Effectiveness<br />
Arbitrator (Amarr Cruiser) – 7.5% per level of Amarr Cruiser<br />
Curse (Amarr Combat Recon) – 7.5% per level of Amarr Cruiser<br />
Fitting<br />
CPU (Large Energy)<br />
Oracle (Amarr Attack Battlecruiser) – 50% role reduction<br />
CPU (Large Hybrids)<br />
Naga (Caldari Attack Battlecruiser) – 50% role reduction<br />
Talos (Gallente Attack Battlecruiser) – 50% role reduction<br />
CPU (Large Projectile)<br />
Tornado (Minmatar Attack Battlecruiser) -50% role reducton<br />
Powergrid (Large Energy)<br />
Oracle (Amarr Attack Battlecruiser) – 95% role reduction<br />
Powergrid (Large Hybrids)<br />
Naga (Caldari Attack Battlecruiser) – 95% role reduction<br />
Talos (Gallente Attack Battlecruiser) -95% role reduction<br />
Powergrid (Large Projectile)<br />
Tornado (Minmatar Attack Battlecruiser) – 95% role reduction<br />
Logistics<br />
Logistic Drones Repair Amount<br />
Exequror (Gallente Cruiser) – 100% Role bonus<br />
Scythe (Minmatar Cruiser) – 100% Role bonus<br />
Remote Armour Repairer Range<br />
Augorur (Amarr Cruiser) – 1000% Role Bonus<br />
Exequror (Gallente Cruiser) – 1000% Role bonus<br />
Remote Armour Repairer Repair Amount<br />
Augorur (Amarr Cruiser) – 12.5% per level of Amarr Cruiser<br />
Exequror (Gallente Cruiser) – 12.5% per level of Gallente Cruiser<br />
Shield Transporter Boost Amount<br />
Osprey (Caldari Cruiser) – 12.5% per level of Caldari Cruiser<br />
Scythe (Minmatar Cruiser) – 12.5% per level of Minmatar Cruiser<br />
Shield Transporter Range<br />
Osprey (Caldari Cruiser) – 1000% Role bonus<br />
Scythe (Minmatar Cruiser) – 1000% Role bonus<br />
Mining<br />
Drone Mining Yield<br />
Arbitrator (Amarr Cruiser) – 10% per level of Amarr Cruiser<br />
Gnosis (SoCT Faction Battlecruiser) – 50% role bonus<br />
Vexor (Gallente Cruiser) – 10% per level of Gallente Cruiser<br />
Vexor Navy Issue (Gallente Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Navigation<br />
Agility<br />
Sin (Gallente Black Ops Battleship) – 5% per level of Black Ops Battleship<br />
Microwarpdrive Sig Penalty Reduction<br />
Enyo (Gallente Assault Frigate) – 50% role reduction<br />
Harpy (Caldari Assault Frigate) – 50% role reduction<br />
Hawk (Caldari Assault Frigate) – 50% role reduction<br />
Ishkur (Gallente Assault Frigate) – 50% role reduction<br />
Jaguar (Minmatar Assault Frgate) – 50% role reduction<br />
Retribution (Amarr Assault Frigate) – 50% role reduction<br />
Talwar (Minmatar Destroyer) – 15% per level of Minmatar Destroyer<br />
Vengeance (Amarr Assault Frigate) – 50% role reduction<br />
Wolf (Minmatar Assault Frigate) -50% role reduction<br />
Velocity<br />
Panther (Minmatar Black Ops Battleship) – 5% per level of Black Ops Battleship<br />
Scanning<br />
Scan Prove Flight Time<br />
Anathema (Amarr Covert Ops) – 10% per level of Covert Ops<br />
Buzzard (Caldari Covert Ops) – 10% per level of Covert Ops<br />
Cheetah (Minmatar Covert Ops) - 10% per level of Covert Ops<br />
Helios (Gallente Covert Ops) - 10% per level of Covert Ops<br />
Scan Probe Strength<br />
Anathema (Amarr Covert Ops) – 10% per level of Covert Ops<br />
Buzzard (Caldari Covert Ops) – 10% per level of Covert Ops<br />
Cheetah (Minmatar Covert Ops) - 10% per level of Covert Ops<br />
Chremoas (Angel Faction Covert Ops) – 10% per level of Covert Ops<br />
Helios (Gallente Covert Ops) - 10% per level of Covert Ops<br />
Gnosis (SoCT Faction Battlecruiser) – 37.5% role bonus<br />
Stratios (Sisters of Eve Faction Cruiser) – 37.5% role bonus<br />
Virus Strength (Relic and Data Analyzers)<br />
Anathema (Amarr Covert Ops) - +10 Role Bonus<br />
Buzzard (Caldari Covert Ops) - +10 Role Bonus<br />
Cheetah (Minmatar Covert Ops) - +10 Role Bonus<br />
Chremoas (Angel Faction Covert Ops) +10 Role Bonus<br />
Helios (Gallente Covert Ops) - +10 Role Bonus<br />
Stratios (Sisters of Eve Faction Cruiser) – +10 Role Bonus<br />
Tackling<br />
Range (Warp Scramblers and Disruptors)<br />
Lachesis (Gallente Combat Recon) – 20% per level of Recon Ships<br />
Range (Webs)<br />
Bhaalgorn (Blood Raider Faction Battleship) – 20% per level of Minmatar Battleship<br />
Huginn (Minmatar Combat Recon) – 60% per level of Recon Ships<br />
Velocity Factor (Webs)<br />
Ashimmu (Blood Raider Faction Cruiser) –10% per level of Minmatar Cruiser<br />
Vigilant (Angel Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Vindicator (Angels Faction Battleship) – 10% per level of Minmatar Battleship<br />
Tank<br />
Armour Hitpoints<br />
Augorur Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
Damnation (Amarr Command Ship) – 10% per level of Command Ships<br />
Armour Repair Amount<br />
Astarte (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
Brutix (Gallente Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
Eos (Gallente Command Ship) – 7.5% per level of Gallente Battlecruiser<br />
Hyperion (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
Myrmidon (Gallente Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
Prorator (Amarr Blockade Runner) - 5% per level of Transport Ships<br />
Armour Resists<br />
Abaddon (Amarr Battleship) – 4% per level of Amarr Battleship<br />
Absolution (Amarr Command Ship) – 4% per level of Amarr Battlecruiser<br />
Damnation (Amarr Command Ship) – 4% per level of Amarr Battlecruiser<br />
Maller (Amarr Cruiser) – 4% per level of Amarr Cruiser<br />
Prophecy (Amarr Battlecruiser) – 4% per level of Amarr Battlecruiser<br />
Stratios (Sisters of Eve Faction Cruiser) – 4% per level of Amarr Cruiser<br />
Vengeance (Amarr Assault Frigate) – 4% per level of Assault Frigates<br />
Shield Boost Amount<br />
Claymore (Minmatar Command Ship) – 7.5% per level of Minmatar Battlecruiser<br />
Cyclone (Minmatar Battlecruiser) – 7.5% per level of Minmatar Battlecruiser<br />
Hawk (Caldari Assault Frigate) – 7.5% per level of Assault Frigates<br />
Maelstrom (Amarr Battleship) – 7.5% per level of Minmatar Battleship<br />
Sleipnir (Minmatar Command Ship) – 7.5% per level of Minmatar Battlecruiser<br />
Shield Resists<br />
Drake (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser<br />
Ferox (Caldari Battlecruiser) – 4% per level of Caldari Battlecruiser<br />
Gila (Guristas Faction Cruiser) – 4% per level of Caldari Cruiser<br />
Harpy (Caldari Assault Frigate) – 4% bonus per level of Caldari Frigate<br />
Moa (Caldari Cruiser) – 4% per level of Caldari Cruiser<br />
Nighthawk (Caldari Command Ship) – 4% per level of Caldari Battlecruiser<br />
Rattlesnake (Gurista Faction Battleship) – 4% per level of Caldari Battleship<br />
Rohk (Caldari Battleship) – 4% per level of Caldari Battleship<br />
Scorpion Navy Issue (Caldari Faction Battleship) - 4% per level of Caldari Battleship<br />
Vulture (Caldari Command Ship) – 4% per level of Caldari Battlecruiser<br />
Turret Tracking & Missile Precision<br />
Explosion Radius (Large)<br />
Raven Navy Issue (Caldari Faction Battleship) – 5% per level of Caldari Battleship<br />
Explosion Radius (Medium)<br />
Caracal Navy Issue (Caldari Faction Cruiser) – 5% per level of Caldari Cruiser<br />
Drake Navy Issue (Caldari Faction Battlecruiser) – 5% per level of Caldari Battlecruiser <br />
Nighthawk (Caldari Command Ship) – 5% per level of Command Ships (Heavy and HAM)<br />
Explosion Velocity (Large)<br />
Typhoon (Minmatar Battleship) – 5% per level of Minmatar Battleship<br />
Explosion Velocity (Medium)<br />
Claymore (Minmatar Command Ship) – 5% per level of Command Ships<br />
Explosion Velocity (Small)<br />
Corax (Caldari Destroyer) - 10% per level of Caldari Destroyer<br />
Tracking (Small Energy)<br />
Coercer (Amarr Destroyer) – 10% per level of Amarr Destroyer<br />
Retribution (Amarr Assault Frigate) - 7.5% per level of Amarr Frigates<br />
Tracking (Medium Energy)<br />
Harbinger Navy Issue (Amarr Faction Battlecruiser) – 10% per level of Amarr Battlecruiser<br />
Phantasm (Sanshas Faction Cruiser) –7.5% per level of Amarr Cruiser<br />
Tracking (Large Energy)<br />
Apocalypse (Amarr Battleship) – 7.5% per level of Amarr Battleship<br />
Apocalypse Navy Issue (Amarr Faction Battleship) – 7.5% per level of Amarr Battleship<br />
Nightmare (Sanshas Faction Battleship) – 7.5% per level of Amarr Battleship<br />
Redeemer (Amarr Black Ops Battleship) – 7.5% per level of Black Ops Battleship<br />
Tracking (Small Hybrids)<br />
Algos (Gallente Destroyer) – 10% per level of Gallente Destroyer <br />
Catalyst (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
Cormorant (Caldari Destroyer) – 10% per level of Caldari Destroyer<br />
Enyo (Gallente Assault Frigate) - 7.5% bonus per level of Assault Frigates<br />
Tracking (Medium Hybrids)<br />
Brutix Navy Issue (Gallente Faction Battlecruiser) – 7.5% per level of Gallente Battlecruiser<br />
Eos (Gallente Command Ship) – 7.5% per level of Command Ships<br />
Thorax (Gallente Cruiser) – 7.5% per level of Gallente Cruiser<br />
Tracking (Large Hybrids)<br />
Megathron (Gallente Battleship) – 7.5% per level of Gallente Battleship<br />
Megathron Federate Issue (Gallente Faction Battleship) – 7.5% per level of Gallente Battleship<br />
Megathron Navy Issue (Gallente Faction Battleship) – 7.5% per level of Gallente Battleship<br />
Talos (Gallente Attack Battlecruiser) - 7.5% per level of Gallente Battlecruiser<br />
Vindicator (Angels Faction Battleship) – 7.5% per level of Gallente Battleship<br />
Tracking (Medium Projectiles)<br />
Stabber Fleet Issue (Minmatar Faction Cruiser) – 10% per level of Minmatar Cruiser<br />
Tracking (Small Projectiles)<br />
Chremoas (Angel Faction Covert Ops) – 10% per level of Gallente Frigate<br />
Jaguar (Minmatar Assault Frgate) – 7.5% per level of Minmatar Frigate <br />
Thrasher (Minmatar Destroyer) – 10% per level of Minmatar Destroyer<br />
Warfare Links<br />
Armoured Warfare Link Strength<br />
Absolution (Amarr Command Ship) – 3% per level of Command Ships<br />
Astarte (Gallente Command Ship) – 3% per level of Command Ships<br />
Damnation (Amarr Command Ship) – 3% per level of Command Ships<br />
Eos (Gallente Command Ship) – 3% per level of Command Ships<br />
Information Warfare Link Strength<br />
Absolution (Amarr Command Ship) – 3% per level of Command Ships<br />
Damnation (Amarr Command Ship) – 3% per level of Command Ships<br />
Nighthawk (Caldari Command Ship) – 3% per level of Command Ships<br />
Vulture (Caldari Command Ship) – 3% per level of Command Ships<br />
Siege Warfare Link Strength<br />
Claymore (Minmatar Command Ship) – 3% per level of Command Ships<br />
Nighthawk (Caldari Command Ship) – 3% per level of Command Ships<br />
Sleipnir (Minmatar Command Ship) – 3% per level of Command Ships<br />
Vulture (Caldari Command Ship) – 3% per level of Command Ships<br />
Skirmish Warfare Link Strength<br />
Astarte (Gallente Command Ship) – 3% per level of Command Ships<br />
Claymore (Minmatar Command Ship) – 3% per level of Command Ships<br />
Eos (Gallente Command Ship) – 3% per level of Command Ships<br />
Sleipnir (Minmatar Command Ship) – 3% per level of Command Ships<br />
Weapon Range<br />
Falloff (Medium Hybrids)<br />
Astarte (Gallente Command Ship) – 7.5% per level of Command Ships<br />
Vigilant (Angel Faction Cruiser) – 10% per level of Gallente Cruiser<br />
Falloff (Small Hybrids)<br />
Catalyst (Gallente Destroyer) – 10% per level of Gallente Destroyer<br />
Falloff (Small Projectile)<br />
Chremoas (Angel Faction Covert Ops) – 10% per level of Minmatar Frigate<br />
Wolf (Minmatar Assault Frigate) – 10% per level of Assault Frigates<br />
Falloff (Large Projectile)<br />
Machariel (Angel Cartel Faction Battleship) – 10% per level of Gallente Battleship<br />
Tornado (Minmatar Attack Battlecruiser) – 5% per level of Minmatar Battlecruiser<br />
Falloff Medium Projectile<br />
Cynabal (Angel Faction Cruiser) - 10% per level of Gallente Cruiser<br />
Sleipnir (Minmatar Command Ship) – 10% per level of Command Ships<br />
Stabber (Minmatar Cruiser) – 10% per level of Minmatar Cruiser<br />
Missile Velocity (Large)<br />
Rattlesnake (Gurista Faction Battleship) – 50% role bonus (Cruise and torpedo only)<br />
Raven (Caldari Battleship) – 5% per level of Caldari Battleship (Cruise and torpedo only)<br />
Raven Navy Issue (Caldari Faction Battleship) – 10% per level of Caldari Battleship (Cruise and torpedo only)<br />
Raven State Issue (Caldari Faction Battleship) – 10% per level of Caldari Battleship (Cruise and torpedo only)<br />
Widow (Caldari Black Ops Battleship) – 5% per level of Caldari Battleship (Cruise and Torpedo only)<br />
Missile Velocity (Medium)<br />
Caracal (Caldari Cruiser) – 10% per level of Caldari Cruiser<br />
Damnation (Amarr Command Ship) – 10% per level of Amarr Battlecruiser (Heavy and HAM)<br />
Drake Navy Issue (Caldari Faction Battlecruiser) – 10% per level of Caldari Battlecruiser <br />
Gila (Guristas Faction Cruiser) – 50% Special bonus<br />
Osprey Navy Issue (Caldari Faction Cruiser) – 10% per level of Caldari Cruiser (Heavy and HAM)<br />
Rook (Caldari Combat Recon) – 10% per level of Recon Ships<br />
Missile Velocity (Small)<br />
Caracal (Caldari Cruiser) – 10% per level of Caldari Cruiser (light only)<br />
Corax (Caldari Destroyer) - 50% role bonus<br />
Gila (Guristas Faction Cruiser) – 50% Special bonus (light only)<br />
Hawk (Caldari Assault Frigate) – 10% per level of Assault Frigates<br />
Talwar (Minmatar Destroyer) – 50% role bonus<br />
Optimal Range (Small Energy)<br />
Coercer (Amarr Destroyer) – 50% role bonus<br />
Retribution (Amarr Assault Frigate) – 10% per level of Assault Frigates<br />
Optimal Range (Medium Energy)<br />
Omen Navy Issue (Amarr Faction Cruiser) – 10% per level of Amarr Cruiser<br />
Stratios (Sisters of Eve Faction Cruiser) – 50% role bonus<br />
Optimal Range (Large Energy)<br />
Apocalypse (Amarr Battleship) – 7.5% per level of Amarr Battleship<br />
Apocalypse Navy Issue (Amarr Faction Battleship) – 7.5% per level of Amarr Battleship<br />
Optimal Range (Small Hybrids)<br />
Catalyst (Gallente Destroyer) – 50% role bonus<br />
Cormorant (Caldari Destroyer) – 50% Role bonus, 10% per level of Caldari Destroyer<br />
Enyo (Gallente Assault Frigate) – 10% per level of Assault Frigate<br />
Harpy (Caldari Assault Frigate) – 10% bonus per level of Caldari Frigate & Assault Frigates<br />
Ishkur (Gallente Assault Frigate) – 10% per level of Assault Frigates<br />
Optimal Range (Medium Hybrids)<br />
Ferox (Caldari Battlecruiser) – 10% per level of Caldari Battlecruiser<br />
Vulture (Caldari Command Ship) – 10% per level of Caldari Battlecruiser & 10% per level of Command Ships<br />
Optimal Range (Large Hybrids)<br />
Naga (Caldari Attack Battlecruiser) – 10% per level of Caldari Battlecruiser<br />
Rohk (Caldari Battleship) – 10% per level of Caldari Battleship<br />
Optimal Range (Small Projectiles)<br />
Cheetah (Minmatar Covert Ops) – 10% per level of Minmatar Frigate<br />
Chremoas (Angel Faction Covert Ops) – 10% per level of Minmatar Frigate<br />
Jaguar (Minmatar Assault Frigate) – 10% per level of Assault Frigates<br />
Thrasher (Minmatar Destroyer) – 50% Role bonus<br />
Wolf (Minmatar Assault Frigate) -7.5% per level of Minmatar Frigate</div>Gale zemayid