https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Noemie+belacqua&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T12:04:54ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Hauling&diff=125064Hauling2017-08-04T11:45:48Z<p>Noemie belacqua: /* Courier Hauling */ add link to scams in EVE, as some of this content is related</p>
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<div>{{Template:Industry_Links}}<br />
{{ related class | Hauling 101 }}<br />
'''Hauling''' is the practice of moving cargo from one place to another. Due to limited cargo hold sizes and travel times, moving things in EVE can be a time consuming and, in some places, dangerous business. Some players specialize in hauling, whether to move goods from one market to another, or to bring supplies and ships to the staging ground for a null sec alliance. This can be done for its own purposes, or can be done on behalf of others in exchange for ISK rewards via the contracting system. This can be a very viable way to make ISK for medium-skilled players. <br />
<br />
This page describes how to carry cargo ("hauling") in EVE. For specific advice on moving your own items, see [[moving your items]]. <br />
<br />
== Hauling Craft ==<br />
{{main|Industrial}}<br />
There are a few classes of ships designed for hauling. Each fills a type of niche, and what ship to use depends on the type of hauling.<br />
<br />
=== T1 Industrials ===<br />
The first hauling ships a player can use are [[Tech 1]] industrial ships. These are relatively cheap and fast, and can haul a moderate amount of cargo. They are however also very fragile and can be destroyed by just one ganker if the cargo they carry is valuable enough. These ships can be sorted into three different classes: <br />
* Fast transports, which are used to move low-volume, high-value goods quickly and safely.<br />
* Bulk transports, which have a much higher capacity than the fast transports, but are slower and and have less [[tank]]<br />
* Specialized transports, which are similar to bulk transports in terms of tank and agility, but have very large cargoholds that can carry only one type of item (such as ammunition or minerals)<br />
<br />
Tech 1 industrials have the lowest skill requirements of all hauling craft. Even [[alpha clones]] can fly them, though they are limited to their race's industrial ships, and can only train the relevant skills to level 1.<br />
<br />
=== Blockade Runners ===<br />
{{main|Blockade Runner}}<br />
Blockade runners are tech 2 industrial ships. They are the fastest and most agile industrial ship by quite a margin. They can align as quickly as a [[frigate]], are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops [[cloaking|cloaking devices]] (and hence can warp while cloaked). This means that the only real danger to a properly fitted and flown blockade runner are the [[Interdiction 101|warp disruption bubbles]] in nullsec and w-space. <br />
<br />
They can carry a little less cargo than the Tech 1 fast transports, but can be fitted to carry up to about 10,000m<sup>3</sup> of cargo (enough to carry a [[packaged]] [[cruiser]]) at the cost of reduced agility and/or speed.<br />
<br />
=== Deep Space Transport ===<br />
Deep Space Transports (DSTs) are tech 2 industrial ships with larger cargo capacities than their tech 1 equivalents and fleet hangers that hold 50,000m³ (increased by skills). They have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial [[Buffer|buffer]] tanks. Finally, they get a unique role bonus of 100% to overheating benefits of Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.<br />
<br />
They also have a role bonus of +2 warp strength: this means they can't be tackled by just one warp disruptor or non-faction warp scrambler, though they can still be caught by bubbles, gangs of tacklers or [[Cruiser#Heavy Interdiction Cruisers|HICs]].<br />
<br />
Where blockade runners are meant to rely on speed and stealth to slip by the enemy, deep space transports are designed to bust their way through the enemy, relying on their warp strength and tanking abilities to escape. This probably won't work against a determined and well-prepared gatecamp, and using a deep space transport indicates to all and sundry that you have cargo you want to protect, so you should think carefully before deploying one.<br />
<br />
=== Freighters===<br />
<br />
Freighters are the ultimate cargo carrying ships, with vast cargo holds. They are often seen flying between high sec trading hubs. All freighters have no high, mid, or rig slots but do have 3 low slots, with restrictive CPU and powergrid to limit the available modules with a role bonus to Reinforced Bulkheads. A freighter pilot's only other way of enhancing their ship's performance is via [[Implants#Skill Hardwirings|hardwiring implants]]. <br />
<br />
Use Freighters for huge cargo through high sec and very short distances into low sec. These require proper support (someone to web for faster aligns, scouts, preferably some EW). <br />
<br />
The four Tech 1 freighters are good for carrying very large amounts of cargo in high security space. They align and warp too slowly to be safely used in lowsec or nullsec. Freighters are very tough, but they are definitely ''not'' immune to suicide ganking -- organised and prepared groups of gankers can and do kill freighters.<br />
<br />
All four freighters get 5% bonuses to cargo capacity and velocity per level of their pilot's racial freighter skill ([[Skills:Spaceship_Command#Amarr_Freighter|Amarr Freighter]], [[Skills:Spaceship_Command#Gallente_Freighter|Gallente Freighter]] and so on). Since you must train the freighter skill to at least level 1, the base capacity of the ship is only used to calculate the actual capacity. It is worth noting that the Caldari freighters with Caldari Freighter 4 can hold more than any other freighter, even with their respective freighter skills trained to 5.<br />
<br />
=== Jump Freighters ===<br />
The Tech 2 versions of freighters, jump freighters, have a reduced cargo capacity but are capable of using [[cynosural field]]s to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters travelling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec.<br />
<br />
Jump Freighters are used to carry cargo from the high/low sec border to wherever it is needed in null sec and back again. Caldari freighters are the largest, closely followed by Gallente, then Amarr and lastly Minmatar, which is partially compensated for by lower fuel use. The difference is not large though.<br />
<br />
Jump freighters have much larger potential tanks than Tech 1 freighters when properly fit, but at the cost of a much reduced cargo bay. All jump freighters can exceed 500,000 EHP in tank, which makes ganking them in highsec extraordinarily difficult and expensive.<br />
<br />
=== Orca ===<br />
<br />
The [[Orca]] offers 5 different cargo holds: <br />
* 30,000 m³ Cargo Hold which can be extended to 90,000+ m³ with skills and modules<br />
* 200 m³ Drone Bay which hold just drones<br />
* 40,000 m³ Fleet Hangar which can also hold assembled ships<br />
* 400,000 m³ Ship Maintenance Bay for assembled ships<br />
* 150,000 m³ Ore Hold for unrefined mining goods, with additional bonus due to ship skills ([[Mining]], [[Ice Mining]])<br />
<br />
All holds, hangars and bays except the Drone Bay can be scanned by a Cargo Scanner. However, due to how cargo scanners work, modules fitted to ships in the Ship Maintenance Bay are not detectable by scanning.<br />
<br />
However, the Orca requires a completely different skill set to most haulers. After the Odyssey skill changes, it will take 18d 19h 6m to train. This is a significant cut in training time from the old requirements pre-Odyssey.<br />
<br />
=== Other Options ===<br />
<br />
There are situations where a small fast craft is better then a big lumbering beast. These include moving blueprints or other small volume, high value cargo. One option is a warpstab or nano-fit frigate with a propulsion mod to try and burn away from tacklers. However, the best option at this size is a [[Frigate#Covert Ops Frigate|Covert Ops Frigate]], which can provide near-perfect safety if handled correctly.<br />
<br />
Using a [http://themittani.com/news/alod-best-way-move-your-bpos shuttle] or untanked frigate to move through lowsec with high-value cargo is not recommended due to the danger of smartbombing battleships. An interceptor is the best option for moving through nullsec, assuming it is [http://themittani.com/news/alod-13b-isk-interceptor-going-nowhere-fast properly fit]. Even in highsec, frigates are very safe but [https://i.gyazo.com/a8e94c20d47608dc93713c2bdf4cebb9.png not 100% safe] if you carry valuable cargo (the Perimeter gate in Jita is the most scanned point in the game).<br />
<br />
A [http://i.imgur.com/BTVUYYc.png travel ceptor] is another option: fast, quick-aligning, and immune to bubbles in nullsec. A [https://wiki.eveuniversity.org/Victorieux_Luxury_Yacht Victorieux Luxury Yacht] can warp cloaked, ignores nullsec bubbles, can be fit with enough tank to survive smartbombs, and has very decent align time and warp speed. That is another good option for moving high-value, low-volume cargo.<br />
<br />
=== Faction Comparison ===<br />
<br />
Amarr have the largest capacity T1 Industrial but otherwise tend to be outperformed by other races. Minmatar haulers tend to align and fly slightly faster than other factions, but don't sacrifice cargo or tank to do it, making them arguably the best industrials overall. Caldari have the largest capacity freighters, and unquestionably the tankiest T1 industrials. The specialized Gallente T1 haulers (and to a lesser extent the Minmatar ammo hauler) are extremely convenient if you regularly haul ore/minerals/PI/ammo.<br />
<br />
To maximize flexibility, it's recommended that all new haulers train Gallente and Minmatar industrals to at least 3, and from there decide which race to train to 5 depending on what exactly it is you want to do.<br />
<br />
=== Hauler Type Comparison ===<br />
<br />
The best hauler is situational; it depends on where you are (high, low, null security space) combined with how large and valuable the cargo is. For example, using an Occator to move a cargo small enough to fit in a Viator is sub-optimal, as is using a Viator to move large amounts of tritanium around in high sec when you could use a Kryos instead.<br />
<br />
Below are the optimal ships for each task, assuming that the area that you're going to/through is not a place where it's a clearly bad idea to bring such a ship type. As soon as moving through either null or low sec is required, you are strongly encouraged to switch to a Viator (blockade runner) or jump freighter.<br />
<br />
The Orca is also a very interesting option for high security space. It offers cargo capacity somewhere between the T1/T2 industrials and jump freighters, while being able to travel almost as quickly as the smaller ships by fitting a 500MN micro warp drive and activating it for 1 cycle while aligning to the next gate or station.<br />
<br />
* Hauling cargo with near-negligible volume: Shuttle or fast frigate (high), Interceptor (low/null)<br />
* Hauling up to 10,000 m^3 (packaged cruiser) anywhere: Blockade Runner<br />
* Hauling up to 15,000 m^3 (packaged battlecruiser) in highsec or lowsec: Fast T1 transport<br />
* Hauling up to 30,000 m^3 (two packaged battlecruisers) in highsec: Bulk T1 transport<br />
* Hauling up to 50,000 m^3 (packaged battleship) in highsec or lowsec: Deep space transport<br />
* Large cargo of low value: T1 industrial, deep space transport or Orca<br />
* Large cargo of medium value: Deep space transport or Orca<br />
* Large cargo of high value: Blockade runner (even if you may get the job done faster with a DST, getting it there at all is better then not getting it there due to being ganked) or Orca. <br />
* Huge cargo above ~50k m^3 below ~250k m^3 anywhere: Jump freighter (it aligns faster than a Freighter and has more tank)<br />
* Huge cargo above ~250k m^3: Freighter (requires escort in low and null)<br />
<br />
== Hauling Skills ==<br />
<br />
=== Ship Flying Skills ===<br />
<br />
* Warp Drive Operation: Helps with long warps. Each skill level reduces the capacitor need of initiating warp by 10%.<br />
* Spaceship Command: Reduces align time. 2% improved ship agility for all ships per skill level.<br />
* Advanced Spaceship Command: May reduce align time. Grants a 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command <br />
* Evasive Maneuvering: Increases ship agility and acceleration. 5% improved ship agility for all ships per skill level.<br />
<br />
=== Tanking Skills ===<br />
<br />
Generally useful skills:<br />
* Shield Management: 5% extra shields per level<br />
* Shield Operation: 5% reduction in shield recharge time per level; level IV allows use of T2 shield boosters<br />
* Shield Upgrades: 5% reduction in shield upgrade powergrid needs per level; level IV allows use of T2 shield extenders and rechargers<br />
* <type-specific> Shield Compensation: 5% bonus per level for passive hardeners<br />
<br />
Recommendation:<br />
* Get Shield Management and Shield Operation at least to IV <br />
<br />
Particularly useful modules:<br />
* Power Grid Management II & Tactical Shield Manipulation IV: Allows use of Adaptive Invulnerability Field II.<br />
* Hull Upgrades IV: Allows use of T2 Damage Control. There is a trade-off with the cargo expanders typically used by haulers, however.<br />
* Energy Grid Upgrades IV, Power Grid Management II, and Science I: Allows use of T2 Power Diagnostic Systems. Some shield tankers prefer these over Damage Controls for the boost in shield recharge rate (that recharge will not have time to make up for the ehp loss compared to a damage control before concord arrives, even in a 0.5 with a 13 second delay, but it can be combined with a damage control).<br />
<br />
== Hauler Tank Fitting ==<br />
<br />
There are several types of tanking: buffer tanking, passive tanking and active tanking. Additionally, some buffer tanks are entirely passive (no active modules) and others include active resistances and damage control modules. The active modules must be turned on after every jump; remapping them to the F1-F8 keys makes this more convenient.<br />
<br />
For high sec operation, the buffer tank is most common, as the goal is to survive the alpha strike (initial volley) of the attacking gankers and remain alive long enough for CONCORD to come and destroy the attacker(s).<br />
<br />
T1 Industrials are typically buffer shield tanked. In most cases you will be using your low slots for cargo expander modules; so using shield modules that fit in the middle slots is the preferred route.<br />
<br />
An example buffer tank fit would include 1x EM (or Kinetic, against Catalyst damage) Ward Amplifier, 1x Thermal Dissipation Amplifier and 2-3x Medium Shield Extenders. One or two Adaptive Invulnerability Fields can also be used, but remember that requires capacitor to run and has to be restarted after every jump. A Damage Control II will also add a lot of buffer, but requires removing an Expanded Cargohold module.<br />
<br />
For hauling, passive shield tank skills are key, followed by the ability to use a Damage Control II and Adaptive Invulnerability Field II. After that, armor tanking can be considered, but that takes away cargo space quickly as you burn up low slots with armor plates/hardeners instead of Expanded Cargohold modules. Note that Tech 2 Deep Space Transports, and specialized Gallente haulers like the [[Miasmos]], [[Epithal]] or [[Kryos]] are mostly useful for their specialized holds which are unaffected by Expanded Cargohold modules. These ships can, and should, be fitted with tanking or agility low slot modules, making armour tanked Deep Space Transports like the [[Impel]] a common sight.<br />
<br />
Visibly active tanking (most notably the Adaptive Invulnerability Field) might discourage ganking by the discriminating ganker, but your capacitor will not allow you to keep them running at all times. Remember turn them on when you align out of a gate and to turn them off once you are in warp. Turning them back on when you land at your destination gate is optional, but having them active as you land at a busy station like a trade hub is recommended.<br />
<br />
The best form of tanking for haulers is not getting caught in the first place. Use the [[Cloak Trick]] wherever possible (always on Deep Space Transports), and consider warp stabilisers as an option if you have fitting slots to spare.<br />
<br />
== Avoiding Ganking ==<br />
<br />
When hauling, you should remember the following guidelines to avoid being ganked:<br />
<br />
* Don't fly when wardecced<br />
* Don't fly AFK using the autopilot<br />
* Fit your hauler well & use the right ship<br />
* Don't haul expensive cargo in a flimsy ship<br />
* Know your route, and know the most dangerous ganking spots<br />
* Use [[Bookmarks#Instant_Warp-Out|insta-undock bookmarks]] at busy stations<br />
* Consider using a contractor<br />
* Other tips and tricks<br />
<br />
For further information consider reading [[Suicide Ganking]] for detailed ganking and anti-ganking strategies for haulers<br />
<br />
==== Wardecced corp ====<br />
<br />
Never fly an industrial ship (especially not freighters/jump freighters loaded with lots of cargo) when your corp is wardecced.<br />
You will become easy prey and will quickly get turned into ashes, together with your expensive cargo.<br />
If you need to haul during a wardec, drop the wardecced corp temporarily and fly under an NPC corp, or use an out-of corp hauler: [[Creating an Alt Hauler]]<br />
<br />
==== AFK Hauling ====<br />
<br />
Flying AFK using the autopilot is the #1 way that most haulers lose their ships. When you use the autopilot to fly you to your destination, it warps you to 15km from the next gate then you slowly approach the gate at 100-200 m/s (slower in a Freighter). At a minimum, this leaves you exposed for about a minute per gate and gives any potential attacker time to scan your ship, scan your cargo, then get ahead of you and setup a gank party. At worst, it gives you time to be bumped and ganked right there.<br />
<br />
If you must fly AFK, know your route, keep your cargo value very low, and fit as much buffer tank as possible. There are areas of space where flying AFK is reasonably safe, but the longer you do it, the higher the chances that someone will notice the pattern and try to take advantage of it.<br />
<br />
==== Fit your hauler well & use the right ship ====<br />
<br />
The more [[EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff. In the case of low/null security space, a [[WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up.<br />
<br />
For T1 industrial ships, you will want to fit as many medium/large shield extenders into the mid slots as possible. This should be balanced with shoring up your weak EMP/Thermal resist holes using Adaptive Invulnerability Field modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding DC2 ([[Damage Control Unit]] II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 industrial can have 10k to 20k EHP without sacrificing too much cargo space.<br />
<br />
For Orcas, the standard fit is a DC2 and a Reinforced Bulkhead II in the Low Slots and three Large Transverse Bulkead II rigs. This takes your ship from about 150k EHP up to about 420k EHP. The addition of some passive shield resistance amplifiers (2x EM, 1x Kinetic, 1x Thermal) will increase the EHP to about 450k without any shield skills. Replacing the passive Amplifiers with active Hardeners adds another bit of EHP but requires more attention and has no effect on alpha damage. Using Cargo rigs is discouraged since you lose about 170k EHP for a low amount of additional cargohold.<br />
You should train Hull Upgrades IV and Mechanics IV (or better V) before undocking, being able to use a DCU II gives a really nice EHP boost and since you are almost full-hull-tank, the extra 5% from Mechanics V are also very nice. You should also consider using a 'Noble' Mechanic implant (Slot 8) which increase hull HP by anything from 1% up to 6%.<br />
<br />
Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[MWD]], and not fitting anything that would increase signature radius (no shield extenders). Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec. So they are a good choice for more expensive cargo runs. But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate.<br />
<br />
Deep Space Transports, used in high-security space, haul almost exclusively in their Fleet Hanger which is unaffected by expanded cargoholds, so low slots can be used entirely for armor tank, or for shield tanked ships, for ability/speed modules. <br />
<br />
Freighters and Jump Freighters have three low slots and can fit any combination of cargohold expanders, nanofiber structures, inertia stabilizers, or reinforced bulkheads. How you fit a freighter depends on what you want to do, but it is strongly recommended to fit reinforced bulkheads whenever possible and to not fit cargohold expanders unless absolutely necessary, as the expanders will reduce your overall tank substantially.<br />
<br />
==== Expensive Cargo ====<br />
<br />
In the case of a "suicide" gank, the goal of the attacker is to trade their ship for your cargo. They do this by knowing how much ISK they will lose when their ship gets blown up by CONCORD and how much ISK your cargo is worth. Therefore your defense against a profit-minded attacker is to raise their costs while keeping the value of your cargo below the attacker's break-even point.<br />
<br />
Consider that a cheap T1 gank ship like the [[Catalyst]] can cost as little as 2m ISK fully fitted. A common rule of thumb (not endorsed here) is:<br />
<br />
3M ISK per 1k of EHP*<br />
<br />
This means that if your ship has 8k EHP, you should not be carrying more than 24M ISK worth of cargo and fit modules per trip. The more that you exceed that ISK/EHP value, the more likely you are to get ganked. However, you can often get away with 4M-6M ISK per 1k EHP if you know your route, do not auto-pilot, and know the key risk factors. <br />
<br />
Another alternative is the 50 million isk maximum collateral for T1 industrial haulers used by several hauling corporations. They will haul cargo up to 50,000,000 isk and 17,000 m3 in size using T1 industrial ships. This gives an indication of what they consider to be safe for high sec hauling in that type of ship.<br />
<br />
Key risk factors (which raise/lower the ISK/EHP calculation):<br />
* System security<br />
* Location (some systems are frequently camped)<br />
* AFK traveling<br />
* How shiny your cargo is<br />
<br />
For freighters, which have about 180-200k EHP, the benchmark value is 1B ISK (one billion). As your cargo value exceeds 1B ISK, combined with traveling through systems with a security status in the 0.5-0.6 range, it becomes more and more likely that someone will gank you for your cargo value. This is a bit of a fuzzy rule of thumb and in the quieter portions of the galaxy with routes that take you only through 0.8 and above systems, you can get away with hauling higher value cargo loads for a very long time.<br />
<br />
When you have expensive cargo above 1B to be moved in a freighter, you may want to consider double-wrapping it (create courier contract for some other alt of yours and then create another courier contract from this alt to actual freighter pilot). It will hide the contents of this package (assembled containers give same result), but some gankers tend to gank double wrapped transports without knowing what's inside, so most people (including hauling corporations) consider this will increase the risk, not decrease it.<br />
<br />
'''Most Hauling corporations will not accept double wrapped contracts any more, due to them not being able to be sub-contracted between characters - do not do this if you intend to contract out'''<br />
<br />
==== Know your route ====<br />
<br />
Your best friend as a hauler in high-security space is knowledge of the local terrain. Which systems tend to be camped by gank parties. Which systems see frequent kills of haulers? Where are you likely to be cargo/ship scanned? What is the security status of the systems along the route? <br />
<br />
Scouting, in low-security or null-security space, is a must-do if you are carrying anything expensive, or are not flying a blockade runner. In low-security space, a well-flown blockade runner is almost impossible to catch and it can usually get past most null-sec bubble camps.<br />
<br />
A useful in-game channel is Gank-Intel where the hauling community often shares info about frequently travelled routes. Asking about the current situation in there before embarking on a high value contract through a dangerous area can be invaluable.<br />
<br />
==== Instant dock/undock bookmarks ====<br />
<br />
Busier market hub stations (such as Jita CNAP 4-4) will have people camping the undock 23x7, waiting for you to undock with something shiny in the cargo hold. Your #1 defense against this is to prepare an [[Bookmarks#Instant_Warp-Out|insta-undock bookmark]] ahead of time.<br />
<br />
A good bookmark will get you off the station undock and out to a safe-spot before anyone has time to lock you, scan you and gank you. They are a must-have for Blockade Runners and rather important for the slower-aligning ships like Orcas and Freighters.<br />
<br />
Instant docks are also essential. Occasionally when auto-docking, the game will place you outside the immediate docking radius, and you will need to slow boat into the docking radius. This is particularly problematic at Jita 4-4, where entering from Perimeter (one of the most common entry systems) will place you at the back of the station if using the "Dock" command. Several gankers make an excellent living from sitting at this area, and picking off lazy Blockade Runner pilots. Setting an Instant-Dock right as you exit the station means you are assured to warp within the docking radius and prevent an easy kill for a ganker.<br />
<br />
==== Use a Contractor ====<br />
<br />
The large hauling corporations all use contractor alts to assure op-sec. Essentially this means that one character accepts the contract, then sub-contracts it to the actual hauler, who carries the package, then contracts it back the contractor who then completes the contract. This means that:<br />
* Without scanning every ship, no-one (neither the contract's originator nor anyone watching the contract system) can tell which Character is hauling the package - making ganking a specific contract more difficult<br />
* As the identity (and corporation) of the actual hauler is not known, wardecs are less effective<br />
<br />
While not strictly necessary for private haulers, this added security can sometimes be useful<br />
<br />
==== Other tips and tricks ====<br />
<br />
Do not be predictable in your hauling of expensive items. Vary the time of day. Vary the route that you use. Change your ship name frequently.<br />
<br />
== Hauling Corporations ==<br />
<br />
There are several organisations in Eve which act as dedicated Hauling companies. They tend to be more reliable, more willing to take on unusual or high value requests, but also more expensive than the public contracts channel.<br />
<br />
Characters in Eve can use these corporations either for their own hauling needs, or consider joining them to get access to exclusive, high value contracts. If you are considering hauling as a career, the best way to make money is as part of one of these corporations.<br />
<br />
While not an exhaustive list, some of the most common (in no particular order) include:<br />
<br />
*[http://red-frog.org/jumps.php Red Frog Freight]<br />
*[https://www.pushx.net/ Push X]<br />
*[http://www.neexpress.net/ New Evolution Express]<br />
<br />
== Hauler Roles ==<br />
<br />
=== Market Hauling ===<br />
[[Trading#Hauling|Speculative hauling]] is one way to make money from the market that's fairly easy to get into for a new player<br />
<br />
=== Alt Hauling ===<br />
Setting up an [[Creating an Alt Hauler|alt hauler]] can be very useful to ship goods around during wartime when your main can't fly an industrial ship.<br />
<br />
=== Courier Hauling ===<br />
If you have a high amount of ISK to devote to collateral, [[Hauling_101#Advanced_hauling_topics|courier contract hauling]] can be a very good way to make ISK for haulers, given that you have a freighter or jump freighter to haul around the usually large quantities of contracted goods. One billion ISK (1,000,000,000 ISK) is a good estimate for how much money you will need to get started taking courier hauling.<br />
<br />
A courier hauler can make a lot of isk, but it's not without risk. Ganking is one problem, contract scams is another. It's always a good idea to check the contract history of an unknown contractor before accepting anything. This information can be found by opening the 'info' window of a player, clicking the three lines in the top left corner and selecting 'Show Contracts'.<br />
<br />
One type of scam contract involves a low value package with a moderate or high collateral that goes to a player owned structure where the courier can't dock. The simplest version of this is a structure with docking rights revoked from the start, this can be seen under the 'Services' tab. A more devious way is for the contractor to revoke docking rights only after the contract has been accepted. A structure with a history of turning on and off its docking rights can be identified by the following tool https://stop.hammerti.me.uk/structure/ .<br />
<br />
Another type of scam contract that appears less suspicious at a first glance involve a valuable package and an overpriced collateral. These contracts are designed to make the hauler a tempting target for random gankers so the contractor can cash in on the overpriced collateral. They can be spotted by a contract history of sending the same package (same size) back and forth between two systems along a dangerous route. It could for example be between Amarr and Dodixie, which will take the hauler through both Niarja and Uedama which are both infamous for the amount of high-sec ganking going on there. For more information on scams involving courier contracts, see the page on [[Scams_in_EVE_Online#Contract_Scams|scams in EVE]]. <br />
<br />
The in-game [https://forums.eveonline.com/default.aspx?g=posts&m=6362325#post6362325 "Haulers Channel"] provides a friendly community of haulers, feed of well-paid contracts around the trade hubs, and gank-intel. The channel is moderated by a prolific trader in Jita and open to everyone.<br />
<br />
=== Mining Assistance ===<br />
If you're using your hauler in a mining operation (without an Orca), consider fitting a tractor beam to bring cans to you faster, as well as a salvager to make something of the inevitable rat wrecks. In addition, putting out a Mobile Tractor Unit can make it easy to pick up cans from other miners and then haul them to station (''Make sure to have your drones on passive!''). You could also fit a mining laser, but even a good one with pilot skills won't be getting much more than 100 m^3 per minute.<br />
<br />
=== Other ===<br />
Haulers can also be used to make ISK via missioning, as described for [[Making_Money_with_Hauling_-_Level_4_Cargo_Missions|Level 4 Cargo Missions]].<br />
<br />
== References ==<br />
[http://forum.eveuniversity.org/viewtopic.php?f=31&t=26392 Forum thread on hauling skills and haulers]<br><br />
[http://forum.eveuniversity.org/viewtopic.php?f=29&t=10363&p=257187#p257187 Iterons and Suicide Ganking discussion]<br><br />
[http://www.eveuniversity.org/audio_classes/Disco%20Uncertainty%20-%20The%20Dark%20Side%20of%20Eve.mp3 The Dark Side of Eve]<br />
<references/><br />
<br />
[[Category:Industry]]<br />
[[Category:Hauling]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=User_talk:Tokumei_kumiai&diff=125063User talk:Tokumei kumiai2017-08-04T11:41:28Z<p>Noemie belacqua: Created page with "Hi! I moved your test page into the userspace (as a subpage of your user page) - this is to stop it showing up in sea..."</p>
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<div>Hi! I moved your test page into the userspace (as a [[User:Tokumei kumiai/Test page|subpage]] of your [[User:Tokumei kumiai|user page]]) - this is to stop it showing up in search results or by people browsing the wiki. Once you feel the content is reasonably mature (wiki pages are never "done" :) ) you can move the information into an existing (or new, if no suitable existing page exists) page in the "main" namespace. – [[User:Noemie_belacqua|Noemie]] [[User_talk:Noemie_belacqua|Belacqua]] 06:41, 4 August 2017 (CDT)</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=User:Tokumei_kumiai&diff=125062User:Tokumei kumiai2017-08-04T11:39:20Z<p>Noemie belacqua: fix link</p>
<hr />
<div>[[User:Tokumei_kumiai/Test_page|Tokumei's Test Page]]<br />
<br />
== Yoink == <br />
=== Wiki editing ===<br />
* Templates<br />
** Help on templates: [https://en.wikipedia.org/wiki/Help:Template Wikipedia's help page on templates] [https://www.mediawiki.org/wiki/Help:Extension:ParserFunctions MediaWiki parser functions]<br />
* Table formatting<br />
** [[Template:Icon]], [[Template:Incursion rats]] and [[Sansha's Manual]] have nicely-formatted tables<br />
** [https://meta.wikimedia.org/wiki/Help:Sorting Table sorting]<br />
* [[Template:Tooltip]] (cf [[User:Cassiel_seraphim/Sandbox#Tooltips]]) looks very fancy<br />
<br />
==== UniWiki CSS ====<br />
* Body text color: #CCCCCC<br />
* Content background: #111111<br />
* Menu background: #080808<br />
* Wikitable: border 1px #AAAAAA, background #FFFFFF<br />
* Links: {{co|orange|color orange}} (#FFA500)<br />
===== Other colors =====<br />
* {{co|wheat|text color: wheat}} (#F5DEB3) - used for modules (although the contrast to the normal text is a bit weak)<br />
* {{co|slateblue|text color: slate blue}} (#6A5ACD) - used for ice products<br />
* {{co|white|text color: white}} (#FFFFFF)<br />
* {{co|salmon|text color: salmon}} (#FA8072)<br />
* {{co|sandybrown|text color: sandybrown}} (#F4A460)<br />
* {{co|coral|text color: coral}} (#FF7F50)<br />
* {{co|lightgreen|text color: lightgreen}} (#90EE90)<br />
* {{co|darkseagreen|text color: darkseagreen}} (#8FBC8F)<br />
* {{co|#0D7CFF||text color: #0D7CFF}} (#0D7CFF)<br />
* {{co|#9ef37c||text color: #9ef37c}} (used by EVE as mission text color)<br />
* {{co|#7acdef||text color: #7acdef}} (used by EVE as mission text color)<br />
* {{co|#e56363||text color: #e56363}} (used by EVE as info text color)<br />
See also: [http://wiki.eveuniversity.org/index.php?title=User:Cassiel_seraphim/Sandbox&oldid=101717#Colours Cassiel's colours]<br />
<br />
=== Items ===<br />
* [https://www.fuzzwork.co.uk/comparison/display.php Item comparison tool]<br />
<br />
=== Market ===<br />
* [http://www.eve-central.com/ Eve-central]<br />
* [http://eve-marketdata.com/ Eve market data]<br />
<br />
=== PI ===<br />
* [http://alysii.com/eve/pi/ PI viewer]<br />
* [http://eveplanets.com/eve/system/index?show=1L-AED PI planner]<br />
* [http://games.chruker.dk/eve_online/schematics.php PI products and ingredients]<br />
* [http://fazenda.github.io/ PI products, info and prices (IGB)]<br />
* [http://util.eveuniversity.org/PiBear/ EUNI PI tools]<br />
* [https://spreadsheets0.google.com/ccc?hl=en&key=tAGXW1VoC1CDzUo7WmmnpgQ&hl=en#gid=0 Spreadsheet with current PI prices]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=User:Tokumei_kumiai/Test_page&diff=125060User:Tokumei kumiai/Test page2017-08-04T11:38:48Z<p>Noemie belacqua: Noemie belacqua moved page Tokumei's Test Page to User:Tokumei kumiai/Test page: Move to userspace</p>
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<div>http://merchantmonarchy.blogspot.ca/2014/09/grinding-jita-broker-fees-down.html<br />
http://dl.eve-files.com/media/corp/Thoraemond/eve-market-order-broker-fees-20110417.png<br />
<br />
<br />
----------<br />
<br />
<br />
This guide explains how to quickly gain [[Faction Standings]] without (or at least less) the need for endless mission grinding. While this guide uses Minmatar standings as an example, the method described here works for all factions. This guide will be particulary useful for pilots wishing to join [[Factional Warfare]], which requires +0.0 faction standing.<br />
<br />
==COSMOS==<br />
{{main|COSMOS}}<br />
<br />
COSMOS mission can be completed only once. Each agent will offer a short chain of missions where the last mission gives standing bonus similar to storyline missions. To speed up the process most of the items required for the missions can be aquired beforehand.<br />
<br />
However COSMOS missions require you to have high enough standing (either corp or faction) to accept the missions so only few of them can be used for repairing below -2.00 faction standing.<br />
<br />
* Amarr <br />
** High Security - Araz constellation ([[Amarr COSMOS|guide]])<br />
** Low Security - Kenobanala System<br />
* Caldari - Okkelen constellation ([[Caldari COSMOS|guide]])<br />
* Gallente - Algintal constellation ([[Gallente COSMOS|guide]])<br />
* Minmatar<br />
** High Security - Ani constellation ([[Minmatar COSMOS|guide]])<br />
** Low Security - Audesder System<br />
<br />
==Data Centers==<br />
[[File:standings_guide_5.png|right]]<br />
<br />
[[File:standings_guide_6.png|350px|thumb|right]]<br />
<br />
[[File:standings_guide_7.png|350px|thumb|right]]<br />
The Data Center missions are mostly missions where you hand in pirate tags (you can loot these in missions and buy them on the market). Basically, it allows you to convert isk into standing. Remember, you can talk to each agent only once! The Data Centers can be found in:<br />
<br />
* Amarr Empire and Ammatar Mandate<br />
** Polfaly<br />
** Kudi<br />
** Ferira<br />
* Caldari State<br />
** Ahtulaima<br />
** Saikanen<br />
** Kamokor<br />
* Gallente Federate<br />
** Abenync<br />
** Muer<br />
** Ekuenbiron<br />
* Minmatar Republic<br />
** Emolgranlan<br />
** Arlulf<br />
** Engosi<br />
<br />
<br />
<br />
The system with most agents is Emolgranlan, which is also closest to Nakugard. Once entered the system, warp to the Data Center beacon. Talk to agent Rilbedur Tjar, who is floating inside a small structure in space. He will offer you a courier mission which involves transporting a Minmatar Graduation Certificate to him. After completing it, you'll receive a 0.36% faction standings increase, and you will be referred to an agent named Pinala Adala in Eram IX - Moon 4 - Sebiestor tribe Bureau. After this agent, the only missions that remain are the '''Keeping Crime In Check''' mission where you turn in pirate tags (Angel Copper Tag for example) in return for standings. <br />
<br />
The agent in Eram Pinala Adala, offers you the five part mission chain '''Shaman Secrets'''. These are three combat and two courier missions. I was able to do these in an underskilled Atron (Gallente Frigate). Note that for the fourth mission, you are not given an exact location to go to. Instead, you're supposed to decypher that it should be '''Eram IV - moon 2''', based on hints given this mission and the previous one. You'll also need to shoot the neon sign to get the gate key, and you'll get a side mission which gives 0.1 points of faction standing! Read the Shaman Secrets guide (see below) for more details. <br />
<br />
After going through all these steps (the Data Center missions excluded, but COSMOS and the certificate mission included) you should have gained around 0.17 faction standing. You can further increase this by the tag missions, regular missions, or [[Factional_Warfare_Standings|factional warfare]]. When turning in tags - pay close attention to the price. For example, while copper tags (for the most easily accessible agent) cost 1.5mil each, the bronze tags (for the slightly higher quality agent) only cost around 50K. Selecting the right agent (this MAY take standings with that agent's corp) can save you a lot of ISK.<br />
<br />
==Caldari Data Centers==<br />
===Data Center for Caldari in Kamokor===<br />
<br />
<br />
---<br />
Ahtulaima Data Center<br />
Tillen Matsu and Hosiwo Onima: Courier missions.<br />
Vaktan Sido: x3 Guristas Copper Tag.<br />
<br />
Saikanen Data Center<br />
Autaris Pia and Nakkito Ihadechi: Courier missions.<br />
Rokuza Taman: x3 Guristas Copper Tag.<br />
<br />
Kamokor Data Center<br />
Korhonomi Oti and Pomari Maara: Courier missions.<br />
Peeta Waikon: x3 Guristas Copper Tag.<br />
Ollen Alulama: x20 Guristas Bronze Tag.<br />
Ichmari Obesa: x20 Guristas Silver Tag.<br />
Kui Hisken: x20 Guristas Brass Tag.<br />
Tojawara Saziras: x20 Guristas Palladium Tag.<br />
Oko Alo: x20 Guristas Gold Tag.<br />
Isu Jokaga: x20 Guristas Electrum Tag.<br />
Ruupas Vonni: x20 Guristas Crystal Tag.<br />
Ozunoa Poskat: x20 Guristas Platinum Tag.<br />
Kanouchi Hisama: x20 Guristas Diamond Tag.<br />
---<br />
<br />
In State Data Center in the solar system Kamokor you can find a number of agents in one place that give missions. There are 12 agents in there and some require higher standings than mine to see their missions.<br />
<br />
*Division: Distribution / *Simple courier mission<br />
**Agent: Pomari Maara<br />
***Mission: Data Sheets for Lai Dai<br />
**Agent: Korhonomi Oti<br />
***Mission: The Graduation Certificate<br />
<br />
*Division: Security / Corp: Home Guard<br />
**Agent: Peeta Waikon<br />
***Mission: Keeping Crime In Check<br />
***Hand in 3 x Guristas Copper Tag<br />
**Agent: Ollen Alulama / Corp: Homeguard<br />
***Mission: Keeping Crime In Check<br />
***Hand in 20 x Guristas Bronze Tag<br />
**Agent: Kui Hisken (req. standing 1.0)<br />
***Mission: Keeping Crime In Check <br />
***Hand in 20 x Guristas Brass Tag<br />
**Agent: Ichmari Obesa (req. standing 1.0)<br />
***Mission: Keeping Crime In Check<br />
***Hand in 20 x Guristas Silver Tag<br />
**Agent: Isu Jokaga (req. standing 3.0)<br />
***Hand in 20 x Guristas Electrum Tag<br />
**Agent: Oko Alo (req. standing 3.0)<br />
***Hand in 20 x Guristas Gold tags<br />
**Agent: Tojawara Saziras (req. standing 3.0)<br />
***Hand in 20 x Guristas Palladium tags<br />
**Agent: Ozunoa Poskat (req. standing 5.0)<br />
***Hand in 20 x Guristas Platinum tags<br />
**Agent: Ruupas Vonni (req. standing 5.0)<br />
***Hand in 20 x Guristas Crystal tags<br />
**Agent: Kanouchi Hisama (req. standing 5.0)<br />
***Hand in 20 x Guristas Diamond tags<br />
<br />
===Data Center for Caldari in Saikanen===<br />
There are three agents in the State Data Center over there.<br />
<br />
*Agent: Nakkito Ihadechi <br />
**Division: Distribution<br />
**Mission: Data Transportation<br />
**Simple courier mission. Deliver 0.1m3 of cargo from Saikanen to Maurasi. Seven jumps in high security space.<br />
<br />
*Agent: Rokuza Taman<br />
**Division: Security<br />
**Mission: Keeping Crime In Check<br />
**Hand in 3 x Guristas Copper Tag<br />
<br />
===Data Center for Caldari in Ahtulaima===<br />
There are three agents in the State Data Center over there.<br />
<br />
*Agent: Hosiwo Onima <br />
**Division: Division<br />
**Mission: Silicon For Zainou<br />
Simple courier mission. Deliver 50m3 of cargo from Ahtulaima to Hirtamon. Six jumps in high security space.<br />
<br />
*Agent: Vaktan Sido<br />
**Division: Security<br />
**Mission: Keeping Crime In Check<br />
**Hand in 3 x Guristas Copper Tag<br />
<br />
==Gallente Data Centers==<br />
===Data Center for Gallente in Abenync===<br />
* Division: Distribution / Corp: FedMart<br />
**Agent: '''<span style="color:#FFA500">Vausitte Yrier</span>''' / Corp: FedMart<br />
***Pickup and turn in certificate [Leads to Agent '''<span style="color:#FFA500">Avrue Auz</span>''']<br />
* Division: Security / Corp: Federation Navy<br />
**Agent: '''<span style="color:#FFA500">Wenda Lamort</span>''' [Level 1] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">3</span> x <span style="color:#FFA500">Serpentis Copper Tag</span><br />
<br />
===Data Center for Gallente in Muer===<br />
* Division: Distribution / Corp: FedMart<br />
**Agent: '''<span style="color:#FFA500">Maray Ygier</span>''' / Corp: FedMart<br />
***Pickup and turn in certificate [Leads to Agent '''<span style="color:#FFA500">Avrue Auz</span>''']<br />
* Division: Security / Corp: Federation Navy<br />
**Agent: '''<span style="color:#FFA500">Jaak Rozake</span>''' [Level 1] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">3</span> x <span style="color:#FFA500">Serpentis Copper Tag</span><br />
**Agent: '''<span style="color:#FFA500">Blique Hazardt</span>''' [Level 2] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">20</span> x <span style="color:#FFA500">Serpentis Bronze Tag</span><br />
**Agent: '''<span style="color:#FFA500">Alliot Graferr</span>''' [Level 2] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">20</span> x <span style="color:#FFA500">Serpentis Silver Tag</span><br />
**Agent: '''<span style="color:#FFA500">Mobas Jouey</span>''' [Level 2] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">20</span> x <span style="color:#FFA500">Serpentis Brass Tag</span><br />
**Agent: '''<span style="color:#FFA500">Alon Ahrassine</span>''' [Level 3] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">20</span> x <span style="color:#FFA500">Serpentis Palladium Tag</span><br />
**Agent: '''<span style="color:#FFA500">Amatin Chens</span>''' [Level 3] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">20</span> x <span style="color:#FFA500">Serpentis Gold Tag</span><br />
**Agent: '''<span style="color:#FFA500">Fims Artalanche</span>''' [Level 3] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">20</span> x <span style="color:#FFA500">Serpentis Electrum Tag</span><br />
**Agent: '''<span style="color:#FFA500">Hana Isourin </span>''' [Level 4] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">20</span> x <span style="color:#FFA500">Serpentis Crystal Tag</span><br />
**Agent: '''<span style="color:#FFA500">Carvaire Botesane</span>''' [Level 4] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">20</span> x <span style="color:#FFA500">Serpentis Platinum Tag</span><br />
**Agent: '''<span style="color:#FFA500">Oisedia Gync</span>''' [Level 4] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">20</span> x <span style="color:#FFA500">Serpentis Diamond Tag</span><br />
<br />
===Data Center for Gallente in Ekuenbiron===<br />
* Division: Distribution / Corp: FedMart<br />
**Agent: '''<span style="color:#FFA500">Etien Duloure</span>''' / Corp: FedMart<br />
***Pickup and turn in certificate [Leads to Agent '''<span style="color:#FFA500">Avrue Auz</span>''']<br />
* Division: Security / Corp: Federation Navy<br />
**Agent: '''<span style="color:#FFA500">Beteux Maron</span>''' [Level 1] / Corp: Federation Navy<br />
***Hand in <span style="color:#FF0000">3</span> x <span style="color:#FFA500">Serpentis Copper Tag</span><br />
<br />
==Amarr Data Centers==<br />
<br />
These agents give standing rewards when you bring them certain tags, e.g. Sansha Copper, Brass, Silver, etc tags.<br />
Amarr require Sansha tags, Ammatar Blood Raider tags.<br />
Some give small item rewards as well.<br />
Some require a small courier mission (minimal cargo volume) to be performed.<br />
Khanid and Ammatar agents will need at least positive standing to their specific sub-faction.<br />
<br />
* Taspar Zolankor in Ferira at State Data Center (Imperial Navy)<br />
* Shafra Gulias in Ferira at State Data Center (Khanid Works)<br />
* Hazar Arjidsi in Ferira at State Data Center (Ammatar Fleet)<br />
* Sish Iaokih in Ferira at State Data Center (Ammatar Fleet)<br />
* Darabu Harva in Ferira at State Data Center (Ammatar Fleet)<br />
* Derqa Mandame in Ferira at State Data Center (Ammatar Fleet)<br />
* Cimalo Mahnab in Ferira at State Data Center (Ammatar Fleet)<br />
* Bamona Pizteed in Ferira at State Data Center (Ammatar Fleet)<br />
* Rolnia Houmar in Ferira at State Data Center (Ammatar Fleet)<br />
* Migart Anunat in Ferira at State Data Center (Ammatar Fleet)<br />
* Tizeli Reymta in Ferira at State Data Center (Ammatar Fleet)<br />
* Hefaka Chubid in Polfaly at State Data Center (Royal Khanid Navy)<br />
* Demi Lazerus in Polfaly at State Data Center (Imperial Navy)<br />
* Nikmar Jyran in Kudi at State Data Center (Imperial Navy)<br />
* Sevan Fagided in Kudi at State Data Center (Royal Khanid Navy)<br />
* Selate Kalami in Kudi at State Data Center (Ministry of War)<br />
* Jur Zehbani in Kudi at State Data Center (Ministry of War<br />
* Subin Barama in Kudi at State Data Center (Ministry of War)<br />
* Timafa Esihiz in Kudi at State Data Center (Ministry of War)<br />
* Hatia Madase in Kudi at State Data Center (Ministry of War)<br />
* Odoosh Teroul in Kudi at State Data Center (Ministry of War)<br />
* Matna Meri in Kudi at State Data Center (Ministry of War)<br />
* Juki Khoun in Kudi at State Data Center (Ministry of War)<br />
* Urat Mekar in Kudi at State Data Center (Ministry of War)<br />
<br />
==Sources and further reading==<br />
* [http://www.eve-wiki.net/index.php?title=Shaman_Secrets Eve Wiki Shaman Secrets article]<br />
<br />
[[Category:Guides]]<br />
[[Category:Missions]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Tokumei%27s_Test_Page&diff=125061Tokumei's Test Page2017-08-04T11:38:48Z<p>Noemie belacqua: Noemie belacqua moved page Tokumei's Test Page to User:Tokumei kumiai/Test page: Move to userspace</p>
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<div>#REDIRECT [[User:Tokumei kumiai/Test page]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Propulsion_equipment&diff=123987Propulsion equipment2017-06-30T12:55:24Z<p>Noemie belacqua: Rewriting and linking introductory paragraph</p>
<hr />
<div>'''Propulsion modules''' are a type of [[module|active module]] which increase your ship's speed (at the cost of [[capacitor|capacitor energy]]). Higher speed allows you to dictate the range at which combat takes place (optimising the effectiveness of your ship's weapons and/or reducing the effectiveness of enemy ships' weapons). <br />
<br />
==Afterburners and microwarpdrives==<br />
<br />
Afterburners (AB) and Microwarpdrives (MWD) are the most commonly used propulsion modules. Afterburners increase the ship's maximum speed by around 150%, while Microwarpdrives increase it by around 500%. Compared with Afterburners, Microwarpdrives use more capacitor energy, reduce the ship's total capacitor capacity, are shut down by [[scram|warp scramblers]], and are generally harder to fit. <br />
<br />
There are different sizes of propulsion modules based on basic ship hull size. Using an undersized afterburner on a larger ship will cause the speed boost to become much smaller. <br />
<br />
General guideline for module sizes:<br />
<br />
* 1MN/5MN = Frigates and Destroyers.<br />
* 10MN/100MN = Cruisers, Battle Cruisers and Industrials.<br />
* 100MN/500MN = Battleships<br />
* 1000MN/5000MN = Capital ships.<br />
<br />
The max velocity bonus listed in module info is only one factor in actual velocity increase. The maximum velocity of a ship using a propulsion module is<br />
<br />
V_max = V_base × V_bonus × ( Thrust / mass )<br />
<br />
In practice that last thrust/mass term is almost equal to one when using properly sized propulsion module and the new maximum velocity is just base velocity multiplied by velocity bonus of propulsion module.<br />
<br />
Certain ships require certain size afterburner to function properly or heavily favor certain types of modules with hull bonuses.<br />
<br />
=== Oversized afterburners ===<br />
<br />
It is possible to fit ships with oversized afterburners: 10MN on frigate/destroyer or 100MN on cruiser/battlecruiser. The high fitting requirement of larger afterburner usually makes this harder to do. In this case the full maximum velocity formula needs to be used.<br />
<br />
Generally the resulting maximum velocity is close to normal sized microwarpdrive but the added bonus is that the oversized afterburner is not shut down by scramblers. The drawback is greatly increased ship mass which makes maneuvering harder.<br />
<br />
===Related skills===<br />
The following skills directly effect afterburners and/or microwarpdrives.<br />
* {{sk|Acceleration Control}} 5% Bonus to Afterburner and Microwarpdrive speed boost per skill level.<br />
* {{sk|Afterburner}} 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.<br />
* {{sk|Fuel Conservation}} 10% reduction in afterburner capacitor needs per skill level.<br />
* {{sk|High Speed Maneuvering}} 5% reduction in MicroWarpdrive capacitor usage per skill level.<br />
<br />
==Micro Jump Drives==<br />
<br />
The '''Micro Jump Drive''' (MJD) is a propulsion module that instead of making the ship move faster it jumps the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains its direction and velocity. Warp scramblers can be used to disrupt the module.<br />
<br />
Micro jump drives can be used only on t1 and t2 battleships, combat battlecruisers, command ships and deep space transports. Marauders gain specific bonus encouraging use of this module.<br />
<br />
Micro jump drives can be used offensively to close on a target or defensively to jump out.<br />
<br />
=== Micro Jump Drive operation ===<br />
<br />
When the module is activated the module spools up for 12 seconds. During this time the ship can not change its direction. The signature radius of the ship is also increased by 150% during the spool up time.<br />
<br />
The jump is interrupted if the jumping ship is warp scrambled when spool up time ends. Bubbles, warp disruptors and warp core stabilisers have no effect on micro jump drives. Active bastion module also prevents the ship from jumping. Deactivating the module during spool up time has no effect.<br />
<br />
After spool up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped.<br />
<br />
After the jump has been completed or aborted by scrambler the MJD module enters 180 seconds long cooldown period that must pass before the module can be used again. Even if the jump fails the module will enter cooldown period.<br />
<br />
===Micro jump drive field generator===<br />
<br />
Micro jump drive field generators (MJDFG) are similar to micro jump drives. But instead of jumping only one ship MJDFG jumps all ships in 6 km range of the ship using the module.<br />
<br />
Only command destroyers can use micro jump field generators.<br />
<br />
Operation of MJDFG is almost identical to MJD operation. The only difference is that it jumps all ships in 6 km radius. Scramblers can also prevent their targets from getting jumped. This way the ship with MJDFG and some of the ships near it can be jumped while others stay in their places.<br />
<br />
===Related skills===<br />
{{sk|Micro Jump Drive Operation|I}} is required to use any micro jump drives and reduces the spool up time duration by 5% per skill level.<br />
<br />
[[Category:Fitting]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Point&diff=123986Point2017-06-30T12:09:04Z<p>Noemie belacqua: Redirected page to Warp disruption</p>
<hr />
<div>#redirect [[Warp disruption]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Scram&diff=123985Scram2017-06-30T12:08:45Z<p>Noemie belacqua: change redirect</p>
<hr />
<div>#redirect [[Warp disruption]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=NPC_corporations&diff=123770NPC corporations2017-06-20T15:00:24Z<p>Noemie belacqua: Reword introduction</p>
<hr />
<div>'''NPC Corporations''' are organizations in EVE not run by players (as opposed to [[Corporations|player-run corporations]]). Players cannot freely join NPC corporations, instead, players are placed into an NPC corporation under the following conditions:<br />
* When a character is first created, they will be placed in an NPC starter corporation (which one depends on the character's education)<br />
* When a character leaves a player-run corporation, they will be placed in a default NPC corporation (which one depends on the character's bloodline)<br />
* When a character joins [[Faction warfare|Faction Warfare]] as an individual, they will be placed in the appropriate NPC faction warfare corporation<br />
<br />
Additionally, almost all NPC corporations offer [[missions]] (through [[Missions#Agents|agents]]) to players, which they can complete to earn ISK, Loyalty Points, and standings. With the large number of NPC corporations in the game, it is difficult to know what benefits standings with each corporation provides. Some NPC corporations are simply better than others, and blindly grinding standings will not maximize your benefit.<br />
<br />
==NPC Starter Corporations==<br />
<br />
A newly created character will always be in one of the NPC starter corporations. These are the three 'school' type NPC corporations of each empire.<br />
The specific school will depend on your choice of education, be it military, scientific or civilian.<br />
The specific education name varies by empire and bloodline. Note that once you leave the NPC starter corp you can never return.<br />
<br />
{| class="wikitable"<br />
! Empire<br />
! Starter NPC Corp<br />
|-<br />
| Amarr<br />
| Hedion University<br />
|-<br />
| Amarr<br />
| Imperial Academy<br />
|-<br />
| Amarr<br />
| Royal Amarr Institute<br />
|-<br />
| Caldari<br />
| School of Applied Knowledge<br />
|-<br />
| Caldari<br />
| Science and Trade Institute<br />
|-<br />
| Caldari<br />
| State War Academy<br />
|-<br />
| Gallente<br />
| Center for Advanced Studies<br />
|-<br />
| Gallente<br />
| Federal Navy Academy<br />
|-<br />
| Gallente<br />
| University of Caille<br />
|-<br />
| Minmatar<br />
| Pator Tech School<br />
|-<br />
| Minmatar<br />
| Republic Military School<br />
|-<br />
| Minmatar<br />
| Republic University<br />
|}<br />
<br />
==Default NPC Corporations==<br />
<br />
Whenever characters leave a corporation without joining a new one, they will become member of a specific default NPC corporation.<br />
This NPC corp will depend entirely on your choice of bloodline during character creation.<br />
<br />
{| class="wikitable"<br />
! style="background:#222222" |<br />
! style="background:#222222" | Bloodline<br />
! style="background:#222222" | Corporation<br />
|-<br />
| rowspan=3 | {{icon|amarr|64|Amarr Empire}}<br />
| Amarr<br />
| Viziam<br />
|-<br />
| Khanid<br />
| Ministry of War<br />
|-<br />
| Ni-Kunni<br />
| Imperial Shipment<br />
|-<br />
| rowspan=3 | {{icon|caldari|64|Caldari State}}<br />
| Achura<br />
| Perkone<br />
|-<br />
| Civire<br />
| Caldari Provisions<br />
|-<br />
| Deitis<br />
| Deep Core Mining Inc.<br />
|-<br />
| rowspan=3 | {{icon|gallente|64|Gallente Federation}}<br />
| Gallente<br />
| The Scope<br />
|-<br />
| Intaki<br />
| Aliastra<br />
|-<br />
| Jin-Mei<br />
| Garoun Investment Bank<br />
|-<br />
| rowspan=3 | {{icon|minmatar|64|Minmatar Republic}}<br />
| Brutor<br />
| Brutor Tribe<br />
|-<br />
| Sebiestor<br />
| Sebiestor Tribe<br />
|-<br />
| Vherokior<br />
| Native Freshfood<br />
|-<br />
|}<br />
<br />
== Epic Arcs ==<br />
=== Main Factions ===<br />
<br />
Each of the main factions has one corporation whose standings will allow you to run their faction epic arc. These are probably the best corporations to start improving standings with, since the epic arcs will help improve your entire faction standings.<br />
<br />
{| class="wikitable"<br />
! Arc<br />
! Faction<br />
! Corporation<br />
|-<br />
| [[Right to Rule]]<br />
| Amarr<br />
| Ministry of Internal Order<br />
|-<br />
| [[Penumbra]]<br />
| Caldari<br />
| Expert Distribution<br />
|-<br />
| [[Syndication]]<br />
| Gallente<br />
| Impetus<br />
|-<br />
| [[Wildfire]]<br />
| Minmatar<br />
| Brutor Tribe<br />
|}<br />
<br />
=== Pirate Factions ===<br />
<br />
The pirate faction arcs can be done if your standing is 3.0 or higher with any of the associated factions or corporations. The important thing to note here is that access to the arc can be gained by factions and corporations unrelated to the pirate factions themselves. This means that you can access the pirate arcs even if you have extremely low standings with the pirate factions themselves.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Arc<br />
! Faction<br />
! Corporation<br />
|-<br />
| [[Angel Sound]]<br />
| Amarr<br />
| Amarr Imperial Navy<br />
|-<br />
| [[Smash and Grab]]<br />
| Caldari<br />
| Ytiri<br />
|-<br />
| [[Smash and Grab]]<br />
| Gallente<br />
| Federal Intelligence Office<br />
|-<br />
| [[Angel Sound]]<br />
| Minmatar<br />
| Republic Security Services<br />
|-<br />
| [[Angel Sound]]<br />
| Angel Cartel<br />
| Dominations<br />
|-<br />
| [[Smash and Grab]]<br />
| Guristas<br />
| Guristas<br />
|}<br />
<br />
== Trade Hubs ==<br />
<br />
If you have high standings with the corporation that owns a major trade hub, you will pay lower fees in that trade hub.<br />
<br />
{| class="wikitable"<br />
! Trade Hub<br />
! Faction<br />
! Corporation<br />
|-<br />
| Amarr VIII (Oris) - Emperor Family Academy<br />
| Amarr<br />
| Emperor Family<br />
|-<br />
| Tash-Murkon Prime II - Moon 1 - Kaalakiota Corporation Factory<br />
| Caldari<br />
| Kaalakiota Corporation<br />
|-<br />
| Jita IV - Moon 4 - Caldari Navy Assembly Plant<br />
| Caldari<br />
| Caldari Navy<br />
|-<br />
| Motsu VII - Moon 6 - Caldari Navy Logistic Support<br />
| Caldari<br />
| Caldari Navy<br />
|-<br />
| Dodixie IX - Moon 20 - Federation Navy Assembly Plant<br />
| Gallente<br />
| Federation Navy<br />
|-<br />
| Oursulaert III - Federation Navy Testing Facilities<br />
| Gallente<br />
| Federation Navy<br />
|-<br />
| Rens VI - Moon 8 - Brutor Tribe Treasury<br />
| Minmatar<br />
| Brutor Tribe<br />
|-<br />
| Hek VIII - Moon 12 - Boundless Creation Factory<br />
| Minmatar<br />
| Boundless Creation<br />
|}<br />
<br />
== Research ==<br />
<br />
These corporations offer research agents.<br />
<br />
{| class="wikitable"<br />
! Faction<br />
! Corporation<br />
|-<br />
| Amarr<br />
| Carthum Conglomerate<br />
|-<br />
| Amarr<br />
| Viziam<br />
|- <br />
| Caldari<br />
| Lai Dai Corporation<br />
|-<br />
| Caldari<br />
| Ishukone Corporation<br />
|-<br />
| Caldari<br />
| Kaalakiota Corporation<br />
|-<br />
| Gallente<br />
| CreoDron<br />
|-<br />
| Gallente<br />
| Duvolle Laboratories<br />
|-<br />
| Gallente<br />
| Roden Shipyards<br />
|-<br />
| Minmatar<br />
| Boundless Creation<br />
|-<br />
| Minmatar<br />
| Core Complexion Inc<br />
|}<br />
<br />
== Loyalty Point Stores ==<br />
<br />
All corporations with agents that offer missions have loyalty point stores. Of these, some corporations offer particularly valuable items in their stores that are not available elsewhere. In the case of items that are present in multiple stores, prices for these items may vary between corporations.<br />
<br />
{| class="wikitable"<br />
! Faction<br />
! Corporation<br />
! Notes<br />
|-<br />
| Sisters of EVE<br />
| The Sanctuary<br />
| This corporation has a 20% discount to SoE LP store prices elsewere, but the one and only station with [http://evemaps.dotlan.net/npc/The_Sanctuary/agents agents] is nestled in Pure Blind sovereign null-sec.<br />
|-<br />
| Mordu's Legion Command<br />
| Mordu's Legion<br />
| This corporation has only one station with [http://evemaps.dotlan.net/npc/Mordu's_Legion/agents agents] and an LP store, nestled in Pure Blind sovereign null-sec.<br />
|}<br />
<br />
[[Category:Corporations]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Getting_Started_in_EVE_Online&diff=123769Getting Started in EVE Online2017-06-20T14:37:08Z<p>Noemie belacqua: /* Portrait and Name */ clarify that it's bought through the NES</p>
<hr />
<div>Welcome to EVE Online! You are now a citizen of New Eden, an exciting and dangerous virtual world. This guide will lead you through your first few days in EVE. For a more general list of topics new players should know about, see the [[New Player Index]].<br />
<br />
== Introduction to EVE ==<br />
EVE is a game unlike many other MMOs. It doesn't just have unique mechanics, but doesn't follow many of the conventions of other games. Therefore it may be a good idea to familiarize yourself with some of the core aspects of the game, in order to have a better idea of what to expect:<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=29&t=94260 New Players' Survival for EVE Online]<br />
* [[Notes for Experienced RPG Players New to EVE]]<br />
<br />
== Accounts ==<br />
{{main|Accounts}}<br />
To play EVE you must first [https://secure.eveonline.com/signup/ create an account]. Your account name doesn't show up anywhere in game, and you can have up to three characters per account. <br />
<br />
If you were invited to EVE by a friend (i.e. have a [https://secure.eveonline.com/recruit/ referral link]), use it when creating your account, as you will get some free [[Skills and Learning|skill points]] (equivalent to about 1-2 weeks' training time). Additionally, your friend will receive free game time or a [[PLEX]] if you subscribe to the game (i.e. pay for an [[Clone States|Omega character]]).<br />
<br />
== Character Creation ==<br />
<br />
The first decision you have to make is to choose a race for your character. There are 4 major factions in the game: [[Amarr Empire|Amarr]], [[Caldari State|Caldari]], [[Gallente Federation|Gallente]], and [[Minmatar Republic|Minmatar]]. <br />
<br />
* If you're expecting to subscribe to EVE Online (i.e. pay real-world money to play, also called [[Clone States|"Omega"]]), the choosing your race is purely an aesthetic choice, as every character can potentially learn every skill. That means that even as Amarr you can fly Minmatar ships when you get the appropriate skills. Your choice of race therefore mainly determines the look of your character and (if you choose to do so) your role-playing opportunities. <br />
<br />
* If you're thinking of just playing EVE through the indefinite trial without paying (also called [[Clone States|"Alpha"]]), you will be limited to using your [[Clone_States#Choice_of_race|chosen race's ships and weapon types]]. While this may seem limiting, keep in mind that you can always create a new character (of a different race) to try out other ship and weapon types, or subscribing to the game to access them all on one character.<br />
<br />
=== Bloodline ===<br />
<br />
A bloodline in EVE is a character's familial ancestry. There are three different bloodlines for every race to choose during character creation.<br />
The bloodline you choose determines which [[NPC_Corporations#Default_NPC_Corporations|NPC corporations]] your character will automatically join when no longer being part of a [[Corporation|Player Corporation]] or Starter Corporation - however, there is absolutely no difference between any of the corporations, so the choice is purely aesthetic.<br />
<br />
=== School ===<br />
<br />
The School you choose will only determine which [[Career Agents#Starter Systems in EVE|starter solar system]] you begin in and which [[NPC_Corporations#NPC_Starter_Corporations|Starter Corporation]] you will be part of. There are absolutely no differences between any of them. They will give your character a permanent list of stations spread across all of New Eden belonging to that school where you can set your [[Medical Clone]] independently from any corporation you might have joined and independently of the location you are setting your clone from.<br />
<br />
=== Portrait and Name ===<br />
{{main|Character Creator}}<br />
<br />
Next you have to design your character's appearance and take a portrait. Your looks depend on which race and bloodline you chose, but the tool also gives you a lot of flexibility. Do spend some time crafting your character and taking your portrait, but keep in mind that 99% of the time other players will only ever see your portrait and not your entire character model, and (unless you like spending time in your Captain's Quarters) so will you. You can change your character's clothing and re-take your portraits at any point later, but changing your character's physical appearance can only be done by paying for "Character Remodeling" with [[PLEX]] (through the [[New Eden Store]]).<br />
<br />
You then choose the following for your character:<br />
* Ancestry (has little in-game effect) <br />
* Education (controls which NPC corporation you start in; they are all effectively identical)<br />
* Name. Pick your character's name carefully, as you can never change it later. Your name is part of your identity, and it will influence how your corpmates think of you. In EVE Online, most corporations make use of voice communication (e.g. [[Mumble]]) during fleet operations, and also use their voice server available for casual chatter. You will sometimes need to identify yourself with your name while using voice comms, and other fleetmates will use your name to give you intel or instructions. Having a name that is simple and easily pronounceable will make things easier for everyone. Pick your name carefully, especially your first name, as that will often be used as your callsign during fleet operations. If you pick a stupid name for yourself, you should prepare for some people to not take you seriously. <br /> You can pick a first and last name (although the last name is optional). Character names are unique, and the game will check whether your chosen name is available before letting you proceed.<br />
<br />
== Starting the game ==<br />
=== Tutorial ===<br />
{{Main|Tutorial}}<br />
<br />
When you first start the game as a new character, you can go through the tutorial (also called the "New Player Experience"), a story-driven experience which gives you step-by-step instructions to the basic mechanics of playing EVE. Unless you've already played EVE it's highly recommended that you follow the tutorial, as the game has many particular mechanics which you may not be used to, even if you've played other computer games. <br />
<br />
=== Career Agents ===<br />
{{main|Career Agents}}<br />
The next step in learning to play EVE (after the tutorial) is to visit the career agents and do the missions they offer to you, which expand on what you've learned in the tutorial and introduce you to some of the main [[PvE]] activities in EVE Online. The agents are not exclusive, you can do as many of the agents' missions as you want. It's highly recommended that you do as many of them as interest you, as they not only explain many more game mechanics, but also offer some good rewards for new players. <br />
<br />
However, keep in mind that they offer little training in [[PvP]] (which make up a very substantial part of the game). Additionally, EVE is a sandbox game, and much of the attraction of the game is forging your own path as opposed to following a pre-set path. <br />
<br />
There are five career agents, each offering between 5 and 10 missions in a certain area: <br />
* Industry<br />
* Business<br />
* Exploration<br />
* Military<br />
* Advanced Military<br />
<br />
If you've followed the tutorial, you will have flown to the station housing the nearest career agents; all five agents are always located in the same station. If you skipped the tutorial, you can locate the closest set of career agents (there are three sets of agents per faction, but they all offer the same missions):<br />
# Open the Help menu in-game ({{button|F12}}, or click on the "?" icon in your NeoCom)<br />
# Look for the section called "Career Advancement" on the Support tab. <br />
# Click on the button "Show Career Agents". This will open another window which will present you with the 5 closest Career agents to your current location. <br />
# At the bottom right there will be a button labelled "Set Destination". Click it to plot a route to follow to get to the system and station where that agent is at. <br />
<br />
You can do the agents in any order you like (although do the Military agent before you do the Advanced Military one).<br />
<br />
== The Sisters of EVE Epic Arc: Blood-Stained Stars ==<br />
{{main|The Blood-Stained Stars}}<br />
After you have completed the missions for the career agents, the EVE galaxy is yours to explore! Should you like to run a few more story-related missions, you can do the [[Sisters of Eve]] epic mission arc "The Blood-Stained Stars". The epic arc is a series of 50 connected missions which take you all over [[High-sec#High_Security|highsec]] and expose you to quite a bit of the background and lore of the game, particularly concerning the Rogue Drones and the secret Society of Conscious Thought. To start it you should go to the [http://evemaps.dotlan.net/map/Essence/Arnon#sec Arnon] system and talk to Sister Alitura at the Sisters of EVE Bureau. <br />
<br />
While doing the epic arc you should focus on continuing to train your combat skills. You can do most of the initial missions in a [[Frigate]], but you should consider upgrading to a [[Destroyer]] or even a [[Cruiser]] towards the end. Most of the missions will be fairly easy, but some (particularly towards the end, like the infamous "[[Burning Down the Hive]]" or "[[The_Blood-Stained_Stars#Mission_49:_Our_Man_Dagan|Our Man Dagan]]") have a reputation for being very challenging for new players. If you find yourself struggling, don't be shy to ask for help in the [[EVE University Chat Channels#Public Channels|E-UNI chat channel]] as many EVE University players would be happy to help you. However, be careful about accepting or asking for help in the Local chat channel, as there are some unscrupulous players who might hijack your mission objective, or bait you and destroy your ship (see also: [[scams in EVE Online]]). <br />
<br />
==Learning Skills==<br />
{{main|Skills and Learning}}<br />
Unlike in many other MMOs, in EVE your character advances (gains new abilities, can use additional modules and ships, etc) through training skills, which are trained in real time, even when you are logged off. Therefore, you should always have a skill actively training. You can queue up skills to be trained one after the other, up to a maximum of 24 hours into the future (for [[Clone States|Alpha characters]]) or nearly infinitely (for Omega characters). Skills have five levels (I through V), and while the benefits of each additional level scale linearly, the training time increases exponentially - so it's usually not worth training skills beyond level IV in your first few days. Instead, focus on the skills which either improve whatever you're doing at the moment, or which unlock new ships or modules you want to try. As you get a feel for what you enjoy doing in EVE you can focus your training in that particular area. Skills are cumulative, and a character (provided they have an [[Clone States|Omega clone]]) can potentially learn every skill in the game given enough time, so don't worry too much about training "the wrong skill" at the start of the game. <br />
<br />
You start the game with a [[Starting Skills|number of skills]] already trained. To train additional skills you must first acquire the appropriate skillbook. While you will receive a few skillbooks as rewards from the [[Getting Started in EVE Online#The Career Agents|career agents]], the others must be bought on the [[trading|market]]; most of the basic skillbooks are reasonably cheap. EVE University provides certain [[The Skillbook Program|skillbooks for free]] to its members.<br />
<br />
You can speed up your training time by installing [[implants]] in your character, specifically the basic attribute-enhancing implants, which add between +1 and +5 points to your character's attributes. While the better implants are extremely expensive, +1 implants are affordable even for new players. Members of EVE University can also buy [[The Implants Program|+3 implants at a discount]]. <br />
<br />
== Fitting your Ship ==<br />
{{main|Fitting Guidelines}}<br />
Ships in EVE can be fitted with a wide variety of modules which grant the ship additional abilities (e.g. weapons, which allow you to fire at enemy ships) or enhance its statistics (e.g. armor plates, which increase the amount of damage your ship can take before exploding). Learning which modules work well on which ship (and in combination with which other modules) is a potentially very deep topic, so you should approach it step by step. Basic guidelines for fitting each of the four factions' ships can be found on the following pages:<br />
<br />
* [[Amarr Basic Ship and Skill Overview]]<br />
* [[Caldari Basic Ship and Skill Overview]]<br />
* [[Gallente Basic Ship and Skill Overview]]<br />
* [[Minmatar Basic Ship and Skill Overview]]<br />
* [[ORE Basic Ship and Skill Overview]]<br />
<br />
Additionally, there is a [[Fitting Modules and Rigs Guide|complete list]] of all modules and rigs, and what they do. To find recommended fittings for a specific ship, look at the [[Template:ShipsMatrix|ship's page]] on the wiki. EVE University members can also ask for fitting advice in the [http://forum.eveuniversity.org/viewforum.php?f=124 EVE University PvP and PvE ship setup forums].<br />
<br />
==Joining a Corporation==<br />
<br />
Corporations are EVE's version of player organisations (vaguely similar to guilds or clans in other games, but with far more scope for influencing the game). EVE is, at its heart, a social game, and while it's perfectly possible to play the game by yourself, most long-time EVE players cite the sense of community in their corporation as one of the main attractions of the game. Additionally, a well-run corporation can offer many services to its members, such as free ships and modules, missioning support, advice, a sense of banding together with other to achieve common goals, and of course, fun [[fleet]] operations. <br />
<br />
[[Welcome to EVE University|EVE University]] is a corporation dedicated to teaching new players how to play and enjoy EVE. We provide a wide variety of services (beyond teaching and a very helpful community), such as free skillbooks, subsidised implants, mentors, [[campuses]] to provide hands-on experience in a wide variety of locations and environments in EVE, not to mention the awesome wiki you're currently reading. We welcome [[Applying to EVE University|applications]] from all new players.<br />
<br />
However, there are other corporations (large or small, casual or formal, located in [[System Security|all corners of space]]) in EVE who are very welcoming to new players, and every player should look around to see what best suits their interests and temperament. Corporations advertise in:<br />
* The in-game corporation finder<br />
* The official [https://forums.eveonline.com/default.aspx?g=topics&f=265 corporation recruitment] forum<br />
* EVE University's [http://forum.eveuniversity.org/viewforum.php?f=66 work fair] forum<br />
* [https://www.reddit.com/r/evejobs/ /r/evejobs] on Reddit<br />
<br />
== Next steps ==<br />
{{main|Careers}}<br />
EVE is a sandbox game, which means it's up to each player to find what they enjoy doing most in the game (unlike in some other MMOs, there isn't a central story to follow). Due to EVE's [[#Learning Skills|skill system]], it's usually easy to start doing a given activity, but it takes a while to master it to its fullest. Therefore, as a new player, it's often a good idea to dabble in a few different activities to find out what suits you best. If you've found something that looks appealing, research it (e.g. by searching this wiki, attending a [[Classes|class]], or chatting to your corp-mates), start learning the appropriate skills, and get started. If you find it enjoyable, keep training your character's skills while honing your "player skills" (the experience you gain playing the game - EVE is very complex, and it takes a while to learn the ins and outs of even one part of it); should you grow bored, you can always switch up your character's training queue and try something else. <br />
<br />
While playing the game, you may want keep in mind:<br />
* [[Tips for New Players]], a list of some common mistakes new players make and how best to avoid them<br />
* [[Golden Rules|Golden Rules of EVE Online]]<br />
<br />
== Getting help ==<br />
<br />
EVE is a very complex (and sometimes non-intuitive) game. Should you feel unsure or lost, then don't hesitate to ask for help; the EVE player community is very friendly and helpful towards new players. The easiest way to get direct help is through in-game chat channels. <br />
<br />
=== Chat channels ===<br />
[[File:Chat-channels-new-players.png|thumb|right|300px|Joining chat channels.]]<br />
There are (at least) three chat channels dedicated to helping new players - you can ask questions here, and there are usually other experienced players and game masters around to help you. You can find these (and other) chat channels in tabs at (by default) the bottom-left of your screen. <br />
* {{co|wheat|Rookie Help}} (dedicated to helping the newest players.)<br />
* {{co|wheat|English Help}} (general English help chat. There are also help chat channels in French, German, Japanese and Russian.)<br />
* {{co|wheat|EVE University}} (EVE University's general help channel.)<br />
<br />
You automatically join the "Rookie Help" channel when you first start the game. Additional, you can join the "English help" or "EVE University" chat channels (as Rookie Help is often very busy, and characters older than 30 days no longer have access to "Rookie Help"): <br />
<br />
# Click on the speech bubble below the chat channel. You will see a number of folders. <br />
# Click on "{{co|wheat|Help}}" and look for channels named {{co|wheat|EVE University (E-UNI)}} and/or {{co|wheat|English Help (Help)}}. <br />
# Click "Join". <br />
<br />
=== Videos ===<br />
Some things are just more easily explained in a video than through text.<br />
<br />
* [https://www.youtube.com/channel/UCczUeYqoS7d40bkeWmJHXGw EVE Online Flight Academy] video series by CCP, which explain basic gameplay. These videos are also available in-game from the Help menu ({{button|F12}}, or the "?" Icon on your NeoCom), on the "Tutorial Videos" tab. <br />
* [https://www.youtube.com/playlist?list=PLj6nZuQ-kXq-kKfBK0biYLgoAUf6dZipT EVE tutorial] video series by Evocationz Adhera, which covers the new Ascension [[tutorial]], career agents, [[Sisters of EVE Epic Arc - The Blood-Stained Stars|Sisters of EVE epic arc]], as well as some useful side topics. <br />
* [https://www.youtube.com/playlist?list=PLEauSTU1fPwlePk0Y018g22MOPrsFEEHS How to Survive EVE Online] video series by Seamus Donohue, which goes from character creation to the end of the [[career agents]], with helpful commentary along the way. <br />
<br />
=== Deeper knowledge ===<br />
Beyond simple questions which can be answered in a chat channel, there is an enormous amount of knowledge about the game that the player base has documented. The [[Main Page|EVE University wiki]] that you're reading right now is one of the most comprehensive resources for newer players, but there are many others, often dedicated to a particular activity in the game. Using your favourite internet search engine is usually a good starting point, but keep in mind that EVE is constantly evolving, so check whether the information you find is current. Additionally, the official [https://support.eveonline.com/hc/en-us EVE help centre] is a good place to find information relating to your subscription, account services, as well as basic gameplay. <br />
<br />
== Related Links ==<br />
<br />
*[[:Category:Getting Started|All pages on this wiki aimed at new players]].<br />
*The [[EVE University Class Library]], contains recorded classes that cover a wide variety of subjects.<br />
*[http://www.isktheguide.com/ ISK The Guide], an industrial-sized knowledgebase that covers almost all aspects of EVE.<br />
*The [https://english.eve-guides.fr/images/wtd.jpg EVE careers chart], showing (almost) all the things you can do in EVE.<br />
*A two-page [http://forum.eveuniversity.org/viewtopic.php?f=29&t=40766 EVE cheat sheet] by Korgan Nailo.<br />
*The [https://www.thealphasguide.com/start/ Alpha's Guide to the Galaxy], an excellent starting point for Alpha clone characters.<br />
<br />
[[Category:Guides]]<br />
[[Category:Getting Started]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Getting_Started_in_EVE_Online&diff=123768Getting Started in EVE Online2017-06-20T14:35:47Z<p>Noemie belacqua: /* Portrait and Name */ character remodelling costs PLEX now</p>
<hr />
<div>Welcome to EVE Online! You are now a citizen of New Eden, an exciting and dangerous virtual world. This guide will lead you through your first few days in EVE. For a more general list of topics new players should know about, see the [[New Player Index]].<br />
<br />
== Introduction to EVE ==<br />
EVE is a game unlike many other MMOs. It doesn't just have unique mechanics, but doesn't follow many of the conventions of other games. Therefore it may be a good idea to familiarize yourself with some of the core aspects of the game, in order to have a better idea of what to expect:<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=29&t=94260 New Players' Survival for EVE Online]<br />
* [[Notes for Experienced RPG Players New to EVE]]<br />
<br />
== Accounts ==<br />
{{main|Accounts}}<br />
To play EVE you must first [https://secure.eveonline.com/signup/ create an account]. Your account name doesn't show up anywhere in game, and you can have up to three characters per account. <br />
<br />
If you were invited to EVE by a friend (i.e. have a [https://secure.eveonline.com/recruit/ referral link]), use it when creating your account, as you will get some free [[Skills and Learning|skill points]] (equivalent to about 1-2 weeks' training time). Additionally, your friend will receive free game time or a [[PLEX]] if you subscribe to the game (i.e. pay for an [[Clone States|Omega character]]).<br />
<br />
== Character Creation ==<br />
<br />
The first decision you have to make is to choose a race for your character. There are 4 major factions in the game: [[Amarr Empire|Amarr]], [[Caldari State|Caldari]], [[Gallente Federation|Gallente]], and [[Minmatar Republic|Minmatar]]. <br />
<br />
* If you're expecting to subscribe to EVE Online (i.e. pay real-world money to play, also called [[Clone States|"Omega"]]), the choosing your race is purely an aesthetic choice, as every character can potentially learn every skill. That means that even as Amarr you can fly Minmatar ships when you get the appropriate skills. Your choice of race therefore mainly determines the look of your character and (if you choose to do so) your role-playing opportunities. <br />
<br />
* If you're thinking of just playing EVE through the indefinite trial without paying (also called [[Clone States|"Alpha"]]), you will be limited to using your [[Clone_States#Choice_of_race|chosen race's ships and weapon types]]. While this may seem limiting, keep in mind that you can always create a new character (of a different race) to try out other ship and weapon types, or subscribing to the game to access them all on one character.<br />
<br />
=== Bloodline ===<br />
<br />
A bloodline in EVE is a character's familial ancestry. There are three different bloodlines for every race to choose during character creation.<br />
The bloodline you choose determines which [[NPC_Corporations#Default_NPC_Corporations|NPC corporations]] your character will automatically join when no longer being part of a [[Corporation|Player Corporation]] or Starter Corporation - however, there is absolutely no difference between any of the corporations, so the choice is purely aesthetic.<br />
<br />
=== School ===<br />
<br />
The School you choose will only determine which [[Career Agents#Starter Systems in EVE|starter solar system]] you begin in and which [[NPC_Corporations#NPC_Starter_Corporations|Starter Corporation]] you will be part of. There are absolutely no differences between any of them. They will give your character a permanent list of stations spread across all of New Eden belonging to that school where you can set your [[Medical Clone]] independently from any corporation you might have joined and independently of the location you are setting your clone from.<br />
<br />
=== Portrait and Name ===<br />
{{main|Character Creator}}<br />
<br />
Next you have to design your character's appearance and take a portrait. Your looks depend on which race and bloodline you chose, but the tool also gives you a lot of flexibility. Do spend some time crafting your character and taking your portrait, but keep in mind that 99% of the time other players will only ever see your portrait and not your entire character model, and (unless you like spending time in your Captain's Quarters) so will you. You can change your character's clothing and re-take your portraits at any point later, but changing your character's physical appearance can only be done by paying for "Character Remodeling" with [[PLEX]].<br />
<br />
You then choose the following for your character:<br />
* Ancestry (has little in-game effect) <br />
* Education (controls which NPC corporation you start in; they are all effectively identical)<br />
* Name. Pick your character's name carefully, as you can never change it later. Your name is part of your identity, and it will influence how your corpmates think of you. In EVE Online, most corporations make use of voice communication (e.g. [[Mumble]]) during fleet operations, and also use their voice server available for casual chatter. You will sometimes need to identify yourself with your name while using voice comms, and other fleetmates will use your name to give you intel or instructions. Having a name that is simple and easily pronounceable will make things easier for everyone. Pick your name carefully, especially your first name, as that will often be used as your callsign during fleet operations. If you pick a stupid name for yourself, you should prepare for some people to not take you seriously. <br /> You can pick a first and last name (although the last name is optional). Character names are unique, and the game will check whether your chosen name is available before letting you proceed.<br />
<br />
== Starting the game ==<br />
=== Tutorial ===<br />
{{Main|Tutorial}}<br />
<br />
When you first start the game as a new character, you can go through the tutorial (also called the "New Player Experience"), a story-driven experience which gives you step-by-step instructions to the basic mechanics of playing EVE. Unless you've already played EVE it's highly recommended that you follow the tutorial, as the game has many particular mechanics which you may not be used to, even if you've played other computer games. <br />
<br />
=== Career Agents ===<br />
{{main|Career Agents}}<br />
The next step in learning to play EVE (after the tutorial) is to visit the career agents and do the missions they offer to you, which expand on what you've learned in the tutorial and introduce you to some of the main [[PvE]] activities in EVE Online. The agents are not exclusive, you can do as many of the agents' missions as you want. It's highly recommended that you do as many of them as interest you, as they not only explain many more game mechanics, but also offer some good rewards for new players. <br />
<br />
However, keep in mind that they offer little training in [[PvP]] (which make up a very substantial part of the game). Additionally, EVE is a sandbox game, and much of the attraction of the game is forging your own path as opposed to following a pre-set path. <br />
<br />
There are five career agents, each offering between 5 and 10 missions in a certain area: <br />
* Industry<br />
* Business<br />
* Exploration<br />
* Military<br />
* Advanced Military<br />
<br />
If you've followed the tutorial, you will have flown to the station housing the nearest career agents; all five agents are always located in the same station. If you skipped the tutorial, you can locate the closest set of career agents (there are three sets of agents per faction, but they all offer the same missions):<br />
# Open the Help menu in-game ({{button|F12}}, or click on the "?" icon in your NeoCom)<br />
# Look for the section called "Career Advancement" on the Support tab. <br />
# Click on the button "Show Career Agents". This will open another window which will present you with the 5 closest Career agents to your current location. <br />
# At the bottom right there will be a button labelled "Set Destination". Click it to plot a route to follow to get to the system and station where that agent is at. <br />
<br />
You can do the agents in any order you like (although do the Military agent before you do the Advanced Military one).<br />
<br />
== The Sisters of EVE Epic Arc: Blood-Stained Stars ==<br />
{{main|The Blood-Stained Stars}}<br />
After you have completed the missions for the career agents, the EVE galaxy is yours to explore! Should you like to run a few more story-related missions, you can do the [[Sisters of Eve]] epic mission arc "The Blood-Stained Stars". The epic arc is a series of 50 connected missions which take you all over [[High-sec#High_Security|highsec]] and expose you to quite a bit of the background and lore of the game, particularly concerning the Rogue Drones and the secret Society of Conscious Thought. To start it you should go to the [http://evemaps.dotlan.net/map/Essence/Arnon#sec Arnon] system and talk to Sister Alitura at the Sisters of EVE Bureau. <br />
<br />
While doing the epic arc you should focus on continuing to train your combat skills. You can do most of the initial missions in a [[Frigate]], but you should consider upgrading to a [[Destroyer]] or even a [[Cruiser]] towards the end. Most of the missions will be fairly easy, but some (particularly towards the end, like the infamous "[[Burning Down the Hive]]" or "[[The_Blood-Stained_Stars#Mission_49:_Our_Man_Dagan|Our Man Dagan]]") have a reputation for being very challenging for new players. If you find yourself struggling, don't be shy to ask for help in the [[EVE University Chat Channels#Public Channels|E-UNI chat channel]] as many EVE University players would be happy to help you. However, be careful about accepting or asking for help in the Local chat channel, as there are some unscrupulous players who might hijack your mission objective, or bait you and destroy your ship (see also: [[scams in EVE Online]]). <br />
<br />
==Learning Skills==<br />
{{main|Skills and Learning}}<br />
Unlike in many other MMOs, in EVE your character advances (gains new abilities, can use additional modules and ships, etc) through training skills, which are trained in real time, even when you are logged off. Therefore, you should always have a skill actively training. You can queue up skills to be trained one after the other, up to a maximum of 24 hours into the future (for [[Clone States|Alpha characters]]) or nearly infinitely (for Omega characters). Skills have five levels (I through V), and while the benefits of each additional level scale linearly, the training time increases exponentially - so it's usually not worth training skills beyond level IV in your first few days. Instead, focus on the skills which either improve whatever you're doing at the moment, or which unlock new ships or modules you want to try. As you get a feel for what you enjoy doing in EVE you can focus your training in that particular area. Skills are cumulative, and a character (provided they have an [[Clone States|Omega clone]]) can potentially learn every skill in the game given enough time, so don't worry too much about training "the wrong skill" at the start of the game. <br />
<br />
You start the game with a [[Starting Skills|number of skills]] already trained. To train additional skills you must first acquire the appropriate skillbook. While you will receive a few skillbooks as rewards from the [[Getting Started in EVE Online#The Career Agents|career agents]], the others must be bought on the [[trading|market]]; most of the basic skillbooks are reasonably cheap. EVE University provides certain [[The Skillbook Program|skillbooks for free]] to its members.<br />
<br />
You can speed up your training time by installing [[implants]] in your character, specifically the basic attribute-enhancing implants, which add between +1 and +5 points to your character's attributes. While the better implants are extremely expensive, +1 implants are affordable even for new players. Members of EVE University can also buy [[The Implants Program|+3 implants at a discount]]. <br />
<br />
== Fitting your Ship ==<br />
{{main|Fitting Guidelines}}<br />
Ships in EVE can be fitted with a wide variety of modules which grant the ship additional abilities (e.g. weapons, which allow you to fire at enemy ships) or enhance its statistics (e.g. armor plates, which increase the amount of damage your ship can take before exploding). Learning which modules work well on which ship (and in combination with which other modules) is a potentially very deep topic, so you should approach it step by step. Basic guidelines for fitting each of the four factions' ships can be found on the following pages:<br />
<br />
* [[Amarr Basic Ship and Skill Overview]]<br />
* [[Caldari Basic Ship and Skill Overview]]<br />
* [[Gallente Basic Ship and Skill Overview]]<br />
* [[Minmatar Basic Ship and Skill Overview]]<br />
* [[ORE Basic Ship and Skill Overview]]<br />
<br />
Additionally, there is a [[Fitting Modules and Rigs Guide|complete list]] of all modules and rigs, and what they do. To find recommended fittings for a specific ship, look at the [[Template:ShipsMatrix|ship's page]] on the wiki. EVE University members can also ask for fitting advice in the [http://forum.eveuniversity.org/viewforum.php?f=124 EVE University PvP and PvE ship setup forums].<br />
<br />
==Joining a Corporation==<br />
<br />
Corporations are EVE's version of player organisations (vaguely similar to guilds or clans in other games, but with far more scope for influencing the game). EVE is, at its heart, a social game, and while it's perfectly possible to play the game by yourself, most long-time EVE players cite the sense of community in their corporation as one of the main attractions of the game. Additionally, a well-run corporation can offer many services to its members, such as free ships and modules, missioning support, advice, a sense of banding together with other to achieve common goals, and of course, fun [[fleet]] operations. <br />
<br />
[[Welcome to EVE University|EVE University]] is a corporation dedicated to teaching new players how to play and enjoy EVE. We provide a wide variety of services (beyond teaching and a very helpful community), such as free skillbooks, subsidised implants, mentors, [[campuses]] to provide hands-on experience in a wide variety of locations and environments in EVE, not to mention the awesome wiki you're currently reading. We welcome [[Applying to EVE University|applications]] from all new players.<br />
<br />
However, there are other corporations (large or small, casual or formal, located in [[System Security|all corners of space]]) in EVE who are very welcoming to new players, and every player should look around to see what best suits their interests and temperament. Corporations advertise in:<br />
* The in-game corporation finder<br />
* The official [https://forums.eveonline.com/default.aspx?g=topics&f=265 corporation recruitment] forum<br />
* EVE University's [http://forum.eveuniversity.org/viewforum.php?f=66 work fair] forum<br />
* [https://www.reddit.com/r/evejobs/ /r/evejobs] on Reddit<br />
<br />
== Next steps ==<br />
{{main|Careers}}<br />
EVE is a sandbox game, which means it's up to each player to find what they enjoy doing most in the game (unlike in some other MMOs, there isn't a central story to follow). Due to EVE's [[#Learning Skills|skill system]], it's usually easy to start doing a given activity, but it takes a while to master it to its fullest. Therefore, as a new player, it's often a good idea to dabble in a few different activities to find out what suits you best. If you've found something that looks appealing, research it (e.g. by searching this wiki, attending a [[Classes|class]], or chatting to your corp-mates), start learning the appropriate skills, and get started. If you find it enjoyable, keep training your character's skills while honing your "player skills" (the experience you gain playing the game - EVE is very complex, and it takes a while to learn the ins and outs of even one part of it); should you grow bored, you can always switch up your character's training queue and try something else. <br />
<br />
While playing the game, you may want keep in mind:<br />
* [[Tips for New Players]], a list of some common mistakes new players make and how best to avoid them<br />
* [[Golden Rules|Golden Rules of EVE Online]]<br />
<br />
== Getting help ==<br />
<br />
EVE is a very complex (and sometimes non-intuitive) game. Should you feel unsure or lost, then don't hesitate to ask for help; the EVE player community is very friendly and helpful towards new players. The easiest way to get direct help is through in-game chat channels. <br />
<br />
=== Chat channels ===<br />
[[File:Chat-channels-new-players.png|thumb|right|300px|Joining chat channels.]]<br />
There are (at least) three chat channels dedicated to helping new players - you can ask questions here, and there are usually other experienced players and game masters around to help you. You can find these (and other) chat channels in tabs at (by default) the bottom-left of your screen. <br />
* {{co|wheat|Rookie Help}} (dedicated to helping the newest players.)<br />
* {{co|wheat|English Help}} (general English help chat. There are also help chat channels in French, German, Japanese and Russian.)<br />
* {{co|wheat|EVE University}} (EVE University's general help channel.)<br />
<br />
You automatically join the "Rookie Help" channel when you first start the game. Additional, you can join the "English help" or "EVE University" chat channels (as Rookie Help is often very busy, and characters older than 30 days no longer have access to "Rookie Help"): <br />
<br />
# Click on the speech bubble below the chat channel. You will see a number of folders. <br />
# Click on "{{co|wheat|Help}}" and look for channels named {{co|wheat|EVE University (E-UNI)}} and/or {{co|wheat|English Help (Help)}}. <br />
# Click "Join". <br />
<br />
=== Videos ===<br />
Some things are just more easily explained in a video than through text.<br />
<br />
* [https://www.youtube.com/channel/UCczUeYqoS7d40bkeWmJHXGw EVE Online Flight Academy] video series by CCP, which explain basic gameplay. These videos are also available in-game from the Help menu ({{button|F12}}, or the "?" Icon on your NeoCom), on the "Tutorial Videos" tab. <br />
* [https://www.youtube.com/playlist?list=PLj6nZuQ-kXq-kKfBK0biYLgoAUf6dZipT EVE tutorial] video series by Evocationz Adhera, which covers the new Ascension [[tutorial]], career agents, [[Sisters of EVE Epic Arc - The Blood-Stained Stars|Sisters of EVE epic arc]], as well as some useful side topics. <br />
* [https://www.youtube.com/playlist?list=PLEauSTU1fPwlePk0Y018g22MOPrsFEEHS How to Survive EVE Online] video series by Seamus Donohue, which goes from character creation to the end of the [[career agents]], with helpful commentary along the way. <br />
<br />
=== Deeper knowledge ===<br />
Beyond simple questions which can be answered in a chat channel, there is an enormous amount of knowledge about the game that the player base has documented. The [[Main Page|EVE University wiki]] that you're reading right now is one of the most comprehensive resources for newer players, but there are many others, often dedicated to a particular activity in the game. Using your favourite internet search engine is usually a good starting point, but keep in mind that EVE is constantly evolving, so check whether the information you find is current. Additionally, the official [https://support.eveonline.com/hc/en-us EVE help centre] is a good place to find information relating to your subscription, account services, as well as basic gameplay. <br />
<br />
== Related Links ==<br />
<br />
*[[:Category:Getting Started|All pages on this wiki aimed at new players]].<br />
*The [[EVE University Class Library]], contains recorded classes that cover a wide variety of subjects.<br />
*[http://www.isktheguide.com/ ISK The Guide], an industrial-sized knowledgebase that covers almost all aspects of EVE.<br />
*The [https://english.eve-guides.fr/images/wtd.jpg EVE careers chart], showing (almost) all the things you can do in EVE.<br />
*A two-page [http://forum.eveuniversity.org/viewtopic.php?f=29&t=40766 EVE cheat sheet] by Korgan Nailo.<br />
*The [https://www.thealphasguide.com/start/ Alpha's Guide to the Galaxy], an excellent starting point for Alpha clone characters.<br />
<br />
[[Category:Guides]]<br />
[[Category:Getting Started]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Aurum&diff=123767Aurum2017-06-20T14:34:38Z<p>Noemie belacqua: /* How do AUR tokens work? */ link fix</p>
<hr />
<div>{{deprecated|newinfo=[[New Eden Store]] or [[PLEX Vault]]}}<br />
'''Aurum''' (abbreviated "AUR") is a virtual currency used in EVE to purchase items from the [[New Eden Store]] (NES). These items include cosmetic [[SKIN|ship skins]], clothing for your capsuleer, and [[Skill Extractor|skill extractors]]. AUR appears as a separate balance item (separate from ISK) in your character's in-game wallet and cannot be transferred from one character's wallet to another character, even if those characters reside on the same account.<br />
<br />
Aurum can be acquired by converting PLEX into AUR (at a rate of 3500 AUR per PLEX), or by purchasing and converting Aurum Tokens. Note that Aurum cannot be converted back into PLEX. <br />
<br />
==How do AUR tokens work?==<br />
When you purchase an AUR package (with real-world money) you get the value of the package in Aurum Tokens. These tokens can be redeemed via the in-game redeeming system to any character on the account. From there, Aurum Tokens are an in-game item, much like [[PLEX]], and can be moved and traded like any other such item. Once obtained, you can right-click and select "Redeem for AUR" in order to convert their value into AUR to be spent in the [[New Eden Store]]. After tokens have been redeemed, AUR is non-transferable.<br />
<br />
== External links ==<br />
* [https://support.eveonline.com/hc/en-us/articles/203523752-Aurum EVE Support: Aurum]<br />
<br />
[[Category:Accounts]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Getting_Started_in_EVE_Online&diff=123766Getting Started in EVE Online2017-06-20T14:33:58Z<p>Noemie belacqua: /* Character Creation */ moving the link down a paragraph, it will likely be more useful there</p>
<hr />
<div>Welcome to EVE Online! You are now a citizen of New Eden, an exciting and dangerous virtual world. This guide will lead you through your first few days in EVE. For a more general list of topics new players should know about, see the [[New Player Index]].<br />
<br />
== Introduction to EVE ==<br />
EVE is a game unlike many other MMOs. It doesn't just have unique mechanics, but doesn't follow many of the conventions of other games. Therefore it may be a good idea to familiarize yourself with some of the core aspects of the game, in order to have a better idea of what to expect:<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=29&t=94260 New Players' Survival for EVE Online]<br />
* [[Notes for Experienced RPG Players New to EVE]]<br />
<br />
== Accounts ==<br />
{{main|Accounts}}<br />
To play EVE you must first [https://secure.eveonline.com/signup/ create an account]. Your account name doesn't show up anywhere in game, and you can have up to three characters per account. <br />
<br />
If you were invited to EVE by a friend (i.e. have a [https://secure.eveonline.com/recruit/ referral link]), use it when creating your account, as you will get some free [[Skills and Learning|skill points]] (equivalent to about 1-2 weeks' training time). Additionally, your friend will receive free game time or a [[PLEX]] if you subscribe to the game (i.e. pay for an [[Clone States|Omega character]]).<br />
<br />
== Character Creation ==<br />
<br />
The first decision you have to make is to choose a race for your character. There are 4 major factions in the game: [[Amarr Empire|Amarr]], [[Caldari State|Caldari]], [[Gallente Federation|Gallente]], and [[Minmatar Republic|Minmatar]]. <br />
<br />
* If you're expecting to subscribe to EVE Online (i.e. pay real-world money to play, also called [[Clone States|"Omega"]]), the choosing your race is purely an aesthetic choice, as every character can potentially learn every skill. That means that even as Amarr you can fly Minmatar ships when you get the appropriate skills. Your choice of race therefore mainly determines the look of your character and (if you choose to do so) your role-playing opportunities. <br />
<br />
* If you're thinking of just playing EVE through the indefinite trial without paying (also called [[Clone States|"Alpha"]]), you will be limited to using your [[Clone_States#Choice_of_race|chosen race's ships and weapon types]]. While this may seem limiting, keep in mind that you can always create a new character (of a different race) to try out other ship and weapon types, or subscribing to the game to access them all on one character.<br />
<br />
=== Bloodline ===<br />
<br />
A bloodline in EVE is a character's familial ancestry. There are three different bloodlines for every race to choose during character creation.<br />
The bloodline you choose determines which [[NPC_Corporations#Default_NPC_Corporations|NPC corporations]] your character will automatically join when no longer being part of a [[Corporation|Player Corporation]] or Starter Corporation - however, there is absolutely no difference between any of the corporations, so the choice is purely aesthetic.<br />
<br />
=== School ===<br />
<br />
The School you choose will only determine which [[Career Agents#Starter Systems in EVE|starter solar system]] you begin in and which [[NPC_Corporations#NPC_Starter_Corporations|Starter Corporation]] you will be part of. There are absolutely no differences between any of them. They will give your character a permanent list of stations spread across all of New Eden belonging to that school where you can set your [[Medical Clone]] independently from any corporation you might have joined and independently of the location you are setting your clone from.<br />
<br />
=== Portrait and Name ===<br />
{{main|Character Creator}}<br />
<br />
Next you have to design your character's appearance and take a portrait. Your looks depend on which race and bloodline you chose, but the tool also gives you a lot of flexibility. Do spend some time crafting your character and taking your portrait, but keep in mind that 99% of the time other players will only ever see your portrait and not your entire character model, and (unless you like spending time in your Captain's Quarters) so will you. You can change your character's clothing and re-take your portraits at any point later, but changing your character's physical appearance can only be done by paying for "Character Remodeling" with [[AUR|Aurum]].<br />
<br />
You then choose the following for your character:<br />
* Ancestry (has little in-game effect) <br />
* Education (controls which NPC corporation you start in; they are all effectively identical)<br />
* Name. Pick your character's name carefully, as you can never change it later. Your name is part of your identity, and it will influence how your corpmates think of you. In EVE Online, most corporations make use of voice communication (e.g. [[Mumble]]) during fleet operations, and also use their voice server available for casual chatter. You will sometimes need to identify yourself with your name while using voice comms, and other fleetmates will use your name to give you intel or instructions. Having a name that is simple and easily pronounceable will make things easier for everyone. Pick your name carefully, especially your first name, as that will often be used as your callsign during fleet operations. If you pick a stupid name for yourself, you should prepare for some people to not take you seriously. <br /> You can pick a first and last name (although the last name is optional). Character names are unique, and the game will check whether your chosen name is available before letting you proceed.<br />
<br />
== Starting the game ==<br />
=== Tutorial ===<br />
{{Main|Tutorial}}<br />
<br />
When you first start the game as a new character, you can go through the tutorial (also called the "New Player Experience"), a story-driven experience which gives you step-by-step instructions to the basic mechanics of playing EVE. Unless you've already played EVE it's highly recommended that you follow the tutorial, as the game has many particular mechanics which you may not be used to, even if you've played other computer games. <br />
<br />
=== Career Agents ===<br />
{{main|Career Agents}}<br />
The next step in learning to play EVE (after the tutorial) is to visit the career agents and do the missions they offer to you, which expand on what you've learned in the tutorial and introduce you to some of the main [[PvE]] activities in EVE Online. The agents are not exclusive, you can do as many of the agents' missions as you want. It's highly recommended that you do as many of them as interest you, as they not only explain many more game mechanics, but also offer some good rewards for new players. <br />
<br />
However, keep in mind that they offer little training in [[PvP]] (which make up a very substantial part of the game). Additionally, EVE is a sandbox game, and much of the attraction of the game is forging your own path as opposed to following a pre-set path. <br />
<br />
There are five career agents, each offering between 5 and 10 missions in a certain area: <br />
* Industry<br />
* Business<br />
* Exploration<br />
* Military<br />
* Advanced Military<br />
<br />
If you've followed the tutorial, you will have flown to the station housing the nearest career agents; all five agents are always located in the same station. If you skipped the tutorial, you can locate the closest set of career agents (there are three sets of agents per faction, but they all offer the same missions):<br />
# Open the Help menu in-game ({{button|F12}}, or click on the "?" icon in your NeoCom)<br />
# Look for the section called "Career Advancement" on the Support tab. <br />
# Click on the button "Show Career Agents". This will open another window which will present you with the 5 closest Career agents to your current location. <br />
# At the bottom right there will be a button labelled "Set Destination". Click it to plot a route to follow to get to the system and station where that agent is at. <br />
<br />
You can do the agents in any order you like (although do the Military agent before you do the Advanced Military one).<br />
<br />
== The Sisters of EVE Epic Arc: Blood-Stained Stars ==<br />
{{main|The Blood-Stained Stars}}<br />
After you have completed the missions for the career agents, the EVE galaxy is yours to explore! Should you like to run a few more story-related missions, you can do the [[Sisters of Eve]] epic mission arc "The Blood-Stained Stars". The epic arc is a series of 50 connected missions which take you all over [[High-sec#High_Security|highsec]] and expose you to quite a bit of the background and lore of the game, particularly concerning the Rogue Drones and the secret Society of Conscious Thought. To start it you should go to the [http://evemaps.dotlan.net/map/Essence/Arnon#sec Arnon] system and talk to Sister Alitura at the Sisters of EVE Bureau. <br />
<br />
While doing the epic arc you should focus on continuing to train your combat skills. You can do most of the initial missions in a [[Frigate]], but you should consider upgrading to a [[Destroyer]] or even a [[Cruiser]] towards the end. Most of the missions will be fairly easy, but some (particularly towards the end, like the infamous "[[Burning Down the Hive]]" or "[[The_Blood-Stained_Stars#Mission_49:_Our_Man_Dagan|Our Man Dagan]]") have a reputation for being very challenging for new players. If you find yourself struggling, don't be shy to ask for help in the [[EVE University Chat Channels#Public Channels|E-UNI chat channel]] as many EVE University players would be happy to help you. However, be careful about accepting or asking for help in the Local chat channel, as there are some unscrupulous players who might hijack your mission objective, or bait you and destroy your ship (see also: [[scams in EVE Online]]). <br />
<br />
==Learning Skills==<br />
{{main|Skills and Learning}}<br />
Unlike in many other MMOs, in EVE your character advances (gains new abilities, can use additional modules and ships, etc) through training skills, which are trained in real time, even when you are logged off. Therefore, you should always have a skill actively training. You can queue up skills to be trained one after the other, up to a maximum of 24 hours into the future (for [[Clone States|Alpha characters]]) or nearly infinitely (for Omega characters). Skills have five levels (I through V), and while the benefits of each additional level scale linearly, the training time increases exponentially - so it's usually not worth training skills beyond level IV in your first few days. Instead, focus on the skills which either improve whatever you're doing at the moment, or which unlock new ships or modules you want to try. As you get a feel for what you enjoy doing in EVE you can focus your training in that particular area. Skills are cumulative, and a character (provided they have an [[Clone States|Omega clone]]) can potentially learn every skill in the game given enough time, so don't worry too much about training "the wrong skill" at the start of the game. <br />
<br />
You start the game with a [[Starting Skills|number of skills]] already trained. To train additional skills you must first acquire the appropriate skillbook. While you will receive a few skillbooks as rewards from the [[Getting Started in EVE Online#The Career Agents|career agents]], the others must be bought on the [[trading|market]]; most of the basic skillbooks are reasonably cheap. EVE University provides certain [[The Skillbook Program|skillbooks for free]] to its members.<br />
<br />
You can speed up your training time by installing [[implants]] in your character, specifically the basic attribute-enhancing implants, which add between +1 and +5 points to your character's attributes. While the better implants are extremely expensive, +1 implants are affordable even for new players. Members of EVE University can also buy [[The Implants Program|+3 implants at a discount]]. <br />
<br />
== Fitting your Ship ==<br />
{{main|Fitting Guidelines}}<br />
Ships in EVE can be fitted with a wide variety of modules which grant the ship additional abilities (e.g. weapons, which allow you to fire at enemy ships) or enhance its statistics (e.g. armor plates, which increase the amount of damage your ship can take before exploding). Learning which modules work well on which ship (and in combination with which other modules) is a potentially very deep topic, so you should approach it step by step. Basic guidelines for fitting each of the four factions' ships can be found on the following pages:<br />
<br />
* [[Amarr Basic Ship and Skill Overview]]<br />
* [[Caldari Basic Ship and Skill Overview]]<br />
* [[Gallente Basic Ship and Skill Overview]]<br />
* [[Minmatar Basic Ship and Skill Overview]]<br />
* [[ORE Basic Ship and Skill Overview]]<br />
<br />
Additionally, there is a [[Fitting Modules and Rigs Guide|complete list]] of all modules and rigs, and what they do. To find recommended fittings for a specific ship, look at the [[Template:ShipsMatrix|ship's page]] on the wiki. EVE University members can also ask for fitting advice in the [http://forum.eveuniversity.org/viewforum.php?f=124 EVE University PvP and PvE ship setup forums].<br />
<br />
==Joining a Corporation==<br />
<br />
Corporations are EVE's version of player organisations (vaguely similar to guilds or clans in other games, but with far more scope for influencing the game). EVE is, at its heart, a social game, and while it's perfectly possible to play the game by yourself, most long-time EVE players cite the sense of community in their corporation as one of the main attractions of the game. Additionally, a well-run corporation can offer many services to its members, such as free ships and modules, missioning support, advice, a sense of banding together with other to achieve common goals, and of course, fun [[fleet]] operations. <br />
<br />
[[Welcome to EVE University|EVE University]] is a corporation dedicated to teaching new players how to play and enjoy EVE. We provide a wide variety of services (beyond teaching and a very helpful community), such as free skillbooks, subsidised implants, mentors, [[campuses]] to provide hands-on experience in a wide variety of locations and environments in EVE, not to mention the awesome wiki you're currently reading. We welcome [[Applying to EVE University|applications]] from all new players.<br />
<br />
However, there are other corporations (large or small, casual or formal, located in [[System Security|all corners of space]]) in EVE who are very welcoming to new players, and every player should look around to see what best suits their interests and temperament. Corporations advertise in:<br />
* The in-game corporation finder<br />
* The official [https://forums.eveonline.com/default.aspx?g=topics&f=265 corporation recruitment] forum<br />
* EVE University's [http://forum.eveuniversity.org/viewforum.php?f=66 work fair] forum<br />
* [https://www.reddit.com/r/evejobs/ /r/evejobs] on Reddit<br />
<br />
== Next steps ==<br />
{{main|Careers}}<br />
EVE is a sandbox game, which means it's up to each player to find what they enjoy doing most in the game (unlike in some other MMOs, there isn't a central story to follow). Due to EVE's [[#Learning Skills|skill system]], it's usually easy to start doing a given activity, but it takes a while to master it to its fullest. Therefore, as a new player, it's often a good idea to dabble in a few different activities to find out what suits you best. If you've found something that looks appealing, research it (e.g. by searching this wiki, attending a [[Classes|class]], or chatting to your corp-mates), start learning the appropriate skills, and get started. If you find it enjoyable, keep training your character's skills while honing your "player skills" (the experience you gain playing the game - EVE is very complex, and it takes a while to learn the ins and outs of even one part of it); should you grow bored, you can always switch up your character's training queue and try something else. <br />
<br />
While playing the game, you may want keep in mind:<br />
* [[Tips for New Players]], a list of some common mistakes new players make and how best to avoid them<br />
* [[Golden Rules|Golden Rules of EVE Online]]<br />
<br />
== Getting help ==<br />
<br />
EVE is a very complex (and sometimes non-intuitive) game. Should you feel unsure or lost, then don't hesitate to ask for help; the EVE player community is very friendly and helpful towards new players. The easiest way to get direct help is through in-game chat channels. <br />
<br />
=== Chat channels ===<br />
[[File:Chat-channels-new-players.png|thumb|right|300px|Joining chat channels.]]<br />
There are (at least) three chat channels dedicated to helping new players - you can ask questions here, and there are usually other experienced players and game masters around to help you. You can find these (and other) chat channels in tabs at (by default) the bottom-left of your screen. <br />
* {{co|wheat|Rookie Help}} (dedicated to helping the newest players.)<br />
* {{co|wheat|English Help}} (general English help chat. There are also help chat channels in French, German, Japanese and Russian.)<br />
* {{co|wheat|EVE University}} (EVE University's general help channel.)<br />
<br />
You automatically join the "Rookie Help" channel when you first start the game. Additional, you can join the "English help" or "EVE University" chat channels (as Rookie Help is often very busy, and characters older than 30 days no longer have access to "Rookie Help"): <br />
<br />
# Click on the speech bubble below the chat channel. You will see a number of folders. <br />
# Click on "{{co|wheat|Help}}" and look for channels named {{co|wheat|EVE University (E-UNI)}} and/or {{co|wheat|English Help (Help)}}. <br />
# Click "Join". <br />
<br />
=== Videos ===<br />
Some things are just more easily explained in a video than through text.<br />
<br />
* [https://www.youtube.com/channel/UCczUeYqoS7d40bkeWmJHXGw EVE Online Flight Academy] video series by CCP, which explain basic gameplay. These videos are also available in-game from the Help menu ({{button|F12}}, or the "?" Icon on your NeoCom), on the "Tutorial Videos" tab. <br />
* [https://www.youtube.com/playlist?list=PLj6nZuQ-kXq-kKfBK0biYLgoAUf6dZipT EVE tutorial] video series by Evocationz Adhera, which covers the new Ascension [[tutorial]], career agents, [[Sisters of EVE Epic Arc - The Blood-Stained Stars|Sisters of EVE epic arc]], as well as some useful side topics. <br />
* [https://www.youtube.com/playlist?list=PLEauSTU1fPwlePk0Y018g22MOPrsFEEHS How to Survive EVE Online] video series by Seamus Donohue, which goes from character creation to the end of the [[career agents]], with helpful commentary along the way. <br />
<br />
=== Deeper knowledge ===<br />
Beyond simple questions which can be answered in a chat channel, there is an enormous amount of knowledge about the game that the player base has documented. The [[Main Page|EVE University wiki]] that you're reading right now is one of the most comprehensive resources for newer players, but there are many others, often dedicated to a particular activity in the game. Using your favourite internet search engine is usually a good starting point, but keep in mind that EVE is constantly evolving, so check whether the information you find is current. Additionally, the official [https://support.eveonline.com/hc/en-us EVE help centre] is a good place to find information relating to your subscription, account services, as well as basic gameplay. <br />
<br />
== Related Links ==<br />
<br />
*[[:Category:Getting Started|All pages on this wiki aimed at new players]].<br />
*The [[EVE University Class Library]], contains recorded classes that cover a wide variety of subjects.<br />
*[http://www.isktheguide.com/ ISK The Guide], an industrial-sized knowledgebase that covers almost all aspects of EVE.<br />
*The [https://english.eve-guides.fr/images/wtd.jpg EVE careers chart], showing (almost) all the things you can do in EVE.<br />
*A two-page [http://forum.eveuniversity.org/viewtopic.php?f=29&t=40766 EVE cheat sheet] by Korgan Nailo.<br />
*The [https://www.thealphasguide.com/start/ Alpha's Guide to the Galaxy], an excellent starting point for Alpha clone characters.<br />
<br />
[[Category:Guides]]<br />
[[Category:Getting Started]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Getting_Started_in_EVE_Online&diff=123765Getting Started in EVE Online2017-06-20T14:32:59Z<p>Noemie belacqua: /* Bloodline */ no need to duplicate the table here</p>
<hr />
<div>Welcome to EVE Online! You are now a citizen of New Eden, an exciting and dangerous virtual world. This guide will lead you through your first few days in EVE. For a more general list of topics new players should know about, see the [[New Player Index]].<br />
<br />
== Introduction to EVE ==<br />
EVE is a game unlike many other MMOs. It doesn't just have unique mechanics, but doesn't follow many of the conventions of other games. Therefore it may be a good idea to familiarize yourself with some of the core aspects of the game, in order to have a better idea of what to expect:<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=29&t=94260 New Players' Survival for EVE Online]<br />
* [[Notes for Experienced RPG Players New to EVE]]<br />
<br />
== Accounts ==<br />
{{main|Accounts}}<br />
To play EVE you must first [https://secure.eveonline.com/signup/ create an account]. Your account name doesn't show up anywhere in game, and you can have up to three characters per account. <br />
<br />
If you were invited to EVE by a friend (i.e. have a [https://secure.eveonline.com/recruit/ referral link]), use it when creating your account, as you will get some free [[Skills and Learning|skill points]] (equivalent to about 1-2 weeks' training time). Additionally, your friend will receive free game time or a [[PLEX]] if you subscribe to the game (i.e. pay for an [[Clone States|Omega character]]).<br />
<br />
== Character Creation ==<br />
<br />
The first decision you have to make is to choose a race for your character. There are 4 major factions in the game: [[Amarr Empire|Amarr]], [[Caldari State|Caldari]], [[Gallente Federation|Gallente]], and [[Minmatar Republic|Minmatar]]. <br />
<br />
* If you're expecting to subscribe to EVE Online (i.e. pay real-world money to play, also called [[Clone States|"Omega"]]), the choosing your race is purely an aesthetic choice, as every character can potentially learn every skill. That means that even as Amarr you can fly Minmatar ships when you get the appropriate skills. Your choice of race therefore mainly determines the look of your character and (if you choose to do so) your role-playing opportunities. <br />
<br />
* If you're thinking of just playing EVE through the indefinite trial without paying (also called [[Clone States|"Alpha"]]), you will be limited to using your [[Clone_States#Choice_of_race|chosen race's ships and weapon types]]. While this may seem limiting, keep in mind that you can always create a new character (of a different race) to try out other ship and weapon types, or subscribing to the game to access them all on one character.<br />
<br />
=== Bloodline ===<br />
<br />
A bloodline in EVE is a character's familial ancestry. There are three different bloodlines for every race to choose during character creation.<br />
The bloodline you choose determines which [[NPC_Corporations#Default_NPC_Corporations|NPC corporations]] your character will automatically join when no longer being part of a [[Corporation|Player Corporation]] or [[NPC_Corporations#NPC_Starter_Corporations|Starter Corporation]] - however, there is absolutely no difference between any of the corporations, so the choice is purely aesthetic.<br />
<br />
=== School ===<br />
<br />
The School you choose will only determine which [[Career Agents#Starter Systems in EVE|starter solar system]] you begin in and which Starter Corporation you will be part of. There are absolutely no differences between any of them. They will give your character a permanent list of stations spread across all of New Eden belonging to that school where you can set your [[Medical Clone]] independently from any corporation you might have joined and independently of the location you are setting your clone from.<br />
<br />
=== Portrait and Name ===<br />
{{main|Character Creator}}<br />
<br />
Next you have to design your character's appearance and take a portrait. Your looks depend on which race and bloodline you chose, but the tool also gives you a lot of flexibility. Do spend some time crafting your character and taking your portrait, but keep in mind that 99% of the time other players will only ever see your portrait and not your entire character model, and (unless you like spending time in your Captain's Quarters) so will you. You can change your character's clothing and re-take your portraits at any point later, but changing your character's physical appearance can only be done by paying for "Character Remodeling" with [[AUR|Aurum]].<br />
<br />
You then choose the following for your character:<br />
* Ancestry (has little in-game effect) <br />
* Education (controls which NPC corporation you start in; they are all effectively identical)<br />
* Name. Pick your character's name carefully, as you can never change it later. Your name is part of your identity, and it will influence how your corpmates think of you. In EVE Online, most corporations make use of voice communication (e.g. [[Mumble]]) during fleet operations, and also use their voice server available for casual chatter. You will sometimes need to identify yourself with your name while using voice comms, and other fleetmates will use your name to give you intel or instructions. Having a name that is simple and easily pronounceable will make things easier for everyone. Pick your name carefully, especially your first name, as that will often be used as your callsign during fleet operations. If you pick a stupid name for yourself, you should prepare for some people to not take you seriously. <br /> You can pick a first and last name (although the last name is optional). Character names are unique, and the game will check whether your chosen name is available before letting you proceed.<br />
<br />
== Starting the game ==<br />
=== Tutorial ===<br />
{{Main|Tutorial}}<br />
<br />
When you first start the game as a new character, you can go through the tutorial (also called the "New Player Experience"), a story-driven experience which gives you step-by-step instructions to the basic mechanics of playing EVE. Unless you've already played EVE it's highly recommended that you follow the tutorial, as the game has many particular mechanics which you may not be used to, even if you've played other computer games. <br />
<br />
=== Career Agents ===<br />
{{main|Career Agents}}<br />
The next step in learning to play EVE (after the tutorial) is to visit the career agents and do the missions they offer to you, which expand on what you've learned in the tutorial and introduce you to some of the main [[PvE]] activities in EVE Online. The agents are not exclusive, you can do as many of the agents' missions as you want. It's highly recommended that you do as many of them as interest you, as they not only explain many more game mechanics, but also offer some good rewards for new players. <br />
<br />
However, keep in mind that they offer little training in [[PvP]] (which make up a very substantial part of the game). Additionally, EVE is a sandbox game, and much of the attraction of the game is forging your own path as opposed to following a pre-set path. <br />
<br />
There are five career agents, each offering between 5 and 10 missions in a certain area: <br />
* Industry<br />
* Business<br />
* Exploration<br />
* Military<br />
* Advanced Military<br />
<br />
If you've followed the tutorial, you will have flown to the station housing the nearest career agents; all five agents are always located in the same station. If you skipped the tutorial, you can locate the closest set of career agents (there are three sets of agents per faction, but they all offer the same missions):<br />
# Open the Help menu in-game ({{button|F12}}, or click on the "?" icon in your NeoCom)<br />
# Look for the section called "Career Advancement" on the Support tab. <br />
# Click on the button "Show Career Agents". This will open another window which will present you with the 5 closest Career agents to your current location. <br />
# At the bottom right there will be a button labelled "Set Destination". Click it to plot a route to follow to get to the system and station where that agent is at. <br />
<br />
You can do the agents in any order you like (although do the Military agent before you do the Advanced Military one).<br />
<br />
== The Sisters of EVE Epic Arc: Blood-Stained Stars ==<br />
{{main|The Blood-Stained Stars}}<br />
After you have completed the missions for the career agents, the EVE galaxy is yours to explore! Should you like to run a few more story-related missions, you can do the [[Sisters of Eve]] epic mission arc "The Blood-Stained Stars". The epic arc is a series of 50 connected missions which take you all over [[High-sec#High_Security|highsec]] and expose you to quite a bit of the background and lore of the game, particularly concerning the Rogue Drones and the secret Society of Conscious Thought. To start it you should go to the [http://evemaps.dotlan.net/map/Essence/Arnon#sec Arnon] system and talk to Sister Alitura at the Sisters of EVE Bureau. <br />
<br />
While doing the epic arc you should focus on continuing to train your combat skills. You can do most of the initial missions in a [[Frigate]], but you should consider upgrading to a [[Destroyer]] or even a [[Cruiser]] towards the end. Most of the missions will be fairly easy, but some (particularly towards the end, like the infamous "[[Burning Down the Hive]]" or "[[The_Blood-Stained_Stars#Mission_49:_Our_Man_Dagan|Our Man Dagan]]") have a reputation for being very challenging for new players. If you find yourself struggling, don't be shy to ask for help in the [[EVE University Chat Channels#Public Channels|E-UNI chat channel]] as many EVE University players would be happy to help you. However, be careful about accepting or asking for help in the Local chat channel, as there are some unscrupulous players who might hijack your mission objective, or bait you and destroy your ship (see also: [[scams in EVE Online]]). <br />
<br />
==Learning Skills==<br />
{{main|Skills and Learning}}<br />
Unlike in many other MMOs, in EVE your character advances (gains new abilities, can use additional modules and ships, etc) through training skills, which are trained in real time, even when you are logged off. Therefore, you should always have a skill actively training. You can queue up skills to be trained one after the other, up to a maximum of 24 hours into the future (for [[Clone States|Alpha characters]]) or nearly infinitely (for Omega characters). Skills have five levels (I through V), and while the benefits of each additional level scale linearly, the training time increases exponentially - so it's usually not worth training skills beyond level IV in your first few days. Instead, focus on the skills which either improve whatever you're doing at the moment, or which unlock new ships or modules you want to try. As you get a feel for what you enjoy doing in EVE you can focus your training in that particular area. Skills are cumulative, and a character (provided they have an [[Clone States|Omega clone]]) can potentially learn every skill in the game given enough time, so don't worry too much about training "the wrong skill" at the start of the game. <br />
<br />
You start the game with a [[Starting Skills|number of skills]] already trained. To train additional skills you must first acquire the appropriate skillbook. While you will receive a few skillbooks as rewards from the [[Getting Started in EVE Online#The Career Agents|career agents]], the others must be bought on the [[trading|market]]; most of the basic skillbooks are reasonably cheap. EVE University provides certain [[The Skillbook Program|skillbooks for free]] to its members.<br />
<br />
You can speed up your training time by installing [[implants]] in your character, specifically the basic attribute-enhancing implants, which add between +1 and +5 points to your character's attributes. While the better implants are extremely expensive, +1 implants are affordable even for new players. Members of EVE University can also buy [[The Implants Program|+3 implants at a discount]]. <br />
<br />
== Fitting your Ship ==<br />
{{main|Fitting Guidelines}}<br />
Ships in EVE can be fitted with a wide variety of modules which grant the ship additional abilities (e.g. weapons, which allow you to fire at enemy ships) or enhance its statistics (e.g. armor plates, which increase the amount of damage your ship can take before exploding). Learning which modules work well on which ship (and in combination with which other modules) is a potentially very deep topic, so you should approach it step by step. Basic guidelines for fitting each of the four factions' ships can be found on the following pages:<br />
<br />
* [[Amarr Basic Ship and Skill Overview]]<br />
* [[Caldari Basic Ship and Skill Overview]]<br />
* [[Gallente Basic Ship and Skill Overview]]<br />
* [[Minmatar Basic Ship and Skill Overview]]<br />
* [[ORE Basic Ship and Skill Overview]]<br />
<br />
Additionally, there is a [[Fitting Modules and Rigs Guide|complete list]] of all modules and rigs, and what they do. To find recommended fittings for a specific ship, look at the [[Template:ShipsMatrix|ship's page]] on the wiki. EVE University members can also ask for fitting advice in the [http://forum.eveuniversity.org/viewforum.php?f=124 EVE University PvP and PvE ship setup forums].<br />
<br />
==Joining a Corporation==<br />
<br />
Corporations are EVE's version of player organisations (vaguely similar to guilds or clans in other games, but with far more scope for influencing the game). EVE is, at its heart, a social game, and while it's perfectly possible to play the game by yourself, most long-time EVE players cite the sense of community in their corporation as one of the main attractions of the game. Additionally, a well-run corporation can offer many services to its members, such as free ships and modules, missioning support, advice, a sense of banding together with other to achieve common goals, and of course, fun [[fleet]] operations. <br />
<br />
[[Welcome to EVE University|EVE University]] is a corporation dedicated to teaching new players how to play and enjoy EVE. We provide a wide variety of services (beyond teaching and a very helpful community), such as free skillbooks, subsidised implants, mentors, [[campuses]] to provide hands-on experience in a wide variety of locations and environments in EVE, not to mention the awesome wiki you're currently reading. We welcome [[Applying to EVE University|applications]] from all new players.<br />
<br />
However, there are other corporations (large or small, casual or formal, located in [[System Security|all corners of space]]) in EVE who are very welcoming to new players, and every player should look around to see what best suits their interests and temperament. Corporations advertise in:<br />
* The in-game corporation finder<br />
* The official [https://forums.eveonline.com/default.aspx?g=topics&f=265 corporation recruitment] forum<br />
* EVE University's [http://forum.eveuniversity.org/viewforum.php?f=66 work fair] forum<br />
* [https://www.reddit.com/r/evejobs/ /r/evejobs] on Reddit<br />
<br />
== Next steps ==<br />
{{main|Careers}}<br />
EVE is a sandbox game, which means it's up to each player to find what they enjoy doing most in the game (unlike in some other MMOs, there isn't a central story to follow). Due to EVE's [[#Learning Skills|skill system]], it's usually easy to start doing a given activity, but it takes a while to master it to its fullest. Therefore, as a new player, it's often a good idea to dabble in a few different activities to find out what suits you best. If you've found something that looks appealing, research it (e.g. by searching this wiki, attending a [[Classes|class]], or chatting to your corp-mates), start learning the appropriate skills, and get started. If you find it enjoyable, keep training your character's skills while honing your "player skills" (the experience you gain playing the game - EVE is very complex, and it takes a while to learn the ins and outs of even one part of it); should you grow bored, you can always switch up your character's training queue and try something else. <br />
<br />
While playing the game, you may want keep in mind:<br />
* [[Tips for New Players]], a list of some common mistakes new players make and how best to avoid them<br />
* [[Golden Rules|Golden Rules of EVE Online]]<br />
<br />
== Getting help ==<br />
<br />
EVE is a very complex (and sometimes non-intuitive) game. Should you feel unsure or lost, then don't hesitate to ask for help; the EVE player community is very friendly and helpful towards new players. The easiest way to get direct help is through in-game chat channels. <br />
<br />
=== Chat channels ===<br />
[[File:Chat-channels-new-players.png|thumb|right|300px|Joining chat channels.]]<br />
There are (at least) three chat channels dedicated to helping new players - you can ask questions here, and there are usually other experienced players and game masters around to help you. You can find these (and other) chat channels in tabs at (by default) the bottom-left of your screen. <br />
* {{co|wheat|Rookie Help}} (dedicated to helping the newest players.)<br />
* {{co|wheat|English Help}} (general English help chat. There are also help chat channels in French, German, Japanese and Russian.)<br />
* {{co|wheat|EVE University}} (EVE University's general help channel.)<br />
<br />
You automatically join the "Rookie Help" channel when you first start the game. Additional, you can join the "English help" or "EVE University" chat channels (as Rookie Help is often very busy, and characters older than 30 days no longer have access to "Rookie Help"): <br />
<br />
# Click on the speech bubble below the chat channel. You will see a number of folders. <br />
# Click on "{{co|wheat|Help}}" and look for channels named {{co|wheat|EVE University (E-UNI)}} and/or {{co|wheat|English Help (Help)}}. <br />
# Click "Join". <br />
<br />
=== Videos ===<br />
Some things are just more easily explained in a video than through text.<br />
<br />
* [https://www.youtube.com/channel/UCczUeYqoS7d40bkeWmJHXGw EVE Online Flight Academy] video series by CCP, which explain basic gameplay. These videos are also available in-game from the Help menu ({{button|F12}}, or the "?" Icon on your NeoCom), on the "Tutorial Videos" tab. <br />
* [https://www.youtube.com/playlist?list=PLj6nZuQ-kXq-kKfBK0biYLgoAUf6dZipT EVE tutorial] video series by Evocationz Adhera, which covers the new Ascension [[tutorial]], career agents, [[Sisters of EVE Epic Arc - The Blood-Stained Stars|Sisters of EVE epic arc]], as well as some useful side topics. <br />
* [https://www.youtube.com/playlist?list=PLEauSTU1fPwlePk0Y018g22MOPrsFEEHS How to Survive EVE Online] video series by Seamus Donohue, which goes from character creation to the end of the [[career agents]], with helpful commentary along the way. <br />
<br />
=== Deeper knowledge ===<br />
Beyond simple questions which can be answered in a chat channel, there is an enormous amount of knowledge about the game that the player base has documented. The [[Main Page|EVE University wiki]] that you're reading right now is one of the most comprehensive resources for newer players, but there are many others, often dedicated to a particular activity in the game. Using your favourite internet search engine is usually a good starting point, but keep in mind that EVE is constantly evolving, so check whether the information you find is current. Additionally, the official [https://support.eveonline.com/hc/en-us EVE help centre] is a good place to find information relating to your subscription, account services, as well as basic gameplay. <br />
<br />
== Related Links ==<br />
<br />
*[[:Category:Getting Started|All pages on this wiki aimed at new players]].<br />
*The [[EVE University Class Library]], contains recorded classes that cover a wide variety of subjects.<br />
*[http://www.isktheguide.com/ ISK The Guide], an industrial-sized knowledgebase that covers almost all aspects of EVE.<br />
*The [https://english.eve-guides.fr/images/wtd.jpg EVE careers chart], showing (almost) all the things you can do in EVE.<br />
*A two-page [http://forum.eveuniversity.org/viewtopic.php?f=29&t=40766 EVE cheat sheet] by Korgan Nailo.<br />
*The [https://www.thealphasguide.com/start/ Alpha's Guide to the Galaxy], an excellent starting point for Alpha clone characters.<br />
<br />
[[Category:Guides]]<br />
[[Category:Getting Started]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=NPC_corporations&diff=123764NPC corporations2017-06-20T14:29:50Z<p>Noemie belacqua: /* Default NPC Corporations */ copy prettier formatting from Getting Started</p>
<hr />
<div>'''NPC Corporations''' are organizations in EVE not run by players. Players can not freely join NPC corps, indeed there are only a few NPC corps a character will be able to join:<br />
* the NPC starter corporation a new character will be in after character creation, which depends on your Education choice<br />
* the default NPC corporation a character will automatically join when leaving a corp, which depends on your Bloodline choice<br />
* one of the four [[Faction warfare|Faction Warfare]] NPC corporations that a character may join at any time<br />
Regardless of membership, almost all NPC corps offer missions which players may do to earn ISK, Loyalty Points and standing. With the large number of NPC corporations in the game, it is difficult to know what benefits standings with each corporation provides. Some NPC corporations are simply better than others, and blindly grinding standings will not maximize your benefit.<br />
<br />
==NPC Starter Corporations==<br />
<br />
A newly created character will always be in one of the NPC starter corporations. These are the three 'school' type NPC corporations of each empire.<br />
The specific school will depend on your choice of education, be it military, scientific or civilian.<br />
The specific education name varies by empire and bloodline. Note that once you leave the NPC starter corp you can never return.<br />
<br />
{| class="wikitable"<br />
! Empire<br />
! Starter NPC Corp<br />
|-<br />
| Amarr<br />
| Hedion University<br />
|-<br />
| Amarr<br />
| Imperial Academy<br />
|-<br />
| Amarr<br />
| Royal Amarr Institute<br />
|-<br />
| Caldari<br />
| School of Applied Knowledge<br />
|-<br />
| Caldari<br />
| Science and Trade Institute<br />
|-<br />
| Caldari<br />
| State War Academy<br />
|-<br />
| Gallente<br />
| Center for Advanced Studies<br />
|-<br />
| Gallente<br />
| Federal Navy Academy<br />
|-<br />
| Gallente<br />
| University of Caille<br />
|-<br />
| Minmatar<br />
| Pator Tech School<br />
|-<br />
| Minmatar<br />
| Republic Military School<br />
|-<br />
| Minmatar<br />
| Republic University<br />
|}<br />
<br />
==Default NPC Corporations==<br />
<br />
Whenever characters leave a corporation without joining a new one, they will become member of a specific default NPC corporation.<br />
This NPC corp will depend entirely on your choice of bloodline during character creation.<br />
<br />
{| class="wikitable"<br />
! style="background:#222222" |<br />
! style="background:#222222" | Bloodline<br />
! style="background:#222222" | Corporation<br />
|-<br />
| rowspan=3 | {{icon|amarr|64|Amarr Empire}}<br />
| Amarr<br />
| Viziam<br />
|-<br />
| Khanid<br />
| Ministry of War<br />
|-<br />
| Ni-Kunni<br />
| Imperial Shipment<br />
|-<br />
| rowspan=3 | {{icon|caldari|64|Caldari State}}<br />
| Achura<br />
| Perkone<br />
|-<br />
| Civire<br />
| Caldari Provisions<br />
|-<br />
| Deitis<br />
| Deep Core Mining Inc.<br />
|-<br />
| rowspan=3 | {{icon|gallente|64|Gallente Federation}}<br />
| Gallente<br />
| The Scope<br />
|-<br />
| Intaki<br />
| Aliastra<br />
|-<br />
| Jin-Mei<br />
| Garoun Investment Bank<br />
|-<br />
| rowspan=3 | {{icon|minmatar|64|Minmatar Republic}}<br />
| Brutor<br />
| Brutor Tribe<br />
|-<br />
| Sebiestor<br />
| Sebiestor Tribe<br />
|-<br />
| Vherokior<br />
| Native Freshfood<br />
|-<br />
|}<br />
<br />
== Epic Arcs ==<br />
=== Main Factions ===<br />
<br />
Each of the main factions has one corporation whose standings will allow you to run their faction epic arc. These are probably the best corporations to start improving standings with, since the epic arcs will help improve your entire faction standings.<br />
<br />
{| class="wikitable"<br />
! Arc<br />
! Faction<br />
! Corporation<br />
|-<br />
| [[Right to Rule]]<br />
| Amarr<br />
| Ministry of Internal Order<br />
|-<br />
| [[Penumbra]]<br />
| Caldari<br />
| Expert Distribution<br />
|-<br />
| [[Syndication]]<br />
| Gallente<br />
| Impetus<br />
|-<br />
| [[Wildfire]]<br />
| Minmatar<br />
| Brutor Tribe<br />
|}<br />
<br />
=== Pirate Factions ===<br />
<br />
The pirate faction arcs can be done if your standing is 3.0 or higher with any of the associated factions or corporations. The important thing to note here is that access to the arc can be gained by factions and corporations unrelated to the pirate factions themselves. This means that you can access the pirate arcs even if you have extremely low standings with the pirate factions themselves.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Arc<br />
! Faction<br />
! Corporation<br />
|-<br />
| [[Angel Sound]]<br />
| Amarr<br />
| Amarr Imperial Navy<br />
|-<br />
| [[Smash and Grab]]<br />
| Caldari<br />
| Ytiri<br />
|-<br />
| [[Smash and Grab]]<br />
| Gallente<br />
| Federal Intelligence Office<br />
|-<br />
| [[Angel Sound]]<br />
| Minmatar<br />
| Republic Security Services<br />
|-<br />
| [[Angel Sound]]<br />
| Angel Cartel<br />
| Dominations<br />
|-<br />
| [[Smash and Grab]]<br />
| Guristas<br />
| Guristas<br />
|}<br />
<br />
== Trade Hubs ==<br />
<br />
If you have high standings with the corporation that owns a major trade hub, you will pay lower fees in that trade hub.<br />
<br />
{| class="wikitable"<br />
! Trade Hub<br />
! Faction<br />
! Corporation<br />
|-<br />
| Amarr VIII (Oris) - Emperor Family Academy<br />
| Amarr<br />
| Emperor Family<br />
|-<br />
| Tash-Murkon Prime II - Moon 1 - Kaalakiota Corporation Factory<br />
| Caldari<br />
| Kaalakiota Corporation<br />
|-<br />
| Jita IV - Moon 4 - Caldari Navy Assembly Plant<br />
| Caldari<br />
| Caldari Navy<br />
|-<br />
| Motsu VII - Moon 6 - Caldari Navy Logistic Support<br />
| Caldari<br />
| Caldari Navy<br />
|-<br />
| Dodixie IX - Moon 20 - Federation Navy Assembly Plant<br />
| Gallente<br />
| Federation Navy<br />
|-<br />
| Oursulaert III - Federation Navy Testing Facilities<br />
| Gallente<br />
| Federation Navy<br />
|-<br />
| Rens VI - Moon 8 - Brutor Tribe Treasury<br />
| Minmatar<br />
| Brutor Tribe<br />
|-<br />
| Hek VIII - Moon 12 - Boundless Creation Factory<br />
| Minmatar<br />
| Boundless Creation<br />
|}<br />
<br />
== Research ==<br />
<br />
These corporations offer research agents.<br />
<br />
{| class="wikitable"<br />
! Faction<br />
! Corporation<br />
|-<br />
| Amarr<br />
| Carthum Conglomerate<br />
|-<br />
| Amarr<br />
| Viziam<br />
|- <br />
| Caldari<br />
| Lai Dai Corporation<br />
|-<br />
| Caldari<br />
| Ishukone Corporation<br />
|-<br />
| Caldari<br />
| Kaalakiota Corporation<br />
|-<br />
| Gallente<br />
| CreoDron<br />
|-<br />
| Gallente<br />
| Duvolle Laboratories<br />
|-<br />
| Gallente<br />
| Roden Shipyards<br />
|-<br />
| Minmatar<br />
| Boundless Creation<br />
|-<br />
| Minmatar<br />
| Core Complexion Inc<br />
|}<br />
<br />
== Loyalty Point Stores ==<br />
<br />
All corporations with agents that offer missions have loyalty point stores. Of these, some corporations offer particularly valuable items in their stores that are not available elsewhere. In the case of items that are present in multiple stores, prices for these items may vary between corporations.<br />
<br />
{| class="wikitable"<br />
! Faction<br />
! Corporation<br />
! Notes<br />
|-<br />
| Sisters of EVE<br />
| The Sanctuary<br />
| This corporation has a 20% discount to SoE LP store prices elsewere, but the one and only station with [http://evemaps.dotlan.net/npc/The_Sanctuary/agents agents] is nestled in Pure Blind sovereign null-sec.<br />
|-<br />
| Mordu's Legion Command<br />
| Mordu's Legion<br />
| This corporation has only one station with [http://evemaps.dotlan.net/npc/Mordu's_Legion/agents agents] and an LP store, nestled in Pure Blind sovereign null-sec.<br />
|}<br />
<br />
[[Category:Corporations]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Asteroids_and_ore&diff=123705Asteroids and ore2017-06-16T12:15:22Z<p>Noemie belacqua: /* Asteroid distribution */ slight clarification</p>
<hr />
<div>{{main|Mining}}<br />
'''Asteroids''' are large irregular chunks of rock that can be found in many places throughout New Eden. When mined, asteroids yield '''ore''' which, when refined, produces minerals of various types that serve as the basic building blocks of almost every [[Manufacturing|craftable]] item. <br />
<br />
== Where to find asteroids ==<br />
[[File:Asteroid-belt-ingame.jpg|thumb|250px|right|An asteroid belt. The ship in the middle is sitting at the warp-in point.]]<br />
[[File:Asteroid-belt.png|thumb|right|250px|Asteroid belt geometry]]<br />
<br />
=== Asteroid belts ===<br />
<br />
Virtually every star system in EVE (with the notable exception of [[Jita]]) has at least one asteroid belt. Most star systems have several -- up to more than a dozen in some cases. These belts are listed on the [[overview]] and the right-click menu, and always have the same geometry: a rough semicircle of asteroids, approximately 50&nbsp;km in diameter. A ship warping to an asteroid belt's beacon (through the right-click menu or the overview) will warp to the center of the semicircle. Note that mining lasers have an (unboosted) range of only 10-15&nbsp;km, so in order to mine asteroids a ship has to fly closer to the belt after warping in. If you want to save on travel time, you can warp to [[Mining#Bookmarks|mining bookmarks]] instead. <br />
<br />
A given belt will have a mixture of asteroids containing different ores. The mixture and size of the asteroids (i.e. how much ore each asteroid contains) is determined by the system's location in the Eve universe and its security status (see [[#Asteroid distribution|asteroid distribution]] below). Each asteroid belt contains a finite number of asteroids (which disappear once fully mined), but the asteroids respawn after [[DT|downtime]]. The website [http://evemaps.dotlan.net/ Dotlan] has maps showing the number of belts per system.<br />
<br />
=== Deadspace pockets ===<br />
Mineable asteroids can also spawn in [[deadspace]] pockets, such as the ones created for missions. Unlike asteroid belts, these are not organized into a set shape. Some are composed of dense clumps of asteroids, while others are scattered fields. For a list of which missions' deadspace pockets contain asteroids, see [[Mission Mining]] or [http://eve-survival.org/wikka.php?wakka=MiningInMissions Eve-survival]. <br />
<br />
=== Cosmic anomalies ===<br />
Lastly, one of the two kinds of [[Cosmic Anomaly|cosmic anomaly]] contains asteroids (the others contains hostile rats). The asteroids in cosmic anomalies tend to be a little larger and contain rarer ore than the normal asteroid belts in a star system. However, unlike asteroid belts, once all the asteroids in the anomaly have been mined, the anomaly disappears after broadcasting a short message in Local. As with all cosmic anomalies, new anomalies spawn semi-randomly. <br />
<br />
Note that in many locations you will find decorative asteroids, which cannot be mined or otherwise interacted with. These will have colorful names such as "Snake-shaped Asteroid".<br />
<br />
There are different types of asteroid cosmic anomalies, named by what kinds of ores are contained within. Each type comes in three variants (small, average, and large) - the "larger" the anomaly, the more asteroids (and hence the more ore) it contains. A "Small Kernite and Omber Deposit" therefore contains a small number of Kernite and Omber asteroids, while a "Large Bistot Deposit" contains a large number of Bistot asteroids. Ore anomalies will contain all three variants of the ores they contain.<br />
<br />
==== High security space ====<br />
{{see also|High-sec}}<br />
* Omber ([[Small Omber Deposit|small]] &bull; [[Average Omber Deposit|average]] &bull; [[Large Omber Deposit|large]])<br />
* Kernite and Omber ([[Small Kernite and Omber Deposit|small]] &bull; [[Average Kernite and Omber Deposit|average]] &bull; [[Large Kernite and Omber Deposit|large]])<br />
* Jaspet, Kernite, and Omber ([[Small Jaspet, Kernite, and Omber Deposit|small]] &bull; [[Average Jaspet, Kernite and Omber Deposit|average]] &bull; [[Large Jaspet, Kernite and Omber Deposit|large]])<br />
* Hemorphite, Jaspet, and Kernite ([[Small Hemorphite, Jaspet, and Kernite Deposit|small]] &bull; [[Average Hemorphite, Jaspet, and Kernite Deposit|average]] &bull; [[Large Hemorphite, Jaspet, and Kernite Deposit|large]])<br />
* Hedbergite, Hemorphite, and Jaspet ([[Small Hedbergite, Hemorphite, and Jaspet Deposit|small]] &bull; [[Average Hedbergite, Hemorphite, and Jaspet Deposit|average]] &bull; [[Large Hedbergite, Hemorphite, and Jaspet Deposit|large]])<br />
<br />
==== Low security space ====<br />
{{see also|Low-sec}}<br />
* Gneiss ([[Small Gneiss Deposit|small]] &bull; [[Average Gneiss Deposit|average]] &bull; [[Large Gneiss Deposit|large]])<br />
* Dark Ochre and Gneiss ([[Small Dark Ochre and Gneiss Deposit|small]] &bull; [[Average Dark Ochre and Gneiss Deposit|average]] &bull; [[Large Dark Ochre and Gneiss Deposit|large]])<br />
* Crokite, Dark Ochre and Gneiss ([[Small Crokite, Dark Ochre and Gneiss Deposit|small]] &bull; [[Average Crokite, Dark Ochre and Gneiss Deposit|average]] &bull; [[Large Crokite, Dark Ochre and Gneiss Deposit|large]])<br />
* Spodumain, Crokite and Dark Ochre ([[Small Spodumain, Crokite and Dark Ochre Deposit|small]] &bull; [[Average Spodumain, Crokite and Dark Ochre Deposit|average]] &bull; [[Large Spodumain, Crokite and Dark Ochre Deposit|large]])<br />
<br />
==== Null security space ====<br />
{{see also|Null-sec}}<br />
<br />
* Bistot ([[Small Bistot Deposit|small]] &bull; [[Average Bistot Deposit|average]] &bull; [[Large Bistot Deposit|large]])<br />
* Arkonor and Bistot ([[Small Arkonor and Bistot Deposit|small]] &bull; [[Average Arkonor and Bistot Deposit|average]] &bull; [[Large Arkonor and Bistot Deposit|large]])<br />
* Mercoxit, Arkonor and Bistot ([[Small Mercoxit, Arkonor and Bistot Deposit|small]] &bull; [[Average Mercoxit, Arkonor and Bistot Deposit|average]] &bull; [[Large Mercoxit, Arkonor and Bistot Deposit|large]])<br />
<br />
=== Ore Prospecting Arrays ===<br />
<br />
In player-owned [[Sovereignty|sovereign nullsec]], it is possible to deploy {{co|wheat|Ore Prospecting Arrays}}, a deployable sovereignty structure which, when deployed in a system, periodically generates asteroid clusters of various sizes at set intervals.<br />
<br />
All sizes of asteroid clusters are capable of spawning regardless of system security status, and all clusters of a given size contain the same volume of ore, but asteroid clusters in lower security levels will spawn the more valuable ore variants with greater frequency. With the exception of Small Asteroid Clusters (which lack Mercoxit), all clusters contain varying amounts of all nullsec ore types: Arkonor, Bistot, Crokite, Dark Ochre, Gneiss, Spodumain, and Mercoxit.<br />
<br />
:[[Small Asteroid Cluster]] &bull; [[Medium Asteroid Cluster]] &bull; [[Large Asteroid Cluster]] &bull; [[Enormous Asteroid Cluster]] &bull; [[Colossal Asteroid Cluster]]<br />
<br />
== Asteroid distribution ==<br />
[[File:Glow_roid_grid.jpg|thumb|250px|right|Asteroid distribution]]<br />
[[File:Asteroid-belt-overview.jpg|thumb|250px|right|An asteroid belt, as seen on the [[overview]]. Note the belt's warp-in point (marked with an inverted triangle), as well as the variety of different asteroid types (all labelled according to what kind of ore they contain).]]<br />
{{hatnote|For the distribution of ice asteroids, see [[Ice harvesting#Ice distribution|Ice distribution]].}}<br />
The Eve universe can be divided into [[topology|four quarters]]: <br />
* The Amarr quarter (includes systems held by the Amarr, Ammatar, Khanid, Blood Raiders, and Sansha's Nation)<br />
* The Caldari quarter (includes systems held by the Caldari and Guristas)<br />
* The Gallente quarter (includes systems held by the Gallente and Serpentis)<br />
* The Minmatar quarter (includes systems held by the Minmatar and Angel Cartel)<br />
<br />
Each of these four quarters has its own set of asteroid types. Additionally, the lower the [[Security Rating|security rating]] of a system, the rarer the asteroid types that can be found there. Finally, each system can also include all the asteroid types of same-quarter higher-security systems. For example, a Gallente system with a security rating of 0.7 will have asteroid belts with not only Omber asteroids, but also Veldspar, Scordite, and Plagioclase asteroids. <br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" rowspan=2 | System<br>security<br>rating<br />
! style="background:#222222;" colspan=4 | Quarter<br />
|-<br />
! style="background:#222222;" | {{icon|amarr|64|Amarr quarter}}<br />
! style="background:#222222;" | {{icon|caldari|64|Caldari quarter}}<br />
! style="background:#222222;" | {{icon|gallente|64|Gallente quarter}}<br />
! style="background:#222222;" | {{icon|minmatar|64|Minmatar quarter}}<br />
|-<br />
| {{co|#2FEFEF|&#9608;}} 1.0 and lower<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
|-<br />
| {{co|#48F0C0|&#9608;}} 0.9 and lower<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
|-<br />
| {{co|#00F000|&#9608;}} 0.7 and lower<br />
| {{icon|kernite||Kernite}} Kernite<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
| {{icon|omber||Omber}} Omber<br />
| {{icon|omber||Omber}} Omber<br />
|-<br />
| {{co|#D77700|&#9608;}} 0.4 and lower<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
| {{icon|kernite||Kernite}} Kernite<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
| {{icon|kernite||Kernite}} Kernite<br />
|-<br />
| {{co|#F04800|&#9608;}} 0.2 and lower<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
|-<br />
| {{co|#F00000|&#9608;}} 0.0 and lower<br />
| {{icon|spodumain||Spodumain}} Spodumain<br>{{icon|gneiss||Gneiss}} Gneiss<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|spodumain||Spodumain}} Spodumain<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|spodumain||Spodumain}} Spodumain<br>{{icon|gneiss||Gneiss}} Gneiss<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
|}<br />
<br />
In general, the rarer the ore, the higher its volume per unit (e.g. one unit of Veldspar has a volume of 0.1&nbsp;m<sup>3</sup>, whereas one unit of Arkonor has a volume of 16&nbsp;m<sup>3</sup>). Since mining lasers mine a given ''volume'' of ore per minute, it takes longer to mine the rarer ore types. Additionally, each ore reprocesses into a different set of minerals. For details, see [[Reprocessing]]. <br />
<br />
Note that mining Mercoxit requires the {{sk|Deep Core Mining}} skill as well as [[ORE Basic Ship and Skill Guide#High-slot modules|special mining modules]] (Deep Core Miners or Deep Core Strip Miners). All other ore types can be mined with all types of ore mining lasers or strip miners. <br />
<br />
=== Ore variants ===<br />
<br />
Each asteroid type has two further subtypes that yield more (+5% / +10%) minerals when [[reprocessing|reprocessed]]. Otherwise they are identical in every way to their base ore, and are found in the same regions, but in lower quantities. For instance, if an asteroid belt has Omber asteroids, it will also have some Silvery Omber asteroids and a few Golden Omber asteroids. If you get the chance, you should always mine the higher-yield variants before mining the base ore. <br />
<br />
{| class="wikitable" <br />
! style="background:#222222;" | Base ore<br />
! style="background:#222222;" | +5% variant<br />
! style="background:#222222;" | +10% variant<br />
! style="background:#222222;" | Found in<br />
|-<br />
|{{icon|veldspar||Veldspar}} Veldspar<br />
|Concentrated Veldspar<br />
|Dense Veldspar<br />
|Everywhere<br />
|-<br />
| {{icon|scordite||Scordite}} Scordite<br />
|Condensed Scordite<br />
|Massive Scordite<br />
|Everywhere<br />
|-<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
|Solid Pyroxeres<br />
|Viscous Pyroxeres<br />
|Amarr and Caldari 0.9 (or lower) space<br />
|-<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
|Azure Plagioclase<br />
|Rich Plagioclase<br />
|Caldari 0.7 (or lower) space<br>Minmatar and Gallente 0.9 (or lower) space<br />
|-<br />
| {{icon|omber||Omber}} Omber<br />
|Silvery Omber<br />
|Golden Omber<br />
|Gallente and Minmatar 0.7 (or lower) space<br />
|-<br />
| {{icon|kernite||Kernite}} Kernite<br />
|Luminous Kernite<br />
|Fiery Kernite<br />
|Amarr 0.7 (or lower) space<br>Caldari and Minmatar 0.4 (or lower) space<br />
|-<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
|Pure Jaspet<br />
|Pristine Jaspet<br />
|Amarr and Gallente 0.4 (or lower) space<br />
|-<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
|Vivid Hemorphite<br />
|Radiant Hemorphite<br />
|Amarr and Gallente 0.2 (or lower) space<br />
|-<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
|Vitric Hedbergite<br />
|Glazed Hedbergite<br />
|Caldari and Minmatar 0.2 (or lower) space<br />
|-<br />
| {{icon|gneiss||Gneiss}} Gneiss<br />
|Iridescent Gneiss<br />
|Prismatic Gneiss<br />
|Amarr and Minmatar 0.0 (or lower) space<br />
|-<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br />
|Onyx Ochre<br />
|Obsidian Ochre<br />
|Caldari and Gallente 0.0 (or lower) space<br />
|-<br />
| {{icon|spodumain||Spodumain}} Spodumain<br />
|Bright Spodumain<br />
|Gleaming Spodumain<br />
|0.0 space (or lower, except Gallente)<br />
|-<br />
| {{icon|crokite||Crokite}} Crokite<br />
|Sharp Crokite<br />
|Crystalline Crokite<br />
|0.0 space (or lower, except Minmatar)<br />
|-<br />
| {{icon|arkonor||Arkonor}} Arkonor<br />
|Crimson Arkonor<br />
|Prime Arkonor<br />
|0.0 space (or lower, except Caldari)<br />
|-<br />
| {{icon|bistot||Bistot}} Bistot<br />
|Triclinic Bistot<br />
|Monoclinic Bistot<br />
|All of 0.0 (or lower) space<br />
|-<br />
| {{icon|mercoxit||Mercoxit}} Mercoxit<br />
|Magma Mercoxit<br />
|Vitreous Mercoxit<br />
|All of 0.0 (or lower) space<br />
|-<br />
|}<br />
<!-- <br />
Move ice distribution to [[Ice mining]] (but link from here!)--><br />
<br />
[[Category:Mining]]<br />
===Ore Chart===<br />
{| class="wikitable"<br />
! style="font-weight: bold;" | Ore<br />
! style="font-weight: bold;" | Batch<br />
! style="font-weight: bold;" | Vol.<br />
! style="font-weight: bold;" | Tri<br />
! style="font-weight: bold;" | Pye<br />
! style="font-weight: bold;" | Mex<br />
! style="font-weight: bold;" | Iso<br />
! style="font-weight: bold;" | Noc<br />
! style="font-weight: bold;" | Zyd<br />
! style="font-weight: bold;" | Meg<br />
! style="font-weight: bold;" | Mor<br />
! style="font-weight: bold;" | Location<br />
|- style="background-color:#100100;"<br />
| Veldspar<br />
| 100<br />
| 0.1<br />
| 415<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Concentrated Veldspar (+5%)<br />
| 100<br />
| 0.1<br />
| 436<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Dense Veldspar (+10%)<br />
| 100<br />
| 0.1<br />
| style="background-color:#55BC25; color: black;" | 457<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Scordite<br />
| 100<br />
| 0.15<br />
| 346<br />
| 173<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Condensed Scordite (+5%)<br />
| 100<br />
| 0.15<br />
| 364<br />
| 182<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Massive Scordite (+10%)<br />
| 100<br />
| 0.15<br />
| 381<br />
| style="background-color:#55BC25; color: black;" | 190<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Pyroxeres<br />
| 100<br />
| 0.3<br />
| 351<br />
| 25<br />
| 50<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Solid Pyroxeres (+5%)<br />
| 100<br />
| 0.3<br />
| 369<br />
| 26<br />
| 53<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Viscous Pyroxeres (+10%)<br />
| 100<br />
| 0.3<br />
| 387<br />
| 27<br />
| 55<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|-<br />
| Plagioclase<br />
| 100<br />
| 0.35<br />
| 107<br />
| 213<br />
| 107<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|-<br />
| Azure Plagioclase (+5%)<br />
| 100<br />
| 0.35<br />
| 113<br />
| 224<br />
| 113<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|-<br />
| Rich Plagioclase (+10%)<br />
| 100<br />
| 0.35<br />
| 118<br />
| 235<br />
| 118<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|- style="background-color:#100100;"<br />
| Omber<br />
| 100<br />
| 0.6<br />
| 800<br />
| 100<br />
| 0<br />
| 85<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Silvery Omber (+5%)<br />
| 100<br />
| 0.6<br />
| 840<br />
| 105<br />
| 0<br />
| 90<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Golden Omber (+10%)<br />
| 100<br />
| 0.6<br />
| 880<br />
| 110<br />
| 0<br />
| 94<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|-<br />
| Kernite<br />
| 100<br />
| 1.2<br />
| 134<br />
| 0<br />
| 267<br />
| 134<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|-<br />
| Luminous Kernite (+5%)<br />
| 100<br />
| 1.2<br />
| 141<br />
| 0<br />
| 281<br />
| 141<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|-<br />
| Fiery Kernite (+10%)<br />
| 100<br />
| 1.2<br />
| 148<br />
| 0<br />
| 294<br />
| 148<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|- style="background-color:#100100;"<br />
| Jaspet<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 350<br />
| 0<br />
| 75<br />
| 8<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Pure Jaspet (+5%)<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 368<br />
| 0<br />
| 79<br />
| 8<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Pristine Jaspet (+10%)<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 385<br />
| 0<br />
| 83<br />
| 9<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|-<br />
| Hemorphite<br />
| 100<br />
| 3<br />
| 2200<br />
| 0<br />
| 0<br />
| 100<br />
| 120<br />
| 15<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Vivid Hemorphite (+5%)<br />
| 100<br />
| 3<br />
| 2310<br />
| 0<br />
| 0<br />
| 105<br />
| 126<br />
| 16<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Radiant Hemorphite (+10%)<br />
| 100<br />
| 3<br />
| 2420<br />
| 0<br />
| 0<br />
| 110<br />
| 132<br />
| 17<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Hedbergite<br />
| 100<br />
| 3<br />
| 0<br />
| 1000<br />
| 0<br />
| 200<br />
| 100<br />
| 19<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Vitric Hedbergite (+5%)<br />
| 100<br />
| 3<br />
| 0<br />
| 1050<br />
| 0<br />
| 210<br />
| 105<br />
| 20<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Glazed Hedbergite (+10%)<br />
| 100<br />
| 3<br />
| 0<br />
| 1100<br />
| 0<br />
| 220<br />
| 110<br />
| 21<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Gneiss<br />
| 100<br />
| 5<br />
| 0<br />
| 2200<br />
| 2400<br />
| 300<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| Iridescent Gneiss (+5%)<br />
| 100<br />
| 5<br />
| 0<br />
| 2310<br />
| 2520<br />
| 315<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| Prismatic Gneiss (+10%)<br />
| 100<br />
| 5<br />
| 0<br />
| 2420<br />
| style="background-color:#55BC25; color: black;" | 2640<br />
| 330<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Dark Ochre<br />
| 100<br />
| 8<br />
| 10000<br />
| 0<br />
| 0<br />
| 1600<br />
| 120<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Onyx Ochre (+5%)<br />
| 100<br />
| 8<br />
| 10500<br />
| 0<br />
| 0<br />
| 1680<br />
| 126<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Obsidian Ochre (+10%)<br />
| 100<br />
| 8<br />
| 11000<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 1760<br />
| 132<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|-<br />
| Spodumain<br />
| 100<br />
| 16<br />
| 56000<br />
| 12050<br />
| 2100<br />
| 450<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|-<br />
| Bright Spodumain (+5%)<br />
| 100<br />
| 16<br />
| 58800<br />
| 12653<br />
| 2205<br />
| 473<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|-<br />
| Gleaming Spodumain (+10%)<br />
| 100<br />
| 16<br />
| 61600<br />
| 13255<br />
| 2310<br />
| 495<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Crokite<br />
| 100<br />
| 16<br />
| 21000<br />
| 0<br />
| 0<br />
| 0<br />
| 760<br />
| 135<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Sharp Crokite (+5%)<br />
| 100<br />
| 16<br />
| 22050<br />
| 0<br />
| 0<br />
| 0<br />
| 798<br />
| 142<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Crystalline Crokite (10%)<br />
| 100<br />
| 16<br />
| 23100<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 836<br />
| 149<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|-<br />
| Bistot<br />
| 100<br />
| 16<br />
| 0<br />
| 12000<br />
| 0<br />
| 0<br />
| 0<br />
| 450<br />
| 100<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|-<br />
| Triclinic Bistot (+5%)<br />
| 100<br />
| 16<br />
| 0<br />
| 12600<br />
| 0<br />
| 0<br />
| 0<br />
| 473<br />
| 105<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|-<br />
| Monoclinic Bistot (+10%)<br />
| 100<br />
| 16<br />
| 0<br />
| 13200<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 495<br />
| 110<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|- style="background-color:#100100;"<br />
| Arkonor<br />
| 100<br />
| 16<br />
| 22000<br />
| 0<br />
| 2500<br />
| 0<br />
| 0<br />
| 0<br />
| 320<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|- style="background-color:#100100;"<br />
| Crimson Arkonor (+5%)<br />
| 100<br />
| 16<br />
| 23100<br />
| 0<br />
| 2625<br />
| 0<br />
| 0<br />
| 0<br />
| 336<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|- style="background-color:#100100;"<br />
| Prime Arkonor (+10%)<br />
| 100<br />
| 16<br />
| 24200<br />
| 0<br />
| 2750<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 352<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|-<br />
| Mercoxit<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 300<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|-<br />
| Magma Mercoxit (+5%)<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 315<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|-<br />
| Vitreous Mercoxit (+10%)<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 330<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|- style="background-color:#100100;"<br />
| style="font-weight: bold;" | Ore<br />
| style="font-weight: bold;" | Batch<br />
| style="font-weight: bold;" | Vol.<br />
| style="font-weight: bold;" | Tri<br />
| style="font-weight: bold;" | Pye<br />
| style="font-weight: bold;" | Mex<br />
| style="font-weight: bold;" | Iso<br />
| style="font-weight: bold;" | Noc<br />
| style="font-weight: bold;" | Zyd<br />
| style="font-weight: bold;" | Meg<br />
| style="font-weight: bold;" | Mor<br />
| style="font-weight: bold;" | Location<br />
|}<br />
<br />
<span style="color:black; background:#55BC25">&nbsp;&nbsp;1234&nbsp;&nbsp;</span> Green backgrounds indicate the best value per m3 for that mineral.<br />
<br />
'''Batch Size'''<br />
<br />
This is the minimal amount of ore you need for [[reprocessing]]. All values in the table (with the exception of volume) are based on one full batch.<br />
<br />
==External links==<br />
*[http://ore.cerlestes.de/index.html#site:ore Ore and mineral tables] <br />
{{Mining Links}}<br />
[[Category:Mining]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Asteroids_and_ore&diff=123704Asteroids and ore2017-06-16T12:12:47Z<p>Noemie belacqua: This information is too detailed for the leader, and is covered in detail in the rest of the article.</p>
<hr />
<div>{{main|Mining}}<br />
'''Asteroids''' are large irregular chunks of rock that can be found in many places throughout New Eden. When mined, asteroids yield '''ore''' which, when refined, produces minerals of various types that serve as the basic building blocks of almost every [[Manufacturing|craftable]] item. <br />
<br />
== Where to find asteroids ==<br />
[[File:Asteroid-belt-ingame.jpg|thumb|250px|right|An asteroid belt. The ship in the middle is sitting at the warp-in point.]]<br />
[[File:Asteroid-belt.png|thumb|right|250px|Asteroid belt geometry]]<br />
<br />
=== Asteroid belts ===<br />
<br />
Virtually every star system in EVE (with the notable exception of [[Jita]]) has at least one asteroid belt. Most star systems have several -- up to more than a dozen in some cases. These belts are listed on the [[overview]] and the right-click menu, and always have the same geometry: a rough semicircle of asteroids, approximately 50&nbsp;km in diameter. A ship warping to an asteroid belt's beacon (through the right-click menu or the overview) will warp to the center of the semicircle. Note that mining lasers have an (unboosted) range of only 10-15&nbsp;km, so in order to mine asteroids a ship has to fly closer to the belt after warping in. If you want to save on travel time, you can warp to [[Mining#Bookmarks|mining bookmarks]] instead. <br />
<br />
A given belt will have a mixture of asteroids containing different ores. The mixture and size of the asteroids (i.e. how much ore each asteroid contains) is determined by the system's location in the Eve universe and its security status (see [[#Asteroid distribution|asteroid distribution]] below). Each asteroid belt contains a finite number of asteroids (which disappear once fully mined), but the asteroids respawn after [[DT|downtime]]. The website [http://evemaps.dotlan.net/ Dotlan] has maps showing the number of belts per system.<br />
<br />
=== Deadspace pockets ===<br />
Mineable asteroids can also spawn in [[deadspace]] pockets, such as the ones created for missions. Unlike asteroid belts, these are not organized into a set shape. Some are composed of dense clumps of asteroids, while others are scattered fields. For a list of which missions' deadspace pockets contain asteroids, see [[Mission Mining]] or [http://eve-survival.org/wikka.php?wakka=MiningInMissions Eve-survival]. <br />
<br />
=== Cosmic anomalies ===<br />
Lastly, one of the two kinds of [[Cosmic Anomaly|cosmic anomaly]] contains asteroids (the others contains hostile rats). The asteroids in cosmic anomalies tend to be a little larger and contain rarer ore than the normal asteroid belts in a star system. However, unlike asteroid belts, once all the asteroids in the anomaly have been mined, the anomaly disappears after broadcasting a short message in Local. As with all cosmic anomalies, new anomalies spawn semi-randomly. <br />
<br />
Note that in many locations you will find decorative asteroids, which cannot be mined or otherwise interacted with. These will have colorful names such as "Snake-shaped Asteroid".<br />
<br />
There are different types of asteroid cosmic anomalies, named by what kinds of ores are contained within. Each type comes in three variants (small, average, and large) - the "larger" the anomaly, the more asteroids (and hence the more ore) it contains. A "Small Kernite and Omber Deposit" therefore contains a small number of Kernite and Omber asteroids, while a "Large Bistot Deposit" contains a large number of Bistot asteroids. Ore anomalies will contain all three variants of the ores they contain.<br />
<br />
==== High security space ====<br />
{{see also|High-sec}}<br />
* Omber ([[Small Omber Deposit|small]] &bull; [[Average Omber Deposit|average]] &bull; [[Large Omber Deposit|large]])<br />
* Kernite and Omber ([[Small Kernite and Omber Deposit|small]] &bull; [[Average Kernite and Omber Deposit|average]] &bull; [[Large Kernite and Omber Deposit|large]])<br />
* Jaspet, Kernite, and Omber ([[Small Jaspet, Kernite, and Omber Deposit|small]] &bull; [[Average Jaspet, Kernite and Omber Deposit|average]] &bull; [[Large Jaspet, Kernite and Omber Deposit|large]])<br />
* Hemorphite, Jaspet, and Kernite ([[Small Hemorphite, Jaspet, and Kernite Deposit|small]] &bull; [[Average Hemorphite, Jaspet, and Kernite Deposit|average]] &bull; [[Large Hemorphite, Jaspet, and Kernite Deposit|large]])<br />
* Hedbergite, Hemorphite, and Jaspet ([[Small Hedbergite, Hemorphite, and Jaspet Deposit|small]] &bull; [[Average Hedbergite, Hemorphite, and Jaspet Deposit|average]] &bull; [[Large Hedbergite, Hemorphite, and Jaspet Deposit|large]])<br />
<br />
==== Low security space ====<br />
{{see also|Low-sec}}<br />
* Gneiss ([[Small Gneiss Deposit|small]] &bull; [[Average Gneiss Deposit|average]] &bull; [[Large Gneiss Deposit|large]])<br />
* Dark Ochre and Gneiss ([[Small Dark Ochre and Gneiss Deposit|small]] &bull; [[Average Dark Ochre and Gneiss Deposit|average]] &bull; [[Large Dark Ochre and Gneiss Deposit|large]])<br />
* Crokite, Dark Ochre and Gneiss ([[Small Crokite, Dark Ochre and Gneiss Deposit|small]] &bull; [[Average Crokite, Dark Ochre and Gneiss Deposit|average]] &bull; [[Large Crokite, Dark Ochre and Gneiss Deposit|large]])<br />
* Spodumain, Crokite and Dark Ochre ([[Small Spodumain, Crokite and Dark Ochre Deposit|small]] &bull; [[Average Spodumain, Crokite and Dark Ochre Deposit|average]] &bull; [[Large Spodumain, Crokite and Dark Ochre Deposit|large]])<br />
<br />
==== Null security space ====<br />
{{see also|Null-sec}}<br />
<br />
* Bistot ([[Small Bistot Deposit|small]] &bull; [[Average Bistot Deposit|average]] &bull; [[Large Bistot Deposit|large]])<br />
* Arkonor and Bistot ([[Small Arkonor and Bistot Deposit|small]] &bull; [[Average Arkonor and Bistot Deposit|average]] &bull; [[Large Arkonor and Bistot Deposit|large]])<br />
* Mercoxit, Arkonor and Bistot ([[Small Mercoxit, Arkonor and Bistot Deposit|small]] &bull; [[Average Mercoxit, Arkonor and Bistot Deposit|average]] &bull; [[Large Mercoxit, Arkonor and Bistot Deposit|large]])<br />
<br />
=== Ore Prospecting Arrays ===<br />
<br />
In player-owned [[Sovereignty|sovereign nullsec]], it is possible to deploy {{co|wheat|Ore Prospecting Arrays}}, a deployable sovereignty structure which, when deployed in a system, periodically generates asteroid clusters of various sizes at set intervals.<br />
<br />
All sizes of asteroid clusters are capable of spawning regardless of system security status, and all clusters of a given size contain the same volume of ore, but asteroid clusters in lower security levels will spawn the more valuable ore variants with greater frequency. With the exception of Small Asteroid Clusters (which lack Mercoxit), all clusters contain varying amounts of all nullsec ore types: Arkonor, Bistot, Crokite, Dark Ochre, Gneiss, Spodumain, and Mercoxit.<br />
<br />
:[[Small Asteroid Cluster]] &bull; [[Medium Asteroid Cluster]] &bull; [[Large Asteroid Cluster]] &bull; [[Enormous Asteroid Cluster]] &bull; [[Colossal Asteroid Cluster]]<br />
<br />
== Asteroid distribution ==<br />
[[File:Glow_roid_grid.jpg|thumb|250px|right|Asteroid distribution]]<br />
[[File:Asteroid-belt-overview.jpg|thumb|250px|right|An asteroid belt, as seen on the [[overview]]. Note the belt's warp-in point (marked with an inverted triangle), as well as the variety of different asteroid types (all labelled according to what kind of ore they contain).]]<br />
{{hatnote|For the distribution of ice asteroids, see [[Ice harvesting#Ice distribution|Ice distribution]].}}<br />
The Eve universe can be divided into [[topology|four quarters]]: <br />
* The Amarr quarter (includes systems held by the Amarr, Ammatar, Khanid, Blood Raiders, and Sansha's Nation)<br />
* The Caldari quarter (includes systems held by the Caldari and Guristas)<br />
* The Gallente quarter (includes systems held by the Gallente and Serpentis)<br />
* The Minmatar quarter (includes systems held by the Minmatar and Angel Cartel)<br />
<br />
Each of these four quarters has its own set of asteroid types. Additionally, the lower the [[Security Rating|security rating]] of a system, the rarer the asteroid types that can be found there. Finally, each system can also include all the asteroid types of same-quarter higher-security systems. For example, a Gallente system with a security rating of 0.7 will not only include Omber asteroids, but also Veldspar, Scordite, and Plagioclase asteroids. <br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" rowspan=2 | System<br>security<br>rating<br />
! style="background:#222222;" colspan=4 | Quarter<br />
|-<br />
! style="background:#222222;" | {{icon|amarr|64|Amarr quarter}}<br />
! style="background:#222222;" | {{icon|caldari|64|Caldari quarter}}<br />
! style="background:#222222;" | {{icon|gallente|64|Gallente quarter}}<br />
! style="background:#222222;" | {{icon|minmatar|64|Minmatar quarter}}<br />
|-<br />
| {{co|#2FEFEF|&#9608;}} 1.0 and lower<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
|-<br />
| {{co|#48F0C0|&#9608;}} 0.9 and lower<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
|-<br />
| {{co|#00F000|&#9608;}} 0.7 and lower<br />
| {{icon|kernite||Kernite}} Kernite<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
| {{icon|omber||Omber}} Omber<br />
| {{icon|omber||Omber}} Omber<br />
|-<br />
| {{co|#D77700|&#9608;}} 0.4 and lower<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
| {{icon|kernite||Kernite}} Kernite<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
| {{icon|kernite||Kernite}} Kernite<br />
|-<br />
| {{co|#F04800|&#9608;}} 0.2 and lower<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
|-<br />
| {{co|#F00000|&#9608;}} 0.0 and lower<br />
| {{icon|spodumain||Spodumain}} Spodumain<br>{{icon|gneiss||Gneiss}} Gneiss<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|spodumain||Spodumain}} Spodumain<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|spodumain||Spodumain}} Spodumain<br>{{icon|gneiss||Gneiss}} Gneiss<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
|}<br />
<br />
In general, the rarer the ore, the higher its volume per unit (e.g. one unit of Veldspar has a volume of 0.1&nbsp;m<sup>3</sup>, whereas one unit of Arkonor has a volume of 16&nbsp;m<sup>3</sup>). Since mining lasers mine a given ''volume'' of ore per minute, it takes longer to mine the rarer ore types. Additionally, each ore reprocesses into a different set of minerals. For details, see [[Reprocessing]]. <br />
<br />
Note that mining Mercoxit requires the {{sk|Deep Core Mining}} skill as well as [[ORE Basic Ship and Skill Guide#High-slot modules|special mining modules]] (Deep Core Miners or Deep Core Strip Miners). All other ore types can be mined with all types of ore mining lasers or strip miners. <br />
<br />
=== Ore variants ===<br />
<br />
Each asteroid type has two further subtypes that yield more (+5% / +10%) minerals when [[reprocessing|reprocessed]]. Otherwise they are identical in every way to their base ore, and are found in the same regions, but in lower quantities. For instance, if an asteroid belt has Omber asteroids, it will also have some Silvery Omber asteroids and a few Golden Omber asteroids. If you get the chance, you should always mine the higher-yield variants before mining the base ore. <br />
<br />
{| class="wikitable" <br />
! style="background:#222222;" | Base ore<br />
! style="background:#222222;" | +5% variant<br />
! style="background:#222222;" | +10% variant<br />
! style="background:#222222;" | Found in<br />
|-<br />
|{{icon|veldspar||Veldspar}} Veldspar<br />
|Concentrated Veldspar<br />
|Dense Veldspar<br />
|Everywhere<br />
|-<br />
| {{icon|scordite||Scordite}} Scordite<br />
|Condensed Scordite<br />
|Massive Scordite<br />
|Everywhere<br />
|-<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
|Solid Pyroxeres<br />
|Viscous Pyroxeres<br />
|Amarr and Caldari 0.9 (or lower) space<br />
|-<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
|Azure Plagioclase<br />
|Rich Plagioclase<br />
|Caldari 0.7 (or lower) space<br>Minmatar and Gallente 0.9 (or lower) space<br />
|-<br />
| {{icon|omber||Omber}} Omber<br />
|Silvery Omber<br />
|Golden Omber<br />
|Gallente and Minmatar 0.7 (or lower) space<br />
|-<br />
| {{icon|kernite||Kernite}} Kernite<br />
|Luminous Kernite<br />
|Fiery Kernite<br />
|Amarr 0.7 (or lower) space<br>Caldari and Minmatar 0.4 (or lower) space<br />
|-<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
|Pure Jaspet<br />
|Pristine Jaspet<br />
|Amarr and Gallente 0.4 (or lower) space<br />
|-<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
|Vivid Hemorphite<br />
|Radiant Hemorphite<br />
|Amarr and Gallente 0.2 (or lower) space<br />
|-<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
|Vitric Hedbergite<br />
|Glazed Hedbergite<br />
|Caldari and Minmatar 0.2 (or lower) space<br />
|-<br />
| {{icon|gneiss||Gneiss}} Gneiss<br />
|Iridescent Gneiss<br />
|Prismatic Gneiss<br />
|Amarr and Minmatar 0.0 (or lower) space<br />
|-<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br />
|Onyx Ochre<br />
|Obsidian Ochre<br />
|Caldari and Gallente 0.0 (or lower) space<br />
|-<br />
| {{icon|spodumain||Spodumain}} Spodumain<br />
|Bright Spodumain<br />
|Gleaming Spodumain<br />
|0.0 space (or lower, except Gallente)<br />
|-<br />
| {{icon|crokite||Crokite}} Crokite<br />
|Sharp Crokite<br />
|Crystalline Crokite<br />
|0.0 space (or lower, except Minmatar)<br />
|-<br />
| {{icon|arkonor||Arkonor}} Arkonor<br />
|Crimson Arkonor<br />
|Prime Arkonor<br />
|0.0 space (or lower, except Caldari)<br />
|-<br />
| {{icon|bistot||Bistot}} Bistot<br />
|Triclinic Bistot<br />
|Monoclinic Bistot<br />
|All of 0.0 (or lower) space<br />
|-<br />
| {{icon|mercoxit||Mercoxit}} Mercoxit<br />
|Magma Mercoxit<br />
|Vitreous Mercoxit<br />
|All of 0.0 (or lower) space<br />
|-<br />
|}<br />
<!-- <br />
Move ice distribution to [[Ice mining]] (but link from here!)--><br />
<br />
[[Category:Mining]]<br />
===Ore Chart===<br />
{| class="wikitable"<br />
! style="font-weight: bold;" | Ore<br />
! style="font-weight: bold;" | Batch<br />
! style="font-weight: bold;" | Vol.<br />
! style="font-weight: bold;" | Tri<br />
! style="font-weight: bold;" | Pye<br />
! style="font-weight: bold;" | Mex<br />
! style="font-weight: bold;" | Iso<br />
! style="font-weight: bold;" | Noc<br />
! style="font-weight: bold;" | Zyd<br />
! style="font-weight: bold;" | Meg<br />
! style="font-weight: bold;" | Mor<br />
! style="font-weight: bold;" | Location<br />
|- style="background-color:#100100;"<br />
| Veldspar<br />
| 100<br />
| 0.1<br />
| 415<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Concentrated Veldspar (+5%)<br />
| 100<br />
| 0.1<br />
| 436<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Dense Veldspar (+10%)<br />
| 100<br />
| 0.1<br />
| style="background-color:#55BC25; color: black;" | 457<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Scordite<br />
| 100<br />
| 0.15<br />
| 346<br />
| 173<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Condensed Scordite (+5%)<br />
| 100<br />
| 0.15<br />
| 364<br />
| 182<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Massive Scordite (+10%)<br />
| 100<br />
| 0.15<br />
| 381<br />
| style="background-color:#55BC25; color: black;" | 190<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Pyroxeres<br />
| 100<br />
| 0.3<br />
| 351<br />
| 25<br />
| 50<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Solid Pyroxeres (+5%)<br />
| 100<br />
| 0.3<br />
| 369<br />
| 26<br />
| 53<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Viscous Pyroxeres (+10%)<br />
| 100<br />
| 0.3<br />
| 387<br />
| 27<br />
| 55<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|-<br />
| Plagioclase<br />
| 100<br />
| 0.35<br />
| 107<br />
| 213<br />
| 107<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|-<br />
| Azure Plagioclase (+5%)<br />
| 100<br />
| 0.35<br />
| 113<br />
| 224<br />
| 113<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|-<br />
| Rich Plagioclase (+10%)<br />
| 100<br />
| 0.35<br />
| 118<br />
| 235<br />
| 118<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|- style="background-color:#100100;"<br />
| Omber<br />
| 100<br />
| 0.6<br />
| 800<br />
| 100<br />
| 0<br />
| 85<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Silvery Omber (+5%)<br />
| 100<br />
| 0.6<br />
| 840<br />
| 105<br />
| 0<br />
| 90<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Golden Omber (+10%)<br />
| 100<br />
| 0.6<br />
| 880<br />
| 110<br />
| 0<br />
| 94<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|-<br />
| Kernite<br />
| 100<br />
| 1.2<br />
| 134<br />
| 0<br />
| 267<br />
| 134<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|-<br />
| Luminous Kernite (+5%)<br />
| 100<br />
| 1.2<br />
| 141<br />
| 0<br />
| 281<br />
| 141<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|-<br />
| Fiery Kernite (+10%)<br />
| 100<br />
| 1.2<br />
| 148<br />
| 0<br />
| 294<br />
| 148<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|- style="background-color:#100100;"<br />
| Jaspet<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 350<br />
| 0<br />
| 75<br />
| 8<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Pure Jaspet (+5%)<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 368<br />
| 0<br />
| 79<br />
| 8<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Pristine Jaspet (+10%)<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 385<br />
| 0<br />
| 83<br />
| 9<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|-<br />
| Hemorphite<br />
| 100<br />
| 3<br />
| 2200<br />
| 0<br />
| 0<br />
| 100<br />
| 120<br />
| 15<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Vivid Hemorphite (+5%)<br />
| 100<br />
| 3<br />
| 2310<br />
| 0<br />
| 0<br />
| 105<br />
| 126<br />
| 16<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Radiant Hemorphite (+10%)<br />
| 100<br />
| 3<br />
| 2420<br />
| 0<br />
| 0<br />
| 110<br />
| 132<br />
| 17<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Hedbergite<br />
| 100<br />
| 3<br />
| 0<br />
| 1000<br />
| 0<br />
| 200<br />
| 100<br />
| 19<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Vitric Hedbergite (+5%)<br />
| 100<br />
| 3<br />
| 0<br />
| 1050<br />
| 0<br />
| 210<br />
| 105<br />
| 20<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Glazed Hedbergite (+10%)<br />
| 100<br />
| 3<br />
| 0<br />
| 1100<br />
| 0<br />
| 220<br />
| 110<br />
| 21<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Gneiss<br />
| 100<br />
| 5<br />
| 0<br />
| 2200<br />
| 2400<br />
| 300<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| Iridescent Gneiss (+5%)<br />
| 100<br />
| 5<br />
| 0<br />
| 2310<br />
| 2520<br />
| 315<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| Prismatic Gneiss (+10%)<br />
| 100<br />
| 5<br />
| 0<br />
| 2420<br />
| style="background-color:#55BC25; color: black;" | 2640<br />
| 330<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Dark Ochre<br />
| 100<br />
| 8<br />
| 10000<br />
| 0<br />
| 0<br />
| 1600<br />
| 120<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Onyx Ochre (+5%)<br />
| 100<br />
| 8<br />
| 10500<br />
| 0<br />
| 0<br />
| 1680<br />
| 126<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Obsidian Ochre (+10%)<br />
| 100<br />
| 8<br />
| 11000<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 1760<br />
| 132<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|-<br />
| Spodumain<br />
| 100<br />
| 16<br />
| 56000<br />
| 12050<br />
| 2100<br />
| 450<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|-<br />
| Bright Spodumain (+5%)<br />
| 100<br />
| 16<br />
| 58800<br />
| 12653<br />
| 2205<br />
| 473<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|-<br />
| Gleaming Spodumain (+10%)<br />
| 100<br />
| 16<br />
| 61600<br />
| 13255<br />
| 2310<br />
| 495<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Crokite<br />
| 100<br />
| 16<br />
| 21000<br />
| 0<br />
| 0<br />
| 0<br />
| 760<br />
| 135<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Sharp Crokite (+5%)<br />
| 100<br />
| 16<br />
| 22050<br />
| 0<br />
| 0<br />
| 0<br />
| 798<br />
| 142<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Crystalline Crokite (10%)<br />
| 100<br />
| 16<br />
| 23100<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 836<br />
| 149<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|-<br />
| Bistot<br />
| 100<br />
| 16<br />
| 0<br />
| 12000<br />
| 0<br />
| 0<br />
| 0<br />
| 450<br />
| 100<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|-<br />
| Triclinic Bistot (+5%)<br />
| 100<br />
| 16<br />
| 0<br />
| 12600<br />
| 0<br />
| 0<br />
| 0<br />
| 473<br />
| 105<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|-<br />
| Monoclinic Bistot (+10%)<br />
| 100<br />
| 16<br />
| 0<br />
| 13200<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 495<br />
| 110<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|- style="background-color:#100100;"<br />
| Arkonor<br />
| 100<br />
| 16<br />
| 22000<br />
| 0<br />
| 2500<br />
| 0<br />
| 0<br />
| 0<br />
| 320<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|- style="background-color:#100100;"<br />
| Crimson Arkonor (+5%)<br />
| 100<br />
| 16<br />
| 23100<br />
| 0<br />
| 2625<br />
| 0<br />
| 0<br />
| 0<br />
| 336<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|- style="background-color:#100100;"<br />
| Prime Arkonor (+10%)<br />
| 100<br />
| 16<br />
| 24200<br />
| 0<br />
| 2750<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 352<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|-<br />
| Mercoxit<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 300<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|-<br />
| Magma Mercoxit (+5%)<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 315<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|-<br />
| Vitreous Mercoxit (+10%)<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 330<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|- style="background-color:#100100;"<br />
| style="font-weight: bold;" | Ore<br />
| style="font-weight: bold;" | Batch<br />
| style="font-weight: bold;" | Vol.<br />
| style="font-weight: bold;" | Tri<br />
| style="font-weight: bold;" | Pye<br />
| style="font-weight: bold;" | Mex<br />
| style="font-weight: bold;" | Iso<br />
| style="font-weight: bold;" | Noc<br />
| style="font-weight: bold;" | Zyd<br />
| style="font-weight: bold;" | Meg<br />
| style="font-weight: bold;" | Mor<br />
| style="font-weight: bold;" | Location<br />
|}<br />
<br />
<span style="color:black; background:#55BC25">&nbsp;&nbsp;1234&nbsp;&nbsp;</span> Green backgrounds indicate the best value per m3 for that mineral.<br />
<br />
'''Batch Size'''<br />
<br />
This is the minimal amount of ore you need for [[reprocessing]]. All values in the table (with the exception of volume) are based on one full batch.<br />
<br />
==External links==<br />
*[http://ore.cerlestes.de/index.html#site:ore Ore and mineral tables] <br />
{{Mining Links}}<br />
[[Category:Mining]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Asteroids_and_ore&diff=123703Asteroids and ore2017-06-16T12:09:01Z<p>Noemie belacqua: /* Cosmic anomalies */ restore links to currently non-existant pages - but these pages will presumably be created in the near future, so these links are useful</p>
<hr />
<div>{{main|Mining}}<br />
'''Asteroids''' are large irregular chunks of rock that can be found in many places throughout New Eden. When mined, asteroids yield '''ore''' which, when refined, produces minerals of various types that serve as the basic building blocks of almost every [[Manufacturing|craftable]] item. Each type of ore has a base version simply named after the ore itself, and two variations which yield 5% and 10% more minerals respectively when refined. Individual asteroids contain only one kind of ore, but groups of asteroids can contain multiple types.<br />
<br />
== Where to find asteroids ==<br />
[[File:Asteroid-belt-ingame.jpg|thumb|250px|right|An asteroid belt. The ship in the middle is sitting at the warp-in point.]]<br />
[[File:Asteroid-belt.png|thumb|right|250px|Asteroid belt geometry]]<br />
<br />
=== Asteroid belts ===<br />
<br />
Virtually every star system in EVE (with the notable exception of [[Jita]]) has at least one asteroid belt. Most star systems have several -- up to more than a dozen in some cases. These belts are listed on the [[overview]] and the right-click menu, and always have the same geometry: a rough semicircle of asteroids, approximately 50&nbsp;km in diameter. A ship warping to an asteroid belt's beacon (through the right-click menu or the overview) will warp to the center of the semicircle. Note that mining lasers have an (unboosted) range of only 10-15&nbsp;km, so in order to mine asteroids a ship has to fly closer to the belt after warping in. If you want to save on travel time, you can warp to [[Mining#Bookmarks|mining bookmarks]] instead. <br />
<br />
A given belt will have a mixture of asteroids containing different ores. The mixture and size of the asteroids (i.e. how much ore each asteroid contains) is determined by the system's location in the Eve universe and its security status (see [[#Asteroid distribution|asteroid distribution]] below). Each asteroid belt contains a finite number of asteroids (which disappear once fully mined), but the asteroids respawn after [[DT|downtime]]. The website [http://evemaps.dotlan.net/ Dotlan] has maps showing the number of belts per system.<br />
<br />
=== Deadspace pockets ===<br />
Mineable asteroids can also spawn in [[deadspace]] pockets, such as the ones created for missions. Unlike asteroid belts, these are not organized into a set shape. Some are composed of dense clumps of asteroids, while others are scattered fields. For a list of which missions' deadspace pockets contain asteroids, see [[Mission Mining]] or [http://eve-survival.org/wikka.php?wakka=MiningInMissions Eve-survival]. <br />
<br />
=== Cosmic anomalies ===<br />
Lastly, one of the two kinds of [[Cosmic Anomaly|cosmic anomaly]] contains asteroids (the others contains hostile rats). The asteroids in cosmic anomalies tend to be a little larger and contain rarer ore than the normal asteroid belts in a star system. However, unlike asteroid belts, once all the asteroids in the anomaly have been mined, the anomaly disappears after broadcasting a short message in Local. As with all cosmic anomalies, new anomalies spawn semi-randomly. <br />
<br />
Note that in many locations you will find decorative asteroids, which cannot be mined or otherwise interacted with. These will have colorful names such as "Snake-shaped Asteroid".<br />
<br />
There are different types of asteroid cosmic anomalies, named by what kinds of ores are contained within. Each type comes in three variants (small, average, and large) - the "larger" the anomaly, the more asteroids (and hence the more ore) it contains. A "Small Kernite and Omber Deposit" therefore contains a small number of Kernite and Omber asteroids, while a "Large Bistot Deposit" contains a large number of Bistot asteroids. Ore anomalies will contain all three variants of the ores they contain.<br />
<br />
==== High security space ====<br />
{{see also|High-sec}}<br />
* Omber ([[Small Omber Deposit|small]] &bull; [[Average Omber Deposit|average]] &bull; [[Large Omber Deposit|large]])<br />
* Kernite and Omber ([[Small Kernite and Omber Deposit|small]] &bull; [[Average Kernite and Omber Deposit|average]] &bull; [[Large Kernite and Omber Deposit|large]])<br />
* Jaspet, Kernite, and Omber ([[Small Jaspet, Kernite, and Omber Deposit|small]] &bull; [[Average Jaspet, Kernite and Omber Deposit|average]] &bull; [[Large Jaspet, Kernite and Omber Deposit|large]])<br />
* Hemorphite, Jaspet, and Kernite ([[Small Hemorphite, Jaspet, and Kernite Deposit|small]] &bull; [[Average Hemorphite, Jaspet, and Kernite Deposit|average]] &bull; [[Large Hemorphite, Jaspet, and Kernite Deposit|large]])<br />
* Hedbergite, Hemorphite, and Jaspet ([[Small Hedbergite, Hemorphite, and Jaspet Deposit|small]] &bull; [[Average Hedbergite, Hemorphite, and Jaspet Deposit|average]] &bull; [[Large Hedbergite, Hemorphite, and Jaspet Deposit|large]])<br />
<br />
==== Low security space ====<br />
{{see also|Low-sec}}<br />
* Gneiss ([[Small Gneiss Deposit|small]] &bull; [[Average Gneiss Deposit|average]] &bull; [[Large Gneiss Deposit|large]])<br />
* Dark Ochre and Gneiss ([[Small Dark Ochre and Gneiss Deposit|small]] &bull; [[Average Dark Ochre and Gneiss Deposit|average]] &bull; [[Large Dark Ochre and Gneiss Deposit|large]])<br />
* Crokite, Dark Ochre and Gneiss ([[Small Crokite, Dark Ochre and Gneiss Deposit|small]] &bull; [[Average Crokite, Dark Ochre and Gneiss Deposit|average]] &bull; [[Large Crokite, Dark Ochre and Gneiss Deposit|large]])<br />
* Spodumain, Crokite and Dark Ochre ([[Small Spodumain, Crokite and Dark Ochre Deposit|small]] &bull; [[Average Spodumain, Crokite and Dark Ochre Deposit|average]] &bull; [[Large Spodumain, Crokite and Dark Ochre Deposit|large]])<br />
<br />
==== Null security space ====<br />
{{see also|Null-sec}}<br />
<br />
* Bistot ([[Small Bistot Deposit|small]] &bull; [[Average Bistot Deposit|average]] &bull; [[Large Bistot Deposit|large]])<br />
* Arkonor and Bistot ([[Small Arkonor and Bistot Deposit|small]] &bull; [[Average Arkonor and Bistot Deposit|average]] &bull; [[Large Arkonor and Bistot Deposit|large]])<br />
* Mercoxit, Arkonor and Bistot ([[Small Mercoxit, Arkonor and Bistot Deposit|small]] &bull; [[Average Mercoxit, Arkonor and Bistot Deposit|average]] &bull; [[Large Mercoxit, Arkonor and Bistot Deposit|large]])<br />
<br />
=== Ore Prospecting Arrays ===<br />
<br />
In player-owned [[Sovereignty|sovereign nullsec]], it is possible to deploy {{co|wheat|Ore Prospecting Arrays}}, a deployable sovereignty structure which, when deployed in a system, periodically generates asteroid clusters of various sizes at set intervals.<br />
<br />
All sizes of asteroid clusters are capable of spawning regardless of system security status, and all clusters of a given size contain the same volume of ore, but asteroid clusters in lower security levels will spawn the more valuable ore variants with greater frequency. With the exception of Small Asteroid Clusters (which lack Mercoxit), all clusters contain varying amounts of all nullsec ore types: Arkonor, Bistot, Crokite, Dark Ochre, Gneiss, Spodumain, and Mercoxit.<br />
<br />
:[[Small Asteroid Cluster]] &bull; [[Medium Asteroid Cluster]] &bull; [[Large Asteroid Cluster]] &bull; [[Enormous Asteroid Cluster]] &bull; [[Colossal Asteroid Cluster]]<br />
<br />
== Asteroid distribution ==<br />
[[File:Glow_roid_grid.jpg|thumb|250px|right|Asteroid distribution]]<br />
[[File:Asteroid-belt-overview.jpg|thumb|250px|right|An asteroid belt, as seen on the [[overview]]. Note the belt's warp-in point (marked with an inverted triangle), as well as the variety of different asteroid types (all labelled according to what kind of ore they contain).]]<br />
{{hatnote|For the distribution of ice asteroids, see [[Ice harvesting#Ice distribution|Ice distribution]].}}<br />
The Eve universe can be divided into [[topology|four quarters]]: <br />
* The Amarr quarter (includes systems held by the Amarr, Ammatar, Khanid, Blood Raiders, and Sansha's Nation)<br />
* The Caldari quarter (includes systems held by the Caldari and Guristas)<br />
* The Gallente quarter (includes systems held by the Gallente and Serpentis)<br />
* The Minmatar quarter (includes systems held by the Minmatar and Angel Cartel)<br />
<br />
Each of these four quarters has its own set of asteroid types. Additionally, the lower the [[Security Rating|security rating]] of a system, the rarer the asteroid types that can be found there. Finally, each system can also include all the asteroid types of same-quarter higher-security systems. For example, a Gallente system with a security rating of 0.7 will not only include Omber asteroids, but also Veldspar, Scordite, and Plagioclase asteroids. <br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" rowspan=2 | System<br>security<br>rating<br />
! style="background:#222222;" colspan=4 | Quarter<br />
|-<br />
! style="background:#222222;" | {{icon|amarr|64|Amarr quarter}}<br />
! style="background:#222222;" | {{icon|caldari|64|Caldari quarter}}<br />
! style="background:#222222;" | {{icon|gallente|64|Gallente quarter}}<br />
! style="background:#222222;" | {{icon|minmatar|64|Minmatar quarter}}<br />
|-<br />
| {{co|#2FEFEF|&#9608;}} 1.0 and lower<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
|-<br />
| {{co|#48F0C0|&#9608;}} 0.9 and lower<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
|-<br />
| {{co|#00F000|&#9608;}} 0.7 and lower<br />
| {{icon|kernite||Kernite}} Kernite<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
| {{icon|omber||Omber}} Omber<br />
| {{icon|omber||Omber}} Omber<br />
|-<br />
| {{co|#D77700|&#9608;}} 0.4 and lower<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
| {{icon|kernite||Kernite}} Kernite<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
| {{icon|kernite||Kernite}} Kernite<br />
|-<br />
| {{co|#F04800|&#9608;}} 0.2 and lower<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
|-<br />
| {{co|#F00000|&#9608;}} 0.0 and lower<br />
| {{icon|spodumain||Spodumain}} Spodumain<br>{{icon|gneiss||Gneiss}} Gneiss<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|spodumain||Spodumain}} Spodumain<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|spodumain||Spodumain}} Spodumain<br>{{icon|gneiss||Gneiss}} Gneiss<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
|}<br />
<br />
In general, the rarer the ore, the higher its volume per unit (e.g. one unit of Veldspar has a volume of 0.1&nbsp;m<sup>3</sup>, whereas one unit of Arkonor has a volume of 16&nbsp;m<sup>3</sup>). Since mining lasers mine a given ''volume'' of ore per minute, it takes longer to mine the rarer ore types. Additionally, each ore reprocesses into a different set of minerals. For details, see [[Reprocessing]]. <br />
<br />
Note that mining Mercoxit requires the {{sk|Deep Core Mining}} skill as well as [[ORE Basic Ship and Skill Guide#High-slot modules|special mining modules]] (Deep Core Miners or Deep Core Strip Miners). All other ore types can be mined with all types of ore mining lasers or strip miners. <br />
<br />
=== Ore variants ===<br />
<br />
Each asteroid type has two further subtypes that yield more (+5% / +10%) minerals when [[reprocessing|reprocessed]]. Otherwise they are identical in every way to their base ore, and are found in the same regions, but in lower quantities. For instance, if an asteroid belt has Omber asteroids, it will also have some Silvery Omber asteroids and a few Golden Omber asteroids. If you get the chance, you should always mine the higher-yield variants before mining the base ore. <br />
<br />
{| class="wikitable" <br />
! style="background:#222222;" | Base ore<br />
! style="background:#222222;" | +5% variant<br />
! style="background:#222222;" | +10% variant<br />
! style="background:#222222;" | Found in<br />
|-<br />
|{{icon|veldspar||Veldspar}} Veldspar<br />
|Concentrated Veldspar<br />
|Dense Veldspar<br />
|Everywhere<br />
|-<br />
| {{icon|scordite||Scordite}} Scordite<br />
|Condensed Scordite<br />
|Massive Scordite<br />
|Everywhere<br />
|-<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
|Solid Pyroxeres<br />
|Viscous Pyroxeres<br />
|Amarr and Caldari 0.9 (or lower) space<br />
|-<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
|Azure Plagioclase<br />
|Rich Plagioclase<br />
|Caldari 0.7 (or lower) space<br>Minmatar and Gallente 0.9 (or lower) space<br />
|-<br />
| {{icon|omber||Omber}} Omber<br />
|Silvery Omber<br />
|Golden Omber<br />
|Gallente and Minmatar 0.7 (or lower) space<br />
|-<br />
| {{icon|kernite||Kernite}} Kernite<br />
|Luminous Kernite<br />
|Fiery Kernite<br />
|Amarr 0.7 (or lower) space<br>Caldari and Minmatar 0.4 (or lower) space<br />
|-<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
|Pure Jaspet<br />
|Pristine Jaspet<br />
|Amarr and Gallente 0.4 (or lower) space<br />
|-<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
|Vivid Hemorphite<br />
|Radiant Hemorphite<br />
|Amarr and Gallente 0.2 (or lower) space<br />
|-<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
|Vitric Hedbergite<br />
|Glazed Hedbergite<br />
|Caldari and Minmatar 0.2 (or lower) space<br />
|-<br />
| {{icon|gneiss||Gneiss}} Gneiss<br />
|Iridescent Gneiss<br />
|Prismatic Gneiss<br />
|Amarr and Minmatar 0.0 (or lower) space<br />
|-<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br />
|Onyx Ochre<br />
|Obsidian Ochre<br />
|Caldari and Gallente 0.0 (or lower) space<br />
|-<br />
| {{icon|spodumain||Spodumain}} Spodumain<br />
|Bright Spodumain<br />
|Gleaming Spodumain<br />
|0.0 space (or lower, except Gallente)<br />
|-<br />
| {{icon|crokite||Crokite}} Crokite<br />
|Sharp Crokite<br />
|Crystalline Crokite<br />
|0.0 space (or lower, except Minmatar)<br />
|-<br />
| {{icon|arkonor||Arkonor}} Arkonor<br />
|Crimson Arkonor<br />
|Prime Arkonor<br />
|0.0 space (or lower, except Caldari)<br />
|-<br />
| {{icon|bistot||Bistot}} Bistot<br />
|Triclinic Bistot<br />
|Monoclinic Bistot<br />
|All of 0.0 (or lower) space<br />
|-<br />
| {{icon|mercoxit||Mercoxit}} Mercoxit<br />
|Magma Mercoxit<br />
|Vitreous Mercoxit<br />
|All of 0.0 (or lower) space<br />
|-<br />
|}<br />
<!-- <br />
Move ice distribution to [[Ice mining]] (but link from here!)--><br />
<br />
[[Category:Mining]]<br />
===Ore Chart===<br />
{| class="wikitable"<br />
! style="font-weight: bold;" | Ore<br />
! style="font-weight: bold;" | Batch<br />
! style="font-weight: bold;" | Vol.<br />
! style="font-weight: bold;" | Tri<br />
! style="font-weight: bold;" | Pye<br />
! style="font-weight: bold;" | Mex<br />
! style="font-weight: bold;" | Iso<br />
! style="font-weight: bold;" | Noc<br />
! style="font-weight: bold;" | Zyd<br />
! style="font-weight: bold;" | Meg<br />
! style="font-weight: bold;" | Mor<br />
! style="font-weight: bold;" | Location<br />
|- style="background-color:#100100;"<br />
| Veldspar<br />
| 100<br />
| 0.1<br />
| 415<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Concentrated Veldspar (+5%)<br />
| 100<br />
| 0.1<br />
| 436<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Dense Veldspar (+10%)<br />
| 100<br />
| 0.1<br />
| style="background-color:#55BC25; color: black;" | 457<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Scordite<br />
| 100<br />
| 0.15<br />
| 346<br />
| 173<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Condensed Scordite (+5%)<br />
| 100<br />
| 0.15<br />
| 364<br />
| 182<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Massive Scordite (+10%)<br />
| 100<br />
| 0.15<br />
| 381<br />
| style="background-color:#55BC25; color: black;" | 190<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Pyroxeres<br />
| 100<br />
| 0.3<br />
| 351<br />
| 25<br />
| 50<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Solid Pyroxeres (+5%)<br />
| 100<br />
| 0.3<br />
| 369<br />
| 26<br />
| 53<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Viscous Pyroxeres (+10%)<br />
| 100<br />
| 0.3<br />
| 387<br />
| 27<br />
| 55<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|-<br />
| Plagioclase<br />
| 100<br />
| 0.35<br />
| 107<br />
| 213<br />
| 107<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|-<br />
| Azure Plagioclase (+5%)<br />
| 100<br />
| 0.35<br />
| 113<br />
| 224<br />
| 113<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|-<br />
| Rich Plagioclase (+10%)<br />
| 100<br />
| 0.35<br />
| 118<br />
| 235<br />
| 118<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|- style="background-color:#100100;"<br />
| Omber<br />
| 100<br />
| 0.6<br />
| 800<br />
| 100<br />
| 0<br />
| 85<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Silvery Omber (+5%)<br />
| 100<br />
| 0.6<br />
| 840<br />
| 105<br />
| 0<br />
| 90<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Golden Omber (+10%)<br />
| 100<br />
| 0.6<br />
| 880<br />
| 110<br />
| 0<br />
| 94<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|-<br />
| Kernite<br />
| 100<br />
| 1.2<br />
| 134<br />
| 0<br />
| 267<br />
| 134<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|-<br />
| Luminous Kernite (+5%)<br />
| 100<br />
| 1.2<br />
| 141<br />
| 0<br />
| 281<br />
| 141<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|-<br />
| Fiery Kernite (+10%)<br />
| 100<br />
| 1.2<br />
| 148<br />
| 0<br />
| 294<br />
| 148<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|- style="background-color:#100100;"<br />
| Jaspet<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 350<br />
| 0<br />
| 75<br />
| 8<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Pure Jaspet (+5%)<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 368<br />
| 0<br />
| 79<br />
| 8<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Pristine Jaspet (+10%)<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 385<br />
| 0<br />
| 83<br />
| 9<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|-<br />
| Hemorphite<br />
| 100<br />
| 3<br />
| 2200<br />
| 0<br />
| 0<br />
| 100<br />
| 120<br />
| 15<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Vivid Hemorphite (+5%)<br />
| 100<br />
| 3<br />
| 2310<br />
| 0<br />
| 0<br />
| 105<br />
| 126<br />
| 16<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Radiant Hemorphite (+10%)<br />
| 100<br />
| 3<br />
| 2420<br />
| 0<br />
| 0<br />
| 110<br />
| 132<br />
| 17<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Hedbergite<br />
| 100<br />
| 3<br />
| 0<br />
| 1000<br />
| 0<br />
| 200<br />
| 100<br />
| 19<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Vitric Hedbergite (+5%)<br />
| 100<br />
| 3<br />
| 0<br />
| 1050<br />
| 0<br />
| 210<br />
| 105<br />
| 20<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Glazed Hedbergite (+10%)<br />
| 100<br />
| 3<br />
| 0<br />
| 1100<br />
| 0<br />
| 220<br />
| 110<br />
| 21<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Gneiss<br />
| 100<br />
| 5<br />
| 0<br />
| 2200<br />
| 2400<br />
| 300<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| Iridescent Gneiss (+5%)<br />
| 100<br />
| 5<br />
| 0<br />
| 2310<br />
| 2520<br />
| 315<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| Prismatic Gneiss (+10%)<br />
| 100<br />
| 5<br />
| 0<br />
| 2420<br />
| style="background-color:#55BC25; color: black;" | 2640<br />
| 330<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Dark Ochre<br />
| 100<br />
| 8<br />
| 10000<br />
| 0<br />
| 0<br />
| 1600<br />
| 120<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Onyx Ochre (+5%)<br />
| 100<br />
| 8<br />
| 10500<br />
| 0<br />
| 0<br />
| 1680<br />
| 126<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Obsidian Ochre (+10%)<br />
| 100<br />
| 8<br />
| 11000<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 1760<br />
| 132<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|-<br />
| Spodumain<br />
| 100<br />
| 16<br />
| 56000<br />
| 12050<br />
| 2100<br />
| 450<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|-<br />
| Bright Spodumain (+5%)<br />
| 100<br />
| 16<br />
| 58800<br />
| 12653<br />
| 2205<br />
| 473<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|-<br />
| Gleaming Spodumain (+10%)<br />
| 100<br />
| 16<br />
| 61600<br />
| 13255<br />
| 2310<br />
| 495<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Crokite<br />
| 100<br />
| 16<br />
| 21000<br />
| 0<br />
| 0<br />
| 0<br />
| 760<br />
| 135<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Sharp Crokite (+5%)<br />
| 100<br />
| 16<br />
| 22050<br />
| 0<br />
| 0<br />
| 0<br />
| 798<br />
| 142<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Crystalline Crokite (10%)<br />
| 100<br />
| 16<br />
| 23100<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 836<br />
| 149<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|-<br />
| Bistot<br />
| 100<br />
| 16<br />
| 0<br />
| 12000<br />
| 0<br />
| 0<br />
| 0<br />
| 450<br />
| 100<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|-<br />
| Triclinic Bistot (+5%)<br />
| 100<br />
| 16<br />
| 0<br />
| 12600<br />
| 0<br />
| 0<br />
| 0<br />
| 473<br />
| 105<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|-<br />
| Monoclinic Bistot (+10%)<br />
| 100<br />
| 16<br />
| 0<br />
| 13200<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 495<br />
| 110<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|- style="background-color:#100100;"<br />
| Arkonor<br />
| 100<br />
| 16<br />
| 22000<br />
| 0<br />
| 2500<br />
| 0<br />
| 0<br />
| 0<br />
| 320<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|- style="background-color:#100100;"<br />
| Crimson Arkonor (+5%)<br />
| 100<br />
| 16<br />
| 23100<br />
| 0<br />
| 2625<br />
| 0<br />
| 0<br />
| 0<br />
| 336<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|- style="background-color:#100100;"<br />
| Prime Arkonor (+10%)<br />
| 100<br />
| 16<br />
| 24200<br />
| 0<br />
| 2750<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 352<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|-<br />
| Mercoxit<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 300<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|-<br />
| Magma Mercoxit (+5%)<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 315<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|-<br />
| Vitreous Mercoxit (+10%)<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 330<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|- style="background-color:#100100;"<br />
| style="font-weight: bold;" | Ore<br />
| style="font-weight: bold;" | Batch<br />
| style="font-weight: bold;" | Vol.<br />
| style="font-weight: bold;" | Tri<br />
| style="font-weight: bold;" | Pye<br />
| style="font-weight: bold;" | Mex<br />
| style="font-weight: bold;" | Iso<br />
| style="font-weight: bold;" | Noc<br />
| style="font-weight: bold;" | Zyd<br />
| style="font-weight: bold;" | Meg<br />
| style="font-weight: bold;" | Mor<br />
| style="font-weight: bold;" | Location<br />
|}<br />
<br />
<span style="color:black; background:#55BC25">&nbsp;&nbsp;1234&nbsp;&nbsp;</span> Green backgrounds indicate the best value per m3 for that mineral.<br />
<br />
'''Batch Size'''<br />
<br />
This is the minimal amount of ore you need for [[reprocessing]]. All values in the table (with the exception of volume) are based on one full batch.<br />
<br />
==External links==<br />
*[http://ore.cerlestes.de/index.html#site:ore Ore and mineral tables] <br />
{{Mining Links}}<br />
[[Category:Mining]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Asteroids_and_ore&diff=123702Asteroids and ore2017-06-16T12:04:28Z<p>Noemie belacqua: /* Asteroid belts */ add note about asteroids being mined out</p>
<hr />
<div>{{main|Mining}}<br />
'''Asteroids''' are large irregular chunks of rock that can be found in many places throughout New Eden. When mined, asteroids yield '''ore''' which, when refined, produces minerals of various types that serve as the basic building blocks of almost every [[Manufacturing|craftable]] item. Each type of ore has a base version simply named after the ore itself, and two variations which yield 5% and 10% more minerals respectively when refined. Individual asteroids contain only one kind of ore, but groups of asteroids can contain multiple types.<br />
<br />
== Where to find asteroids ==<br />
[[File:Asteroid-belt-ingame.jpg|thumb|250px|right|An asteroid belt. The ship in the middle is sitting at the warp-in point.]]<br />
[[File:Asteroid-belt.png|thumb|right|250px|Asteroid belt geometry]]<br />
<br />
=== Asteroid belts ===<br />
<br />
Virtually every star system in EVE (with the notable exception of [[Jita]]) has at least one asteroid belt. Most star systems have several -- up to more than a dozen in some cases. These belts are listed on the [[overview]] and the right-click menu, and always have the same geometry: a rough semicircle of asteroids, approximately 50&nbsp;km in diameter. A ship warping to an asteroid belt's beacon (through the right-click menu or the overview) will warp to the center of the semicircle. Note that mining lasers have an (unboosted) range of only 10-15&nbsp;km, so in order to mine asteroids a ship has to fly closer to the belt after warping in. If you want to save on travel time, you can warp to [[Mining#Bookmarks|mining bookmarks]] instead. <br />
<br />
A given belt will have a mixture of asteroids containing different ores. The mixture and size of the asteroids (i.e. how much ore each asteroid contains) is determined by the system's location in the Eve universe and its security status (see [[#Asteroid distribution|asteroid distribution]] below). Each asteroid belt contains a finite number of asteroids (which disappear once fully mined), but the asteroids respawn after [[DT|downtime]]. The website [http://evemaps.dotlan.net/ Dotlan] has maps showing the number of belts per system.<br />
<br />
=== Deadspace pockets ===<br />
Mineable asteroids can also spawn in [[deadspace]] pockets, such as the ones created for missions. Unlike asteroid belts, these are not organized into a set shape. Some are composed of dense clumps of asteroids, while others are scattered fields. For a list of which missions' deadspace pockets contain asteroids, see [[Mission Mining]] or [http://eve-survival.org/wikka.php?wakka=MiningInMissions Eve-survival]. <br />
<br />
=== Cosmic anomalies ===<br />
Lastly, one of the two kinds of [[Cosmic Anomaly|cosmic anomaly]] contains asteroids (the others contains hostile rats). The asteroids in cosmic anomalies tend to be a little larger and contain rarer ore than the normal asteroid belts in a star system. However, unlike asteroid belts, once all the asteroids in the anomaly have been mined, the anomaly disappears after broadcasting a short message in Local. As with all cosmic anomalies, new anomalies spawn semi-randomly. <br />
<br />
Note that in many locations you will find decorative asteroids, which cannot be mined or otherwise interacted with. These will have colorful names such as "Snake-shaped Asteroid".<br />
<br />
There are different types of asteroid cosmic anomalies, named by what kinds of ores are contained within. Each type comes in three variants (small, average, and large) - the "larger" the anomaly, the more asteroids (and hence the more ore) it contains. A "Small Kernite and Omber Deposit" therefore contains a small number of Kernite and Omber asteroids, while a "Large Bistot Deposit" contains a large number of Bistot asteroids. Ore anomalies will contain all three variants of the ores they contain.<br />
<br />
==== High security space ====<br />
{{see also|High-sec}}<br />
* Omber ([[Small Omber Deposit|small]] &bull; [[Average Omber Deposit|average]] &bull; [[Large Omber Deposit|large]])<br />
* Kernite and Omber (small &bull; [[Average Kernite and Omber Deposit|average]] &bull; [[Large Kernite and Omber Deposit|large]])<br />
* Jaspet, Kernite, and Omber ([[Small Jaspet, Kernite, and Omber Deposit|small]] &bull; average &bull; [[Large Jaspet, Kernite and Omber Deposit|large]])<br />
* Hemorphite, Jaspet, and Kernite ([[Small Hemorphite, Jaspet, and Kernite Deposit|small]] &bull; [[Average Hemorphite, Jaspet, and Kernite Deposit|average]] &bull; large)<br />
* Hedbergite, Hemorphite, and Jaspet (small &bull; average &bull; large)<br />
<br />
==== Low security space ====<br />
{{see also|Low-sec}}<br />
* Gneiss ([[Small Gneiss Deposit|small]] &bull; [[Average Gneiss Deposit|average]] &bull; [[Large Gneiss Deposit|large]])<br />
* Dark Ochre and Gneiss ([[Small Dark Ochre and Gneiss Deposit|small]] &bull; [[Average Dark Ochre and Gneiss Deposit|average]] &bull; [[Large Dark Ochre and Gneiss Deposit|large]])<br />
* Crokite, Dark Ochre and Gneiss ([[Small Crokite, Dark Ochre and Gneiss Deposit|small]] &bull; [[Average Crokite, Dark Ochre and Gneiss Deposit|average]] &bull; [[Large Crokite, Dark Ochre and Gneiss Deposit|large]])<br />
* Spodumain, Crokite and Dark Ochre ([[Small Spodumain, Crokite and Dark Ochre Deposit|small]] &bull; [[Average Spodumain, Crokite and Dark Ochre Deposit|average]] &bull; [[Large Spodumain, Crokite and Dark Ochre Deposit|large]])<br />
<br />
==== Null security space ====<br />
{{see also|Null-sec}}<br />
<br />
* Bistot (small &bull; average &bull; large)<br />
* Arkonor and Bistot (small &bull; average &bull; large)<br />
* Mercoxit, Arkonor and Bistot ([[Small Mercoxit, Arkonor and Bistot Deposit|small]] &bull; [[Average Mercoxit, Arkonor and Bistot Deposit|average]] &bull; [[Large Mercoxit, Arkonor and Bistot Deposit|large]])<br />
<br />
=== Ore Prospecting Arrays ===<br />
<br />
In player-owned [[Sovereignty|sovereign nullsec]], it is possible to deploy {{co|wheat|Ore Prospecting Arrays}}, a deployable sovereignty structure which, when deployed in a system, periodically generates asteroid clusters of various sizes at set intervals.<br />
<br />
All sizes of asteroid clusters are capable of spawning regardless of system security status, and all clusters of a given size contain the same volume of ore, but asteroid clusters in lower security levels will spawn the more valuable ore variants with greater frequency. With the exception of Small Asteroid Clusters (which lack Mercoxit), all clusters contain varying amounts of all nullsec ore types: Arkonor, Bistot, Crokite, Dark Ochre, Gneiss, Spodumain, and Mercoxit.<br />
<br />
:[[Small Asteroid Cluster]] &bull; [[Medium Asteroid Cluster]] &bull; [[Large Asteroid Cluster]] &bull; [[Enormous Asteroid Cluster]] &bull; [[Colossal Asteroid Cluster]]<br />
<br />
== Asteroid distribution ==<br />
[[File:Glow_roid_grid.jpg|thumb|250px|right|Asteroid distribution]]<br />
[[File:Asteroid-belt-overview.jpg|thumb|250px|right|An asteroid belt, as seen on the [[overview]]. Note the belt's warp-in point (marked with an inverted triangle), as well as the variety of different asteroid types (all labelled according to what kind of ore they contain).]]<br />
{{hatnote|For the distribution of ice asteroids, see [[Ice harvesting#Ice distribution|Ice distribution]].}}<br />
The Eve universe can be divided into [[topology|four quarters]]: <br />
* The Amarr quarter (includes systems held by the Amarr, Ammatar, Khanid, Blood Raiders, and Sansha's Nation)<br />
* The Caldari quarter (includes systems held by the Caldari and Guristas)<br />
* The Gallente quarter (includes systems held by the Gallente and Serpentis)<br />
* The Minmatar quarter (includes systems held by the Minmatar and Angel Cartel)<br />
<br />
Each of these four quarters has its own set of asteroid types. Additionally, the lower the [[Security Rating|security rating]] of a system, the rarer the asteroid types that can be found there. Finally, each system can also include all the asteroid types of same-quarter higher-security systems. For example, a Gallente system with a security rating of 0.7 will not only include Omber asteroids, but also Veldspar, Scordite, and Plagioclase asteroids. <br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" rowspan=2 | System<br>security<br>rating<br />
! style="background:#222222;" colspan=4 | Quarter<br />
|-<br />
! style="background:#222222;" | {{icon|amarr|64|Amarr quarter}}<br />
! style="background:#222222;" | {{icon|caldari|64|Caldari quarter}}<br />
! style="background:#222222;" | {{icon|gallente|64|Gallente quarter}}<br />
! style="background:#222222;" | {{icon|minmatar|64|Minmatar quarter}}<br />
|-<br />
| {{co|#2FEFEF|&#9608;}} 1.0 and lower<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br />
|-<br />
| {{co|#48F0C0|&#9608;}} 0.9 and lower<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
|-<br />
| {{co|#00F000|&#9608;}} 0.7 and lower<br />
| {{icon|kernite||Kernite}} Kernite<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
| {{icon|omber||Omber}} Omber<br />
| {{icon|omber||Omber}} Omber<br />
|-<br />
| {{co|#D77700|&#9608;}} 0.4 and lower<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
| {{icon|kernite||Kernite}} Kernite<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
| {{icon|kernite||Kernite}} Kernite<br />
|-<br />
| {{co|#F04800|&#9608;}} 0.2 and lower<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
|-<br />
| {{co|#F00000|&#9608;}} 0.0 and lower<br />
| {{icon|spodumain||Spodumain}} Spodumain<br>{{icon|gneiss||Gneiss}} Gneiss<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|spodumain||Spodumain}} Spodumain<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
| {{icon|spodumain||Spodumain}} Spodumain<br>{{icon|gneiss||Gneiss}} Gneiss<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br />
|}<br />
<br />
In general, the rarer the ore, the higher its volume per unit (e.g. one unit of Veldspar has a volume of 0.1&nbsp;m<sup>3</sup>, whereas one unit of Arkonor has a volume of 16&nbsp;m<sup>3</sup>). Since mining lasers mine a given ''volume'' of ore per minute, it takes longer to mine the rarer ore types. Additionally, each ore reprocesses into a different set of minerals. For details, see [[Reprocessing]]. <br />
<br />
Note that mining Mercoxit requires the {{sk|Deep Core Mining}} skill as well as [[ORE Basic Ship and Skill Guide#High-slot modules|special mining modules]] (Deep Core Miners or Deep Core Strip Miners). All other ore types can be mined with all types of ore mining lasers or strip miners. <br />
<br />
=== Ore variants ===<br />
<br />
Each asteroid type has two further subtypes that yield more (+5% / +10%) minerals when [[reprocessing|reprocessed]]. Otherwise they are identical in every way to their base ore, and are found in the same regions, but in lower quantities. For instance, if an asteroid belt has Omber asteroids, it will also have some Silvery Omber asteroids and a few Golden Omber asteroids. If you get the chance, you should always mine the higher-yield variants before mining the base ore. <br />
<br />
{| class="wikitable" <br />
! style="background:#222222;" | Base ore<br />
! style="background:#222222;" | +5% variant<br />
! style="background:#222222;" | +10% variant<br />
! style="background:#222222;" | Found in<br />
|-<br />
|{{icon|veldspar||Veldspar}} Veldspar<br />
|Concentrated Veldspar<br />
|Dense Veldspar<br />
|Everywhere<br />
|-<br />
| {{icon|scordite||Scordite}} Scordite<br />
|Condensed Scordite<br />
|Massive Scordite<br />
|Everywhere<br />
|-<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
|Solid Pyroxeres<br />
|Viscous Pyroxeres<br />
|Amarr and Caldari 0.9 (or lower) space<br />
|-<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
|Azure Plagioclase<br />
|Rich Plagioclase<br />
|Caldari 0.7 (or lower) space<br>Minmatar and Gallente 0.9 (or lower) space<br />
|-<br />
| {{icon|omber||Omber}} Omber<br />
|Silvery Omber<br />
|Golden Omber<br />
|Gallente and Minmatar 0.7 (or lower) space<br />
|-<br />
| {{icon|kernite||Kernite}} Kernite<br />
|Luminous Kernite<br />
|Fiery Kernite<br />
|Amarr 0.7 (or lower) space<br>Caldari and Minmatar 0.4 (or lower) space<br />
|-<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
|Pure Jaspet<br />
|Pristine Jaspet<br />
|Amarr and Gallente 0.4 (or lower) space<br />
|-<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
|Vivid Hemorphite<br />
|Radiant Hemorphite<br />
|Amarr and Gallente 0.2 (or lower) space<br />
|-<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
|Vitric Hedbergite<br />
|Glazed Hedbergite<br />
|Caldari and Minmatar 0.2 (or lower) space<br />
|-<br />
| {{icon|gneiss||Gneiss}} Gneiss<br />
|Iridescent Gneiss<br />
|Prismatic Gneiss<br />
|Amarr and Minmatar 0.0 (or lower) space<br />
|-<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br />
|Onyx Ochre<br />
|Obsidian Ochre<br />
|Caldari and Gallente 0.0 (or lower) space<br />
|-<br />
| {{icon|spodumain||Spodumain}} Spodumain<br />
|Bright Spodumain<br />
|Gleaming Spodumain<br />
|0.0 space (or lower, except Gallente)<br />
|-<br />
| {{icon|crokite||Crokite}} Crokite<br />
|Sharp Crokite<br />
|Crystalline Crokite<br />
|0.0 space (or lower, except Minmatar)<br />
|-<br />
| {{icon|arkonor||Arkonor}} Arkonor<br />
|Crimson Arkonor<br />
|Prime Arkonor<br />
|0.0 space (or lower, except Caldari)<br />
|-<br />
| {{icon|bistot||Bistot}} Bistot<br />
|Triclinic Bistot<br />
|Monoclinic Bistot<br />
|All of 0.0 (or lower) space<br />
|-<br />
| {{icon|mercoxit||Mercoxit}} Mercoxit<br />
|Magma Mercoxit<br />
|Vitreous Mercoxit<br />
|All of 0.0 (or lower) space<br />
|-<br />
|}<br />
<!-- <br />
Move ice distribution to [[Ice mining]] (but link from here!)--><br />
<br />
[[Category:Mining]]<br />
===Ore Chart===<br />
{| class="wikitable"<br />
! style="font-weight: bold;" | Ore<br />
! style="font-weight: bold;" | Batch<br />
! style="font-weight: bold;" | Vol.<br />
! style="font-weight: bold;" | Tri<br />
! style="font-weight: bold;" | Pye<br />
! style="font-weight: bold;" | Mex<br />
! style="font-weight: bold;" | Iso<br />
! style="font-weight: bold;" | Noc<br />
! style="font-weight: bold;" | Zyd<br />
! style="font-weight: bold;" | Meg<br />
! style="font-weight: bold;" | Mor<br />
! style="font-weight: bold;" | Location<br />
|- style="background-color:#100100;"<br />
| Veldspar<br />
| 100<br />
| 0.1<br />
| 415<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Concentrated Veldspar (+5%)<br />
| 100<br />
| 0.1<br />
| 436<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Dense Veldspar (+10%)<br />
| 100<br />
| 0.1<br />
| style="background-color:#55BC25; color: black;" | 457<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Scordite<br />
| 100<br />
| 0.15<br />
| 346<br />
| 173<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Condensed Scordite (+5%)<br />
| 100<br />
| 0.15<br />
| 364<br />
| 182<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Massive Scordite (+10%)<br />
| 100<br />
| 0.15<br />
| 381<br />
| style="background-color:#55BC25; color: black;" | 190<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Pyroxeres<br />
| 100<br />
| 0.3<br />
| 351<br />
| 25<br />
| 50<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Solid Pyroxeres (+5%)<br />
| 100<br />
| 0.3<br />
| 369<br />
| 26<br />
| 53<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Viscous Pyroxeres (+10%)<br />
| 100<br />
| 0.3<br />
| 387<br />
| 27<br />
| 55<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|-<br />
| Plagioclase<br />
| 100<br />
| 0.35<br />
| 107<br />
| 213<br />
| 107<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|-<br />
| Azure Plagioclase (+5%)<br />
| 100<br />
| 0.35<br />
| 113<br />
| 224<br />
| 113<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|-<br />
| Rich Plagioclase (+10%)<br />
| 100<br />
| 0.35<br />
| 118<br />
| 235<br />
| 118<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|- style="background-color:#100100;"<br />
| Omber<br />
| 100<br />
| 0.6<br />
| 800<br />
| 100<br />
| 0<br />
| 85<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Silvery Omber (+5%)<br />
| 100<br />
| 0.6<br />
| 840<br />
| 105<br />
| 0<br />
| 90<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Golden Omber (+10%)<br />
| 100<br />
| 0.6<br />
| 880<br />
| 110<br />
| 0<br />
| 94<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|-<br />
| Kernite<br />
| 100<br />
| 1.2<br />
| 134<br />
| 0<br />
| 267<br />
| 134<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|-<br />
| Luminous Kernite (+5%)<br />
| 100<br />
| 1.2<br />
| 141<br />
| 0<br />
| 281<br />
| 141<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|-<br />
| Fiery Kernite (+10%)<br />
| 100<br />
| 1.2<br />
| 148<br />
| 0<br />
| 294<br />
| 148<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|- style="background-color:#100100;"<br />
| Jaspet<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 350<br />
| 0<br />
| 75<br />
| 8<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Pure Jaspet (+5%)<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 368<br />
| 0<br />
| 79<br />
| 8<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Pristine Jaspet (+10%)<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 385<br />
| 0<br />
| 83<br />
| 9<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|-<br />
| Hemorphite<br />
| 100<br />
| 3<br />
| 2200<br />
| 0<br />
| 0<br />
| 100<br />
| 120<br />
| 15<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Vivid Hemorphite (+5%)<br />
| 100<br />
| 3<br />
| 2310<br />
| 0<br />
| 0<br />
| 105<br />
| 126<br />
| 16<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Radiant Hemorphite (+10%)<br />
| 100<br />
| 3<br />
| 2420<br />
| 0<br />
| 0<br />
| 110<br />
| 132<br />
| 17<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Hedbergite<br />
| 100<br />
| 3<br />
| 0<br />
| 1000<br />
| 0<br />
| 200<br />
| 100<br />
| 19<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Vitric Hedbergite (+5%)<br />
| 100<br />
| 3<br />
| 0<br />
| 1050<br />
| 0<br />
| 210<br />
| 105<br />
| 20<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Glazed Hedbergite (+10%)<br />
| 100<br />
| 3<br />
| 0<br />
| 1100<br />
| 0<br />
| 220<br />
| 110<br />
| 21<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Gneiss<br />
| 100<br />
| 5<br />
| 0<br />
| 2200<br />
| 2400<br />
| 300<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| Iridescent Gneiss (+5%)<br />
| 100<br />
| 5<br />
| 0<br />
| 2310<br />
| 2520<br />
| 315<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| Prismatic Gneiss (+10%)<br />
| 100<br />
| 5<br />
| 0<br />
| 2420<br />
| style="background-color:#55BC25; color: black;" | 2640<br />
| 330<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Dark Ochre<br />
| 100<br />
| 8<br />
| 10000<br />
| 0<br />
| 0<br />
| 1600<br />
| 120<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Onyx Ochre (+5%)<br />
| 100<br />
| 8<br />
| 10500<br />
| 0<br />
| 0<br />
| 1680<br />
| 126<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Obsidian Ochre (+10%)<br />
| 100<br />
| 8<br />
| 11000<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 1760<br />
| 132<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|-<br />
| Spodumain<br />
| 100<br />
| 16<br />
| 56000<br />
| 12050<br />
| 2100<br />
| 450<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|-<br />
| Bright Spodumain (+5%)<br />
| 100<br />
| 16<br />
| 58800<br />
| 12653<br />
| 2205<br />
| 473<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|-<br />
| Gleaming Spodumain (+10%)<br />
| 100<br />
| 16<br />
| 61600<br />
| 13255<br />
| 2310<br />
| 495<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Crokite<br />
| 100<br />
| 16<br />
| 21000<br />
| 0<br />
| 0<br />
| 0<br />
| 760<br />
| 135<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Sharp Crokite (+5%)<br />
| 100<br />
| 16<br />
| 22050<br />
| 0<br />
| 0<br />
| 0<br />
| 798<br />
| 142<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Crystalline Crokite (10%)<br />
| 100<br />
| 16<br />
| 23100<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 836<br />
| 149<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|-<br />
| Bistot<br />
| 100<br />
| 16<br />
| 0<br />
| 12000<br />
| 0<br />
| 0<br />
| 0<br />
| 450<br />
| 100<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|-<br />
| Triclinic Bistot (+5%)<br />
| 100<br />
| 16<br />
| 0<br />
| 12600<br />
| 0<br />
| 0<br />
| 0<br />
| 473<br />
| 105<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|-<br />
| Monoclinic Bistot (+10%)<br />
| 100<br />
| 16<br />
| 0<br />
| 13200<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 495<br />
| 110<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|- style="background-color:#100100;"<br />
| Arkonor<br />
| 100<br />
| 16<br />
| 22000<br />
| 0<br />
| 2500<br />
| 0<br />
| 0<br />
| 0<br />
| 320<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|- style="background-color:#100100;"<br />
| Crimson Arkonor (+5%)<br />
| 100<br />
| 16<br />
| 23100<br />
| 0<br />
| 2625<br />
| 0<br />
| 0<br />
| 0<br />
| 336<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|- style="background-color:#100100;"<br />
| Prime Arkonor (+10%)<br />
| 100<br />
| 16<br />
| 24200<br />
| 0<br />
| 2750<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 352<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|-<br />
| Mercoxit<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 300<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|-<br />
| Magma Mercoxit (+5%)<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 315<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|-<br />
| Vitreous Mercoxit (+10%)<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 330<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|- style="background-color:#100100;"<br />
| style="font-weight: bold;" | Ore<br />
| style="font-weight: bold;" | Batch<br />
| style="font-weight: bold;" | Vol.<br />
| style="font-weight: bold;" | Tri<br />
| style="font-weight: bold;" | Pye<br />
| style="font-weight: bold;" | Mex<br />
| style="font-weight: bold;" | Iso<br />
| style="font-weight: bold;" | Noc<br />
| style="font-weight: bold;" | Zyd<br />
| style="font-weight: bold;" | Meg<br />
| style="font-weight: bold;" | Mor<br />
| style="font-weight: bold;" | Location<br />
|}<br />
<br />
<span style="color:black; background:#55BC25">&nbsp;&nbsp;1234&nbsp;&nbsp;</span> Green backgrounds indicate the best value per m3 for that mineral.<br />
<br />
'''Batch Size'''<br />
<br />
This is the minimal amount of ore you need for [[reprocessing]]. All values in the table (with the exception of volume) are based on one full batch.<br />
<br />
==External links==<br />
*[http://ore.cerlestes.de/index.html#site:ore Ore and mineral tables] <br />
{{Mining Links}}<br />
[[Category:Mining]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Accounts&diff=123046Accounts2017-05-31T09:28:32Z<p>Noemie belacqua: /* Starter packs */ needs an update</p>
<hr />
<div>:''This page is about EVE game accounts. For EVE University forum/wiki accounts, see [[Applying to EVE University]].''<br />
<br />
In order to play EVE you must have an '''Account''', which links your real-world identity (e.g. e-mail address, payment information) to your in-game characters. You can have up to three characters per account. Your account name is never used in-game; it is only used for out-of-game interactions (e.g. logging into the game, paying for a game subscription, submitting support tickets, etc). <br />
<br />
== Creating an account == <br />
You can create an account on the [https://secure.eveonline.com/signup/ EVE Online website]. If you were invited to EVE by a friend (i.e. have a [https://secure.eveonline.com/recruit/ referral link]), use it when creating your account, as you will get some free [[Skills and Learning|skill points]] (equivalent to about 1-2 weeks' training time). Additionally, your friend will receive free game time or some [[PLEX]] if you [[#Subscriptions|subscribe]] to the game.<br />
<br />
=== Starter packs ===<br />
Starting to play EVE is free (there is no cost to "buying a box", and expansions to the game are also free), but you can subsequently choose to pay for a [[#Subscriptions|recurring subscription]]. Additionally, you can buy "starter packs", which give you additional items or temporary in-game boosts. These can only be used when first creating an account (i.e. they cannot be applied to an existing account), and are intended to give new players a boost when starting out. <br />
<br />
In reality, many of the items (such as ships, ship [[SKIN]]s, modules, and clothing) included in these starter packs are of very limited value, as they can be bought on the [[trading|in-game market]] for modest quantities of ISK. The only significantly valuable items included are:<br />
<br />
* [[Skills_and_Learning#Cerebral_Accelerators|Cerebral accelerators]], which temporarily (usually for around 2-4 weeks) increase the speed at which a character learns skills (by boosting their [[Skills_and_Learning#Attributes|attributes]])<br />
* [[PLEX]], used to pay for game time, in-game services (such as character remodelling and transfer), buy certain items (including cosmetic items for your character, ship SKINs, and skill extractors), or can be sold for ISK <br />
* Game time (usually 30 days) <br />
<br />
{{update|The contents of the starter packs need to be verified after the PLEX changes.}}<br />
<br />
There are a number of starter packs available, the contents of which vary. When deciding whether a starter pack is worth it, compare its cost to the cost of its components (game time and PLEX are sold directly), ignoring everything that isn't on the list above. Usually, the starter packs are not worth buying, unless they are significantly discounted. Packs are sold by CCP as well as [https://secure.eveonline.com/etc.aspx authorised third-party retailers], and include: <br />
<br />
* Commissioned Officer Edition: 30 days of game time and a Standard Cerebral Accelerator (about 15% faster training speed for 30 days).<br />
* Core Starter Pack: 30 days of game time and a Prototype Cerebral Accelerator (about 45% faster training speed for 15 days). Additionally, a few ships, modules, blueprints, and clothes.<br />
* Explorer/Colonist/Industrialist/Skirmisher Content Packs: 750 AUR. Additionally, a few ships, modules, blueprints, clothes, and skillbooks. <br />
* Premium Edition: Core Starter Pack, all four Content Packs (but without the AUR), 1 PLEX, and 750 AUR (usually - the contents of this pack appears to vary by seller). Additionally, a few ship SKINs.<br />
<br />
== Subscriptions ==<br />
{{see also|Clone States}}<br />
While EVE can be played [[Clone States|in a limited fashion]] for free, accessing all its gameplay aspects requires requires you to pay a recurring monthly subscription. The game subscription can be paid for in two ways:<br />
<br />
* Buying game time for real-life money<br />
* Buying [[#PLEX|PLEX]] with in-game money (ISK) <br />
<br />
Game time can be bought either from CCP directly, or from an [https://secure.eveonline.com/etc.aspx authorised third-party retailer]. It can be paid as either a recurring payment, or by buying a "block" of game time (e.g. 6 months) in advance, which is usually cheaper on a per-month basis. Depending on your local currency it may be worth shopping around to get the best deal on game time. <br />
<br />
Subscriptions are paid for per account (not per character); any character on an account with an active subscription are considered to have [[Clone States|Omega status]]. If your subscription runs out, you can continue to play the game (with the limitations of [[Clone States|Alpha status]]), or renew your subscription to regain Omega status. <br />
<br />
=== PLEX ===<br />
<br />
The "'''P'''ilot's '''L'''icense '''Ex'''tension" (PLEX) is an in-game item with a variety of uses:<br />
<br />
* Buy 30 days of ([[Clone States|Omega]]) game time for 500 PLEX<br />
* Add 30 days of [[#Multiple Character Training|Multiple Character Training]] time for 450 PLEX <br />
* Shop in the [[New Eden Store]]<br />
* Sell it to another player for ISK<br />
<br />
Just like all other player-traded items on the market, the [https://eve-central.com/home/quicklook.html?typeid=44992 price of PLEX] fluctuates with supply and demand. <br />
<br />
==== Acquiring PLEX ====<br />
<br />
PLEX can be:<br />
<br />
* Bought from another player for ISK <br />
* Bought for real-life money [https://secure.eveonline.com/PLEX/ from CCP] (or an authorised third-party retailer) <br />
<br />
This allows players with disposable real-world income to easily acquire large quantities of ISK, and, conversely, players with large quantities of ISK to pay for their game subscriptions with ISK instead of real-world money. It's also possible to buy PLEX with real-world money and use it to pay for game time; however, it's almost always cheaper to buy game time (with real-world money) directly instead of buying PLEX (PLEX is more versatile and therefore tends to be more expensive than straight-up game time). <br />
<br />
<br />
==== Using PLEX ====<br />
{{expansion past|The mechanics around PLEX were changed in the [https://community.eveonline.com/news/dev-blogs/plex-rework-follow-up/ YC119.5 release]. {{see also|PLEX vault}}<br />
<br />
<!-- this needs screenshots and some playtesting - there's an "activate PLEX" option in there somewhere --> <br />
[[File:Activate-PLEX.png|thumb|right|Activate a PLEX.]]<br />
[[File:Multi-char-training.png|thumb|right|Select what to do with the PLEX.]]<br />
While PLEX bought in-game is a normal in-game item, PLEX bought from out-of-game sources appear in your [[redeeming window]], and must first be redeemed (i.e. transferred) to one of the characters on that account, where it will appear as an item at that character's location (in the station's item hangar or the ship's cargo bay). It can then be moved, transported, and sold like any other in-game item. It's highly recommended that you only redeem PLEX when your character is either at a [[Trade Hubs|trade hub]] or if you intend to use it immediately (see [[#PLEX safety|below]]). <br />
<br />
Once redeemed, you can right-click on the PLEX item to add 30 days of game time, exchange it for Aurum, etc - note that these actions consume the PLEX. <br />
<br />
Alternatively, you can sell the PLEX to another player via the [[trading|market]] (or [[contracts]]). PLEX tends to be traded almost exclusively in large trade hubs. Additionally, keep in mind that you need to have some liquid ISK to sell your PLEX, as you are charged [[Trading#Trading_Cost_Modifiers|broker fees]] (3%, can be lowered with skills) for setting up a market sell order - given that PLEX is worth around 1B ISK, you will have to pay an upfront broker fee of around 30M ISK.<br />
<br />
Uniquely, PLEX can also be "reverse redeemed", i.e. moved ''back'' into the redeeming queue. This is only necessary if you want to transfer a character to another account. If you've moved a PLEX back into the redeeming queue you can only redeem it again at the location where you originally reverse-redeemed it, i.e. you cannot use this as a trick for safely moving PLEX around. <br />
<br />
==== PLEX safety ====<br />
{{see also|Tips for New Players}}<br />
<br />
As PLEX (once redeemed) is an in-game item like any other, it can be transported in ships and traded via [[contracts]]. Since it's so valuable, it's worth being extra careful with it.<br />
<br />
You should '''NEVER''' haul PLEX, as every [[Suicide Ganking|suicide ganker]] in New Eden will be trying to destroy your ship in the hope that they can retrieve the PLEX from your ship's wreck (like any other item, there is a 50% chance that the PLEX will be destroyed when your ship is blown up). You should never need to haul PLEX - only buy, sell, or redeem it at [[Trade Hubs|trade hubs]], and if necessary you can use it to add game time (or any of its other uses) remotely from anywhere in the universe through the [[Managing_Your_Assets#The_Asset_Window|Assets window]].<br />
<br />
Additionally, since PLEX is both valuable and fairly commonly used (compared with other items of comparable value), it is often used in [[Scams_in_EVE_Online#Contract_Scams|contract scams]]. If you want to be safe only buy PLEX from the [[trading|market]], or be extra-careful when reading the terms for contracts involving PLEX (note that the vast majority of contracts involving PLEX, especially those advertised in the Local chat window, are scams).<br />
<br />
|width=100%}} <br />
== Characters ==<br />
<br />
You can have up to three characters per account. When you log into the game you can play one of the existing characters, or click on an empty portrait to [[Getting_Started_in_EVE_Online#Character_Creation|create a new character]]. <br />
<br />
=== Alts and multiboxing ===<br />
{{main|Alternate characters}}<br />
<br />
While everyone starts out by playing only one character, many EVE players find it useful to create additional characters (also called "alternate characters", or "alts") to fulfill specific roles in the game. <br />
<br />
If you have several accounts (you can have as many EVE accounts as you like) then you can play the game simultaneously with two (or more) characters, but only if:<br />
<br />
* The characters are on separate accounts (you can never play with two characters on the same account simultaneously), and<br />
* All the accounts involved have an active subscription (i.e. [[Clone States|Omega status]])<br />
<br />
=== Multiple Character Training ===<br />
<br />
Even if you have multiple characters on an account, only one of those characters can have a [[Skills and Learning|skill actively training]]; all the other characters' skill queues are paused. Therefore, if you want to train skills on an alt, you have to pause training on your main character. <br />
<br />
When starting out with alts this is a perfectly acceptable thing to do (as you can still play all your characters even while their skill training is paused), and it continues to be a valid strategy if you only plan to have your alts training for a limited time. However, if you foresee training your alt(s) for a longer time period, and/or if you are impatient and don't want to pause training on your main character, you can train two characters (on the same account) simultaneously by buying "Multiple Character Training". <br />
<br />
==== Buying Multiple Character Training ====<br />
<br />
Multiple Character Training can be bought with PLEX (right-click on a PLEX item in your inventory) or by paying real-life money (through the EVE [https://secure.eveonline.com/MultipleCharacterTraining/ Account Management] website). Multiple Character Training is account-based (not bound to an individual character), so you can buy it on any character on the account, and is bought in 30-day increments.<br />
<br />
==== How Multiple Character Training works ====<br />
<br />
Activating Multiple Character Training (MCT) opens up an additional character skill training queue for 30 days; if you want a longer period or a third training queue you have to buy multiple instances of MCT. <br />
<br />
It doesn't matter ''which'' characters are training simultaneously, as long as the simultaneous limit is not reached. For example, you could have 3 characters named Anna, Bob and Charlie on the same account. If you have one MCT queue active on that account, you can train any combination of two characters (Anna and Bob, Anna and Charlie, or Bob and Charlie) at the same time time for a period of 30 days. This provides extra flexibility if you want to train up several alternate characters. If you would like to train all three characters at once, you would have to buy an additional MCT queue. <br />
<br />
The 30 days of MCT starts ticking from the moment you buy/activate it; you have to manually log into each additional character and start their training queues. Should their training queues run out or be paused, MCT will continue to tick down, irrespective of whether your characters are actively training or not; there is no way to "pause" MCT once it's been activated. Once the MCT queue runs out, the skill training for the character with the lowest number of skill points will be paused. <br />
<br />
You can check how much time is remaining on your MCT queue on the EVE [https://secure.eveonline.com/ Account Management] website. <br />
<br />
<!-- does MCT interact with Omega/Alpha? <br />
Can I buy MCT for several months (2 queue in total)? or can I only stack them and have to re-buy them at the end of each 30 day period? <br />
Can I see MCT time remaining in the character selection screen? <br />
--><br />
=== Biomassing ===<br />
<br />
You can permanently delete a character (this is referred to as "biomassing") from the character selection screen. When you first select a character for biomassing, you then have to wait 10 hours (this "biomassing queue" is to prevent you from deleting the wrong character by accident). Note that you cannot biomass a character who is the [[CEO]] of a [[corporation]] - the CEO must first resign or otherwise close the corporation before they can be added to the biomassing queue. Once the 10 hours are up, you can then biomass the character (accompanied by some mechanical sounds and an appropriate scream), deleting it permanently from the game. <br />
<br />
If the character was a member of a player-run corporation, the following will happen: <br />
<br />
* All assets (ships, modules, etc) owned by the pilot, including their [[capsule]], are transferred to their corporation and moved to the corporation's first hangar division. If the corporation does not have any offices, then the assets are destroyed. <br />
* Any ISK in the pilot's wallet is transferred to the corporation (into the first wallet division). This is listed in the corporation wallet journal as "Inheritance".<br />
* All members of the corporation receive an EVE-mail message, notifying them of the character's "permanent death". <br />
<br />
For characters in an [[NPC Corporations|NPC corporation]], all their assets and ISK are destroyed when they are biomassed. <br />
<br />
While it's possible for [[CCP]] to recover biomassed characters, it is unlikely they would be able to recover or return any lost/transferred assets. If a character is "reanimated" in this way, it occasionally leaves anomalies in the character's employment history (such as showing that they left a corporation and joined it again immediately without being in another corporation, which is not possible under normal conditions).<br />
<br />
== External links == <br />
* [http://community.eveonline.com/news/dev-blogs/dual-character-training/ Dev blog on Dual Character Training]<br />
* [http://community.eveonline.com/news/dev-blogs/multiple-character-training/ Dev blog on Multiple Character Training]<br />
<br />
[[Category:Accounts]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Accounts&diff=123045Accounts2017-05-31T09:27:50Z<p>Noemie belacqua: /* Creating an account */ Updated to remove Aurum, but I don't know if the starter packs were updated along with the PLEX changes</p>
<hr />
<div>:''This page is about EVE game accounts. For EVE University forum/wiki accounts, see [[Applying to EVE University]].''<br />
<br />
In order to play EVE you must have an '''Account''', which links your real-world identity (e.g. e-mail address, payment information) to your in-game characters. You can have up to three characters per account. Your account name is never used in-game; it is only used for out-of-game interactions (e.g. logging into the game, paying for a game subscription, submitting support tickets, etc). <br />
<br />
== Creating an account == <br />
You can create an account on the [https://secure.eveonline.com/signup/ EVE Online website]. If you were invited to EVE by a friend (i.e. have a [https://secure.eveonline.com/recruit/ referral link]), use it when creating your account, as you will get some free [[Skills and Learning|skill points]] (equivalent to about 1-2 weeks' training time). Additionally, your friend will receive free game time or some [[PLEX]] if you [[#Subscriptions|subscribe]] to the game.<br />
<br />
=== Starter packs ===<br />
Starting to play EVE is free (there is no cost to "buying a box", and expansions to the game are also free), but you can subsequently choose to pay for a [[#Subscriptions|recurring subscription]]. Additionally, you can buy "starter packs", which give you additional items or temporary in-game boosts. These can only be used when first creating an account (i.e. they cannot be applied to an existing account), and are intended to give new players a boost when starting out. <br />
<br />
In reality, many of the items (such as ships, ship [[SKIN]]s, modules, and clothing) included in these starter packs are of very limited value, as they can be bought on the [[trading|in-game market]] for modest quantities of ISK. The only significantly valuable items included are:<br />
<br />
* [[Skills_and_Learning#Cerebral_Accelerators|Cerebral accelerators]], which temporarily (usually for around 2-4 weeks) increase the speed at which a character learns skills (by boosting their [[Skills_and_Learning#Attributes|attributes]])<br />
* [[PLEX]], used to pay for game time, in-game services (such as character remodelling and transfer), buy certain items (including cosmetic items for your character, ship SKINs, and skill extractors), or can be sold for ISK <br />
* Game time (usually 30 days) <br />
<br />
There are a number of starter packs available, the contents of which vary. When deciding whether a starter pack is worth it, compare its cost to the cost of its components (game time and PLEX are sold directly), ignoring everything that isn't on the list above. Usually, the starter packs are not worth buying, unless they are significantly discounted. Packs are sold by CCP as well as [https://secure.eveonline.com/etc.aspx authorised third-party retailers], and include: <br />
<br />
* Commissioned Officer Edition: 30 days of game time and a Standard Cerebral Accelerator (about 15% faster training speed for 30 days).<br />
* Core Starter Pack: 30 days of game time and a Prototype Cerebral Accelerator (about 45% faster training speed for 15 days). Additionally, a few ships, modules, blueprints, and clothes.<br />
* Explorer/Colonist/Industrialist/Skirmisher Content Packs: 750 AUR. Additionally, a few ships, modules, blueprints, clothes, and skillbooks. <br />
* Premium Edition: Core Starter Pack, all four Content Packs (but without the AUR), 1 PLEX, and 750 AUR (usually - the contents of this pack appears to vary by seller). Additionally, a few ship SKINs.<br />
<br />
== Subscriptions ==<br />
{{see also|Clone States}}<br />
While EVE can be played [[Clone States|in a limited fashion]] for free, accessing all its gameplay aspects requires requires you to pay a recurring monthly subscription. The game subscription can be paid for in two ways:<br />
<br />
* Buying game time for real-life money<br />
* Buying [[#PLEX|PLEX]] with in-game money (ISK) <br />
<br />
Game time can be bought either from CCP directly, or from an [https://secure.eveonline.com/etc.aspx authorised third-party retailer]. It can be paid as either a recurring payment, or by buying a "block" of game time (e.g. 6 months) in advance, which is usually cheaper on a per-month basis. Depending on your local currency it may be worth shopping around to get the best deal on game time. <br />
<br />
Subscriptions are paid for per account (not per character); any character on an account with an active subscription are considered to have [[Clone States|Omega status]]. If your subscription runs out, you can continue to play the game (with the limitations of [[Clone States|Alpha status]]), or renew your subscription to regain Omega status. <br />
<br />
=== PLEX ===<br />
<br />
The "'''P'''ilot's '''L'''icense '''Ex'''tension" (PLEX) is an in-game item with a variety of uses:<br />
<br />
* Buy 30 days of ([[Clone States|Omega]]) game time for 500 PLEX<br />
* Add 30 days of [[#Multiple Character Training|Multiple Character Training]] time for 450 PLEX <br />
* Shop in the [[New Eden Store]]<br />
* Sell it to another player for ISK<br />
<br />
Just like all other player-traded items on the market, the [https://eve-central.com/home/quicklook.html?typeid=44992 price of PLEX] fluctuates with supply and demand. <br />
<br />
==== Acquiring PLEX ====<br />
<br />
PLEX can be:<br />
<br />
* Bought from another player for ISK <br />
* Bought for real-life money [https://secure.eveonline.com/PLEX/ from CCP] (or an authorised third-party retailer) <br />
<br />
This allows players with disposable real-world income to easily acquire large quantities of ISK, and, conversely, players with large quantities of ISK to pay for their game subscriptions with ISK instead of real-world money. It's also possible to buy PLEX with real-world money and use it to pay for game time; however, it's almost always cheaper to buy game time (with real-world money) directly instead of buying PLEX (PLEX is more versatile and therefore tends to be more expensive than straight-up game time). <br />
<br />
<br />
==== Using PLEX ====<br />
{{expansion past|The mechanics around PLEX were changed in the [https://community.eveonline.com/news/dev-blogs/plex-rework-follow-up/ YC119.5 release]. {{see also|PLEX vault}}<br />
<br />
<!-- this needs screenshots and some playtesting - there's an "activate PLEX" option in there somewhere --> <br />
[[File:Activate-PLEX.png|thumb|right|Activate a PLEX.]]<br />
[[File:Multi-char-training.png|thumb|right|Select what to do with the PLEX.]]<br />
While PLEX bought in-game is a normal in-game item, PLEX bought from out-of-game sources appear in your [[redeeming window]], and must first be redeemed (i.e. transferred) to one of the characters on that account, where it will appear as an item at that character's location (in the station's item hangar or the ship's cargo bay). It can then be moved, transported, and sold like any other in-game item. It's highly recommended that you only redeem PLEX when your character is either at a [[Trade Hubs|trade hub]] or if you intend to use it immediately (see [[#PLEX safety|below]]). <br />
<br />
Once redeemed, you can right-click on the PLEX item to add 30 days of game time, exchange it for Aurum, etc - note that these actions consume the PLEX. <br />
<br />
Alternatively, you can sell the PLEX to another player via the [[trading|market]] (or [[contracts]]). PLEX tends to be traded almost exclusively in large trade hubs. Additionally, keep in mind that you need to have some liquid ISK to sell your PLEX, as you are charged [[Trading#Trading_Cost_Modifiers|broker fees]] (3%, can be lowered with skills) for setting up a market sell order - given that PLEX is worth around 1B ISK, you will have to pay an upfront broker fee of around 30M ISK.<br />
<br />
Uniquely, PLEX can also be "reverse redeemed", i.e. moved ''back'' into the redeeming queue. This is only necessary if you want to transfer a character to another account. If you've moved a PLEX back into the redeeming queue you can only redeem it again at the location where you originally reverse-redeemed it, i.e. you cannot use this as a trick for safely moving PLEX around. <br />
<br />
==== PLEX safety ====<br />
{{see also|Tips for New Players}}<br />
<br />
As PLEX (once redeemed) is an in-game item like any other, it can be transported in ships and traded via [[contracts]]. Since it's so valuable, it's worth being extra careful with it.<br />
<br />
You should '''NEVER''' haul PLEX, as every [[Suicide Ganking|suicide ganker]] in New Eden will be trying to destroy your ship in the hope that they can retrieve the PLEX from your ship's wreck (like any other item, there is a 50% chance that the PLEX will be destroyed when your ship is blown up). You should never need to haul PLEX - only buy, sell, or redeem it at [[Trade Hubs|trade hubs]], and if necessary you can use it to add game time (or any of its other uses) remotely from anywhere in the universe through the [[Managing_Your_Assets#The_Asset_Window|Assets window]].<br />
<br />
Additionally, since PLEX is both valuable and fairly commonly used (compared with other items of comparable value), it is often used in [[Scams_in_EVE_Online#Contract_Scams|contract scams]]. If you want to be safe only buy PLEX from the [[trading|market]], or be extra-careful when reading the terms for contracts involving PLEX (note that the vast majority of contracts involving PLEX, especially those advertised in the Local chat window, are scams).<br />
<br />
|width=100%}} <br />
== Characters ==<br />
<br />
You can have up to three characters per account. When you log into the game you can play one of the existing characters, or click on an empty portrait to [[Getting_Started_in_EVE_Online#Character_Creation|create a new character]]. <br />
<br />
=== Alts and multiboxing ===<br />
{{main|Alternate characters}}<br />
<br />
While everyone starts out by playing only one character, many EVE players find it useful to create additional characters (also called "alternate characters", or "alts") to fulfill specific roles in the game. <br />
<br />
If you have several accounts (you can have as many EVE accounts as you like) then you can play the game simultaneously with two (or more) characters, but only if:<br />
<br />
* The characters are on separate accounts (you can never play with two characters on the same account simultaneously), and<br />
* All the accounts involved have an active subscription (i.e. [[Clone States|Omega status]])<br />
<br />
=== Multiple Character Training ===<br />
<br />
Even if you have multiple characters on an account, only one of those characters can have a [[Skills and Learning|skill actively training]]; all the other characters' skill queues are paused. Therefore, if you want to train skills on an alt, you have to pause training on your main character. <br />
<br />
When starting out with alts this is a perfectly acceptable thing to do (as you can still play all your characters even while their skill training is paused), and it continues to be a valid strategy if you only plan to have your alts training for a limited time. However, if you foresee training your alt(s) for a longer time period, and/or if you are impatient and don't want to pause training on your main character, you can train two characters (on the same account) simultaneously by buying "Multiple Character Training". <br />
<br />
==== Buying Multiple Character Training ====<br />
<br />
Multiple Character Training can be bought with PLEX (right-click on a PLEX item in your inventory) or by paying real-life money (through the EVE [https://secure.eveonline.com/MultipleCharacterTraining/ Account Management] website). Multiple Character Training is account-based (not bound to an individual character), so you can buy it on any character on the account, and is bought in 30-day increments.<br />
<br />
==== How Multiple Character Training works ====<br />
<br />
Activating Multiple Character Training (MCT) opens up an additional character skill training queue for 30 days; if you want a longer period or a third training queue you have to buy multiple instances of MCT. <br />
<br />
It doesn't matter ''which'' characters are training simultaneously, as long as the simultaneous limit is not reached. For example, you could have 3 characters named Anna, Bob and Charlie on the same account. If you have one MCT queue active on that account, you can train any combination of two characters (Anna and Bob, Anna and Charlie, or Bob and Charlie) at the same time time for a period of 30 days. This provides extra flexibility if you want to train up several alternate characters. If you would like to train all three characters at once, you would have to buy an additional MCT queue. <br />
<br />
The 30 days of MCT starts ticking from the moment you buy/activate it; you have to manually log into each additional character and start their training queues. Should their training queues run out or be paused, MCT will continue to tick down, irrespective of whether your characters are actively training or not; there is no way to "pause" MCT once it's been activated. Once the MCT queue runs out, the skill training for the character with the lowest number of skill points will be paused. <br />
<br />
You can check how much time is remaining on your MCT queue on the EVE [https://secure.eveonline.com/ Account Management] website. <br />
<br />
<!-- does MCT interact with Omega/Alpha? <br />
Can I buy MCT for several months (2 queue in total)? or can I only stack them and have to re-buy them at the end of each 30 day period? <br />
Can I see MCT time remaining in the character selection screen? <br />
--><br />
=== Biomassing ===<br />
<br />
You can permanently delete a character (this is referred to as "biomassing") from the character selection screen. When you first select a character for biomassing, you then have to wait 10 hours (this "biomassing queue" is to prevent you from deleting the wrong character by accident). Note that you cannot biomass a character who is the [[CEO]] of a [[corporation]] - the CEO must first resign or otherwise close the corporation before they can be added to the biomassing queue. Once the 10 hours are up, you can then biomass the character (accompanied by some mechanical sounds and an appropriate scream), deleting it permanently from the game. <br />
<br />
If the character was a member of a player-run corporation, the following will happen: <br />
<br />
* All assets (ships, modules, etc) owned by the pilot, including their [[capsule]], are transferred to their corporation and moved to the corporation's first hangar division. If the corporation does not have any offices, then the assets are destroyed. <br />
* Any ISK in the pilot's wallet is transferred to the corporation (into the first wallet division). This is listed in the corporation wallet journal as "Inheritance".<br />
* All members of the corporation receive an EVE-mail message, notifying them of the character's "permanent death". <br />
<br />
For characters in an [[NPC Corporations|NPC corporation]], all their assets and ISK are destroyed when they are biomassed. <br />
<br />
While it's possible for [[CCP]] to recover biomassed characters, it is unlikely they would be able to recover or return any lost/transferred assets. If a character is "reanimated" in this way, it occasionally leaves anomalies in the character's employment history (such as showing that they left a corporation and joined it again immediately without being in another corporation, which is not possible under normal conditions).<br />
<br />
== External links == <br />
* [http://community.eveonline.com/news/dev-blogs/dual-character-training/ Dev blog on Dual Character Training]<br />
* [http://community.eveonline.com/news/dev-blogs/multiple-character-training/ Dev blog on Multiple Character Training]<br />
<br />
[[Category:Accounts]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Combat_sites&diff=122958Combat sites2017-05-29T07:39:33Z<p>Noemie belacqua: /* COSMOS sites */ formatting improvement</p>
<hr />
<div>{{hatnote|This article discusses combat sites found in [[System security#Known space|known space]]. For combat sites found in wormholes, see [[Wormhole sites]].}}{{Exploration links}}<br />
'''Combat sites''' are one of two major types of player versus environment (PvE) combat activities that can be found in [[System security#Known space|known space]], the other being [[Missions|security missions]]. Combat sites can be found throughout New Eden, and like missions, the type and amount of enemy ships found in a particular combat site is consistent across all instances of the site, with only a small, pre-determined amount of variance. The rewards for completing a given site can also vary due to the nature of rare loot mechanics: most sites have a (largely unknown) percentage-based chance to spawn a uniquely named enemy ship, which in turn has its own chance to drop random Deadspace or Faction modules, or even unique blueprint copies.<br />
<br />
The enemies present in a given combat site can belong to one of six factions in New Eden: [[Serpentis]], the [[Angel Cartel]], the [[Blood Raider Covenant]], the [[Guristas Pirates]], [[Sansha's Nation]], or the [[Rogue Drones]], and most combat sites are named for the faction found within. Unlike missions, combat sites do not feature any enemy ships from any of the four empires, nor are there combat sites guarded by [[ORE]] or the [[Sisters of EVE]]. Hostile NPCs from the [[Mordu's Legion]] pirate faction only appear in the [[Besieged Covert Research Facility]]. All enemy ships within a combat site have bounties that are paid to the player who kills them, and if that player is part of a fleet, the bounty is divided evenly among all fleet members on-grid. As a general rule, bigger ships (such as battlecruisers and [[battleships]]) or uniquely named ships (such as those belonging to pirate leaders or complex overseers) will award higher bounties, and will also be harder to destroy.<br />
<br />
Combat sites are usually found via [[exploration]] using Core Scanner Probes, and most fall into one of two broad categories: [[#Combat anomalies|combat anomalies]] and [[#Cosmic signatures|cosmic signatures]]. Combat sites found as cosmic signatures may be further divided into [[#DED rated complexes|DED rated complexes]], [[#Unrated complexes|unrated complexes]], and [[#Chemical Labs|chemical labs]]. In general, cosmic signature combat sites are considered to be both more dangerous and more rewarding than combat anomalies found in similar areas of space.<br />
<br />
[[#Expeditions|Expeditions]] and [[#COSMOS sites|COSMOS sites]] are unique combat sites that do not fall into any of the above categories. Expeditions are unique chains of combat sites that may be triggered when a player fulfills certain conditions in an Unrated Complex, and the associated sites can only be reached via the expedition's journal entry. COSMOS sites are static combat sites that can be found in several constellations across New Eden, and are marked by beacons that are automatically visible on the overview. These sites reward items required for COSMOS missions, materials for Storyline modules, Faction modules, and other rare items, but can be entered at any time.<br />
<br />
<!--This paragraph is good, but doesn't fit with the article as currently written. It has been left as a comment so that it can be referenced/used in a forthcoming article about ratting.<br />
<br />
The term "ratting" is usually used to define the process of finding and completing combat sites. As a profession, ratting can be a very profitable activity, as it provides remuneration in the form of bounty, [[loot]] and [[Salvaging|salvaged goods]]. Although there are several ship classes designed for this purpose (such as [[Marauders]]), almost any combat ship using the proper equipment can be used to complete combat sites. For example, [[Carriers]] and [[Supercarriers]] are very popular ratting ships, despite not being originally designed for this particular purpose.<br />
--><br />
<br />
== Combat anomalies ==<br />
<br />
'''Combat anomalies''' are a subset of Cosmic Anomalies; they do not need any scanning equipment to locate, and instead will automatically appear in the scanning window after a short delay upon entering a system. Because of this, combat anomalies, particularly those found in high-security space, represent an entry-level set of combat sites that many new players will encounter. All anomalies consist of a single grid without acceleration gates that be entered by any type of ship. Combat anomalies will spawn multiple waves of hostile NPCs, and have a low chance to spawn a commander ship that can drop faction items; they also have a small chance of escalating into a DED rated complex.<br />
<br />
With the exception of Rogue Drone sites, all combat anomalies follow a naming scheme of {{co|#9ef37c|<faction> <anomaly>}}. The {{co|#9ef37c|<anomaly>}} denotes the difficulty of the site, and follows an identical pattern for all factions except Rogue Drones. Generally, the higher the difficulty of the site, the higher the rewards for completing it. Each faction's sites will only appear in their designated regions (with the exception of [[Rogue Drone]] sites, which can appear anywhere). For example, the Heimatar region has [[Angel Cartel]] rats, and therefore only Angel Cartel and Rogue Drone combat sites can be found there. For a list of which pirate factions can be found in which regions, see [http://evemaps.dotlan.net/region Dotlan].<br />
<br />
The difficulty of possible combat anomalies depends on the [[System Security|security status]] of the system, with higher security status equating to easier sites. Within [[high-sec]] (security status 1.0 to 0.5), sites in the lowest difficulty tier (in terms of difficulty/ value) will be found. [[Low-sec]] (security status of 0.4 to 0.1) contains the middle tier, and the highest tier will be found within [[nullsec]]. The security level of the space where Rogue Drone sites are found also affects the difficulty of the site.<br />
<br />
{|class=wikitable cellpadding="3" style="border-spacing:1px;margin:8px auto;text-align:center"<br />
!colspan="2" style="background:#222222"| Difficulty<br />
!colspan="3" style="background:#222222"| Found In<br />
!colspan="6" style="background:#222222"| Combat anomalies<br />
<br />
|- style="background:#222222"<br />
!style="background:#222222"| Class<br />
!style="background:#222222"| Level<br />
!style="background:#222222;width:30px;color:cyan"|High<br />
!style="background:#222222;width:30px;color:#F87609"|Low<br />
!style="background:#222222;width:30px;color:red"|Null<br />
!style="background:#222222|[[Angel Cartel]]<br />
!style="background:#222222|[[The Blood Raider Covenant|Blood Raiders]]<br />
!style="background:#222222|[[Guristas Pirates]]<br />
!style="background:#222222|[[Sansha's Nation]]<br />
!style="background:#222222|[[Serpentis Corporation]]<br />
!style="background:#222222|[[Rogue Drones]]<br />
<br />
|-<br />
|rowspan="4"| 1<br />
|1<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Hideaway]]<br />
|[[Blood Hideaway]]<br />
|[[Guristas Hideaway]]<br />
|[[Sansha Hideaway]]<br />
|[[Serpentis Hideaway]]<br />
|rowspan="4"|[[Drone Cluster]]<br />
<br />
|-<br />
|2<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"| <br />
!style="background:#222222"| <br />
|[[Angel Hidden Hideaway]]<br />
|[[Blood Hidden Hideaway]]<br />
|[[Guristas Hidden Hideaway]]<br />
|[[Sansha Hidden Hideaway]]<br />
|[[Serpentis Hidden Hideaway]]<br />
<br />
|-<br />
|3<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"| <br />
!style="background:#222222"| <br />
|[[Angel Forsaken Hideaway]]<br />
|[[Blood Forsaken Hideaway]]<br />
|[[Guristas Forsaken Hideaway]]<br />
|[[Sansha Forsaken Hideaway]]<br />
|[[Serpentis Forsaken Hideaway]]<br />
<br />
|-<br />
|4<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"| <br />
!style="background:#222222"| <br />
|[[Angel Forlorn Hideaway]]<br />
|[[Blood Forlorn Hideaway]]<br />
|[[Guristas Forlorn Hideaway]]<br />
|[[Sansha Forlorn Hideaway]]<br />
|[[Serpentis Forlorn Hideaway]]<br />
<br />
|-style="border-top:solid 2px grey;"<br />
|2<br />
|<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Burrow]]<br />
|[[Blood Burrow]]<br />
|[[Guristas Burrow]]<br />
|[[Sansha Burrow]]<br />
|[[Serpentis Burrow]]<br />
|[[Drone Collection]]<br />
<br />
|-style="border-top:solid 2px grey;"<br />
|3<br />
|<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Refuge]]<br />
|[[Blood Refuge]]<br />
|[[Guristas Refuge]]<br />
|[[Sansha Refuge]]<br />
|[[Serpentis Refuge]]<br />
|[[Drone Assembly]]<br />
<br />
|-style="border-top:solid 2px grey;"<br />
|rowspan="4"|4<br />
|1<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Den]]<br />
|[[Blood Den]]<br />
|[[Guristas Den]]<br />
|[[Sansha Den]]<br />
|[[Serpentis Den]]<br />
|rowspan="4"|[[Drone Gathering]]<br />
<br />
|-<br />
|2<br />
!style="color:cyan;background:#222222"| <br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Hidden Den]]<br />
|[[Blood Hidden Den]]<br />
|[[Guristas Hidden Den]]<br />
|[[Sansha Hidden Den]]<br />
|[[Serpentis Hidden Den]]<br />
<br />
|-<br />
|3<br />
!style="color:cyan;background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Forsaken Den]]<br />
|[[Blood Forsaken Den]]<br />
|[[Guristas Forsaken Den]]<br />
|[[Sansha Forsaken Den]]<br />
|[[Serpentis Forsaken Den]]<br />
<br />
|-<br />
|4<br />
!style="color:cyan;background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Forlorn Den]]<br />
|[[Blood Forlorn Den]]<br />
|[[Guristas Forlorn Den]]<br />
|[[Sansha Forlorn Den]]<br />
|[[Serpentis Forlorn Den]]<br />
<br />
|-style="border-top:solid 2px grey;"<br />
|5<br />
|<br />
!style="background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Yard]]<br />
|[[Blood Yard]]<br />
|[[Guristas Yard]]<br />
|[[Sansha Yard]]<br />
|[[Serpentis Yard]]<br />
|[[Drone Surveillance]]<br />
<br />
|-style="border-top:solid 2px grey;"<br />
|rowspan="4"|6<br />
|1<br />
!style="color:cyan;background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Rally Point]]<br />
|[[Blood Rally Point]]<br />
|[[Guristas Rally Point]]<br />
|[[Sansha Rally Point]]<br />
|[[Serpentis Rally Point]]<br />
|rowspan="4"|[[Drone Menagerie]]<br />
<br />
|-<br />
|2<br />
!style="color:cyan;background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Hidden Rally Point]]<br />
|[[Blood Hidden Rally Point]]<br />
|[[Guristas Rally Rally Point]]<br />
|[[Sansha Hidden Rally Point]]<br />
|[[Serpentis Hidden Rally Point]]<br />
<br />
|-<br />
|3<br />
!style="color:cyan;background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Forsaken Rally Point]]<br />
|[[Blood Forsaken Rally Point]]<br />
|[[Guristas Forsaken Rally Point]]<br />
|[[Sansha Forsaken Rally Point]]<br />
|[[Serpentis Forsaken Rally Point]]<br />
<br />
|-<br />
|4<br />
!style="color:cyan;background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Forlorn Rally Point]]<br />
|[[Blood Forlorn Rally Point]]<br />
|[[Guristas Forlorn Rally Point]]<br />
|[[Sansha Forlorn Rally Point]]<br />
|[[Serpentis Forlorn Rally Point]]<br />
<br />
|-style="border-top:solid 2px grey;"<br />
|7<br />
|<br />
!style="background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Port]]<br />
|[[Blood Port]]<br />
|[[Guristas Port]]<br />
|[[Sansha Port]]<br />
|[[Serpentis Port]]<br />
|[[Drone Herd]]<br />
<br />
|-style="border-top:solid 2px grey;"<br />
|rowspan="4"|8<br />
|1<br />
!style="color:cyan;background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Hub]]<br />
|[[Blood Hub]]<br />
|[[Guristas Hub]]<br />
|[[Sansha Hub]]<br />
|[[Serpentis Hub]]<br />
|rowspan="4"|[[Drone Squad]]<br />
<br />
|-<br />
|2<br />
!style="color:cyan;background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Hidden Hub]]<br />
|[[Blood Hidden Hub]]<br />
|[[Guristas Hidden Hub]]<br />
|[[Sansha Hidden Hub]]<br />
|[[Serpentis Hidden Hub]]<br />
<br />
|-<br />
|3<br />
!style="color:cyan;background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Forsaken Hub]]<br />
|[[Blood Forsaken Hub]]<br />
|[[Guristas Forsaken Hub]]<br />
|[[Sansha Forsaken Hub]]<br />
|[[Serpentis Forsaken Hub]]<br />
<br />
|-<br />
|4<br />
!style="color:cyan;background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Forlorn Hub]]<br />
|[[Blood Forlorn Hub]]<br />
|[[Guristas Forlorn Hub]]<br />
|[[Sansha Forlorn Hub]]<br />
|[[Serpentis Forlorn Hub]]<br />
<br />
|-style="border-top:solid 2px grey;"<br />
|9<br />
|<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Haven]]<br />
|[[Blood Haven]]<br />
|[[Guristas Haven]]<br />
|[[Sansha Haven]]<br />
|[[Serpentis Haven]]<br />
|[[Drone Patrol]]<br />
<br />
|-style="border-top:solid 2px grey;"<br />
|10<br />
|<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Sanctum]]<br />
|[[Blood Sanctum]]<br />
|[[Guristas Sanctum]]<br />
|[[Sansha Sanctum]]<br />
|[[Serpentis Sanctum]]<br />
|[[Drone Horde]]<br />
|}<br />
<br />
In addition to their basic version, Hideaway, Den, Rally Point and Hub sites also feature three variants of progressive difficulty featuring elite enemies. These variants follow their an extended naming convention as follows:<br />
# {{co|#9ef37c|<Faction>}} Hidden {{co|#9ef37c|<anomaly>}} - Level 2 higher amount of triggered spawns<br />
# {{co|#9ef37c|<Faction>}} Forsaken {{co|#9ef37c|<anomaly>}} - Level 3; moderate difficulty, featuring elite enemy ships<br />
# {{co|#9ef37c|<Faction>}} Forlorn {{co|#9ef37c|<anomaly>}} - Level 4; featuring tougher enemies and elite ships <br />
<br />
=== Besieged Covert Research Facility ===<br />
<br />
'''Besieged Guristas Covert Research Facility''' is an unique cosmic anomaly found in all low sec regions that spawns two waves of Mordu's Legion cruisers and battleships equipped with webifiers and warp disruptors. Unlike other enemies, these ships are able to switch damage types to find what is most effective against a given target (they do not deal omni damage). Notable loot includes higher-end implants and ship [[skin]] [[BPC]]s, as well as special module BPCs.<br />
<br />
== Faction Warfare ==<br />
{{main|Faction_Warfare#Complexes|Faction Warfare}}<br />
In faction warfare space, faction warfare complexes show up as combat anomalies. Once someone warps to a site, it will also show up as a beacon in the overview.<br />
<br />
== Cosmic signatures ==<br />
<br />
Combat sites that appear as Cosmic Signatures must be scanned down using Core Scanner Probes. These combat sites can be further divided into three groups: unrated complexes, DED rated complexes, and Chemical Labs. The differences between the three are relatively minor, the most notable being that Chemical Labs require the use of Data Analyzer modules to obtain all of their rewards.<br />
<br />
=== Unrated complexes ===<br />
<br />
'''Unrated complexes''' have a good chance to contain a commander spawn that can drop Faction items. They may also escalate into an [[#Expeditions|expedition]].<br />
<br />
The sites contain multiple [[deadspace]] rooms separated by acceleration gates. The acceleration gates separating the rooms are usually locked, in which case some condition must be fulfilled, or a key must be found to proceed. The sites also have triggers for additional defender spawns and/ or an escalation. The size of ship allowed in Unrated Complexes does not follow a predictable pattern; each site, even of the same difficulty but from a different faction, may have a different ship size limit.<br />
<br />
{|class=wikitable cellpadding="3" style="border-spacing:1px;margin:8px auto;text-align:center"<br />
!colspan="3" style="background:#222222"| Found In<br />
!colspan="6" style="background:#222222"| Unrated complexes<br />
|- style="background:#222222"<br />
!style="background:#222222;width:30px;color:cyan"|High<br />
!style="background:#222222;width:30px;color:#F87609"|Low<br />
!style="background:#222222;width:30px;color:red"|Null<br />
!style="background:#222222;width:210px"|[[Angel Cartel]]<br />
!style="background:#222222;width:210px"|[[The Blood Raider Covenant|Blood Raiders]]<br />
!style="background:#222222;width:210px"|[[Guristas Pirates]]<br />
!style="background:#222222;width:210px"|[[Sansha's Nation]]<br />
!style="background:#222222;width:210px"|[[Serpentis Corporation]]<br />
!style="background:#222222;width:210px"|[[Rogue Drones]]<br />
<br />
|-<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Hideout]]<br />
|[[Blood Hideout]]<br />
|[[Gurista Hideout]]<br />
|[[Sansha Hideout]]<br />
|[[Serpentis Hideout]]<br />
|[[Haunted Yard]]<br />
<br />
|-<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Lookout]]<br />
|[[Blood Lookout]]<br />
|[[Gurista Lookout]]<br />
|[[Sansha Lookout]]<br />
|[[Serpentis Lookout]]<br />
|[[Desolate Site]]<br />
<br />
|-<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Watch]]<br />
|[[Blood Watch]]<br />
|[[Gurista Watch]]<br />
|[[Sansha Watch]]<br />
|[[Serpentis Watch]]<br />
|[[Chemical Yard]]<br />
<br />
|-<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Vigil]]<br />
|[[Blood Vigil]]<br />
|[[Gurista Vigil]]<br />
|[[Sansha Vigil]]<br />
|[[Serpentis Vigil]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Provisional Angel Outpost]]<br />
|[[Provisional Blood Outpost]]<br />
|[[Provisional Gurista Outpost]]<br />
|[[Provisional Sansha Outpost]]<br />
|[[Provisional Serpentis Outpost]]<br />
|[[Rogue Trial Yard]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Outpost]]<br />
|[[Blood Raider Outpost]]<br />
|[[Gurista Outpost]]<br />
|[[Sansha Outpost]]<br />
|[[Serpentis Outpost]]<br />
|[[Dirty Site]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Minor Angel Annex]]<br />
|[[Minor Blood Annex]]<br />
|[[Minor Guristas Annex]]<br />
|[[Minor Sansha Annex]]<br />
|[[Minor Serpentis Annex]]<br />
|[[Ruins]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="color:#F87609;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Annex]]<br />
|[[Blood Annex]]<br />
|[[Guristas Annex]]<br />
|[[Sansha Annex]]<br />
|[[Serpentis Annex]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Base]]<br />
|[[Blood Raider Base]]<br />
|[[Gurista Base]]<br />
|[[Sansha Base]]<br />
|[[Serpentis Base]]<br />
|[[Independence]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Fortress]]<br />
|[[Blood Raider Fortress]]<br />
|[[Gurista Fortress]]<br />
|[[Sansha Fortress]]<br />
|[[Serpentis Fortress]]<br />
|[[Radiance]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Military Complex]]<br />
|[[Blood Military Complex]]<br />
|[[Guristas Military Complex|Gurista Military Complex]]<br />
|[[Sansha Military Complex]]<br />
|[[Serpentis Military Complex]]<br />
|[[Hierarchy]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Provincial HQ]]<br />
|[[Blood Provincial HQ]]<br />
|[[Gurista Provincial HQ]]<br />
|[[Sansha Provincial HQ]]<br />
|[[Serpentis Provincial HQ]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Domination Fleet Staging Point]]<br />
|[[Dark Blood Fleet Staging Point]]<br />
|[[Dread Guristas Fleet Staging Point]]<br />
|[[True Sansha Fleet Staging Point]]<br />
|[[Shadow Serpentis Fleet Staging Point]]<br />
| -<br />
|}<br />
<br />
=== DED rated complexes ===<br />
<br />
'''DED complexes''' are a type of [[cosmic signature]] that has been rated on a difficulty scale of 1/10 to 10/10 by CONCORD's [[CONCORD#Divisions|Directive Enforcement Department]]. Lower rated sites contain weaker enemies, and limited ship class access. DED rated complexes are found using Core Scanner Probes, or are received as an escalation from a combat anomaly. There are no 9/10-rated DED complexes, however some consider the {{co|#9EF37C|<Faction>}} Fleet Staging Point to be their equivalent.<br />
<br />
The structure of a DED rated complex is very similar an Unrated Complex, and usually involve gated [[deadspace]] pockets with multiple groups of enemies. <br />
<br />
Unlike other combat sites, DED rated complexes do not have additional enemy spawns; all enemies begin on-grid in each pocket. Many DED rated complexes also contain locked gates that may be unlocked by a certain trigger. This makes blitzing possible, as not all enemies need to be cleared to proceed. The sites also always contain one or more structures or overseer ships that can drop Faction items or Deadspace modules. Some DED complexes contain additional targets that have a low probability to drop a Faction module.<br />
<br />
DED rated complexes do not normally escalate, but DED rated complexes that are received as an escalation from an anomaly may receive another escalation to the same site or a second part.<br />
<br />
The difficulty rating of a complex determines maximum size of ship class that may be used to engage. Starting from frigates at level 1/10, the ship size that can enter a site goes up by one size category with each increase in rating, maxing out at battleships at level 5/10.<br />
<br />
{|class=wikitable <br />
|-<br />
! style="background:#222222" | Rating<br />
! style="background:#222222" | Maximum Ship Size Allowed<br />
|-<br />
| 1/10<br />
| Frigate<br />
|-<br />
| 2/10<br />
| Destroyer<br />
|-<br />
| 3/10<br />
| Cruiser (Not including T3)<br />
|-<br />
| 4/10<br />
| Battlecruiser (Not T3 Cruiser)<br />
|-<br />
| 5+/10<br />
| Battleship<br />
|} <br />
<br />
<br />
{|class=wikitable cellpadding="3" style="border-spacing:1px;margin:8px auto;text-align:center"<br />
!rowspan="2" style="width:36px;background:#222222"|[[CONCORD#Divisions|DED Rating]]<br />
!colspan="3" style="background:#222222"| Found In<br />
!colspan="6" style="background:#222222"| DED complexes<br />
|- style="background:#222222"<br />
!style="background:#222222;width:30px;color:cyan"|High<br />
!style="background:#222222;width:30px;color:#F87609"|Low<br />
!style="background:#222222;width:30px;color:red"|Null<br />
!style="background:#222222;width:210px;"| [[Angel Cartel]]<br />
!style="background:#222222;width:210px;"| [[The Blood Raider Covenant|Blood Raiders]]<br />
!style="background:#222222;width:210px;"| [[Guristas Pirates]]<br />
!style="background:#222222;width:210px;"| [[Sansha's Nation]]<br />
!style="background:#222222;width:210px;"| [[Serpentis Corporation]]<br />
!style="background:#222222;width:210px;"| [[Rogue Drones]]<br />
<br />
|-<br />
!style="background:#222222"| 1/10<br />
!style="background:#222222;color:cyan"| ✔<br />
!style="background:#222222;color:#F87609"| ✔<br />
!style="background:#222222"|<br />
|[[Minmatar Contracted Bio-Farm]]<br />
|[[Old Meanie - Cultivation Center]]<br />
|[[Pith Robux Asteroid Mining & Co.]]<br />
|[[Sansha Military Outpost]]<br />
|[[Serpentis Drug Outlet]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"| 2/10<br />
!style="background:#222222;color:cyan"| ✔<br />
!style="background:#222222;color:#F87609"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Creo-Corp Mining]]<br />
|[[Blood Raider Human Farm]]<br />
|[[Pith Deadspace Depot]]<br />
|[[Sansha Acclimatization Facility]]<br />
|[[Serpentis Live Cargo Distribution Facilities]]<br />
|[[Rogue Drone Infestation Sprout]]<br />
<br />
|-<br />
!style="background:#222222"| 3/10<br />
!style="background:#222222;color:cyan"| ✔<br />
!style="background:#222222;color:#F87609"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Repurposed Outpost]]<br />
|[[Blood Raider Intelligence Collection Point]]<br />
|[[Guristas Guerilla Grounds]]<br />
|[[Sansha's Command Relay Outpost]]<br />
|[[Serpentis Narcotic Warehouses]]<br />
|[[Rogue Drone Asteroid Infestation]]<br />
<br />
|-<br />
!style="background:#222222"| 4/10<br />
!style="background:#222222;color:cyan"| ✔<br />
!style="background:#222222;color:#F87609"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Cartel Occupied Mining Colony]]<br />
|[[Mul-Zatah Monastery]]<br />
|[[Guristas Scout Outpost]]<br />
|[[Sansha's Nation Occupied Mining Colony]]<br />
|[[Serpentis Phi-Outpost]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"| 5/10<br />
!style="background:#222222;color:cyan"| ✔<br />
!style="background:#222222;color:#F87609"| ✔<br />
!style="background:#222222"|<br />
|[[Angel's Red Light District]]<br />
|[[Blood Raider Psychotropics Depot]]<br />
|[[Guristas Hallucinogen Supply Waypoint]]<br />
|[[Sansha's Nation Neural Paralytic Facility]]<br />
|[[Serpentis Corporation Hydroponics Site]]<br />
|[[Outgrowth Rogue Drone Hive]]<br />
<br />
|-<br />
!style="background:#222222"| 6/10<br />
!style="background:#222222"|<br />
!style="background:#222222;color:#F87609"| ✔<br />
!style="background:#222222;color:red"| ✔<br />
|[[Angel Mineral Acquisition Outpost]] <ref name="unrated">There is no rating displayed in warp in popup text.</ref><br />
|[[Crimson Hand Supply Depot]]<br />
|[[Guristas Troop Reinvigoration Camp]]<br />
|[[Sansha War Supply Complex]]<br />
|[[Serpentis Logistical Outpost]] <ref name="unrated" /><br />
| - <br />
<br />
|-<br />
!style="background:#222222"| 7/10<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="background:#222222;color:red"| ✔<br />
|[[Angel Military Operations Complex]]<br />
|[[Blood Raider Coordination Center]]<br />
|[[Gurista Military Operations Complex]]<br />
|[[Sansha Military Operations Complex]]<br />
|[[Serpentis Paramilitary Complex]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"| 8/10<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="background:#222222;color:red"| ✔<br />
|[[Cartel Prisoner Retention]]<br />
|[[Blood raider prison camp|Blood Raider Prison Camp]]<br />
|[[Pith's Penal Complex]]<br />
|[[Sansha Prison Camp]]<br />
|[[Serpentis Prison Camp]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"| 9/10<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
!style="background:#222222"| 10/10<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="background:#222222;color:red"| ✔<br />
|[[Angel Cartel Naval Shipyard]]<br />
|[[Blood Raider Naval Shipyard]]<br />
|[[The Maze]]<br />
|[[Centus Assembly T.P. Co.]]<br />
|[[Serpentis Fleet Shipyard]]<br />
| -<br />
|}<br />
<br />
{{reflist}}<br />
<br />
=== Expeditions ===<br />
<br />
'''Expeditions''' (also known as '''escalations''') cannot be found by scanning, instead they "escalate" from Unrated Complexes. When a certain trigger condition is met, there is a small chance that a pop up window will open explaining that the details of the location of another enemy site has been found. This site's information is then added to the Journal under the ''Expeditions'' tab. <br />
<br />
When the site listed in the Journal is completed, there is a chance that it will escalate further, leading to yet another site. Most expeditions have four such parts.<br />
<br />
The locations of the sites provided by an expedition are random, often appearing several jumps away from where the expedition was obtained. Many expeditions may spawn their fourth site in lower-security space than where they began.<br />
<br />
{|class=wikitable cellpadding="3" style="border-spacing:1px;margin:8px auto;text-align:center"<br />
!rowspan="2" style="background:#222222"| [[:Category:Unrated_Complexes|Unrated Complex]]<br />
!colspan="6" style="background:#222222"| [[:Category:Expeditions|Expeditions]]<br />
<br />
|-style="background:#222222"<br />
!style="width:210px"|[[Angel Cartel]]<br />
!style="width:210px"|[[The Blood Raider Covenant|Blood Raiders]]<br />
!style="width:210px"|[[Guristas Pirates]]<br />
!style="width:210px"|[[Sansha's Nation]]<br />
!style="width:210px"|[[Serpentis Corporation]]<br />
!style="width:210px"|[[Rogue Drones]]<br />
<br />
|-style="background:#222222"<br />
|style="color:cyan;width:270px"|High Sec <br />
|colspan="6"|Expeditions may appear in lower security systems.<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Hideout <br> Haunted Yard <br />
|[[Blue Pill]]<br />
|[[Frentix]]<br />
|[[Sooth Sayer]]<br />
|[[Drop]]<br />
|[[Mindflood]]<br />
|[[Pulverize The Pioneers]]<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Lookout <br> Desolate Site <br />
|[[Chasing the Dragon]]<br />
|[[Following the Blood]]<br />
|[[Trap?]]<br />
|[[Slave Breeding Plants]]<br />
|[[Angel Kickbacks]]<br />
|[[Mare Sargassum]]<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Watch <br> Chemical Yard<br />
|[[The Nuclear Small Arms Project]]<br />
|[[Medical Twilight]]<br />
|[[Terrorist Plot!]]<br />
|[[Nation on the Rise]]<br />
|[[Jet-Set Hooligans]]<br />
|[[Hunting the Drudge Factory]]<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Vigil<br />
|[[The Big Blue (expedition)|The Big Blue]]<br />
|[[The Rewards of Devotion]]<br />
|[[Kidnapped!]]<br />
|[[True Power Shipyards]]<br />
|[[Booster R&D]]<br />
| -<br />
<br />
|-style="background:#222222"<br />
|style="color:#F87609;"|Low Sec <br />
|colspan="6"|Expeditions may appear in lower security systems.<br />
<br />
|-<br />
|style="background:#222222"| Provisional <Faction> Outpost <br> Rogue Trial Yard<br />
|[[Domination Surveillance Squad]]<br />
|[[Blood Surveillance Squad]]<br />
|[[Gurista Surveillance Squad]]<br />
|[[Sansha Surveillance Squad]]<br />
|[[Guardian Angels Surveillance Squad]]<br />
|[[Moving Day]]<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Outpost <br> Dirty Site <br />
|[[Salvation Angel's Shipment]]<br />
|[[Save The Slaves]]<br />
|[[Gurista Productions Shipment]]<br />
|[[Hidden Riches]]<br />
|[[Elite Playground]]<br />
|[[Loose Ends]]<br />
<br />
|-<br />
|style="background:#222222"| Minor <Faction> Annex <br> Ruins<br />
|[[Angel Owned Station]]<br />
|[[Blood Owned Station]]<br />
|[[Guristas Owned Station]]<br />
|[[Sansha Owned Station]]<br />
|[[Serpentis Owned Station]]<br />
|[[Menacing Mechanics]]<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Annex<br />
|[[Angel Powergrid]]<br />
|[[Blood Raider Powergrid]]<br />
|[[Guristas Powergrid]]<br />
|[[Sansha Powergrid]]<br />
|[[Serpentis Powergrid]]<br />
| -<br />
<br />
|-style="background:#222222"<br />
|style="color:red;"|Null Sec <br />
|colspan="6"|<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Base <br> Independence<br />
|[[Toxic Waste Scandal!]]<br />
|[[Religious Fury]]<br />
|[[Consequences Smonsequences]]<br />
|[[True Power HQ]]<br />
|[[Contract Killers]]<br />
|[[The Drone Roulette]]<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Fortress <br> Radiance<br />
|[[Operation Spring Cleaning]]<br />
|[[Dubious Assignment]]<br />
|[[Hired Gun]]<br />
|[[Shady Operation]]<br />
|[[Suspicious Job]]<br />
|[[Molting Season]]<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Military Complex <br> Hierarchy<br />
|[[Pioneers Peril]]<br />
|[[Frontier in Flames]]<br />
|[[Pirate's Path]]<br />
|[[David V Goliath]]<br />
|[[Colony Under Fire]]<br />
|[[Trouble in Paradise]]<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Provincial HQ<br />
|[[Special Forces]]<br />
|[[Fountain of Youth]]<br />
|[[No Quarter]]<br />
|[[The Ancient City]]<br />
|[[Serpentis Secrets]]<br />
| -<br />
<br />
|-<br />
|style="background:#222222"| <Faction> Fleet Staging Point<br />
|[[Angel Domination Fleet Staging Point 2]]<br />
| -<br />
| -<br />
| -<br />
|[[Shadow Serpentis Fleet Staging Point 2]]<br />
| -<br />
|}<br />
<br />
=== Chemical Labs ===<br />
'''Chemical Labs''' are Cosmic Signatures, and may be found by scanning with Core Scanner Probes. Even though the probe scan window categorizes these as "gas sites", they are actually combat sites. To access all possible rewards, the site needs to be cleared of all hostiles and the containers hacked using a Data Analyzer module.<br />
<br />
The Production Facility spawns in null security space only, while all other sites spawn in low security space.<br />
<br />
Details of these sites are not well documented. Most contain two waves of enemies and containers that need to be hacked, and certain sites are restricted to specific regions, though the region in which each site spawns is not entirely known. The regions listed here may not be the only region containing the particular site.<br />
<br />
{|class=wikitable cellpadding="3" style="border-spacing:1px;margin:8px auto;text-align:center"<br />
!colspan="1" style="background:#222222"| Faction<br />
!colspan="1" style="background:#222222"| Site<br />
!colspan="1" style="background:#222222"| Location<br />
<br />
|-<br />
!rowspan="6" style="background:#222222"| [[Angel Cartel]]<br />
|[[ Angel Chemical Lab ]]<br />
|Heimatar<br />
|-<br />
|[[ Angel Gas Processing Site ]]<br />
|Heimatar<br />
|-<br />
|[[ Elohim Sooth Sayer Distribution Base ]]<br />
|Molden Heath <br />
|-<br />
|[[ Elohim X-Instinct Distribution Base ]]<br />
|Heimatar<br />
|-<br />
|[[ Elohim Sooth Sayer Production Facility ]]<br />
|Wicked Creek<br />
|-<br />
|[[ Elohim X-Instinct Production Facility ]]<br />
|Feythabolis<br />
<br />
|-<br />
!rowspan="4" style="background:#222222"| [[The Blood Raider Covenant|Blood Raiders]]<br />
|[[ Blood Raider Chemical Lab ]]<br />
|Aridia<br />
|-<br />
|[[ Blood Raider Gas Processing Site ]]<br />
|?<br />
|-<br />
|[[ CHAIN Mindflood Distribution Base ]]<br />
|Aridia<br />
|-<br />
|[[ CHAIN Mindflood Production Facility ]]<br />
|Delve<br />
<br />
|-<br />
!rowspan="6" style="background:#222222"| [[Guristas Pirates]]<br />
|[[ Guristas Chemical Lab ]]<br />
|The Forge<br />
|-<br />
|[[ Guristas Gas Processing Site ]]<br />
|The Forge<br />
|-<br />
|[[ H-PA Crew Blue Pill Distribution Base ]]<br />
|The Forge<br />
|-<br />
|[[ H-PA Crew Crash Distribution Base ]]<br />
|Lonetrek<br />
|-<br />
|[[ H-PA Crew Blue Pill Production Facility ]]<br />
|Vale of the Silent<br />
|-<br />
|[[ H-PA Crew Crash Production Facility ]]<br />
|Tenal<br />
<br />
|-<br />
!rowspan="4" style="background:#222222"| [[Sansha's Nation]]<br />
|[[ Sansha Chemical Lab ]]<br />
|?<br />
|-<br />
|[[ Sansha Gas Processing Site ]]<br />
|Derelik<br />
|-<br />
|[[ PDW-09FX Frentix Distribution Base ]]<br />
|Derelik<br />
|-<br />
|[[ PDW-09FX Frentix Production Facility ]]<br />
|Catch<br />
<br />
|-<br />
!rowspan="6" style="background:#222222"| [[Serpentis Corporation]]<br />
|[[Serpentis Chemical Lab]]<br />
|Solitude<br />
|-<br />
|[[Serpentis Gas Processing Site]]<br />
|Placid<br />
|-<br />
|[[Core Runner Drop Distribution ]]<br />
|Placid<br />
|-<br />
|[[Core Runner Exile Distribution Base ]]<br />
|Solitude<br />
|-<br />
|[[Core Runner Drop Production Facility ]]<br />
|Cloud Ring <br />
|-<br />
|[[Core Runner Exile Production Facility ]]<br />
|Fountain<br />
<br />
|-<br />
|}<br />
<br />
== COSMOS sites ==<br />
{{main|COSMOS}}<br />
Certain constellations contain COSMOS combat sites, which are connected to COSMOS missions but may be accessed at any time. These sites appear as a static complex beacon that is visible in the Overview. COSMOS sites can be located using the Star Map and the "DED deadspace reports" or combat signatures tag setting. Not all static DED sites are combat sites, some of them are landmarks or Epic Mission Agent locations.<br />
<br />
COSMOS sites are static and do not move. Even the ones that can be scanned are always in the same location.<br />
<br />
The static COSMOS sites re-spawn periodically (some only at downtime). These offer reward items, which may be required for COSMOS missions and/ or be materials used in building [[Techs,_Tiers_and_Meta_levels#Storyline_.28Meta_6-7.29|Storyline modules]], Faction modules and/or rare items.<ref name="COSMOS implant loot">[http://gamingwithdaopa.ellatha.com/eveonline/pashans-turret-mindlink-drops/ Rakogh Citadel in 3GD6-8 drops Pashan’s Turret Handling Mindlink]</ref><br />
<br />
Gated COSMOS sites follow the same ship size restrictions as DED rated complex sites. Un-gated COSMOS sites have no restrictions.<br />
<br />
COSMOS sites can be found in COSMOS constellations: <br />
* Ani ([[Minmatar COSMOS]])<br />
* Araz ([[Amarr COSMOS]])<br />
* Okkelen ([[Caldari COSMOS]])<br />
* Algintal ([[Gallente COSMOS]])<br />
* Pegasus (Fountain)<br />
* Assilot (Cloud Ring)<br />
* I-3ODK (Feythabolis)<br />
* 760-9C (Wicked Creek)<br />
* OK-FEM (Delve)<br />
* 9HXQ-G (Catch)<br />
* 09-4XW (Tenal)<br />
* E-8CSQ (Vale of the Silent)<br />
<br />
== See Also ==<br />
* [http://community.eveonline.com/news/dev-blogs/sweeping-death-and-chaos/ Dev blog introducing the Contested and Besieged Covert Research Facilities]<br />
<br />
== References ==<br />
<references/><br />
<br />
[[Category:Exploration]]<br />
[[Category:PvE]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Cloak_trick&diff=122746Cloak trick2017-05-24T09:27:33Z<p>Noemie belacqua: /* Modules required */ slight rewrite for clarity</p>
<hr />
<div>[[File:Cloak.gif|thumb|right]]<br />
The '''"cloak trick"''' is a maneuver that takes advantage of the secondary effects of cloaking devices to reach 75% of maximum velocity (and thus enter warp) more quickly than would normally be possible. This maneuver is primarily used to avoid being targeted after jumping through a gate by aligning whilst cloaked.<br />
<br />
=== What is it? ===<br />
<br />
This is a technique that enables pilots to cloak while aligning after jumping through a gate. When done properly, this allows the pilot to almost instantly warp the second he breaks cloak. Information on further cloaking techniques can be found at the [[Cloaking]] class page.<br />
<br />
=== Modules required ===<br />
<br />
You will need:<br />
* one Improved Cloaking Device II<br />
* one [[Propulsion equipment#Microwarpdrives|Microwarpdrive]] of the correct size for your ship. That is: 5MN for frigates and destroyers, 50MN for cruisers, battlecruisers and industrials, and 500MN for battleships<br />
* the shortcuts for these should be placed somewhere easily accessible, as you will need to hit them pretty quickly<br />
<br />
You should not use:<br />
* a Prototype Cloaking Device - although it can help to make some of your align time cloaked, you can't reach the required speed to warp instantly after, so you will spend a few seconds uncloaked<br />
* a wrongly-sized microwarpdrive - doesn't give enough velocity bonus<br />
* an afterburner - doesn't give enough velocity bonus<br />
* an {{sh|Orca}} - too heavy for the 500MN to provide enough velocity (however, [[#Warping with larger ships|see below]])<br />
<br />
The "fast" [[industrials]] ({{sh|Sigil}}, {{sh|Badger}}, {{sh|Wreathe}}, and {{sh|Nereus}}) and the {{sh|Hoarder}} are able to easily fit 50MN MWDs and cloaking devices in addition to their tank and cargohold fittings.<br />
<br />
The other T1 [[Industrials|Industrial haulers]] (listed below) don't have the raw powergrid available to fit a 50MN MWD, and without extensive fitting for extra powergrid and higher skills pilots may not be able to fit them at all. As such, don't count on being able to do the cloak trick with these ships without sacrificing cargo capacity (low slots will need powergrid modules, and even rig slots may be needed for enough powergrid) and lower engineering skills.<br />
* {{sh|Bestower}}<br />
* {{sh|Tayra}}<br />
* {{sh|Kryos}}<br />
* {{sh|Epithal}}<br />
* {{sh|Miasmos}}<br />
* {{sh|Iteron Mark V}}<br />
* {{sh|Mammoth}}<br />
<br />
=== How does it work? ===<br />
<br />
Do these things in this order after jumping through a stargate or wormhole. Although you can do MWD then cloak (or do both at once), it is not recommended as having your MWD active before your cloak is a bad idea due to the signature radius bloom and the likelihood of spending more time uncloaked.<br />
# Hit align to your point of interest<br />
# Immediately after hit the cloak<br />
# Immediately after you hit cloak hit your MWD ''(this '''does''' work, you can activate non-offensive modules for 5 seconds after you activate a cloaking device).''<br />
# When your MWD cycle is about 90-95% complete, deactivate your cloak and spam warp to your point of interest.<br />
# The MWD will deactivate automatically, and when it does you will instantly enter warp.<br />
<br />
Because the MWD boosts your (cloaked) speed by 500% for one cycle while you are cloaked you will end up at right around warp speed when you deactivate the cloak (right before the MWD cycle is complete.) Since you hit align before the cloak you will be aligned and at warp speed when the cloak drops. This equals near insta-warp. With practice, you can be uncloaked for literally less than a second total on a gate. Practice in high-sec and you will find this is actually pretty easy and effective.<br />
<br />
=== Videos that demonstrate the technique ===<br />
<br />
There are numerous videos of this technique posted on YouTube. These two videos provide clear demonstrations of the technique:<br />
<br />
*[http://www.youtube.com/watch?v=9uBcK_c8Gy4 MWD Cloak Video 1, Basic Instruction] (5:44)<br />
*[http://www.youtube.com/watch?v=JrlUMiRL1jU MWD Cloak Video 2, Detailed Instruction] (15:52)<br />
<br />
=== Warping with larger ships ===<br />
Part of the requirement to make the the microwarpdrive + cloak trick work is to have a size-appropriate microwwarpdrive, 5MN for a frigate, 50MN for a cruiser, 500MN for a battleship etc. Ships like the {{sh|Orca}} or the {{sh|Bowhead}} are technically capital-class sized but can only fit 500MN microwarpdrives due to fitting restraints. As such they {{co|crimson|cannot use the microwarpdrive + cloak trick}}, but they can use the 500MN microwarpdrive to {{co|lightgreen|align and get into warp in 10 seconds}} (one cycle of the microwarpdrive).<br />
<br />
For normal capital ships (carriers, dreadnoughts, force auxiliaries, supercarriers, titans and the {{sh|Rorqual}}) there are capital sized 50,000MN microwarpdrives, that can allow them to do the same microwarpdrive + cloak trick, although they have a cycle-time of 20 seconds (instead of the usual 10 seconds) and might require additional agility modules to ensure they get the speed up in time.<br />
<br />
Some of the smaller capital ships, like carriers and dreadnoughts, can also use the undersized 500MN microwarpdrives to align in ~15 seconds by pulsing the microwarpdrive once then warp shortly after. While they are normally not agile enough to warp in 10 seconds flat, it's usually much faster than aligning normally or through the use of an appropriately sized 50,000MN microwarpdrive due to its cycle time of 20 seconds.<br />
<br />
==See also==<br />
*[[Advanced Piloting Techniques]]<br />
*[[Scouting]]<br />
*[[Cloaking]]<br />
*[[Cargo Hauling with the Cloak Trick]]<br />
<br />
[[Category:Guides]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Accounts&diff=121657Accounts2017-05-09T18:50:22Z<p>Noemie belacqua: /* PLEX */ needs to be updated</p>
<hr />
<div>:''This page is about EVE game accounts. For EVE University forum/wiki accounts, see [[Applying to EVE University]].''<br />
<br />
In order to play EVE you must have an '''Account''', which links your real-world identity (e.g. e-mail address, payment information) to your in-game characters. You can have up to three characters per account. Your account name is never used in-game; it is only used for out-of-game interactions (e.g. logging into the game, paying for a game subscription, submitting support tickets, etc). <br />
<br />
== Creating an account == <br />
You can create an account on the [https://secure.eveonline.com/signup/ EVE Online website]. If you were invited to EVE by a friend (i.e. have a [https://secure.eveonline.com/recruit/ referral link]), use it when creating your account, as you will get some free [[Skills and Learning|skill points]] (equivalent to about 1-2 weeks' training time). Additionally, your friend will receive free game time or a [[PLEX]] if you [[#Subscriptions|subscribe]] to the game.<br />
<br />
=== Starter packs ===<br />
Starting to play EVE is free (there is no cost to "buying a box", and expansions to the game are also free), but you can subsequently choose to pay for a [[#Subscriptions|recurring subscription]]. Additionally, you can buy "starter packs", which give you additional items or temporary in-game boosts. These can only be used when first creating an account (i.e. they cannot be applied to an existing account), and are intended to give new players a boost when starting out. <br />
<br />
In reality, many of the items (such as ships, ship [[SKIN]]s, modules, and clothing) included in these starter packs are of very limited value, as they can be bought on the [[trading|in-game market]] for modest quantities of ISK. The only significantly valuable items included are:<br />
<br />
* [[Skills_and_Learning#Cerebral_Accelerators|Cerebral accelerators]], which temporarily (usually for around 2-4 weeks) increase the speed at which a character learns skills (by boosting their [[Skills_and_Learning#Attributes|attributes]])<br />
* [[PLEX]], used to pay for game time, in-game services (such as character remodelling and transfer), or can be sold for a large quantity of ISK<br />
* [[Aurum]], used to buy items (including cosmetic items for your character, ship SKINs, and skill extractors) from the [[New Eden Store]]<br />
* Game time (usually 30 days) <br />
<br />
There are a number of starter packs available, the contents of which vary. When deciding whether a starter pack is worth it, compare its cost to the cost of its components (game time and PLEX are sold directly, while PLEX can be converted to Aurum at a rate of 3500 AUR per PLEX), ignoring everything that isn't on the list above. Usually, the starter packs are not worth buying, unless they are significantly discounted. Packs are sold by CCP as well as [https://secure.eveonline.com/etc.aspx authorised third-party retailers], and include: <br />
<br />
* Commissioned Officer Edition: 30 days of game time and a Standard Cerebral Accelerator (about 15% faster training speed for 30 days).<br />
* Core Starter Pack: 30 days of game time and a Prototype Cerebral Accelerator (about 45% faster training speed for 15 days). Additionally, a few ships, modules, blueprints, and clothes.<br />
* Explorer/Colonist/Industrialist/Skirmisher Content Packs: 750 AUR. Additionally, a few ships, modules, blueprints, clothes, and skillbooks. <br />
* Premium Edition: Core Starter Pack, all four Content Packs (but without the AUR), 1 PLEX, and 750 AUR (usually - the contents of this pack appears to vary by seller). Additionally, a few ship SKINs.<br />
<br />
== Subscriptions ==<br />
{{see also|Clone States}}<br />
While EVE can be played [[Clone States|in a limited fashion]] for free, accessing all its gameplay aspects requires requires you to pay a recurring monthly subscription. The game subscription can be paid for in two ways:<br />
<br />
* Buying game time for real-life money<br />
* Buying [[#PLEX|PLEX]] with in-game money (ISK) <br />
<br />
Game time can be bought either from CCP directly, or from an [https://secure.eveonline.com/etc.aspx authorised third-party retailer]. It can be paid as either a recurring payment, or by buying a "block" of game time (e.g. 6 months) in advance, which is usually cheaper on a per-month basis. Depending on your local currency it may be worth shopping around to get the best deal on game time. <br />
<br />
Subscriptions are paid for per account (not per character); any character on an account with an active subscription are considered to have [[Clone States|Omega status]]. If your subscription runs out, you can continue to play the game (with the limitations of [[Clone States|Alpha status]]), or renew your subscription to regain Omega status. <br />
<br />
=== PLEX ===<br />
{{update|The mechanics around PLEX were changed in the [https://community.eveonline.com/news/dev-blogs/plex-rework-follow-up/ YC119.5 release].}}<br />
The "30 Day '''P'''ilot's '''L'''icense '''Ex'''tension" (PLEX) is an in-game item with a variety of uses:<br />
<br />
* Add 30 days of ([[Clone States|Omega]]) game time<br />
* Exchange for 3500 [[Aurum]]<br />
* Add 30 days of [[#Multiple Character Training|Multiple Character Training]] time <br />
* [[Character Bazaar|Transfer a character]] to a different account (costs 2 PLEX)<br />
* Sell it to another player for ISK <br />
<br />
Just like all other player-traded items on the market, the [https://eve-central.com/home/quicklook.html?typeid=29668 price of PLEX] fluctuates with supply and demand. <br />
<br />
==== Acquiring PLEX ====<br />
<br />
PLEX can be:<br />
<br />
* Bought from another player for ISK <br />
* Bought for real-life money [https://secure.eveonline.com/PLEX/ from CCP] (or an authorised third-party retailer) <br />
<br />
This allows players with disposable real-world income to easily acquire large quantities of ISK, and, conversely, players with large quantities of ISK to pay for their game subscriptions with ISK instead of real-world money. It's also possible to buy PLEX with real-world money and use it to pay for game time; however, it's almost always cheaper to buy game time (with real-world money) directly instead of buying PLEX (PLEX is more versatile and therefore tends to be more expensive than straight-up game time). <br />
<br />
==== Using PLEX ====<br />
<!-- this needs screenshots and some playtesting - there's an "activate PLEX" option in there somewhere --> <br />
[[File:Activate-PLEX.png|thumb|right|Activate a PLEX.]]<br />
[[File:Multi-char-training.png|thumb|right|Select what to do with the PLEX.]]<br />
While PLEX bought in-game is a normal in-game item, PLEX bought from out-of-game sources appear in your [[redeeming window]], and must first be redeemed (i.e. transferred) to one of the characters on that account, where it will appear as an item at that character's location (in the station's item hangar or the ship's cargo bay). It can then be moved, transported, and sold like any other in-game item. It's highly recommended that you only redeem PLEX when your character is either at a [[Trade Hubs|trade hub]] or if you intend to use it immediately (see [[#PLEX safety|below]]). <br />
<br />
Once redeemed, you can right-click on the PLEX item to add 30 days of game time, exchange it for Aurum, etc - note that these actions consume the PLEX. <br />
<br />
Alternatively, you can sell the PLEX to another player via the [[trading|market]] (or [[contracts]]). PLEX tends to be traded almost exclusively in large trade hubs. Additionally, keep in mind that you need to have some liquid ISK to sell your PLEX, as you are charged [[Trading#Trading_Cost_Modifiers|broker fees]] (3%, can be lowered with skills) for setting up a market sell order - given that PLEX is worth around 1B ISK, you will have to pay an upfront broker fee of around 30M ISK.<br />
<br />
Uniquely, PLEX can also be "reverse redeemed", i.e. moved ''back'' into the redeeming queue. This is only necessary if you want to transfer a character to another account. If you've moved a PLEX back into the redeeming queue you can only redeem it again at the location where you originally reverse-redeemed it, i.e. you cannot use this as a trick for safely moving PLEX around. <br />
<br />
==== PLEX safety ====<br />
{{see also|Tips for New Players}}<br />
As PLEX (once redeemed) is an in-game item like any other, it can be transported in ships and traded via [[contracts]]. Since it's so valuable, it's worth being extra careful with it.<br />
<br />
You should '''NEVER''' haul PLEX, as every [[Suicide Ganking|suicide ganker]] in New Eden will be trying to destroy your ship in the hope that they can retrieve the PLEX from your ship's wreck (like any other item, there is a 50% chance that the PLEX will be destroyed when your ship is blown up). You should never need to haul PLEX - only buy, sell, or redeem it at [[Trade Hubs|trade hubs]], and if necessary you can use it to add game time (or any of its other uses) remotely from anywhere in the universe through the [[Managing_Your_Assets#The_Asset_Window|Assets window]].<br />
<br />
Additionally, since PLEX is both valuable and fairly commonly used (compared with other items of comparable value), it is often used in [[Scams_in_EVE_Online#Contract_Scams|contract scams]]. If you want to be safe only buy PLEX from the [[trading|market]], or be extra-careful when reading the terms for contracts involving PLEX (note that the vast majority of contracts involving PLEX, especially those advertised in the Local chat window, are scams).<br />
<br />
== Characters ==<br />
<br />
You can have up to three characters per account. When you log into the game you can play one of the existing characters, or click on an empty portrait to [[Getting_Started_in_EVE_Online#Character_Creation|create a new character]]. <br />
<br />
=== Alts and multiboxing ===<br />
{{main|Alternate characters}}<br />
<br />
While everyone starts out by playing only one character, many EVE players find it useful to create additional characters (also called "alternate characters", or "alts") to fulfill specific roles in the game. <br />
<br />
If you have several accounts (you can have as many EVE accounts as you like) then you can play the game simultaneously with two (or more) characters, but only if:<br />
<br />
* The characters are on separate accounts (you can never play with two characters on the same account simultaneously), and<br />
* All the accounts involved have an active subscription (i.e. [[Clone States|Omega status]])<br />
<br />
=== Multiple Character Training ===<br />
<br />
Even if you have multiple characters on an account, only one of those characters can have a [[Skills and Learning|skill actively training]]; all the other characters' skill queues are paused. Therefore, if you want to train skills on an alt, you have to pause training on your main character. <br />
<br />
When starting out with alts this is a perfectly acceptable thing to do (as you can still play all your characters even while their skill training is paused), and it continues to be a valid strategy if you only plan to have your alts training for a limited time. However, if you foresee training your alt(s) for a longer time period, and/or if you are impatient and don't want to pause training on your main character, you can train two characters (on the same account) simultaneously by buying "Multiple Character Training". <br />
<br />
==== Buying Multiple Character Training ====<br />
<br />
Multiple Character Training can be bought with PLEX (right-click on a PLEX item in your inventory) or by paying real-life money (through the EVE [https://secure.eveonline.com/MultipleCharacterTraining/ Account Management] website). Multiple Character Training is account-based (not bound to an individual character), so you can buy it on any character on the account, and is bought in 30-day increments. <br />
<br />
==== How Multiple Character Training works ====<br />
<br />
Activating Multiple Character Training (MCT) opens up an additional character skill training queue for 30 days; if you want a longer period or a third training queue you have to buy multiple instances of MCT. <br />
<br />
It doesn't matter ''which'' characters are training simultaneously, as long as the simultaneous limit is not reached. For example, you could have 3 characters named Anna, Bob and Charlie on the same account. If you have one MCT queue active on that account, you can train any combination of two characters (Anna and Bob, Anna and Charlie, or Bob and Charlie) at the same time time for a period of 30 days. This provides extra flexibility if you want to train up several alternate characters. If you would like to train all three characters at once, you would have to buy an additional MCT queue. <br />
<br />
The 30 days of MCT starts ticking from the moment you buy/activate it; you have to manually log into each additional character and start their training queues. Should their training queues run out or be paused, MCT will continue to tick down, irrespective of whether your characters are actively training or not; there is no way to "pause" MCT once it's been activated. Once the MCT queue runs out, the skill training for the character with the lowest number of skill points will be paused. <br />
<br />
You can check how much time is remaining on your MCT queue on the EVE [https://secure.eveonline.com/ Account Management] website. <br />
<br />
<!-- does MCT interact with Omega/Alpha? <br />
Can I buy MCT for several months (2 queue in total)? or can I only stack them and have to re-buy them at the end of each 30 day period? <br />
Can I see MCT time remaining in the character selection screen? <br />
--><br />
=== Biomassing ===<br />
<br />
You can permanently delete a character (this is referred to as "biomassing") from the character selection screen. When you first select a character for biomassing, you then have to wait 10 hours (this "biomassing queue" is to prevent you from deleting the wrong character by accident). Note that you cannot biomass a character who is the [[CEO]] of a [[corporation]] - the CEO must first resign or otherwise close the corporation before they can be added to the biomassing queue. Once the 10 hours are up, you can then biomass the character (accompanied by some mechanical sounds and an appropriate scream), deleting it permanently from the game. <br />
<br />
If the character was a member of a player-run corporation, the following will happen: <br />
<br />
* All assets (ships, modules, etc) owned by the pilot, including their [[capsule]], are transferred to their corporation and moved to the corporation's first hangar division. If the corporation does not have any offices, then the assets are destroyed. <br />
* Any ISK in the pilot's wallet is transferred to the corporation (into the first wallet division). This is listed in the corporation wallet journal as "Inheritance".<br />
* All members of the corporation receive an EVE-mail message, notifying them of the character's "permanent death". <br />
<br />
For characters in an [[NPC Corporations|NPC corporation]], all their assets and ISK are destroyed when they are biomassed. <br />
<br />
While it's possible for [[CCP]] to recover biomassed characters, it is unlikely they would be able to recover or return any lost/transferred assets. If a character is "reanimated" in this way, it occasionally leaves anomalies in the character's employment history (such as showing that they left a corporation and joined it again immediately without being in another corporation, which is not possible under normal conditions).<br />
<br />
== External links == <br />
* [http://community.eveonline.com/news/dev-blogs/dual-character-training/ Dev blog on Dual Character Training]<br />
* [http://community.eveonline.com/news/dev-blogs/multiple-character-training/ Dev blog on Multiple Character Training]<br />
<br />
[[Category:Accounts]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=User:Noemie_belacqua&diff=121656User:Noemie belacqua2017-05-09T18:48:47Z<p>Noemie belacqua: /* General cleanup */</p>
<hr />
<div>== References == <br />
=== Wiki editing ===<br />
* Templates<br />
** Help on templates: [https://en.wikipedia.org/wiki/Help:Template Wikipedia's help page on templates] [https://www.mediawiki.org/wiki/Help:Extension:ParserFunctions MediaWiki parser functions]<br />
* Table formatting<br />
** [[Template:Icon]], [[Template:Incursion rats]] and [[Sansha's Manual]] have nicely-formatted tables<br />
** [https://meta.wikimedia.org/wiki/Help:Sorting Table sorting]<br />
* [[Template:Tooltip]] (cf [[User:Cassiel_seraphim/Sandbox#Tooltips]]) looks very fancy<br />
<br />
==== UniWiki CSS ====<br />
* Body text color: #CCCCCC<br />
* Content background: #111111<br />
* Menu background: #080808<br />
* Wikitable: border 1px #AAAAAA, background #FFFFFF<br />
* Links: {{co|orange|color orange}} (#FFA500)<br />
===== Other colors =====<br />
* {{co|wheat|text color: wheat}} (#F5DEB3) - used for modules (although the contrast to the normal text is a bit weak)<br />
* {{co|slateblue|text color: slate blue}} (#6A5ACD) - used for ice products<br />
* {{co|white|text color: white}} (#FFFFFF)<br />
* {{co|salmon|text color: salmon}} (#FA8072)<br />
* {{co|sandybrown|text color: sandybrown}} (#F4A460)<br />
* {{co|coral|text color: coral}} (#FF7F50)<br />
* {{co|lightgreen|text color: lightgreen}} (#90EE90)<br />
* {{co|darkseagreen|text color: darkseagreen}} (#8FBC8F)<br />
* {{co|#0D7CFF||text color: #0D7CFF}} (#0D7CFF)<br />
* {{co|#9ef37c||text color: #9ef37c}} (used by EVE as mission text color)<br />
* {{co|#7acdef||text color: #7acdef}} (used by EVE as mission text color)<br />
* {{co|#e56363||text color: #e56363}} (used by EVE as info text color)<br />
See also: [http://wiki.eveuniversity.org/index.php?title=User:Cassiel_seraphim/Sandbox&oldid=101717#Colours Cassiel's colours]<br />
<br />
=== Items ===<br />
* [https://www.fuzzwork.co.uk/comparison/display.php Item comparison tool]<br />
<br />
=== Market ===<br />
* [http://www.eve-central.com/ Eve-central]<br />
* [http://eve-marketdata.com/ Eve market data]<br />
<br />
=== PI ===<br />
* [http://alysii.com/eve/pi/ PI viewer]<br />
* [http://eveplanets.com/eve/system/index?show=1L-AED PI planner]<br />
* [http://games.chruker.dk/eve_online/schematics.php PI products and ingredients]<br />
* [http://fazenda.github.io/ PI products, info and prices (IGB)]<br />
* [http://util.eveuniversity.org/PiBear/ EUNI PI tools]<br />
* [https://spreadsheets0.google.com/ccc?hl=en&key=tAGXW1VoC1CDzUo7WmmnpgQ&hl=en#gid=0 Spreadsheet with current PI prices]<br />
<br />
== To do ==<br />
My own personal to-do list. Yes, it's growing faster than I can tick things off it :)<br />
=== Mining ===<br />
* Look at the outgoing links from [[Mining]]<br />
** And merge [[Mining Op]], [[Running a Mining Op]], [[Participating in a Mining Op]], [[Mining op security]], [[Shared can mining fleet checklist]]<br />
** [[Overview#Setting_Up_a_Missions_Preset]]: add more details about mining presets (and link to it from [[Mining]])<br />
** Wikifiy [[Refining]], link back to mining ([[User:Cassiel seraphim/Ore and ice]] has some lovely tables!)<br />
* Update the Mining pages with the changes in Kronos (barge and exhumer rebalance, and the shiny new [[Prospect]]!).<br />
* Explain what "[http://nosygamer.blogspot.com/2014/06/why-yes-procurers-were-nerfed.html mining aligned]" means<br />
* Better differentiation between [[Mining]] and [[Mining Primer for Complete Beginners]]<br />
<br />
=== Modules and Fitting ===<br />
* [[Afterburner Details]] is a good start, but could use expanding and integrating into the broader Wiki world<br />
* [[Fitting Modules and Rigs Guide]] is great, but how about expanding it with the stats of the various modules? And if not, at least update it. <br />
** [[High slot]], [[Mid slot]], [[Low slot]] need to be harmonised with that page (or just transclude them) <br />
* [[Module]] could use some love (add some info about how "Show Info" works?)<br />
** What module variants are (link to tech, tiers and meta levels), high/med/low/rig etc slots, fitting attributes, size, continuous effects/start-of-cycle/end-of-cycle, link to short-cycling (mining modules), what is is cycle time and why is it important, [[Repackage|repackaging modules]]<br />
** Also include ammo, scrips, rigs (incl calibration), and a link to [[subsystems]]<br />
* [[Faction Modules and You]] and [[Techs, Tiers and Meta levels]] and [[How to Identify Module Meta Level]] should be merged <br />
** Information about the icons used and where to get them from (meta 0 are manufactured with NPC-sold BPOs, etc)<br />
** Update with the [http://community.eveonline.com/news/dev-blogs/rebalancing-eve-one-module-at-a-time/ module tiericide] information<br />
** [[Obsolete T2 Modules]] is probably obsolete with tiericide<br />
** [[To T2 or Not to T2]] needs a better integration with the other pages (or a merge)<br />
* Merge [[Module Stacking and Speed Modules]] and [[Stacking penalties]]<br />
** And merge in [[Eve math]] while I'm at it (it's a good page, and could be linked to from many other places!). This also needs an explanation of skill bonuses (they are additive per skill level, not multiplicative).<br />
** Related class: [[Fitting Math 101]]<br />
* [[Fitting Guidelines]] should tie into all this (as a starting page, which links out to the different fitting strategies per race, ship class, and tank types?). Plus it really needs an update (there is lots of obsolete info on there), plus a similar page for PvE fitting<br />
* [[Eve math]] is a good start on resistance math, but needs a slightly more "basic" introduction (flowing on from [[damage types]])<br />
<br />
=== Module stats tables ===<br />
* Templates to control the formatting of <br />
** Item tables<br />
** Item tooltips <br />
* External website to output code (but leave formatting up to the MediaWiki templates)<br />
** Website also outputs a comment to tell users where to find the code generator, and a unique string to allow them to replicate the same output, but with updated parameter values<br />
<br />
=== Exploration & Scanning ===<br />
* [[Odyssey Exploration]] with more info on the modules which help your scanning (see also http://forum.eveuniversity.org/viewtopic.php?f=159&t=70323)<br />
** Great scanning tip: http://forum.eveuniversity.org/viewtopic.php?f=159&t=70323&start=15<br />
** More tips: http://forum.eveuniversity.org/viewtopic.php?f=159&t=74541 <br />
* [[Smurfprime's Probing Guide]] and [[Probing In Simple Steps]] should be stripped of its valuables and then burned<br />
* [[Scanning & Probing]] (or a more specialized page) really needs to go into details of how [https://wiki.eveonline.com/en/wiki/Avoiding_scan_probes hard it is to scan someone down] (sig radius vs sensor strength)<br />
** Also go into more detail about how cosmic signatures have different [https://wiki.eveonline.com/en/wiki/Base_Signature_Strength base signal strengths], which makes some harder to scan down than others, and allows you to narrow down what a signature could be without scanning it<br />
** The [http://pilgriminexile.wordpress.com/scanning-guides/ Pilgrim in Exile] blog has some great posts for this <br />
** [http://forum.eveuniversity.org/viewtopic.php?f=159&t=85155 More scan strength or less scan deviation?]<br />
* [[Scanning & Probing]] and [[Exploration]] cover similar ground, see if they can be differentiated a bit<br />
* [[An advanced guide to maximizing isk from hi sec exploration]] could use some love<br />
* Give [[Scanning:Scan Results]] a whack with the formatting bat, and see that it doesn't duplicate information found elsewhere (in general, create a better structure for all the exploration pages).<br />
* What in the name of the three furies is [[3P38 Sleeper Nexus]]?<br />
* Exploration could use a beginner's primer, but [[Exploration combat sites for new players]] isn't really it<br />
* Clean up the categorisation<br />
** [[:Category:Exploration]]<br />
*** [[:Category:Cosmic Anomalies]]<br />
*** [[:Category:Cosmic Signatures]]<br />
** [[:Category:Data Sites]]<br />
** [[:Category:Escalation]]<br />
** [[:Category:Expeditions]]<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=29&t=100997 Tips for beginner day-tripping in WH]<br />
<br />
=== Missions & PvE ===<br />
* http://forum.eveuniversity.org/viewtopic.php?f=43&t=73764 - put this info on the [[Missions]] page<br />
** [[Missions]] could also use some more pictures - such as how to find out the enemy in a combat mission<br />
** And more info on which skills affect both standings and mission pay (combine with [[Skills:Social#Overview]])<br />
* Better page on factions and NPC corps, and what's in their LP stores. http://www.ellatha.com/eve/LP-Stores https://www.fuzzwork.co.uk/lpstore/ [[Skillbooks from Loyalty Point Stores]]<br />
* [[Cosmic Anomalies]] should be expanded with pictures and integrated better into the scanning and probing pages<br />
* [[Missions#Levels of Missions]] also needs a list of what ship types are allowed in (or does the agent's mission window tell me?)<br />
* What the hell is [[Mission Hubs]]?<br />
* Merge [[Missions.E-UNI]] and [[Mission Fleet]]<br />
<br />
=== Faction Warfare ===<br />
* To be clarified: <br />
** Is just LP rewards from plexing that's removed from the system pool, or also from PvP? <br />
** Complexes: what's the difference between "outposts" and "facilities"? Only cosmetic? <br />
** Confirm i-Hub stats<br />
** Confirm ship restrictions for FW missions? [https://wiki.eveonline.com/en/wiki/Ship_restrictions_in_Militia_missions]<br />
** Is there an LP reward for destroying an i-Hub? Perhaps 40,000 LP (basic payout). <br />
** Are there items which are only available in the FW LP stores? <br />
* [[Factional Warfare Missions]] (based on [http://forum.eveuniversity.org/viewtopic.php?f=43&t=65348 this legendary thread]) needs more detailled guides to individual missions.<br />
** [https://www.reddit.com/r/Eve/comments/2wlp1g/amarr_fw_missions/ Amarr FW missions]<br />
* [[FW Q&A]] needs merging into the main FW page<br />
<br />
=== Drones ===<br />
* Is there anything useful which I can take from [http://nevillesmit.com/blog/2013/6/28/drones-guide Neville's excellent drone guides]?<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=43&t=86480 Drones in PvE Not Working Out So Well] - add more details for lower-level drone users to [[Using Drones]]<br />
* [[Drones]] needs a more consistent (''*cough*'') formatting, and a serious update for the capital drones<br />
<br />
=== Tanking ===<br />
* Better integration of [[Shield Tanking]], [[Passive Shield Tank]], and (the very badly named) [[Shields: How They Work]]<br />
* [[Smurfprime's Guide to Basic Tanking]] could be converted into a portal for the more detailed tanking pages (lots of overlap and outdated information!)<br />
* [[Armour Tanking]] is great, but maybe some clarification on the differences between the modules (eg active/passive)<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=166&t=83010] would be good information for the [[Shield Tanking]] page<br />
<br />
=== Templates ===<br />
* Cleaning up and documenting templates (start with [[Template:Documentation]], http://www.mediawiki.org/wiki/Help:Templates , [[Special:UncategorizedTemplates]], and [[Special:Allpages]] -> Templates)<br />
** Template for classes<br />
** [[Special:UncategorizedTemplates]]<br />
** Template {{tl|Co}} and {{tl|Color}} do the same thing? <br />
* [[Color Tag Images]] could be added to the {{tl|icon}} template<br />
* Expand doc on {{tl|GetSkillLink}} (to make future updates easier)<br />
* {{tl|sk}} needs some more subtle formatting for the price and mult parameters?<br />
* A ship class template (for pages like [[Frigate]], [[Destroyer]] etc) would be nice.<br />
* A template for "Back to DUST University" would be good<br />
* The formatting of {{tl|StructureTable}} should be aligned with {{tl|NPCTable}}<br />
* A variant of the {{tl|deprecated}} template to more clearly denote content which is no longer current, but is being kept for historical value? Or is this unnecessary?<br />
<br />
=== Core game mechanics ===<br />
* I'm very glad someone started an article on [[Micro jump drive]]s, it just needs a whack with the Wiki bat<br />
* [[Warp disruption]] is an article which should be much more widely linked (especially from eg the Lexicon)<br />
* [[Guide To Salvaging]] is a very popular page in need of some wiki-love<br />
* What in the world is [[Propulsion]]? <br />
** Integrate it with the really-quite-good-but-sadly-overlooked [[Warp Mechanics]] and [[Warp time calculation]] (and link out to the wider Wiki world!)<br />
** [[Velocities]] could also use some integration into the Wiki<br />
** [https://wiki.eveonline.com/en/wiki/Acceleration The mechanics of acceleration] should be imported<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=199&t=85248&start=15 another good explanation] of acceleration, aligning, warping and webbing<br />
** Get a better understanding of time-to-warp (with help from webbers / pulsed MWD)? <br />
* [[Topology]] is nice, but I wonder if I can't create more useful maps?<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=29&t=84741&view=unread#p737286 Here] is a lovely beginner-friendly map of EVE - add it / improve it? <br />
** Add more useful information to [[Known pirate systems]], link it out<br />
* [[Bookmark]] could use some wiki-love<br />
** Combine the information with [[Safe Spot]]<br />
* Create a page on [[container]]s (http://www.eve-wiki.net/index.php?title=Cargo_Containers is a good start)<br />
** [[User:Oʹb haru sen]] seems to be working on a page<br />
* [[Gate Games]] is a good start, but needs some cleanup and more info on gatecamps (with links to the fleet classes)<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=44&t=77851 Tip on surviving lowsec gate camps in CovOps]<br />
** The very pretty [[Interdiction 101]] also has plenty of information on this<br />
** There's also [[Gatecamps]]<br />
** And a [http://forum.eveuniversity.org/viewtopic.php?f=29&t=82464 useful thread]<br />
* [[Repairing security status]] is seriously out of date (needs to include the [http://community.eveonline.com/news/dev-blogs/wanttotrade-tags-for-security-status/?_ga=1.10439990.2062792329.1382460176 new tags]). Link (or merge) with [[Security Status Details]].<br />
* We need an introduction page on [[Capacitor]]: what's it used for, what affects it, link out to cap warfare<br />
** [[Capacitor Recharge Rate]] needs either some love or a good smacking<br />
* [[Crimewatch]] and [[Aggression Details]] need merging and some better explanation<br />
* Need a better page on [[Standings]] (with cross-links to [[Corporation]] and [[Missions#Standings|Mission standings]]) about how standings towards factions / NPC corporations work. Start with [[Faction Standings]] and [[Standing and status]]. Actual / effective standings (and what skills impact these), improving/losing standings (missions/FW), standings between player corps are player-set, friendly faction gains give "parasitic" standings gains, how corp standings are calculated (sum of non-new members).<br />
** Someone has already done some good work on this for [[Eve Math]], and there is some material on [[Blitzing]]<br />
* We really should have a small page on [[acceleration gate]]s and [[deadspace]] (where to find deadspace, rules for getting in and out, chain of rooms, size restrictions, access by conditions (killing NPCs) or items, differentiate from [[DED complexes]])<br />
** There is the orphan page [[Deadspace Details]]... <br />
* [[Certificates]] need a complete update<br />
* [[Missile Launchers]] is arguably the weakest of the weapon systems overviews.<br />
** Also, re-run those +KIN missile damage calculations<br />
* We don't have an article on [[PLEX]]?!<br />
* I'm no expert, but expand [[Suicide Ganking]]<br />
* [[Trading]] could use a little polish<br />
<br />
=== New players ===<br />
* Create [[Careers]]<br />
** [[User:Jurius doctor/EVE Careers|Jurius Doctor]] is working on one<br />
* Create [[Navigation]]<br />
** There's a lot of good information already at [[Advanced Piloting Techniques]] and [[Manual Piloting]], which should either be merged or clearly delineated<br />
* The [http://forum.eveuniversity.org/viewtopic.php?f=29&t=81073 Magic 14] ([[The Magic 14]]) skills should be worked into our pages on basic/core skills<br />
** Also include [http://forum.eveuniversity.org/viewtopic.php?f=31&t=103492 BLAP (basic learning for advanced pilots)]<br />
* [[Recommended Curriculum]] is great, but needs a whack with the wiki bat<br />
* Merge [[Dos and Don'ts for Noobs in EvE]] with [[Getting Started in EVE Online]] and [[Rules for new EVE players]], perhaps combine with [[FAQ]]?<br />
* We need a page on [[Chat channels]] to explain what they are, what geographical scope they have, and how best to use them<br />
* [[Skills and Learning]] is a bit all over the place and could use some TLC<br />
** Link to other pages with specific skill overviews (e.g. [[Mining]])<br />
* There should be an introductory page before [[Trading]] to explain the mechanics of the market (e.g. order range, regions, explanation of the UI)<br />
* [[Insuring your ship]] needs a clearer flow and a better introduction<br />
* Need a page for the [[radial menu]], especially explaining how to access the "sub-menus" and "value-menus" (e.g. orbital range).<br />
* Expand [[Managing Your Assets]] to include basic information on inventory management<br />
* [[Manufacturing]] could use a gentler introduction<br />
* We need a basic page on [[fitting]], what it is, how the UI works. <br />
** This would then link to [[Fitting Guidelines]], [[Module]], [[Meta]], [[High slot]] etc<br />
* The newly consolidated [[Tanking]] page is nice, but not only needs it a list-purging, but it could also use a gentler introduction<br />
<br />
=== General cleanup ===<br />
* Look into [[Special:LonelyPages]] (and other listed on [[Special:SpecialPages]])<br />
* [[Missile Damage]] could use with a clearer structure, more links, and some graphs.<br />
* Update [[Ship type quick reference]] with the new industrials (and is there a better guide to the different ship types? [[Tech I Role Reference]]? [[Ship]]? [[Ship Class Tactical Overview]]? [[Alphabetical Ship List]]?)<br />
** [[Natural Resistances]] is very pretty but nearly unusable<br />
** [[Ship]] should probably have some kind of horizontal table as a TOC<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=29&t=74769 info about inventory management]<br />
* [[Wiki Structure]]<br />
* [http://vicvorlon.blogspot.be/2013/12/moneys-all-spent.html great tip for logistics and salvagers!]<br />
* [[Eve Online Expansions]] is a good start, but could use some polish ([[User:Enta_en_bauldry/Expansions]] has some very pretty pictures!)<br />
** Link to the dedicated pages for later expansions: [[Odyssey]], [[Rubicon]], [[Kronos]] (or merge them into the main page)<br />
* [[Mobile Structure]] is good, but could use some Wiki-love<br />
* [[Clone Soldier Tags]] is a very useful guide, but needs a massive whack with the wiki bat<br />
* Improve [[NPC Corporations]] to distinguish between joinable and non-joinable NPC corporations<br />
* [[NPC Damage Types]] could use some prettification<br />
* The campus pages' headers could use some formatting love<br />
* [[Hauling]] is also in need of an update, especially with the changes to freighters, blockade runners and DSTs<br />
** [http://forum.eveuniversity.org/viewtopic.php?f=29&t=100506&start=15 good discussion on fitting DSTs]<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=128&t=84745 Low SP Myrmidon] would be useful info on the [[Myrmidon]] (or general fitting) pages<br />
* [[EVE University]] really needs expansion<br />
** Include [[EVE University Programs]]<br />
* Is there a way to make [[EVE Ships]] sync automatically with {{tl|ShipsMatrix}}?<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=29&t=100506&start=15 good information here] on fitting haulers<br />
* [[Managing Contacts]] could use some cleanup<br />
* [http://wiki.eveuniversity.org/index.php?title=Special:LinkSearch&target=http%3A%2F%2Fwiki.eveonline.com&namespace=0 obsolete links to EVEPedia]<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=262&t=101121 Add to] [[Hauling#Freighters|Jump Freighters]]<br />
* [https://www.reddit.com/r/blacksharkcult/wiki/pages/ Black Shark Cult] have some very good info, we should link to them<br />
* [[Tactical Overlay]] needs some expansion to explain the various symbols<br />
* Add overview icons for corvettes and ship wrecks (full, empty, looted) to [[Icons]]<br />
* Update the various PLEX pages to take account of the [https://community.eveonline.com/news/dev-blogs/plex-rework-follow-up/ patch notes]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Asteroids_and_ore&diff=121653Asteroids and ore2017-05-09T14:28:46Z<p>Noemie belacqua: /* Cosmic anomalies */ Reformat table as list - the table contained too much redundant information</p>
<hr />
<div>'''Ore''' is the basic material found in the various '''asteroid''' fields throughout EVE. In their native form asteroid ores cannot be used, but must be [[reprocessing|reprocessed]] into minerals, which can then be used for ship and equipment [[Manufacturing|manufacture]].<br />
<br />
== Where to find asteroids ==<br />
[[File:Asteroid-belt-ingame.jpg|thumb|250px|right|An asteroid belt. The ship in the middle is sitting at the warp-in point.]]<br />
[[File:Asteroid-belt.png|thumb|right|250px|Asteroid belt geometry]]<br />
<br />
Each mineable asteroid contains only one kind of ore and can be found in:<br />
* Asteroid belts<br />
* Deadspace pockets<br />
* Cosmic anomalies<br />
<br />
=== Asteroid belts ===<br />
<br />
Virtually every star system in EVE (with the notable exception of [[Jita]]) has at least one asteroid belt. Most star systems have several -- up to more than a dozen in some cases. These belts are listed on the [[overview]] and the right-click menu, and always have the same geometry: a rough semicircle of asteroids, approximately 50&nbsp;km in diameter. A ship warping to an asteroid belt's beacon (through the right-click menu or the overview) will warp to the center of the semicircle. Note that mining lasers have an (unboosted) range of only 10-15&nbsp;km, so in order to mine asteroids a ship has to fly closer to the belt after warping in. If you want to save on travel time, you can warp to [[Mining#Bookmarks|mining bookmarks]] instead. <br />
<br />
A given belt will have a mixture of asteroids containing different ores. The mixture and size of the asteroids (i.e. how much ore each asteroid contains) is determined by the system's location in the Eve universe and its security status (see [[#Asteroid distribution|asteroid distribution]] below). The asteroids in a belt will respawn after [[DT|downtime]]. The website [http://evemaps.dotlan.net/ Dotlan] has maps showing the number of belts per system.<br />
<br />
=== Deadspace pockets ===<br />
Mineable asteroids can also spawn in [[deadspace]] pockets, such as the ones created for missions. Unlike asteroid belts, these are not organized into a set shape. Some are composed of dense clumps of asteroids, while others are scattered fields. For a list of which missions' deadspace pockets contain asteroids, see [[Mission Mining]] or [http://eve-survival.org/wikka.php?wakka=MiningInMissions Eve-survival]. <br />
<br />
=== Cosmic anomalies ===<br />
Lastly, one of the two kinds of [[Cosmic Anomaly|cosmic anomaly]] contains asteroids (the others contains hostile rats). The asteroids in cosmic anomalies tend to be a little larger and contain rarer ore than the normal asteroid belts in a star system. However, unlike asteroid belts, once all the asteroids in the anomaly have been mined, the anomaly disappears. As with all cosmic anomalies, new anomalies spawn semi-randomly. <br />
<br />
Note that in many locations you will find decorative asteroids, which cannot be mined or otherwise interacted with. These will have colorful names such as "Snake-shaped Asteroid".<br />
<br />
There are different types of asteroid cosmic anomalies, named by what kinds of ores are contained within. Each type comes in three variants (small, average, and large) - the "larger" the anomaly, the more asteroids (and hence the more ore) it contains. A "Small Kernite and Omber Deposit" therefore contains a small number of Kernite and Omber asteroids, while a "Large Bistot Deposit" contains a large number of Bistot asteroids. <br />
<br />
==== High security space ====<br />
{{see also|High-sec}}<br />
* Omber ([[Small Omber Deposit|small]] &bull; [[Average Omber Deposit|average]] &bull; [[Large Omber Deposit|large]])<br />
* Kernite and Omber ([[Small Kernite and Omber Deposit|small]] &bull; [[Average Kernite and Omber Deposit|average]] &bull; [[Large Kernite and Omber Deposit|large]])<br />
* Jaspet, Kernite, and Omber ([[Small Jaspet, Kernite, and Omber Deposit|small]] &bull; [[Average Jaspet, Kernite and Omber Deposit|average]] &bull; [[Large Jaspet, Kernite and Omber Deposit|large]])<br />
* Hemorphite, Jaspet, and Kernite ([[Small Hemorphite, Jaspet, and Kernite Deposit|small]] &bull; [[Average Hemorphite, Jaspet, and Kernite Deposit|average]] &bull; [[Large Hemorphite, Jaspet, and Kernite Deposit|large]])<br />
* Hedbergite, Hemorphite, and Jaspet ([[Small Hedbergite, Hemorphite, and Jaspet Deposit|small]] &bull; [[Average Hedbergite, Hemorphite, and Jaspet Deposit|average]] &bull; [[Large Hedbergite, Hemorphite, and Jaspet Deposit|large]])<br />
<br />
==== Low security space ====<br />
{{see also|Low-sec}}<br />
* Gneiss ([[Small Gneiss Deposit|small]] &bull; [[Average Gneiss Deposit|average]] &bull; [[Large Gneiss Deposit|large]])<br />
* Dark Ochre and Gneiss ([[Small Dark Ochre and Gneiss Deposit|small]] &bull; [[Average Dark Ochre and Gneiss Deposit|average]] &bull; [[Large Dark Ochre and Gneiss Deposit|large]])<br />
* Crokite, Dark Ochre and Gneiss ([[Small Crokite, Dark Ochre and Gneiss Deposit|small]] &bull; [[Average Crokite, Dark Ochre and Gneiss Deposit|average]] &bull; [[Large Crokite, Dark Ochre and Gneiss Deposit|large]])<br />
* Spodumain, Crokite and Dark Ochre ([[Small Spodumain, Crokite and Dark Ochre Deposit|small]] &bull; [[Average Spodumain, Crokite and Dark Ochre Deposit|average]] &bull; [[Large Spodumain, Crokite and Dark Ochre Deposit|large]])<br />
<br />
==== Null security space ====<br />
{{see also|Null-sec}}<br />
<br />
* Bistot ([[Small Bistot Deposit|small]] &bull; [[Average Bistot Deposit|average]] &bull; [[Large Bistot Deposit|large]])<br />
* Arkonor and Bistot ([[Small Arkonor and Bistot Deposit|small]] &bull; [[Average Arkonor and Bistot Deposit|average]] &bull; [[Large Arkonor and Bistot Deposit|large]])<br />
* Mercoxit, Arkonor and Bistot ([[Small Mercoxit, Arkonor and Bistot Deposit|small]] &bull; [[Average Mercoxit, Arkonor and Bistot Deposit|average]] &bull; [[Large Mercoxit, Arkonor and Bistot Deposit|large]])<br />
<br />
== Asteroid distribution ==<br />
[[File:Glow_roid_grid.jpg|thumb|250px|right|Asteroid distribution]]<br />
[[File:Asteroid-belt-overview.jpg|thumb|250px|right|An asteroid belt, as seen on the [[overview]]. Note the belt's warp-in point (marked with an inverted triangle), as well as the variety of different asteroid types (all labelled according to what kind of ore they contain).]]<br />
The Eve universe can be divided into [[topology|four quarters]]: <br />
* The Amarr quarter (includes systems held by the Amarr, Ammatar, Khanid, Blood Raiders, and Sansha's Nation)<br />
* The Caldari quarter (includes systems held by the Caldari and Guristas)<br />
* The Gallente quarter (includes systems held by the Gallente and Serpentis)<br />
* The Minmatar quarter (includes systems held by the Minmatar and Angel Cartel)<br />
<br />
Each of these four quarters has its own set of asteroid types. Additionally, the lower the [[Security Rating|security rating]] of a system, the rarer the asteroid types that can be found there. Finally, each system can also include all the asteroid types of same-quarter higher-security systems. For example, a Gallente system with a security rating of 0.7 will not only include Omber asteroids, but also Veldspar, Scordite, and Plagioclase asteroids. The following table also includes the distribution of {{co|slateblue|ice asteroids}}. For more details, see [[Ice Mining]]. <br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" rowspan=2 | System<br>security<br>rating<br />
! style="background:#222222;" colspan=4 | Quarter<br />
|-<br />
! style="background:#222222;" | {{icon|amarr|64|Amarr quarter}}<br />
! style="background:#222222;" | {{icon|caldari|64|Caldari quarter}}<br />
! style="background:#222222;" | {{icon|gallente|64|Gallente quarter}}<br />
! style="background:#222222;" | {{icon|minmatar|64|Minmatar quarter}}<br />
|-<br />
| {{co|#2FEFEF|&#9608;}} 1.0 and lower<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br>{{icon|clear icicle|32|Clear Icicle}} {{co|slateblue|Clear Icicle}}<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br>{{icon|white glaze|32|White Glaze}} {{co|slateblue|White Glaze}}<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br>{{icon|blue ice|32|Blue Ice}} {{co|slateblue|Blue Ice}}<br />
| {{icon|veldspar|32|Veldspar}} Veldspar<br>{{icon|scordite|32|Scordite}} Scordite<br>{{icon|glacial mass|32|Glacial Mass}} {{co|slateblue|Glacial Mass}}<br />
|-<br />
| {{co|#48F0C0|&#9608;}} 0.9 and lower<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
|-<br />
| {{co|#00F000|&#9608;}} 0.7 and lower<br />
| {{icon|kernite||Kernite}} Kernite<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
| {{icon|omber||Omber}} Omber<br />
| {{icon|omber||Omber}} Omber<br />
|-<br />
| {{co|#D77700|&#9608;}} 0.4 and lower<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
| {{icon|kernite||Kernite}} Kernite<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
| {{icon|kernite||Kernite}} Kernite<br />
|-<br />
| {{co|#F06000|&#9608;}} 0.3 and lower<br />
| {{icon|glare crust|32|Glare Crust}} {{co|slateblue|Glare Crust}}<br />
| {{icon|glare crust|32|Glare Crust}} {{co|slateblue|Glare Crust}}<br />
| {{icon|glare crust|32|Glare Crust}} {{co|slateblue|Glare Crust}}<br />
| {{icon|glare crust|32|Glare Crust}} {{co|slateblue|Glare Crust}}<br />
|-<br />
| {{co|#F04800|&#9608;}} 0.2 and lower<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
|-<br />
| {{co|#D73000|&#9608;}} 0.1 and lower<br />
| {{icon|dark glitter|32|Dark Glitter}} {{co|slateblue|Dark Glitter}}<br />
| {{icon|dark glitter|32|Dark Glitter}} {{co|slateblue|Dark Glitter}}<br />
| <br />
| {{icon|dark glitter|32|Dark Glitter}} {{co|slateblue|Dark Glitter}}<br />
|-<br />
| {{co|#F00000|&#9608;}} 0.0 and lower<br />
| {{icon|spodumain||Spodumain}} Spodumain<br>{{icon|gneiss||Gneiss}} Gneiss<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br>{{icon|gelidus|32|Gelidus}} {{co|slateblue|Gelidus}}<br>{{icon|krystallos|32|Krystallos}} {{co|slateblue|Krystallos}}<br>{{icon|enriched clear icicle|32|Enriched Clear Icicle}} {{co|slateblue|Enriched Clear Icicle}} <br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|spodumain||Spodumain}} Spodumain<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br>{{icon|gelidus|32|Gelidus}} {{co|slateblue|Gelidus}}<br>{{icon|krystallos|32|Krystallos}} {{co|slateblue|Krystallos}}<br>{{icon|pristine white glaze|32|Pristine White Glaze}} {{co|slateblue|Pristine White Glaze}}<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br>{{icon|crokite||Crokite}} Crokite<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br>{{icon|gelidus|32|Gelidus}} {{co|slateblue|Gelidus}}<br>{{icon|krystallos|32|Krystallos}} {{co|slateblue|Krystallos}}<br>{{icon|thick blue ice|32|Thick Blue Ice}} {{co|slateblue|Thick Blue Ice}}<br />
| {{icon|spodumain||Spodumain}} Spodumain<br>{{icon|gneiss||Gneiss}} Gneiss<br>{{icon|arkonor||Arkonor}} Arkonor<br>{{icon|bistot||Bistot}} Bistot<br>{{icon|mercoxit||Mercoxit}} Mercoxit<br>{{icon|gelidus|32|Gelidus}} {{co|slateblue|Gelidus}}<br>{{icon|krystallos|32|Krystallos}} {{co|slateblue|Krystallos}}<br>{{icon|smooth glacial mass|32|Smooth Glacial Mass}} {{co|slateblue|Smooth Glacial Mass}}<br />
|}<br />
<br />
In general, the rarer the ore, the higher its volume per unit (e.g. one unit of Veldspar has a volume of 0.1&nbsp;m<sup>3</sup>, whereas one unit of Arkonor has a volume of 16&nbsp;m<sup>3</sup>). Since mining lasers mine a given ''volume'' of ore per minute, it takes longer to mine the rarer ore types. Additionally, each ore reprocesses into a different set of minerals. For details, see [[Reprocessing]]. <br />
<br />
Note that mining Mercoxit requires the {{sk|Deep Core Mining}} skill as well as [[ORE Basic Ship and Skill Guide#High-slot modules|special mining modules]] (Deep Core Miners or Deep Core Strip Miners). All other ore types can be mined with all types of ore mining lasers or strip miners. <br />
<br />
=== Ore variants ===<br />
<br />
Each asteroid type has two further subtypes that yield more (+5% / +10%) minerals when [[reprocessing|reprocessed]]. Otherwise they are identical in every way to their base ore, and are found in the same regions, but in lower quantities. For instance, if an asteroid belt has Omber asteroids, it will also have some Silvery Omber asteroids and a few Golden Omber asteroids. If you get the chance, you should always mine the higher-yield variants before mining the base ore. <br />
<br />
{| class="wikitable" <br />
! style="background:#222222;" | Base ore<br />
! style="background:#222222;" | +5% variant<br />
! style="background:#222222;" | +10% variant<br />
! style="background:#222222;" | Found in<br />
|-<br />
|{{icon|veldspar||Veldspar}} Veldspar<br />
|Concentrated Veldspar<br />
|Dense Veldspar<br />
|Everywhere<br />
|-<br />
| {{icon|scordite||Scordite}} Scordite<br />
|Condensed Scordite<br />
|Massive Scordite<br />
|Everywhere<br />
|-<br />
| {{icon|pyroxeres||Pyroxeres}} Pyroxeres<br />
|Solid Pyroxeres<br />
|Viscous Pyroxeres<br />
|Amarr and Caldari 0.9 (or lower) space<br />
|-<br />
| {{icon|plagioclase||Plagioclase}} Plagioclase<br />
|Azure Plagioclase<br />
|Rich Plagioclase<br />
|Caldari 0.7 (or lower) space<br>Minmatar and Gallente 0.9 (or lower) space<br />
|-<br />
| {{icon|omber||Omber}} Omber<br />
|Silvery Omber<br />
|Golden Omber<br />
|Gallente and Minmatar 0.7 (or lower) space<br />
|-<br />
| {{icon|kernite||Kernite}} Kernite<br />
|Luminous Kernite<br />
|Fiery Kernite<br />
|Amarr 0.7 (or lower) space<br>Caldari and Minmatar 0.4 (or lower) space<br />
|-<br />
| {{icon|jaspet||Jaspet}} Jaspet<br />
|Pure Jaspet<br />
|Pristine Jaspet<br />
|Amarr and Gallente 0.4 (or lower) space<br />
|-<br />
| {{icon|hemorphite||Hemorphite}} Hemorphite<br />
|Vivid Hemorphite<br />
|Radiant Hemorphite<br />
|Amarr and Gallente 0.2 (or lower) space<br />
|-<br />
| {{icon|hedbergite||Hedbergite}} Hedbergite<br />
|Vitric Hedbergite<br />
|Glazed Hedbergite<br />
|Caldari and Minmatar 0.2 (or lower) space<br />
|-<br />
| {{icon|gneiss||Gneiss}} Gneiss<br />
|Iridescent Gneiss<br />
|Prismatic Gneiss<br />
|Amarr and Minmatar 0.0 (or lower) space<br />
|-<br />
| {{icon|dark ochre||Dark Ochre}} Dark Ochre<br />
|Onyx Ochre<br />
|Obsidian Ochre<br />
|Caldari and Gallente 0.0 (or lower) space<br />
|-<br />
| {{icon|spodumain||Spodumain}} Spodumain<br />
|Bright Spodumain<br />
|Gleaming Spodumain<br />
|0.0 space (or lower, except Gallente)<br />
|-<br />
| {{icon|crokite||Crokite}} Crokite<br />
|Sharp Crokite<br />
|Crystalline Crokite<br />
|0.0 space (or lower, except Minmatar)<br />
|-<br />
| {{icon|arkonor||Arkonor}} Arkonor<br />
|Crimson Arkonor<br />
|Prime Arkonor<br />
|0.0 space (or lower, except Caldari)<br />
|-<br />
| {{icon|bistot||Bistot}} Bistot<br />
|Triclinic Bistot<br />
|Monoclinic Bistot<br />
|All of 0.0 (or lower) space<br />
|-<br />
| {{icon|mercoxit||Mercoxit}} Mercoxit<br />
|Magma Mercoxit<br />
|Vitreous Mercoxit<br />
|All of 0.0 (or lower) space<br />
|-<br />
|}<br />
<!-- <br />
Move ice distribution to [[Ice mining]] (but link from here!)--><br />
<br />
[[Category:Mining]]<br />
===Ore Chart===<br />
{| class="wikitable"<br />
! style="font-weight: bold;" | Ore<br />
! style="font-weight: bold;" | Batch<br />
! style="font-weight: bold;" | Vol.<br />
! style="font-weight: bold;" | Tri<br />
! style="font-weight: bold;" | Pye<br />
! style="font-weight: bold;" | Mex<br />
! style="font-weight: bold;" | Iso<br />
! style="font-weight: bold;" | Noc<br />
! style="font-weight: bold;" | Zyd<br />
! style="font-weight: bold;" | Meg<br />
! style="font-weight: bold;" | Mor<br />
! style="font-weight: bold;" | Location<br />
|- style="background-color:#100100;"<br />
| Veldspar<br />
| 100<br />
| 0.1<br />
| 415<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Concentrated Veldspar (+5%)<br />
| 100<br />
| 0.1<br />
| 436<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Dense Veldspar (+10%)<br />
| 100<br />
| 0.1<br />
| style="background-color:#55BC25; color: black;" | 457<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Scordite<br />
| 100<br />
| 0.15<br />
| 346<br />
| 173<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Condensed Scordite (+5%)<br />
| 100<br />
| 0.15<br />
| 364<br />
| 182<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|-<br />
| Massive Scordite (+10%)<br />
| 100<br />
| 0.15<br />
| 381<br />
| style="background-color:#55BC25; color: black;" | 190<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #2FEFEF;" | 1.0 (All Space)<br />
|- style="background-color:#100100;"<br />
| Pyroxeres<br />
| 100<br />
| 0.3<br />
| 351<br />
| 25<br />
| 50<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Solid Pyroxeres (+5%)<br />
| 100<br />
| 0.3<br />
| 369<br />
| 26<br />
| 53<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Viscous Pyroxeres (+10%)<br />
| 100<br />
| 0.3<br />
| 387<br />
| 27<br />
| 55<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Amarr, Caldari)<br />
|-<br />
| Plagioclase<br />
| 100<br />
| 0.35<br />
| 107<br />
| 213<br />
| 107<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|-<br />
| Azure Plagioclase (+5%)<br />
| 100<br />
| 0.35<br />
| 113<br />
| 224<br />
| 113<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|-<br />
| Rich Plagioclase (+10%)<br />
| 100<br />
| 0.35<br />
| 118<br />
| 235<br />
| 118<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #48F0C0;" | 0.9 (Gallente, Minmatar), <span style="color: #00F000;">0.7 (Caldari)</span><br />
|- style="background-color:#100100;"<br />
| Omber<br />
| 100<br />
| 0.6<br />
| 800<br />
| 100<br />
| 0<br />
| 85<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Silvery Omber (+5%)<br />
| 100<br />
| 0.6<br />
| 840<br />
| 105<br />
| 0<br />
| 90<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Golden Omber (+10%)<br />
| 100<br />
| 0.6<br />
| 880<br />
| 110<br />
| 0<br />
| 94<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Gallente, Minmatar)<br />
|-<br />
| Kernite<br />
| 100<br />
| 1.2<br />
| 134<br />
| 0<br />
| 267<br />
| 134<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|-<br />
| Luminous Kernite (+5%)<br />
| 100<br />
| 1.2<br />
| 141<br />
| 0<br />
| 281<br />
| 141<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|-<br />
| Fiery Kernite (+10%)<br />
| 100<br />
| 1.2<br />
| 148<br />
| 0<br />
| 294<br />
| 148<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #00F000;" | 0.7 (Amarr), <span style="color: #D77700;">0.4 (Caldari, Minmatar)</span><br />
|- style="background-color:#100100;"<br />
| Jaspet<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 350<br />
| 0<br />
| 75<br />
| 8<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Pure Jaspet (+5%)<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 368<br />
| 0<br />
| 79<br />
| 8<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Pristine Jaspet (+10%)<br />
| 100<br />
| 2<br />
| 0<br />
| 0<br />
| 385<br />
| 0<br />
| 83<br />
| 9<br />
| 0<br />
| 0<br />
| style="color: #D77700;" | 0.4 (Amarr, Gallente)<br />
|-<br />
| Hemorphite<br />
| 100<br />
| 3<br />
| 2200<br />
| 0<br />
| 0<br />
| 100<br />
| 120<br />
| 15<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Vivid Hemorphite (+5%)<br />
| 100<br />
| 3<br />
| 2310<br />
| 0<br />
| 0<br />
| 105<br />
| 126<br />
| 16<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Radiant Hemorphite (+10%)<br />
| 100<br />
| 3<br />
| 2420<br />
| 0<br />
| 0<br />
| 110<br />
| 132<br />
| 17<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Hedbergite<br />
| 100<br />
| 3<br />
| 0<br />
| 1000<br />
| 0<br />
| 200<br />
| 100<br />
| 19<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Vitric Hedbergite (+5%)<br />
| 100<br />
| 3<br />
| 0<br />
| 1050<br />
| 0<br />
| 210<br />
| 105<br />
| 20<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|- style="background-color:#100100;"<br />
| Glazed Hedbergite (+10%)<br />
| 100<br />
| 3<br />
| 0<br />
| 1100<br />
| 0<br />
| 220<br />
| 110<br />
| 21<br />
| 0<br />
| 0<br />
| style="color: #F04800;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| Gneiss<br />
| 100<br />
| 5<br />
| 0<br />
| 2200<br />
| 2400<br />
| 300<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| Iridescent Gneiss (+5%)<br />
| 100<br />
| 5<br />
| 0<br />
| 2310<br />
| 2520<br />
| 315<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| Prismatic Gneiss (+10%)<br />
| 100<br />
| 5<br />
| 0<br />
| 2420<br />
| style="background-color:#55BC25; color: black;" | 2640<br />
| 330<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.4 (Amarr, Minmatar)<br />
|- style="background-color:#100100;"<br />
| Dark Ochre<br />
| 100<br />
| 8<br />
| 10000<br />
| 0<br />
| 0<br />
| 1600<br />
| 120<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Onyx Ochre (+5%)<br />
| 100<br />
| 8<br />
| 10500<br />
| 0<br />
| 0<br />
| 1680<br />
| 126<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Obsidian Ochre (+10%)<br />
| 100<br />
| 8<br />
| 11000<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 1760<br />
| 132<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.2 (Caldari, Gallente)<br />
|-<br />
| Spodumain<br />
| 100<br />
| 16<br />
| 56000<br />
| 12050<br />
| 2100<br />
| 450<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|-<br />
| Bright Spodumain (+5%)<br />
| 100<br />
| 16<br />
| 58800<br />
| 12653<br />
| 2205<br />
| 473<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|-<br />
| Gleaming Spodumain (+10%)<br />
| 100<br />
| 16<br />
| 61600<br />
| 13255<br />
| 2310<br />
| 495<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari)<br />
|- style="background-color:#100100;"<br />
| Crokite<br />
| 100<br />
| 16<br />
| 21000<br />
| 0<br />
| 0<br />
| 0<br />
| 760<br />
| 135<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Sharp Crokite (+5%)<br />
| 100<br />
| 16<br />
| 22050<br />
| 0<br />
| 0<br />
| 0<br />
| 798<br />
| 142<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|- style="background-color:#100100;"<br />
| Crystalline Crokite (10%)<br />
| 100<br />
| 16<br />
| 23100<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 836<br />
| 149<br />
| 0<br />
| 0<br />
| style="color: #F00000;" | -0.5 (Amarr, Caldari, Gallente)<br />
|-<br />
| Bistot<br />
| 100<br />
| 16<br />
| 0<br />
| 12000<br />
| 0<br />
| 0<br />
| 0<br />
| 450<br />
| 100<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|-<br />
| Triclinic Bistot (+5%)<br />
| 100<br />
| 16<br />
| 0<br />
| 12600<br />
| 0<br />
| 0<br />
| 0<br />
| 473<br />
| 105<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|-<br />
| Monoclinic Bistot (+10%)<br />
| 100<br />
| 16<br />
| 0<br />
| 13200<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 495<br />
| 110<br />
| 0<br />
| style="color: #F00000;" | -0.6 (All Space)<br />
|- style="background-color:#100100;"<br />
| Arkonor<br />
| 100<br />
| 16<br />
| 22000<br />
| 0<br />
| 2500<br />
| 0<br />
| 0<br />
| 0<br />
| 320<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|- style="background-color:#100100;"<br />
| Crimson Arkonor (+5%)<br />
| 100<br />
| 16<br />
| 23100<br />
| 0<br />
| 2625<br />
| 0<br />
| 0<br />
| 0<br />
| 336<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|- style="background-color:#100100;"<br />
| Prime Arkonor (+10%)<br />
| 100<br />
| 16<br />
| 24200<br />
| 0<br />
| 2750<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 352<br />
| 0<br />
| style="color: #F00000;" | -0.7 (All Space)<br />
|-<br />
| Mercoxit<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 300<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|-<br />
| Magma Mercoxit (+5%)<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 315<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|-<br />
| Vitreous Mercoxit (+10%)<br />
| 100<br />
| 40<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| style="background-color:#55BC25; color: black;" | 330<br />
| style="color: #F00000;" | -0.8 (All Space)<br />
|- style="background-color:#100100;"<br />
| style="font-weight: bold;" | Ore<br />
| style="font-weight: bold;" | Batch<br />
| style="font-weight: bold;" | Vol.<br />
| style="font-weight: bold;" | Tri<br />
| style="font-weight: bold;" | Pye<br />
| style="font-weight: bold;" | Mex<br />
| style="font-weight: bold;" | Iso<br />
| style="font-weight: bold;" | Noc<br />
| style="font-weight: bold;" | Zyd<br />
| style="font-weight: bold;" | Meg<br />
| style="font-weight: bold;" | Mor<br />
| style="font-weight: bold;" | Location<br />
|}<br />
<br />
<span style="color:black; background:#55BC25">&nbsp;&nbsp;1234&nbsp;&nbsp;</span> Green backgrounds indicate the best value per m3 for that mineral.<br />
<br />
'''Batch Size'''<br />
<br />
This is the minimal amount of ore you need for [[reprocessing]]. All values in the table (with the exception of volume) are based on one full batch.<br />
<br />
==External links==<br />
*[http://ore.cerlestes.de/index.html#site:ore Ore and mineral tables] <br />
{{Mining Links}}<br />
[[Category:Mining]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Null-sec&diff=121652Null-sec2017-05-09T14:27:48Z<p>Noemie belacqua: Create redirect</p>
<hr />
<div>#REDIRECT[[System security#Null Security]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=EVE_Lexicon&diff=121507EVE Lexicon2017-05-08T13:32:37Z<p>Noemie belacqua: /* R */ fix link</p>
<hr />
<div>This page lists abbreviations and terms commonly used in EVE Online, aimed at new players and those unfamiliar with the terminology. Most of the terms listed here are universal across all of EVE players, but some may be relatively specialized to EVE University and may mean something slightly different to other corporations. If any of the terminology is unclear be sure to ask in-game or on the forums for more clarification.<br />
<br />
Use the selector below or simply use {{button|Ctrl}} + {{button|F}} to search for a specific word.<br />
__NOTOC__<br />
{| style="background-color:#222222; border:1px solid #582806;"<br />
| style="padding: 5px 10px 5px 10px;" | Quick sections: [[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]<br />
|}<br />
== # ==<br />
{{lex|o/|"Wave"}}<br />
{{lex|\o|"Wave back"}}<br />
{{lex|o7|"Salute"}}<br />
{{lex|7o|"Salute" (as performed by the Brave Newbies)}}<br />
{{lex|\o/|"Hurrah!"}}<br />
{{lex|*\o/*|"Cheerleader"}}<br />
{{lex|0.0|Nullsec (see [[System security]])}}<br />
<br />
== A ==<br />
{{lex|AAR|1. [[How_to_Properly_Form_a_Fleet#The_After_Action_Report|After Action Report]]<br />
2. [[Tanking#Ancillary_Armor_Repairers|Ancillary Armor Repairer]]}}<br />
{{lex|AB|Afterburner (see [[Propulsion equipment#Afterburners|Propulsion equipment]])}}<br />
{{lex|AC|Autocannon (see [[Turrets#Projectile turrets|Turrets]])}}<br />
{{lex|ACR|Ancillary Current Router (see [[Fitting Guidelines]])}}<br />
{{lex|Active Module|A module that must be manually activated by the player (see [[Module]])}}<br />
{{lex|AF|[[Assault Frigate]]}}<br />
{{lex|AFK|"Away from keyboard"}}<br />
{{lex|Aggro|[[Aggression]]}}<br />
{{lex|Align|Accelerating towards an object in preparation for [[#Warp|Warp]]}}<br />
{{lex|Aligned|The act of moving towards a warpable object at a minimum speed of 75% ready to warp to said object at a moment's notice (see [[Advanced_piloting_techniques#Alignment|alignment]] for more information).}}<br />
{{lex|Alliance|A group of [[Corporation]]s}}<br />
{{lex|Alt|[[Alternate characters|Alternate character]]}}<br />
{{lex|AMC|[[Amarr Mining Campus]]}}<br />
{{lex|Anomaly|[[Cosmic Anomaly]]}}<br />
{{lex|Anoms|[[Cosmic Anomaly|Cosmic Anomalies]]}}<br />
{{lex|Arby|[[Arbitrator]]}}<br />
{{lex|Arty|Artillery (see [[Turrets#Projectile turrets|Turrets]])}}<br />
{{lex|ASB|[[Tanking#Ancillary_Shield_Boosters|Ancillary Shield Booster]]}}<br />
{{lex|AU|Astronomical Unit, a unit of distance. 1 AU is the distance from the Sun to the Earth: 149,597,871&nbsp;km.}}<br />
{{lex|AUR|[[Aurum]]}}<br />
{{lex|Awox|To attack and destroy the ship of a pilot in the same player-run corporation without warning. (Derived from the name of the first widely known EVE pilot to do so)}}<br />
{{lex|AWU|{{sk|Advanced Weapon Upgrades|icon=yes}}}}<br />
<br />
== B ==<br />
{{lex|Bait|To expose a seemingly easy target in order to lure an enemy into committing to an engagement (see [[Baiting Guide]])}}<br />
{{lex|BB|[[Blackbird]]}}<br />
{{lex|BC|[[Battlecruiser]]}}<br />
{{lex|BCS|Ballistic Control System (previously known as ''Ballistic Control Unit''; see [[Missile damage#Increasing missile damage|Missile damage]])}}<br />
{{lex|BCU|Ballistic Control Unit (now called ''[[#BCS|Ballistic Control System]]''; see [[Missile damage#Increasing missile damage|Missile damage]])}}<br />
{{lex|Bearing|See [[#Carebear|Carebear]]}}<br />
{{lex|Biomass|To permanently delete a character (see [[Biomassing a Pilot]])}}<br />
{{lex|Blob|A large fleet (or in some cases, any fleet larger than the speaker's). Generally used as a pejorative term, suggesting that members of that fleet are relying on numbers to win. May also be referred to as a "zerg". May also be used as a verb, for the act of winning a fight through numbers.}}<br />
{{lex|Blops|[[Black Ops]]}}<br />
{{lex|Bloodlines|A character's familial ancestry. There are three different bloodlines to choose from during [[Getting Started in EVE Online#Bloodline|character creation]] for each race.}}<br />
{{lex|Blue|A pilot, corporation, or alliance with positive standings. (see [[Rules of Engagement]])}}<br />
{{lex|BM|[[Bookmark]]}}<br />
{{lex|boosh|To use a [[#MJFG|Micro Jump Field Generator]] to displace (part of) a fleet.}}<br />
{{lex|Bounce|To warp to a nearby celestial, player, or bookmark and back at a closer range to avoid having to [[#Slow-Boat|slow-boat]] to a target or destination.}}<br />
{{lex|BPC|Blueprint Copy (see [[Blueprints]])}}<br />
{{lex|BPO|Blueprint Original (see [[Blueprints]])}}<br />
{{lex|BR|[[Blockade Runner]], a class of fast industrial ships designed to carry moderate quantities of carry cargo through dangerous space.}}<br />
{{lex|BS|A common abbreviation for [[battleships]].}}<br />
{{lex|Bubble|[[#Warp bubble|Warp bubble]]}}<br />
{{lex|Buff|To increase the stats or effectiveness of something. Opposite of [[#Nerf|Nerf]].}}<br />
{{lex|Buffer|1. A method of tanking relying on having a large amount of hit points<br />
2. A pilot with a ship designed to provide [[#Buff|buffs]] to their fleet}}<br />
{{lex|Bump|The act of (intentionally) colliding with another ship in space, causing both to be pushed away.}}<br />
{{lex|BYOC|Bring Your Own Can, a mining fleet operation where you only receive boosts to mining, and you get to choose what you do with the ore. (see [[AMC]])}}<br />
{{lex|BYOM|[[BYOM Ship Production|Bring Your Own Minerals]]}}<br />
<br />
== C ==<br />
{{lex|Carebear|A contextually derogatory or affectionate term for players or pursuits which are not [[PvP]]-centric.}}<br />
{{lex|Camp|To hold location at a specific point waiting for targets, usually at a stargate or station.}}<br />
{{lex|Cap|1. Capacitor<br />
2. [[Capital ships|Capital ship]]}}<br />
{{lex|Cap Stable|When a ship recharges capacitor faster than its modules consume it, allowing all modules to remain active indefinitely.}}<br />
{{lex|Capsule|An egg-shaped apparatus used by pilots to interface with a ship.}}<br />
{{lex|Capsuleer|In-game term for player characters. Humans who pilot ships through the use of a [[#Capsule|capsule]] and have been rendered effectively immortal through cloning technology.}}<br />
{{lex|Capital|[[Capital ship]]}}<br />
{{lex|CCC|Capacitor Control Circuit (see [[Rigs]])}}<br />
{{lex|CD|[[Destroyers#Command_Destroyers|Command Destroyer]]}}<br />
{{lex|CNR|[[Raven Navy Issue]] (derived from previous name: ''Caldari Navy Raven'')}}<br />
{{lex|CNS|[[Scorpion Navy Issue]] (derived from previous name: ''Caldari Navy Scorpion'')}}<br />
{{lex|Concorded|Destroyed by [[CONCORD]]}}<br />
{{lex|Concordokken|The destruction of a ship by [[CONCORD]]}}<br />
{{lex|Convo|In-game direct conversation, initiated by selecting "Start Conversation" from the right-click menu.}}<br />
{{lex|Corp|[[Corporation]]}}<br />
{{lex|CovOps|[[Covert Ops]]}}<br />
{{lex|CPR|Capacitor Power Relay (see [[Capacitor recharge rate]])}}<br />
{{lex|CPU|Central Processing Unit (see [[Fitting Guidelines]])}}<br />
{{lex|CSAA|Capital Ship Assembly Array (see [[Player-owned starbases]])}}<br />
{{lex|CSM|[[Council of Stellar Management]]}}<br />
{{lex|CSPA|Short for "CONCORD Spam Prevention Act". A 'CSPA charge' is a small amount of ISK which can be levied on communications such as conversations and mail, acting as a deterrent to spam.}}<br />
{{lex|CTA|Short for "Call to Arms". An announcement of an alliance- or coalition-wide combat operation.}}<br />
{{lex|Curse of BWF|A widely held belief that any corporation or alliance which holds the BWF-ZZ system in the Geminate region will shortly [[#Failcascade|failcascade]].}}<br />
{{lex|Customs Office|An orbital structure used to import and export goods to and from planets. (see [[Planetary Interaction]])}}<br />
{{lex|Cyno|Cynosural field (see [[Jump drives]])}}<br />
<br />
== D ==<br />
{{lex|Damage Dealer|A ship whose primary role in a fleet is to deal damage.}}<br />
{{lex|Damp|[[EWar 101 Guide#Remote Sensor Dampening .28damps.2C RSD.29|Sensor dampening]]}}<br />
{{lex|DC|1. Damage Control (previously known as ''Damage Control Unit''; see [[Tanking]])<br />
2. [[DC|Disconnect]]}}<br />
{{lex|DCU|1. Drone Control Unit, a now-defunct module that allowed [[carriers]] and [[supercarriers]] to control one additional drone. Removed in Citadel patch.<br />
2. Damage Control Unit (now called ''[[#DC|Damage Control]]''; see [[Tanking]])}}<br />
{{lex|DD|1. [[#Damage dealer|Damage dealer]]<br />
2. [[Daredevil]]}}<br />
{{lex|Deadspace|Pockets of space typically accessed via acceleration gate which cannot be entered via normal warp. Commonly used for missions and complexes.}}<br />
{{lex|Depot|[[Mobile Structures#Mobile Depots|Mobile Depot]]}}<br />
{{lex|Dessie/Dessi/Dessy|[[Destroyer]]}}<br />
{{lex|DGC|Defensive gate camp (See [[Gate camps]])}}<br />
{{lex|Dictor|[[Interdictor]]}}<br />
{{lex|Disco|A ship fitting which uses a large number of smartbombs, typically at least one of each damage type. Named for the graphical effects seen when they are fired.}}<br />
{{lex|Discovery Scanner|See [[#Sensor Overlay|Sensor Overlay]]}}<br />
{{lex|Doctrine|A monolithic fleet concept, usually consisting of one or two ship fittings. Allows the [[#FC|FC]] to make decisions based on a known performance profile. (See: [[BLAP program]])}}<br />
{{lex|Domi|[[Dominix]]}}<br />
{{lex|DPS|Damage per second}}<br />
{{lex|Dread|[[Dreadnought]]}}<br />
{{lex|Dread bomb|The act of jumping a large number of insured [[dreadnought|dreadnoughts]] into a fight in order to escalate against enemy capital ships.}}<br />
{{lex|DScan|[[Directional scanning|Directional Scan]], which lets you see ships in space without the same solar system.}}<br />
{{lex|DST|Deep Space Transport (see [[Industrials#Deep Space Transports|Deep Space Transports]])}}<br />
{{lex|DT|[[Server downtime]]}}<br />
<br />
== E ==<br />
{{lex|E-UNI|[[EVE University]] (corporate ticker)}}<br />
{{lex|EANM|Energized Adaptive Nano Membrane (see [[Tanking]])}}<br />
{{lex|ECM|[[Electronic Countermeasures]]}}<br />
{{lex|ECCM|Electronic Counter-Countermeasures (see [[Electronic warfare]])}}<br />
{{lex|EFT|[https://forums.eveonline.com/default.aspx?g&#61;posts&t&#61;24359 EVE Fitting Tool]}}<br />
{{lex|EHP|Effective Hit Points (see [[Tanking]])}}<br />
{{lex|ENAM|Extremely common mis-acronymization of [[#EANM|EANM]]}}<br />
{{lex|EP|Escape point (see [[UniBombers]])}}<br />
{{lex|ET|1. [[#UTC|EVE time]]<br />
2. Energy Transfer (now called ''Remote Capacitor Transmitter''; see [[Logistics]])}}<br />
{{lex|ETA|Estimated time of arrival}}<br />
{{lex|EVE|[[EVE Online]]}}<br />
{{lex|EW/EWAR|[[Electronic warfare]]}}<br />
<br />
== F ==<br />
{{lex|Failcascade|Failure Cascade. The escalating collapse of a corporation or alliance in EVE, either though leadership problems or other issues.}}<br />
{{lex|FAX|[[Force Auxiliary]]}}<br />
{{lex|FC|Fleet Commander (see [[Fleet Command Guide]])}}<br />
{{lex|Flag|An engagement status caused by one or more illegal or semi-illegal activities. (see [[Timers]])}}<br />
{{lex|Flashy|Being flagged as a legitimate target, or used as noun to describe a pilot that has been flagged, either by having a security status of -5.0 or below ("permaflashy"), from committing Suspect or Criminal actions, being a war target, or being flagged in a Limited Engagement. See also: [[Timers#Legality_Timers|Legality Timers]].}}<br />
{{lex|Flip|[[Can Flipping]]}}<br />
{{lex|Flytrap|An armed [[#POS|POS]] that has no force field to appear offline to unsuspecting prey}}<br />
{{lex|Freeport|1. A dockable structure owned by a player corporation that has chosen to allow docking to all players.<br />
2. Freeport Mode, a feature of [https://support.eveonline.com/hc/en-us/articles/203649402-Station-Freeport-Mode outposts]}}<br />
{{lex|Frogs |Slightly derogatory term for Gallente [[Factional Warfare]] pilots. See also: [[#Squids|Squids]].}}<br />
{{lex|FW|[[Factional Warfare]]}}<br />
<br />
== G ==<br />
{{lex|Gank|Destroyed suddenly or quickly, usually by a much more powerful opponent}}<br />
{{lex|Gate|1. [[#Stargate|Stargate]]<br />
2. Acceleration Gate}}<br />
{{lex|GCC|Short for "Global Criminal Countdown", an outdated name for the [[Timers#Criminal Timer|criminal timer]].}}<br />
{{lex|GF|"Good fight". Usually said in local after a battle.}}<br />
{{lex|Gimp|To make a certain setup or attribute ineffective. Extreme version of [[#Nerf|Nerf]].}}<br />
{{lex|Grid|A discrete section of space generated by the presence of objects in space. (see [[Grid manipulation]])}}<br />
{{lex|Grid Fu|See [[Grid Manipulation]].}}<br />
{{lex|GSC|Giant Secure Container}}<br />
{{lex|Gyro|Gyrostabilizer (see [[Turret damage]])}}<br />
<br />
<br />
== H ==<br />
{{lex|HAC|[[Heavy Assault Cruiser]]}}<br />
{{lex|HAM|Heavy Assault Missiles (see [[Missiles]])}}<br />
{{lex|Hardpoint|A ship attribute that determines the number of missile launchers or turrets that can be fitted}}<br />
{{lex|Hard skills|[[Skills and Learning|Skills]] trained by characters (as opposed to [[#Soft skills|soft skills]]).}}<br />
{{lex|Hic/Hictor|[[Heavy Interdiction Cruiser]]}}<br />
{{lex|HOC|"Hold on contact"}}<br />
{{lex|HP|Hit points (see [[Tanking]])}}<br />
{{lex|HS|[[System_security#High_Security|High Security]] space}}<br />
{{lex|HUD|Heads Up Display}}<br />
{{lex|Huffing|[[Gas cloud harvesting]]}}<br />
<br />
== I ==<br />
{{lex|Indy|[[Industrial]]}}<br />
{{lex|Injector|[[Skill trading#Skill Injectors|Skill Injector]]}}<br />
{{lex|Insta-undock|A method of safely undocking from a station by immediately warping to a [[bookmark]] directly off of the undock point. (see [[Bookmarks#Instant warp-out|Bookmarks]])}}<br />
{{lex|Inty|[[Interceptor]]}}<br />
{{lex|IPH|ISK per hour (also ISK/hr)}}<br />
{{lex|IRL|"In real life"}}<br />
{{lex|ISK|Inter Stellar Kredits, the in-game currency of EVE Online. (Also the currency code of the Icelandic króna.)}}<br />
{{lex|iStab|Inertial Stabilizers (see [[Propulsion equipment]])}}<br />
{{lex|Ivy League|[[Ivy League]], the alliance of [[EVE University]]}}<br />
<br />
== J ==<br />
{{lex|Jam|The act of using ECM modules to jam the targeting systems of a ship. (see [[Electronic Countermeasures]])}}<br />
{{lex|Jetcan|A temporary container created when jettisoning something from a cargo hold}}<br />
{{lex|JC|[[Jump clone]]}}<br />
{{lex|JJJ|"Jump, Jump, Jump", a common movement order in [[The_Rookie's_Guide_to_Fleet_Ops|fleets]]}}<br />
{{lex|JOC|"Jump on contact", a common movement order in [[The_Rookie's_Guide_to_Fleet_Ops|fleets]]}}<br />
{{lex|Jump|The act of moving between two solar systems}}<br />
<br />
== K ==<br />
{{lex|K Space|[[System_Security#Known_Space|Known space]]}}<br />
{{lex|Kitchen Sink|A fleet without a clear unifying [[#Doctrine|doctrine]].}}<br />
{{lex|Kite/Kiting|Keeping your distance from shorter-ranged enemies, allowing you to damage them without letting them damage you.}}<br />
<br />
== L ==<br />
{{lex|LAR|Large Armor Repairer (see [[Tanking]])}}<br />
{{lex|LML|Light Missile Launcher (see [[Missiles]])}}<br />
{{lex|Logi|Logistics ships (see [[Guide to Logistics]])}}<br />
{{lex|Loot|The contents of a destroyed ship, which are left behind in a container when the ship is destroyed.}}<br />
{{lex|Locust|A group of pilots running missions in one large fleet (see [[Mission_Fleets#Locust_Fleet|Locust Fleet]])}}<br />
{{lex|LP|[[Loyalty Points]]}}<br />
{{lex|LSB|Large Shield Booster (see [[Tanking]])}}<br />
{{lex|LSC|[[LSC|Low Sec Campus]]}}<br />
{{lex|LSE|Large Shield Extender (see [[Tanking]])}}<br />
<br />
== M ==<br />
{{lex|MAPC|Micro Auxiliary Power Core (see [[Fitting Guidelines]])}}<br />
{{lex|Macro mining|The illegal use of 3rd party scripts to automate the mining process}}<br />
{{lex|MAR|Medium Armor Repairer (see [[Tanking]])}}<br />
{{lex|ME|Material Efficiency (see [[Blueprints]])}}<br />
{{lex|Merc/Mercenary|A player or corporation that takes contracts to kill, wardec and perform other hostile actions for ISK.}}<br />
{{lex|Meta|1. Meta level (see [[Techs, Tiers and Meta levels]])<br />
2. To replace a module with a another module of the same type but with a different meta level (see [[Techs, Tiers and Meta levels]])<br>3. Common or popular ships, fittings, and doctrines<br>4. Examination of a game from an outside perspective}}<br />
{{lex|Metagaming|Taking actions beyond the confines of the game universe to gain an advantage.}}<br />
{{lex|MFS|Magnetic Field Stabilizer (see [[Turret damage]])}}<br />
{{lex|Mins|Minerals (see [[Mining]])}}<br />
{{lex|MJD|[[Micro_jump_drive|Micro Jump Drive]]}}<br />
{{lex|MJFG|[[Destroyers#Command_Destroyers|Micro Jump Field Generator]]}}<br />
{{lex|MLU|Mining Laser Upgrade (see [[Mining]])}}<br />
{{lex|Mods|[[Modules]]}}<br />
{{lex|MSE|Medium Shield Extender (see [[Tanking]])}}<br />
{{lex|MTU|[[Mobile Structures#Mobile Tractor Unit|Mobile Tractor Unit]]}}<br />
{{lex|Multiboxing|Playing with two (or more) characters simultaneously}}<br />
{{lex|MW|Megawatt, a unit of measurement used to describe a ship's powergrid output (see [[Fitting Guidelines]])}}<br />
{{lex|MWD|Microwarpdrive (see [[Propulsion equipment#Microwarpdrives|Propulsion equipment]])}}<br />
<br />
== N ==<br />
{{lex|Nano|Nanofiber Internal Structure (see [[Propulsion equipment]])}}<br />
{{lex|NBSI|"Not blue, shoot it" (see [[Rules of Engagement]])}}<br />
{{lex|Nerf|To reduce the stats or effectiveness of something. Opposite of [[Buff]]. See also: [[Gimp]].}}<br />
{{lex|Neut|Energy Neutralizer (see [[Capacitor warfare]])}}<br />
{{lex|Newbro|A term of endearment for a new or inexperienced player.}}<br />
{{lex|Noob|Somewhat derogatory term used to refer to new, younger, or inexperienced players. See also: [[#Newbro|Newbro]]}}<br />
{{lex|NOP|Noobs on Patrol}}<br />
{{lex|NOS|Nosferatu (see [[Capacitor warfare]])}}<br />
{{lex|NPC|Non-player character}}<br />
{{lex|NPSI|"Not purple, shoot it" (see [[Rules of Engagement]])}}<br />
{{lex|NRDS|"Not red, don't shoot" (see [[Rules of Engagement]])}}<br />
{{lex|NSC|[[NSC|Null Sec Campus]]}}<br />
<br />
== O ==<br />
{{lex|Omni Tank|A tank effective against all 4 damage types (see [[Tanking]])}}<br />
{{lex|OMW|"On my way"}}<br />
{{lex|OOC|1. Out of Corporation<br />
2. Out of character}}<br />
{{lex|Op/Ops|Operation(s)}}<br />
{{lex|OP|Overpowered}}<br />
{{lex|OpSec|Operational Security (see [[Operational Security Policy]])}}<br />
{{lex|ORE|[[Outer Ring Excavations]]}}<br />
{{lex|Outlaw|A pilot with a [[Security Status Details|security status]] of -5 or less.}}<br />
<br />
== P ==<br />
{{lex|Painter|Target Painter (see [[Electronic warfare]])}}<br />
{{lex|Passive Module|A ship [[module]] which does not need to be manually activated. (see [[Modules]])}}<br />
{{lex|PDS|Power Diagnostic System (see [[Fitting Guidelines]])}}<br />
{{lex|Pew Pew|Common term for [[combat]], based on the noises made by the weapons.}}<br />
{{lex|PG|Power Grid (see [[Fitting Guidelines]])}}<br />
{{lex|PI|[[Planetary Interaction]]}}<br />
{{lex|Picket|A ship placed outside of tactical locations such as gates and stations to watch for enemy activity}}<br />
{{lex|Piracy|The act of engaging in PvP for profit}}<br />
{{lex|PL|Pandemic Legion, a well-known nullsec alliance}}<br />
{{lex|Plex|1. Complex (see [[Cosmic Anomalies]], [[Cosmic Signatures]])<br />
2. [[Pilot's License Extension]] (PLEX)}}<br />
{{lex|PLEX Tanking|Sarcastic term for transporting [[PLEX]] through space, usually with a ship not usually used for hauling}}<br />
{{lex|Pocket|Alternate term for an area of [[#Deadspace|deadspace]]}}<br />
{{lex|POCO|Player-owned [[#Customs Office|Customs Office]]}}<br />
{{lex|Pod|[[#Capsule|Capsule]]}}<br />
{{lex|Podding|The act of destroying a player's [[#Capsule|pod]].}}<br />
{{lex|Pod Express|A quick method of travelling to a player's [[clones|home station]] by self-destructing their [[#Capsule|capsule]].}}<br />
{{lex|Pod Killing|See [[#Podding|Podding]]}}<br />
{{lex|Point|1. A Warp Disruptor or Warp Scrambler (see [[Warp disruption]])<br />
2. The act of using targeted warp disruption on a ship (see [[Tackling]])}}<br />
{{lex|POS|[[Player-owned starbases|Player-owned starbase]]}}<br />
{{lex|Prop Mod|Propulsion module (see [[Propulsion equipment]])}}<br />
{{lex|Pubbie|A derogatory term used by some players to refer to others outside their own group}}<br />
{{lex|PvE|Player versus Environment}}<br />
{{lex|PvP|Player versus Player}}<br />
<br />
== Q ==<br />
{{lex|QQ|Cry / Crying}}<br />
{{lex|QRF|Short for "Quick Response Fleet", a short-term fleet to respond to imminent threats}}<br />
<br />
== R ==<br />
{{lex|Rat|Hostile [[#NPC|NPC]]}}<br />
{{lex|Ratting|The act of hunting hostile [[#NPC|NPCs]] pirates}}<br />
{{lex|RCU|Reactor Control Unit (see [[Fitting Guidelines]])}}<br />
{{lex|Red Box|The state of being both targeted and subjected to hostile action by a player or NPC}}<br />
{{lex|Refine|Reprocess (see [[Mining]])}}<br />
{{lex|Reinforce|A temporary invulnerable state entered by some structures after taking a certain amount of damage, allowing the owners time to form a response fleet.}}<br />
{{lex|Rep|Repair (see [[Tanking]], [[Guide to Logistics]])}}<br />
{{lex|Resebo|Remote Sensor Booster (see [[Electronic warfare]])}}<br />
{{lex|RF|1. [[#Reinforce|Reinforce]]<br />
2. "Republic Fleet", usually seen as a [[Techs,_Tiers_and_Meta_levels#Faction_.28Meta_6-12.29|faction module]] prefix.}}<br />
{{lex|RL|Real Life}}<br />
{{lex|RLML|Rapid Light Missile Launcher (see [[Missiles]])}}<br />
{{lex|RoE|[[Rules of Engagement]]}}<br />
{{lex|RoF|"Rate of fire" (see [[Turrets]], [[Missiles]])}}<br />
{{lex|Roles|Specific access and [[corporation]] management rights authorized to individual pilots (in E-UNI, usually as part of a [[Titles_Within_Eve_University|title]] or management position).}}<br />
{{lex|RR|Remote repair (see [[Guide to Logistics]])}}<br />
{{lex|RvB|[https://rvbeve.com/forums/index.php?/portal/ Red vs Blue]}}<br />
<br />
== S ==<br />
{{lex|Safety|Ship setting that helps prevent accidental acts of aggression that would cause the pilot to otherwise gain the Criminal or Suspect flags. (see [[Timers]])}}<br />
{{lex|SAR|Small Armor Repairer (see [[Tanking]])}}<br />
{{lex|SB|1. [[Stealth Bomber]]<br />
2. [[Smartbomb]]<br>3. [[Electronic warfare|Sensor Booster]]}}<br />
{{lex|SC|1. Squad Commander (see [[Fleet Command Guide]])<br />
2. Shared Can (see [[Mining fleets]])}}<br />
{{lex|Scram|Warp scrambler (see [[Warp disruption]])}}<br />
{{lex|Sebo|[[Sensor Booster]]}}<br />
{{lex|Sec|1. [[Security status]]<br />
2. [[System security]]}}<br />
{{lex|Sensor Overlay|The automatically scanned overlay that activates upon entering a new solar system or undocking. The Sensor Overlay shows the location of landmarks, [[bookmarks]], and [[Cosmic Signatures]] / [[Cosmic Anomalies|Anomalies]] in space. See also: [[Odyssey#Discovery_Scanner|Odyssey]].}}<br />
{{lex|Sisi |[[Singularity]]}}<br />
{{lex|Six|In any lists, the sixth item is commonly omitted in reference to a '''Monty Python''' sketch ("Australian University of Woolloomooloo")}}<br />
{{lex|SKIN |Super Kerr-Induced Nanocoatings, items which apply cosmetic changes (e.g. different colours) to ships.}}<br />
{{lex|Slow-boat|(also "slowboat") Moving in space at sub-warp velocities}}<br />
{{lex|Smack talk|Talking trash, taunting, or annoying people in local chat. University members are expected [[EVE University Rules|to steer clear]].}}<br />
{{lex|Soft skills|Skills learned by players through experience or study, as opposed to [[#Hard skills|hard skills]].}}<br />
{{lex|SOP|Standard Operating Procedures}}<br />
{{lex|SP|Skill Points (see [[Skills and Learning]])}}<br />
{{lex|Spiraling|The act of manually approaching a target via a continuously diagonal vector. See [[Manual Piloting]].}}<br />
{{lex|SPR|Shield Power Relay (see [[Tanking]])}}<br />
{{lex|Squids |Slightly derogatory name for Caldari [[Factional Warfare]] pilots. See also: [[#Frogs|Frogs]].}}<br />
{{lex|SRP|[[Ship Replacement Program]]}}<br />
{{lex|SSE|Small Shield Extender (see [[Tanking]])}}<br />
{{lex|Stab|Warp Core Stabilizer (see [[Fitting Guidelines]])}}<br />
{{lex|Stargate|Large structure in space which most ships must use to [[#Jump|travel]] between solar systems.}}<br />
{{lex|Stront|[[POS_Warfare#Strontium_Clathrates|Strontium Clathrates]]}}<br />
{{lex|Suicide Gank|A common technique in [[System_security#High_Security|High Security]] space where the attacking pilot attempts to kill the target before the [[CONCORD]] response team arrives}}<br />
{{lex|Supercap|Supercapital ship, either a [[supercarrier]] or [[titan]].}}<br />
<br />
== T ==<br />
{{lex|Tack|A hyphen ('<big>-</big>') (used for clarity when speaking)}}<br />
{{lex|TC|Tracking Computer (see [[Turrets]])}}<br />
{{lex|TD|Tracking Disruptor (see [[Electronic warfare]])}}<br />
{{lex|TE|1. Tracking Enhancer (see [[Turrets]])<br />
2. Time Efficiency (see [[Blueprints]])}}<br />
{{lex|TF|Teraflops, a unit used to measure a ship's CPU}}<br />
{{lex|Tick|1. [[Server tick]]<br />
2. Bounty payouts per 20 minutes}}<br />
{{lex|TiDi|[[Time Dilation]]}}<br />
{{lex|Tiericide|An ongoing rebalancing of ships in EVE according to roles rather than performance}}<br />
{{lex|TL|Tracking Link (now called ''Remote Tracking Computer''; see [[Electronic warfare]])}}<br />
{{lex|TLF|Tribal Liberation Force, the Minmatar [[Factional_Warfare#Joining_as_a_solo_player|Factional Warfare]] NPC corporation.}}<br />
{{lex|TP|Target Painter (see [[Electronic warfare]])}}<br />
{{lex|TQ|[[Tranquility]]}}<br />
{{lex|TS|TeamSpeak, a third-party VOIP software utility}}<br />
{{lex|T1|Tech 1 (stylized 'Tech I'; see [[Techs, Tiers and Meta levels]])}}<br />
{{lex|T2|Tech 2 (stylized 'Tech II'; see [[Techs, Tiers and Meta levels]])}}<br />
{{lex|T3|Tech 3 (stylized 'Tech III'; see [[Strategic Cruisers]], [[Tactical Destroyers]])}}<br />
<br />
== U ==<br />
{{lex|Unista|A member of [[EVE University]]}}<br />
{{lex|UTC|Universal Time, the server time for EVE}}<br />
<br />
== V ==<br />
{{lex|VNI|[[Vexor Navy Issue]]}}<br />
<br />
== W ==<br />
{{lex|Wardec|[[War Declaration]]}}<br />
{{lex|Warp bubble|A spherical area of space the prevents ships within it from warping, and forcibly pulls in inbound warping ships.}}<br />
{{lex|WC|Wing Commander (see [[Fleet Command Guide]])}}<br />
{{lex|WCS|Warp Core Stabilizer (see [[Fitting Guidelines]])}}<br />
{{lex|Web|Stasis Webifier (see [[Tackling Guide]])}}<br />
{{lex|WH|[[Wormhole]]}}<br />
{{lex|WHC|[[WHC|Worm Hole Campus]]}}<br />
{{lex|WL|Wait List (see [[Incursions]])}}<br />
{{lex|W Space|[[Wormhole Space]]}}<br />
{{lex|WSOP|Wartime Standard Operating Procedures}}<br />
{{lex|WT|War Target (see [[War Declaration]])}}<br />
<br />
== X ==<br />
{{lex|X up|A method of indicating availability for a given task. If an "x up" for an activity or volunteer role is recommended, pilots interested should simply post "x" in the chat channel indicated, optionally followed by additional info as requested.}}<br />
<br />
== Y ==<br />
{{lex|Yellow Box|Being targeted by someone, or to target someone, without also being the subject of hostile action.}}<br />
{{lex|Yulai Convention|The Yulai Convention is an [[Roleplay|RP]] term for a number of game mechanics and systems within EVE.}}<br />
<br />
== Z ==<br />
{{lex|Zero Zero|Null security space (see [[System security]])}}<br />
[[Category:Getting Started]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=User:Noemie_belacqua/Sandbox3&diff=121306User:Noemie belacqua/Sandbox32017-05-05T09:14:14Z<p>Noemie belacqua: </p>
<hr />
<div>'''Electronic warfare resistance''' and '''remote assistance impedance''' are a class of attributes that reduce the effectiveness of [[electronic warfare]] and [[remote assistance]] modules. They comes in many shapes and forms, some through innate ship bonuses or tactical modes, others through special modules. <br />
<br />
== Resistances and impedances ==<br />
On a basic level, the difference between resistances and impedances is that:<br />
* Resistances help you by making hostile effects (such as electronic warfare) less effective<br />
* Impedances make friendly effects (such as remote assistance) less effective. <br />
<br />
There are a variety of attributes that affects the effectiveness of electronic warfare and remote assistance.<br />
{| class="wikitable sortable"<br />
! style="background-color:#222222;" | Type<br />
! style="background-color:#222222;" | Attribute<br />
! style="background-color:#222222;" | Effect<br />
|-<br />
| nowrap | [[Electronic warfare]]<br />
| nowrap | {{icon|remote sensor booster|24}} Sensor Dampener Resistance<br>{{icon|remote sensor booster|24}} Sensor Warfare Resistance<small>&nbsp;<ref>This {{co|crimson|does not}} include {{icon|ecm|18}}'''ECM Resistance'''.</ref></small><br />
| Reduces the effect of hostile {{icon|sensor damp|24}} {{co|coral|Remote Sensor Dampeners}}.<br />
|-<br />
| nowrap | [[Remote assistance]]<br />
| nowrap | {{icon|remote sensor booster|24}} Remote Assistance Impedance<small>&nbsp;<ref>This {{co|crimson|does not}} include {{icon|remote armor repair|18}} '''Remote Logistics'''.</ref></small><br>{{icon|remote sensor booster|24}} Remote Electronic Assistance Impedance<br />
| Reduces the effect of {{icon|remote sensor booster|24}} {{co|coral|Remote Sensor Boosters}} and {{icon|remote tracking computer|24}}{{co|coral|Remote Tracking Computers}}.<br />
|-<br />
| nowrap | [[Electronic warfare]]<br />
| nowrap | {{icon|tracking|24}} Weapon Disruption Resistance<br />
| Reduces the penalty from {{icon|tracking|24}} {{co|coral|Weapon Disruption}}<small>&nbsp;<ref name="wd">The {{icon|tracking|18}} {{co|coral|Weapon Disruption Resistance}} applies to both {{icon|turret new|18}} {{co|coral|Turret Disruption}} and {{icon|missile new|18}} {{co|coral|Missile Disruption}}.</ref></small>.<br />
|-<br />
| nowrap | [[Remote assistance]]<br />
| nowrap | {{icon|armour repair|24}} Remote Repair Impedance<br>{{icon|armour repair|24}} Remote Logistics Impedance<br />
| Reduces the repaired amount from {{icon|remote hull repair|24}} {{co|coral|Remote Hull Repairs}}, {{icon|armour repair|24}} {{co|coral|Remote Armor Repairs}} and {{icon|remote shield booster|24}} {{co|coral|Remote Shield Boosters}}.<br />
|-<br />
| nowrap | [[Electronic warfare]]<br />
| nowrap | {{icon|ecm|24}} ECM Resistance<br />
| Additional chance to avoid being affected by {{icon|ecm|24}}{{co|coral|ECM Jamming}}<small>&nbsp;<ref>The {{icon|ecm|18}}{{co|coral|ECM Resistance}} is separate from regular ECCM-mechanics, see [[#Resistances|resistances]] below).</ref></small><br />
|-<br />
| nowrap | [[Electronic warfare]]<br />
| nowrap | {{icon|velocity|24}} Stasis Webifier Resistance<br />
| Reduces the slowdown effect of hostile {{icon|web|24}} {{co|coral|Stasis Webifiers}}.<br />
|-<br />
| nowrap | [[Command Burst]]<br />
| nowrap | [[image:Icon electronic hardening.png|24px|link=]] Electronic Hardening<br />
| Reduces the effect of hostile {{icon|remote sensor booster|24}} {{co|coral|Remote Sensor Dampeners}} and {{icon|tracking|24}} {{co|coral|Weapon Disruption}}<small>&nbsp;<ref name="wd" /></small>.<br />
|-<br />
| nowrap | [[Electronic warfare]]<br />
| nowrap | {{icon|powergrid|24}} Capacitor Warfare Resistance<br />
| Reduces the capacitor drained by hostile {{icon|neut|24}} {{co|coral|Energy Neutralizers}} and {{icon|energy vampire|24}} {{co|coral|Energy Vampires}}.<br />
|}<br />
<small><references/></small><br />
==== Examples ====<br />
Below are some examples of ships, modules or scripts with such resistances and impedances:<br />
{| style="padding:0px;"<br />
| valign="top" | [[image:show_info_ewar_resistance.png|thumb|240px|The [[Confessor]] and other tactical destroyers have the information in the '''Traits''' tab as it's not always applied to the ship depending on their tactical mode.]]<br />
| valign="top" | [[image:show_info_ewar_resistance2.png|240px|thumb|For ships like the [[Avatar]] and other titans, the effect is always there and can also be found in the '''Attributes''' tab.]]<br />
| valign="top" | [[image:show_info_ewar_resistance3.png|240px|thumb|Modules like the {{co|coral|Siege Module II}} and {{co|coral|Triage Module II}} also apply certain bonuses and drawbacks in the form of resistances and impedances, which you can seen under the '''Attributes''' tab.]]<br />
| valign="top" | [[image:show_info_ewar_resistance4.png|240px|thumb|The {{co|coral|Electronic Hardening Charge}} (used in '''Information Command Burst''' modules) will not only boost your sensor strength, but also give the recipient a moderate electronic warfare resistance to '''remote sensor dampening''' and '''weapon disruption'''.]]<br />
|}<br />
== Understanding the values ==<br />
As with many attributes or bonuses, it can sometimes be difficult to understand how their effects are calculated. Sometimes attributes that are very similar in name, have the same functions, sometimes they do not. Sometimes the same type of effect can be shown as both a positive or a negative bonus, while functioning the same in the end.<br />
<br />
==== Resistances ====<br />
'''Resistances''' are often presented as negative bonus values, ranging from -0 down to -100%. The value represents how much of the effect is removed, so a {{co|crimson|-70% resistance bonus}} reduces the effectiveness of electronic warfare by 70%. This attribute can sometimes be presented as a positive bonus value (for example in the traits tab of a tactical destroyer). The bonus works the same though, despite it being a positive number, in that the {{co|lightgreen|+66.6% resistance bonus}} reduces electronic warfare effectiveness (in this case, weapon disruption and sensor dampening) by 66.6%.<br />
<br />
===== ECM Resistance =====<br />
'''ECM Resistance''' works differently from other electronic warfare resistances, in that they give a chance at avoiding the effect of enemy [[Electronic Countermeasures|ECM jammers]]. This can best be explained as a flat ''"chance to fail"'' that is checked before anything else. This is an exception to how all the other resistances work due to the fact that a ship cannot be partially jammed. An {{icon|ecm|18}}'''ECM Resistance''' bonus of {{co|lightgreen|100%}} means they cannot be jammed at all; the ECM module will simply not activate on the target. This can be a useful method in PvP to verify that a certain ship has entered [[Fitting_Modules_and_Rigs_Guide#Siege_Modules|triage or siege mode]]. A partial bonus of {{co|lightgreen|50%}} would first roll the 50% chance of simply resisting the jamming effect right away, failing that it would then proceed to [[Electronic Countermeasures#How does ECM work.3F|check]] whether the ECM strength of the hostile jammer is enough to overcome the sensor strength of the target.<br />
<br />
Worth noting is that partial ECM resistance is currently a theoretical scenario described in the [https://community.eveonline.com/news/dev-blogs/reworking-capital-ships-and-thus-it-begins/ Reworking Capital Ships: And thus it begins!&nbsp;] devblog; there are currently no such semi-resistance bonuses in the game, just 100% bonuses giving full immunity through '''Siege''', '''Triage''' and '''Bastion''' modules.<br />
<br />
==== Impedances ====<br />
'''Impedances''' are also presented as either positive bonuses (often in the case for ships' innate '''impedance''' values) or negative bonuses (commonly done for '''impedance bonuses''' from modules). If the value is a negative value, like a {{co|crimson|-60% impedance bonus}}, it means that any incoming remote assistance of that kind is reduced by 60%. If the value is a positive {{co|lightgreen|+80% impedance bonus}} it means that they will lose 80% of the positive effect of the remote assistance, in effect only gaining 20% of it.<br />
<br />
[[Category:Game mechanics]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=User:Noemie_belacqua/Sandbox3&diff=121305User:Noemie belacqua/Sandbox32017-05-05T09:13:58Z<p>Noemie belacqua: </p>
<hr />
<div>'''Electronic warfare resistance''' and '''remote assistance impedance''' comes in many shapes and forms, some through innate ship bonuses or tactical modes, others through special modules. It is an attribute that reduces the effectiveness of [[electronic warfare]] and [[remote assistance]] modules.<br />
<br />
== Resistances and impedances ==<br />
On a basic level, the difference between resistances and impedances are that resistances help you by making hostile effects (like electronic warfare) less effective, while impedances make friendly (such as remote assistance) effects less effective.<br />
<br />
There are a variety of attributes that affects the effectiveness of electronic warfare and remote assistance.<br />
{| class="wikitable sortable"<br />
! style="background-color:#222222;" | Type<br />
! style="background-color:#222222;" | Group<br />
! style="background-color:#222222;" | Effect<br />
|-<br />
| nowrap | [[Electronic warfare]]<br />
| nowrap | {{icon|remote sensor booster|24}} Sensor Dampener Resistance<br>{{icon|remote sensor booster|24}} Sensor Warfare Resistance<small>&nbsp;<ref>This {{co|crimson|does not}} include {{icon|ecm|18}}'''ECM Resistance'''.</ref></small><br />
| Reduces the effect of hostile {{icon|sensor damp|24}} {{co|coral|Remote Sensor Dampeners}}.<br />
|-<br />
| nowrap | [[Remote assistance]]<br />
| nowrap | {{icon|remote sensor booster|24}} Remote Assistance Impedance<small>&nbsp;<ref>This {{co|crimson|does not}} include {{icon|remote armor repair|18}} '''Remote Logistics'''.</ref></small><br>{{icon|remote sensor booster|24}} Remote Electronic Assistance Impedance<br />
| Reduces the effect of {{icon|remote sensor booster|24}} {{co|coral|Remote Sensor Boosters}} and {{icon|remote tracking computer|24}}{{co|coral|Remote Tracking Computers}}.<br />
|-<br />
| nowrap | [[Electronic warfare]]<br />
| nowrap | {{icon|tracking|24}} Weapon Disruption Resistance<br />
| Reduces the penalty from {{icon|tracking|24}} {{co|coral|Weapon Disruption}}<small>&nbsp;<ref name="wd">The {{icon|tracking|18}} {{co|coral|Weapon Disruption Resistance}} applies to both {{icon|turret new|18}} {{co|coral|Turret Disruption}} and {{icon|missile new|18}} {{co|coral|Missile Disruption}}.</ref></small>.<br />
|-<br />
| nowrap | [[Remote assistance]]<br />
| nowrap | {{icon|armour repair|24}} Remote Repair Impedance<br>{{icon|armour repair|24}} Remote Logistics Impedance<br />
| Reduces the repaired amount from {{icon|remote hull repair|24}} {{co|coral|Remote Hull Repairs}}, {{icon|armour repair|24}} {{co|coral|Remote Armor Repairs}} and {{icon|remote shield booster|24}} {{co|coral|Remote Shield Boosters}}.<br />
|-<br />
| nowrap | [[Electronic warfare]]<br />
| nowrap | {{icon|ecm|24}} ECM Resistance<br />
| Additional chance to avoid being affected by {{icon|ecm|24}}{{co|coral|ECM Jamming}}<small>&nbsp;<ref>The {{icon|ecm|18}}{{co|coral|ECM Resistance}} is separate from regular ECCM-mechanics, see [[#Resistances|resistances]] below).</ref></small><br />
|-<br />
| nowrap | [[Electronic warfare]]<br />
| nowrap | {{icon|velocity|24}} Stasis Webifier Resistance<br />
| Reduces the slowdown effect of hostile {{icon|web|24}} {{co|coral|Stasis Webifiers}}.<br />
|-<br />
| nowrap | [[Command Burst]]<br />
| nowrap | [[image:Icon electronic hardening.png|24px|link=]] Electronic Hardening<br />
| Reduces the effect of hostile {{icon|remote sensor booster|24}} {{co|coral|Remote Sensor Dampeners}} and {{icon|tracking|24}} {{co|coral|Weapon Disruption}}<small>&nbsp;<ref name="wd" /></small>.<br />
|-<br />
| nowrap | [[Electronic warfare]]<br />
| nowrap | {{icon|powergrid|24}} Capacitor Warfare Resistance<br />
| Reduces the capacitor drained by hostile {{icon|neut|24}} {{co|coral|Energy Neutralizers}} and {{icon|energy vampire|24}} {{co|coral|Energy Vampires}}.<br />
|}<br />
<small><references/></small><br />
==== Examples ====<br />
Below are some examples of ships, modules or scripts with such resistances and impedances:<br />
{| style="padding:0px;"<br />
| valign="top" | [[image:show_info_ewar_resistance.png|thumb|240px|The [[Confessor]] and other tactical destroyers have the information in the '''Traits''' tab as it's not always applied to the ship depending on their tactical mode.]]<br />
| valign="top" | [[image:show_info_ewar_resistance2.png|240px|thumb|For ships like the [[Avatar]] and other titans, the effect is always there and can also be found in the '''Attributes''' tab.]]<br />
| valign="top" | [[image:show_info_ewar_resistance3.png|240px|thumb|Modules like the {{co|coral|Siege Module II}} and {{co|coral|Triage Module II}} also apply certain bonuses and drawbacks in the form of resistances and impedances, which you can seen under the '''Attributes''' tab.]]<br />
| valign="top" | [[image:show_info_ewar_resistance4.png|240px|thumb|The {{co|coral|Electronic Hardening Charge}} (used in '''Information Command Burst''' modules) will not only boost your sensor strength, but also give the recipient a moderate electronic warfare resistance to '''remote sensor dampening''' and '''weapon disruption'''.]]<br />
|}<br />
== Understanding the values ==<br />
As with many attributes or bonuses, it can sometimes be difficult to understand how their effects are calculated. Sometimes attributes that are very similar in name, have the same functions, sometimes they do not. Sometimes the same type of effect can be shown as both a positive or a negative bonus, while functioning the same in the end.<br />
<br />
==== Resistances ====<br />
'''Resistances''' are often presented as negative bonus values, ranging from -0 down to -100%. The value represents how much of the effect is removed, so a {{co|crimson|-70% resistance bonus}} reduces the effectiveness of electronic warfare by 70%. This attribute can sometimes be presented as a positive bonus value (for example in the traits tab of a tactical destroyer). The bonus works the same though, despite it being a positive number, in that the {{co|lightgreen|+66.6% resistance bonus}} reduces electronic warfare effectiveness (in this case, weapon disruption and sensor dampening) by 66.6%.<br />
<br />
'''ECM Resistance''' works differently from other electronic warfare resistances, in that they give a chance at avoiding the effect of enemy ECM jammers. This can best be explained as a flat ''"chance to fail"'' that is checked before anything else. This is an exception to how all the other resistances work due to the fact that a ship cannot be partially jammed. An {{icon|ecm|18}}'''ECM Resistance''' bonus of {{co|lightgreen|100%}} means they cannot be jammed at all, the ECM module will simply not activate on the target. This can be a useful method in PvP to verify that a certain ship has entered [[Fitting_Modules_and_Rigs_Guide#Siege_Modules|triage or siege mode]]. A partial bonus of {{co|lightgreen|50%}} would first roll the 50% chance of simply resisting the jamming effect right away, failing that it would then proceed to check whether the ECM strength of the hostile jammer is enough to overcome the sensor strength of the target.<br />
<br />
Worth noting is that partial ECM resistance is currently a theoretical scenario described in the [https://community.eveonline.com/news/dev-blogs/reworking-capital-ships-and-thus-it-begins/ Reworking Capital Ships: And thus it begins!&nbsp;] devblog, there are currently no such semi-resistance bonuses in the game, just 100% bonuses giving full immunity through '''Siege''', '''Triage''' and '''Bastion''' modules.<br />
<br />
==== Impedances ====<br />
'''Impedances''' are also presented as either positive bonuses (often in the case for ships' innate '''impedance''' values) or negative bonuses (commonly done for '''impedance bonuses''' from modules). If the value is a negative value, like a {{co|crimson|-60% impedance bonus}}, it means that any incoming remote assistance of that kind is reduced by 60%. If the value is a positive {{co|lightgreen|+80% impedance bonus}} it means that they will lose 80% of the positive effect of the remote assistance, in effect only gaining 20% of it.<br />
<br />
[[Category:Game mechanics]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=EVE_Lexicon&diff=120393EVE Lexicon2017-04-24T07:26:33Z<p>Noemie belacqua: Typo "be" --> "the"</p>
<hr />
<div>This page lists abbreviations and terms commonly used in EVE Online, aimed at new players and those unfamiliar with the terminology. Most of the terms listed here are universal across all of EVE players, but some may be relatively specialized to EVE University and may mean something slightly different to other corporations. If any of the terminology is unclear be sure to ask in-game or on the forums for more clarification.<br />
<br />
Use the selector below or simply use {{button|Ctrl}} + {{button|F}} to search for a specific word.<br />
__NOTOC__<br />
{| style="background-color:#222222; border:1px solid #582806;"<br />
| style="padding: 5px 10px 5px 10px;" | Quick sections: [[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]<br />
|}<br />
{|<br />
|-<br />
| colspan="2" |<br />
== # ==<br />
{{lex|o/|"Wave"}}<br />
{{lex|\o|"Wave back"}}<br />
{{lex|o7|"Salute"}}<br />
{{lex|7o|"Salute" (as performed by the Brave Newbies)}}<br />
{{lex|\o/|"Hurrah!"}}<br />
{{lex|*\o/*|"Cheerleader"}}<br />
{{lex|0.0|Nullsec (see [[System security]])}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== A ==<br />
|-<br />
{{lex|AAR|[[How_to_Properly_Form_a_Fleet#The_After_Action_Report|After Action Report]]}}<br />
{{lex|AB|Afterburner (see [[Propulsion equipment#Afterburners|Propulsion equipment]])}}<br />
{{lex|AC|Autocannon (see [[Turrets#Projectile turrets|Turrets]])}}<br />
{{lex|ACR| Ancillary Current Router (see [[Fitting Guidelines]])}}<br />
{{lex|Active Module| A module that must be manually activated by the player (see [[Module]])}}<br />
{{lex|AF|[[Assault Frigate]]}}<br />
{{lex|AFK|"Away from keyboard"}}<br />
{{lex|Aggro|[[Aggression]]}}<br />
{{lex|Align|To move in the direction of an object in space at 75% or more of max speed and within 5 degrees}}<br />
{{lex|Alliance|A group of [[Corporation]]s}}<br />
{{lex|Alt|[[Alternate characters|Alternate character]]}}<br />
{{lex|AMC|[[Amarr Mining Campus]]}}<br />
{{lex|Anomaly|[[Cosmic Anomaly]]}}<br />
{{lex|Anoms|[[Cosmic Anomaly|Cosmic Anomalies]]}}<br />
{{lex|Arby|[[Arbitrator]]}}<br />
{{lex|Arty|Artillery (see [[Turrets#Projectile turrets|Turrets]])}}<br />
{{lex|ASB|Ancillary Shield Booster (see [[Tanking]])}}<br />
{{lex|AU|Astronomical Unit, a unit of distance. 1 AU is the distance from the Sun to the Earth: 149,597,871&nbsp;km.}}<br />
{{lex|AUR|[[Aurum]]}}<br />
{{lex|Awox|To attack and destroy the ship of a pilot in the same player-run corporation without warning. (Derived from the name of the first widely known EVE pilot to do so)}}<br />
{{lex|AWU|{{sk|Advanced Weapon Upgrades|icon=yes}}}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== B ==<br />
|-<br />
{{lex|Bait| To expose a seemingly easy target in order to lure an enemy into committing to an engagement (see [[Baiting Guide]])}}<br />
{{lex|BB|[[Blackbird]]}}<br />
{{lex|BCS| Ballistic Control System (previously known as "Ballistic Control Unit"; see [[Missiles]])}}<br />
{{lex|BC|[[Battlecruiser]]}}<br />
{{lex|Bearing| See [[#Carebear|Carebear]]}}<br />
{{lex|Biomass|To permanently delete a character (see [[Biomassing a Pilot]])}}<br />
{{lex|Blob| A large fleet (or in some cases, any fleet larger than the speaker's). Generally used as a pejorative term, suggesting that members of that fleet are relying on numbers to win. May also be referred to as a "zerg". May also be used as a verb, for the act of winning a fight through numbers.}}<br />
{{lex|Blops|[[Black Ops]]}}<br />
{{lex|Bloodlines| A character's familial ancestry. There are three different bloodlines to choose from during [[Getting Started in EVE Online#Bloodline|character creation]] for each race.}}<br />
{{lex|Blue| A pilot, corporation, or alliance with positive standings. (see [[Rules of Engagement]])}}<br />
{{lex|BM|[[Bookmark]]}}<br />
{{lex|Bounce| To warp to a nearby celestial, player, or bookmark and back at a closer range to avoid having to [[#Slow-Boat|slow-boat]] to a target or destination.}}<br />
{{lex|BPC|Blueprint Copy (see [[Blueprints]])}}<br />
{{lex|BPO| Blueprint Original (see [[Blueprints]])}}<br />
{{lex|BR|[[Blockade Runner]], a class of fast industrial ships designed to carry moderate quantities of carry cargo through dangerous space.}}<br />
{{lex|BS|A common abbreviation for [[battleships]].}}<br />
{{lex|Bubble|[[#Warp bubble|Warp bubble]]}}<br />
{{lex|Buff| To increase the stats or effectiveness of something. Opposite of [[#Nerf|Nerf]].}}<br />
{{lex|Buffer|1. A method of tanking relying on having a large amount of hit points<br />
2. A pilot with a ship designed to provide [[#Buff|buffs]] to their fleet}}<br />
{{lex|Bump|The act of colliding with another vessel in space, causing it to bounce away.}}<br />
{{lex|BYOC| Bring Your Own Can, a mining fleet operation where you only receive boosts to mining, and you get to choose what you do with the ore. (see [[AMC]])}}<br />
{{lex|BYOM|[[BYOM Ship Production|Bring Your Own Minerals]]}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== C ==<br />
|-<br />
{{lex|Carebear|A contextually derogatory or affectionate term for players or pursuits which are not [[PvP]]-centric.}}<br />
{{lex|Camp| To hold location at a specific point waiting for targets, usually at a stargate or station.}}<br />
{{lex|Cap|Capacitor<br />
[[Capital ships|Capital ship]]}}<br />
{{lex|Cap Stable| When a ship recharges capacitor faster than its modules consume it, allowing all modules to remain active indefinitely.}}<br />
{{lex|Capsule| An egg-shaped apparatus used by pilots to interface with a ship.}}<br />
{{lex|Capsuleer| Human who pilots ships through the use of a [[#Capsule|capsule]] and has been rendered effectively immortal through cloning technology. In-game term for player characters.}}<br />
{{lex|Capital|1. [[Capital ship]]<br />
2. Money and infrastructure necessary for beginning and maintaining a business venture.}}<br />
{{lex|CCC| Capacitor Control Circuit (see [[Rigs]])}}<br />
{{lex|CNR|[[Raven Navy Issue]] (derived from "Caldari Navy Raven")}}<br />
{{lex|Concorded| Destroyed by [[CONCORD]]}}<br />
{{lex|Concordokken| The destruction of a ship by [[CONCORD]]}}<br />
{{lex|Convo|"Conversation"}}<br />
{{lex|Corp|[[Corporation]]}}<br />
{{lex|CovOps|[[Covert Ops]]}}<br />
{{lex|CPR| Capacitor Power Relay (see [[Capacitor recharge rate]])}}<br />
{{lex|CPU| Central Processing Unit (see [[Fitting Guidelines]])}}<br />
{{lex|CSAA| Capital Ship Assembly Array (see [[Player-owned starbases]])}}<br />
{{lex|CSM|[[Council of Stellar Management]]}}<br />
{{lex|CSPA| CONCORD Spam Prevention Act. A 'CSPA charge' is a small amount of ISK which is levied on communications such as conversations and mail, which acts as a deterrent to spam.}}<br />
{{lex|CTA|"Call to arms". An announcement of an alliance-wide combat operation, often involving simultaneous calls for support from an alliance's friends, usually made in response to a reinforcement timer for a valuable structure.}}<br />
{{lex|Curse of BWF| A widely held belief that any corporation or alliance which holds the BWF-ZZ system in the Geminate region will shortly [[#Failcascade|failscade]].}}<br />
{{lex|Customs Office| An orbital structure used to import and export goods to and from planets. (see [[Planetary Interaction]])}}<br />
{{lex|Cyno|Cynosural field (see [[Jump drives]])}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== D ==<br />
|-<br />
{{lex|Damage dealer| A ship whose primary role in a fleet is to deal damage.}}<br />
{{lex|Damp|[[EWar 101 Guide#Remote Sensor Dampening .28damps.2C RSD.29|Sensor dampening]]}}<br />
{{lex|DC|1. Damage Control (previously known as "Damage Control Unit"; see [[Tanking]])<br />
2. [[DC|Disconnect]]}}<br />
{{lex|DCU| Drone Control Unit, a now-defunct module that allowed [[carriers]] and [[supercarriers]] to control one additional drone. Removed in Citadel patch.}}<br />
{{lex|DD|1. [[#Damage dealer|Damage dealer]]<br />
2. [[Daredevil]]}}<br />
{{lex|Deadspace| A region of space typically accessed via acceleration gate which cannot be entered via normal warp. Commonly used for missions and complexes.}}<br />
{{lex| DecShield |[[DecShield|War Declaration Shield]]}}<br />
{{lex|Dessie/Dessi/Dessy|[[Destroyer]]}}<br />
{{lex|DGC|Defensive gate camp (See [[Gate camps]])}}<br />
{{lex|Dictor|[[Interdictor]]}}<br />
{{lex|Disco|A ship fitting which uses a large number of smartbombs, typically at least one of each damage type. Named for the graphical effects seen when they are fired.}}<br />
{{lex|Discovery Scanner| See [[#Sensor Overlay|Sensor Overlay]]}}<br />
{{lex|Domi|[[Dominix]]}}<br />
{{lex|DPS|Damage per second}}<br />
{{lex|Dread|[[Dreadnought]]}}<br />
{{lex|Dread bomb|The act of jumping a large number of insured dreadnoughts into a fight in order to escalate against enemy capital ships.}}<br />
{{lex|DScan|Directional Scanner: A device inherently built into all ships which can detect objects in space within a limited and modifiable direction and range. Can also be used as a verb to describe the act of using the directional scanner. See also: [[Directional Scanner Guide]].}}<br />
{{lex|DST| Deep Space Transport (see [[Industrials#Deep Space Transports|Deep Space Transports]])}}<br />
{{lex|DT|[[Server downtime]]}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== E ==<br />
|-<br />
{{lex|E-UNI|[[EVE University]] (corporate ticker)}}<br />
{{lex|EANM|Energized Adaptive Nano Membrane (see [[Tanking]])}}<br />
{{lex|ECM|[[Electronic Countermeasures]]}}<br />
{{lex|ECCM|Electronic Counter-Countermeasures (see [[Electronic warfare]])}}<br />
{{lex|EFT|[https://forums.eveonline.com/default.aspx?g&#61;posts&t&#61;24359 EVE Fitting Tool]}}<br />
{{lex|EHP|Effective Hit Points (see [[Tanking]])}}<br />
{{lex|EP| Escape point (see [[UniBombers]])}}<br />
{{lex|ETA|Estimated time of arrival.}}<br />
{{lex|EVE|[[EVE Online]]}}<br />
{{lex|EW/EWAR|[[Electronic warfare]]}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== F ==<br />
|-<br />
{{lex|Failcascade|Failure Cascade. The collapse of a corporation or alliance in EVE, either though leadership problems or other issues.}}<br />
{{lex|Faildec| A [[wardec]] where the corporation or alliance that issued the wardec refuses to undock or fight for the full duration of the war.}}<br />
{{lex|Failfit|A ship that is fit in a less than optimal way.}}<br />
{{lex|FAX|[[Force Auxiliary]]}}<br />
{{lex|FC|Fleet Commander (see [[Fleet Command Guide]])}}<br />
{{lex|Flag|An engagement status caused by one or more illegal or semi-illegal activities. (see [[Timers]])}}<br />
{{lex|Flashy|Being flagged as a legitimate target, or used as noun to describe a pilot that has been flagged, either by having a security status of -5.0 or below ("permaflashy"), from committing Suspect or Criminal actions, being a war target, or being flagged in a Limited Engagement. See also: [[Timers#Legality_Timers|Legality Timers]].}}<br />
{{lex|Flip|[[Can Flipping]]}}<br />
{{lex|Flytrap|An offensive setup POS which deliberately has no force field while it is online.}}<br />
{{lex|Freeport|1. A nullsec station owned by a player alliance where everybody is allowed to dock and use the services.<br />
2. Freeport Mode, a feature of [[Citadels]]}}<br />
{{lex| Frogs |Slightly derogatory term for Gallente [[Factional Warfare]] pilots. See also: [[#Squids|Squids]].}}<br />
{{lex|FW|[[Factional Warfare]]}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== G ==<br />
|-<br />
{{lex|Gank| Destroyed suddenly or quickly, usually by a much more powerful opponent}}<br />
{{lex|Gate|1. Stargate<br />
2. Acceleration Gate}}<br />
{{lex|GCC| Global Criminal Countdown (see [[Timers]])}}<br />
{{lex|GF|"Good fight". Usually said in local after a battle.}}<br />
{{lex|Gimp|To make a certain setup or attribute ineffective. Extreme version of [[#Nerf|Nerf]].}}<br />
{{lex|Grid| A discrete section of space generated by the presence of objects in space. (see [[Grid manipulation]])}}<br />
{{lex|Grid Fu|See [[Grid Manipulation]].}}<br />
{{lex|GSC|Giant Secure Container}}<br />
{{lex|Gyro|Gyrostabilizer (see [[Turret damage]])}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== H ==<br />
|-<br />
{{lex|HAC|[[Heavy Assault Cruiser]]}}<br />
{{lex|HAM| Heavy Assault Missiles (see [[Missiles]])}}<br />
{{lex|Hardpoint| A ship attribute that determines the number of missile launchers or turrets that can be fitted}}<br />
{{lex|Hard skills|[[Skills and Learning|Skills]] trained by characters (as opposed to [[#Soft skills|soft skills]]).}}<br />
{{lex|Hic/Hictor|[[Heavy Interdiction Cruiser]]}}<br />
{{lex|HOC|"Hold on contact"}}<br />
{{lex|HP|Hit points (see [[Tanking]])}}<br />
{{lex|HS|Heat Sink (see [[Turret damage]])}}<br />
{{lex|HUD|Heads Up Display}}<br />
{{lex|Huffing| Gas huffing (see [[Gas cloud harvesting]])}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== I ==<br />
|-<br />
{{lex|Indy|[[Industrial]]}}<br />
{{lex|Injector|[[Skill trading#Skill Injectors|Skill Injector]]}}<br />
{{lex|Insta-undock|A method of safely undocking from a station by immediately warping to a [[bookmark]] directly off of the undock point. (see [[Bookmarks#Instant warp-out|Bookmarks]])}}<br />
{{lex|Inty|[[Interceptor]]}}<br />
{{lex|IP| Impact point (see [[UniBombers]])}}<br />
{{lex|IPH| ISK per hour (also ISK/hr)}}<br />
{{lex|IRL|"In real life"}}<br />
{{lex|ISK|Inter Stellar Kredits, the in-game currency of EVE Online. (Also the currency code of the Icelandic króna.)}}<br />
{{lex|iStab|Inertial Stabilizers (see [[Propulsion equipment]])}}<br />
{{lex|Ivy League|[[Ivy League Alliance]], the alliance of [[EVE University]]}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== J ==<br />
|-<br />
{{lex|Jam|The act of using ECM modules to jam the targeting systems of a ship. (see [[Electronic Countermeasures]])}}<br />
{{lex|Jetcan|A temporary container created when jettisoning something from a cargo hold}}<br />
{{lex|JC|[[Jump clone]]}}<br />
{{lex|JJJ|"Jump, Jump, Jump"}}<br />
{{lex|JOC|"Jump on contact"}}<br />
{{lex|Jump|The act of moving between one star system and another}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== K ==<br />
|-<br />
{{lex|K Space|[[System_Security#Known_Space|Known space]]}}<br />
{{lex|Kitchen Sink| A fleet with a random or very mixed composition.}}<br />
{{lex|Kite/Kiting|Actively maintaining movement and distance from an engaged enemy so as to mitigate their applied damage.}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== L ==<br />
|-<br />
{{lex|LAR|Large Armor Repairer (see [[Tanking]])}}<br />
{{lex|LFAF|"Looking for armor fleet."}}<br />
{{lex|LFSF|"Looking for shield fleet."}}<br />
{{lex|LML|Light Missile Launcher (see [[Missiles]])}}<br />
{{lex|Lockdown|An order from the leadership of a [[corporation]] prohibiting its pilots from undocking in non-PvP ships.}}<br />
{{lex|Logi| Logistics ships (see [[Guide to Logistics]])}}<br />
{{lex|Loot|The contents of a destroyed ship, which are left behind in a container when the ship is destroyed.}}<br />
{{lex|Locust|A group of pilots running missions in one large fleet (see [[Mission_Fleets#Locust_Fleet|Locust Fleet]])}}<br />
{{lex|LP|[[Loyalty Points]]}}<br />
{{lex|LSB|Large Shield Booster (see [[Tanking]])}}<br />
{{lex|LSC|[[LSC|Low Sec Campus]]}}<br />
{{lex|LSE|Large Shield Extender (see [[Tanking]])}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== M ==<br />
|-<br />
{{lex|MAPC|Micro Auxiliary Power Core (see [[Fitting Guidelines]])}}<br />
{{lex|Macro mining| The illegal use of 3rd party scripts to automate the mining process}}<br />
{{lex|MAR|Medium Armor Repairer (see [[Tanking]])}}<br />
{{lex|MD|[[Mobile Structures#Mobile Depots|Mobile Depot]]}}<br />
{{lex|MSE|Medium Shield Extender (see [[Tanking]])}}<br />
{{lex|Merc/Mercenary| A player or corporation that takes contracts to kill, wardec and perform other hostile actions for ISK.}}<br />
{{lex|Meta|1. Meta level (see [[Techs, Tiers and Meta levels]])<br><br />
2. To replace a module with a another module of the same type but with a different meta level (see [[Techs, Tiers and Meta levels]])<br><br />
3. Common or popular ships, fittings, and doctrines<br><br />
4. Examination of a game from an outside perspective}}<br />
{{lex|Metagaming| Taking actions beyond the confines of the game universe to gain an advantage.}}<br />
{{lex|MFS|Magnetic Field Stabilizer (see [[Turret damage]])}}<br />
{{lex|Mins|Minerals (see [[Mining]])}}<br />
{{lex|MJD|[[Micro_jump_drive|Micro Jump Drive]]}}<br />
{{lex|ML| Material Level (see [[Blueprints]])}}<br />
{{lex|MLU|Mining Laser Upgrade (see [[Mining]])}}<br />
{{lex|Mods|[[Modules]]}}<br />
{{lex|MTU|[[Mobile Structures#Mobile Tractor Unit|Mobile Tractor Unit]]}}<br />
{{lex|Multiboxing| Playing with two (or more) characters simultaneously}}<br />
{{lex|MW|Megawatt, a unit of measurement used to describe a ship's powergrid output (see [[Fitting Guidelines]])}}<br />
{{lex|MWD|Microwarpdrive (see [[Propulsion equipment#Microwarpdrives|Propulsion equipment]])}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== N ==<br />
|-<br />
{{lex|Nano|Nanofiber Internal Structure (see [[Propulsion equipment]])}}<br />
{{lex|NBSI|"Not blue, shoot it" (see [[Rules of Engagement]])}}<br />
{{lex|Nerf|To reduce the stats or effectiveness of something. Opposite of [[Buff]]. See also: [[Gimp]].}}<br />
{{lex|NE|"No eyes"}}<br />
{{lex|Neut|Energy Neutralizer (see [[Capacitor warfare]])}}<br />
{{lex|Newbro|A term of endearment for a new or inexperienced player.}}<br />
{{lex|Noob| Somewhat derogatory term used to refer to new, younger, or inexperienced players. See also: [[#Newbro|Newbro]]}}<br />
{{lex|NOP|Noobs on Patrol}}<br />
{{lex|NOS|Nosferatu (see [[Capacitor warfare]])}}<br />
{{lex|NPC|Non-player character}}<br />
{{lex|NPSI|"Not purple, shoot it" (see [[Rules of Engagement]])}}<br />
{{lex|NRDS|"Not red, don't shoot" (see [[Rules of Engagement]])}}<br />
{{lex|NSC|[[NSC| Null Sec Campus]]}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== O ==<br />
|-<br />
{{lex|OGC|"Offensive gate camp" (see [[Gate camps]])}}<br />
{{lex|Omni Tank| A tank effective against all 4 damage types (see [[Tanking]])}}<br />
{{lex|OMW|"On my way"}}<br />
{{lex|OOC|1. Out of Corporation<br />
2. Out of character}}<br />
{{lex|Op/Ops| Operation(s)}}<br />
{{lex|OP|Overpowered}}<br />
{{lex| OpSec |Operational Security (see [[Operational Security Policy]])}}<br />
{{lex|ORE|[[Outer Ring Excavations]]}}<br />
{{lex|Outlaw| A pilot with a [[Security Status Details|security status]] of -5 or less.}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== P ==<br />
|-<br />
{{lex|Painter|Target Painter (see [[Electronic warfare]])}}<br />
{{lex|Passive Module|A ship [[module]] which does not need to be manually activated. (see [[Modules]])}}<br />
{{lex|PDS|Power Diagnostic System (see [[Fitting Guidelines]])}}<br />
{{lex|Pew Pew|Common term for casual [[PvE]] or [[PvP]], based on the noises made by the weapons.}}<br />
{{lex|PG| Power Grid (see [[Fitting Guidelines]])}}<br />
{{lex|PI|[[Planetary Interaction]]}}<br />
{{lex|Picket| A ship placed outside of tactical locations such as gates and stations to watch for enemy activity.}}<br />
{{lex|Piracy| The act of engaging in PvP for profit, usually against non-combat ships (see also [[Scams in EVE Online]])}}<br />
{{lex|PL|1. Productivity Level (see [[Blueprints]])<br />
2. Pandemic Legion, a well-known nullsec alliance}}<br />
{{lex|Plex|1. Complex (see [[Cosmic Anomalies]], [[Cosmic Signatures]])<br />
2. [[Pilot's License Extension]] (PLEX)}}<br />
{{lex|PLEX Tanking| Transporting [[PLEX]] through space, usually with a ship not usually used for hauling}}<br />
{{lex|POCO| Player-owned [[#Customs Office|Customs Office]]}}<br />
{{lex|Pod|The egg-shaped escape pod or capsule which players pilot. This interfaces with a ship and is ejected on ship destruction. To be 'podded' is to have your escape pod destroyed. See also: [[Capsule]].}}<br />
{{lex|Podding| The act of destroying a player's [[#Pod|pod]].}}<br />
{{lex|Pod Express|A quick method of travelling, performed by installing a [[clone|medical clone]] at a distant station, and then self-destructing the character's [[#Pod|pod]].}}<br />
{{lex|Pod Killing| See [[#Podding|Podding]]}}<br />
{{lex|Point|1. A Warp Disruptor or Warp Scrambler (see [[Warp disruption]])<br />
2. The act of using targeted warp disruption on a ship (see [[Tackling]])}}<br />
{{lex|Pop|The act of destroying a ship}}<br />
{{lex|POS|[[Player-owned starbases|Player-owned starbase]]}}<br />
{{lex|Prop Mod|Propulsion module (see [[Propulsion equipment]])}}<br />
{{lex|Pubbie|A derogatory term used for the purpose of invalidating or excluding players who are not a part of a certain group. Supposedly originating in the Something Awful forums, this term was popularized by members of The Goonswarm Federation. See also: [[#Carebear|Carebear]].}}<br />
{{lex|PvE|Player versus Environment}}<br />
{{lex|PvP|Player versus Player}}<br />
{{lex|PYOS|Purchase Your Own Ship (See [[PYOS Ship Production]])}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== Q ==<br />
|-<br />
{{lex|QQ|Cry / Crying}}<br />
{{lex|QRF|Quick Response Fleet / Quick Reaction Force. (see [[Quick Reaction Force]])}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== R ==<br />
|-<br />
{{lex|Rat| Hostile [[#NPC|NPC]]}}<br />
{{lex|Ratting| The act of hunting hostile [[#NPC|NPCs]] pirates}}<br />
{{lex|RCU|Reactor Control Unit (see [[Fitting Guidelines]])}}<br />
{{lex|Red Box| The state of being both targeted and subjected to hostile action by a player or NPC}}<br />
{{lex|Reffed|[[#Reinforce|Reinforced]]}}<br />
{{lex|Refine| Reprocess (see [[Mining]])}}<br />
{{lex|Reinforce| A temporary invulnerable state entered by many structures after taking a certain amount of damage}}<br />
{{lex|Rep|Repair (see [[Tanking]], [[Guide to Logistics]])}}<br />
{{lex|RFF|[http://red-frog.org/ Red Frog Freight], a player-run hauling service.}}<br />
{{lex|RL|1. {{sk|Rapid Launch|icon=yes}}<br />
2. Real life}}<br />
{{lex|RLML| Rapid Light Missile Launcher (see [[Missiles]])}}<br />
{{lex|RoE|[[Rules of Engagement]]}}<br />
{{lex|RoF|"Rate of fire" (see [[Turrets]], [[Missiles]])}}<br />
{{lex|Roles| Specific access and [[corporation]] management rights authorized to individual pilots (usually as part of a [[Titles_Within_Eve_University|title]] or management position).}}<br />
{{lex|Rolling Safespot|A fleet maneuver consisting of one ship leading the rest of the fleet from location to location in space.}}<br />
{{lex|Room|An area of [[#Deadspace|deadspace]] which can only be accessed via an acceleration gate.}}<br />
{{lex|RR|Remote repair (see [[Guide to Logistics]])}}<br />
{{lex|RSB|Remote Sensor Booster (see [[Electronic warfare]])}}<br />
{{lex|RSD|Remote Sensor Dampener (see [[Electronic warfare]])}}<br />
{{lex|RvB|[https://rvbeve.com/forums/index.php?/portal/ Red vs Blue]}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== S ==<br />
|-<br />
{{lex|Safety| Ship setting that helps prevent accidental acts of aggression that would cause the pilot to otherwise gain the Criminal or Suspect flags. (see [[Timers]])}}<br />
{{lex|SAR|Small Armor Repairer (see [[Tanking]])}}<br />
{{lex|SB|1. [[Stealth Bomber]]<br><br />
2. [[Smartbomb]]<br><br />
3. [[Electronic warfare|Sensor Booster]]}}<br />
{{lex|SC|1. Squad Commander (see [[Fleet Command Guide]])<br />
1. Shared Can (see [[Mining fleets]])}}<br />
{{lex|Scan down|To find something using scan probes. (see [[Scanning]])}}<br />
{{lex|Scram|Warp scrambler (see [[Warp disruption]])}}<br />
{{lex|SeBo|[[Sensor Booster]]}}<br />
{{lex|Sec|1. [[Security status]]<br><br />
2. [[System security]]}}<br />
{{lex|Sensor Overlay| The automatically scanned overlay that activates upon entering a new solar system or undocking. The Sensor Overlay shows the location of landmarks, [[bookmarks]], and [[Cosmic Signatures]] / [[Cosmic Anomalies|Anomalies]] in space. See also: [[Odyssey#Discovery_Scanner|Odyssey]].}}<br />
{{lex|Sisi |[[Singularity]]}}<br />
{{lex|Six|In any lists, barring the super-serious stuff, "There is no six!" appears between items five and seven. This is a tradition which goes back many years, and was started by [[User:Silentbrick|Silentbrick]]. Watch the '''Monty Python's''' [http://www.youtube.com/watch?v&#61;_f_p0CgPeyA Australian University of Woolloomooloo] sketch and skip to 2:18 for the origin of this joke.}}<br />
{{lex|SKIN |Super Kerr-Induced Nanocoatings, items which apply cosmetic changes (e.g. different colours) to ships.}}<br />
{{lex|Slow-boat| (also "slowboat") Moving in space at sub-warp velocities}}<br />
{{lex|Smack talk|Talking trash, taunting, or annoying people in local chat. This behavior is [[EVE University Rules|not allowed for University members]].}}<br />
{{lex|Smartie|[[Smartbomb]]}}<br />
{{lex|Soft skills| Skills learned by players through experience or study, as opposed to [[#Hard skills|hard skills]].}}<br />
{{lex|SOP| Standard Operating Procedures}}<br />
{{lex|SP|Skill Points (see [[Skills and Learning]])}}<br />
{{lex|Spiraling|The act of manually approaching a target via a continuously diagonal vector. See [[Manual Piloting]].}}<br />
{{lex|SPR|Shield Power Relay (see [[Tanking]])}}<br />
{{lex| Squids | Slightly derogatory name for Caldari [[Factional Warfare]] pilots. See also: [[#Frogs|Frogs]].}}<br />
{{lex|SRP|[[Ship Replacement Program]]}}<br />
{{lex|SS|1. Spreadsheet<br />
2. [[Safe spots|Safe spot]]}}<br />
{{lex|SSE|Small Shield Extender (see [[Tanking]])}}<br />
{{lex|Stab|Warp Core Stabilizer (see [[Fitting Guidelines]])}}<br />
{{lex|Stargate| Large structure in space which most ships must use to [[Eve_Lexicon#Jump|jump]] to another star system in [[System_Security#Known_Space|Known Space]].}}<br />
{{lex|Stront|[[POS_Warfare#Strontium_Clathrates|Strontium Clathrates]]}}<br />
{{lex|Suicide Gank|Piracy where an attacking pilot will attempt to kill a target before the [[CONCORD]] response eliminates them}}<br />
{{lex|Supercap|Supercapital ship, either a [[supercarrier]] or [[titan]].}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== T ==<br />
|-<br />
{{lex|Tack|A hyphen ('<big>-</big>') (used for clarity when speaking)}}<br />
{{lex|TC|Tracking Computer (see [[Turrets]])}}<br />
{{lex|TD|Tracking Disruptor (see [[Electronic warfare]])}}<br />
{{lex|TE|Tracking Enhancer (see [[Turrets]])}}<br />
{{lex|TF|Teraflops, a unit used to measure a ship's CPU}}<br />
{{lex|Tick|1. [[Server tick]]<br />
2. Bounty payouts per 20 minutes}}<br />
{{lex|TiDi|[[Time Dilation]]}}<br />
{{lex| Tiericide|An ongoing rebalancing of ships in EVE according to roles rather than performance}}<br />
{{lex| TLF |Tribal Liberation Force, the Minmatar [[Factional_Warfare#Joining_as_a_solo_player|Factional Warfare]] NPC corporation.}}<br />
{{lex|TP|Target Painter (see [[Electronic warfare]])}}<br />
{{lex|TQ|[[Tranquility]]}}<br />
{{lex|TS|TeamSpeak, a third-party VOIP software utility}}<br />
{{lex|T1|Tech 1 (stylized 'Tech I'; see [[Techs, Tiers and Meta levels]])}}<br />
{{lex|T2|Tech 2 (stylized 'Tech II'; see [[Techs, Tiers and Meta levels]])}}<br />
{{lex|T3|Tech 3 (stylized 'Tech III'; see [[Strategic Cruisers]], [[Tactical Destroyers]])}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== U ==<br />
|-<br />
{{lex|Unista| A member of [[EVE University]]}}<br />
{{lex|UT| (also 'UTC') Universal Time}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== V ==<br />
|-<br />
{{lex|VNI|[[Vexor Navy Issue]]}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== W ==<br />
|-<br />
{{lex|Wardec|[[War Declaration]]}}<br />
{{lex|Warp bubble| A spherical area of space the prevents ships within it from warping, and forcibly pulls in inbound warping ships.}}<br />
{{lex|WC| Wing Commander (see [[Fleet Command Guide]])}}<br />
{{lex|WCS|Warp Core Stabilizer (see [[Fitting Guidelines]])}}<br />
{{lex|Web|Stasis Webifier (see [[Tackling Guide]])}}<br />
{{lex|WH|[[Wormhole]]}}<br />
{{lex|WHC|[[WHC|Worm Hole Campus]]}}<br />
{{lex|WL|Wait List (see [[Incursions]])}}<br />
{{lex|W Space|[[Wormhole Space]]}}<br />
{{lex|WSOP| Wartime Standard Operating Procedures}}<br />
{{lex|WT|War Target (see [[War Declaration]])}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== X ==<br />
|-<br />
{{lex|X up|'X'ing up' is the act of indicating your availability for a fleet by placing the letter "x" in the chat window. (See [[The Rookie's Guide To Fleet Ops#Joining a Fleet|Joining a Fleet]].)}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== Y ==<br />
|-<br />
{{lex|Yellow Box| Being targeted by someone, or to target someone, without also being the subject of hostile action.}}<br />
{{lex|Yulai Convention|The Yulai Convention is an [[Roleplay|RP]] term for a number of game mechanics and systems within EVE.}}<br />
<!-- Leave the table format below as is --><br />
|-<br />
| colspan="2" |<br />
== Z ==<br />
|-<br />
|}<br />
[[Category:Getting Started]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Talk:Identifying_Visual_Effects&diff=119991Talk:Identifying Visual Effects2017-04-20T07:23:00Z<p>Noemie belacqua: I don't think talk pages need redirects :)</p>
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<div></div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=W_Space&diff=119990W Space2017-04-20T07:22:01Z<p>Noemie belacqua: Fix double redirect</p>
<hr />
<div>#redirect [[Wormhole space]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Identifying_Visual_Effects&diff=119989Identifying Visual Effects2017-04-20T07:21:44Z<p>Noemie belacqua: Fix double redirect</p>
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<div>#REDIRECT [[Visual effects]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=W-space&diff=119988W-space2017-04-20T07:20:38Z<p>Noemie belacqua: Fix double redirect</p>
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<div>#Redirect [[Wormhole space]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=W-Space&diff=119987W-Space2017-04-20T07:20:23Z<p>Noemie belacqua: Fix double redirects</p>
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<div>#redirect [[Wormhole space]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Player-owned_starbases&diff=118858Player-owned starbases2017-04-18T09:25:08Z<p>Noemie belacqua: Cleaned up the text a little, added a note to say that POSes are being phased out</p>
<hr />
<div>[[Category:Industry]]<br />
[[Category:POS]]<br />
<br />
== Overview ==<br />
{{note box|Starbases are slowly being phased out of the game, to be replaced by player-built structures such as [[Citadels]] and [[Engineering Complexes]].}}<br />
A '''Player-Owned Starbase''' (often shortened to "starbase" or "POS") is a collection of structures that player corporations may anchor in the orbit of moons. Starbases are not to be confused with the large (NPC or player-built stations) that orbit planets, which allow ships to dock. A player cannot dock with a starbase, they can only interact with the starbase modules. <br />
<br />
More confusion stems from the use of the acronym "POS", which is sometimes elucidated as "Player Owned Station", or "Player Owned Structure". No component of the starbase is a station. Player Owned Structure technically refers to the individual structures that make up a starbase. Worse still, players often refer to the central structure, the Control Tower as the POS on its own. Officially, the term "Player Owned Starbase" refers to the entire group of structures that make up a starbase. <br />
<br />
A starbase fulfills many of the functions of stations, but externally. It is possible to store and refit ships, refine ore, or manufacture modules, ships and other items. A starbase plays an important role in the in-game economy, as they are the sole source of materials for Tech 2 ship manufacture. They are also required to build Motherships and Titans, and to process Combat Booster materials. <br />
<br />
A starbase is used in the following capacities: <br />
<br />
*To mine resources from Moons <br />
*To hold goods and materials in a time of war or for transportation <br />
*To give players a safe place to go when under fire <br />
*To provide an exclusive manufacturing or research center<br />
<br />
Starbases are primarily used in security 0.3 and below systems for moon mining and reactions, for guarded Safespots, and for ore refining. A starbase may also be run in security 0.4 to 0.7 systems with the moon mining and material reaction functionality disabled. Their effective use is limited to guarded Safespots or manufacturing/R&amp;D. Starbase ship manufacturing capabilities are also limited, in 0.5 or higher systems, to Large Assembly Arrays. This disallows the starbase from making anything larger than a Battleship in 0.5 or higher security. <br />
<br />
As items cannot be anchored in space marked 0.8 or higher security, starbases can only be placed in 0.7 or less.<br />
<br />
==Requirements== <br />
<br />
===Skills===<br />
<br />
You need the Anchoring skill at rank 1 to be able to anchor starbase structures, you will also need the starbase role from your corporation to manage the control tower and operate structures like Refining Arrays and Ship Maintenance Array. Anchoring at rank 3 allows for EW structure use, and at rank 4 you can train Starbase Defense Management to actively control defense structures during a siege.<br />
<br />
===Corporation Requirements===<br />
A player must be a member of a player owned corporation, and have appropriate roles. In addition, the corporation must be at least 7 days old to own a POS in high security space.<br />
<br />
{{expansion past|Before the '''Crius''' expansion (July 2014), the corporation needed to have sufficiently high [[Faction Standings|faction standings]] with the local empire faction to be able to anchor a POS in high security space.}}<br />
<br />
==Defense==<br />
===High Sec===<br />
POSes in high sec tend to have lighter defenses, as well as configured to NOT fire upon players that are not valid targets (this excludes everyone except war targets and GCCs).<br />
High sec systems are full of POSes, but are much safer to warp to due to the above mentioned safeguard.<br />
<br />
===Low Sec===<br />
POSes in low security systems have much more formidable defenses, due to the ability to not only attack them, but to bring in capital ships to assault them (dreadnaughts). These POSes can also be configured to fire on any non-blue pilots (a non-blue pilot is a pilot who does not have +5 or +10 standings to the corporation that owns the tower), possibly destroying their ships (and pods given a chance).<br />
<br />
===Null Sec===<br />
POSes in 0.0 space used to be used to claim sovereignty, so you'll see references to that in older information. That's no longer the case, but they're commonly used as defensive structures and safe points. They will invariably be heavily armed. Under no circumstance should one be approached casually.<br />
<br />
These structures can serve as a home base in a system with no outpost ("docking" stations, as seen in high/lowsec), or as industrial facilities for a nullsec corporation or alliance. Industrial POSes will have lighter defenses than purely defensive setups, but may be vigorously defended by the owners.<br />
<br />
In wormhole space, POSes are the only available structures to base out of. They're "home" to the owners and as such, run very heavy defenses. If the POS is manned, expect human POS gunners to take careful aim and blow up your ship and pod without apology.<br />
<br />
===Defensive Strategies===<br />
There are many ways that POSes setup defenses, and there is no "best one". There are, however, several well known strategies:<br />
<br />
* DeathStar POS<br />
** Named after a powerful battlestation, DeathStar POSes are all about guns and pure destructive power.<br />
** Guns are typically anchored on all 6 compass points<br />
*** Gun types generally include Projectiles or Lasers (no ammunition reloading)<br />
*** Multiples of each gun (i.e., 3 guns of the same type, with only 1 online)<br />
*** Multiple sizes of guns, usually medium and large guns (medium is battleship size, large is capital size)<br />
** Usually as many guns as possible are onlined, with multiple backups for each type. Nothing is more irritating to an enemy attacker than to take down one gun, only to have another one onlined again 2 minutes later.<br />
** DeathStar POSes include very little of anything but active measures. Shield hardeners can be included, as well as limited amounts of ECM.<br />
<br />
<br />
* Super-hardened POS<br />
** Very high resists, with lots of ECM and only a few guns.<br />
** The concept is that it will take forever for a subcapital fleet to kill it. They'll get bored and go shoot someone else, or your fleet will respond to the attack before they RF the POS.<br />
** Reasonably effective on automatic.<br />
** Most useful against subcapital fleets. Lower-class wormholes and high-sec space are where you'll see this design most commonly.<br />
<br />
<br />
* EWAR POS<br />
** (Not clear on an official name)<br />
** An EWAR POS aims to annoy the enemy into leaving (especially effective in lower class wormholes with a medium to large tower)<br />
*** Idea: Have so much ECM that every attacking ship is simply locked down and unable to target the POS, and thus unable to attack<br />
*** Generally not as effective against large attacking fleets (thus better in low class wormhole space), though could be useful in breaking a Logi chain and allowing defenders to score kills.<br />
<br />
===Notification of Attack===<br />
When your POS comes under attack you will get a notification from DED telling you which of your installations is under attack and by whom:<br />
<br />
[[File:POSAttack.png]]<br />
<br />
These notifications, which show up in the "Structures" section on EVE Mail's "Notifications" tab, are sent once an hour while the POS is under active attack. When your POS goes into [[POS_Warfare#Reinforced_Mode|reinforced mode]] ''no special notification is sent''. The only notifications you get are as illustrated above. If you see a notification listing a "Current Shield Level" of less than 25%, then you know your POS is out of reinforced mode and on its way to destruction.<br />
<br />
Because of the way notifications work, it is recommended that you never be away from EVE for longer than your Strontium Clathrates can hold out, and you should respond to attack notifications as soon as possible.<br />
<br />
==Structures==<br />
<br />
There are many structures available to build and customize a starbase. Each structure has a specific purpose and plays an important part of your base's operation and enhances its capabilities. Structures must be Anchored at your starbase and brought online via your Control Tower before they are operational. These structures must be bought on the market and transported into the orbit of a moon. As they are very large, they are often moved using an industrial hauler or (in lower security space) capital ship. <br />
<br />
More detailed information can be found in [[POS Structures]].<br />
<br />
==Uses of a POS and the Types== <br />
<br />
===Moon Mining===<br />
<br />
A moon contains a certain configuration of minerals, and this does not change. They appear to be distributed randomly within regions, with high variance in mineral type from one region to another. They are broken down into Gasses and Metals, and in the database they have numerical rarity values. The 'abundance' of a mineral was planned to be used to harvest more than 100 units of ore per cycle, but that feature is not in-game yet and does not appear to be planned anymore, so effectively abundance (Promethium 2, for example) doesn't matter.<br />
<br />
===Research and Development===<br />
<br />
The most common use for a POS in highsec is its research labs, where pilots can copy, research, and invent blueprints. Although the Hyperion release has improved the availability of highsec copying and invention services, a corporation with its own research POS can still work with blueprints free of the NPC costs (though fuel does cost more). Even a small POS can run enough jobs to keep two R&D characters fully engaged.<br />
<br />
===Refineries===<br />
<br />
More common in nullsec and wormhole spaces, starbases with refineries anchored provide a place for miners to store and refine massive quantities of ore where there are no NPC stations. Though they have a much lower efficiency than those in NPC stations, the sheer volume and value of the minerals gained from nullsec mining more than make up for it, especially valuable in wormhole space. It is still possible to get perfect refining with a POS, but it requires completely maxed skills for the desired minerals plus an implant.<br />
<br />
===Home Base===<br />
<br />
Another common nullsec use, a system with no stations can have POSes setup to provide storage and ship refitting abilities. This is especially valuable in wormhole space.<br />
<br />
==States (online etc)== <br />
<br />
==Fueling + Transporting== <br />
<br />
A Control Tower runs on fuel. The fuels needed to keep a Control Tower online are trade goods and ice products. Your Control Tower has limited space for you to place these fuels in. The fuel units are consumed every hour for a Large CT, every 2 hours for a Medium CT, and every 4 hours for a Small CT.<br />
<br />
To add fuel to your control tower:<br />
<br />
# Right-click on the tower<br />
# Click 'Access Resources'<br />
# Drag and drop the fuel block type appropriate for the tower into the bay. Starbase charters matching the star system sovereignty also go in this bay. Strontium Clathrates go in a separate bay, also accessed by right-clicking the tower.<br />
<br />
Starbases do not refuel themselves; they only take what's available inside the resource storage bay of the Control Tower. If you run out of fuel blocks or starbase charters, your whole Control Tower will go offline. The shields will drop and the POS will be a sitting duck. This is precisely the reason why fuel is such a critical issue and should be the most important thing to take into consideration when planning your base. Ask yourself if your corp can mine or buy the required fuel regularly. How many members can have mining barges? Do you have easy access to ice belts? Fuel can be purchased, but the cost is currently upwards of 350M per month for a large tower.<br />
<br />
Strontium supply is not used at all during normal tower operation; it controls how long your tower will stay in reinforced mode if it's attacked. You can adjust the amount of strontium so the timer runs out at some convenient time for you, but make it long enough that the attackers don't just hang around and finish the job on the same day.<br />
<br />
If you supply POS fuel by mining, always mine in advance. It's a good idea to have a 1-month supply of everything stored in a Corporate Hangar Array or a nearby station. If you mine on the spur of the moment when you need fuel you will fall behind and risk leaving your base open to attack.<br />
<br />
==POS destruction==<br />
<br />
When assaulting a POS, the attacking pilots must know its defenses and bring an appropriately sized fleet. In known space, once the POS is located this is a relatively simple step. When the POS is in wormhole space, attackers must have a way of tracking the exit locations, usually by camping a scout there for a few days.<br />
<br />
Once the defensive capabilities are known, attackers can assemble a fleet.<br />
These fleets generally consist of sniper and RR fit battleships and Logistics ships.<br />
<br />
Assuming the fleet makes it to the POS intact, there is (more or less) a certain order of destruction.<br />
1) POS Guns: Once the enemies defences are destroyed, he cannot harm the attackers.<br />
2) POS Ewar: Once the enemy cannot attack you back, you need to remove its ability to stop you from attacking. Destroying the ECM, warp scrammers, webbers, and neuts removes this ability.<br />
NOTE: Once a defense module goes into structure, it goes offline. They cannot be destroyed or removed until the tower is offline.<br />
3) POS Control Tower: This is the only remaining module targetable.<br />
<br />
Once the Tower hits 25% shields, it goes into Reinforcement Mode, where it will stay until the Strontium Clathrates stored in its fuel bay are consumed. This is a user controllable figure, and can be set at anywhere from 0 seconds to 3 1/2 days. The tower CANNOT be damaged or repaired until all Strontium is consumed. Once the tower comes out of Reinforcement, its remaining shield, armour, and hull can be burned off and the tower destroyed, or the POS shield can be repaired by remote shield transporters above 50%, at which point the tower returns to normal operation. Once the tower is destroyed the anchored modules around and in it become free, and the attacker can take or destroy them.<br />
<br />
==Strategies for Setup==<br />
<br />
Setting up a POS is a fairly simple (if VERY boring) process, consisting of jettisoning the modules (control before all else) for corp and anchoring them one by one through the context menu. The tower takes the longest to anchor, and the guns the shortest. Once the tower is anchored (at the fixed location unique to the moon it orbits), anchoring of the modules can be done through the POS management window, which consists of dragging the module to the location (similar to a probe), and selecting anchor in its contextual menu. Then the module must be onlined.<br />
<br />
==Cost==<br />
<br />
===Tower and Modules===<br />
POS startup costs can range from reasonable to outrageous, depending on the size and modules chosen.<br />
A small tower costs about 50mil, a medium 100mil, and a large 200mil.<br />
Faction towers are significantly more expensive, with a Domination Control Tower topping the charts at an obscene 3 billion isk.<br />
<br />
POS modules are significantly less expensive (generally, there are exceptions), though have a faction version as well.<br />
<br />
===Fuel Costs===<br />
A small POS will cost around 80-90M per month in fuel.<br />
A medium POS will cost around 150-175M per month in fuel.<br />
A large POS will cost around 300-350M per month in fuel.<br />
Cost varies somewhat because the fuel blocks for different tower types require somewhat different materials to construct. Faction towers require somewhat less fuel overall than a non-faction tower of the same size.<br />
<br />
Mining your own ice, specific to the faction of control tower you own, and manufacturing your own fuel blocks can reduce fuel expenses by about 40 percent. With a decent refine skill set, good mining skills and a well fit Hulk this should only take you a handful of hours per month.<br />
<br />
==War!==<br />
Like most other objects, POSes are subject to concord protection in high and low security space. If a POS is attacked in high security space it will provoke a concord response and the attacker will be destroyed. In low security space, attacking a POS illegally will result in a [criminal? suspect?] flag and security status decrease. If the owner of the POS is war decced, their POS becomes a valid target for the aggressor and concord will not intervene or consider it an illegal act.<br />
<br />
Because of the extremely high hitpoints of a POS, it is effectively impossible to suicide gank a POS in high security space, the only way to destroy it is to war dec the owner. Because the owner gets 24 hours notice of a war declaration, it is possible for small POS owners to dismantle their high sec POS before the war goes live and keep the modules safe in a station for the duration of the war.<br />
<br />
==Wormhole Uses==<br />
As mentioned above, POSes have a huge part to play in wormhole life. They provide a home base, ship refitting, and storage. Since there are no NPC outposts (nor player owned ones), POSes provide all this in their place. They are also used to lay 'claim' to a wormhole system since there is no sovereignty in WH space. Large enough corporations sometimes put a POS around every moon in their system.<br />
The only things that cannot be used in wormhole space are those modules requiring sovereignty.<br />
<br />
<br />
==Reference Links==<br />
<br />
* [http://www.eve-wiki.net/index.php?title=Starbase Eve-Wiki Article]<br />
<br />
* [http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=179069&page=1#2 Thread in EVE-Online Forums]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Engineering_Complexes&diff=118857Engineering Complexes2017-04-18T09:17:23Z<p>Noemie belacqua: Add links</p>
<hr />
<div>{{structures}}<br />
{{stub}}<br />
Engineering Complexes are a new type of structure introduced during the [[Expansion#Ascension|Ascension expansion]] (Nov 2016). These structures, and the service modules that came with them, are intended to replace research and manufacturing functionality currently available in [[Outposts]] and [[POS|Starbases]]. <br />
<br />
= Size variants =<br />
There are currently three different sizes of Engineering Complexes; the medium '''Raitaru''', the large '''Azbel''' and the extra-large '''Sotiyo'''.<br />
{| style="text-align:center;"<br />
| valign="top" | [[image:raitaru.png|thumb|212px|'''Raitaru''' (medium)]]<br />
| valign="top" | [[image:azbel.jpg|thumb|212px|'''Azbel''' (large)]]<br />
| valign="top" | [[image:sotiyo.jpg|thumb|212px|'''Sotiyo''' (extra-large)]]<br />
|}<br />
<br />
<br />
= Anchoring an Engineering Complex =<br />
{{main|Anchoring structures}}<br />
In order to anchor an Engineering Complex you'll need a ship with an appropriately sized cargo hold or fleet hangar, the right roles and a suitable spot to anchor your structure. After that the whole building process, while automatic, takes 24 hours.</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Citadels&diff=118856Citadels2017-04-18T09:15:37Z<p>Noemie belacqua: Slight rewording of leader, add template</p>
<hr />
<div>{{Structures}}<br />
'''Citadels''' are a type of player-built structure, and were introduced during the Citadel expansion (April 2016). They are intended to replace the functionality of [[Player-owned starbases|starbases]] and [[Outpost]]s, allowing players the same functionality of a station such as docking, storing of items, refitting and corporation offices while also being expanded with the use of service modules to allow Clone Bay, Market and Reprocessing functionality.<br />
<br />
== Size variants ==<br />
There are currently three different sizes of citadels; the medium '''Astrahus''', the large '''Fortizar''' and the extra-large '''Keepstar'''.<br />
{| style="text-align:center;"<br />
| valign="top" | [[image:astrahus.png|thumb|212px|'''Astrahus''' (medium)]]<br />
| valign="top" | [[image:fortizar.png|thumb|212px|'''Fortizar''' (large)]]<br />
| valign="top" | [[image:keepstar.png|thumb|212px|'''Keepstar''' (extra-large)]]<br />
|}<br />
There's also the very rare (only one can ever exist at a time) '''Upwell Palantine Keepstar'''.<br />
<br />
== Anchoring a citadel ==<br />
{{main|Anchoring structures}}<br />
In order to anchor a citadel you'll need a ship with an appropriately sized cargo hold or fleet hangar, the right roles and a suitable spot to anchor your citadel. After that the whole building process, while automatic, takes 24 hours.<br />
<br />
==Online==<br />
<br />
With the Citadel anchored you will now see it listed in the overview and be able to warp to it if you are not already on grid it will also be displayed on the directional scanner. A number of lights will now have appeared around it. Most are for show with the exception of a ring of lights around the edge indicating the docking ring.<br />
<br />
Upon docking you will be able to switch between an exterior view of the citadel or the ship hanger. In addition if permitted you will be able to take control of it loading the overview and allowing you to manage the citadels fittings.<br />
<br />
As with a normal station you have a personal item and ship hanger along with corporation hangers if they have rented an office in the citadel. While in control of a citadel you will be able to access the Ammo Bay, Fuel Bay and Fighter Bay<br />
<br />
Station Services such as Cloning can be accessed in the same method but will be locked and un-selectable if the appropriate service module is not fitted and online. These service modules consume fuel to maintain and when first onlined will immediately use 72 hours worth of fuel.<br />
<br />
While in control of a citadel you are able to target objects that are not invulnerable, deploy fighters and activate offensive modules as you would if you were in control of a ship using the same safety settings.<br />
<br />
*Fighter hangar is 100.000m³. It's possible to overload the fighter hangar i.e. you can switch between squadrons although the hangar and launch tubes are completely full.<br /><br />
*Jump Clones can be left in citadels located in wormhole space with the appropriate service module but you cannot jump to them while outside of that system <br/><br />
*Disabling a Cloning Centre does not destroy installed jump clones but prevents the activation of them. <br />
* In addition attempting to clone to a Medical Clone at a Citadel with a disabled Cloning Centre you will be rerouted to your corporation HQ. <br/><br />
<br />
== Tethering ==<br />
{{main|Tethering}}<br />
Tethering allows players with permission to dock in the citadel to remain in space without being targetable, essentially making them invulnerable. While tethered the structure will also repair any damage modules fitted to your ship and drones currently in your drone bay. While you can move around as long as you stay close to the structure, several actions break the tether as well as stops you from tethering to begin with.<br />
{|<br />
| valign="top" | [[image:tethering.png|thumb|190px|While tethered, you'll see this icon on top of your HUD.]]<br />
| valign="top" | [[image:tethering_visuals.png|thumb|250px|You'll also see a faint cyan-coloured effect coming from the citadel, while you're tethered.]]<br />
| valign="top" | [[image:tethering_repairs.png|thumb|200px|Damage will be repaired while tethered, indicated by a repair icon over your HUD and a very noticeable translucent effect on you entire ship.]]<br />
|}<br />
<br />
== Vulnerability ==<br />
{{main|Vulnerability States}}<br />
You cannot attack a citadel unless it's in its vulnerability state. Citadels go in and out of vulnerability states depending on how the owners have set up its vulnerability hours, with the '''Astrahus''' being vulnerable for 3 hours, the '''Fortizar''' for 6 hours and the '''Keepstar''' for 21 hours.<br />
<br />
==Citadel Destruction==<br />
{{see also|Asset Safety}}<br />
Upon destruction of a Citadel it offlines, becoming a wreck and ejects all online players with their active ship. The wreck remains behind ejecting a Hanger Container that holds dropped loot from the Citadel.<br />
<br />
Player and Corporation assets (items, ships, etc) that were stored in the Citadel can be recovered at a different station through the [[Asset Safety]] system. <br />
<br />
*Additional test needed for players that are offline when destroyed.<br/><br />
<br />
==Difference in Citadels==<br />
Astrahus: Medium citadel, only allows subcapital ships to dock, Unable to fit Market Service Module, 20,000m3 Ammo Bay, Unable to use Guided Bomb Launcher, Point Defence, Doomsday, 3 vulnerable hours per week.<br />
<br />
Fortizar: Large citadel, allows subcapital and capital ships to dock, unable to use Doomsday, 6 vulnerable hours per week.<br />
<br />
Keepstar: Extra-Large citadel, allows all ships to dock, able to fit all citadel modules, 21 vulnerable hours per week.<br />
<br />
==Structure Browser/Groups==<br />
<br />
Groups and the Structure Browser: both are found in the Business menu of the neocom [http://i.imgur.com/eJrOpJE.png]<br /><br />
<br />
You start with a group called "my corp", and you cannot edit this group.<br />
To start make a new Group with the button<br />
[http://i.imgur.com/eIhsAsO.png]<br />
[http://i.imgur.com/3YlxcKz.png]<br /><br />
<br />
The group will start with you in the admin role, and you can add more Character/corp/alliances by dragging them from people and places menu or any other place like chat or a linked name<br />
[http://i.imgur.com/EBjQsLZ.png]<br /><br />
<br />
The roles in the group are in order Admin > Manager > Member > Blocked.<br />
[http://i.imgur.com/b4gFEKa.png]<br /> A character can be given any of the roles, while Corporation and Alliances can only be given the member and blocked roles.<br />
<br />
You can add the "public"(the globe icon) to a group but it can only be given the member role. Admins can add remove any of the rolls including other admins, while managers can only add/remove people from the member and blocked roles<br /><br />
Blocked are on the black list even if they are a member of one of the corp with access<br /><br />
[http://i.imgur.com/0iUt2nJ.png]<br />
<br />
Groups can be shared in chat by dragging them.<br />
These group are then Use by structure profiles in the Structure Browser <br />
[http://i.imgur.com/PFuZQJ2.png]<br />
<br />
To start creating and editing profiles go to the 'My Structures' tab<br />
[http://i.imgur.com/dZEXJJB.png]<br />
<br />
Click on the New profile Button <br />
[http://i.imgur.com/BljrH6X.png]<br />
<br />
Before assigning any structures to this new profile I will add group to each roll on the profile setting tab <br />
[http://i.imgur.com/rBD74JB.png]<br />
the different groups are in order Docking, Defense, Clone Bay, Corporation Office, Market and Reprocessing.<br />
<br /><br />
<br />
Defense is taking control of a citadel and is the only way to get it to shoot.<br />
<br />
You can add a group to a role by Clicking on the + sign.<br />
[http://i.imgur.com/mCzRgTN.png]<br />
<br /><br />
<br />
Click save after adding the groups <br />
<br /><br />
<br />
To assign a structure a profile Click on the Any Profile Option and drag them to the one you want <br />
[http://i.imgur.com/Ux9UiSI.png]<br />
[http://i.imgur.com/jaOTlio.png]<br />
<br /><br />
changing cost station serves per group <br />
<br /><br />
<br />
It’s as easy as changing this value in the profile settings (isk for Clone bay and Corporation offices)(% for market tax and Refining tax) <br />
other galactic taxes may apply<br />
[http://i.imgur.com/BLJgVEz.png]<br />
<br />
==Fitting==<br />
Fitting a Citadel<br />
<br />
Fitting a citadel is much like fitting a ship: if you have the roles required to take control of a citadel, you can just open up the fitting window and drop module in just like a ship.<br />
[http://i.imgur.com/JFqDtR9.png]<br />
<br />
To 'online' the service you must have fuel in the fuel bay which only seems accessible while controlling the citadel.<br />
[http://i.imgur.com/Gq4yjtc.png]<br />
This is the same with the fighter bay (which works like the carrier version, if not more buggy) and the ammo hold (if you want the Missile/bomb launcher to reload automatically the ammo must be place in there<br />
[http://i.imgur.com/etneky6.png]<br />
[http://i.imgur.com/0vOxoVy.png]<br />
<br />
Citadel fits can be saved and shared like ship fits, but currently fitting from a saved fit is bugged [http://i.imgur.com/3Cy60Bv.png]<br />
[http://i.imgur.com/uNDx3zh.png]<br />
<br />
==Trivia==<br />
* Warping to a citadel at 0 while it is anchoring can cause ships to become stuck. This has a higher likelihood of happening with larger ships.<br />
* It is not possible to jump from a clone in known space to a clone in wormhole space or vice versa. Medical Clones cannot be set inside wormhole space.<br />
* It is however possible to swap clones in any type space; including wormhole space. I.e. dock at a citadel in a wormhole where you have a jump clone installed then jump into that clone and leave your current clone installed at that citadel instead. Doing this does not incur the normal 24 hour cooldown on using a jump clone. <br />
* Micro Jump Field Generators will not move any ship that is tethered including the ship that activated the module.<br />
<br />
==External Links==<br />
* [https://support.eveonline.com/hc/en-us/articles/208289335-Citadel-Deployment-and-Unanchoring Citadel Deployment and Unanchoring]<br />
* [https://support.eveonline.com/hc/en-us/articles/208289385-Citadel-Vulnerability-States Citadel Vulnerability States]<br />
* [https://support.eveonline.com/hc/en-us/articles/207568639-Citadel-Ship-Tethering Citadel Ship Tethering]<br />
<br />
[[Category:Structures]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Asset_Safety&diff=118855Asset Safety2017-04-18T07:44:43Z<p>Noemie belacqua: /* Activation */ some rewording</p>
<hr />
<div>{{structures}}<br />
'''Asset Safety''' is a character-level service introduced in the Citadel expansion to accompany the introduction of [[Citadels]]. It is a means of mitigating the risk associated with storing items inside destructable structures, and serves as an intermediate "inventory" for player assets that were stored in a player-owned structure that has been destroyed or unanchored (subject to certain limitations). Items in Asset Safety do not exist in a physical location until delivered to a new location. Items placed in Asset Safety will be bundled in an Asset Safety container. In the case of Corporate Asset Safety, the Asset Safety wrap will preserve any corporate hangar organization.<br />
<br />
Asset Safety is available in all Upwell Structures (such as Citadels and [[Engineering Complexes]]), but not other player-owned structures, such as [[player-owned starbases]].<br />
<br />
Asset Safety exists on both a personal and corporate level, though it functions similarly in either case. Once Asset Safety has been activated, regardless of method, it cannot be reversed, and items must then be delivered according to normal Asset Safety restrictions.<br />
<br />
==Activation==<br />
<br />
Asset Safety is activated whenever<br />
* An Upwell structure is destroyed or unanchored, or<br />
* A corporate office is un-rented, or<br />
* A player manually activates it. <br />
<br />
In the case of Corporate Asset Safety, only Directors or a CEO may activate Asset Safety for items in corporate hangars.<br />
<br />
Items in Personal Asset Safety will appear in the player's "Assets" window, under the "Safety" tab.<br />
<br />
[[File:Personal_Asset_Safety.PNG]]<br />
<br><br><br />
<br />
Items in Corporate Asset Safety will appear in the corporation's "Assets" window, under the "Safety" tab.<br />
<br />
[[File:Corporation_Asset_Safety.PNG]]<br />
<br><br><br />
<br />
There are then two ways of recovering the items:<br />
# After 5 days, the player/corporation can choose to have their assets delivered to an outpost, NPC station, or Citadel in the same system where the assets were originally located. This option is free. <br />
# After an additional 20 days (i.e. if the first option is not used), the assets will be automatically delivered to the nearest (measured in AU) NPC station, and the player/corporation must pay 15% of the assets' value to retrieve them from Asset Safety.<br />
<br />
==Delivery rules==<br />
<br />
If assets are not moved to a station, outpost, or Citadel in the same system, items in Asset Safety will be moved according to the following guidelines:<br />
<br />
*From <span style="color:red">null security</span> space: to the nearest <span style="color:orange">low security</span> station, by AU.<br />
*From <span style="color:orange">low security</span> space: to the nearest <span style="color:orange">low security</span> station, by AU.<br />
*From <span style="color:green">high security</span> space: to the nearest <span style="color:green">high security</span> station, by AU.<br />
<br />
===Wormhole systems===<br />
<br />
While Asset Safety technically exists in wormhole systems, in practice it merely causes assets in wormhole structures to drop in large containers when their containing structures are destroyed. Unless such items are contained in password-protected containers, anyone may take any items from containers dropped by structures in wormhole space. Players may also launch assembled ships from these containers.<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Corporations]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Citadels&diff=118854Citadels2017-04-18T07:33:03Z<p>Noemie belacqua: /* Citadel Destruction */ link</p>
<hr />
<div>'''Citadels''' are a type of structure introduced during the Citadel expansion. They are intended to replace the functionality of [[Player-owned starbases|starbases]] and [[Outpost]]s allowing players the same functionality of a station such as docking, storing of items, refitting and corporation offices while also being expanded with the use of service modules to allow Clone Bay, Market and Reprocessing functionality.<br />
<br />
== Size variants ==<br />
There are currently three different sizes of citadels; the medium '''Astrahus''', the large '''Fortizar''' and the extra-large '''Keepstar'''.<br />
{| style="text-align:center;"<br />
| valign="top" | [[image:astrahus.png|thumb|212px|'''Astrahus''' (medium)]]<br />
| valign="top" | [[image:fortizar.png|thumb|212px|'''Fortizar''' (large)]]<br />
| valign="top" | [[image:keepstar.png|thumb|212px|'''Keepstar''' (extra-large)]]<br />
|}<br />
There's also the rare '''Upwell Palantine Keepstar'''.<br />
<br />
== Anchoring a citadel ==<br />
{{main|Anchoring structures}}<br />
In order to anchor a citadel you'll need a ship with an appropriately sized cargo hold or fleet hangar, the right roles and a suitable spot to anchor your citadel. After that the whole building process, while automatic, takes 24 hours.<br />
<br />
==Online==<br />
<br />
With the Citadel anchored you will now see it listed in the overview and be able to warp to it if you are not already on grid it will also be displayed on the directional scanner. A number of lights will now have appeared around it. Most are for show with the exception of a ring of lights around the edge indicating the docking ring.<br />
<br />
Upon docking you will be able to switch between an exterior view of the citadel or the ship hanger. In addition if permitted you will be able to take control of it loading the overview and allowing you to manage the citadels fittings.<br />
<br />
As with a normal station you have a personal item and ship hanger along with corporation hangers if they have rented an office in the citadel. While in control of a citadel you will be able to access the Ammo Bay, Fuel Bay and Fighter Bay<br />
<br />
Station Services such as Cloning can be accessed in the same method but will be locked and un-selectable if the appropriate service module is not fitted and online. These service modules consume fuel to maintain and when first onlined will immediately use 72 hours worth of fuel.<br />
<br />
While in control of a citadel you are able to target objects that are not invulnerable, deploy fighters and activate offensive modules as you would if you were in control of a ship using the same safety settings.<br />
<br />
*Fighter hangar is 100.000m³. It's possible to overload the fighter hangar i.e. you can switch between squadrons although the hangar and launch tubes are completely full.<br /><br />
*Jump Clones can be left in citadels located in wormhole space with the appropriate service module but you cannot jump to them while outside of that system <br/><br />
*Disabling a Cloning Centre does not destroy installed jump clones but prevents the activation of them. <br />
* In addition attempting to clone to a Medical Clone at a Citadel with a disabled Cloning Centre you will be rerouted to your corporation HQ. <br/><br />
<br />
== Tethering ==<br />
{{main|Tethering}}<br />
Tethering allows players with permission to dock in the citadel to remain in space without being targetable, essentially making them invulnerable. While tethered the structure will also repair any damage modules fitted to your ship and drones currently in your drone bay. While you can move around as long as you stay close to the structure, several actions break the tether as well as stops you from tethering to begin with.<br />
{|<br />
| valign="top" | [[image:tethering.png|thumb|190px|While tethered, you'll see this icon on top of your HUD.]]<br />
| valign="top" | [[image:tethering_visuals.png|thumb|250px|You'll also see a faint cyan-coloured effect coming from the citadel, while you're tethered.]]<br />
| valign="top" | [[image:tethering_repairs.png|thumb|200px|Damage will be repaired while tethered, indicated by a repair icon over your HUD and a very noticeable translucent effect on you entire ship.]]<br />
|}<br />
<br />
== Vulnerability ==<br />
{{main|Vulnerability States}}<br />
You cannot attack a citadel unless it's in its vulnerability state. Citadels go in and out of vulnerability states depending on how the owners have set up its vulnerability hours, with the '''Astrahus''' being vulnerable for 3 hours, the '''Fortizar''' for 6 hours and the '''Keepstar''' for 21 hours.<br />
<br />
==Citadel Destruction==<br />
{{see also|Asset Safety}}<br />
Upon destruction of a Citadel it offlines, becoming a wreck and ejects all online players with their active ship. The wreck remains behind ejecting a Hanger Container that holds dropped loot from the Citadel.<br />
<br />
Player and Corporation assets (items, ships, etc) that were stored in the Citadel can be recovered at a different station through the [[Asset Safety]] system. <br />
<br />
*Additional test needed for players that are offline when destroyed.<br/><br />
<br />
==Difference in Citadels==<br />
Astrahus: Medium citadel, only allows subcapital ships to dock, Unable to fit Market Service Module, 20,000m3 Ammo Bay, Unable to use Guided Bomb Launcher, Point Defence, Doomsday, 3 vulnerable hours per week.<br />
<br />
Fortizar: Large citadel, allows subcapital and capital ships to dock, unable to use Doomsday, 6 vulnerable hours per week.<br />
<br />
Keepstar: Extra-Large citadel, allows all ships to dock, able to fit all citadel modules, 21 vulnerable hours per week.<br />
<br />
==Structure Browser/Groups==<br />
<br />
Groups and the Structure Browser: both are found in the Business menu of the neocom [http://i.imgur.com/eJrOpJE.png]<br /><br />
<br />
You start with a group called "my corp", and you cannot edit this group.<br />
To start make a new Group with the button<br />
[http://i.imgur.com/eIhsAsO.png]<br />
[http://i.imgur.com/3YlxcKz.png]<br /><br />
<br />
The group will start with you in the admin role, and you can add more Character/corp/alliances by dragging them from people and places menu or any other place like chat or a linked name<br />
[http://i.imgur.com/EBjQsLZ.png]<br /><br />
<br />
The roles in the group are in order Admin > Manager > Member > Blocked.<br />
[http://i.imgur.com/b4gFEKa.png]<br /> A character can be given any of the roles, while Corporation and Alliances can only be given the member and blocked roles.<br />
<br />
You can add the "public"(the globe icon) to a group but it can only be given the member role. Admins can add remove any of the rolls including other admins, while managers can only add/remove people from the member and blocked roles<br /><br />
Blocked are on the black list even if they are a member of one of the corp with access<br /><br />
[http://i.imgur.com/0iUt2nJ.png]<br />
<br />
Groups can be shared in chat by dragging them.<br />
These group are then Use by structure profiles in the Structure Browser <br />
[http://i.imgur.com/PFuZQJ2.png]<br />
<br />
To start creating and editing profiles go to the 'My Structures' tab<br />
[http://i.imgur.com/dZEXJJB.png]<br />
<br />
Click on the New profile Button <br />
[http://i.imgur.com/BljrH6X.png]<br />
<br />
Before assigning any structures to this new profile I will add group to each roll on the profile setting tab <br />
[http://i.imgur.com/rBD74JB.png]<br />
the different groups are in order Docking, Defense, Clone Bay, Corporation Office, Market and Reprocessing.<br />
<br /><br />
<br />
Defense is taking control of a citadel and is the only way to get it to shoot.<br />
<br />
You can add a group to a role by Clicking on the + sign.<br />
[http://i.imgur.com/mCzRgTN.png]<br />
<br /><br />
<br />
Click save after adding the groups <br />
<br /><br />
<br />
To assign a structure a profile Click on the Any Profile Option and drag them to the one you want <br />
[http://i.imgur.com/Ux9UiSI.png]<br />
[http://i.imgur.com/jaOTlio.png]<br />
<br /><br />
changing cost station serves per group <br />
<br /><br />
<br />
It’s as easy as changing this value in the profile settings (isk for Clone bay and Corporation offices)(% for market tax and Refining tax) <br />
other galactic taxes may apply<br />
[http://i.imgur.com/BLJgVEz.png]<br />
<br />
==Fitting==<br />
Fitting a Citadel<br />
<br />
Fitting a citadel is much like fitting a ship: if you have the roles required to take control of a citadel, you can just open up the fitting window and drop module in just like a ship.<br />
[http://i.imgur.com/JFqDtR9.png]<br />
<br />
To 'online' the service you must have fuel in the fuel bay which only seems accessible while controlling the citadel.<br />
[http://i.imgur.com/Gq4yjtc.png]<br />
This is the same with the fighter bay (which works like the carrier version, if not more buggy) and the ammo hold (if you want the Missile/bomb launcher to reload automatically the ammo must be place in there<br />
[http://i.imgur.com/etneky6.png]<br />
[http://i.imgur.com/0vOxoVy.png]<br />
<br />
Citadel fits can be saved and shared like ship fits, but currently fitting from a saved fit is bugged [http://i.imgur.com/3Cy60Bv.png]<br />
[http://i.imgur.com/uNDx3zh.png]<br />
<br />
==Trivia==<br />
* Warping to a citadel at 0 while it is anchoring can cause ships to become stuck. This has a higher likelihood of happening with larger ships.<br />
* It is not possible to jump from a clone in known space to a clone in wormhole space or vice versa. Medical Clones cannot be set inside wormhole space.<br />
* It is however possible to swap clones in any type space; including wormhole space. I.e. dock at a citadel in a wormhole where you have a jump clone installed then jump into that clone and leave your current clone installed at that citadel instead. Doing this does not incur the normal 24 hour cooldown on using a jump clone. <br />
* Micro Jump Field Generators will not move any ship that is tethered including the ship that activated the module.<br />
<br />
==External Links==<br />
* [https://support.eveonline.com/hc/en-us/articles/208289335-Citadel-Deployment-and-Unanchoring Citadel Deployment and Unanchoring]<br />
* [https://support.eveonline.com/hc/en-us/articles/208289385-Citadel-Vulnerability-States Citadel Vulnerability States]<br />
* [https://support.eveonline.com/hc/en-us/articles/207568639-Citadel-Ship-Tethering Citadel Ship Tethering]<br />
<br />
[[Category:Structures]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Relic_and_data_sites&diff=115006Relic and data sites2017-04-06T06:43:58Z<p>Noemie belacqua: Start cleanup, but page needs a lot more work</p>
<hr />
<div>{{update|Needs more accurate info for drone data sites}}<br />
<br />
{{Exploration links}}<br />
'''Relic and data sites''' are types of [[Cosmic Signature|cosmic signatures]] that can be found with probing. Data and relic sites can be divided to 4 categories: <br />
* Pirate data and relic sites<br />
* Drone data sites<br />
* Ghost sites<br />
* Sleeper caches and Sleeper sites.<br />
<br />
==Pirate sites==<br />
[[File:Container_data.jpg|200px|thumb|right|A Data Site container]]<br />
[[File:Container_relic.jpg|200px|thumb|right|A Relic Site container]]<br />
Pirate relic and data sites can be found in all [[k-space|normal space regions]], as well as in C1, C2 and C3 class [[Wormhole Space|wormhole systems]]. <br />
<br />
They follow a simple naming convention:<br />
<br />
Data sites in high security space they are called "{{co|wheat|Local}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}", in low "{{co|wheat|Regional}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" and in null "{{co|wheat|Central}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}". Relic sites in high security space they are called "{{co|wheat|Crumbling}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}", in low "{{co|wheat|Decayed}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}" and in null "{{co|wheat|Ruined}} {{co|#9ef37c|(Faction)}} {{co|#9ef37c|(site)}}". Each region spawns sites for the local pirate group.<br />
<br />
Pirate relic and data sites are pockets of space populated with a variety of cosmetic structures (i.e., wrecked stations, abandoned machines) and several containers that need to be [[hacking|hacked]] before the contents can be accessed. The sites do not have any triggers or NPC defenders.<br />
<br />
Data site containers look a bit like an gyroscope, and typically have names like "{{co|#9ef37c|(Faction)}} Info Shard" or "{{co|#9ef37c|(Faction)}} Com Tower". Relic Site containers look like ancient shipwrecks and have names like "{{co|#9ef37c|(Faction)}} Debris" or "{{co|#9ef37c|(Faction)}} Rubble". These containers hold all of the site's valuables. You'll have to hack into the containers first by playing the [[hacking|hacking minigame]]. In order to attempt a hack, you’ll need to lock on to the container, fly within your hacking module range of it, and then use the correct module on it (Relic Analyzer in a Relic Site, Data Analyzer in a Data Site, or Integrated Aanalyzer for both). This will pop open a new window containing the hacking minigame. Failing the hack on same container twice will destroy the container. The explosion will not deal any damage.<br />
<br />
Pirate relic sites contain T1 and T2 [[Salvaging#Uses_for_salvage|salvage materials]], skillbooks and [[Blueprints#Blueprint_Copies|blueprint copies]]. Pirate data sites contain decryptors, datacores, skillbooks, blueprint copies and manufacturing materials. The contents vary by faction, for example, Sansha relic sites contain Intact Armor Plates for salvage.<br />
<br />
==Drone data sites==<br />
Drone data sites spawn in drone regions only. Drone data sites have two main differences from pirate data sites:<br />
<br />
* Failing the hack twice in drone data site will not destroy the container. Instead there is a chance that failure spawns hostile frigates.<br />
<br />
* Drone data sites can escalate into another drone data site.<br />
<br />
Drone data sites contain drone components and blueprint copies for [[Drones#Variants|'Integrated' and 'Augmented' drones]].<br />
<br />
==Sleeper caches==<br />
Sleeper caches are data sites with various triggers and dangers. They are significantly more difficult than pirate data sites. Sleeper caches spawn in normal space and do not spawn in wormholes even though the sleeper connection would imply the opposite. The sleeper caches are from easiest to hardest [[Limited Sleeper Cache]], [[Standard Sleeper Cache]] and [[Superior Sleeper Cache]].<br />
<br />
Sleeper caches are gated deadspace pockets with size limits for entry. Each sleeper cache has its own set of dangers. They contain mixture of containers with damaging explosions on failed hack, timed triggers, hazardous clouds, proximity explosions and sentry guns. For details see the page for individual sleeper cache.<br />
<br />
Sleeper caches contain sleeper components, manufacturing materials, skillbooks and blueprint copies for polarized weapons.<br />
<br />
==Ghost sites==<br />
{{main|Ghost Site}}<br />
Ghost sites are data sites with limited time and riskier failures. They can be identified from {{co|wheat|"Covert Research Facility"}} on their name.<br />
<br />
The sites have invisible time limit after which strong NPC force will arrive, blow up remaining containers and attack the pilot on site. The hacks are also riskier as single failure will cause the container to explode dealing 4000–6000 raw explosive damage to 10 km radius.<br />
<br />
Ghost sites contain covert research Tools, villard wheels and bluepring copies for 'Packrat' and 'Magpie' mobile tractor units, ‘Wetu’ and ‘Yurt’ mobile depots and ascendancy implants, , <br />
<br />
==Sleeper sites==<br />
{{main|Wormhole Sites}}<br />
Sleeper data and relic sites are found in wormholes. They are not empty, instead they have strong sleepers defending the site that need to be defeated before hacking. <br />
<br />
Sleeper data and relic sites can be identified from {{co|wheat|"Forgotten"}} and {{co|wheat|"Unsecured"}} at the beginning of their names. The combat in them is harder than in combat anomalies of same wormhole class and the rats drop sleeper components as they do in combat sites. They can be ran as combat sites only looting the wrecks and ignoring the hacking part.<br />
<br />
== Contested Covert Research Facilities ==<br />
<br />
{{ note box | Note that it is unclear to this author whether Contested Covert Research Facilities are still in the game; some sources seem to indicate that they were removed when the Besieged Covert Research Facilities were added. Another thing to consider is that the reward received may not be worth the effort and risk of doing them: you will almost certainly lose your ship if you attempt them in an untanked frigate, but carrying around tanking modules just for these sites may be inconvenient. }}<br />
<br />
The only known variant is the Contested Guristas Covert Research Facility. It contains 1 hackable can, called a Guristas Transponder Tower. If the hack fails or after about 45-60s from the first warp-in to the site (even if the can has already been emptied), the can explodes for roughly 2000 raw explosive damage. The tower has 1 Guristas Data Sequence ([https://eve-central.com/home/quicklook.html?typeid=33988 eve-central price]) as loot, 75/200/700 of which can be turned in at the [[Mordu's Legion]] headquarters in [[nullsec]] for BPCs to build the Mordu's Legion ships.<br />
<br />
Even an exploration frigate (Magnate, Heron, Imicus or Probe) can be fitted to survive this with 2-3 cheap T1/meta [[Tanking|tanking]] modules swapped into the regular exploration fit: for example, on the [[Imicus]]/[[Heron]]/[[Probe]] using this wiki's basic exploration/scanning fits, one could:<br />
# keep 1 analyzer and the microwarpdrive in the mid slots, <br />
# remove the other analyzer and the cargo scanner/rangefinding array (and optionally the Heron's 5th slot, but this isn't even really necessary, the Heron has/ends up with the largest shield tank anyway)<br />
# add a small shield extender and a explosive deflection field (add a 2nd explosive deflection field on the Heron if you want)<br />
# change 1 lowslot module (usually speed/align modules on exploration ships) for a damage control if the fit doesn't have one yet. <br />
These modules take up only 10-15m³ in your cargo hold and can be fitted in at any nearby station whenever you come across a contested covert research site while exploring, and back out once you've done the site. <br />
<br />
With a [[Magnate]] using the "exploration basic" fitting, just switching the drone damage amplifier to an armor explosive hardener should be enough, thanks to the 100mm reinforced plates, damage control and energized adaptive nano membrane already included in the fit. After fitting the armor explosive hardener, the EANM isn't necessary anymore to prevent the 2k damage from spilling over into structure hp, so the EANM can be swapped for a small armor repairer if you don't want to pay to repair your armor, but you may run into lack of power grid with low/mediocre fitting skills. In any case, the limited mid slots and low base shield hp of the Magnate make pure shield tanking impossible while keeping both the microwarpdrive and an analyzer, compared to the extra low available for armor tanking. <br />
<br />
Note: The author of this section did model all 4 frigates in [[EFT]], using a damage control I + explosive deflection field I + small shield extender I (except for the Magnate, as noted) and with the "without skills" option, and got just over 2k (Imicus) to 2.7k (Heron with 1 EDF) shield ehp vs. explosive damage on all the above ships except the armor-tanked magnate (which had about 2.5k shield+armor ehp vs. explosive, with AEH+100mm plates+DC+EANM). However, TEST YOUR OWN FIT with a fitting tool and/or calculate your [[EHP]] vs. explosive damage before you go blow yourself up. Remember to repair any armor/hull damage you may have suffered afterwards (as noted, this should only be necessary with the Magnate).<br />
<br />
==Tips and tricks==<br />
* The contents of containers can be scanned with cargo scanners before hacking. This allows skipping containers that do not have valuable contents.<br />
* Emptied sites will despawn in few minutes. Sites that have been warped to or partially completed will despawn in few hours.<br />
<br />
==See also==<br />
* [http://community.eveonline.com/news/dev-blogs/ghastly-hotbed-of-spaceship-trauma/ Dev blog introducing Ghost Sites]<br />
* [http://community.eveonline.com/news/dev-blogs/sweeping-death-and-chaos/ Dev blog introducing the Contested and Besieged Covert Research Facilities]<br />
<br />
[[Category:Exploration]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Hacking&diff=115005Hacking2017-04-06T06:36:53Z<p>Noemie belacqua: correct redirect</p>
<hr />
<div>#redirect [[Exploration#Hacking_Minigame]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=User_talk:Hirmuolio_Pine&diff=114121User talk:Hirmuolio Pine2017-04-03T11:34:50Z<p>Noemie belacqua: </p>
<hr />
<div>Hi! Since you split off the "combat sites" section from the [[Scanning:Scan_Results#Combat_Sites|scan results]] page, could you trim the information from the former (just leaving a link to [[combat sites]] and perhaps a brief summary, if you think it's useful) to avoid duplicating the same information in two places? – [[User:Noemie_belacqua|Noemie]] [[User_talk:Noemie_belacqua|Belacqua]] 02:00, 3 April 2017 (CDT)<br />
<br />
:I was thinking that once all sites have their own page (combat, relic+data, gas, ice, ore) that whole [[Scanning:Scan_Results]] could go away or alternatively be turned into just a list of sites if someone thinks that is needed. [[User:Hirmuolio pine|Hirmuolio pine]] ([[User talk:Hirmuolio pine|talk]]) 03:31, 3 April 2017 (CDT)<br />
<br />
::If each type of site will have its own page then I don't really see a need for a "scan results" page (as the probe scanning interface shows the type of site before showing the name, correct?). – [[User:Noemie_belacqua|Noemie]] [[User_talk:Noemie_belacqua|Belacqua]] 06:34, 3 April 2017 (CDT)</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Template:Exploration_links&diff=114120Template:Exploration links2017-04-03T11:33:13Z<p>Noemie belacqua: Changed formatting to be more in line with other nav boxes. Added a few more exploration links (which can disappear again, if necessary, once the complete rework of the exploration pages is done).</p>
<hr />
<div>{| width="11em" style="float:right; clear:right; margin-left:1em; margin-bottom:1em; border:1px solid #202020; padding:1px; border-collapse:collapse; text-align:center; font-size:11px"<br />
|-<br />
| style="background-color:#000000; padding:0px;" | [[Image:112 64 4.png|link=]]<br />
|-<br />
! style="background-color:#000000; font-size:12px; padding:0.4em;" valign="middle" | [[Exploration]]<br />
|-<br />
! style="background-color:#101010; font-size:12px;" | Site categories<br />
|-<br />
| style="background-color:#202020; font-size:11px;" |<br />
[[Cosmic Anomalies]]<br /><br />
[[Cosmic Signatures]]<br /><br />
|-<br />
! style="background-color:#101010; font-size:12px;" | Site types<br />
|-<br />
| style="background:#202020; font-size: 11px; text-align:center;" |<br />
[[Combat sites]] <br><br />
[[Relic and data sites]] <br><br />
[[Ghost Site|Ghost sites]] <br><br />
[[Ice harvesting|Ice belts]] <br><br />
[[Scanning:Scan_Results#Ore_Sites|Ore sites]] <br><br />
[[Gas cloud harvesting|Gas sites]] <br><br />
|-<br />
!style="background:#101010; padding: 1px; text-align:center; font-size: 12px; color:white"| Guides<br />
|-<br />
| style="background:#202020; font-size: 11px; text-align:center;" |<br />
[[Probing In Simple Steps]] <br><br />
[[Hacking 101|Hacking guide]] <br><br />
[[Exploration combat sites for new players|New player combat sites]] <br><br />
|-<br />
|}<br />
<noinclude><br />
{{documentation}}<br />
</noinclude></div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=User_talk:Hirmuolio_Pine&diff=114105User talk:Hirmuolio Pine2017-04-03T07:00:21Z<p>Noemie belacqua: Created page with "Hi! Since you split off the "combat sites" section from the scan results page, could you trim the information from the former (just leav..."</p>
<hr />
<div>Hi! Since you split off the "combat sites" section from the [[Scanning:Scan_Results#Combat_Sites|scan results]] page, could you trim the information from the former (just leaving a link to [[combat sites]] and perhaps a brief summary, if you think it's useful) to avoid duplicating the same information in two places? – [[User:Noemie_belacqua|Noemie]] [[User_talk:Noemie_belacqua|Belacqua]] 02:00, 3 April 2017 (CDT)</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Combat_sites&diff=114104Combat sites2017-04-03T06:45:39Z<p>Noemie belacqua: </p>
<hr />
<div>{{Exploration links}}<br />
<br />
'''Combat sites''' are a category of exploration sites. The sites involve fighting against pirate rats and reward DED modules, faction modules, faction blueprints and bounties. Combat sites can be divided to four groups: anomalies, cocmic anomalies, expeditions and drug sites. This article fokuses on combat sites in normal space only. For wormholes see [[wormholes]].<br />
<br />
==Combat anomalies==<br />
Combat sites that are found as cosmic anomalies do not need any scanning equipment to locate. They are all ungated deadspace pockets with multiple waves of rats. They have low chance to spawn an commander rat that can drop faction items. They also have low chance to escalate into a DED rated cpomplex.<br />
<br />
Combat site anomalies are ranked by difficulty into 10 levels/classes, and follow a naming scheme of {{co|#9ef37c|(faction) (anomaly)}}. Generally, the higher the difficulty of the site, the higher the rewards for completing it. Each faction's sites will only appear in regions where their rats are normally found (with the exception of Rogue Drone sites, which can appear anywhere). For example, the Heimatar region has Angel Cartel rats, and therefore only Angel Cartel and Rogue Drone combat sites will be found there. For a list of which pirate factions can be found in which regions, see [http://evemaps.dotlan.net/region dotlan].<br />
<br />
The rank of the anomaly depends on the [[System Security|security status]] of the system you are searching in. Within [[high-sec]] (security status 1.0 to 0.5) the lowest third (in terms of difficulty/value) will be found. [[Low-sec]] (security status of 0.4 to 0.1) contains the mid third of them and the highest third will be found within [[nullsec]]. The anomaly names are identical for all factions with the exception of Rogue Drone sites, which also differ slightly in which classes of space they are found in.<br />
<br />
{|class=wikitable cellpadding="3" style="border-spacing:1px;margin:8px auto;text-align:center"<br />
!colspan="1" style="background:#222222"| Class<br />
!colspan="3" style="background:#222222"| Found In<br />
!colspan="6" style="background:#222222"| Combat anomalies<br />
|- style="background:#222222"<br />
!style="background:#222222;width:30px;color:cyan"|<br />
!style="background:#222222;width:30px;color:cyan"|High<br />
!style="background:#222222;width:30px;color:yellow"|Low<br />
!style="background:#222222;width:30px;color:red"|Null<br />
!style="background:#222222;width:210px"|[[Angel Cartel]]<br />
!style="background:#222222;width:210px"|[[The Blood Raider Covenant|Blood Raiders]]<br />
!style="background:#222222;width:210px"|[[Guristas Pirates]]<br />
!style="background:#222222;width:210px"|[[Sansha's Nation]]<br />
!style="background:#222222;width:210px"|[[Serpentis Corporation]]<br />
!style="background:#222222;width:210px"|[[Rogue Drones]]<br />
<br />
|-<br />
!style="background:#222222"| 1<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Hideaway]]<br />
|[[Blood Hideaway]]<br />
|[[Gurista Hideaway]]<br />
|[[Sansha Hideaway]]<br />
|[[Serpentis Hideaway]]<br />
|[[Drone Cluster]]<br />
<br />
|-<br />
!style="background:#222222"| 2<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Burrow]]<br />
|[[Blood Burrow]]<br />
|[[Gurista Burrow]]<br />
|[[Sansha Burrow]]<br />
|[[Serpentis Burrow]]<br />
|[[Drone Collection]]<br />
<br />
|-<br />
!style="background:#222222"| 3<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="color:yellow;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Refuge]]<br />
|[[Blood Refuge]]<br />
|[[Gurista Refuge]]<br />
|[[Sansha Refuge]]<br />
|[[Serpentis Refuge]]<br />
|[[Drone Assembly]]<br />
<br />
|-<br />
!style="background:#222222"| 4<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="color:yellow;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Den]]<br />
|[[Blood Den]]<br />
|[[Gurista Den]]<br />
|[[Sansha Den]]<br />
|[[Serpentis Den]]<br />
|[[Drone Gathering]]<br />
<br />
|-<br />
!style="background:#222222"| 5<br />
!style="background:#222222"|<br />
!style="color:yellow;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Yard]]<br />
|[[Blood Yard]]<br />
|[[Gurista Yard]]<br />
|[[Sansha Yard]]<br />
|[[Serpentis Yard]]<br />
|[[Drone Surveillance]]<br />
<br />
|-<br />
!style="background:#222222"| 6<br />
!style="background:#222222"|<br />
!style="color:yellow;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Rally Point]]<br />
|[[Blood Rally Point]]<br />
|[[Gurista Rally Point]]<br />
|[[Sansha Rally Point]]<br />
|[[Serpentis Rally Point]]<br />
|[[Drone Menagerie]]<br />
<br />
|-<br />
!style="background:#222222"| 7<br />
!style="background:#222222"|<br />
!style="color:yellow;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Port]]<br />
|[[Blood Port]]<br />
|[[Gurista Port]]<br />
|[[Sansha Port]]<br />
|[[Serpentis Port]]<br />
|[[Drone Herd]]<br />
<br />
|-<br />
!style="background:#222222"| 8<br />
!style="background:#222222"|<br />
!style="color:yellow;background:#222222"| ✔<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Hub]]<br />
|[[Blood Hub]]<br />
|[[Guristas Hub]]<br />
|[[Sansha Hub]]<br />
|[[Serpentis Hub]]<br />
|[[Drone Squad]]<br />
<br />
|-<br />
!style="background:#222222"| 9<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Haven]]<br />
|[[Blood Haven]]<br />
|[[Gurista Haven]]<br />
|[[Sansha Haven]]<br />
|[[Serpentis Haven]]<br />
|[[Drone Patrol]]<br />
<br />
|-<br />
!style="background:#222222"| 10<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Sanctum]]<br />
|[[Blood Sanctum]]<br />
|[[Gurista Sanctum]]<br />
|[[Sansha Sanctum]]<br />
|[[Serpentis Sanctum]]<br />
|[[Drone Horde]]<br />
|}<br />
<br />
Class 1, 4, 6 and 8 pirate anomalies also have more difficult variants (featuring elite rats) in addition to the basic version, sub-divided into 3 more categories:<br />
* {{co|#9ef37c|(Faction)}} Hidden {{co|#9ef37c|(anomaly)}} - easiest, but still harder than the basic version<br />
* {{co|#9ef37c|(Faction)}} Forsaken {{co|#9ef37c|(anomaly)}} - middle<br />
* {{co|#9ef37c|(Faction)}} Forlorn {{co|#9ef37c|(anomaly)}} - hardest<br />
<br />
=== Besieged Covert Research Facilities ===<br />
<br />
Besieged Guristas Covert Research Facility is an unique cosmic anomaly that is found in all low sec regions. The site has two waves of Mordu's Legion cruiser and battleship rats. They use missiles and will use different damage types to test your resistances to find the weakest one, in addition to tackling you with webs and points. Notable loot, some of it coming from the destructible structures (Guristas Research and Trade Hubs and/or Thukker Labs) which may be found in these sites, includes higher-end implants and ship [[skin]] [[BPC]]s, as well as some special module BPCs.<br />
<br />
==Cosmic signatures==<br />
<br />
Combat sites that appear as cosmic signatures must be scanned down with probes to get a warpin. These combat sites can be further divided to two groups: unrated and DED rated. The differences between the two are minor.<br />
<br />
===Unrated complexes===<br />
Unrated complexes have a good chance to contain an commander spawn that can drop faction items. They can also escalate into an expedition.<br />
<br />
The sites contain multiple [[deadspace]] rooms separated by acceleratino gates. The acceleration gates separating rooms are usually locked and a trigger must be triggered or a key used to procees. The sites also have triggers for additional defender waves and escalations. The size of ship allowed in Unrated Complexes does not follow a predictable pattern, each site, even of the same size but from a different faction, can have a different ship size limit. For details and ship size limits see the page of indicidual site.<br />
<br />
{|class=wikitable cellpadding="3" style="border-spacing:1px;margin:8px auto;text-align:center"<br />
!colspan="3" style="background:#222222"| Found In<br />
!colspan="6" style="background:#222222"| Unrated complexes<br />
|- style="background:#222222"<br />
!style="background:#222222;width:30px;color:cyan"|High<br />
!style="background:#222222;width:30px;color:yellow"|Low<br />
!style="background:#222222;width:30px;color:red"|Null<br />
!style="background:#222222;width:210px"|[[Angel Cartel]]<br />
!style="background:#222222;width:210px"|[[The Blood Raider Covenant|Blood Raiders]]<br />
!style="background:#222222;width:210px"|[[Guristas Pirates]]<br />
!style="background:#222222;width:210px"|[[Sansha's Nation]]<br />
!style="background:#222222;width:210px"|[[Serpentis Corporation]]<br />
!style="background:#222222;width:210px"|[[Rogue Drones]]<br />
<br />
|-<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Hideout]]<br />
|[[Blood Hideout]]<br />
|[[Gurista Hideout]]<br />
|[[Sansha Hideout]]<br />
|[[Serpentis Hideout]]<br />
|[[Haunted Yard]]<br />
<br />
|-<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Lookout]]<br />
|[[Blood Lookout]]<br />
|[[Gurista Lookout]]<br />
|[[Sansha Lookout]]<br />
|[[Serpentis Lookout]]<br />
|[[Desolate Site]]<br />
<br />
|-<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Watch]]<br />
|[[Blood Watch]]<br />
|[[Gurista Watch]]<br />
|[[Sansha Watch]]<br />
|[[Serpentis Watch]]<br />
|[[Chemical Yard]]<br />
<br />
|-<br />
!style="color:cyan;background:#222222"| ✔<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
|[[Angel Vigil]]<br />
|[[Blood Vigil]]<br />
|[[Gurista Vigil]]<br />
|[[Sansha Vigil]]<br />
|[[Serpentis Vigil]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="color:yellow;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Provisional Angel Outpost]]<br />
|[[Provisional Blood Outpost]]<br />
|[[Provisional Gurista Outpost]]<br />
|[[Provisional Sansha Outpost]]<br />
|[[Provisional Serpentis Outpost]]<br />
|[[Rogue Trial Yard]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="color:yellow;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Outpost]]<br />
|[[Blood Raider Outpost]]<br />
|[[Gurista Outpost]]<br />
|[[Sansha Outpost]]<br />
|[[Serpentis Outpost]]<br />
|[[Dirty Site]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="color:yellow;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Minor Angel Annex]]<br />
|[[Minor Blood Annex]]<br />
|[[Minor Guristas Annex]]<br />
|[[Minor Sansha Annex]]<br />
|[[Minor Serpentis Annex]]<br />
|[[Ruins]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="color:yellow;background:#222222"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Annex]]<br />
|[[Blood Annex]]<br />
|[[Guristas Annex]]<br />
|[[Sansha Annex]]<br />
|[[Serpentis Annex]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Base]]<br />
|[[Blood Raider Base]]<br />
|[[Gurista Base]]<br />
|[[Sansha Base]]<br />
|[[Serpentis Base]]<br />
|[[Independence]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Fortress]]<br />
|[[Blood Raider Fortress]]<br />
|[[Gurista Fortress]]<br />
|[[Sansha Fortress]]<br />
|[[Serpentis Fortress]]<br />
|[[Radiance]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Military Complex]]<br />
|[[Blood Military Complex]]<br />
|[[Guristas Military Complex|Gurista Military Complex]]<br />
|[[Sansha Military Complex]]<br />
|[[Serpentis Military Complex]]<br />
|[[Hierarchy]]<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Provincial HQ]]<br />
|[[Blood Provincial HQ]]<br />
|[[Gurista Provincial HQ]]<br />
|[[Sansha Provincial HQ]]<br />
|[[Serpentis Provincial HQ]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="color:red;background:#222222"| ✔<br />
|[[Angel Domination Fleet Staging Point]]<br />
|[[Dark Blood Fleet Staging Point]]<br />
|[[Dread Guristas Fleet Staging Point]]<br />
|[[True Sansha Fleet Staging Point]]<br />
|[[Shadow Serpentis Fleet Staging Point]]<br />
| -<br />
|}<br />
- [[Serpentis Logistical Outpost]]: Though Unrated, seems to fill the role of the otherwise non-existent Serpentis 6/10 DED Site.<br><br />
- [[Angel Mineral Acquisition Outpost ]]: Though Unrated, seems to fill the role of the otherwise non-existent Angel 6/10 DED Site.<br />
<br />
===DED rated complexes===<br />
<br />
'''DED complexes''' are a type of [[cosmic signature]] that have been rated on a scale of 1/10 to 10/10 by CONCORD's [[CONCORD#Divisions|Directive Enforcement Department]]. Lower-rated sites contain weaker enemies, but are also limited in the size of ship which may enter them. DED rated complexes are found with probe scanner or escalated from combat anomaly.<br />
<br />
The structure of DED rated complexes is very similar to unrated complexes. Gated [[deadspace]] pockets enemies and rats to kill. <br />
<br />
The difference is that DED rated complexes do not contain additional spawns; more rats do not spawn during site running. Many DED rated complexes also contain locked gates that require a specific trigger to open. This makes blizing possible as not all rats need to die. The sites also always contains one or more structure or overseer that can drop faction items or DED modules.<br />
<br />
But unlike unrated complexes DED rated complexes do not normally escalate. DED rated complexes that were gained as an escalation from an anomaly are exception as they can re-escalate into same site.<br />
<br />
The main target of a DED rated site drops DED modules, faction ship BPCs and overseer's personal effect. The sites can contain additional targets that have low chance to drop faction module.<br />
<br />
DED Rated Complexes each have a difficulty rating associated with them on a ranking scale from 1/10 to 10/10. The rating can help to give a direct indication of the difficulty of the site, as well as the maximum size of ship that can be taken through the complexes acceleration gate. In general the ship hull class that can enter the site goes up by one as the rating goes up by one, until you reach 5/10.<br />
<br />
{|class=wikitable <br />
|-<br />
! style="background:#222222" | Rating<br />
! style="background:#222222" | Maximum Ship Size Allowed<br />
|-<br />
| 1/10<br />
| Frigate<br />
|-<br />
| 2/10<br />
| Destroyer<br />
|-<br />
| 3/10<br />
| Cruiser (Not including T3)<br />
|-<br />
| 4/10<br />
| Battlecruiser (Not T3 Cruiser)<br />
|-<br />
| 5+/10<br />
| Battleship<br />
|} <br />
<br />
<br />
{|class=wikitable cellpadding="3" style="border-spacing:1px;margin:8px auto;text-align:center"<br />
!rowspan="2" style="width:36px;background:#222222"|[[CONCORD#Divisions|DED Rating]]<br />
!colspan="3" style="background:#222222"| Found In<br />
!colspan="6" style="background:#222222"| DED complexes<br />
|- style="background:#222222"<br />
!style="background:#222222;width:30px;color:cyan"|High<br />
!style="background:#222222;width:30px;color:yellow"|Low<br />
!style="background:#222222;width:30px;color:red"|Null<br />
!style="background:#222222;width:210px;"| [[Angel Cartel]]<br />
!style="background:#222222;width:210px;"| [[The Blood Raider Covenant|Blood Raiders]]<br />
!style="background:#222222;width:210px;"| [[Guristas Pirates]]<br />
!style="background:#222222;width:210px;"| [[Sansha's Nation]]<br />
!style="background:#222222;width:210px;"| [[Serpentis Corporation]]<br />
!style="background:#222222;width:210px;"| [[Rogue Drones]]<br />
<br />
|-<br />
!style="background:#222222"| 1/10<br />
!style="background:#222222;color:cyan"| ?<br />
!style="background:#222222;color:yellow"| ?<br />
!style="background:#222222"|<br />
|[[Minmatar Contracted Bio-Farm]]<br />
|[[Old Meanie - Cultivation Center]]<br />
|[[Pith Robux Asteroid Mining & Co.]]<br />
|[[Sansha Military Outpost]]<br />
|[[Serpentis Drug Outlet]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"| 2/10<br />
!style="background:#222222;color:cyan"| ✔<br />
!style="background:#222222;color:yellow"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Creo-Corp Mining]]<br />
|[[Blood Raider Human Farm]]<br />
|[[Pith Deadspace Depot]]<br />
|[[Sansha Acclimatization Facility]]<br />
|[[Serpentis Live Cargo Distribution Facilities]]<br />
|[[Rogue Drone Infestation Sprout]]<br />
<br />
|-<br />
!style="background:#222222"| 3/10<br />
!style="background:#222222;color:cyan"| ✔<br />
!style="background:#222222;color:yellow"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Repurposed Outpost]]<br />
|[[Blood Raider Intelligence Collection Point]]<br />
|[[Guristas Guerilla Grounds]]<br />
|[[Sansha's Command Relay Outpost]]<br />
|[[Serpentis Narcotic Warehouses]]<br />
|[[Rogue Drone Asteroid Infestation]]<br />
<br />
|-<br />
!style="background:#222222"| 4/10<br />
!style="background:#222222;color:cyan"| ✔<br />
!style="background:#222222;color:yellow"| ✔<br />
!style="background:#222222"|<br />
|[[Angel Cartel Occupied Mining Colony]]<br />
|[[Mul-Zatah Monastery]]<br />
|[[Guristas Scout Outpost]]<br />
|[[Sansha's Nation Occupied Mining Colony]]<br />
|[[Serpentis Phi-Outpost]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"| 5/10<br />
!style="background:#222222;color:cyan"| ✔<br />
!style="background:#222222;color:yellow"| ✔<br />
!style="background:#222222"|<br />
|[[Angel's Red Light District]]<br />
|[[Blood Raider Psychotropics Depot]]<br />
|[[Guristas Hallucinogen Supply Waypoint]]<br />
|[[Sansha's Nation Neural Paralytic Facility]]<br />
|[[Serpentis Corporation Hydroponics Site]]<br />
|[[Outgrowth Rogue Drone Hive]]<br />
<br />
|-<br />
!style="background:#222222"| 6/10<br />
!style="background:#222222"|<br />
!style="background:#222222;color:yellow"| ✔<br />
!style="background:#222222;color:red"| ✔<br />
| -<br />
|[[Crimson Hand Supply Depot]]<br />
|[[Guristas Troop Reinvigoration Camp]]<br />
|[[Sansha War Supply Complex]]<br />
| -<br />
| - <br />
<br />
|-<br />
!style="background:#222222"| 7/10<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="background:#222222;color:red"| ✔<br />
|[[Angel Military Operations Complex]]<br />
|[[Blood Raider Coordination Center]]<br />
|[[Gurista Military Operations Complex]]<br />
|[[Sansha Military Operations Complex]]<br />
|[[Serpentis Paramilitary Complex]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"| 8/10<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="background:#222222;color:red"| ✔<br />
|[[Cartel Prisoner Retention]]<br />
|[[Blood raider prison camp|Blood Raider Prison Camp]]<br />
|[[Pith's Penal Complex]]<br />
|[[Sansha Prison Camp]]<br />
|[[Serpentis Prison Camp]]<br />
| -<br />
<br />
|-<br />
!style="background:#222222"| 9/10<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
| -<br />
<br />
|-<br />
!style="background:#222222"| 10/10<br />
!style="background:#222222"|<br />
!style="background:#222222"|<br />
!style="background:#222222;color:red"| ✔<br />
|[[Angel Cartel Naval Shipyard]]<br />
|[[Blood Raider Naval Shipyard]]<br />
|[[The Maze]]<br />
|[[Centus Assembly T.P. Co.]]<br />
|[[Serpentis Fleet Shipyard]]<br />
| -<br />
|}<br />
<br />
- [[Serpentis Logistical Outpost]]: Though Unrated, seems to fill the role of the otherwise non-existent Serpentis 6/10 DED Site.<br><br />
- [[Angel Mineral Acquisition Outpost ]]: Though Unrated, seems to fill the role of the otherwise non-existent Angel 6/10 DED Site.<br><br />
- There are no 9/10 DED Rated Complexes, some consider the [faction] Fleet Staging Point to be their equivalent.<br><br />
<br />
==Expeditions==<br />
<br />
Expecitions (also known as escalations) can not be found by scanning, instead they escalate from unrated complexes. When a trigger of an Unrated Complex is destroyed, there is a relatively small chance that a pop up window will open explaining that details of the location of another enemy site have been found. The site's information is then added to the journal in the expeditions tab. <br />
<br />
When the site listed in the journal is finished, there is a chance that it will escalate farther, leading to yet another site. Most expeditions have up to 4 parts.<br />
<br />
The expedition locations can be in any security space. Usually the first three are in same security space as the site that escalated and fourth is usually in one lower security space but this varies.<br />
<br />
{|class=wikitable cellpadding="3" style="border-spacing:1px;margin:8px auto;text-align:center"<br />
!rowspan="2" style="background:#222222"| [[:Category:Unrated_Complexes|Unrated Complex]]<br />
!colspan="6" style="background:#222222"| [[:Category:Expeditions|Expeditions]]<br />
<br />
|-style="background:#222222"<br />
!style="width:210px"|[[Angel Cartel]]<br />
!style="width:210px"|[[The Blood Raider Covenant|Blood Raiders]]<br />
!style="width:210px"|[[Guristas Pirates]]<br />
!style="width:210px"|[[Sansha's Nation]]<br />
!style="width:210px"|[[Serpentis Corporation]]<br />
!style="width:210px"|[[Rogue Drones]]<br />
<br />
|-style="background:#222222"<br />
|style="color:cyan;width:270px"|High Sec <br />
|colspan="6"|Expeditions may appear in lower security systems.<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Hideout <br> Haunted Yard <br />
|[[Blue Pill]]<br />
|[[Frentix]]<br />
|[[Sooth Sayer]]<br />
|[[Drop]]<br />
|[[Mindflood]]<br />
|[[Pulverize The Pioneers]]<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Lookout <br> Desolate Site <br />
|[[Chasing the Dragon]]<br />
|[[Following the Blood]]<br />
|[[Trap?]]<br />
|[[Slave Breeding Plants]]<br />
|[[Angel Kickbacks]]<br />
|[[Mare Sargassum]]<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Watch <br> Chemical Yard<br />
|[[The Nuclear Small Arms Project]]<br />
|[[Medical Twilight]]<br />
|[[Terrorist Plot!]]<br />
|[[Nation on the Rise]]<br />
|[[Jet-Set Hooligans]]<br />
|[[Hunting the Drudge Factory]]<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Vigil<br />
|[[The Big Blue (Escalation)]]<br />
|[[The Rewards of Devotion]]<br />
|[[Kidnapped!]]<br />
|[[True Power Shipyards]]<br />
|[[Booster R&D]]<br />
| -<br />
<br />
|-style="background:#222222"<br />
|style="color:yellow;"|Low Sec <br />
|colspan="6"|Expeditions may appear in lower security systems.<br />
<br />
|-<br />
|style="background:#222222"| Provisional (Faction) Outpost <br> Rogue Trial Yard<br />
|[[Domination Surveillance Squad]]<br />
|[[Blood Surveillance Squad]]<br />
|[[Gurista Surveillance Squad]]<br />
|[[Sansha Surveillance Squad]]<br />
|[[Guardian Angels Surveillance Squad]]<br />
|[[Moving Day]]<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Outpost <br> Dirty Site <br />
|[[Salvation Angel's Shipment]]<br />
|[[Save The Slaves]]<br />
|[[Gurista Productions Shipment]]<br />
|[[Hidden Riches]]<br />
|[[Elite Playground]]<br />
|[[Loose Ends]]<br />
<br />
|-<br />
|style="background:#222222"| Minor (Faction) Annex <br> Ruins<br />
|[[Angel Owned Station]]<br />
|[[Blood Owned Station]]<br />
|[[Guristas Owned Station]]<br />
|[[Sansha Owned Station]]<br />
|[[Serpentis Owned Station]]<br />
|[[Menacing Mechanics]]<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Annex<br />
|[[Angel Powergrid]]<br />
|[[Blood Raider Powergrid]]<br />
|[[Guristas Powergrid]]<br />
|[[Sansha Powergrid]]<br />
|[[Serpentis Powergrid]]<br />
| -<br />
<br />
|-style="background:#222222"<br />
|style="color:red;"|Null Sec <br />
|colspan="6"|<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Base <br> Independence<br />
|[[Toxic Waste Scandal!]]<br />
|[[Religious Fury]]<br />
|[[Consequences Smonsequences]]<br />
|[[True Power HQ]]<br />
|[[Contract Killers]]<br />
|[[The Drone Roulette]]<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Fortress <br> Radiance<br />
|[[Operation Spring Cleaning]]<br />
|[[Dubious Assignment]]<br />
|[[Hired Gun]]<br />
|[[Shady Operation]]<br />
|[[Suspicious Job]]<br />
|[[Molting Season]]<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Military Complex <br> Hierarchy<br />
|[[Pioneers Peril]]<br />
|[[Frontier in Flames]]<br />
|[[Pirate's Path]]<br />
|[[David V Goliath]]<br />
|[[Colony Under Fire]]<br />
|[[Trouble in Paradise]]<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Provincial HQ<br />
|[[Special Forces]]<br />
|[[Fountain of Youth]]<br />
|[[No Quarter]]<br />
|[[The Ancient City]]<br />
|[[Serpentis Secrets]]<br />
| -<br />
<br />
|-<br />
|style="background:#222222"| (Faction) Fleet Staging Point<br />
|[[Angel Domination Fleet Staging Point 2]]<br />
| -<br />
| -<br />
| -<br />
|[[Shadow Serpentis Fleet Staging Point 2]]<br />
| -<br />
|}<br />
<br />
==Chemical labs==<br />
Chemical labs are found with probe scanning. Even though the probe scanning window categorizes them as gas sites they are actually combat sites. In order to get access to the rewards the site needs to be cleared of hostiles and the containers in site need to be hacked with data analyzer.<br />
<br />
The production facilities spawn in null security space only. Rest of the sites spawn in low security space only.<br />
<br />
Details of these sites are not well documented. They all most likely contain two waves of enemies and containers that need to be hacked with data analyzer. The sites are restricted to specific regions. The regions in which each site spawns are not known. The regions listed here may not be the only region containing that site.<br />
<br />
{|class=wikitable cellpadding="3" style="border-spacing:1px;margin:8px auto;text-align:center"<br />
!colspan="1" style="background:#222222"| Faction<br />
!colspan="1" style="background:#222222"| Site<br />
!colspan="1" style="background:#222222"| Location<br />
<br />
|-<br />
!rowspan="6" style="background:#222222"| [[Angel Cartel]]<br />
|[[ Angel Chemical Lab ]]<br />
|Heimatar<br />
|-<br />
|[[ Angel Gas Processing Site ]]<br />
|Heimatar<br />
|-<br />
|[[ Elohim Sooth Sayer Distribution Base ]]<br />
|Molden Heath <br />
|-<br />
|[[ Elohim X-Instinct Distribution Base ]]<br />
|Heimatar<br />
|-<br />
|[[ Elohim Sooth Sayer Production Facility ]]<br />
|Wicked Creek<br />
|-<br />
|[[ Elohim X-Instinct Production Facility ]]<br />
|Feythabolis<br />
<br />
|-<br />
!rowspan="4" style="background:#222222"| [[The Blood Raider Covenant|Blood Raiders]]<br />
|[[ Blood Raider Chemical Lab ]]<br />
|Aridia<br />
|-<br />
|[[ Blood Raider Gas Processing Site ]]<br />
|?<br />
|-<br />
|[[ CHAIN Mindflood Distribution Base ]]<br />
|Aridia<br />
|-<br />
|[[ CHAIN Mindflood Production Facility ]]<br />
|Delve<br />
<br />
|-<br />
!rowspan="6" style="background:#222222"| [[Guristas Pirates]]<br />
|[[ Guristas Chemical Lab ]]<br />
|The Forge<br />
|-<br />
|[[ Guristas Gas Processing Site ]]<br />
|The Forge<br />
|-<br />
|[[ H-PA Crew Blue Pill Distribution Base ]]<br />
|The Forge<br />
|-<br />
|[[ H-PA Crew Crash Distribution Base ]]<br />
|Lonetrek<br />
|-<br />
|[[ H-PA Crew Blue Pill Production Facility ]]<br />
|Vale of the Silent<br />
|-<br />
|[[ H-PA Crew Crash Production Facility ]]<br />
|Tenal<br />
<br />
|-<br />
!rowspan="4" style="background:#222222"| [[Sansha's Nation]]<br />
|[[ Sansha Chemical Lab ]]<br />
|?<br />
|-<br />
|[[ Sansha Gas Processing Site ]]<br />
|Derelik<br />
|-<br />
|[[ PDW-09FX Frentix Distribution Base ]]<br />
|Derelik<br />
|-<br />
|[[ PDW-09FX Frentix Production Facility ]]<br />
|Catch<br />
<br />
|-<br />
!rowspan="6" style="background:#222222"| [[Serpentis Corporation]]<br />
|[[Serpentis Chemical Lab]]<br />
|Solitude<br />
|-<br />
|[[Serpentis Gas Processing Site]]<br />
|Placid<br />
|-<br />
|[[Core Runner Drop Distribution ]]<br />
|Placid<br />
|-<br />
|[[Core Runner Exile Distribution Base ]]<br />
|Solitude<br />
|-<br />
|[[Core Runner Drop Production Facility ]]<br />
|Cloud Ring <br />
|-<br />
|[[Core Runner Exile Production Facility ]]<br />
|Fountain<br />
<br />
|-<br />
|}<br />
<br />
==See also==<br />
* [http://community.eveonline.com/news/dev-blogs/sweeping-death-and-chaos/ Dev blog introducing the Contested and Besieged Covert Research Facilities]<br />
<br />
[[Category:Exploration]]<br />
[[Category:PvE]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Faction_warfare&diff=113475Faction warfare2017-03-29T06:39:30Z<p>Noemie belacqua: /* Complexes */ add link</p>
<hr />
<div>{{merge|FW Q&A}}<br />
{{hatnote|This page deals primarily with the mechanics of Factional Warfare. For tips on how best to take advantage of these mechanics, see [[Factional Warfare strategy and tactics]].}}<br />
{{related class | Factional Warfare 101}}<br />
'''Factional Warfare''' (abbreviated as '''FW''') is a game mechanic whereby you can sign up to fight for one of the four empire factions (against its enemy faction) for control over certain areas of [[low-sec|low-sec space]]. It was first introduced in the [[Expansion#Empyrean Age|Empyrean Age expansion]] (2008) to offer players a stepping-stone into PvP (player-vs-player) gameplay.<br />
<br />
Factional Warfare is primarily centered around two [[#War zones|war zones]] (areas of low-sec contested by two empires): the Amarr-Minmatar war zone and the Caldari-Gallente war zone, which each are located on the border of the two respective empires. In these war zones, players who participate in Factional Warfare attempt to [[#Capturing systems|conquer star systems]] for their empire, and are rewarded with [[#Rewards|loyalty points]] and increased [[#Standings and ranks|faction standings]] for their efforts. Additionally, as players who participate in Factional Warfare are effectively at war with two of the four empire factions in the game, they can therefore attack (and be attacked by) players fighting for the enemy factions anywhere in New Eden, as well as fight the enemy NPC faction navies (who patrol the [[high-sec]] star systems belonging to their faction). <br />
<br />
== Joining Factional Warfare ==<br />
<br />
There are two ways to join Factional Warfare (the game calls this "enlisting"): join as a solo player, or join as part of a player [[corporation]] or alliance. <br />
<br />
{{note box|[[EVE University]] does not participate in Factional Warfare; members of the University have to leave the University to participate in Factional Warfare (or create an [[alt|alt character]] specifically for Factional Warfare). EVE University used to have affiliated corporations which participated in Factional Warfare, but this is no longer the case.}}<br />
<br />
=== Joining as a solo player ===<br />
<br />
[[File:FW-join.png|200px|right|thumb|Join Factional Warfare through the Militia Office window in a station belonging to the empire you wish to fight for (in this example, the Caldari).]]<br />
Any player can join Factional Warfare provided that their [[Standing and status|standings]] towards the empire faction (e.g. the Gallente Federation or the Caldari State) they wish to fight for are 0.0 or greater. Note that only raw, unmodified standings (i.e. without taking the effects of skills like {{sk|Social|icon=yes}} into account) count; you can check your standings on your character page. <br />
<br />
You can enlist at any station belonging to the empire faction you wish to fight for by opening the "Militia Office" window (from the [[NeoCom#Factional_Warfare|NeoCom]] or the Station Services window). Note that even through the Khanid Kingdom and the Ammatar Mandate are affiliated with the Amarr Empire, they do not count as being a part of it, and therefore you cannot join Factional Warfare from their stations. <br />
<br />
If you join as a solo player, you will leave your current corporation (be it a player-run or NPC corporation) and automatically join one of the four militia corporations (NPC-run corporations which are populated exclusively by other players enlisted in Factional Warfare for a given empire): <br />
<br />
* Amarr: 24th Imperial Crusade<br />
* Caldari: State Protectorate<br />
* Gallente: Federal Defence Union<br />
* Minmatar: Tribal Liberation Force<br />
<br />
Joining as a solo player happens immediately, unless you have roles in a player-run corporation (in which case it takes at least 24 hours to [[Leaving_EVE_University#The_process_for_leaving|relinquish your roles]] and leave your corporation). These militia corporations have NPC agents working for them, which offer [[#Factional Warfare missions|missions]] to pilots enlisted with their respective faction.<br />
<br />
=== Joining as a corporation ===<br />
<br />
The CEO or Director of a [[corporation]] can enlist their entire corporation (i.e. all their members) in Factional Warfare to fight for one of the four empires. As with solo players, the corporation must have a standing of 0.0 of greater towards the empire they wish to fight for (corporation standings are an average of of its all the members' individual standings, see [[Corporation|corporation standings]] for more details). Enlisting a corporation takes effect after the next downtime. <br />
<br />
It's not possible for individuals in a player-run corporation to either join Factional Warfare on their own (they have to leave their corporation and join one of the NPC militia corporations, see above) or to opt out of Factional Warfare if their corporation joins (if the corporation joins, every member of that corporation automatically joins too).<br />
<br />
== Factional alliances ==<br />
[[File:FW faction alliances.png|thumb|200px|right|The Amarr and the Caldari fight against the Minmatar and the Gallente.]]<br />
Factional Warfare revolves around two conflicts, one between the Amarr and the Minmatar, and the other between the Caldari and the Gallente. Additionally, the Amarr and the Caldari are allied (as are the Minmatar and the Gallente), which means that pilots fighting for (for instance) the Gallente can also help their Minmatar allies fight against the Amarr (with the exception of [[#Infrastructure Hub|infrastructure hubs]]), and attack (and be attacked by) pilots fighting for the Amarr as well as the Caldari. Additionally, that same pilot would be attacked by the NPC [[#Permanent war|faction navies]] of the Amarr and the Caldari should he enter their high-sec space.<br />
<br />
== War zones ==<br />
The majority of the actions in Factional Warfare take place in two areas of [[low-sec|low-security space]], each of which is contested by two empires, known as "war zones". <br />
<br />
The [http://evemaps.dotlan.net/map/Amarr_VS_Minmatar Amarr-Minmatar war zone] extends into parts of the Devoid, Bleak Lands, Heimatar and Metropolis regions, while the [http://evemaps.dotlan.net/map/Caldari_VS_Gallente Caldari-Gallente war zone] extends into parts of the Black Rise, Citadel, Essence, Verge Vendor, and Placid regions. The high-security systems on the borders of the war zones are often used as staging areas (as players fighting for the enemy militia cannot enter them without being attacked by friendly NPC [[#Permanent war|faction navy]] ships), although many player corporations also use systems inside the war zones themselves as home bases. The core Factional Warfare gameplay of [[#Capturing systems|capturing systems]] and [[#Factional Warfare missions|running missions]] takes place exclusively within the war zones. [http://evemaps.dotlan.net/factionwarfare Dotlan] and [http://www.ombeve.co.uk/ Ombeve] have very useful maps of the war zones.<br />
<br />
{{#css:<br />
.fw-region {<br />
background-color:#222222; <br />
font-weight:normal;<br />
}<br />
}}{| class=wikitable style="font-size:90%; border-style:none;" <br />
! style="border-style:none; background-color:#111111;" | <br />
! style="background-color:#222222;text-align:left;padding:0.2em 0.5em" | Region<br />
! style="text-align:left; padding: 0.2em 0.5em" | Constellations<br />
|-<br />
| rowspan=2 | {{icon|amarr|64px|Amarr Empire}}<br />
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/Devoid#const Devoid]<br />
| style="padding: 0.2em 0.5em" | Semou and Jayai<br />
|-<br />
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/The_Bleak_Lands#const The Bleak Lands] <br />
| style="padding: 0.2em 0.5em" | Sasen, Tandoiras, and Vaarma<br />
|-<br />
| rowspan=2 | {{icon|minmatar|64px|Minmatar Republic}}<br />
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/Heimatar#const Heimatar]<br />
| style="padding: 0.2em 0.5em" | Hed and Huvilma<br />
|-<br />
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/Metropolis#const Metropolis]<br />
| style="padding: 0.2em 0.5em" | Essin, Tiat, Eugidi, Angils, and Aldodan<br />
|-<br />
| colspan=3 style="background-color:#333333" | <br />
|- <br />
| rowspan=2 | {{icon|caldari|64px|Caldari State}}<br />
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/The_Citadel#const The Citadel]<br />
| style="padding: 0.2em 0.5em" | Ieyama and Isoma <br />
|-<br />
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/Black_Rise#const Black Rise]<br />
| style="padding: 0.2em 0.5em" | Inolari, Ishaga, Kurala and Okakuola<br />
|-<br />
| rowspan=3 | {{icon|gallente|64px|Gallente Federation}}<br />
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/Essence#const Essence]<br />
| style="padding: 0.2em 0.5em" | Jeon and Vieres<br />
|-<br />
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/Verge_Vendor#const Verge Vendor]<br />
| style="padding: 0.2em 0.5em" | Obray and Woenckee <br />
|-<br />
| class=fw-region style="padding: 0.2em 0.5em" | [http://evemaps.dotlan.net/map/Placid#const Placid]<br />
| style="padding: 0.2em 0.5em" | Amevync, Pegeler, Serthoulde, Viriette, and Fislipesnes <br />
|}<br />
<br />
== Capturing systems ==<br />
[[File:FW-circle-of-death.png|thumb|200px|right|An illustration of how to capture (or defend) a star system in Factional Warfare (using a system contested by the Amarr and the Minmatar as an example).]]<br />
The core mechanics of Factional Warfare revolve around capturing and holding star systems in the [[#War zones|war zones]]. This occurs in two steps:<br />
* Attacking and completing [[#Complex information|complexes]] ("plexes") in a system to make the system vulnerable to capture.<br />
* Once the system is vulnerable, attack and destroy ("capture") the system's [[#Infrastructure Hub|infrastructure hub]] (also known as an "i-Hub") to capture the system.<br />
<br />
A system starts off as "stable" (or "uncontested"). The attacking faction (for instance, pilots flying for the Gallente attacking a Caldari-held system) must first attack and complete complexes in the system (this is known as "offensive plexing"); for each completed complex, the system becomes ever more "contested" (commonly quoted from 0% to 100%, sometimes also measured in [[#Victory points|victory points]]). Once a system has become 100% contested, it is listed as "vulnerable", and the attacking faction can then attack the system's infrastructure hub. Once the infrastructure hub is destroyed, the system is considered "lost" and will switch to the attacking faction's control after the next [[DT|downtime (DT)]]. <br />
<br />
During this time, the defending faction can also complete complexes in the system (this is known as "defensive plexing"); for each completed complex, the system becomes ever less "contested" (or, if it's currently "vulnerable", it will revert to being "contested"), all the way back to "stable". <br />
<br />
While a system is "vulnerable" or "lost", the attacking faction may still capture complexes, but they will not get any [[#Rewards|reward]] nor affect the system's capture. Additionally, once a system is "vulnerable", the defending faction needs only to capture a few complexes to revert the system to "contested" (and therefore render the infrastructure hub invulnerable again); the attacking faction only create a small "buffer" against this by capturing more complexes while the system is "vulnerable". Similarly, once the defending faction has captured enough complexes to revert a system to "stable", the attacking faction only needs to capture one complex to put the system back to "contested". <br />
<br />
Obviously, in addition to the mechanics above, pilots can (and should!) attack the other faction's pilots to stop them from completing their objectives! <br />
<span id="Complex information"></span><br />
=== Complexes ===<br />
[[File:FW plex layout.png|thumb|200px|left|The layout of a complex. To enter a complex, you must first activate the complex' acceleration gate, which will warp you into the complex at its beacon. In order to capture the complex, you must stay within 30&nbsp;km of the capture point.]]<br />
[[File:Scanner_Window_showing_plexes.jpg|thumb|200px|right|Complexes can be found via the [[Scanning & Probing|system scanner]].]]<br />
[[File:FW overview.png|thumb|200px|right|An [[overview]] showing typical Factional Warfare objects.<br><ul><li>Red: [[#Infrastructure Hub|Infrastructure hub]]</li><li>Light blue: [[#Complex information|Complexes]] (one medium and one small) which have already been visited</li><li>Orange: Enemy [[#Factional Warfare missions|Mission]] beacons</li></ul>]]<br />
Factional Warfare Complexes (commonly known as "Plexes", not to be confused with [[PLEX]]) are small areas of [[deadspace]] in war zone star systems. They are a type of [[Cosmic Anomaly]], which means that they show up on the system scanner (but do not need [[Scanning & Probing|scan probes]] to find), although once someone has warped to a complex, they will also show up on the [[Overview]] (even if someone initiated a warp to them, but cancelled it immediately). <br />
<br />
Like most other [[Deadspace Complex]]es, you cannot warp directly into them, but must first use an [[deadspace|acceleration gate]], after which you will land at the complex' beacon (large complexes (see below) do not have an acceleration gate, but you will still land at the complex' beacon when you warp in); you cannot light a [[cyno|cynosural field]] inside a complex. At the center of each complex, a few kilometers away from the beacon, is the capture point (sometimes called a "button"). An NPC ship belonging to the faction controlling the star system defends the complex. <br />
<br />
==== Capturing complexes ====<br />
In order to capture a complex, you must first clear the area (radius: 30&nbsp;km) around the capture point of enemy ships. If you're the attacking faction, this includes killing the defending NPC; if you're the defending faction, the NPC will obviously not fire on you, and you therefore you shouldn't destroy it (even if it appears as "hostile" on your [[overview]])!. Then you must stay inside the capture radius (within 30&nbsp;km of the capture point) until the complex' timer has counted down to 0 (you can see how much time is left by selecting the capture point), at which point you will have captured the complex! <br />
<br />
[[File:FW capturing plex.jpg|thumb|200px|right|An Amarr pilot capturing an Amarr complex ("defensive plexing"). The timer on the capture point shows how much time is left before the complex is captured.]]<br />
Additional ships from your faction will not make the timer count down faster; if you leave the complex, the timer will pause (but will not reset). If an enemy ship enters the complex, the timer will also pause until ships from only one faction are present in the complex, and then it will resume counting down. Note that the timers for both factions are additive - so if a Caldari pilot has spent three minutes capturing a complex, and is then destroyed by an incoming Gallente pilot, the Gallente pilot would have to spend an ''extra'' three minutes in the complex in order to capture it (in order to "undo the capturing" previously done by the Caldari pilot, so to speak). <br />
<br />
No ship can [[cloaking|cloak]] within the capture radius of a complex<ref name="patch notes kronos 1.0">[http://community.eveonline.com/news/patch-notes/patch-notes-for-kronos Kronos 1.0 patch notes]</ref>. Neutral pilots (i.e. pilots who are not enlisted in a militia) can enter a complex, but cannot capture it (their presence doesn't affect the complex' timer). Pilots in a militia can capture complexes in their ally's warzone, but only on their ally's behalf (so, for example, a pilot fighting for the Minmatar could go to the Caldari-Gallente warzone and capture a complex on behalf of their ally (the Gallente)). <br />
<br />
Once a complex has been captured, it disappears from the scanner/overview and despawns after a few minutes. A new complex of the same size will spawn about 30 minutes after the previous one was captured. On average, there will be one or two complexes of each [[#Complex types|size]] in a system. However, if many players have been active in a system recently, it may be the case that, for a brief time, there are no complexes available to capture.<br />
<br />
{{expansion past|Before the [[Expansion#Kronos|Kronos expansion]], ships could cloak within the capture radius of complexes. This not only led plex farmers to fit cloaking devices to their ships (allowing them to cloak and escape at the first sign of danger), but also encouraged players to sit in a cloaked [[Stealth Bomber]] inside a complex (to ambush incoming ships).}}<br />
<br />
==== Complex types ====<br />
Complexes come in four types, often called "sizes" (which is a bit of a misnomer, as the physical dimensions of the complex are always the same)<ref name=patch notes retribution 1.0">[http://community.eveonline.com/news/patch-notes/patch-notes-for-retribution-1 Retribution 1.0 patch notes]</ref>. They vary in what ship classes are allowed to enter, what NPC defends them, and how long it takes to capture them. While each type of complex contributes the same amount to capturing a system (measured in [[#Victory points|victory points]]), capturing larger complexes result in higher [[#Rewards|rewards]]. Additionally, capturing complexes in enemy-held systems gives higher rewards than capturing complexes in friendly-held systems. <br />
<br />
{| class="wikitable" style="font-size:90%"<br />
! style="background-color:#222222;padding:0.3em;" | Type<br />
! style="background-color:#222222;padding:0.3em 1em;" | Capture time<br />
! style="background-color:#222222;padding:0.3em;" | Allowed ships<br />
! style="background-color:#222222;padding:0.3em 1em" | NPC defender<br />
|-<br />
| style="background-color:#333333;padding:0.3em;" | Novice<br />
| style="text-align:center;"| 10 min<br />
| style="padding:0.3em;" | T1 and Faction frigates<br>Industrials<br>(no rookie ships)<br />
| style="text-align:center;" | Frigate<br />
|-<br />
| style="background-color:#333333;padding:0.3em;" | Small <br />
| style="text-align:center;"| 15 min<br />
| style="padding:0.3em;" | Frigates<br>Destroyers<br>(no Tactical (T3) Destroyers)<br />
| style="text-align:center;" | Destroyer<br />
|-<br />
| style="background-color:#333333;padding:0.3em;" | Medium<br />
| style="text-align:center;"| 20 min <br />
| style="padding:0.3em;" | Frigates and Destroyers<br>Cruisers<br>(no Strategic (T3) Cruisers)<br />
| style="text-align:center;" | Cruiser <br />
|-<br />
| style="background-color:#333333;padding:0.3em;" | Large<br />
| style="text-align:center;"| 20 min<br />
| style="padding:0.3em;" | Unrestricted<br />
| style="text-align:center;" | Battlecruiser<br />
|}<br />
<br />
Complexes are defended by a single NPC (in rare cases, two); it's designed to be killed without too much trouble by a player ship of similar size. Once killed, the NPC defender will respawn after between 90 and 180 seconds for novice and small complexes. In medium and large complexes, the NPC respawns after between 90 and 300 seconds.<ref>[https://forums.eveonline.com/default.aspx?g=posts&t=343137 Eve forums: Kronos Factional Warfare Complex Improvements]</ref><br />
<br />
=== Infrastructure Hub ===<br />
[[File:Minmatar Infrastructure Hub.jpg|200px|thumb|left|An infrastructure hub ("i-Hub") in space.]]<br />
The Infrastructure Hub (or "i-Hub") is a structure in space which the attacking faction needs to destroy in order to capture a system. The i-Hub can be found (and be warped to) from the Overview, but can only be damaged if the star system is in a [[#Capturing systems|"vulnerable" state]], and then only by pilots of the attacking faction (pilots of the defending faction, pilots in an allied militia, or neutral pilots cannot damage the i-Hub). <br />
<br />
The i-Hub has 25 million hitpoints (HP), with 7.5M HP each in shield and armor, and 10M HP in structure<ref>[http://games.chruker.dk/eve_online/item.php?type_id=29303 Chruker.dk item database]</ref>. This means that a medium-sized fleet is needed to destroy an i-Hub in a reasonable period of time (keeping in mind that its peak shield recharge rate is around 1700&nbsp;HP/s, which is the absolute minimum amount of DPS needed to break through its shields). Once the i-Hub is destroyed (technically, once it reaches 1% structure), the system will be "lost" and will switch to being occupied by the attacking faction after the next [[downtime]]. <br />
<br />
As [[#Capturing systems|explained above]], if a system is "vulnerable", and if the defending faction can capture enough complexes, the system will revert back to "contested". The i-Hub will then become invulnerable again, and any damage which the attacking faction has so far managed to do to it is reset. Therefore, while attacking the i-Hub, the attacking faction must also prevent the defending faction from capturing complexes. <br />
<br />
The i-Hub is also the place where pilots of the defending faction can [[#System upgrades|donate loyalty points to upgrade the system]]. <br />
<br />
=== Victory points ===<br />
Formally, how "contested" a system is is measured in how many victory points have been accumulated by the attacking faction for that system. If the attacking faction has not yet accumulated any victory points for that system, then the system is [[#Capturing systems|"stable"]], and if they then capture a complex (regardless of its size) they are rewarded with 20 victory points<ref name="GamerChick42">[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's Guide to Faction War Plexing] (2013)</ref> (conversely, if the defending faction captures a complex, 20 victory points are subtracted). In order to bring a system to "vulnerable", the attacking faction must accumulate 3000 victory points (i.e. capture 150 complexes more than the defending faction). Once a system is vulnerable, the attacking faction can continue capturing complexes until they have a "buffer" of 100 victory points<ref name="patch notes inferno 1.3">[http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno-1.3 Inferno 1.3 patch notes]</ref>; this is to give themselves some breathing room while they attack the [[#Infrastructure Hub|i-Hub]].<br />
<br />
== System upgrades and warzone tier ==<br />
=== System upgrades ===<br />
[[File:FacWar Infra Hub upgrade dialog.jpg|200px|thumb|right|A system can be upgraded by donating loyalty points (LP) at the system's infrastructure hub. This system is currently at Level 3, nearing Level 4.]]<br />
Players participating in Factional Warfare can donate the [[LP|loyalty points (LP)]] they [[#Rewards|earned with their militia corporation]] to "upgrade" the star systems which their faction currently controls. To do this, they must fly to the system's [[#Infrastructure Hub|infrastructure hub]], right-click on it, select the "open system upgrade panel" option, and select how much LP they would like to donate. This window also lists the benefits of upgrading a system<ref name="patch notes inferno 1.0">[http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno Inferno 1.0 patch notes]</ref>:<br />
* lower broker fees for contracts and market orders (-10% per system upgrade level) <br />
* lower costs for industry activities in NPC stations (-10% per upgrade level)<ref name="patch notes crius 1.0">[http://community.eveonline.com/news/patch-notes/patch-notes-for-crius Crius 1.0 patch notes]</ref><br />
When you donate LP, a part is lost as a "[[Tax#Maintenance_tax|maintenance tax]]" (for example, if you donate 1000 LP, and the maintenance tax is 5%, then only 950 LP are actually counted towards upgrading the system). The maintenance tax starts at 0% and increases the higher their [[#Faction tier|faction's tier]] is, up to about 75%<ref name="patch notes inferno 1.3" /><ref>[https://forums.eveonline.com/default.aspx?g=posts&m=3630457 EVE Forums: maintenance tax]</ref>. The LP you donate is put into a pool with the LP donated by other players from your faction in that system, and the size of that pool determines the system's upgrade level. A system can be upgraded up to level 5. <br />
{{example|In the screenshot on the right, Caldari militia members have donated a total of 129,360 LP in that system, which equates to an upgrade level of 3. In order to each level 4, they would have to donate an additional 10,640 LP to bring the total to at least 140,000 LP.}} <br />
<br />
The total amount of LP required to upgrade a system is<ref name="patch notes inferno 1.3" />:<br />
* Level 1: 40,000 LP<br />
* Level 2: 60,000 LP<br />
* Level 3: 90,000 LP<br />
* Level 4: 140,000 LP<br />
* Level 5: 200,000 LP<br />
* Buffer: 300,000 LP<br />
<br />
[[File:FW system information.jpg|200px|thumb|left|The system information display.]]<br />
You can check the current upgrade level of a system (along with the associated benefits) through the system information display at the top-left of the screen. Here you can see who currently controls the system, the [[#Capturing systems|system state]] (stable / contested / vulnerable / lost) and its upgrade level. <br />
<br />
Beyond providing benefits for the system itself, upgrading star systems also contributes to the overall [[#Faction tier|tier]] of the war zone, which can bring additional benefits. <br />
<br />
The amount of LP in a system's pool is reduced every time a player from the attacking faction captures a complex in that system; 10% of the LP [[#Rewards|reward]] they receive is subtracted from the system's LP pool<ref name="dev blog fast forward" />. <br />
{{example|A Gallente pilot captures a novice complex in a Caldari-held system. The Gallente pilot is rewarded (say) 10,000 LP for her efforts, and hence, the Caldari LP pool for that system is reduced by 10% of that (1,000 LP in this case).}}<br />
If the amount of LP in the pool drops below the threshold required for the current system level, then the system's upgrade level will drop accordingly. The defending faction can counteract this by donating more LP to the pool; even if the system is at level 5, they can continue donating LP into a so-called "buffer" (i.e. more LP than is needed to reach level 5) to stop the system dropping to level 4 as soon as one enemy pilot captures a complex.<br />
<br />
If a system is captured by the attacking faction, then all the upgrades are lost and the system reverts to its base (i.e. "un-upgraded") state.<br />
<br />
=== Faction tier ===<br />
[[File:FW Warzone control window 10 Dec 2013.jpg|thumb|right|200px|The state of the Caldari-Gallente war zone in December 2013, as seen from a Caldari station. This window shows the number of systems controlled by the Caldari, their upgrade levels, and the resulting tier.]]<br />
The more systems in a [[#War zones|war zone]] a faction controls and the more those systems are [[#System upgrades|upgraded]], the higher the [[#Rewards|rewards]] the pilots who fight for that faction receive. This is represented by the "faction tier" mechanic: each faction receives a point for each system they control in their war zone, plus an additional point for every system level upgrade (so an un-upgraded system is worth 1 point, a system upgraded to level 1 is worth 2 points, a system upgraded to level 2 is worth 3 points, a system upgraded to level 3 is worth 4 points, and so forth). <br />
<br />
The number of points a faction has is then compared to the total number of available points in a war zone (which is equal to the number of systems in the war zone multiplied by 6 (as a system can be upgraded up to level 5, and a level 5 system is worth 6 points)). <br />
* Amarr-Minmatar war zone: 70 systems (420 points available)<br />
* Caldari-Gallente war zone: 101 systems (606 points available)<br />
<br />
Hence, the number of points a faction has determines its tier<ref name="patch notes inferno 1.0" />:<br />
* 0-20% of the total number of available points: Tier 1<br />
* 21-40% of the total number of available points: Tier 2<br />
* 41-60% of the total number of available points: Tier 3<br />
* 61-80% of the total number of available points: Tier 4<br />
* 81-100% of the total number of available points: Tier 5<br />
<br />
The main effect of faction tier is that it affects how many [[LP|loyalty points]] you receive for various activities you do in Factional Warfare; the higher your faction's tier, the higher your [[#Rewards|rewards]]<ref name="patch notes inferno 1.3" />. <br />
* Tier 1: -50% LP rewards<br />
* Tier 2: (no effect)<br />
* Tier 3: +75% LP rewards<br />
* Tier 4: +150% LP rewards<br />
* Tier 5: +225% LP rewards<br />
<br />
For example, the base reward for capturing a novice complex in an enemy-held system is 10,000 LP. If your faction is at Tier 1, then you will only receive 5000 LP, while if your faction was at Tier 4, you would receive 25,000 LP for capturing that same complex! This bonus affects all activities which reward Factional Warfare LP, notably [[#Capturing complexes|capturing complexes]] and [[#Factional Warfare missions|running missions]]. <br />
<br />
If you open the [[#Joining Factional Warfare|militia window]] in a station then you can see the tier of that faction's war zone (so the militia office at a Minmatar station would show the tiers in the Amarr-Minmatar war zone), as well as the number of systems (and their upgrade levels) currently controlled by that faction. [http://evemaps.dotlan.net/factionwarfare Dotlan] also shows the system occupancy and the [[#Capturing systems|system state]] (stable/contested/vulnerable), but not the system upgrade level or the faction tier.<br />
<br />
== Factional Warfare missions ==<br />
{{main|Factional Warfare missions}}<br />
Each of the four Factional Warfare NPC corporations ("militias") have a number of agents which offer missions to pilots enlisted with their militia (and their allied militia). These missions are similar to the [[Missions#Encounter_Missions|encounter missions]] offered by agents of [[Empire]] corporations, but they are run exclusively in the war zones (although they do not contribute to capturing or defending star systems in those war zones). You are rewarded with ISK and loyalty points (LP) for completing these missions. <br />
<br />
== Rewards ==<br />
While the primary reason for Factional Warfare is to encourage PvP in low-sec, players are also rewarded directly for participating in the Factional Warfare mechanics. <br />
=== Complexes and i-Hubs ===<br />
If you capture a [[#Complex information|complex]] you are rewarded with [[LP|loyalty points]] (for your faction's militia corporation, so a pilot flying for the Gallente would receive LP for the Federal Defence Union). The LP rewards for capturing a complex in an enemy-held system ("offensive plexing") depend on the size of the complex and on your faction's [[#Faction tier|tier]]. You have to be within the complex' capture radius at the moment it's completed (i.e. when the timer runs out) to receive a reward; if there are multiple pilots within the complex at the moment it's completed, the LP reward is split evenly between them (irrespective of how long they have been there). You get no rewards for partially completing a complex! <br />
<br />
[[File:Defensive-plex-reward.png|thumb|right|200px|The LP rewards for capturing a complex in a friendly-held system. This example is based on a novice complex at tier 2 (base reward: 10,000 LP).]]<br />
{| class=wikitable style="font-size:90%;text-align:center"<br />
! style="background-color:#333333;" | Complex size<br />
! style="background-color:#222222; padding:0.1em 1em" | Tier 1<br><span style="font-weight:normal; font-size:95%">(-50% LP)</span><br />
! style="background-color:#222222; padding:0.1em 1em" | Tier 2<br><span style="font-weight:normal; font-size:95%">(base)</span><br />
! style="background-color:#222222; padding:0.1em 1em" | Tier 3<br><span style="font-weight:normal; font-size:95%">(+75% LP)</span><br />
! style="background-color:#222222; padding:0.1em 1em" | Tier 4<br><span style="font-weight:normal; font-size:95%">(+150% LP)</span><br />
! style="background-color:#222222; padding:0.1em 1em" | Tier 5<br><span style="font-weight:normal; font-size:95%">(+225% LP)</span><br />
|-<br />
| style="background-color:#333333; text-align:left" | Novice<br />
|5000 LP<br />
|10,000 LP<br />
|17,500 LP<br />
|25,000 LP<br />
|32,500 LP<br />
|-<br />
| style="background-color:#333333; text-align:left;" | Small<br />
|8750 LP<br />
|17,500 LP<br />
|30,625 LP<br />
|43,750 LP<br />
|56,875 LP<br />
|-<br />
| style="background-color:#333333; text-align:left;" | Medium<br />
|12,500 LP<br />
|25,000 LP<br />
|43,750 LP<br />
|62,500 LP<br />
|81,250 LP<br />
|-<br />
| style="background-color:#333333; text-align:left;" | Large<br />
| style="padding:0.1em 1em" | 15,000 LP<br />
| style="padding:0.1em 1em" | 30,000 LP<br />
| style="padding:0.1em 1em" | 52,500 LP<br />
| style="padding:0.1em 1em" | 75,000 LP<br />
| style="padding:0.1em 1em" | 97,500 LP<br />
|}<br />
<br />
If you capture a complex in a friendly-held system ("defensive plexing"), you receive a reduced reward based on [[#Capturing systems|how contested the system is]]. The formula for this is<ref name="dev blog fast forward">[http://community.eveonline.com/news/dev-blogs/73491 Dev blog: Fast Forward] (2012)</ref>: <br />
<br />
:{{co|wheat|2=LP reward = Base reward of complex * (Contested percentage of the system/100) * 0.75}}<br />
<br />
This means capturing a complex in a friendly-held system will pay out, at most, 75% as much as capturing an equivalent complex in an enemy-held system, and the closer the system is to "stable", the lower the reward.<br />
<br />
The base reward for destroying an [[#Infrastructure Hub|infrastructure hub ("i-Hub")]] is 40,000 LP, split between all the pilots who damaged the i-Hub. <br />
<br />
{| class=wikitable style="font-size:90%;text-align:center; border-style:none"<br />
! style="background-color:#111111; border-style:none;" | <br />
! style="background-color:#222222; padding:0.1em 1em" | Tier 1<br><span style="font-weight:normal; font-size:95%">(-50% LP)</span><br />
! style="background-color:#222222; padding:0.1em 1em" | Tier 2<br><span style="font-weight:normal; font-size:95%">(base)</span><br />
! style="background-color:#222222; padding:0.1em 1em" | Tier 3<br><span style="font-weight:normal; font-size:95%">(+75% LP)</span><br />
! style="background-color:#222222; padding:0.1em 1em" | Tier 4<br><span style="font-weight:normal; font-size:95%">(+150% LP)</span><br />
! style="background-color:#222222; padding:0.1em 1em" | Tier 5<br><span style="font-weight:normal; font-size:95%">(+225% LP)</span><br />
|-<br />
| style="background-color:#333333; text-align:left" | Infrastructure hub<br />
| style="padding:0.1em 1em" | 20,000 LP<br />
| style="padding:0.1em 1em" | 40,000 LP<br />
| style="padding:0.1em 1em" | 70,000 LP<br />
| style="padding:0.1em 1em" | 100,000 LP<br />
| style="padding:0.1em 1em" | 130,000 LP<br />
|-<br />
|}<br />
<br />
=== Missions ===<br />
[[#Factional Warfare missions|Missions]] in Factional Warfare, just like missions anywhere else in Eve, pay in both ISK and loyalty points (LP). The rewards from these missions depend on both the mission level (i.e. their difficulty) and the [[Security Rating|security rating]] of the system where the agent is located (the lower the security rating, the higher the rewards). Any levels of the {{sk|Negotiation|icon=yes}} and {{sk|Security Connections|icon=yes}} skills you have trained increase the ISK and LP rewards, respectively. In addition (just like with capturing complexes), the LP rewards are also affected by your [[#Faction tier|faction's tier]] (so if a mission normally pays, say 1000 LP, but your faction is at tier 3, you would receive 1000 + 75% = 1750 LP). Since these different bonuses stack, the LP rewards from high-level missions (when combined with a high faction tier and a few levels of the Security Connections skill) can be very high indeed. <br />
<br />
Note that, unlike missions in Empire space, the NPC enemies you kill in Factional Warfare missions do not have bounties on them and drop very little loot (other than Navy tags, which can be sold or used to buy items in the LP store). <br />
<br />
=== Destroying enemy player's ships ===<br />
In addition to any loot you may recover from the wreck of any enemy player's ships you destroy, you will also receive loyalty points based on the value of the ship<ref>[http://community.eveonline.com/news/dev-blogs/28659 Dev blog: Factional Warfare overhaul] (2012)</ref> you killed (including modules and the contents of their cargo bay): <br />
:{{co|wheat|2=LP reward = (value of ship hull - value of ship insurance + value of modules/rigs/subsystem/cargo) / 10000}}<br />
<br />
As with capturing complexes, if several pilots are involved in killing a ship, the reward is shared equally between them<ref>[http://community.eveonline.com/news/dev-blogs/war-is-a-full-time-job Dev Blog: "War is a full-time job"] (2009)</ref>. The LP reward scales with faction tier, but is capped at 50,000 LP per kill. <br />
<br />
=== Factional Warfare LP store ===<br />
<br />
As with all corporations which reward loyalty points (LP), the four faction militia corporations each have a [[Skillbooks_from_Loyalty_Point_Stores|LP store]] where you can buy implants, modules, ships, blueprints and skillbooks with the LP you have earned. These stores stock a similar range of items to their respective faction navies' LP stores, but at a discount (for example, the [[Apocalypse Navy Issue]] costs 600,000 LP from the [http://www.ellatha.com/eve/lp/Amarr-Navy Amarr Navy] LP store, but only 250,000 LP from the [http://www.ellatha.com/eve/lp/24th-Imperial-Crusade 24th Imperial Crusade] LP store). <br />
<br />
{{expansion past | Before the [[Expansion#Inferno|Inferno expansion]], the faction tier directly reduced prices in each militia's LP store (so an item would be cheaper the higher the faction tier)<ref name="patch notes inferno 1.3" />. This led to a massive see-saw as the factions earned their LP at lower tiers, then made a massive push to tier 5, cashed out all their LP into items (promptly crashing the markets for those items), before letting their tier drop again.}}<br />
<br />
=== Standings and ranks ===<br />
{{main|Factional Warfare Standings}}<br />
Participating in Factional Warfare can impact your [[standings]] towards, notably, the militia corporations and the empire factions. High standings towards your faction militia corporation not only grants you access to higher-level [[#Factional Warfare missions|mission agents]], but also awards you "ranks" (which are visible on the "decorations" tab in your character sheet). You are promoted to a higher rank every time your standings reach an integer number (i.e. 1.0, 2.0, 3.0 - unmodified); when you are promoted, you also receive a one-off bonus to your standings with your faction. Otherwise, your rank is purely cosmetic. <br />
<br />
== Permanent war ==<br />
Being enlisted in a Factional Warfare militia (be it as a solo player or as a corporation) means that you are constantly at war with:<br />
* the players enlisted in the two enemy militias, and<br />
* the [[#Factional alliances|two enemy NPC factions]]. <br />
<br />
The first of these is similar to being a member of a player-run [[corporation]] which is [[War Declaration|at war with another player-run corporation]]. You can attack pilots who are enlisted in the enemy militia anywhere in New Eden ([[CONCORD Details|CONCORD]] or sentry guns will not interfere) without impacting your [[Security Status Details|security status]] (and, of course, they can also attack you!). This effect is most felt in high-sec, where you now have to be on the lookout for enemy players. <br />
<br />
The second of these restricts your movement through high-sec systems controlled by the two enemy factions. If you enter one of these systems, you will get a text warning on your screen; if you don't leave the system promptly, you will be attacked by NPC faction navy ships. These ships are more powerful the higher the [[Security Rating|security rating]] of the system you are in, and will use [[EWAR Guide|electronic warfare]] against you (such as [[Capacitor Warfare Guide|neuts/nos]] and [[web]]s). However, unlike [[CONCORD]], they will not [[point|scram or warp disrupt]] you, so you can run away from them (therefore, also unlike CONCORD, it's certainly feasible to survive encounters with them - but they make travel through enemy-held high-sec a hassle at the least). The in-game star map (or a third-party site like [http://evemaps.dotlan.net/map Dotlan]) can help you to plan safe routes. <br />
<br />
Additionally, you cannot dock in stations controlled by the enemy NPC factions in the [[#War zones|war zones]] (but you can dock at enemy NPC stations in all other parts of space). This means that if you have items or ships in a station which is now held by the enemy faction you cannot access them until your faction takes the system back (although, in a pinch, you can create a [[contract]] to a neutral player, alt, or hauling service to get your items out). <br />
<br />
== Leaving Factional Warfare ==<br />
You can leave Factional Warfare at any time through the Militia window if you joined as a solo player (or, for an entire corporation, the CEO or Director can do this). You will keep any loyalty points you have earned, but will no longer be able to participate in the formal Factional Warfare mechanics (capturing complexes and systems, or running missions). Additionally, you can re-enlist at any time (provided you [[#Joining Factional Warfare|meet the criteria]]). <br />
<br />
If at any point your (unmodified, i.e. without taking [[Skills:Social|skills]] into account) standings towards your faction drop below 0.0, you will receive a warning mail to raise them back up at the next [[DT|downtime]]. If you have not recovered your standings until the downtime after that (i.e. two downtimes after the standing drop), you will be instantly kicked out of the FW militia. The same rules apply for corporation who join FW, except that in that case it's the corporation's faction standings which counts.<br />
<br />
After you leave Factional Warfare the navies of your enemy factions will still attack you for several hours (even if you join the opposing faction militia!) Your status as an "enemy of the state" does not show up in your standings, so be careful when you attempt to travel. Waiting 16 hours is long enough for the enemy navies to forget about you.<ref name="EVE forums: Enemy of the State mechanics">[http://forums.eveonline.com/default.aspx?g=posts&find=unread&t=384153 EVE forums: Enemy of the State mechanics] (2014)</ref><br />
<br />
== References ==<br />
<span style="font-size:90%">{{reflist}}</span><br />
<br />
== External links ==<br />
* [https://wiki.eveonline.com/en/wiki/Factional_Warfare Eve Wiki: Factional Warfare]<br />
* [http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: Beginner's guide to Factional War] (2013)<br />
* [http://forum.eveuniversity.org/viewtopic.php?f=105&t=12193 Factional Warfare: What is it, what is there in for me?] (2009)<br />
<br />
[[Category:Faction Warfare]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=113115Salvaging2017-03-23T21:26:00Z<p>Noemie belacqua: /* Ships */ the Noctis is "fat and slow" :)</p>
<hr />
<div>{{related class | Salvaging 101 }}<br />
'''Salvaging''' is finding useful items from wrecks, which are left behind after a ship (NPC or player) is destroyed. Wrecks may contain loot (which can be taken by anyone) and salvage (which requires specialised equipment to recover). Salvaging is a good secondary income source when doing [[PvE]] combat, as NPC wrecks can drop valuable modules or items, and their salvage is used to [[manufacturing|manufacture]] [[rig]]s. Salvaging is easy to [[#Skills|train into]], reasonably safe, and a good way for newer characters to participate in higher-level PvE content (e.g. [[FLEETS101 - Introduction to Fleets|locust fleets]]). <br />
<br />
== Mechanics == <br />
<br />
=== Looting wrecks ===<br />
[[File:Overview-wrecks.jpg|right|frame|Overview symbols for wrecks.]]<br />
Every time a ship (NPC or player-piloted) in EVE is destroyed, a wreck is left behind. This wreck may contain loot (e.g. modules from the destroyed ship), which can be taken by anyone nearby. <br />
<br />
Wrecks show up on your [[overview]] (although you may need to adjust your overview settings). The symbol of the wreck icon on the overview tells you:<br />
* Square superimposed on a triangle: A wreck which contains loot, and which has not yet been looted<br />
* Empty triangle: Empty wreck (contains no loot)<br />
<br />
The colour of the wreck icon indicates:<br />
* {{co|white|White icon}}: Wreck belongs to you (or your corporation/fleet), and you have not yet accessed it<br />
* {{co|grey|Grey icon}}: You have already accessed this wreck<br />
* {{co|yellow|Yellow icon}}: Wreck belongs to another player/corporation/fleet, and may not be looted without incurring a [[Crimewatch#Suspect_Timer|suspect timer]] (which allows any other pilot to freely attack you for 15 minutes). <br />
* {{co|blue|Blue icon}}: Wreck was abandoned by the owner, and can be freely looted by anyone<br />
<br />
In order to loot a wreck (i.e. to take its contents) you need to be within 2500&nbsp;m of it. <br />
<br />
=== Salvaging wrecks ===<br />
In addition to looting their contents, wrecks ''themselves'' may be salvaged to gain useful materials; this is what "salvaging" is about. In order to salvage wrecks your ship must be equipped with either:<br />
* A salvager module (installed in a high slot), or<br />
* [[Drones#Salvage drones|Salvage drone(s)]]<br />
<br />
If you're using a Salvager module, target the wreck you wish to salvage, approach to within the range of your Salvager module (5&nbsp;km for the Salvager I, 6&nbsp;km for the Salvager II), and activate your Salvager module. After each cycle of the module (10 seconds in most cases) one of three things will occur:<br />
<!-- Where are these messages displayed? Exact wording, maybe a screenshot? --> <br />
*Salvage is successful and you found something of value, which is automatically deposited into your ship's cargo hold. The wreck disappears. <br />
*Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears. <br />
*Salvage was unsuccessful. Your salvager module will automatically start a new cycle and continues until you get message 1 or 2.<br />
<br />
The lower your skills and equipment, and the more "difficult" the wreck is (see [[#Salvaging time|the section on salvaging time]]), the more cycles it will take before your salvaging is successful. To salvage more distant wrecks you either need to fly closer to them or use a [[#Modules|tractor beam module]] to pull them to you. <br />
<br />
<!-- screenshot with "salvage" command for drones --><br />
If you're using salvage drones, you need to launch your drones into space, [[targeting|target the wreck]], and then command your drones to salvage it. They will fly to the wreck (fairly slowly), orbit it and attempt to salvage it. After each cycle (10 seconds), as above, if one of the drones was successful, it will fly automatically back to your ship and deposit the salvage into your cargo hold. You can also command your salvage drones to "Salvage" without having any wrecks targeted; they will then salvage all the wrecks in your vicinity (up to your [[Drones#Drone control range|drone control range]]) one-by-one. <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction. Therefore, improving your salvaging equipment and skills (see below) will not change what salvage you get, rather, it will only allow you to salvage faster (i.e. reduce the number of cycles necessary for your salvaging to be successful) and allow you to salvage certain types of advanced wrecks. Each type of rat and ships give certain types of salvage, for a list of Tech 1 salvage see [http://games.chruker.dk/eve_online/salvaging.php this table from Chruker.dk].<br />
<br />
If you didn't [[#Looting wrecks|loot the wreck]] before salvaging it, don't worry - its contents (loot) will appear in a storage container in space where the wreck was. You can then open the and pick up what's inside; salvaging will not destroy the loot.<br />
<br />
All of the above apply to salvaging wrecks which belong to you (or your fleet). You can also salvage wrecks belonging to other players/fleets, but with [[#Salvaging and the law|some restrictions]]. <br />
<br />
== Ships ==<br />
Any ship with a free high slot can be used as a salvager. However, there are two ship classes which are most suitable:<br />
* Turret [[Destroyer|destroyers]] ([[Coercer]], [[Cormorant]], [[Catalyst]], and [[Thrasher]]) make for excellent beginner salvaging ships. They have eight high slots, allowing you to salvage many wrecks simultaneously. They also have a decent amount of cargo space and are moderately fast, not to mention very reasonably priced. Their main weakness is a rather small [[capacitor]], so they may not be able to salvage continuously. The missile and drone destroyers ([[Dragoon]], [[Corax]], [[Algos]], and [[Talwar]]) are also decent salvagers, but have fewer high slots. <br />
* The [[Noctis]] is both the next and last step in salvaging ships. It has the same eight high slots as a destroyer, but comes with a huge bonus to tractor beam speed and range; with good skills its tractor beams can reach out to 80&nbsp;km, hoovering up wrecks from an entire battlefield. Additionally, it gets a bonus to the cycle time of salvaging modules, reducing the time it takes to salvage each wreck. The Noctis is the best salvaging ship in EVE by miles; its only downsides are its somewhat weak tank (compared to the value of the salvage it often carries), its slow speed, and its steeper price tag of around 70 million ISK.<br />
<br />
In addition to the more specialised ships listed above, many ships can be used to salvage "on the side". <br />
* PvE [[Drone Capable Ships|Droneboats]] rely on their drones to deal damage, and so have free high slots which can be fit with tractor beams and salvagers. <br />
* Any ship with a sizeable drone bay can usually fit in five salvage drones (which only take up 5&nbsp;m<sup>3</sup> per drone, the same as a light combat drone), which can be deployed when the additional firepower from combat drones is not needed. <br />
* [[Marauder]]s are Tech 2 battleships designed for high-level mission running. They have free high slots which can be used for tractor beams and salvagers (as well as a bonus to tractor beam velocity and range) and a large cargo hold, but are ruinously expensive ships (easily 2 billion ISK for ship and modules) and require specialised skills.<br />
<br />
== Modules, implants, and items ==<br />
<br />
These are the ship modules, implants, and items which are relevant when fitting a ship for salvaging. Alternatively, salvaging can also be done with [[Drones#Salvage drones|salvaging drones]], which need no modules, only a drone bay (and which are not affected by any other modules and implants). <br />
<br />
=== Modules ===<br />
==== Required ====<br />
* '''{{co|wheat|Salvager I}}''' (high slot): This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is a Tech 2 variant (Salvager II) which is more efficient at salvaging, but is also more expensive and needs additional skill training. <br />
<br />
==== Recommended ====<br />
* '''{{co|wheat|Small Tractor Beam}}''' (high slot): You can live without it, but these modules make your life a lot easier. They pull the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (about a million ISK), but they speed up your salvaging considerably. By default Tech I tractor beams can target wrecks up to 20&nbsp;km away, and pull them in at 500&nbsp;m/s; if you fly a Noctis this is boosted up to 2000&nbsp;m/s at up to 80&nbsp;km (depending on skills). Note that there are no medium or large tractor beams. <br />
* '''{{co|wheat|Afterburner}}''' or '''{{co|wheat|MicroWarp Drive}}''' (mid slot): Even with a tractor beam, you will still need to do a lot of flying around to reach every corner of a wreck field, and the speed boost comes in handy. <br />
<br />
==== Potentially useful ==== <br />
* '''{{co|wheat|Expanded Cargohold}}''' (low slot): Depending on the base size of your ship's cargohold, it can be useful to fit these, as you can carry more salvage at a time (and don't have to make so many round trips to the nearest station). <br />
<br />
* '''{{co|wheat|Auto-Targeting System}}''' (high slot) or '''{{co|wheat|Signal Amplifier}}''' (low slot): If you have low [[Targeting#Number_of_targets_locked|targeting skills]] and are flying a dedicated salvaging ships with many salvagers and tractor beams, it might be worth fitting one of these modules so that you can target (and therefore salvage/tractor) several wrecks at once. However, this should only be a stop-gap measure until you find time to train your targeting skills. Note that the Auto-Targeting System will not automatically target wrecks (it only targets hostile ships), you would be fitting it merely for its bonus to the number of targets you can have locked at once. <br />
<br />
=== Rigs ===<br />
The only salvaging [[rigs|rig]] is the '''{{co|wheat|Salvage Tackle Rig}}''', which increases your chance to salvage by 10% (15% for the Tech 2 rig), which increases your [[#Salvaging time|salvaging efficiency]]. <br />
<br />
=== Items ===<br />
'''[[Mobile Tractor Unit]]s''' are deployable structures which automatically tractor all nearby wrecks (and containers) and loots their content. While MTUs don't salvage wrecks, they do collect them into a compact space, alleviating the need to tractor them (or to fly to them). They have an enormous range (125&nbsp;km for the basic unit), but only tractors in one wreck at a time, and doesn't do it particularly quickly (1000&nbsp;m/s). However, once deployed they continue to work even if you fly away.<br />
<br />
=== Implants === <br />
{{main|List of Skill Hardwiring Implants}}<br />
<br />
There are two implants which impact salvaging: <br />
* '''{{co|wheat|Poteque 'Prospector' Salvaging SV-905}}''' (slot 9), which increases your chance to salvage by 5%.<br />
* '''{{co|wheat|Poteque 'Prospector' Environmental Analysis EY-1005}}''' (slot 10), which reduces salvager modules' cycle time by 5%.<br />
<br />
Both of these are only of interest to players who want to get every last drop of salvaging efficiency. <br />
<br />
== Fitting a salvaging ship ==<br />
The recommended dedicated [[#ships|salvaging ships]] have eight high slots, which are usually fitted with four salvagers and four tractor beams. This way, you can be salvaging four wrecks at a time, while your tractor beams are pulling in four more. Once you have gotten your feet wet, feel free to tweak this setup - you can fit five tractor beams and three salvagers if your salvaging skills are very good (i.e. your salvagers need fewer cycles per wreck) or if you are salvaging "on the move" (in which case the extra tractor beams are needed to keep pulling the wrecks behind you while your salvagers work). Alternatively, you can fit more salvagers and fewer tractor beams in very concentrated wreck fields (or fit only salvagers if you previously deployed a Mobile Tractor Unit). <br />
<br />
Your mid slots should almost always include a propulsion module (afterburner or microwarp drive), except perhaps if you're flying a Noctis with very good skills (which extends the range of your tractor beams so much that you won't need to move). If you're flying a Destroyer you will likely run out of capacitor regularly, so consider fitting a Capacitor Recharger or Capacitor Battery; the Noctis generally has enough capacitor and doesn't need capacitor modules. Fill your remaining mid slots with [[tanking]] modules. <br />
<br />
For your low slots, consider fitting an expanded cargohold on salvaging destroyers (the Noctis' base cargo hold is usually large enough), and use the remaining slots to improve your ship's tank, agility, and maximum speed.<br />
<br />
Rig slots can either be used to improve your ship's tank or to gain some salvaging efficiency by fitting Salvage Tackle rigs. <br />
<br />
Any dedicated salvaging ship with a drone bay should fly salvaging drones. Additionally, consider including ECM drones if you're afraid of being attacked by other players. <br />
<br />
== Skills ==<br />
=== Basic skills ===<br />
* {{sk|Salvaging|mult=yes|price=yes}}: The basic skill required for salvaging with salvager modules. Every new character starts at level III, which is enough to start out with - but since each level you train decreases the number of cycles your module takes to salvage each wreck, train this to higher levels to improve your efficiency. To step up to Salvager II modules, train this to level V. <br />
* {{sk|Salvage Drone Operation|mult=yes|price=yes}}: The basic skill required for salvaging with salvage drones. You can start using salvage drones at level I, but train it to III to decrease your salvaging time a little. Needs {{sk|Drones|IV|mult=yes}}. <br />
<br />
=== Targeting skills ===<br />
{{see also|Targeting}}<br />
* {{sk|Target Management|mult=yes|price=yes}}: This skill allows you to lock 1 additional target per skill level, up to 7 at level V (without this skill you can only lock 2). Since salvaging requires juggling a large number of targets, train this to at least level III, and take it to V in the medium term. <br />
* {{sk|Advanced Target Management|mult=yes|price=yes}}: The successor skill, requires {{sk|Target Management|V}}, and increases the number of targets you can simultaneously lock by 1 per skill level. Once you become more serious about salvaging and start flying the [[Noctis]], you will want to train this to level III (for a total of 10 targets, the maximum a Noctis can lock at once). Note that the Tech 1 destroyers can't lock more than 6 or 7 targets at once, so don't bother training this skill if you're only flying salvaging destroyers. <br />
* {{sk|Long Range Targeting|mult=yes|price=yes}}: Increases your targeting range by 5% per skill level. This skill becomes useful in the later stages of your salvaging career, when you want to make full use of the enormous range of your tractor beams on a Noctis at very high skill levels, but you can safely ignore it before then.<br />
<br />
=== Spaceship command skills ===<br />
* [[Destroyer|''&lt;race&gt;'' Destroyer]]: You only need to train this skill to level I to fly your race's destroyers, but you don't get additional benefits ''for salvaging'' by training it beyond level I. <br />
* {{sk|ORE Industrial|mult=yes|price=yes}}: This skill is required to fly the [[Noctis]], and higher levels really pay off if you're serious about salvaging, as they give you bonuses to tractor beam range, tractor beam velocity, and salvager cycle time. If you're going to fly the Noctis regularly, train this to at least level III. <br />
<br />
=== Capacitor skills ===<br />
* {{sk|Capacitor Management|mult=yes|price=yes}} and {{sk|Capacitor Systems Operation|mult=yes|price=yes}}: These skills improve your capacitor's capacity and recharge rate, which becomes important when flying a Destroyer and fitting a large number of salvager modules (which use more capacitors than tractor beams). <br />
<br />
<!--<br />
=== Skill plan for salvager alt ===<br />
Some pilots prefer to train up an [[alt|alternate character (alt)]] to specialise in salvaging. Starting from a new character, here are a few skill training suggestions.<br />
<br />
Creating a basic salvager alt that can fly a Noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a Noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br />
<br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
--> <br />
== Practical salvaging ==<br />
When first approaching a wreck field, make sure your [[Overview]] settings show wrecks, turn on the [[Tactical Overlay]], and [[bookmark]] a wreck near the centre of the field with the maximum number of wrecks within your ship's tractor beam range. Fly (or warp) to this bookmark, and stop your ship. <br />
<br />
Use your tractor beams to pull more distant wrecks to within 2500m of your ship (as you'll want to loot them in addition to salvaging them); once they are within range, turn the tractor beams off, and re-target them on additional distant wrecks. Simultaneously, target nearby wrecks with your salvagers, using one salvaging module per wreck (except for [[#Salvaging efficiency|very difficult Sleeper wrecks]]), and letting them run until the wreck is salvaged, then targeting the next nearby wreck for salvaging. While the salvagers are running, loot the wreck. <br />
<br />
Since you'll be juggling a lot of wrecks and modules, keep in mind that you can click on the module icon underneath a targeted wreck to stop that specific module from cycling - useful for turning off the right tractor beam once it's pulled a wreck close to your ship. Also, learn the [[Keyboard controls|keyboard shortcuts]] for targeting and activating/disactivating modules, as it will save you a lot of clicking.<br />
<br />
If you're flying a fast and agile ship (i.e. a Destroyer instead of a Noctis), then it may be faster to create a [[bookmark]] 150&nbsp;km away, warp to it, then warp back to a wreck, instead of slow-boating around the wreck field. <br />
<br />
Mobile Tractor Units and salvaging drones can support your ship's salvagers and tractor beams, but are considerably slower. However, they can be used for a minimum-effort approach to salvaging (even though it's considerably less efficient): deploy a Mobile Tractor Unit at the start of an engagement, which will pull all the wrecks you create into a tight ball (and loots them for you). When you have destroyed all the enemies, fly close to the MTU, deploy your salvage drones, and [[Drones#Salvage_drones|order them to salvage all nearby wrecks]]. Then sit back and watch your drones work. You may want to occasionally reposition your ship to be as close as possible to the wrecks - salvage drones fly slowly (900 m/s, plus skill bonuses) and they have to return to your ship to drop off their salvage. <br />
<br />
As an aside, wrecks of player ships can be salvaged in the same way as wrecks of NPC ships. <br />
<br />
=== Salvaging for yourself ===<br />
If you run [[missions]] or [[ratting|rat]], you can augment your income by salvaging the wrecks you produce. However, it may not be worth your time, as you could be spending your salvaging time running another mission or killing more rats - but it's up to you how to spend your time (also taking into account what activities you enjoy in the game). As a rough guide, mission salvaging only yields significant profits for level 3 missions and above. <br />
<br />
While some ships can fight and salvage, it's often a better idea to switch to a dedicated salvaging ships (or have a salvaging alt), as salvaging large wreck fields with anything but a dedicated salvaging ship can be frustratingly slow. <br />
<br />
Wrecks persist for two hours, so you may want to run a few missions (or rat in a few asteroid belts), bookmarking each wreck field, before switching to a salvaging ship. Mobile Tractor Units can be very useful here - drop one in each mission (they are somewhat bulky, so you may have to return to a station to pick up more), and let them work while you complete additional missions. When you return with your salvaging ship, all the wrecks will be in a nice compact ball, allowing you to forgo tractor beams in favour of a full rack of salvager modules.<br />
<br />
Alternatively, if you have a salvaging alt that you can [[multiboxing|multibox]] (on a separate [[Accounts#Alts_and_multiboxing|account]]), you can have them follow your combat character, but lagging one wreck field "behind" (to prevent your fragile salvaging ship from being targeted by rats). Keep in mind that, once you have completed a mission, all the acceleration gates disappear, making it possible to warp directly to any bookmarked wreck field. <br />
<br />
=== Fleets ===<br />
PvE fleets (e.g. [[Mission_Fleet#Locust_Fleet|locust fleets]] which tackle high-level PvE content are often in need of a dedicated salvager to follow the fleet. Make sure to agree how to split the salvaging proceeds with the other fleet members beforehand; it's common for the proceeds to be split evenly between all fleet members. This role can easily be filled by a new player in a Destroyer, and is a great way to start flying with fleets. The fleet window logs all wrecks that are looted or salvaged, which can be used to check if a salvager is "stealing" some of the loot (i.e. not reporting the full value to be shared with the other fleet members).<br />
<br />
=== Wormholes ===<br />
{{see also|Wormhole Space}}<br />
[[Sleepers]] (the NPCs in wormholes) can be salvaged as usual, but keep in mind that some of the sleeper wrecks take a [[#Salvaging time|long time to salvage]], even with good salvaging skills. <br />
<br />
Often, a salvaging ship in wormhole fleets is also responsible for looting the sleeper wrecks; since Sleepers don't have bounties, this loot is the main income source for wormhole PvE. This makes salvaging ships prime targets for hostile players, and even a solo [[Stealth Bomber]] can destroy a salvaging ship. Therefore, unlike with K-space salvaging, stay with your fleet, keep an eye on [[D-Scan]], and consider fitting Warp Core Stabilizer modules in place of Expanded Cargohold modules (as Sleeper loot takes up comparatively little volume). <br />
<br />
=== Uses for salvage ===<br />
[[Image:T1andt2salvage.jpg|thumb|right|Tech I and Tech II Salvage materials]]<br />
The materials obtained from salvaging are used in the [[manufacturing|manufacture]] of [[rigs]], and if you don't want to manufacture rigs yourself there are plenty of manufacturers looking to [[trading|buy]] these materials. Even though individual materials are usually not worth a lot, their value does add up - be aware of potential [[Suicide Ganking|suicide gankers]] when hauling large amounts of salvage. <br />
<br />
Salvage materials with an orange background is Tech I salvage (used when manufacturing Tech I rigs), while material with a blue background is Tech II salvage (for Tech II rigs). Additionally, salvage from [[Sleepers|Sleeper]] NPCs is used in the manufacture of [[Strategic Cruisers]]. <br />
<br />
=== Salvaging and the law ===<br />
{{main|Ninja Salvaging and Stealing}}<br />
Wrecks are flagged as "belonging" to the player/corporation/fleet who created them (i.e. who destroyed the ship). You can '''loot''' a wreck belonging to someone else (marked in yellow on the [[Overview]]), but you will receive a [[Crimewatch#Suspect_Timer|suspect timer]], allowing any other pilot to freely attack you for 15 minutes. <br />
<br />
However, you can '''salvage''' wrecks belonging to someone else without any game mechanics consequences; this is called [[Ninja Salvaging|"ninja salvaging"]], whereby people salvage without the wreck owner's permission. <br />
<br />
When salvaging wrecks belonging to others, a few of the abovementioned mechanics are different:<br />
* Tractor beams (ship modules and Mobile Tractor Units) don't work<br />
* Salvage drones will not automatically salvage, but they can be ordered to manually salvage a specific wreck<br />
<br />
Members of EVE University are [[EVE_University_Rules|not allowed]] to salvage wrecks belonging to others.<br />
<br />
== Salvaging efficiency ==<br />
<br />
The defining mechanic for salvaging is the "salvaging chance", which is the probability that you will successfully salvage the wreck in one cycle of your salvaging module/drone. As explained above, if you fail a salvaging attempt, your module/drone will continue cycling until you succeed - so the probability is an indication of how many cycles (i.e. time) it takes to salvage a wreck (or, in the case of very difficult wrecks, allows you to salvage them at all). Improving your chance to salvage does ''not'' give you better salvage. <br />
<br />
:Salvaging chance = base access chance + bonuses <br />
<br />
Note that the chance to salvage is not affected by [[stacking penalties]].<br />
<br />
=== Base access chance ===<br />
The base access chance is determined by the wreck type: <br />
<br />
*Small basic wrecks (Frigates and Destroyers): 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers): 20% <br />
*Large basic wrecks (Battleships): 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships): 0% <br />
*Sleeper Large Advanced Wrecks: -20%.<br />
<br />
=== Bonuses === <br />
The following things give bonuses to your salvaging chance (only when using Salvager modules, not drones): <br />
<br />
* Using a Salvager I module improves your salvaging chance by 5% per level of the {{sk|Salvaging|icon=yes}} skill, up to +25% at level V. Once you have trained {{sk|Salvaging|V}}, you can use the Salvager II module, which improves your salvaging chance by 35%. <br />
<br />
* Salvage Tackle I rigs improve your salvaging chance by 10% each (and you could, if you wanted, fit several). Salvage Tackle II rigs improve your access chance by 15% each, but (like most Tech II rigs) are hideously expensive. <br />
<br />
* The Poteque 'Prospector' Salvaging SV-905 [[implant]] (it fits into slot 9) improves your salvaging chance by 5%. <br />
<br />
Lastly, the Poteque 'Prospector' Environmental Analysis EY-1005 implant (it fits into slot 10) and each level of {{sk|ORE Industrial|icon=yes}} when flying a [[Noctis]] reduces the cycle time of your salvaging modules by 5%. <br />
<br />
If you're using [[Drone#Salvage_drones|Salvage Drones]], they improve your salvaging chance by 3%, plus 2% for each level of the {{sk|Salvage Drone Operation|icon=yes}} skill you have trained (up to a total of +13% at skill level V). There are no other ways of improving the salvaging chance of salvage drones. <br />
<br />
{{example|1=A beginner salvaging pilot with {{sk|Salvaging|III}}, fits her ship with a single Salvager I module, and tries to salvage a small basic wreck. The base chance to salvage a small basic wreck is 30%, and her skills and module give her a bonus of 3 * 5% = 15%. Therefore, her chance to salvage the wreck on each cycle of her salvager module (10 seconds) is <span style="white-space:nowrap;">30% + (3 * 5%) = 45%</span>. On average, it will therefore take 2.2 cycles (22 seconds) to salvage the wreck.<ref>For details on the math, see [https://en.wikipedia.org/wiki/Expected_value expected value] on Wikipedia</ref>. <br />
<br />
Buoyed by her initial success, the pilot heads to more remote areas of space, and encounters large basic wrecks. Her chance to salvage these is <span style="white-space:nowrap;">10% + (3 * 5%) = 25%</span>; therefore, on average, it will take 4 cycles (40 seconds) to salvage each wreck. Heading deeper into space, she encounters small advanced wrecks (chance to salvage <span style="white-space:nowrap;">0% + (3 * 5%) = 15%</span>, taking 6.7 cycles (1 minute and 7 seconds) on average) and even some sleeper large advanced wrecks (chance to salvage <span style="white-space:nowrap;">-20% + (1 * 5%) = -5%</span>; she will not be able to salvage these wrecks). <br />
<br />
Determined to increase her salvaging efficiency, she trains up her Salvaging skill to level V, and installs a Salvager II module. With this setup, her chance to salvage a large basic wreck is <span style="white-space:nowrap;">10% + (5 * 7%) = 45%</span>; on average, it will take her 2.2 cycles (22 seconds) to salvage. Even a sleeper large advanced wreck succumbs to her salvaging powers, within 6.6 cycles on average.}}<br />
<br />
=== Salvaging time ===<br />
<br />
==== Salvager modules ====<br />
<br />
The following table shows the average number of salvager module cycles (and time) to salvage a wreck. Various player setups are shown for comparison - these are by no means the only salvaging setups, but are meant to illustrate the effect of investing in higher-end salvaging equipment. <br />
<br />
The following setups are used: <br />
* '''"Beginner"''': Salvager I module and {{sk|Salvaging|III}}. This gives a +15% salvaging chance.<br />
* '''"Intermediate"''': Salvager I module and {{sk|Salvaging|IV}}. This gives a +20% salvaging chance. <br />
* '''"Journeyman"''': Salvager II module and {{sk|Salvaging|V}}. This gives a +35% salvaging chance.<br />
* '''"Advanced"''': Salvager II module and {{sk|Salvaging|V}}, flying a [[Noctis]] with {{sk|ORE Industrial|III}}. This gives a +35% salvaging chance, and a 15% reduction to module cycle time. <br />
* '''"Professional"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Industrial|IV}} and a Tech I Salvage Tackle rig. This gives a +45% salvaging chance, and 20% reduction to module cycle time.<br />
* '''"Expert"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Industrial|IV}} and two Tech I Salvage Tackle rigs. This gives a +55% salvaging chance, and 20% reduction to module cycle time.<br />
* '''"God mode"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Industrial|V}}, three Tech II Salvage Tackle rigs, and both a Poteque 'Prospector' Salvaging SV-905 and a Poteque 'Prospector' Environmental Analysis EY-1005 implant. This gives a +85% salvaging chance, and a 30% reduction to module cycle time. <br />
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{| class="wikitable salvage" style="border:none;"<br />
|-<br />
! colspan=3 style="background-color:#111111;border:none;" |<br />
! colspan=5 | Wreck type <br />
|-<br />
! Player setup <br />
! <span style="cursor:help;" title="Bonus to salvage chance.">Chance</span><br />
! <span style="cursor:help;" title="Reduction of module cycle time.">Cycle time</span> <br />
! <span style="cursor:help;" title="Small wreck (30% base access chance)">Small</span> <br />
! <span style="cursor:help;" title="Medium wreck (20% base access chance)">Medium</span> <br />
! <span style="cursor:help;" title="Large wreck (10% base access chance)">Large</span> <br />
! <span style="cursor:help;" title="Small advanced wreck (0% base access chance)">Small adv.</span> <br />
! <span style="cursor:help;" title="Sleeper large advanced wreck (-20% base access chance)">Large adv.</span> <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager I module and Salvaging III.">Beginner</span><br />
| +15% <br />
| <br />
| 22 seconds<br><span style="color:grey">(2.2 cycles)</span><br />
| 29 seconds<br><span style="color:grey">(2.9 cycles)</span><br />
| 40 seconds<br><span style="color:grey">(4 cycles)</span><br />
| 66 seconds<br><span style="color:grey">(6.6 cycles)</span><br />
| N/A <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager I module and Salvaging IV.">Intermediate</span><br />
| +20%<br />
|<br />
| 20 seconds<br><span style="color:grey">(2 cycles)</span><br />
| 25 seconds<br><span style="color:grey">(2.5 cycles)</span><br />
| 33 seconds<br><span style="color:grey">(3.3 cycles)</span><br />
| 50 seconds<br><span style="color:grey">(5 cycles)</span><br />
| N/A <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V.">Journeyman</span><br />
| +35%<br />
|<br />
| 15 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
| 18 seconds<br><span style="color:grey">(1.8 cycles)</span><br />
| 22 seconds<br><span style="color:grey">(2.2 cycles)</span><br />
| 29 seconds<br><span style="color:grey">(2.9 cycles)</span><br />
| 66 seconds<br><span style="color:grey">(6.6 cycles)</span><br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a [[Noctis]] with ORE Industrial III.">Advanced</span><br />
| +35%<br />
| -15%<br />
| 13 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
| 15 seconds<br><span style="color:grey">(1.8 cycles)</span><br />
| 19 seconds<br><span style="color:grey">(2.2 cycles)</span><br />
| 25 seconds<br><span style="color:grey">(2.9 cycles)</span><br />
| 56 seconds<br><span style="color:grey">(6.6 cycles)</span><br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a Noctis with ORE Industrial IV and a Tech I Salvage Tackle rig.">Professional</span><br />
| +45%<br />
| -20%<br />
| 10 seconds<br><span style="color:grey">(1.3 cycles)</span><br />
| 12 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
| 14 seconds<br><span style="color:grey">(1.8 cycles)</span><br />
| 18 seconds<br><span style="color:grey">(2.2 cycles)</span><br />
| 32 seconds<br><span style="color:grey">(4 cycles)</span><br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a Noctis with ORE Industrial IV and two Tech I Salvage Tackle rigs.">Expert</span><br />
| +55%<br />
| -20%<br />
| 9 seconds<br><span style="color:grey">(1.2 cycles)</span><br />
| 11 seconds<br><span style="color:grey">(1.3 cycles)</span><br />
| 12 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
| 15 seconds<br><span style="color:grey">(1.8 cycles)</span><br />
| 23 seconds<br><span style="color:grey">(2.9 cycles)</span><br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a Noctis with ORE Industrial V, three Tech II Salvage Tackle rigs, and both a Poteque 'Prospector' Salvaging SV-905 and a Poteque 'Prospector' Environmental Analysis EY-1005 implant.">God mode</span><br />
| +85%<br />
| -30%<br />
| 7 seconds<br><span style="color:grey">(1 cycles)</span><br />
| 7 seconds<br><span style="color:grey">(1 cycles)</span><br />
| 7 seconds<br><span style="color:grey">(1 cycles)</span><br />
| 8 seconds<br><span style="color:grey">(1.2 cycles)</span><br />
| 10 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
|} <br />
<br />
This graph shows the relationship between module cycle time and salvaging chance bonus. <br />
<br />
[[File:Salvaging-graph.png]]<br />
<br />
Several conclusions can be drawn from this table and graph:<br />
* Increasing the salvaging chance bonus is key to salvaging efficiently. While the early increases yield dramatic improvements, these improvements taper off and later increases are not only more costly to get (as they need more expensive rigs, modules and implants), but provide fewer and fewer additional benefits. The "sweet spot" for serious salvaging is around +50% salvaging bonus - this gets you about 80% of the way to the absolute maximum possible (+85% salvaging bonus), but doesn't need any of the really expensive Tech II rigs. the best way to get to around +50% is to fit a Salvager II module and one or two Tech I salvaging rigs. <br />
* If you have the option of flying a Noctis, its cycle time bonus really starts to shine above about +40% salvaging bonus, at which point it gets ever more costly to further increase your salvaging chance bonus. However, if you don't want to fly a Noctis, then a salvaging destroyer can do its job almost as well, but usually needs about 1-2 additional salvaging rigs to compensate for the Noctis' cycle time bonus. <br />
* Salvaging in wormholes, particularly the advanced larger sleeper wrecks, represent a significant increase in difficulty compared with [[k-space]] salvaging. Therefore, serious wormhole salvagers may want to consider installing three Tech I salvaging rigs (in addition to using Salvager II modules). At the very least a +25% salvaging chance bonus is needed to even attempt to salvage advanced large sleeper wrecks. <br />
<br />
==== Salvage drones ====<br />
<br />
Similarly, when using salvaging drones, taking the following setups:<br />
<br />
* '''"Beginner"''': 1 salvage drone and {{sk|Salvage Drone Operation|I}}. This gives a +5% salvaging chance.<br />
* '''"Intermediate"''': 5 salvage drones and {{sk|Salvage Drone Operation|III}}. This gives a +9% salvaging chance. <br />
* '''"Journeyman"''': 5 salvage drones and {{sk|Salvage Drone Operation|IV}}. This gives a +11% salvaging chance. <br />
* '''"Advanced"''': 5 salvage drones and {{sk|Salvage Drone Operation|V}}. This gives a +13% salvaging chance. <br />
<br />
Unlike with modules, where it almost never makes sense to use more than one salvager module on a single wreck, salvage drones will always work together on a single wreck. Additionally, note that the drones have to travel to the wreck and return to your ship with the salvage, increasing the time they need to salvage. <br />
<br />
{| class="wikitable salvage" style="border:none;"<br />
|-<br />
! colspan=3 style="background-color:#111111;border:none;" |<br />
! colspan=5 | Wreck type <br />
|-<br />
! Player setup <br />
! <span style="cursor:help;" title="Bonus to salvage chance.">Chance</span><br />
! <span style="cursor:help;" title="Nunber of drones working simultaneously.">Drones</span> <br />
! <span style="cursor:help;" title="Small wreck (30% base access chance)">Small</span> <br />
! <span style="cursor:help;" title="Medium wreck (20% base access chance)">Medium</span> <br />
! <span style="cursor:help;" title="Large wreck (10% base access chance)">Large</span> <br />
! <span style="cursor:help;" title="Small advanced wreck (0% base access chance)">Small adv.</span> <br />
! <span style="cursor:help;" title="Sleeper large advanced wreck (-20% base access chance)">Large adv.</span> <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="1 salvage drone and Salvage Drone Operation I.">Beginner</span><br />
| +5% <br />
| 1<br />
| 29 seconds<br><span style="color:grey">(2.9 cycles)</span><br />
| 40 seconds<br><span style="color:grey">(4 cycles)</span><br />
| 1 min 6 s<br><span style="color:grey">(6.6 cycles)</span><br />
| 2 min 26 s<br><span style="color:grey">(15 cycles)</span><br />
| N/A <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="5 salvage drones and Salvage Drone Operation III.">Intermediate</span><br />
| +9%<br />
| 5<br />
| 11 seconds<br><span style="color:grey">(1.1 cycles)</span><br />
| 12 seconds<br><span style="color:grey">(1.2 cycles)</span><br />
| 15 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
| 27 seconds<br><span style="color:grey">(2.7 cycles)</span><br />
| N/A <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="5 salvage drones and Salvage Drone Operation IV.">Journeyman</span><br />
| +11%<br />
| 5<br />
| 11 seconds<br><span style="color:grey">(1.1 cycles)</span><br />
| 12 seconds<br><span style="color:grey">(1.2 cycles)</span><br />
| 14 seconds<br><span style="color:grey">(1.4 cycles)</span><br />
| 23 seconds<br><span style="color:grey">(2.3 cycles)</span><br />
| N/A<br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="5 salvage drones and Salvage Drone Operation V.">Advanced</span><br />
| +13%<br />
| 5<br />
| 11 seconds<br><span style="color:grey">(1.1 cycles)</span><br />
| 12 seconds<br><span style="color:grey">(1.2 cycles)</span><br />
| 14 seconds<br><span style="color:grey">(1.4 cycles)</span><br />
| 20 seconds<br><span style="color:grey">(2 cycles)</span><br />
| N/A<br />
|} <br />
<br />
This table shows that there are significant diminishing returns above {{sk|Salvage Drone Operation|III}}, and it's probably not worth training additional skill levels beyond that. Additionally, even though a flight of five salvaging drones with reasonable skills can approach the same salvaging rate as a single salvager module, most salvaging ships will fit four or more salvaging modules, and will therefore always outperform salvage drones. On the other hand, if time is not a factor, then salvage drones offer a very hands-off method of salvaging. <br />
<br />
Lastly, travel time should be taken into account when using salvaging drones - salvaging a wreck 5&nbsp;km away easily adds ten seconds to the salvaging time (as the drone needs to fly to the wreck, salvage it, and return to your ship), so, if possible, keep your ship as close to the wrecks as possible (or use a Mobile Tractor Unit to pull all the wrecks into a ball).<br />
<br />
== References ==<br />
<small>{{reflist}}</small><br />
<br />
[[Category:Game mechanics]]<br />
[[Category:PvE]]</div>Noemie belacquahttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=113114Salvaging2017-03-23T21:25:11Z<p>Noemie belacqua: /* Practical salvaging */ add note about warping around the wreck field</p>
<hr />
<div>{{related class | Salvaging 101 }}<br />
'''Salvaging''' is finding useful items from wrecks, which are left behind after a ship (NPC or player) is destroyed. Wrecks may contain loot (which can be taken by anyone) and salvage (which requires specialised equipment to recover). Salvaging is a good secondary income source when doing [[PvE]] combat, as NPC wrecks can drop valuable modules or items, and their salvage is used to [[manufacturing|manufacture]] [[rig]]s. Salvaging is easy to [[#Skills|train into]], reasonably safe, and a good way for newer characters to participate in higher-level PvE content (e.g. [[FLEETS101 - Introduction to Fleets|locust fleets]]). <br />
<br />
== Mechanics == <br />
<br />
=== Looting wrecks ===<br />
[[File:Overview-wrecks.jpg|right|frame|Overview symbols for wrecks.]]<br />
Every time a ship (NPC or player-piloted) in EVE is destroyed, a wreck is left behind. This wreck may contain loot (e.g. modules from the destroyed ship), which can be taken by anyone nearby. <br />
<br />
Wrecks show up on your [[overview]] (although you may need to adjust your overview settings). The symbol of the wreck icon on the overview tells you:<br />
* Square superimposed on a triangle: A wreck which contains loot, and which has not yet been looted<br />
* Empty triangle: Empty wreck (contains no loot)<br />
<br />
The colour of the wreck icon indicates:<br />
* {{co|white|White icon}}: Wreck belongs to you (or your corporation/fleet), and you have not yet accessed it<br />
* {{co|grey|Grey icon}}: You have already accessed this wreck<br />
* {{co|yellow|Yellow icon}}: Wreck belongs to another player/corporation/fleet, and may not be looted without incurring a [[Crimewatch#Suspect_Timer|suspect timer]] (which allows any other pilot to freely attack you for 15 minutes). <br />
* {{co|blue|Blue icon}}: Wreck was abandoned by the owner, and can be freely looted by anyone<br />
<br />
In order to loot a wreck (i.e. to take its contents) you need to be within 2500&nbsp;m of it. <br />
<br />
=== Salvaging wrecks ===<br />
In addition to looting their contents, wrecks ''themselves'' may be salvaged to gain useful materials; this is what "salvaging" is about. In order to salvage wrecks your ship must be equipped with either:<br />
* A salvager module (installed in a high slot), or<br />
* [[Drones#Salvage drones|Salvage drone(s)]]<br />
<br />
If you're using a Salvager module, target the wreck you wish to salvage, approach to within the range of your Salvager module (5&nbsp;km for the Salvager I, 6&nbsp;km for the Salvager II), and activate your Salvager module. After each cycle of the module (10 seconds in most cases) one of three things will occur:<br />
<!-- Where are these messages displayed? Exact wording, maybe a screenshot? --> <br />
*Salvage is successful and you found something of value, which is automatically deposited into your ship's cargo hold. The wreck disappears. <br />
*Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears. <br />
*Salvage was unsuccessful. Your salvager module will automatically start a new cycle and continues until you get message 1 or 2.<br />
<br />
The lower your skills and equipment, and the more "difficult" the wreck is (see [[#Salvaging time|the section on salvaging time]]), the more cycles it will take before your salvaging is successful. To salvage more distant wrecks you either need to fly closer to them or use a [[#Modules|tractor beam module]] to pull them to you. <br />
<br />
<!-- screenshot with "salvage" command for drones --><br />
If you're using salvage drones, you need to launch your drones into space, [[targeting|target the wreck]], and then command your drones to salvage it. They will fly to the wreck (fairly slowly), orbit it and attempt to salvage it. After each cycle (10 seconds), as above, if one of the drones was successful, it will fly automatically back to your ship and deposit the salvage into your cargo hold. You can also command your salvage drones to "Salvage" without having any wrecks targeted; they will then salvage all the wrecks in your vicinity (up to your [[Drones#Drone control range|drone control range]]) one-by-one. <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction. Therefore, improving your salvaging equipment and skills (see below) will not change what salvage you get, rather, it will only allow you to salvage faster (i.e. reduce the number of cycles necessary for your salvaging to be successful) and allow you to salvage certain types of advanced wrecks. Each type of rat and ships give certain types of salvage, for a list of Tech 1 salvage see [http://games.chruker.dk/eve_online/salvaging.php this table from Chruker.dk].<br />
<br />
If you didn't [[#Looting wrecks|loot the wreck]] before salvaging it, don't worry - its contents (loot) will appear in a storage container in space where the wreck was. You can then open the and pick up what's inside; salvaging will not destroy the loot.<br />
<br />
All of the above apply to salvaging wrecks which belong to you (or your fleet). You can also salvage wrecks belonging to other players/fleets, but with [[#Salvaging and the law|some restrictions]]. <br />
<br />
== Ships ==<br />
Any ship with a free high slot can be used as a salvager. However, there are two ship classes which are most suitable:<br />
* Turret [[Destroyer|destroyers]] ([[Coercer]], [[Cormorant]], [[Catalyst]], and [[Thrasher]]) make for excellent beginner salvaging ships. They have eight high slots, allowing you to salvage many wrecks simultaneously. They also have a decent amount of cargo space and are moderately fast, not to mention very reasonably priced. Their main weakness is a rather small [[capacitor]], so they may not be able to salvage continuously. The missile and drone destroyers ([[Dragoon]], [[Corax]], [[Algos]], and [[Talwar]]) are also decent salvagers, but have fewer high slots. <br />
* The [[Noctis]] is both the next and last step in salvaging ships. It has the same eight high slots as a destroyer, but comes with a huge bonus to tractor beam speed and range; with good skills its tractor beams can reach out to 80&nbsp;km, hoovering up wrecks from an entire battlefield. Additionally, it gets a bonus to the cycle time of salvaging modules, reducing the time it takes to salvage each wreck. The Noctis is the best salvaging ship in EVE by miles; its only downsides are its somewhat weak tank (compared to the value of the salvage it often carries) and its steeper price tag of around 70 million ISK. <br />
<br />
In addition to the more specialised ships listed above, many ships can be used to salvage "on the side". <br />
* PvE [[Drone Capable Ships|Droneboats]] rely on their drones to deal damage, and so have free high slots which can be fit with tractor beams and salvagers. <br />
* Any ship with a sizeable drone bay can usually fit in five salvage drones (which only take up 5&nbsp;m<sup>3</sup> per drone, the same as a light combat drone), which can be deployed when the additional firepower from combat drones is not needed. <br />
* [[Marauder]]s are Tech 2 battleships designed for high-level mission running. They have free high slots which can be used for tractor beams and salvagers (as well as a bonus to tractor beam velocity and range) and a large cargo hold, but are ruinously expensive ships (easily 2 billion ISK for ship and modules) and require specialised skills.<br />
<br />
== Modules, implants, and items ==<br />
<br />
These are the ship modules, implants, and items which are relevant when fitting a ship for salvaging. Alternatively, salvaging can also be done with [[Drones#Salvage drones|salvaging drones]], which need no modules, only a drone bay (and which are not affected by any other modules and implants). <br />
<br />
=== Modules ===<br />
==== Required ====<br />
* '''{{co|wheat|Salvager I}}''' (high slot): This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is a Tech 2 variant (Salvager II) which is more efficient at salvaging, but is also more expensive and needs additional skill training. <br />
<br />
==== Recommended ====<br />
* '''{{co|wheat|Small Tractor Beam}}''' (high slot): You can live without it, but these modules make your life a lot easier. They pull the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (about a million ISK), but they speed up your salvaging considerably. By default Tech I tractor beams can target wrecks up to 20&nbsp;km away, and pull them in at 500&nbsp;m/s; if you fly a Noctis this is boosted up to 2000&nbsp;m/s at up to 80&nbsp;km (depending on skills). Note that there are no medium or large tractor beams. <br />
* '''{{co|wheat|Afterburner}}''' or '''{{co|wheat|MicroWarp Drive}}''' (mid slot): Even with a tractor beam, you will still need to do a lot of flying around to reach every corner of a wreck field, and the speed boost comes in handy. <br />
<br />
==== Potentially useful ==== <br />
* '''{{co|wheat|Expanded Cargohold}}''' (low slot): Depending on the base size of your ship's cargohold, it can be useful to fit these, as you can carry more salvage at a time (and don't have to make so many round trips to the nearest station). <br />
<br />
* '''{{co|wheat|Auto-Targeting System}}''' (high slot) or '''{{co|wheat|Signal Amplifier}}''' (low slot): If you have low [[Targeting#Number_of_targets_locked|targeting skills]] and are flying a dedicated salvaging ships with many salvagers and tractor beams, it might be worth fitting one of these modules so that you can target (and therefore salvage/tractor) several wrecks at once. However, this should only be a stop-gap measure until you find time to train your targeting skills. Note that the Auto-Targeting System will not automatically target wrecks (it only targets hostile ships), you would be fitting it merely for its bonus to the number of targets you can have locked at once. <br />
<br />
=== Rigs ===<br />
The only salvaging [[rigs|rig]] is the '''{{co|wheat|Salvage Tackle Rig}}''', which increases your chance to salvage by 10% (15% for the Tech 2 rig), which increases your [[#Salvaging time|salvaging efficiency]]. <br />
<br />
=== Items ===<br />
'''[[Mobile Tractor Unit]]s''' are deployable structures which automatically tractor all nearby wrecks (and containers) and loots their content. While MTUs don't salvage wrecks, they do collect them into a compact space, alleviating the need to tractor them (or to fly to them). They have an enormous range (125&nbsp;km for the basic unit), but only tractors in one wreck at a time, and doesn't do it particularly quickly (1000&nbsp;m/s). However, once deployed they continue to work even if you fly away.<br />
<br />
=== Implants === <br />
{{main|List of Skill Hardwiring Implants}}<br />
<br />
There are two implants which impact salvaging: <br />
* '''{{co|wheat|Poteque 'Prospector' Salvaging SV-905}}''' (slot 9), which increases your chance to salvage by 5%.<br />
* '''{{co|wheat|Poteque 'Prospector' Environmental Analysis EY-1005}}''' (slot 10), which reduces salvager modules' cycle time by 5%.<br />
<br />
Both of these are only of interest to players who want to get every last drop of salvaging efficiency. <br />
<br />
== Fitting a salvaging ship ==<br />
The recommended dedicated [[#ships|salvaging ships]] have eight high slots, which are usually fitted with four salvagers and four tractor beams. This way, you can be salvaging four wrecks at a time, while your tractor beams are pulling in four more. Once you have gotten your feet wet, feel free to tweak this setup - you can fit five tractor beams and three salvagers if your salvaging skills are very good (i.e. your salvagers need fewer cycles per wreck) or if you are salvaging "on the move" (in which case the extra tractor beams are needed to keep pulling the wrecks behind you while your salvagers work). Alternatively, you can fit more salvagers and fewer tractor beams in very concentrated wreck fields (or fit only salvagers if you previously deployed a Mobile Tractor Unit). <br />
<br />
Your mid slots should almost always include a propulsion module (afterburner or microwarp drive), except perhaps if you're flying a Noctis with very good skills (which extends the range of your tractor beams so much that you won't need to move). If you're flying a Destroyer you will likely run out of capacitor regularly, so consider fitting a Capacitor Recharger or Capacitor Battery; the Noctis generally has enough capacitor and doesn't need capacitor modules. Fill your remaining mid slots with [[tanking]] modules. <br />
<br />
For your low slots, consider fitting an expanded cargohold on salvaging destroyers (the Noctis' base cargo hold is usually large enough), and use the remaining slots to improve your ship's tank, agility, and maximum speed.<br />
<br />
Rig slots can either be used to improve your ship's tank or to gain some salvaging efficiency by fitting Salvage Tackle rigs. <br />
<br />
Any dedicated salvaging ship with a drone bay should fly salvaging drones. Additionally, consider including ECM drones if you're afraid of being attacked by other players. <br />
<br />
== Skills ==<br />
=== Basic skills ===<br />
* {{sk|Salvaging|mult=yes|price=yes}}: The basic skill required for salvaging with salvager modules. Every new character starts at level III, which is enough to start out with - but since each level you train decreases the number of cycles your module takes to salvage each wreck, train this to higher levels to improve your efficiency. To step up to Salvager II modules, train this to level V. <br />
* {{sk|Salvage Drone Operation|mult=yes|price=yes}}: The basic skill required for salvaging with salvage drones. You can start using salvage drones at level I, but train it to III to decrease your salvaging time a little. Needs {{sk|Drones|IV|mult=yes}}. <br />
<br />
=== Targeting skills ===<br />
{{see also|Targeting}}<br />
* {{sk|Target Management|mult=yes|price=yes}}: This skill allows you to lock 1 additional target per skill level, up to 7 at level V (without this skill you can only lock 2). Since salvaging requires juggling a large number of targets, train this to at least level III, and take it to V in the medium term. <br />
* {{sk|Advanced Target Management|mult=yes|price=yes}}: The successor skill, requires {{sk|Target Management|V}}, and increases the number of targets you can simultaneously lock by 1 per skill level. Once you become more serious about salvaging and start flying the [[Noctis]], you will want to train this to level III (for a total of 10 targets, the maximum a Noctis can lock at once). Note that the Tech 1 destroyers can't lock more than 6 or 7 targets at once, so don't bother training this skill if you're only flying salvaging destroyers. <br />
* {{sk|Long Range Targeting|mult=yes|price=yes}}: Increases your targeting range by 5% per skill level. This skill becomes useful in the later stages of your salvaging career, when you want to make full use of the enormous range of your tractor beams on a Noctis at very high skill levels, but you can safely ignore it before then.<br />
<br />
=== Spaceship command skills ===<br />
* [[Destroyer|''&lt;race&gt;'' Destroyer]]: You only need to train this skill to level I to fly your race's destroyers, but you don't get additional benefits ''for salvaging'' by training it beyond level I. <br />
* {{sk|ORE Industrial|mult=yes|price=yes}}: This skill is required to fly the [[Noctis]], and higher levels really pay off if you're serious about salvaging, as they give you bonuses to tractor beam range, tractor beam velocity, and salvager cycle time. If you're going to fly the Noctis regularly, train this to at least level III. <br />
<br />
=== Capacitor skills ===<br />
* {{sk|Capacitor Management|mult=yes|price=yes}} and {{sk|Capacitor Systems Operation|mult=yes|price=yes}}: These skills improve your capacitor's capacity and recharge rate, which becomes important when flying a Destroyer and fitting a large number of salvager modules (which use more capacitors than tractor beams). <br />
<br />
<!--<br />
=== Skill plan for salvager alt ===<br />
Some pilots prefer to train up an [[alt|alternate character (alt)]] to specialise in salvaging. Starting from a new character, here are a few skill training suggestions.<br />
<br />
Creating a basic salvager alt that can fly a Noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a Noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br />
<br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
--> <br />
== Practical salvaging ==<br />
When first approaching a wreck field, make sure your [[Overview]] settings show wrecks, turn on the [[Tactical Overlay]], and [[bookmark]] a wreck near the centre of the field with the maximum number of wrecks within your ship's tractor beam range. Fly (or warp) to this bookmark, and stop your ship. <br />
<br />
Use your tractor beams to pull more distant wrecks to within 2500m of your ship (as you'll want to loot them in addition to salvaging them); once they are within range, turn the tractor beams off, and re-target them on additional distant wrecks. Simultaneously, target nearby wrecks with your salvagers, using one salvaging module per wreck (except for [[#Salvaging efficiency|very difficult Sleeper wrecks]]), and letting them run until the wreck is salvaged, then targeting the next nearby wreck for salvaging. While the salvagers are running, loot the wreck. <br />
<br />
Since you'll be juggling a lot of wrecks and modules, keep in mind that you can click on the module icon underneath a targeted wreck to stop that specific module from cycling - useful for turning off the right tractor beam once it's pulled a wreck close to your ship. Also, learn the [[Keyboard controls|keyboard shortcuts]] for targeting and activating/disactivating modules, as it will save you a lot of clicking.<br />
<br />
If you're flying a fast and agile ship (i.e. a Destroyer instead of a Noctis), then it may be faster to create a [[bookmark]] 150&nbsp;km away, warp to it, then warp back to a wreck, instead of slow-boating around the wreck field. <br />
<br />
Mobile Tractor Units and salvaging drones can support your ship's salvagers and tractor beams, but are considerably slower. However, they can be used for a minimum-effort approach to salvaging (even though it's considerably less efficient): deploy a Mobile Tractor Unit at the start of an engagement, which will pull all the wrecks you create into a tight ball (and loots them for you). When you have destroyed all the enemies, fly close to the MTU, deploy your salvage drones, and [[Drones#Salvage_drones|order them to salvage all nearby wrecks]]. Then sit back and watch your drones work. You may want to occasionally reposition your ship to be as close as possible to the wrecks - salvage drones fly slowly (900 m/s, plus skill bonuses) and they have to return to your ship to drop off their salvage. <br />
<br />
As an aside, wrecks of player ships can be salvaged in the same way as wrecks of NPC ships. <br />
<br />
=== Salvaging for yourself ===<br />
If you run [[missions]] or [[ratting|rat]], you can augment your income by salvaging the wrecks you produce. However, it may not be worth your time, as you could be spending your salvaging time running another mission or killing more rats - but it's up to you how to spend your time (also taking into account what activities you enjoy in the game). As a rough guide, mission salvaging only yields significant profits for level 3 missions and above. <br />
<br />
While some ships can fight and salvage, it's often a better idea to switch to a dedicated salvaging ships (or have a salvaging alt), as salvaging large wreck fields with anything but a dedicated salvaging ship can be frustratingly slow. <br />
<br />
Wrecks persist for two hours, so you may want to run a few missions (or rat in a few asteroid belts), bookmarking each wreck field, before switching to a salvaging ship. Mobile Tractor Units can be very useful here - drop one in each mission (they are somewhat bulky, so you may have to return to a station to pick up more), and let them work while you complete additional missions. When you return with your salvaging ship, all the wrecks will be in a nice compact ball, allowing you to forgo tractor beams in favour of a full rack of salvager modules.<br />
<br />
Alternatively, if you have a salvaging alt that you can [[multiboxing|multibox]] (on a separate [[Accounts#Alts_and_multiboxing|account]]), you can have them follow your combat character, but lagging one wreck field "behind" (to prevent your fragile salvaging ship from being targeted by rats). Keep in mind that, once you have completed a mission, all the acceleration gates disappear, making it possible to warp directly to any bookmarked wreck field. <br />
<br />
=== Fleets ===<br />
PvE fleets (e.g. [[Mission_Fleet#Locust_Fleet|locust fleets]] which tackle high-level PvE content are often in need of a dedicated salvager to follow the fleet. Make sure to agree how to split the salvaging proceeds with the other fleet members beforehand; it's common for the proceeds to be split evenly between all fleet members. This role can easily be filled by a new player in a Destroyer, and is a great way to start flying with fleets. The fleet window logs all wrecks that are looted or salvaged, which can be used to check if a salvager is "stealing" some of the loot (i.e. not reporting the full value to be shared with the other fleet members).<br />
<br />
=== Wormholes ===<br />
{{see also|Wormhole Space}}<br />
[[Sleepers]] (the NPCs in wormholes) can be salvaged as usual, but keep in mind that some of the sleeper wrecks take a [[#Salvaging time|long time to salvage]], even with good salvaging skills. <br />
<br />
Often, a salvaging ship in wormhole fleets is also responsible for looting the sleeper wrecks; since Sleepers don't have bounties, this loot is the main income source for wormhole PvE. This makes salvaging ships prime targets for hostile players, and even a solo [[Stealth Bomber]] can destroy a salvaging ship. Therefore, unlike with K-space salvaging, stay with your fleet, keep an eye on [[D-Scan]], and consider fitting Warp Core Stabilizer modules in place of Expanded Cargohold modules (as Sleeper loot takes up comparatively little volume). <br />
<br />
=== Uses for salvage ===<br />
[[Image:T1andt2salvage.jpg|thumb|right|Tech I and Tech II Salvage materials]]<br />
The materials obtained from salvaging are used in the [[manufacturing|manufacture]] of [[rigs]], and if you don't want to manufacture rigs yourself there are plenty of manufacturers looking to [[trading|buy]] these materials. Even though individual materials are usually not worth a lot, their value does add up - be aware of potential [[Suicide Ganking|suicide gankers]] when hauling large amounts of salvage. <br />
<br />
Salvage materials with an orange background is Tech I salvage (used when manufacturing Tech I rigs), while material with a blue background is Tech II salvage (for Tech II rigs). Additionally, salvage from [[Sleepers|Sleeper]] NPCs is used in the manufacture of [[Strategic Cruisers]]. <br />
<br />
=== Salvaging and the law ===<br />
{{main|Ninja Salvaging and Stealing}}<br />
Wrecks are flagged as "belonging" to the player/corporation/fleet who created them (i.e. who destroyed the ship). You can '''loot''' a wreck belonging to someone else (marked in yellow on the [[Overview]]), but you will receive a [[Crimewatch#Suspect_Timer|suspect timer]], allowing any other pilot to freely attack you for 15 minutes. <br />
<br />
However, you can '''salvage''' wrecks belonging to someone else without any game mechanics consequences; this is called [[Ninja Salvaging|"ninja salvaging"]], whereby people salvage without the wreck owner's permission. <br />
<br />
When salvaging wrecks belonging to others, a few of the abovementioned mechanics are different:<br />
* Tractor beams (ship modules and Mobile Tractor Units) don't work<br />
* Salvage drones will not automatically salvage, but they can be ordered to manually salvage a specific wreck<br />
<br />
Members of EVE University are [[EVE_University_Rules|not allowed]] to salvage wrecks belonging to others.<br />
<br />
== Salvaging efficiency ==<br />
<br />
The defining mechanic for salvaging is the "salvaging chance", which is the probability that you will successfully salvage the wreck in one cycle of your salvaging module/drone. As explained above, if you fail a salvaging attempt, your module/drone will continue cycling until you succeed - so the probability is an indication of how many cycles (i.e. time) it takes to salvage a wreck (or, in the case of very difficult wrecks, allows you to salvage them at all). Improving your chance to salvage does ''not'' give you better salvage. <br />
<br />
:Salvaging chance = base access chance + bonuses <br />
<br />
Note that the chance to salvage is not affected by [[stacking penalties]].<br />
<br />
=== Base access chance ===<br />
The base access chance is determined by the wreck type: <br />
<br />
*Small basic wrecks (Frigates and Destroyers): 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers): 20% <br />
*Large basic wrecks (Battleships): 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships): 0% <br />
*Sleeper Large Advanced Wrecks: -20%.<br />
<br />
=== Bonuses === <br />
The following things give bonuses to your salvaging chance (only when using Salvager modules, not drones): <br />
<br />
* Using a Salvager I module improves your salvaging chance by 5% per level of the {{sk|Salvaging|icon=yes}} skill, up to +25% at level V. Once you have trained {{sk|Salvaging|V}}, you can use the Salvager II module, which improves your salvaging chance by 35%. <br />
<br />
* Salvage Tackle I rigs improve your salvaging chance by 10% each (and you could, if you wanted, fit several). Salvage Tackle II rigs improve your access chance by 15% each, but (like most Tech II rigs) are hideously expensive. <br />
<br />
* The Poteque 'Prospector' Salvaging SV-905 [[implant]] (it fits into slot 9) improves your salvaging chance by 5%. <br />
<br />
Lastly, the Poteque 'Prospector' Environmental Analysis EY-1005 implant (it fits into slot 10) and each level of {{sk|ORE Industrial|icon=yes}} when flying a [[Noctis]] reduces the cycle time of your salvaging modules by 5%. <br />
<br />
If you're using [[Drone#Salvage_drones|Salvage Drones]], they improve your salvaging chance by 3%, plus 2% for each level of the {{sk|Salvage Drone Operation|icon=yes}} skill you have trained (up to a total of +13% at skill level V). There are no other ways of improving the salvaging chance of salvage drones. <br />
<br />
{{example|1=A beginner salvaging pilot with {{sk|Salvaging|III}}, fits her ship with a single Salvager I module, and tries to salvage a small basic wreck. The base chance to salvage a small basic wreck is 30%, and her skills and module give her a bonus of 3 * 5% = 15%. Therefore, her chance to salvage the wreck on each cycle of her salvager module (10 seconds) is <span style="white-space:nowrap;">30% + (3 * 5%) = 45%</span>. On average, it will therefore take 2.2 cycles (22 seconds) to salvage the wreck.<ref>For details on the math, see [https://en.wikipedia.org/wiki/Expected_value expected value] on Wikipedia</ref>. <br />
<br />
Buoyed by her initial success, the pilot heads to more remote areas of space, and encounters large basic wrecks. Her chance to salvage these is <span style="white-space:nowrap;">10% + (3 * 5%) = 25%</span>; therefore, on average, it will take 4 cycles (40 seconds) to salvage each wreck. Heading deeper into space, she encounters small advanced wrecks (chance to salvage <span style="white-space:nowrap;">0% + (3 * 5%) = 15%</span>, taking 6.7 cycles (1 minute and 7 seconds) on average) and even some sleeper large advanced wrecks (chance to salvage <span style="white-space:nowrap;">-20% + (1 * 5%) = -5%</span>; she will not be able to salvage these wrecks). <br />
<br />
Determined to increase her salvaging efficiency, she trains up her Salvaging skill to level V, and installs a Salvager II module. With this setup, her chance to salvage a large basic wreck is <span style="white-space:nowrap;">10% + (5 * 7%) = 45%</span>; on average, it will take her 2.2 cycles (22 seconds) to salvage. Even a sleeper large advanced wreck succumbs to her salvaging powers, within 6.6 cycles on average.}}<br />
<br />
=== Salvaging time ===<br />
<br />
==== Salvager modules ====<br />
<br />
The following table shows the average number of salvager module cycles (and time) to salvage a wreck. Various player setups are shown for comparison - these are by no means the only salvaging setups, but are meant to illustrate the effect of investing in higher-end salvaging equipment. <br />
<br />
The following setups are used: <br />
* '''"Beginner"''': Salvager I module and {{sk|Salvaging|III}}. This gives a +15% salvaging chance.<br />
* '''"Intermediate"''': Salvager I module and {{sk|Salvaging|IV}}. This gives a +20% salvaging chance. <br />
* '''"Journeyman"''': Salvager II module and {{sk|Salvaging|V}}. This gives a +35% salvaging chance.<br />
* '''"Advanced"''': Salvager II module and {{sk|Salvaging|V}}, flying a [[Noctis]] with {{sk|ORE Industrial|III}}. This gives a +35% salvaging chance, and a 15% reduction to module cycle time. <br />
* '''"Professional"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Industrial|IV}} and a Tech I Salvage Tackle rig. This gives a +45% salvaging chance, and 20% reduction to module cycle time.<br />
* '''"Expert"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Industrial|IV}} and two Tech I Salvage Tackle rigs. This gives a +55% salvaging chance, and 20% reduction to module cycle time.<br />
* '''"God mode"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Industrial|V}}, three Tech II Salvage Tackle rigs, and both a Poteque 'Prospector' Salvaging SV-905 and a Poteque 'Prospector' Environmental Analysis EY-1005 implant. This gives a +85% salvaging chance, and a 30% reduction to module cycle time. <br />
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{| class="wikitable salvage" style="border:none;"<br />
|-<br />
! colspan=3 style="background-color:#111111;border:none;" |<br />
! colspan=5 | Wreck type <br />
|-<br />
! Player setup <br />
! <span style="cursor:help;" title="Bonus to salvage chance.">Chance</span><br />
! <span style="cursor:help;" title="Reduction of module cycle time.">Cycle time</span> <br />
! <span style="cursor:help;" title="Small wreck (30% base access chance)">Small</span> <br />
! <span style="cursor:help;" title="Medium wreck (20% base access chance)">Medium</span> <br />
! <span style="cursor:help;" title="Large wreck (10% base access chance)">Large</span> <br />
! <span style="cursor:help;" title="Small advanced wreck (0% base access chance)">Small adv.</span> <br />
! <span style="cursor:help;" title="Sleeper large advanced wreck (-20% base access chance)">Large adv.</span> <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager I module and Salvaging III.">Beginner</span><br />
| +15% <br />
| <br />
| 22 seconds<br><span style="color:grey">(2.2 cycles)</span><br />
| 29 seconds<br><span style="color:grey">(2.9 cycles)</span><br />
| 40 seconds<br><span style="color:grey">(4 cycles)</span><br />
| 66 seconds<br><span style="color:grey">(6.6 cycles)</span><br />
| N/A <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager I module and Salvaging IV.">Intermediate</span><br />
| +20%<br />
|<br />
| 20 seconds<br><span style="color:grey">(2 cycles)</span><br />
| 25 seconds<br><span style="color:grey">(2.5 cycles)</span><br />
| 33 seconds<br><span style="color:grey">(3.3 cycles)</span><br />
| 50 seconds<br><span style="color:grey">(5 cycles)</span><br />
| N/A <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V.">Journeyman</span><br />
| +35%<br />
|<br />
| 15 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
| 18 seconds<br><span style="color:grey">(1.8 cycles)</span><br />
| 22 seconds<br><span style="color:grey">(2.2 cycles)</span><br />
| 29 seconds<br><span style="color:grey">(2.9 cycles)</span><br />
| 66 seconds<br><span style="color:grey">(6.6 cycles)</span><br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a [[Noctis]] with ORE Industrial III.">Advanced</span><br />
| +35%<br />
| -15%<br />
| 13 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
| 15 seconds<br><span style="color:grey">(1.8 cycles)</span><br />
| 19 seconds<br><span style="color:grey">(2.2 cycles)</span><br />
| 25 seconds<br><span style="color:grey">(2.9 cycles)</span><br />
| 56 seconds<br><span style="color:grey">(6.6 cycles)</span><br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a Noctis with ORE Industrial IV and a Tech I Salvage Tackle rig.">Professional</span><br />
| +45%<br />
| -20%<br />
| 10 seconds<br><span style="color:grey">(1.3 cycles)</span><br />
| 12 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
| 14 seconds<br><span style="color:grey">(1.8 cycles)</span><br />
| 18 seconds<br><span style="color:grey">(2.2 cycles)</span><br />
| 32 seconds<br><span style="color:grey">(4 cycles)</span><br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a Noctis with ORE Industrial IV and two Tech I Salvage Tackle rigs.">Expert</span><br />
| +55%<br />
| -20%<br />
| 9 seconds<br><span style="color:grey">(1.2 cycles)</span><br />
| 11 seconds<br><span style="color:grey">(1.3 cycles)</span><br />
| 12 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
| 15 seconds<br><span style="color:grey">(1.8 cycles)</span><br />
| 23 seconds<br><span style="color:grey">(2.9 cycles)</span><br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a Noctis with ORE Industrial V, three Tech II Salvage Tackle rigs, and both a Poteque 'Prospector' Salvaging SV-905 and a Poteque 'Prospector' Environmental Analysis EY-1005 implant.">God mode</span><br />
| +85%<br />
| -30%<br />
| 7 seconds<br><span style="color:grey">(1 cycles)</span><br />
| 7 seconds<br><span style="color:grey">(1 cycles)</span><br />
| 7 seconds<br><span style="color:grey">(1 cycles)</span><br />
| 8 seconds<br><span style="color:grey">(1.2 cycles)</span><br />
| 10 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
|} <br />
<br />
This graph shows the relationship between module cycle time and salvaging chance bonus. <br />
<br />
[[File:Salvaging-graph.png]]<br />
<br />
Several conclusions can be drawn from this table and graph:<br />
* Increasing the salvaging chance bonus is key to salvaging efficiently. While the early increases yield dramatic improvements, these improvements taper off and later increases are not only more costly to get (as they need more expensive rigs, modules and implants), but provide fewer and fewer additional benefits. The "sweet spot" for serious salvaging is around +50% salvaging bonus - this gets you about 80% of the way to the absolute maximum possible (+85% salvaging bonus), but doesn't need any of the really expensive Tech II rigs. the best way to get to around +50% is to fit a Salvager II module and one or two Tech I salvaging rigs. <br />
* If you have the option of flying a Noctis, its cycle time bonus really starts to shine above about +40% salvaging bonus, at which point it gets ever more costly to further increase your salvaging chance bonus. However, if you don't want to fly a Noctis, then a salvaging destroyer can do its job almost as well, but usually needs about 1-2 additional salvaging rigs to compensate for the Noctis' cycle time bonus. <br />
* Salvaging in wormholes, particularly the advanced larger sleeper wrecks, represent a significant increase in difficulty compared with [[k-space]] salvaging. Therefore, serious wormhole salvagers may want to consider installing three Tech I salvaging rigs (in addition to using Salvager II modules). At the very least a +25% salvaging chance bonus is needed to even attempt to salvage advanced large sleeper wrecks. <br />
<br />
==== Salvage drones ====<br />
<br />
Similarly, when using salvaging drones, taking the following setups:<br />
<br />
* '''"Beginner"''': 1 salvage drone and {{sk|Salvage Drone Operation|I}}. This gives a +5% salvaging chance.<br />
* '''"Intermediate"''': 5 salvage drones and {{sk|Salvage Drone Operation|III}}. This gives a +9% salvaging chance. <br />
* '''"Journeyman"''': 5 salvage drones and {{sk|Salvage Drone Operation|IV}}. This gives a +11% salvaging chance. <br />
* '''"Advanced"''': 5 salvage drones and {{sk|Salvage Drone Operation|V}}. This gives a +13% salvaging chance. <br />
<br />
Unlike with modules, where it almost never makes sense to use more than one salvager module on a single wreck, salvage drones will always work together on a single wreck. Additionally, note that the drones have to travel to the wreck and return to your ship with the salvage, increasing the time they need to salvage. <br />
<br />
{| class="wikitable salvage" style="border:none;"<br />
|-<br />
! colspan=3 style="background-color:#111111;border:none;" |<br />
! colspan=5 | Wreck type <br />
|-<br />
! Player setup <br />
! <span style="cursor:help;" title="Bonus to salvage chance.">Chance</span><br />
! <span style="cursor:help;" title="Nunber of drones working simultaneously.">Drones</span> <br />
! <span style="cursor:help;" title="Small wreck (30% base access chance)">Small</span> <br />
! <span style="cursor:help;" title="Medium wreck (20% base access chance)">Medium</span> <br />
! <span style="cursor:help;" title="Large wreck (10% base access chance)">Large</span> <br />
! <span style="cursor:help;" title="Small advanced wreck (0% base access chance)">Small adv.</span> <br />
! <span style="cursor:help;" title="Sleeper large advanced wreck (-20% base access chance)">Large adv.</span> <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="1 salvage drone and Salvage Drone Operation I.">Beginner</span><br />
| +5% <br />
| 1<br />
| 29 seconds<br><span style="color:grey">(2.9 cycles)</span><br />
| 40 seconds<br><span style="color:grey">(4 cycles)</span><br />
| 1 min 6 s<br><span style="color:grey">(6.6 cycles)</span><br />
| 2 min 26 s<br><span style="color:grey">(15 cycles)</span><br />
| N/A <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="5 salvage drones and Salvage Drone Operation III.">Intermediate</span><br />
| +9%<br />
| 5<br />
| 11 seconds<br><span style="color:grey">(1.1 cycles)</span><br />
| 12 seconds<br><span style="color:grey">(1.2 cycles)</span><br />
| 15 seconds<br><span style="color:grey">(1.5 cycles)</span><br />
| 27 seconds<br><span style="color:grey">(2.7 cycles)</span><br />
| N/A <br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="5 salvage drones and Salvage Drone Operation IV.">Journeyman</span><br />
| +11%<br />
| 5<br />
| 11 seconds<br><span style="color:grey">(1.1 cycles)</span><br />
| 12 seconds<br><span style="color:grey">(1.2 cycles)</span><br />
| 14 seconds<br><span style="color:grey">(1.4 cycles)</span><br />
| 23 seconds<br><span style="color:grey">(2.3 cycles)</span><br />
| N/A<br />
|-<br />
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="5 salvage drones and Salvage Drone Operation V.">Advanced</span><br />
| +13%<br />
| 5<br />
| 11 seconds<br><span style="color:grey">(1.1 cycles)</span><br />
| 12 seconds<br><span style="color:grey">(1.2 cycles)</span><br />
| 14 seconds<br><span style="color:grey">(1.4 cycles)</span><br />
| 20 seconds<br><span style="color:grey">(2 cycles)</span><br />
| N/A<br />
|} <br />
<br />
This table shows that there are significant diminishing returns above {{sk|Salvage Drone Operation|III}}, and it's probably not worth training additional skill levels beyond that. Additionally, even though a flight of five salvaging drones with reasonable skills can approach the same salvaging rate as a single salvager module, most salvaging ships will fit four or more salvaging modules, and will therefore always outperform salvage drones. On the other hand, if time is not a factor, then salvage drones offer a very hands-off method of salvaging. <br />
<br />
Lastly, travel time should be taken into account when using salvaging drones - salvaging a wreck 5&nbsp;km away easily adds ten seconds to the salvaging time (as the drone needs to fly to the wreck, salvage it, and return to your ship), so, if possible, keep your ship as close to the wrecks as possible (or use a Mobile Tractor Unit to pull all the wrecks into a ball).<br />
<br />
== References ==<br />
<small>{{reflist}}</small><br />
<br />
[[Category:Game mechanics]]<br />
[[Category:PvE]]</div>Noemie belacqua