https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Stephiano&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T05:10:09ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Data_Destruction&diff=209790Data Destruction2023-11-15T07:46:32Z<p>Stephiano: Split room 3 final wave</p>
<hr />
<div>{{Update|Confirm that the cruiser at the end of room 2 actually points}}<br />
<br />
<noinclude>{{NPCTableCSS}} {{AngelEpicArcNav|chapter 3}}</noinclude><br />
{{Missiondetails<br />
|Level= 3<br />
|Type= Security<br />
|Objective= Destroy the Boundless Creations Data Center Structure<br />
|Faction1= Minmatar Republic<br />
|DamageToDeal=<br />
|DamageToResist=<br />
|WebPoint=<br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= <br />
|Rewards= 10M ISK + 1M ISK (6h)<br />
|Extra=<br />
}}<br />
{{MissionBriefing<br />
|The base is split into three sections. Each section contains a data center that houses all of Boundless Creations' illegal research. You must destroy these. Each data center serves as a redundant backup for the others, so it needs to be all or nothing.<br />
The Cartel is putting a lot of trust in you. If you're going to storm the front, you better be ready to deliver.<br />
}}<br />
<br />
=== Room 1 ===<br />
{{NPCTableHead|Wave 1}}<br />
{{NPCTableRow|Structure|1|Boundless Creations Data Center|trigger= Mission objective,Wave 3 when damaged}}<br />
{{NPCTableRow|Acceleration Gate|1|Acceleration Gate}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Austri}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Bormin}}<br />
|}<br />
{{NPCTableHead|Wave 2}}<br />
{{NPCTableRow|Frigate|3|Republic Tribal Baldur}}<br />
{{NPCTableRow|Frigate|1|Republic Tribal Takan}}<br />
|}<br />
{{NPCTableHead|Wave 3}}<br />
{{NPCTableRow|Destroyer|3|Republic Bormin}}<br />
{{NPCTableRow|Destroyer|1|Republic Tribal Faxi}}<br />
{{NPCTableRow|Cruiser|1|Republic Manadi}}<br />
|}<br />
<br />
Boundless Creations Data Center needs to be destroyed in order to fulfill mission objectives.<br />
All enemies in this room need to be destroyed in order to unlock gate to the next room, even when tooltip after destroying Boundless Creation Data Center says otherwise.<br />
<br />
=== Room 2 ===<br />
{{NPCTableHead|Wave 1}}<br />
{{NPCTableRow|Structure|1|Boundless Creations Data Center|trigger= Mission objective, Wave 4 when damaged}}<br />
{{NPCTableRow|Acceleration Gate|1|Acceleration Gate}}<br />
{{NPCTableRow|Destroyer|4|Republic Tribal Austri}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Bormin}}<br />
|}<br />
{{NPCTableHead|Wave 2}}<br />
{{NPCTableRow|Frigate|3|Republic Kvarm}}<br />
{{NPCTableRow|Frigate|2|Republic Tribal Gleeda}}<br />
|}<br />
{{NPCTableHead|Wave 3}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Austri}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Faxi}}<br />
|}<br />
{{NPCTableHead|Wave 4}}<br />
{{NPCTableRow|Cruiser|1|Republic Rodul|point=yes}}<br />
{{NPCTableRow|Cruiser|1|Republic Manadi}}<br />
|}<br />
Boundless Creations Data Center needs to be destroyed in order to fulfill mission objectives.<br />
All enemies in this room need to be destroyed in order to unlock gate to the next room, even when tooltip after destroying Boundless Creation Data Center says otherwise.<br />
<br />
=== Room 3 ===<br />
<br />
{{NPCTableHead|Wave 1}}<br />
{{NPCTableRow|Structure|1|Boundless Creations Data Center|trigger= Mission objective,Wave 3 when damaged}}<br />
{{NPCTableRow|Destroyer|4|Republic Tribal Austri}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Bormin}}<br />
|}<br />
{{NPCTableHead|Wave 2}}<br />
{{NPCTableRow|Frigate|3|Republic Takan}}<br />
{{NPCTableRow|Frigate|4|Republic Baldur}}<br />
|}<br />
{{NPCTableHead|Wave 3}}<br />
{{NPCTableRow|Destroyer|2|Republic Austri}}<br />
{{NPCTableRow|Destroyer|5|Republic Faxi}}<br />
|}<br />
{{NPCTableHead|Wave 4}}<br />
{{NPCTableRow|Cruiser|3|Republic Jarpur}}<br />
|}<br />
<noinclude><br />
[[Category:Epic arc missions]]<br />
</noinclude><br />
<br />
Boundless Creations Data Center needs to be destroyed in order to fulfill mission objectives. No ships need to be destroyed, your mission is complete after destroying Boundless Creations Data Center in the third room.<br />
<br />
No Minmatar Republic standing incurs by destroying ships in any of the 3 rooms. But there is a total -0.24 Minmatar Republic standing loss involved by destroying Data Centers in all 3 rooms.</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Data_Destruction&diff=209753Data Destruction2023-11-14T07:45:38Z<p>Stephiano: Added rat list/waves. Room 4 wave 3 may be two separate waves if not blitzing ( I killed wave 1 then hit structure) Not sure if the cruiser at the end of room 2 actually points, everef says yes</p>
<hr />
<div>{{Update|Room 3 wave 3 might be split into two waves if not blitzing. Confirm that the cruiser at the end of room 2 actually points}}<br />
<br />
<noinclude>{{NPCTableCSS}} {{AngelEpicArcNav|chapter 3}}</noinclude><br />
{{Missiondetails<br />
|Level= 3<br />
|Type= Security<br />
|Objective= Destroy the Boundless Creations Data Center Structure<br />
|Faction1= Minmatar Republic<br />
|DamageToDeal=<br />
|DamageToResist=<br />
|WebPoint=<br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= <br />
|Rewards= 10M ISK + 1M ISK (6h)<br />
|Extra=<br />
}}<br />
{{MissionBriefing<br />
|The base is split into three sections. Each section contains a data center that houses all of Boundless Creations' illegal research. You must destroy these. Each data center serves as a redundant backup for the others, so it needs to be all or nothing.<br />
The Cartel is putting a lot of trust in you. If you're going to storm the front, you better be ready to deliver.<br />
}}<br />
<br />
=== Room 1 ===<br />
{{NPCTableHead|Wave 1}}<br />
{{NPCTableRow|Structure|1|Boundless Creations Data Center|trigger= Mission objective,Wave 3 when damaged}}<br />
{{NPCTableRow|Acceleration Gate|1|Acceleration Gate}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Austri}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Bormin}}<br />
|}<br />
{{NPCTableHead|Wave 2}}<br />
{{NPCTableRow|Frigate|3|Republic Tribal Baldur}}<br />
{{NPCTableRow|Frigate|1|Republic Tribal Takan}}<br />
|}<br />
{{NPCTableHead|Wave 3}}<br />
{{NPCTableRow|Destroyer|3|Republic Bormin}}<br />
{{NPCTableRow|Destroyer|1|Republic Tribal Faxi}}<br />
{{NPCTableRow|Cruiser|1|Republic Manadi}}<br />
|}<br />
<br />
Boundless Creations Data Center needs to be destroyed in order to fulfill mission objectives.<br />
All enemies in this room need to be destroyed in order to unlock gate to the next room, even when tooltip after destroying Boundless Creation Data Center says otherwise.<br />
<br />
=== Room 2 ===<br />
{{NPCTableHead|Wave 1}}<br />
{{NPCTableRow|Structure|1|Boundless Creations Data Center|trigger= Mission objective, Wave 4 when damaged}}<br />
{{NPCTableRow|Acceleration Gate|1|Acceleration Gate}}<br />
{{NPCTableRow|Destroyer|4|Republic Tribal Austri}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Bormin}}<br />
|}<br />
{{NPCTableHead|Wave 2}}<br />
{{NPCTableRow|Frigate|3|Republic Kvarm}}<br />
{{NPCTableRow|Frigate|2|Republic Tribal Gleeda}}<br />
|}<br />
{{NPCTableHead|Wave 3}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Austri}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Faxi}}<br />
|}<br />
{{NPCTableHead|Wave 4}}<br />
{{NPCTableRow|Cruiser|1|Republic Rodul|point=yes}}<br />
{{NPCTableRow|Cruiser|1|Republic Manadi}}<br />
|}<br />
Boundless Creations Data Center needs to be destroyed in order to fulfill mission objectives.<br />
All enemies in this room need to be destroyed in order to unlock gate to the next room, even when tooltip after destroying Boundless Creation Data Center says otherwise.<br />
<br />
=== Room 3 ===<br />
<br />
{{NPCTableHead|Wave 1}}<br />
{{NPCTableRow|Structure|1|Boundless Creations Data Center|trigger= Mission objective,Wave 3 when damaged}}<br />
{{NPCTableRow|Destroyer|4|Republic Tribal Austri}}<br />
{{NPCTableRow|Destroyer|2|Republic Tribal Bormin}}<br />
|}<br />
{{NPCTableHead|Wave 2}}<br />
{{NPCTableRow|Frigate|3|Republic Takan}}<br />
{{NPCTableRow|Frigate|4|Republic Baldur}}<br />
|}<br />
{{NPCTableHead|Wave 3}}<br />
{{NPCTableRow|Destroyer|7|Republic Austri/Faxi}}<br />
{{NPCTableRow|Cruiser|3|Republic Jarpur}}<br />
|}<br />
<noinclude><br />
[[Category:Epic arc missions]]<br />
</noinclude><br />
<br />
Boundless Creations Data Center needs to be destroyed in order to fulfill mission objectives. No ships need to be destroyed, your mission is complete after destroying Boundless Creations Data Center in the third room.<br />
<br />
No Minmatar Republic standing incurs by destroying ships in any of the 3 rooms. But there is a total -0.24 Minmatar Republic standing loss involved by destroying Data Centers in all 3 rooms.</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Solar_Cell&diff=190890Solar Cell2022-08-27T10:14:50Z<p>Stephiano: corrected the blue loot amount with bonus spawn: 52.3M</p>
<hr />
<div>{{whcobox|{{whisk|sc}}<br />
* 52,300,000 ISK in Blue Loot with the additional spawn<br />
Total of 1,165,000 veldspar spread across the rocks.<br />
}}<br />
<br />
{{npcwh|start}}<br />
{{npcwh|wave|Wave 1|}}<br />
{{npcwh|epre|1x|{{trigger}}}}<br />
{{npcwh|auph|1x}}<br />
{{npcwh|sdef|1x|<br/>''(Possible additional spawn)''}}<br />
{{npcwh|wave|Wave 2|}}<br />
{{npcwh|edef|2x}}<br />
{{npcwh|euph|2x|{{trigger}}}}<br />
{{npcwh|adef|3x}}<br />
{{npcwh|auph|1x}}<br />
{{npcwh|wave|Wave 3|}}<br />
{{npcwh|adef|2x}}<br />
{{npcwh|sdef|1x}}<br />
{{npcwh|spre|1x|}}<br />
{{npcwh|end}} <br />
<br />
[[Category:Wormhole sites]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Serpentis_Lookout&diff=190880Serpentis Lookout2022-08-27T06:23:19Z<p>Stephiano: changed note about tech 2 cruisers to also say it will allow tech 3, since some sites allow 2 but not 3 iirc</p>
<hr />
<div>{{CMBSiteInfo<br />
|name=Serpentis Lookout<br />
|type=unrated<br />
|rating=Unrated<br />
|location=High<br />
|ship limit=Battlecruisers<br />
|faction=Serpentis<br />
|signature strength=10% in High<br />
}}<br />
<br />
No NPCs at initial warp in.<br />
Initial gate will allow Tech 2 and 3 cruisers to pass.<br />
<br />
== Walkthrough ==<br />
<br />
Scarcity Update: This site, like other cosmic signatures, contains ore.<br><br />
As of 2/15/2021, this site contained the following units:<br><br />
15,000 Hemorphite (45,000m³), 25,000 (50,000m³) Jaspet (first room)<br><br />
85,727 Omber (51,436m³), 835,762 Plagioiclase (second room)<br><br />
3,192,395 Veldspar (throughout)<br> <br />
I was able to take my Orca and Skiff into the site and kill all NPCs with these ships.<br> <br />
Warning: Once the Boss has been destroyed, the site disappears from the Probe Scanner.<br> <br />
Once this happens, the site will despawn Immediately, if you abandon the site.<br> <br />
Keeping at least one character in the site, will prevent the despawn.<br> <br />
<br />
<br />
=== First Room ===<br />
----<br />
<br />
The acceleration gate to next room is locked until all ships have been destroyed. The missile battery does not need to be destroyed to proceed. Shooting at each group once before deploying drones avoids drone aggro.<br />
Gate to second room is 27km from warp in. Although the missile battery is Sansha, you will receive Serpentis standing loss if it is destroyed.<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableSeparator|Group 1}}<br />
{{NPCTableRow|Frigate|3|Coreli Agent/Spy}}<br />
{{NPCTableSeparator|Group 2}}<br />
{{NPCTableRow|Frigate|5|Coreli Defender/Protector}}<br />
{{NPCTableRow|Elite Frigate|1|Coreli Guardian Patroller/Watchman|ewar=Damp}}<br />
{{NPCTableRow|Sentry|1|Sansha Light Missile Battery}}<br />
{{NPCTableSeparator|Group 3}}<br />
{{NPCTableRow|Frigate|4|Coreli Defender/Protector}}<br />
{{NPCTableRow|Cruiser|1|Corelum Chief Spy}}<br />
|}<br />
<br />
=== Second Room ===<br />
----<br />
<br />
To trigger commander spawn destroy the destroyers by the solar harvesters. These destroyers are on left side when looking at the enemies. Escalation can be triggered by killing the commander or by destroying the serpentis control center.<br />
<br />
<br />
{{NPCTableHead|Structures}}<br />
{{NPCTableRow|Structure|1|Serpentis Control Center|trigger=Escalation trigger|drop=No loot}}<br />
|}<br />
<br />
{{NPCTableHead|Initial defenders}}<br />
{{NPCTableRow|Frigate|15|Coreli Agent/...}}<br />
{{NPCTableRow|Destroyer|6|Corelior Infantry/...}}<br />
{{NPCTableSeparator|Group by solar harvesters}}<br />
{{NPCTableRow|Destroyer|2-3|Corelior Artillery/Cannoneer|trigger = Destroying triggers possible commander spawn}}<br />
|}<br />
<br />
{{NPCTableHead|Commander}}<br />
{{NPCTableRow|Commander Frigate|0-1|Shadow Serpentis|trigger = Escalation trigger|cargo=Can drop a faction item}}<br />
|}<br />
<br />
== Escalation ==<br />
This site has a chance to escalate to [[Angel Kickbacks]].<br />
{{MessageBox|Expeditions: [[Angel Kickbacks]]<br />
|As soon as you arrive, your instruments detect a large group of ships departing. Further analysis of the data indicates this was a convoy of six to eight transport ships from the Salvation Angels accompanied by an unknown number of combat vessels. Your navigational systems have already come up with a likely destination in case you feel you have any business with them.}}<br />
<br />
Failure message:<br />
<br />
{{MessageBox|Escalation Failure|<br />
The trail seems to have run cold at this point.}}<br />
<br />
<br />
[[Category:Unrated Complexes]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Reprocessing&diff=189248Reprocessing2022-07-16T10:26:05Z<p>Stephiano: /* Upwell Reprocessing Formula */ Updated refining spreadsheet to patch 22.05 (tatara buff 4% to 5% ) ( redo of last edit with the correct link and summary this time)</p>
<hr />
<div>{{Update|Review page links, images, and more, for Asteroid Ore Reprocessing skill changes in December 2021, Version 19.11 changes}}<br />
<br />
{{Industry_Links}}<br />
Refining (also known as reprocessing in EVE terminology; the two terms are interchangeable) is a miner’s second best friend, the first being powerful mining lasers. Refining allows a miner to refine their raw ore into usable minerals that can be sold or used for personal production. However, it is unlikely that new players' skill sets will allow for the efficient use of a refinery, and large portions of the refined minerals will be lost as ‘waste’, so new miners may find it more profitable to sell the raw ore they mine rather than refining it.<br />
==Equipment==<br />
<br />
In New Eden there are two types or reprocessing equipment: equipment owned by NPC corporations and equipment owned by player corporations. <br />
<br />
If an NPC station is capable of reprocessing your materials, then its equipment will have an efficiency rating between 30% and 50% (you can search for stations with 50% reprocessing efficiency by criteria, for example npc-corp or solar system, at [http://eve-online.itemdrop.net/eve_db/universe/station_search/ Station search page]). Obviously using a station with 50% equipment is better so pilots should take care when choosing a reprocessing station and check this value before use. (You can use third-party map tools like [https://evemaps.dotlan.net/ DOTLAN] to quickly check this)<br />
<br />
In addition, NPC stations take a [[Tax#Equipment_tax|tax]] for using their reprocessing facilities. The tax is based on the player's personal or corporation standings with the station's owner, whichever standing is higher is used. The tax starts at 5% with 0 standings and falls to 0% at 6.67 standings with the station owner. Hence, it's a good idea to reprocess at stations for which you or your corp have the best relationship. See [[Reprocessing#Equipment_Tax|Equipment Tax]] below for more detail.<br />
<br />
Better processing can be found in player-owned Upwell structures. [[Upwell structures#Citadels|Citadels]] and [[Upwell structures#Engineering complexes|Engineering Complexes]] have base rates of 50%, the Athanor refinery has a base rate of 51%, and the Tatara refinery has a base rate of 52%. These percentages can be increased up to 4% through the use of rigging in high-security space, more in low-security space, and even more in null-security space (including [[wormholes]]).<br />
<br />
==Pilot Skills==<br />
<br />
There are two generic skills that affect a player’s ability to process raw materials: {{sk|Reprocessing|mult=yes}} and {{sk|Reprocessing Efficiency|mult=yes}}, both of which are available from NPC stations. Reprocessing is the first skill you will need to improve efficiency, and will cost approximately 45,000 ISK. (This cost can be covered by the university's [[skillbook program]].) Each level of Reprocessing will increase the pilot's efficiency by 3% for a maximum of 15% increase. Reprocessing Efficiency adds an additional 2% per level, up to 10% at level 5 skill, requires Reprocessing level IV to train, and costs 250,000 ISK from NPC stations.<br />
<br />
To further reduce waste, there are individual ore skills for each ore type, and a generic ice skill for all ice types - these can be found on the [[Skills:Resource Processing|Resource Processing]] page. Each level of that respective skill offers a final 2% increase to efficiency for the corresponding material, 10% at level V. The max possible reprocessing efficiency with all 5 skills, at a 50% NPC station with perfect standings is 70%. Prior to the Lifeblood expansion, the maximum possible efficiency in high-security space was 88% with perfect skills and a +4% [[Reprocessing#Implants|implant]] using a fully upgraded citadel. You can never achieve "perfect reprocessing" and there will always be some waste.<br />
<br />
For an average player with around 30 days training into reprocessing skills, efficiency yields would typically hover around 63-65% depending on standings at a 50% station. <br />
<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ '''Net Yield with 50% Station Equipment'''<br />
! width="14%" |Reprocessing<br />
! width="14%" |Reprocessing<br>Efficiency<br />
! width="12%" |Ore Skill<br>(zero)<br />
! width="12%" |Ore Skill<br>I<br />
! width="12%" |Ore Skill<br>II<br />
! width="12%" |Ore Skill<br>III<br />
! width="12%" |Ore Skill<br>IV<br />
! width="12%" |Ore Skill<br>V<br />
|- <br />
| (zero) || (zero)<br />
| 50.00%<br />
| - || - || - || - || -<br />
|- <br />
| I || (zero)<br />
| 51.50%<br />
| - || - || - || - || -<br />
|- <br />
| II || (zero)<br />
| 53.00%<br />
| - || - || - || - || -<br />
|- <br />
| III || (zero)<br />
| 54.50%<br />
| - || - || - || - || -<br />
|- <br />
| IV || (zero)<br />
| 56.00%<br />
| 57.12% || 58.24% || 59.36% || 60.48% || 61.60%<br />
|- <br />
| V || (zero)<br />
| 57.50%<br />
| 58.65% || 59.80% || 60.95% || 62.10% || 63.25%<br />
|- <br />
| V || I<br />
| 58.65%<br />
| 59.82% || 60.99% || 62.16% || 63.34% || 64.51%<br />
|- <br />
| V || II<br />
| 59.80%<br />
| 60.99% || 62.19% || 63.38% || 64.58% || 65.78%<br />
|- <br />
| V || III<br />
| 60.95%<br />
| 62.16% || 63.38% || 64.60% || 65.82% || 67.04%<br />
|- <br />
| V || IV<br />
| 62.10%<br />
| 63.34% || 64.58% || 65.82% || 67.06% || 68.31%<br />
|- <br />
| V || V<br />
| 63.25%<br />
| 64.51% || 65.78% || 67.04% || 68.31% || 69.57%<br />
|}<br />
<br />
<br />
==Reprocessing in a station==<br />
Before you can process your raw materials you must place the ore in your hangar at a station with a refinery, or into the cargohold of a player-owned starbase reprocessing array. Compressed ores require 1 unit to process, while uncompressed ores require 100 units. You cannot process uncompressed ores with less than 100 units of a single type, e.g. 75 units of Veldspar cannot be combined with 25 units of Dense Veldspar for processing. Both compressed and uncompressed ores yield the same amount of minerals per batch. All ice require 1 unit to process, with compressed ice simply taking 10x less volume (100 m3) than uncompressed ice (1,000 m3). <br />
<br />
To begin processing, right click the item from your hangar and select process, or drag it to an opened reprocessing window. Once done, you'll have screen that looks similar to this:<br />
<br />
[[File:refining.png|center|]]<br />
<br />
In this example, we have approximately 120,000 units of Plagioclase designated for processing. With 39% overall efficiency, the processing yield at a glance will give approximately 51,850 units of Tritanium, 10,000 units of Pyerite and 51,850 units of Mexallon. <br />
<br />
To see more detailed information about exact yields and calculations, simply hover over any item in either the input or output window. For example, hovering over the Plagioclase in the input window shows us the following: <br />
* The base yield from station equipment is 32%. <br />
* With Level V Reprocessing skill we have a x1.15 yield increase. ''(1 + 5 x 0.03)''<br />
* With Level IV Reprocessing Efficiency skill we have a x1.08 yield increase. ''(1 + 4 x 0.02)''<br />
* With level II Plagioclase Processing skill we have a x1.04 yield increase. ''(1 + 2 * 0.02)''<br />
* With zero standings (individual or corporation) we have a x0.95 yield reduction. <br />
As a result our total net yield is 39%. <br />
<br />
[[File:refining_detail.png|center|]]<br />
<br />
To calculate this manually, or import into a tool or spreadsheet, you can use the following formula.<br /><br />
''Station Equipment x (1 + Processing skill x 0.03) x (1 + Processing Efficiency skill x 0.02) x (1 + Ore Processing skill x 0.02) x (1 + Processing Implant)''<br />
<br />
* Perfect refine in a T2 rigged Tatara in null security space with max skills and reprocessing implant is 90.6%<br />
<br />
== Upwell Reprocessing Formula ==<br />
<br />
:<math> \displaystyle \text{Reprocessing yield} = ((50 + Rm) \times ( 1 + Sec )) \times ( 1 + Sm ) \times ( 1 + ( 0.03 \times R )) \times ( 1 + ( 0.02 \times Re )) \times ( 1 + ( 0.02 \times Op )) \times ( 1 + Im ) </math><br />
<br />
The first three terms define the ''"base yield"''<ref>https://forums.eveonline.com/t/what-is-the-new-ore-refining-formula-for-athanor-and-tatara-citadels/38090/25</ref>. You can use [https://docs.google.com/spreadsheets/d/1sydiFz-VXyD37Ehz9wIUcY9m4-bLYiUVbdfAGqsXZHM/edit?usp=sharing this calculator] to calculate your reprocessing yield.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Variable Name !! Meaning !! Valid Values !! <br />
|-<br />
| Rm || Rig Modifier || 0 (No Rig), 1 (T1), 3 (T2) ||<br />
Standup M-Set Moon Ore Grading Processor I/II<br><br />
Standup M-Set Asteroid Ore Grading Processor I/II<br><br />
Standup M-Set Ice Grading Processor I/II<br><br />
Standup L-Set Reprocessing Monitor I/II<br />
|-<br />
| Sec || Security Modifier || 0.00 (HighSec), 0.06 (LowSec), 0.12 (NullSec/W-Space) || Only applies if above mentioned rigs are fitted<br />
|-<br />
| Sm || Structure Modifier || 0.00 (Other Upwell Structures), 0.02 (Athanor), 0.055 (Tatara) ||<br />
|-<br />
| R || {{sk|Reprocessing|icon=yes}} level || 0-5 ||<br />
|-<br />
| Re || {{sk|Reprocessing Efficiency|icon=yes}} level || 0-5 ||<br />
|-<br />
| Op || Specific Ore Processing Skill level || 0-5 ||<br />
[[Skills:Resource_Processing#Resource_Processing_Skills|Resource Processing Skills]]<br /><br />
Examples:<br /><br />
{{sk|Simple Ore Processing|icon=yes}}<br><br />
{{sk|Ice Processing|icon=yes}}<br><br />
{{sk|Rare Moon Ore Processing|icon=yes}}<br />
|-<br />
| Im || Implant || 0.00, 0.01, 0.02, 0.04 || [[List_of_Skill_Hardwiring_Implants#Resource_Processing|Zainou 'Beancounter' Reprocessing RX-801/802/804]]<br />
|}<br />
<br />
==Scrapmetal Reprocessing==<br />
Scrap metal (module and ship) reprocessing works slightly differently to mineral refining. The user interface is identical, but the calculations are different. Only the {{sk|Scrapmetal Processing|mult=yes}} skill affects the output, and is applied directly to the base reprocessing yield of the station or structure. Stations have a base yield of between 35 - 50% and structures have a base yield of 50% (this is not affected by structure or rig bonuses). The yield is also not affected by implants, so the maximum possible yield for ships and modules is 55% with perfect skills.<br />
<br />
To calculate this manually, or import into a tool or spreadsheet, you can use the following formula:<br /><br />
''Station Equipment x (1 + Scrapmetal Processing x 0.02)''<br />
<br />
<br />
To see more detailed information about exact yields and calculations, simply hover over any item in either the input or output window. For example, hovering over the Metal Scraps in the input window shows us the following: <br />
* The base yield from station equipment is 50%. <br />
* With Level V Scrapmetal Processing skill we have a x1.1 yield increase. ''(1 + 5 x 0.02)''<br />
As a result our total net yield is 55%. <br />
<br />
==Compression==<br />
{{ note box | Note: Compression '''is not''' available in NPC stations - use the [[Structure Browser#Finding Structures|Structure Browser]] to find a Refinery, Engineering Complex, or Citadel that has the Reprocessing Service available}}<br />
Compression offers significant savings in valuable cargo-space, and can only be done in Upwell Structures that offer refining or with a [[Rorqual]] industrial ship whilst in its industrial configuration. Batch sizes are 100 units for ore, and 1 unit for ice, with both compressing down to a single unit of their compressed version per batch. Compressed ice takes 10-times less volume (100 m3) than uncompressed ice (1,000 m3). Compressed ore has various volumes depending on the type. See the below for specific volume information. <br />
<br />
A single unit of compressed ore or ice can be processed for an equal amount of materials as their uncompressed versions. As such, compression yields more minerals per m3 of space, but not per batch - 100 units of Veldspar yields the same 400 Tritanium as a single unit of compressed Veldspar, which was at some point made from 100 units of uncompressed Veldspar.<br />
<br />
Once the ore is placed in Upwell Structure's item hanger, or Rorqual's ore hold, simply right click and select compress. For the Rorqual you will need to make sure the industrial core is active, as it cannot compress ore normally. If there are more than 100 units of ore, or 1 unit of ice, they raw materials will be quickly compressed and ready for whatever you plan to do with them, with any excess materials left untouched. Typically, compression is done to maximize cargo space for efficient and safe transport, such as capital production in low/null security space.<br />
<br />
[[File:pos_compress.gif|center|]]<br />
<br />
{| class="wikitable sortable collapsible collapsed"<br />
|- style="background-color:#222222" <br />
!| Ore <br />
! data-sort-type="numbers" | Ore volume (m³) <br />
! data-sort-type="numbers" | Compressed ore volume (m³) <br />
! data-sort-type="numbers" | Compression ratio<br />
|-<br />
| Arkonor || 16 || 8.8 || 0.0055<br />
|-<br />
| Bistot || 16 || 4.4 || 0.00275<br />
|-<br />
| Crokite || 16 || 7.81 || 0.00488125<br />
|-<br />
| Dark Ochre || 8 || 4.2 || 0.00525<br />
|-<br />
| Gneiss || 5 || 1.8 || 0.0036<br />
|-<br />
| Hedbergite || 3 || 0.47 || 0.001566666667<br />
|-<br />
| Hemorphite || 3 || 0.86 || 0.002866666667<br />
|-<br />
| Jaspet || 2 || 0.15 || 0.00075<br />
|-<br />
| Kernite || 1.2 || 0.19 || 0.001583333333<br />
|-<br />
| Mercoxit || 40 || 0.10 || 0.000025<br />
|-<br />
| Omber || 0.6 || 0.3 || 0.005<br />
|-<br />
| Plagioclase || 0.35 || 0.15 || 0.004285714286<br />
|-<br />
| Pyroxeres || 0.3 || 0.16 || 0.005333333333<br />
|-<br />
| Scordite || 0.15 || 0.19 || 0.01266666667<br />
|-<br />
| Spodumain || 16 || 28 || 0.0175<br />
|-<br />
| Veldspar || 0.1 || 0.15 || 0.015<br />
|-<br />
| Ice || 1000 || 100 || 0.001<br />
|}<br />
<br />
==Ore==<br />
{{See also|Asteroids and ore}}<br />
<br />
{{Update|All available locations changed with the [https://www.eveonline.com/news/view/patch-notes-for-version-18-10#2020-10-13.1 October 2020 Version 18.10] Patch.}}<br />
<br />
The following table lists the mineral content (gross yield) of each ore type, and the location(s) where they can be found. Compressed ores require 1 unit to refine, while uncompressed ores require 100 units. +5%/+10% ore varieties are not included.<br />
<br />
Note that actual yield (net, or less than the gross yield) will depend on reprocessing equipment, player skills, level of reprocessing implant (if any), and corporation standings if using an NPC station.<br />
<br />
Cells highlighted in green denote that the ore is the best source of that mineral per m3.<br />
<br />
{| class="wikitable" style="text-align:center;" <br />
|+ Ore reprocessing amounts (per batch)<br />
|-<br />
! Ore Type<br />
! m3<br />
! Compressed m3<br />
! [[File:Mineral tritanium.png|24px|link=]]<br>Trit<br />
! [[File:Mineral pyerite.png|24px|link=]]<br>Pye<br />
! [[File:Mineral mexallon.png|24px|link=]]<br>Mex<br />
! [[File:Mineral isogen.png|24px|link=]]<br>Iso<br />
! [[File:Mineral nocxium.png|24px|link=]]<br>Nocx<br />
! [[File:Mineral zydrine.png|24px|link=]]<br>Zyd<br />
! [[File:Mineral megacyte.png|24px|link=]]<br>Mega<br />
! [[File:Mineral morphite.png|24px|link=]]<br>Morph<br />
! Location<br />
|-<br />
| style="text-align:left" | [[File:Ore veldspar.png|24px|link=]] Veldspar<br />
| 0.1<br />
| 0.01<br />
| style="background-color:#243A19; | 400<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left" | 1.0 (All Empire Space)<br />
|-<br />
| style="text-align:left;" | [[File:Ore scordite.png|24px|link=]] Scordite<br />
| 0.15<br />
| 0.01<br />
| 150<br />
| style="background-color:#243A19; | 90<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 1.0 (All Empire Space)<br />
|-<br />
| style="text-align:left;" | [[File:Ore pyroxeres.png|24px|link=]] Pyroxeres<br />
| 0.3<br />
| 0.01<br />
| <br />
| 90<br />
| 30<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.9 (Amarr, Caldari)<br />
|-<br />
| style="text-align:left" | [[File:Ore plagioclase.png|24px|link=]] Plagioclase<br />
| 0.35<br />
| 0.01<br />
| 175<br />
| <br />
| style="background-color:#243A19; | 70<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.9 (Gallente, Minmatar), 0.7 (Caldari)<br />
|-<br />
| style="text-align:left" | [[File:Ore omber.png|24px|link=]] Omber<br />
| 0.6<br />
| 0.01<br />
| <br />
| 90<br />
| <br />
| 75<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.7 (Gallente, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore kernite.png|24px|link=]] Kernite<br />
| 1.2<br />
| 0.01<br />
| <br />
| <br />
| 60<br />
| 120<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.7 (Amarr), 0.4 (Caldari, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore jaspet.png|24px|link=]] Jaspet<br />
| 2<br />
| 0.02<br />
| <br />
| <br />
| 150<br />
| <br />
| 50<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.4 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore hemorphite.png|24px|link=]] Hemorphite<br />
| 3<br />
| 0.03<br />
| <br />
| <br />
| <br />
| 240<br />
| 90<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore hedbergite.png|24px|link=]] Hedbergite<br />
| 3<br />
| 0.03<br />
| <br />
| 450<br />
| <br />
| <br />
| 120<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore dark ochre.png|24px|link=]] Dark Ochre<br />
| 8<br />
| 0.08<br />
| <br />
| <br />
| 1360<br />
| 1200<br />
| 320<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.2 (Caldari, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore gneiss.png|24px|link=]] Gneiss<br />
| 5<br />
| 0.05<br />
|<br />
| 2000<br />
| 1500<br />
| 800<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore crokite.png|24px|link=]] Crokite<br />
| 16<br />
| 0.16<br />
| <br />
| 800<br />
| 2000<br />
| <br />
| 800<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.5 (Amarr, Caldari, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore bistot.png|24px|link=]] Bistot<br />
| 16<br />
| 0.16<br />
| <br />
| 3200<br />
| 1200<br />
| <br />
| <br />
| 160<br />
| <br />
| <br />
| style="text-align:left;" | -0.6 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore arkonor.png|24px|link=]] Arkonor<br />
| 16<br />
| 0.16<br />
| <br />
| 3200<br />
| 1200<br />
| <br />
| <br />
| <br />
| 120<br />
| <br />
| style="text-align:left;" | -0.6 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore mercoxit.png|24px|link=]] Mercoxit<br />
| 40<br />
| 0.4<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="background-color:#243A19; | 140<br />
| style="text-align:left;" | -0.8 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore spodumain.png|24px|link=]] Spodumain<br />
| 16<br />
| 0.16<br />
| 48000<br />
| <br />
| <br />
| 1000<br />
| 160<br />
| 80<br />
| 40<br />
| <br />
| style="text-align:left;" | -0.5 (Amarr, Caldari), [[Pochven]]<br />
|-<br />
| style="text-align:left" | [[File:Ore bezdnacine.png|24px|link=]] Bezdnacine<br />
| 16<br />
| -<br />
| 40000<br />
| <br />
| <br />
| style="background-color:#243A19; | 4800<br />
| <br />
| <br />
| style="background-color:#243A19; | 128<br />
| <br />
| style="text-align:left;" | Pochven<br />
|-<br />
| style="text-align:left" | [[File:Ore rakovene.png|24px|link=]] Rakovene<br />
| 16<br />
| -<br />
| 40000<br />
| <br />
| <br />
| 3200<br />
| <br />
| style="background-color:#243A19; | 200<br />
| <br />
| <br />
| style="text-align:left;" | Pochven<br />
|-<br />
| style="text-align:left" | [[File:Ore talassonite.png|24px|link=]] Talassonite<br />
| 16<br />
| -<br />
| 40000<br />
| <br />
| <br />
| <br />
| style="background-color:#243A19; | 960<br />
| <br />
| 32<br />
| <br />
| style="text-align:left;" | Pochven<br />
|}<br />
<br />
<br />
The table below shows the ore reprocessing values, normalized to 1 m3 of ore.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ Ore reprocessing amounts (per m3)<br />
|-<br />
! Ore Type<br />
! m3/batch<br />
! [[File:Mineral tritanium.png|24px|link=]]<br>Trit<br />
! [[File:Mineral pyerite.png|24px|link=]]<br>Pye<br />
! [[File:Mineral mexallon.png|24px|link=]]<br>Mex<br />
! [[File:Mineral isogen.png|24px|link=]]<br>Iso<br />
! [[File:Mineral nocxium.png|24px|link=]]<br>Nocx<br />
! [[File:Mineral zydrine.png|24px|link=]]<br>Zyd<br />
! [[File:Mineral megacyte.png|24px|link=]]<br>Mega<br />
! [[File:Mineral morphite.png|24px|link=]]<br>Morph<br />
! Location<br />
|-<br />
| style="text-align:left" | [[File:Ore veldspar.png|24px|link=]] Veldspar<br />
| 10<br />
| style="background-color:#243A19; | 40<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left" | 1.0 (All Empire Space)<br />
|-<br />
| style="text-align:left;" | [[File:Ore scordite.png|24px|link=]] Scordite<br />
| 15<br />
| 10<br />
| style="background-color:#243A19; | 6<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 1.0 (All Empire Space)<br />
|-<br />
| style="text-align:left;" | [[File:Ore pyroxeres.png|24px|link=]] Pyroxeres<br />
| 30<br />
| <br />
| 3<br />
| 1<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.9 (Amarr, Caldari)<br />
|-<br />
| style="text-align:left" | [[File:Ore plagioclase.png|24px|link=]] Plagioclase<br />
| 35<br />
| 5<br />
| <br />
| style="background-color:#243A19; | 2<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.9 (Gallente, Minmatar), 0.7 (Caldari)<br />
|-<br />
| style="text-align:left" | [[File:Ore omber.png|24px|link=]] Omber<br />
| 60<br />
| <br />
| 1.5<br />
| <br />
| 1.25<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.7 (Gallente, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore kernite.png|24px|link=]] Kernite<br />
| 120<br />
| <br />
| <br />
| 0.5<br />
| 1<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.7 (Amarr), 0.4 (Caldari, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore jaspet.png|24px|link=]] Jaspet<br />
| 200<br />
| <br />
| <br />
| 0.75<br />
| <br />
| 0.25<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.4 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore hemorphite.png|24px|link=]] Hemorphite<br />
| 300<br />
| <br />
| <br />
| <br />
| 0.8<br />
| 0.3<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore hedbergite.png|24px|link=]] Hedbergite<br />
| 300<br />
| <br />
| 1.5<br />
| <br />
| <br />
| 0.4<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore dark ochre.png|24px|link=]] Dark Ochre<br />
| 800<br />
| <br />
| <br />
| 1.7<br />
| 1.5<br />
| 0.4<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.2 (Caldari, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore gneiss.png|24px|link=]] Gneiss<br />
| 500<br />
| <br />
| 4<br />
| 3<br />
| 1.6<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore crokite.png|24px|link=]] Crokite<br />
| 1600<br />
| <br />
| 0.5<br />
| 1.25<br />
| <br />
| 0.5<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.5 (Amarr, Caldari, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore bistot.png|24px|link=]] Bistot<br />
| 1600<br />
| <br />
| 2<br />
| 0.75<br />
| <br />
| <br />
| 0.1<br />
| <br />
| <br />
| style="text-align:left;" | -0.6 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore arkonor.png|24px|link=]] Arkonor<br />
| 1600<br />
| <br />
| 2<br />
| 0.75<br />
| <br />
| <br />
| <br />
| 0.075<br />
| <br />
| style="text-align:left;" | -0.6 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore mercoxit.png|24px|link=]] Mercoxit<br />
| 4000<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="background-color:#243A19; | 0.035<br />
| style="text-align:left;" | -0.8 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore spodumain.png|24px|link=]] Spodumain<br />
| 1600<br />
| 30<br />
| <br />
| <br />
| 0.625<br />
| 0.1<br />
| 0.05<br />
| 0.025<br />
| <br />
| style="text-align:left;" | -0.5 (Amarr, Caldari), Pochven<br />
|-<br />
| style="text-align:left" | [[File:Ore bezdnacine.png|24px|link=]] Bezdnacine<br />
| 1600<br />
| 25<br />
| <br />
| <br />
| style="background-color:#243A19; | 3<br />
| <br />
| <br />
| style="background-color:#243A19; | 0.8<br />
| <br />
| style="text-align:left;" | Pochven<br />
|-<br />
| style="text-align:left" | [[File:Ore rakovene.png|24px|link=]] Rakovene<br />
| 1600<br />
| 25<br />
| <br />
| <br />
| 0.6<br />
| <br />
| style="background-color:#243A19; | 0.125<br />
| <br />
| <br />
| style="text-align:left;" | Pochven<br />
|-<br />
| style="text-align:left" | [[File:Ore talassonite.png|24px|link=]] Talassonite<br />
| 1600<br />
| 25<br />
| <br />
| <br />
| <br />
| style="background-color:#243A19; | 0.6<br />
| <br />
| 0.02<br />
| <br />
| style="text-align:left;" | Pochven<br />
|}<br />
<br />
=== Moon Ore ===<br />
{{main|Moon Mining#Moon Ore Refining}}<br />
<br />
Moon ores are separated into five different categories, of which only the Ubiquitous varieties reprocess into regular minerals. Each group has its own reprocessing skill.<br />
<br />
== Simplified Ore Chart for In-Game Notebook ==<br />
{{Update|All Refine yields and available locations changed with 10/13/2020 Patch, also missing Triglavian ores}}<br />
For quick reference, copy the following lines and paste them into your player notes or your notebook. (When you paste them, the lines will close up.)<br />
<br />
<br />
<small>ORE: MINERAL+AMOUNT (SEC FACTION) +5/10%<br />
<br />
<br />
Veldspar: Tritanium+400 (1.0 All Space) Concentrated/Dense <br />
<br />
Scordite: Tritanium+150 Pyerite+90 (1.0 All Space) Condensed/Massive<br />
<br />
Pyroxeres: Pyerite+90 Mexallon+30 (0.9 Amarr, Caldari) Solid/Viscous<br />
<br />
Plagioclase: Tritanium+175 Mexallon+70 (0.9 Gallente, Minmatar, 0.7 Caldari) Azure/Rich<br />
<br />
<br />
Omber: Pyerite+90 Isogen+75 (0.7 Gallente, Minmatar) Silvery/Golden<br />
<br />
Kernite: Mexallon+60 Isogen+120 (0.7 Amarr, 0.4 Caldari, Minmatar) Luminous/Fiery<br />
<br />
Jaspet: Mexallon+150 Nocxium+50 (0.4 Amarr, Gallente) Pure/Pristine<br />
<br />
Hemorphite: Nocxium+240 Nocxium+50 (0.2 Amarr, Gallente) Vivid/Radiant<br />
<br />
Hedbergite: Pyerite+450 Nocxium+120 (0.2 Amarr, Gallente) Vitric/Glazed<br />
<br />
Gneiss: Pyerite+2000 Mexallon+1500 Isogen+800 (-0.4 Amarr, Minmatar) Iridescent/Prismatic<br />
<br />
Dark Ochre: Mexallon+1360 Isogen+1200 Nocxium+320 (-0.2 Caldari, Gallente) Onyx/Obsidian<br />
<br />
Crokite: Pyerite+800 Mexallon+2000 Nocxium+800 (-0.5 Amarr, Caldari, Gallente) Sharp/Crystalline<br />
<br />
<br />
Bistot: Pyerite+3200 Mexallon+1200 Zydrine+160 (-0.6 All Space) Triclinic/Monoclinic<br />
<br />
Arkonor: Pyerite+3200 Mexallon+1200 Megacyte+120 (-0.6 All Space) Crimson/Prime<br />
<br />
Mercoxit: Morphite+140 (-0.8 All Space) Magma/Vitreous<br />
<br />
<br />
Spodumain: Tritanium+48000 Isogen+1000 Nocxium+160 Zydrine+80 Megacyte+40 (-0.5 Amarr, Caldari) Bright/Gleaming<br />
<br />
Bezdnacine: Tritanium+40000 Isogen+4800 Megacyte+128<br />
<br />
Rakovene: Tritanium+40000 Isogen+4800 Megacyte+128<br />
<br />
Talassonite: Tritanium+40000 Nocxium+960 Megacyte+32<br />
</small><br />
<br />
==Implants==<br />
Furthermore, for pilots looking to get their reprocessing yield even higher, they may wish to look into the Zainou 'Beancounter' Reprocessing RX series implants. These [[Implants#Skill_Hardwirings|Implants]] are slot 8 Skill Hardwirings found in the market under Resource Processing Implants. They come in 3 varieties RX-801 (1%), RX-802 (2%) and RX-804 (4%) to provide an expensive but possibly worthwhile investment that will bring a pilot closer to a maximum effective efficiency in their station or POS of choice.<br />
<br />
==Equipment Tax==<br />
<br />
Stations charge a reprocessing fee, a percentage of the estimated value of reprocessed minerals.<br />
<br />
Player-owned Upwell Structures can charge almost any rate for reprocessing, including 0%. If you go to the Structures browser in the Neocom menu, you can hover over the reprocessing icon and see the charge for player-owned Upwell Structures.<br />
<br />
NPC corporations charge based on your standings with the corporation. It's a good idea to learn skill [[Connections]], to increase your effective standing towards corporation. Even if your real standing with the corporation is close to zero, Connections V will cut your corporation tax by 25%. Note that until you complete at least one mission for the NPC corporation, your Connections skill will not be taken into account when calculating your tax rate.<br />
<br />
Also notice that the [[Connections]] skill gives diminishing results. The higher your standings, the less benefit you get from it.<br />
<br />
==References==<br />
{{reflist}}<br />
<br />
[[Category:Industry]]<br />
[[Category:Mining]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Reprocessing&diff=189247Reprocessing2022-07-16T10:01:57Z<p>Stephiano: /* Upwell Reprocessing Formula */ redo of last edit ( pointed to updated calculator), had the wrong url in clipboard.</p>
<hr />
<div>{{Update|Review page links, images, and more, for Asteroid Ore Reprocessing skill changes in December 2021, Version 19.11 changes}}<br />
<br />
{{Industry_Links}}<br />
Refining (also known as reprocessing in EVE terminology; the two terms are interchangeable) is a miner’s second best friend, the first being powerful mining lasers. Refining allows a miner to refine their raw ore into usable minerals that can be sold or used for personal production. However, it is unlikely that new players' skill sets will allow for the efficient use of a refinery, and large portions of the refined minerals will be lost as ‘waste’, so new miners may find it more profitable to sell the raw ore they mine rather than refining it.<br />
==Equipment==<br />
<br />
In New Eden there are two types or reprocessing equipment: equipment owned by NPC corporations and equipment owned by player corporations. <br />
<br />
If an NPC station is capable of reprocessing your materials, then its equipment will have an efficiency rating between 30% and 50% (you can search for stations with 50% reprocessing efficiency by criteria, for example npc-corp or solar system, at [http://eve-online.itemdrop.net/eve_db/universe/station_search/ Station search page]). Obviously using a station with 50% equipment is better so pilots should take care when choosing a reprocessing station and check this value before use. (You can use third-party map tools like [https://evemaps.dotlan.net/ DOTLAN] to quickly check this)<br />
<br />
In addition, NPC stations take a [[Tax#Equipment_tax|tax]] for using their reprocessing facilities. The tax is based on the player's personal or corporation standings with the station's owner, whichever standing is higher is used. The tax starts at 5% with 0 standings and falls to 0% at 6.67 standings with the station owner. Hence, it's a good idea to reprocess at stations for which you or your corp have the best relationship. See [[Reprocessing#Equipment_Tax|Equipment Tax]] below for more detail.<br />
<br />
Better processing can be found in player-owned Upwell structures. [[Upwell structures#Citadels|Citadels]] and [[Upwell structures#Engineering complexes|Engineering Complexes]] have base rates of 50%, the Athanor refinery has a base rate of 51%, and the Tatara refinery has a base rate of 52%. These percentages can be increased up to 4% through the use of rigging in high-security space, more in low-security space, and even more in null-security space (including [[wormholes]]).<br />
<br />
==Pilot Skills==<br />
<br />
There are two generic skills that affect a player’s ability to process raw materials: {{sk|Reprocessing|mult=yes}} and {{sk|Reprocessing Efficiency|mult=yes}}, both of which are available from NPC stations. Reprocessing is the first skill you will need to improve efficiency, and will cost approximately 45,000 ISK. (This cost can be covered by the university's [[skillbook program]].) Each level of Reprocessing will increase the pilot's efficiency by 3% for a maximum of 15% increase. Reprocessing Efficiency adds an additional 2% per level, up to 10% at level 5 skill, requires Reprocessing level IV to train, and costs 250,000 ISK from NPC stations.<br />
<br />
To further reduce waste, there are individual ore skills for each ore type, and a generic ice skill for all ice types - these can be found on the [[Skills:Resource Processing|Resource Processing]] page. Each level of that respective skill offers a final 2% increase to efficiency for the corresponding material, 10% at level V. The max possible reprocessing efficiency with all 5 skills, at a 50% NPC station with perfect standings is 70%. Prior to the Lifeblood expansion, the maximum possible efficiency in high-security space was 88% with perfect skills and a +4% [[Reprocessing#Implants|implant]] using a fully upgraded citadel. You can never achieve "perfect reprocessing" and there will always be some waste.<br />
<br />
For an average player with around 30 days training into reprocessing skills, efficiency yields would typically hover around 63-65% depending on standings at a 50% station. <br />
<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ '''Net Yield with 50% Station Equipment'''<br />
! width="14%" |Reprocessing<br />
! width="14%" |Reprocessing<br>Efficiency<br />
! width="12%" |Ore Skill<br>(zero)<br />
! width="12%" |Ore Skill<br>I<br />
! width="12%" |Ore Skill<br>II<br />
! width="12%" |Ore Skill<br>III<br />
! width="12%" |Ore Skill<br>IV<br />
! width="12%" |Ore Skill<br>V<br />
|- <br />
| (zero) || (zero)<br />
| 50.00%<br />
| - || - || - || - || -<br />
|- <br />
| I || (zero)<br />
| 51.50%<br />
| - || - || - || - || -<br />
|- <br />
| II || (zero)<br />
| 53.00%<br />
| - || - || - || - || -<br />
|- <br />
| III || (zero)<br />
| 54.50%<br />
| - || - || - || - || -<br />
|- <br />
| IV || (zero)<br />
| 56.00%<br />
| 57.12% || 58.24% || 59.36% || 60.48% || 61.60%<br />
|- <br />
| V || (zero)<br />
| 57.50%<br />
| 58.65% || 59.80% || 60.95% || 62.10% || 63.25%<br />
|- <br />
| V || I<br />
| 58.65%<br />
| 59.82% || 60.99% || 62.16% || 63.34% || 64.51%<br />
|- <br />
| V || II<br />
| 59.80%<br />
| 60.99% || 62.19% || 63.38% || 64.58% || 65.78%<br />
|- <br />
| V || III<br />
| 60.95%<br />
| 62.16% || 63.38% || 64.60% || 65.82% || 67.04%<br />
|- <br />
| V || IV<br />
| 62.10%<br />
| 63.34% || 64.58% || 65.82% || 67.06% || 68.31%<br />
|- <br />
| V || V<br />
| 63.25%<br />
| 64.51% || 65.78% || 67.04% || 68.31% || 69.57%<br />
|}<br />
<br />
<br />
==Reprocessing in a station==<br />
Before you can process your raw materials you must place the ore in your hangar at a station with a refinery, or into the cargohold of a player-owned starbase reprocessing array. Compressed ores require 1 unit to process, while uncompressed ores require 100 units. You cannot process uncompressed ores with less than 100 units of a single type, e.g. 75 units of Veldspar cannot be combined with 25 units of Dense Veldspar for processing. Both compressed and uncompressed ores yield the same amount of minerals per batch. All ice require 1 unit to process, with compressed ice simply taking 10x less volume (100 m3) than uncompressed ice (1,000 m3). <br />
<br />
To begin processing, right click the item from your hangar and select process, or drag it to an opened reprocessing window. Once done, you'll have screen that looks similar to this:<br />
<br />
[[File:refining.png|center|]]<br />
<br />
In this example, we have approximately 120,000 units of Plagioclase designated for processing. With 39% overall efficiency, the processing yield at a glance will give approximately 51,850 units of Tritanium, 10,000 units of Pyerite and 51,850 units of Mexallon. <br />
<br />
To see more detailed information about exact yields and calculations, simply hover over any item in either the input or output window. For example, hovering over the Plagioclase in the input window shows us the following: <br />
* The base yield from station equipment is 32%. <br />
* With Level V Reprocessing skill we have a x1.15 yield increase. ''(1 + 5 x 0.03)''<br />
* With Level IV Reprocessing Efficiency skill we have a x1.08 yield increase. ''(1 + 4 x 0.02)''<br />
* With level II Plagioclase Processing skill we have a x1.04 yield increase. ''(1 + 2 * 0.02)''<br />
* With zero standings (individual or corporation) we have a x0.95 yield reduction. <br />
As a result our total net yield is 39%. <br />
<br />
[[File:refining_detail.png|center|]]<br />
<br />
To calculate this manually, or import into a tool or spreadsheet, you can use the following formula.<br /><br />
''Station Equipment x (1 + Processing skill x 0.03) x (1 + Processing Efficiency skill x 0.02) x (1 + Ore Processing skill x 0.02) x (1 + Processing Implant)''<br />
<br />
* Perfect refine in a T2 rigged Tatara in null security space with max skills and reprocessing implant is 90.6%<br />
<br />
== Upwell Reprocessing Formula ==<br />
<br />
:<math> \displaystyle \text{Reprocessing yield} = ((50 + Rm) \times ( 1 + Sec )) \times ( 1 + Sm ) \times ( 1 + ( 0.03 \times R )) \times ( 1 + ( 0.02 \times Re )) \times ( 1 + ( 0.02 \times Op )) \times ( 1 + Im ) </math><br />
<br />
The first three terms define the ''"base yield"''<ref>https://forums.eveonline.com/t/what-is-the-new-ore-refining-formula-for-athanor-and-tatara-citadels/38090/25</ref>. You can use [https://docs.google.com/spreadsheets/d/1VS_GwjTAIXxIsKB-1xn6F0He8-eOnsR7HAbtyoyoX7A/edit?usp=sharing this calculator] to calculate your reprocessing yield.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Variable Name !! Meaning !! Valid Values !! <br />
|-<br />
| Rm || Rig Modifier || 0 (No Rig), 1 (T1), 3 (T2) ||<br />
Standup M-Set Moon Ore Grading Processor I/II<br><br />
Standup M-Set Asteroid Ore Grading Processor I/II<br><br />
Standup M-Set Ice Grading Processor I/II<br><br />
Standup L-Set Reprocessing Monitor I/II<br />
|-<br />
| Sec || Security Modifier || 0.00 (HighSec), 0.06 (LowSec), 0.12 (NullSec/W-Space) || Only applies if above mentioned rigs are fitted<br />
|-<br />
| Sm || Structure Modifier || 0.00 (Other Upwell Structures), 0.02 (Athanor), 0.055 (Tatara) ||<br />
|-<br />
| R || {{sk|Reprocessing|icon=yes}} level || 0-5 ||<br />
|-<br />
| Re || {{sk|Reprocessing Efficiency|icon=yes}} level || 0-5 ||<br />
|-<br />
| Op || Specific Ore Processing Skill level || 0-5 ||<br />
[[Skills:Resource_Processing#Resource_Processing_Skills|Resource Processing Skills]]<br /><br />
Examples:<br /><br />
{{sk|Simple Ore Processing|icon=yes}}<br><br />
{{sk|Ice Processing|icon=yes}}<br><br />
{{sk|Rare Moon Ore Processing|icon=yes}}<br />
|-<br />
| Im || Implant || 0.00, 0.01, 0.02, 0.04 || [[List_of_Skill_Hardwiring_Implants#Resource_Processing|Zainou 'Beancounter' Reprocessing RX-801/802/804]]<br />
|}<br />
<br />
==Scrapmetal Reprocessing==<br />
Scrap metal (module and ship) reprocessing works slightly differently to mineral refining. The user interface is identical, but the calculations are different. Only the {{sk|Scrapmetal Processing|mult=yes}} skill affects the output, and is applied directly to the base reprocessing yield of the station or structure. Stations have a base yield of between 35 - 50% and structures have a base yield of 50% (this is not affected by structure or rig bonuses). The yield is also not affected by implants, so the maximum possible yield for ships and modules is 55% with perfect skills.<br />
<br />
To calculate this manually, or import into a tool or spreadsheet, you can use the following formula:<br /><br />
''Station Equipment x (1 + Scrapmetal Processing x 0.02)''<br />
<br />
<br />
To see more detailed information about exact yields and calculations, simply hover over any item in either the input or output window. For example, hovering over the Metal Scraps in the input window shows us the following: <br />
* The base yield from station equipment is 50%. <br />
* With Level V Scrapmetal Processing skill we have a x1.1 yield increase. ''(1 + 5 x 0.02)''<br />
As a result our total net yield is 55%. <br />
<br />
==Compression==<br />
{{ note box | Note: Compression '''is not''' available in NPC stations - use the [[Structure Browser#Finding Structures|Structure Browser]] to find a Refinery, Engineering Complex, or Citadel that has the Reprocessing Service available}}<br />
Compression offers significant savings in valuable cargo-space, and can only be done in Upwell Structures that offer refining or with a [[Rorqual]] industrial ship whilst in its industrial configuration. Batch sizes are 100 units for ore, and 1 unit for ice, with both compressing down to a single unit of their compressed version per batch. Compressed ice takes 10-times less volume (100 m3) than uncompressed ice (1,000 m3). Compressed ore has various volumes depending on the type. See the below for specific volume information. <br />
<br />
A single unit of compressed ore or ice can be processed for an equal amount of materials as their uncompressed versions. As such, compression yields more minerals per m3 of space, but not per batch - 100 units of Veldspar yields the same 400 Tritanium as a single unit of compressed Veldspar, which was at some point made from 100 units of uncompressed Veldspar.<br />
<br />
Once the ore is placed in Upwell Structure's item hanger, or Rorqual's ore hold, simply right click and select compress. For the Rorqual you will need to make sure the industrial core is active, as it cannot compress ore normally. If there are more than 100 units of ore, or 1 unit of ice, they raw materials will be quickly compressed and ready for whatever you plan to do with them, with any excess materials left untouched. Typically, compression is done to maximize cargo space for efficient and safe transport, such as capital production in low/null security space.<br />
<br />
[[File:pos_compress.gif|center|]]<br />
<br />
{| class="wikitable sortable collapsible collapsed"<br />
|- style="background-color:#222222" <br />
!| Ore <br />
! data-sort-type="numbers" | Ore volume (m³) <br />
! data-sort-type="numbers" | Compressed ore volume (m³) <br />
! data-sort-type="numbers" | Compression ratio<br />
|-<br />
| Arkonor || 16 || 8.8 || 0.0055<br />
|-<br />
| Bistot || 16 || 4.4 || 0.00275<br />
|-<br />
| Crokite || 16 || 7.81 || 0.00488125<br />
|-<br />
| Dark Ochre || 8 || 4.2 || 0.00525<br />
|-<br />
| Gneiss || 5 || 1.8 || 0.0036<br />
|-<br />
| Hedbergite || 3 || 0.47 || 0.001566666667<br />
|-<br />
| Hemorphite || 3 || 0.86 || 0.002866666667<br />
|-<br />
| Jaspet || 2 || 0.15 || 0.00075<br />
|-<br />
| Kernite || 1.2 || 0.19 || 0.001583333333<br />
|-<br />
| Mercoxit || 40 || 0.10 || 0.000025<br />
|-<br />
| Omber || 0.6 || 0.3 || 0.005<br />
|-<br />
| Plagioclase || 0.35 || 0.15 || 0.004285714286<br />
|-<br />
| Pyroxeres || 0.3 || 0.16 || 0.005333333333<br />
|-<br />
| Scordite || 0.15 || 0.19 || 0.01266666667<br />
|-<br />
| Spodumain || 16 || 28 || 0.0175<br />
|-<br />
| Veldspar || 0.1 || 0.15 || 0.015<br />
|-<br />
| Ice || 1000 || 100 || 0.001<br />
|}<br />
<br />
==Ore==<br />
{{See also|Asteroids and ore}}<br />
<br />
{{Update|All available locations changed with the [https://www.eveonline.com/news/view/patch-notes-for-version-18-10#2020-10-13.1 October 2020 Version 18.10] Patch.}}<br />
<br />
The following table lists the mineral content (gross yield) of each ore type, and the location(s) where they can be found. Compressed ores require 1 unit to refine, while uncompressed ores require 100 units. +5%/+10% ore varieties are not included.<br />
<br />
Note that actual yield (net, or less than the gross yield) will depend on reprocessing equipment, player skills, level of reprocessing implant (if any), and corporation standings if using an NPC station.<br />
<br />
Cells highlighted in green denote that the ore is the best source of that mineral per m3.<br />
<br />
{| class="wikitable" style="text-align:center;" <br />
|+ Ore reprocessing amounts (per batch)<br />
|-<br />
! Ore Type<br />
! m3<br />
! Compressed m3<br />
! [[File:Mineral tritanium.png|24px|link=]]<br>Trit<br />
! [[File:Mineral pyerite.png|24px|link=]]<br>Pye<br />
! [[File:Mineral mexallon.png|24px|link=]]<br>Mex<br />
! [[File:Mineral isogen.png|24px|link=]]<br>Iso<br />
! [[File:Mineral nocxium.png|24px|link=]]<br>Nocx<br />
! [[File:Mineral zydrine.png|24px|link=]]<br>Zyd<br />
! [[File:Mineral megacyte.png|24px|link=]]<br>Mega<br />
! [[File:Mineral morphite.png|24px|link=]]<br>Morph<br />
! Location<br />
|-<br />
| style="text-align:left" | [[File:Ore veldspar.png|24px|link=]] Veldspar<br />
| 0.1<br />
| 0.01<br />
| style="background-color:#243A19; | 400<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left" | 1.0 (All Empire Space)<br />
|-<br />
| style="text-align:left;" | [[File:Ore scordite.png|24px|link=]] Scordite<br />
| 0.15<br />
| 0.01<br />
| 150<br />
| style="background-color:#243A19; | 90<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 1.0 (All Empire Space)<br />
|-<br />
| style="text-align:left;" | [[File:Ore pyroxeres.png|24px|link=]] Pyroxeres<br />
| 0.3<br />
| 0.01<br />
| <br />
| 90<br />
| 30<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.9 (Amarr, Caldari)<br />
|-<br />
| style="text-align:left" | [[File:Ore plagioclase.png|24px|link=]] Plagioclase<br />
| 0.35<br />
| 0.01<br />
| 175<br />
| <br />
| style="background-color:#243A19; | 70<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.9 (Gallente, Minmatar), 0.7 (Caldari)<br />
|-<br />
| style="text-align:left" | [[File:Ore omber.png|24px|link=]] Omber<br />
| 0.6<br />
| 0.01<br />
| <br />
| 90<br />
| <br />
| 75<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.7 (Gallente, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore kernite.png|24px|link=]] Kernite<br />
| 1.2<br />
| 0.01<br />
| <br />
| <br />
| 60<br />
| 120<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.7 (Amarr), 0.4 (Caldari, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore jaspet.png|24px|link=]] Jaspet<br />
| 2<br />
| 0.02<br />
| <br />
| <br />
| 150<br />
| <br />
| 50<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.4 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore hemorphite.png|24px|link=]] Hemorphite<br />
| 3<br />
| 0.03<br />
| <br />
| <br />
| <br />
| 240<br />
| 90<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore hedbergite.png|24px|link=]] Hedbergite<br />
| 3<br />
| 0.03<br />
| <br />
| 450<br />
| <br />
| <br />
| 120<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore dark ochre.png|24px|link=]] Dark Ochre<br />
| 8<br />
| 0.08<br />
| <br />
| <br />
| 1360<br />
| 1200<br />
| 320<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.2 (Caldari, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore gneiss.png|24px|link=]] Gneiss<br />
| 5<br />
| 0.05<br />
|<br />
| 2000<br />
| 1500<br />
| 800<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore crokite.png|24px|link=]] Crokite<br />
| 16<br />
| 0.16<br />
| <br />
| 800<br />
| 2000<br />
| <br />
| 800<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.5 (Amarr, Caldari, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore bistot.png|24px|link=]] Bistot<br />
| 16<br />
| 0.16<br />
| <br />
| 3200<br />
| 1200<br />
| <br />
| <br />
| 160<br />
| <br />
| <br />
| style="text-align:left;" | -0.6 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore arkonor.png|24px|link=]] Arkonor<br />
| 16<br />
| 0.16<br />
| <br />
| 3200<br />
| 1200<br />
| <br />
| <br />
| <br />
| 120<br />
| <br />
| style="text-align:left;" | -0.6 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore mercoxit.png|24px|link=]] Mercoxit<br />
| 40<br />
| 0.4<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="background-color:#243A19; | 140<br />
| style="text-align:left;" | -0.8 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore spodumain.png|24px|link=]] Spodumain<br />
| 16<br />
| 0.16<br />
| 48000<br />
| <br />
| <br />
| 1000<br />
| 160<br />
| 80<br />
| 40<br />
| <br />
| style="text-align:left;" | -0.5 (Amarr, Caldari), [[Pochven]]<br />
|-<br />
| style="text-align:left" | [[File:Ore bezdnacine.png|24px|link=]] Bezdnacine<br />
| 16<br />
| -<br />
| 40000<br />
| <br />
| <br />
| style="background-color:#243A19; | 4800<br />
| <br />
| <br />
| style="background-color:#243A19; | 128<br />
| <br />
| style="text-align:left;" | Pochven<br />
|-<br />
| style="text-align:left" | [[File:Ore rakovene.png|24px|link=]] Rakovene<br />
| 16<br />
| -<br />
| 40000<br />
| <br />
| <br />
| 3200<br />
| <br />
| style="background-color:#243A19; | 200<br />
| <br />
| <br />
| style="text-align:left;" | Pochven<br />
|-<br />
| style="text-align:left" | [[File:Ore talassonite.png|24px|link=]] Talassonite<br />
| 16<br />
| -<br />
| 40000<br />
| <br />
| <br />
| <br />
| style="background-color:#243A19; | 960<br />
| <br />
| 32<br />
| <br />
| style="text-align:left;" | Pochven<br />
|}<br />
<br />
<br />
The table below shows the ore reprocessing values, normalized to 1 m3 of ore.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ Ore reprocessing amounts (per m3)<br />
|-<br />
! Ore Type<br />
! m3/batch<br />
! [[File:Mineral tritanium.png|24px|link=]]<br>Trit<br />
! [[File:Mineral pyerite.png|24px|link=]]<br>Pye<br />
! [[File:Mineral mexallon.png|24px|link=]]<br>Mex<br />
! [[File:Mineral isogen.png|24px|link=]]<br>Iso<br />
! [[File:Mineral nocxium.png|24px|link=]]<br>Nocx<br />
! [[File:Mineral zydrine.png|24px|link=]]<br>Zyd<br />
! [[File:Mineral megacyte.png|24px|link=]]<br>Mega<br />
! [[File:Mineral morphite.png|24px|link=]]<br>Morph<br />
! Location<br />
|-<br />
| style="text-align:left" | [[File:Ore veldspar.png|24px|link=]] Veldspar<br />
| 10<br />
| style="background-color:#243A19; | 40<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left" | 1.0 (All Empire Space)<br />
|-<br />
| style="text-align:left;" | [[File:Ore scordite.png|24px|link=]] Scordite<br />
| 15<br />
| 10<br />
| style="background-color:#243A19; | 6<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 1.0 (All Empire Space)<br />
|-<br />
| style="text-align:left;" | [[File:Ore pyroxeres.png|24px|link=]] Pyroxeres<br />
| 30<br />
| <br />
| 3<br />
| 1<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.9 (Amarr, Caldari)<br />
|-<br />
| style="text-align:left" | [[File:Ore plagioclase.png|24px|link=]] Plagioclase<br />
| 35<br />
| 5<br />
| <br />
| style="background-color:#243A19; | 2<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.9 (Gallente, Minmatar), 0.7 (Caldari)<br />
|-<br />
| style="text-align:left" | [[File:Ore omber.png|24px|link=]] Omber<br />
| 60<br />
| <br />
| 1.5<br />
| <br />
| 1.25<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.7 (Gallente, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore kernite.png|24px|link=]] Kernite<br />
| 120<br />
| <br />
| <br />
| 0.5<br />
| 1<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.7 (Amarr), 0.4 (Caldari, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore jaspet.png|24px|link=]] Jaspet<br />
| 200<br />
| <br />
| <br />
| 0.75<br />
| <br />
| 0.25<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.4 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore hemorphite.png|24px|link=]] Hemorphite<br />
| 300<br />
| <br />
| <br />
| <br />
| 0.8<br />
| 0.3<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore hedbergite.png|24px|link=]] Hedbergite<br />
| 300<br />
| <br />
| 1.5<br />
| <br />
| <br />
| 0.4<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | 0.2 (Amarr, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore dark ochre.png|24px|link=]] Dark Ochre<br />
| 800<br />
| <br />
| <br />
| 1.7<br />
| 1.5<br />
| 0.4<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.2 (Caldari, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore gneiss.png|24px|link=]] Gneiss<br />
| 500<br />
| <br />
| 4<br />
| 3<br />
| 1.6<br />
| <br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.4 (Amarr, Minmatar)<br />
|-<br />
| style="text-align:left" | [[File:Ore crokite.png|24px|link=]] Crokite<br />
| 1600<br />
| <br />
| 0.5<br />
| 1.25<br />
| <br />
| 0.5<br />
| <br />
| <br />
| <br />
| style="text-align:left;" | -0.5 (Amarr, Caldari, Gallente)<br />
|-<br />
| style="text-align:left" | [[File:Ore bistot.png|24px|link=]] Bistot<br />
| 1600<br />
| <br />
| 2<br />
| 0.75<br />
| <br />
| <br />
| 0.1<br />
| <br />
| <br />
| style="text-align:left;" | -0.6 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore arkonor.png|24px|link=]] Arkonor<br />
| 1600<br />
| <br />
| 2<br />
| 0.75<br />
| <br />
| <br />
| <br />
| 0.075<br />
| <br />
| style="text-align:left;" | -0.6 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore mercoxit.png|24px|link=]] Mercoxit<br />
| 4000<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| <br />
| style="background-color:#243A19; | 0.035<br />
| style="text-align:left;" | -0.8 (All NullSec Space)<br />
|-<br />
| style="text-align:left" | [[File:Ore spodumain.png|24px|link=]] Spodumain<br />
| 1600<br />
| 30<br />
| <br />
| <br />
| 0.625<br />
| 0.1<br />
| 0.05<br />
| 0.025<br />
| <br />
| style="text-align:left;" | -0.5 (Amarr, Caldari), Pochven<br />
|-<br />
| style="text-align:left" | [[File:Ore bezdnacine.png|24px|link=]] Bezdnacine<br />
| 1600<br />
| 25<br />
| <br />
| <br />
| style="background-color:#243A19; | 3<br />
| <br />
| <br />
| style="background-color:#243A19; | 0.8<br />
| <br />
| style="text-align:left;" | Pochven<br />
|-<br />
| style="text-align:left" | [[File:Ore rakovene.png|24px|link=]] Rakovene<br />
| 1600<br />
| 25<br />
| <br />
| <br />
| 0.6<br />
| <br />
| style="background-color:#243A19; | 0.125<br />
| <br />
| <br />
| style="text-align:left;" | Pochven<br />
|-<br />
| style="text-align:left" | [[File:Ore talassonite.png|24px|link=]] Talassonite<br />
| 1600<br />
| 25<br />
| <br />
| <br />
| <br />
| style="background-color:#243A19; | 0.6<br />
| <br />
| 0.02<br />
| <br />
| style="text-align:left;" | Pochven<br />
|}<br />
<br />
=== Moon Ore ===<br />
{{main|Moon Mining#Moon Ore Refining}}<br />
<br />
Moon ores are separated into five different categories, of which only the Ubiquitous varieties reprocess into regular minerals. Each group has its own reprocessing skill.<br />
<br />
== Simplified Ore Chart for In-Game Notebook ==<br />
{{Update|All Refine yields and available locations changed with 10/13/2020 Patch, also missing Triglavian ores}}<br />
For quick reference, copy the following lines and paste them into your player notes or your notebook. (When you paste them, the lines will close up.)<br />
<br />
<br />
<small>ORE: MINERAL+AMOUNT (SEC FACTION) +5/10%<br />
<br />
<br />
Veldspar: Tritanium+400 (1.0 All Space) Concentrated/Dense <br />
<br />
Scordite: Tritanium+150 Pyerite+90 (1.0 All Space) Condensed/Massive<br />
<br />
Pyroxeres: Pyerite+90 Mexallon+30 (0.9 Amarr, Caldari) Solid/Viscous<br />
<br />
Plagioclase: Tritanium+175 Mexallon+70 (0.9 Gallente, Minmatar, 0.7 Caldari) Azure/Rich<br />
<br />
<br />
Omber: Pyerite+90 Isogen+75 (0.7 Gallente, Minmatar) Silvery/Golden<br />
<br />
Kernite: Mexallon+60 Isogen+120 (0.7 Amarr, 0.4 Caldari, Minmatar) Luminous/Fiery<br />
<br />
Jaspet: Mexallon+150 Nocxium+50 (0.4 Amarr, Gallente) Pure/Pristine<br />
<br />
Hemorphite: Nocxium+240 Nocxium+50 (0.2 Amarr, Gallente) Vivid/Radiant<br />
<br />
Hedbergite: Pyerite+450 Nocxium+120 (0.2 Amarr, Gallente) Vitric/Glazed<br />
<br />
Gneiss: Pyerite+2000 Mexallon+1500 Isogen+800 (-0.4 Amarr, Minmatar) Iridescent/Prismatic<br />
<br />
Dark Ochre: Mexallon+1360 Isogen+1200 Nocxium+320 (-0.2 Caldari, Gallente) Onyx/Obsidian<br />
<br />
Crokite: Pyerite+800 Mexallon+2000 Nocxium+800 (-0.5 Amarr, Caldari, Gallente) Sharp/Crystalline<br />
<br />
<br />
Bistot: Pyerite+3200 Mexallon+1200 Zydrine+160 (-0.6 All Space) Triclinic/Monoclinic<br />
<br />
Arkonor: Pyerite+3200 Mexallon+1200 Megacyte+120 (-0.6 All Space) Crimson/Prime<br />
<br />
Mercoxit: Morphite+140 (-0.8 All Space) Magma/Vitreous<br />
<br />
<br />
Spodumain: Tritanium+48000 Isogen+1000 Nocxium+160 Zydrine+80 Megacyte+40 (-0.5 Amarr, Caldari) Bright/Gleaming<br />
<br />
Bezdnacine: Tritanium+40000 Isogen+4800 Megacyte+128<br />
<br />
Rakovene: Tritanium+40000 Isogen+4800 Megacyte+128<br />
<br />
Talassonite: Tritanium+40000 Nocxium+960 Megacyte+32<br />
</small><br />
<br />
==Implants==<br />
Furthermore, for pilots looking to get their reprocessing yield even higher, they may wish to look into the Zainou 'Beancounter' Reprocessing RX series implants. These [[Implants#Skill_Hardwirings|Implants]] are slot 8 Skill Hardwirings found in the market under Resource Processing Implants. They come in 3 varieties RX-801 (1%), RX-802 (2%) and RX-804 (4%) to provide an expensive but possibly worthwhile investment that will bring a pilot closer to a maximum effective efficiency in their station or POS of choice.<br />
<br />
==Equipment Tax==<br />
<br />
Stations charge a reprocessing fee, a percentage of the estimated value of reprocessed minerals.<br />
<br />
Player-owned Upwell Structures can charge almost any rate for reprocessing, including 0%. If you go to the Structures browser in the Neocom menu, you can hover over the reprocessing icon and see the charge for player-owned Upwell Structures.<br />
<br />
NPC corporations charge based on your standings with the corporation. It's a good idea to learn skill [[Connections]], to increase your effective standing towards corporation. Even if your real standing with the corporation is close to zero, Connections V will cut your corporation tax by 25%. Note that until you complete at least one mission for the NPC corporation, your Connections skill will not be taken into account when calculating your tax rate.<br />
<br />
Also notice that the [[Connections]] skill gives diminishing results. The higher your standings, the less benefit you get from it.<br />
<br />
==References==<br />
{{reflist}}<br />
<br />
[[Category:Industry]]<br />
[[Category:Mining]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=The_Numon_Claim&diff=186711The Numon Claim2022-05-22T10:00:05Z<p>Stephiano: clarified: nullsec -> npc nullsec</p>
<hr />
<div>This page is created to note down the storyline mission chain "The numon claim" which only comes from pirate faction agents, such as the Blood Raiders. There is no real guide or whatsoever online. I have little to no idea how to format this wiki, but a plain text is even better than nothing. Feel free to format it :)<br />
<br />
The mission chain contains several near death scenarios, and 5 individual missions. This mission chain is absolutely not meant to be completed for new pilots, especially in solo, although it is absolutely doable with the sufficient knowledge on flying the ship. <br />
<br />
Recommended ship:<br />
* In general a tech 2 or 3 cruiser is appropriate considering these are pirate missions: they take place in and around NPC nullsec so being able quickly warp off when hostiles arrive is valuable.<br />
* Tengu (tested, and completed)<br />
* High survivability battleship<br />
* Small fleet with logi support<br />
<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - First Attack (1 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Destroy the Numon Control Tower, along with all of the Numon mercenary ships, and then report back to your agent.<br />
|Faction=<br />
|Faction1=Mercenaries <br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR=Web <br />
|ShipSizeLimit= <br />
|ShipSuggestion= <br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
Part one is just mercenaries with three or four heavy missile towers shooting em missiles.<br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Ruffled Feathers (2 of 5)<br />
|Level= 4 storyline<br />
|Type= Courier<br />
|Objective= Pickup an Encoded Data Chip (0.1 m3) from a station a few jumps away and return it to the agent.<br />
|Faction=<br />
|Faction1=<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= Shuttle or other fast ship<br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Imperial Intervention (3 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Amarr reconnaissance force before they manage to complete their objective.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= -0.24<br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Split The Fleet (4 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Imperial Navy ships at the two rendezvous points, then report back to your agent before the fleet manages to launch a counter-offensive.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= Imperial navy Gamma Frigate: Webbing<br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= -0.24 for killing Imperial Navy Apocalypse, only -0.002 for killing Imperial Navy Armageddon (renamed to Jakar)<br />
|Extra= Caution: Room 2 warps you into a group containing several webbing frigates (Gamma).<br />
In room 2, Captain Yeni Sarum (Named cruiser) drops a 3% implant ( controlled bursts for me) <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim -Last Stand (5 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate all of the Amarr and Numon ships guarding the defensive perimeter around the territory claimed by the Numon family.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= Mercenaries<br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint=Kazar Numon (named battleship) 20KM point, 30KM web; Imperial Navy Gamma I and II frigates<br />
|EWAR=3 webifying spider drones <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= Mining Foreman Mindlink<br />
|StandingLoss= -0.24 for killing Imperial Navy Apocalypse and Imperial Navy Officer ( Sarum )<br />
|Extra= Room 3 is very dangerous with 3 spider drones, Kazar Numon with a long point and web at the warp in and three very high damage 250km range sentry turrets ( Tower Sentry Amarr III ) spaced around the room. Named rats in room 3 all drop implants (Gunnery 3%, Small Energy Turret 3%, and Numon Family Heirloom).<br />
}}<br />
[[Category:Mission reports]][[Category:Storyline missions]]<br />
[[Category:Mission reports]][[Category:Storyline missions]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=The_Numon_Claim&diff=186710The Numon Claim2022-05-22T09:57:43Z<p>Stephiano: </p>
<hr />
<div>This page is created to note down the storyline mission chain "The numon claim" which only comes from pirate faction agents, such as the Blood Raiders. There is no real guide or whatsoever online. I have little to no idea how to format this wiki, but a plain text is even better than nothing. Feel free to format it :)<br />
<br />
The mission chain contains several near death scenarios, and 5 individual missions. This mission chain is absolutely not meant to be completed for new pilots, especially in solo, although it is absolutely doable with the sufficient knowledge on flying the ship. <br />
<br />
Recommended ship:<br />
* In general a tech 2 or 3 cruiser is appropriate considering these are pirate missions: they take place in and around nullsec so being able quickly warp off when hostiles arrive is valuable.<br />
* Tengu (tested, and completed)<br />
* High survivability battleship<br />
* Small fleet with logi support<br />
<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - First Attack (1 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Destroy the Numon Control Tower, along with all of the Numon mercenary ships, and then report back to your agent.<br />
|Faction=<br />
|Faction1=Mercenaries <br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR=Web <br />
|ShipSizeLimit= <br />
|ShipSuggestion= <br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
Part one is just mercenaries with three or four heavy missile towers shooting em missiles.<br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Ruffled Feathers (2 of 5)<br />
|Level= 4 storyline<br />
|Type= Courier<br />
|Objective= Pickup an Encoded Data Chip (0.1 m3) from a station a few jumps away and return it to the agent.<br />
|Faction=<br />
|Faction1=<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= Shuttle or other fast ship<br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Imperial Intervention (3 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Amarr reconnaissance force before they manage to complete their objective.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= -0.24<br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Split The Fleet (4 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Imperial Navy ships at the two rendezvous points, then report back to your agent before the fleet manages to launch a counter-offensive.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= Imperial navy Gamma Frigate: Webbing<br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= -0.24 for killing Imperial Navy Apocalypse, only -0.002 for killing Imperial Navy Armageddon (renamed to Jakar)<br />
|Extra= Caution: Room 2 warps you into a group containing several webbing frigates (Gamma).<br />
In room 2, Captain Yeni Sarum (Named cruiser) drops a 3% implant ( controlled bursts for me) <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim -Last Stand (5 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate all of the Amarr and Numon ships guarding the defensive perimeter around the territory claimed by the Numon family.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= Mercenaries<br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint=Kazar Numon (named battleship) 20KM point, 30KM web; Imperial Navy Gamma I and II frigates<br />
|EWAR=3 webifying spider drones <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= Mining Foreman Mindlink<br />
|StandingLoss= -0.24 for killing Imperial Navy Apocalypse and Imperial Navy Officer ( Sarum )<br />
|Extra= Room 3 is very dangerous with 3 spider drones, Kazar Numon with a long point and web at the warp in and three very high damage 250km range sentry turrets ( Tower Sentry Amarr III ) spaced around the room. Named rats in room 3 all drop implants (Gunnery 3%, Small Energy Turret 3%, and Numon Family Heirloom).<br />
}}<br />
[[Category:Mission reports]][[Category:Storyline missions]]<br />
[[Category:Mission reports]][[Category:Storyline missions]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=The_Numon_Claim&diff=186709The Numon Claim2022-05-22T09:53:21Z<p>Stephiano: added more part 5 details</p>
<hr />
<div>This page is created to note down the storyline mission chain "The numon claim" which only comes from pirate faction agents, such as the Blood Raiders. There is no real guide or whatsoever online. I have little to no idea how to format this wiki, but a plain text is even better than nothing. Feel free to format it :)<br />
<br />
The mission chain contains several near death scenarios, and 5 individual missions. This mission chain is absolutely not meant to be completed for new pilots, especially in solo, although it is absolutely doable with the sufficient knowledge on flying the ship. <br />
<br />
Recommended ship:<br />
* In general a tech 2 or 3 cruiser is appropriate considering these are pirate missions: they take place in and around nullsec so being able quickly warp off when hostiles arrive is valuable.<br />
* Tengu (tested, and completed)<br />
* High survivability battleship<br />
* Small fleet with logi support<br />
<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - First Attack (1 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Destroy the Numon Control Tower, along with all of the Numon mercenary ships, and then report back to your agent.<br />
|Faction=<br />
|Faction1=Mercenaries <br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR=Web <br />
|ShipSizeLimit= <br />
|ShipSuggestion= <br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
Part one is just mercenaries with three or four heavy missile towers shooting em missiles.<br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Ruffled Feathers (2 of 5)<br />
|Level= 4 storyline<br />
|Type= Courier<br />
|Objective= Pickup an Encoded Data Chip (0.1 m3) from a station a few jumps away and return it to the agent.<br />
|Faction=<br />
|Faction1=<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= Shuttle or other fast ship<br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Imperial Intervention (3 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Amarr reconnaissance force before they manage to complete their objective.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= -0.24<br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Split The Fleet (4 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Imperial Navy ships at the two rendezvous points, then report back to your agent before the fleet manages to launch a counter-offensive.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= Imperial navy Gamma Frigate: Webbing<br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= -0.24 for killing Imperial Navy Apocalypse, only -0.002 for killing Imperial Navy Armageddon (renamed to Jakar)<br />
|Extra= Caution: Room 2 warps you into a group containing several webbing frigates (Gamma).<br />
In room 2, Captain Yeni Sarum (Named cruiser) drops a 3% implant ( controlled bursts for me) <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim -Last Stand (5 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate all of the Amarr and Numon ships guarding the defensive perimeter around the territory claimed by the Numon family.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= Mercenaries<br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint=Kazar Numon (named battleship) 20KM point, 30KM web; Imperial Navy Gamma I and II frigates<br />
|EWAR=3 webifying spider drones <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= Mining Foreman Mindlink<br />
|StandingLoss= -0.24 for killing Imperial Navy Apocalypse and Imperial Navy Officer ( Sarum )<br />
|Extra= Sentries in room 3 are high damage and have a 250km optimal. Named rats in room 3 all drop implants (Gunnery 3%, Small Energy Turret 3%, and Numon Family Heirloom)<br />
}}<br />
[[Category:Mission reports]][[Category:Storyline missions]]<br />
[[Category:Mission reports]][[Category:Storyline missions]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=The_Numon_Claim&diff=186555The Numon Claim2022-05-21T08:47:10Z<p>Stephiano: more mission 4 details, journal details of mission 5</p>
<hr />
<div>This page is created to note down the storyline mission chain "The numon claim" which only comes from pirate faction agents, such as the Blood Raiders. There is no real guide or whatsoever online. I have little to no idea how to format this wiki, but a plain text is even better than nothing. Feel free to format it :)<br />
<br />
The mission chain contains several near death scenarios, and 5 individual missions. This mission chain is absolutely not meant to be completed for new pilots, especially in solo, although it is absolutely doable with the sufficient knowledge on flying the ship. <br />
<br />
Recommended ship:<br />
* In general a tech 2 or 3 cruiser is appropriate considering these are pirate missions: they take place in and around nullsec so being able quickly warp off when hostiles arrive is valuable.<br />
* Tengu (tested, and completed)<br />
* High survivability battleship<br />
* Small fleet with logi support<br />
<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - First Attack (1 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Destroy the Numon Control Tower, along with all of the Numon mercenary ships, and then report back to your agent.<br />
|Faction=<br />
|Faction1=Mercenaries <br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= <br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
Part one is just mercenaries with three or four heavy missile towers shooting em missiles.<br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Ruffled Feathers (2 of 5)<br />
|Level= 4 storyline<br />
|Type= Courier<br />
|Objective= Pickup an Encoded Data Chip (0.1 m3) from a station a few jumps away and return it to the agent.<br />
|Faction=<br />
|Faction1=<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= Shuttle or other fast ship<br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Imperial Intervention (3 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Amarr reconnaissance force before they manage to complete their objective.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= -0.24<br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Split The Fleet (4 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Imperial Navy ships at the two rendezvous points, then report back to your agent before the fleet manages to launch a counter-offensive.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= Imperial navy Gamma Frigate: Webbing<br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= -0.24 for killing Imperial Navy Apocalypse, only -0.002 for killing Imperial Navy Armageddon (renamed to Jakar)<br />
|Extra= Caution: Room 2 warps you into a group containing several webbing frigates (Gamma).<br />
In room 2, Captain Yeni Sarum (Named cruiser) drops a 3% implant ( controlled bursts for me) <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim -Last Stand (5 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate all of the Amarr and Numon ships guarding the defensive perimeter around the territory claimed by the Numon family.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= Mercenaries<br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= Mining Foreman Mindlink<br />
|StandingLoss= -0.24 for killing Imperial Navy Apocalypse, only -0.002 for killing Imperial Navy Armageddon (Jakar)<br />
|Extra= <br />
}}<br />
[[Category:Mission reports]][[Category:Storyline missions]]<br />
[[Category:Mission reports]][[Category:Storyline missions]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=The_Numon_Claim&diff=186554The Numon Claim2022-05-21T08:21:42Z<p>Stephiano: added web info to mission 4</p>
<hr />
<div>This page is created to note down the storyline mission chain "The numon claim" which only comes from pirate faction agents, such as the Blood Raiders. There is no real guide or whatsoever online. I have little to no idea how to format this wiki, but a plain text is even better than nothing. Feel free to format it :)<br />
<br />
The mission chain contains several near death scenarios, and 5 individual missions. This mission chain is absolutely not meant to be completed for new pilots, especially in solo, although it is absolutely doable with the sufficient knowledge on flying the ship. <br />
<br />
Recommended ship:<br />
* In general a tech 2 or 3 cruiser is appropriate considering these are pirate missions: they take place in and around nullsec so being able quickly warp off when hostiles arrive is valuable.<br />
* Tengu (tested, and completed)<br />
* High survivability battleship<br />
* Small fleet with logi support<br />
<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - First Attack (1 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Destroy the Numon Control Tower, along with all of the Numon mercenary ships, and then report back to your agent.<br />
|Faction=<br />
|Faction1=Mercenaries <br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= <br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
Part one is just mercenaries with three or four heavy missile towers shooting em missiles.<br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Ruffled Feathers (2 of 5)<br />
|Level= 4 storyline<br />
|Type= Courier<br />
|Objective= Pickup an Encoded Data Chip (0.1 m3) from a station a few jumps away and return it to the agent.<br />
|Faction=<br />
|Faction1=<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= Shuttle or other fast ship<br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Imperial Intervention (3 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Amarr reconnaissance force before they manage to complete their objective.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= -0.24<br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Split The Fleet (4 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Imperial Navy ships at the two rendezvous points, then report back to your agent before the fleet manages to launch a counter-offensive.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= Imperial navy Gamma Frigate: Webbing<br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
}}<br />
[[Category:Mission reports]][[Category:Storyline missions]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=The_Numon_Claim&diff=186553The Numon Claim2022-05-21T08:12:43Z<p>Stephiano: added some basic details about parts 1-4 and how this mission can still be currently obtained</p>
<hr />
<div>This page is created to note down the storyline mission chain "The numon claim" which only comes from pirate faction agents, such as the Blood Raiders. There is no real guide or whatsoever online. I have little to no idea how to format this wiki, but a plain text is even better than nothing. Feel free to format it :)<br />
<br />
The mission chain contains several near death scenarios, and 5 individual missions. This mission chain is absolutely not meant to be completed for new pilots, especially in solo, although it is absolutely doable with the sufficient knowledge on flying the ship. <br />
<br />
Recommended ship:<br />
* In general a tech 2 or 3 cruiser is appropriate considering these are pirate missions: they take place in and around nullsec so being able quickly warp off when hostiles arrive is valuable.<br />
* Tengu (tested, and completed)<br />
* High survivability battleship<br />
* Small fleet with logi support<br />
<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - First Attack (1 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Destroy the Numon Control Tower, along with all of the Numon mercenary ships, and then report back to your agent.<br />
|Faction=<br />
|Faction1=Mercenaries <br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= <br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
Part one is just mercenaries with three or four heavy missile towers shooting em missiles.<br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Ruffled Feathers (2 of 5)<br />
|Level= 4 storyline<br />
|Type= Courier<br />
|Objective= Pickup an Encoded Data Chip (0.1 m3) from a station a few jumps away and return it to the agent.<br />
|Faction=<br />
|Faction1=<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion= Shuttle or other fast ship<br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Imperial Intervention (3 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Amarr reconnaissance force before they manage to complete their objective.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= -0.24<br />
|Extra= <br />
}}<br />
<br />
{{Missiondetails<br />
|Name= The Numon Claim - Split The Fleet (4 of 5)<br />
|Level= 4 storyline<br />
|Type= Encounter<br />
|Objective= Eliminate the Imperial Navy ships at the two rendezvous points, then report back to your agent before the fleet manages to launch a counter-offensive.<br />
|Faction=<br />
|Faction1=Amarr<br />
|Faction2= <br />
|Faction3= <br />
|Faction4= <br />
|DamageToDeal= <br />
|DamageToDeal1= <br />
|DamageToDeal2= <br />
|DamageToDeal3= <br />
|DamageToDeal4= <br />
|DamageToResist= <br />
|DamageToResist1= <br />
|DamageToResist2= <br />
|DamageToResist3= <br />
|DamageToResist4= <br />
|WebPoint= <br />
|EWAR= <br />
|ShipSizeLimit= <br />
|ShipSuggestion=<br />
|Rewards= <br />
|StandingLoss= <br />
|Extra= <br />
}}<br />
[[Category:Mission reports]][[Category:Storyline missions]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Wightstorm_Transit_Site&diff=179078Wightstorm Transit Site2021-12-14T05:10:57Z<p>Stephiano: new lower tier overseers found earlier today (9th)</p>
<hr />
<div>{{Main|Winter Nexus|Winter Nexus (2020)}}<br />
{{Main|Winter Nexus (2021)}}<br />
<br />
{{CMBSiteInfo<br />
|name=Wightstorm Transit Site<br />
|type=anomaly<br />
|rating=NA<br />
|location=Null<br />
|ship limit= T2 [[Battleship]]<br />
|faction= Sansha's Nation<br />
|resist={{damagetype|omni}}<br />
|signature strength=N/A<br />
}}<br />
<br />
'''Wightstorm Transit Site''' is a Null Security Combat Anomaly that appears inside Volatile Ice Storms during the [[Winter Nexus]] event in 2020 and 2021.<br />
<br />
If a capsuleer is present at the Transit Site it will appear in the Overview of every capsuleer in the same System.<br />
<br />
Enemy ships can warp to tactical bookmarks and often target drones. They deal EM & Thermal damage with lasers, and Kinetic & Explosive damage with missiles, similar to their [[Incursion]] counterparts.<br />
<br />
=== Warp in ===<br />
<br />
{{NPCTableHead|Structures}}<br />
{{NPCTableRow|Acceleration Gate|1|Acceleration Gate|}}<br />
|}<br />
<br />
=== Room 1 ===<br />
<br />
The first wave spawns after 30 seconds. <br />
<br />
{{NPCTableHead|Wave 1 (2-9 ships)}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Daunting Frostwight|point=scram}}<br />
{{NPCTableRow|Frigate|0-6|Sansha's Hailburst Frostwight|ewar=Web}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Darkling Frostwight|ewar=Neut|note=Neuts about 1.6 GJ/s}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Numbing Frostwight|ewar=Neut|point=yes}}<br />
{{NPCTableRow|Cruiser|0-3|Sansha's Hailburst Icewight|ewar=Web}}<br />
{{NPCTableRow|Elite Cruiser|0-3|Sansha's Numbing Icewight|ewar=Neut|note=Neuts about 5.3 GJ/s}}<br />
{{NPCTableRow|Battlecruiser|0-2|Sansha's Hailburst Stormwight|note=Very high damage; recommended to destroy this ship first}}<br />
|}<br />
<br />
{{NPCTableHead|Wave 2 (2-9 ships)}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Daunting Frostwight|point=scram}}<br />
{{NPCTableRow|Frigate|0-6|Sansha's Hailburst Frostwight|ewar=Web}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Darkling Frostwight|ewar=Neut|note=Neuts about 1.6 GJ/s}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Numbing Frostwight|ewar=Neut|point=yes}}<br />
{{NPCTableRow|Cruiser|0-3|Sansha's Hailburst Icewight|ewar=Web}}<br />
{{NPCTableRow|Elite Cruiser|0-3|Sansha's Numbing Icewight|ewar=Neut|note=Neuts about 5.3 GJ/s}}<br />
{{NPCTableRow|Battlecruiser|0-2|Sansha's Hailburst Stormwight|note=Very high damage; recommended to destroy this ship first}}<br />
|}<br />
<br />
After the Wave 2 is defeated, the boss will warp in at about 20 km from the beacon after about 10 seconds. They do around ? DPS.<br />
<br />
{{NPCTableHead|Boss wave}}<br />
{{NPCTableRow|Commander Battleship|1|Sansha's Dreadwight Stormlord|ewar=Web|point=yes|cargo=Ice storm filaments, 9th-23th tier Overseer's Personal Effects, SKINS, boosters, limited time accelerators, apparel}}<br />
|}<br />
<br />
==External Links==<br />
<br />
* [https://www.youtube.com/watch?v=ZlDMFinws-Y Wightstorm Transit Site by Wadd Enderas]<br />
<br />
<noinclude><br />
{{NPCTableCSS}}<br />
[[Category:Combat Anomalies]]<br />
</noinclude><br />
{{Limited time events}}</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Wightstorm_Transit_Site&diff=178963Wightstorm Transit Site2021-12-11T08:36:12Z<p>Stephiano: adjusted tiers of OPE to those I've found so far in 2021</p>
<hr />
<div>{{Main|Winter Nexus|Winter Nexus (2020)}}<br />
{{Main|Winter Nexus (2021)}}<br />
<br />
{{CMBSiteInfo<br />
|name=Wightstorm Transit Site<br />
|type=anomaly<br />
|rating=NA<br />
|location=Null<br />
|ship limit= T2 [[Battleship]]<br />
|faction= Sansha's Nation<br />
|resist={{damagetype|omni}}<br />
|signature strength=N/A<br />
}}<br />
<br />
'''Wightstorm Transit Site''' is a Null Security Combat Anomaly that appears inside Volatile Ice Storms during the [[Winter Nexus]] event in 2020 and 2021.<br />
<br />
If a capsuleer is present at the Transit Site it will appear in the Overview of every capsuleer in the same System.<br />
<br />
Enemy ships can warp to tactical bookmarks and often target drones. They deal EM & Thermal damage with lasers, and Kinetic & Explosive damage with missiles, similar to their [[Incursion]] counterparts.<br />
<br />
=== Warp in ===<br />
<br />
{{NPCTableHead|Structures}}<br />
{{NPCTableRow|Acceleration Gate|1|Acceleration Gate|}}<br />
|}<br />
<br />
=== Room 1 ===<br />
<br />
The first wave spawns after 30 seconds. <br />
<br />
{{NPCTableHead|Wave 1 (2-9 ships)}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Daunting Frostwight|point=scram}}<br />
{{NPCTableRow|Frigate|0-6|Sansha's Hailburst Frostwight|ewar=Web}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Darkling Frostwight|ewar=Neut|note=Neuts about 1.6 GJ/s}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Numbing Frostwight|ewar=Neut|point=yes}}<br />
{{NPCTableRow|Cruiser|0-3|Sansha's Hailburst Icewight|ewar=Web}}<br />
{{NPCTableRow|Elite Cruiser|0-3|Sansha's Numbing Icewight|ewar=Neut|note=Neuts about 5.3 GJ/s}}<br />
{{NPCTableRow|Battlecruiser|0-2|Sansha's Hailburst Stormwight|note=Very high damage; recommended to destroy this ship first}}<br />
|}<br />
<br />
{{NPCTableHead|Wave 2 (2-9 ships)}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Daunting Frostwight|point=scram}}<br />
{{NPCTableRow|Frigate|0-6|Sansha's Hailburst Frostwight|ewar=Web}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Darkling Frostwight|ewar=Neut|note=Neuts about 1.6 GJ/s}}<br />
{{NPCTableRow|Elite Frigate|0-6|Sansha's Numbing Frostwight|ewar=Neut|point=yes}}<br />
{{NPCTableRow|Cruiser|0-3|Sansha's Hailburst Icewight|ewar=Web}}<br />
{{NPCTableRow|Elite Cruiser|0-3|Sansha's Numbing Icewight|ewar=Neut|note=Neuts about 5.3 GJ/s}}<br />
{{NPCTableRow|Battlecruiser|0-2|Sansha's Hailburst Stormwight|note=Very high damage; recommended to destroy this ship first}}<br />
|}<br />
<br />
After the Wave 2 is defeated, the boss will warp in at about 20 km from the beacon after about 10 seconds. They do around ? DPS.<br />
<br />
{{NPCTableHead|Boss wave}}<br />
{{NPCTableRow|Commander Battleship|1|Sansha's Dreadwight Stormlord|ewar=Web|point=yes|cargo=Ice storm filaments, 12th-23th tier Overseer's Personal Effects, SKINS, boosters, limited time accelerators, apparel}}<br />
|}<br />
<br />
==External Links==<br />
<br />
* [https://www.youtube.com/watch?v=ZlDMFinws-Y Wightstorm Transit Site by Wadd Enderas]<br />
<br />
<noinclude><br />
{{NPCTableCSS}}<br />
[[Category:Combat Anomalies]]<br />
</noinclude><br />
{{Limited time events}}</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Chasing_the_Dragon&diff=177069Chasing the Dragon2021-11-11T13:39:27Z<p>Stephiano: dropped mention of how far escalation parts may be from each other... its semi-random</p>
<hr />
<div>{{NPCTableCSS}}{{Cleanup|More Info Needed}}This is an [[expedition]] found by completing [[Angel Lookout]] anomalies. It may contain up to four parts.<br />
The high-sec parts are un-gated deadspace. The low-sec part is a two-room gated complex.<br />
<br />
==Part 1==<br />
[[File:Chasing_the_Dragon_Stage_1.jpg|400px]]<br />
*Total: 930K (Bounties: 121K Salvage: 607K Loot: 202K )<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableSeparator| Group 1: 15km}}<br />
{{NPCTableRow|Frigate|4|Gistii Rogue/Hijacker|}}<br />
{{NPCTableSeparator|Group 2: 75km}}<br />
{{NPCTableRow|Frigate|4|Gistii Thug/Outlaw|}}<br />
{{NPCTableRow|Frigate|1|Domination Thug|drop=Arch Angel Ammo/Domination Modules|trigger=Site Trigger (?) and Possible Escalation}}<br />
{{NPCTableRow|Cruiser|1|Gistum Depredator|trigger=Possible Escalation Trigger}}<br />
<br />
{{MessageBox|Escalation continuation|Here the pirates have ditched one of their damaged frigates, you manage to enter its navigation systems and retrieve the last entered coordinates.|collapsed=yes}}<br />
<br />
==Part 2==<br />
[[File:Chasing_the_Dragon_Stage_2.jpg|400px]]<br />
*Defenders: 4 Gistii type, 2 Gitsum Type, and a Domination type pirate.<br />
*Destroying the Domination pirate is the site trigger and possibly escallation to the next stage.<br />
*Escallation Popup: You made a short story of this feeble ambush, but now it is obvious the pirates know you are on their trail! While you are fighting, your scanners analyze and compare the information you receive from the enemy ships to your onboard databanks. It is clear that some of these ships are carrying prisoners.<br />
*Total: 700K (Bounties: 165K Salvage: 1.5M Loot: 400K )<br />
<br />
==Part 3==<br />
[[File:Chasing_the_Dragon_Stage_3.JPG|400px]]<br />
*Defenders: 3 Gistii Type, 3 Gistior Type, 2 Gistum Type and 1 Domination type pirate.<br />
*Destroying the Domination pirate is the site trigger and possibly escallation to the next stage.<br />
*Escallation Popup: Enemy analysis report indicates that you are close to a drug distributor conditioning unit, where Angels are known to bring kidnapped persons from neighboring systems, make them addicted to various drugs, brainwash and train them as drug dealers, before sending them back to their home. Your best chance to beat these pirates is to get to the remaining ships before they reach their destination.<br />
*Total: 1.5M (Bounties: 200K Salvage: 783K Loot: 567K )<br />
<br />
==Part 4 - LOW SEC (Possible High Sec)==<br />
*This stage has an initial gate and 2 pockets.<br />
*Possible High Sec escalation '''<font color="white">[https://imgur.com/fttgkXq confirmed (imgur)] on 17/01/2017</font>''' by '''<font color="white">Zirio</font>''' on the '''<font color="white">Lanngisi</font>''' system.<br />
<br />
===First pocket===<br />
[[File:Chasing_the_Dragon_Stage_4_pocket_1.jpg|400px]]<br />
*Defenders: 8 Gistii type pirates.<br />
*I assumed that all the pirates must be dead to use the acceleration gate to the second pocket.<br />
*There were 44 Veldspar asteroids in this pocket.<br />
<br />
===Second pocket===<br />
[[File:Chasing_the_Dragon_Stage_4_pocket_2.JPG|400px]]<br />
*Defenders: 7 Gistii type, 4 Gistior type, and 1 Domination type pirate.<br />
*There were 51 Veldspar asteroids in this pocket.<br />
*Final story popup: Surprisingly the Angels chose to stay and defend this vile place to their last ship. Even though you didn't manage to rescue any of their captivies, this installation will not be of any use to the pirates for a long time and looking at it in a clinical way, this end is probablly for the best for everyone as the human wrecks this place produced will not be spreading the pleasures of doom to untold thousands of people throughout this region.<br />
*Total: 270K (Bounties: 118K Salvage: ? - I did not come back to get the salvage Loot: 152K )<br />
<br />
==Rewards==<br />
The commander rats may drop Gistii A-type modules.<br />
<br />
[[Category:Expeditions]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Chasing_the_Dragon&diff=177068Chasing the Dragon2021-11-11T13:36:47Z<p>Stephiano: Added details to part 1</p>
<hr />
<div>{{NPCTableCSS}}{{Cleanup|More Info Needed}}This is an [[expedition]] found by completing [[Angel Lookout]] anomalies. It may contain up to four parts, each of which will be about 4 jumps from the previous system. The first three will be in high-sec space, while the fourth will be in low-sec. <br />
<br />
The high-sec parts are un-gated deadspace. The low-sec part is a two-room gated complex.<br />
<br />
==Part 1==<br />
[[File:Chasing_the_Dragon_Stage_1.jpg|400px]]<br />
*Total: 930K (Bounties: 121K Salvage: 607K Loot: 202K )<br />
<br />
{{NPCTableHead}}<br />
{{NPCTableSeparator| Group 1: 15km}}<br />
{{NPCTableRow|Frigate|4|Gistii Rogue/Hijacker|}}<br />
{{NPCTableSeparator|Group 2: 75km}}<br />
{{NPCTableRow|Frigate|4|Gistii Thug/Outlaw|}}<br />
{{NPCTableRow|Frigate|1|Domination Thug|drop=Arch Angel Ammo/Domination Modules|trigger=Site Trigger (?) and Possible Escalation}}<br />
{{NPCTableRow|Cruiser|1|Gistum Depredator|trigger=Possible Escalation Trigger}}<br />
<br />
{{MessageBox|Escalation continuation|Here the pirates have ditched one of their damaged frigates, you manage to enter its navigation systems and retrieve the last entered coordinates.|collapsed=yes}}<br />
<br />
==Part 2==<br />
[[File:Chasing_the_Dragon_Stage_2.jpg|400px]]<br />
*Defenders: 4 Gistii type, 2 Gitsum Type, and a Domination type pirate.<br />
*Destroying the Domination pirate is the site trigger and possibly escallation to the next stage.<br />
*Escallation Popup: You made a short story of this feeble ambush, but now it is obvious the pirates know you are on their trail! While you are fighting, your scanners analyze and compare the information you receive from the enemy ships to your onboard databanks. It is clear that some of these ships are carrying prisoners.<br />
*Total: 700K (Bounties: 165K Salvage: 1.5M Loot: 400K )<br />
<br />
==Part 3==<br />
[[File:Chasing_the_Dragon_Stage_3.JPG|400px]]<br />
*Defenders: 3 Gistii Type, 3 Gistior Type, 2 Gistum Type and 1 Domination type pirate.<br />
*Destroying the Domination pirate is the site trigger and possibly escallation to the next stage.<br />
*Escallation Popup: Enemy analysis report indicates that you are close to a drug distributor conditioning unit, where Angels are known to bring kidnapped persons from neighboring systems, make them addicted to various drugs, brainwash and train them as drug dealers, before sending them back to their home. Your best chance to beat these pirates is to get to the remaining ships before they reach their destination.<br />
*Total: 1.5M (Bounties: 200K Salvage: 783K Loot: 567K )<br />
<br />
==Part 4 - LOW SEC (Possible High Sec)==<br />
*This stage has an initial gate and 2 pockets.<br />
*Possible High Sec escalation '''<font color="white">[https://imgur.com/fttgkXq confirmed (imgur)] on 17/01/2017</font>''' by '''<font color="white">Zirio</font>''' on the '''<font color="white">Lanngisi</font>''' system.<br />
<br />
===First pocket===<br />
[[File:Chasing_the_Dragon_Stage_4_pocket_1.jpg|400px]]<br />
*Defenders: 8 Gistii type pirates.<br />
*I assumed that all the pirates must be dead to use the acceleration gate to the second pocket.<br />
*There were 44 Veldspar asteroids in this pocket.<br />
<br />
===Second pocket===<br />
[[File:Chasing_the_Dragon_Stage_4_pocket_2.JPG|400px]]<br />
*Defenders: 7 Gistii type, 4 Gistior type, and 1 Domination type pirate.<br />
*There were 51 Veldspar asteroids in this pocket.<br />
*Final story popup: Surprisingly the Angels chose to stay and defend this vile place to their last ship. Even though you didn't manage to rescue any of their captivies, this installation will not be of any use to the pirates for a long time and looking at it in a clinical way, this end is probablly for the best for everyone as the human wrecks this place produced will not be spreading the pleasures of doom to untold thousands of people throughout this region.<br />
*Total: 270K (Bounties: 118K Salvage: ? - I did not come back to get the salvage Loot: 152K )<br />
<br />
==Rewards==<br />
The commander rats may drop Gistii A-type modules.<br />
<br />
[[Category:Expeditions]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Sovereignty&diff=173049Sovereignty2021-08-07T15:42:45Z<p>Stephiano: /* Command Nodes */ add letter to example node to match the LL## form of actual nodes</p>
<hr />
<div>{{Sovereigntynavbar}}<br />
New Eden is divided by [[System Security]] into: high security, low security, null security, and wormhole space. High and low security space are also referred to as "empire space", because every system is claimed by either Amarr, Caldari, Gallente or Minmatar.<br />
<br />
Null security (or ''nullsec'') space is not claimed by the empires, and can be split into:<br />
* [[System_Security#NPC_NullSec|NPC nullsec]] regions (Curse, Great Wildlands, Outer Ring, Stain, Syndicate and Venal) are claimed by a number of different NPC factions, either pirate or corporation. These factions allow capsuleers to dock at their stations in the same way as low or highsec stations.<br />
* Sovereign Nullsec - the subject of this article - comprises the [[System_Security#Claimable_NullSec|rest of the nullsec regions]], which can be claimed by any capsuleer (player) alliance. Stations in these areas will be owned by a player alliance, and will ''usually'' only allow the owning alliance (and perhaps their allies) to dock.<br />
<br />
All nullsec areas are essentially lawless: neither CONCORD nor the empire navies respond to aggression, there are no gate or station guns, and aggression will not result in the loss of security status.<br />
<br />
The sovereignty system described on this page is often referred to as "Fozzie Sov", being named after a CCP employee that worked on the system and presented relevant dev blogs.<br />
== Sovereignty Structures ==<br />
<br />
Each system in Sov Null can potentially have one of each of the following structures associated with it.<br />
* Territorial Claim Unit (TCU)<br />
* Infrastructure Hub (I-Hub)<br />
<br />
Each of these structures provide benefits to the owner.<br />
<br />
=== Territorial Claim Unit ===<br />
<br />
{{main|Territorial Claim Unit}}<br />
Territorial Claim Units or TCUs are essentially flags put up by an alliance. Whoever owns the TCU in a system will be listed on the starmap as the owner of the system. <br />
<br />
TCUs do have one tangible benefit, though, by way of a 25% reduction in fuel consumption to any [[POS_and_YOU|Player-Owned Starbase]] owned by the same alliance in that system.<br />
<br />
=== Infrastructure Hub ===<br />
<br />
{{main|Infrastructure Hub}}<br />
Infrastructure Hubs or I-Hubs are used to upgrade the system, allowing it to spawn more [[Cosmic Anomalies|Combat Anomalies, Ore Sites]], or [[Cosmic Signatures|Signatures]], or allowing the owner to set up more advanced flex structures such as Jump Bridges or system-wide Cynosural Field Jammers. Maintaining an I-Hub costs an upkeep bill which is charged to the alliance wallet.<br />
<br />
Upgrades, which are actual items that must be produced and delivered to the I-Hub for installation, are unlocked by achieving specific System Index Levels.<br />
<br />
==Claiming Sovereignty ==<br />
<br />
The mechanics of capturing and defending structures are based around the use of an [[Entosis Link]]. <br />
<br />
===Placing structures===<br />
If a system does not currently have an I-Hub, or TCU a player may place one. <br />
Deploying an I-Hub or TCU involves buying or making one, and then launching it in to space (right-click and "launch" or dragging the structure to space). Once this is done the structure is in a neutral state and owned by the SCC. To gain ownership of the structure, a player must activate an entosis link on the structure to capture it. Other alliances are free to attempt to capture the structure while it is in this state.<br />
<br />
<br />
<br />
===Capturing existing structures===<br />
<br />
To capture or disable a structure, attackers must first use an Entosis Link on the structure during its [[#Vulnerability Window | Vulnerability window]]. Once the link has completed its first cycle, the capture process begins and the alliance owning the structure is notified of the attack. Once the entosis link has been active and uncontested for a certain amount of time, the structure enters reinforce mode and a reinforce timer begins. The duration of this timer depends on the type of structure attacked and the Activity Defense Multiplier (ADM) of the system. These timers are all affected by [[Time Dilation]].<br />
<br />
The base timer for each type of structure is:<br />
* Structure (I-Hub, TCU): 10 minutes<br />
* Command Node: 4 minutes<br />
<br />
<br />
ADM is explained [[#Activity Defense Multiplier | below]].<br />
<br />
There is no speed benefit to having more than one entosis link active on a structure, the time to capture a structure is the same whether the attacker has 1 or 100 links active. If both the defender and attacker have an entosis link active on the structure, all capture progress is paused. If only the defender has an entosis link active, the timer counts up towards its starting value. A structure that was attacked but not fully captured will slowly regen; eventually the timer will return to full. <br />
<br />
The reinforce timer will end at a randomly determined point during the structure vulnerability timer two days later. Once the timer expires, command nodes will begin to spawn in the same constellation as the contested structure. <br />
<br />
====Command Nodes====<br />
Command nodes are objects that appear in space. They are shown on the overview and it is possible to warp to them directly. These nodes can spawn in any system within the constellation, regardless of the owner of that system. Their name in the overview identifies the system they are connected to as well as the structure in that system. They also have a unique ID to help identify which node in a system players are referring to. For example, a command node for the TCU in O1Y-ED may spawn in X36Y-G with the name "O1Y-ED Territorial Claim Unit Command Node NK17".<br />
<br />
====Command Node control====<br />
* Once the reinforce timer for a structure hits 0, command nodes spawn randomly within the constellation. Initially 5 of these spawn, with more spawning as time goes one. Once a node is captured, a new node spawns.<br />
* As the command nodes spawn, a progress bar for the structure appears. It starts at 60%. If it reaches 100%, the defenders have won. If it reaches 0%, the attackers have won.<br />
* Capturing a command node moves the progress bar by 5%. This means that attackers need to capture at least 12 command nodes. The defenders need to capture at least 8.<br />
* If an attacking force does not attempt to capture the command nodes, they will automatically regen for the defending team. An unattended capture node event will self-complete in < 196 minutes.<br />
* Any entosis link activated by a player not in the defending alliance is counted as attacking. This means that an alliance can not enlist other entities to defend their structures with entosis links.<br />
* If the structure currently has an owner, the capture timer for attacking forces on nodes related to that structure is modified by ADM. The level of ADM bonus is determined by the indices of the system containing the reinforced structure (at the time of initial reinforcement).<br />
* Once one side has won the event, all other nodes related to that structure become inert.<br />
<br />
====After the event====<br />
If the defender wins the command node event, the structure being fought for becomes invulnerable and will remain that way until the next vulnerability window occurs. If the attacker wins, the next steps depend on the type of structure being attacked. For I-Hubs and TCUs, the existing structure explodes. This allows anyone to anchor their own structure in space to replace the old one. <br />
<br />
<br />
====Regeneration====<br />
Structures that have been attacked but not reinforced and command nodes all have defensive regeneration. This means that if the structure is left uncontested, eventually the defending side will win. The maximum regeneration times are as follows:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Structure !! Regeneration time (min)<br />
|-<br />
|-<br />
| I-Hub || 50<br />
|-<br />
| TCU || 50<br />
|-<br />
| Command node || 98<br />
|}<br />
<br />
Note: It takes 196 minutes for an uncontested command node event to end as initially only 5 nodes spawn. This is not enough for the defenders to regain control, so they must wait for 3 of the second set of spawned nodes to regenerate to win the event.<br />
<br />
The full flow of structure contesting is shown here:<br />
<br />
[[File:Sovfullcaptureevents.jpg]]<br />
<br />
==Activity Defense Multiplier==<br />
The length of time it takes to reinforce a structure or capture a command node depends on the Activity Defense Multiplier (ADM) for the system. This rewards an alliance for holding and being active in the system, making it easier for them to defend. <br />
<br />
The base timer for the structure is multiplied by the ADM to give the total amount of (uncontested) time required for an attacker to reinforce a structure or capture a command node. The time taken for a defender to regen a structure or capture a command node is unaffected by the ADM.<br />
<br />
The ADM is calculated based on the value of 3 defensive indices:<br />
<br />
* Strategic Index: Automatically increases as you hold control of the I-Hub over a continuous period.<br />
* Military Index: Increases in proportion to the number of NPC ships killed in the system.<br />
* Industrial Index: Increases in proportion to the volume of ore mined in the system.<br />
<br />
Each of these indices has a level between 0 and 5. To determine the current ADM of a system, find the corresponding modifier for each of the system's indices in the table, then add them all to the base value of 1. For example, a system with Military Index 3 (+1.7), Industrial Index 1 (+0.6) and Strategic Index 5 (+1.0) would have an ADM of 1.0 + 1.7 + 0.6 + 1.0 = 4.3. The maximum value for ADM is 6, which would extend the time taken to reinforce a structure to 60 minutes, or capture a command node to 24 minutes for an attacker. As 6 is the maximum ADM, if the calculation produces a value above 6, the ADM for the system will be 6. <br />
<br />
{| class="wikitable"<br />
|-<br />
! Index Level !! 0 !! 1 !! 2 !! 3 !! 4 !! 5<br />
|-<br />
| Military || 0 || 0.6 || 1.2 || 1.7 || 2.1 || 2.5<br />
|-<br />
| Industrial || 0 || 0.6 || 1.2 || 1.7 || 2.1 || 2.5<br />
|-<br />
| Strategic || 0 || 0.4 || 0.6 || 0.8 || 0.9 || 1<br />
|}<br />
<br />
Below is a partial list of possible total multipliers based on different combinations of system indices:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Military Index Level !! Industrial Index Level !! Strategic Index Level !! Total Activity Multiplier !! Time to reinforce a structure !! Time to capture a command node<br />
|-<br />
| 0 || 0 || 0 || 1x || 10 minutes || 4 minutes<br />
|-<br />
| 0 || 0 || 5 || 2x || 20 minutes || 8 minutes<br />
|-<br />
| 5 || 0 || 0 || 3.5x || 35 minutes || 14 minutes<br />
|-<br />
| 0 || 5 || 5 || 4.5x || 45 minutes || 18 minutes<br />
|-<br />
| 4 || 2 || 2 || 4.9x || 49 minutes || 19.6 minutes<br />
|-<br />
| 3 || 3 || 5 || 5.4x || 54 minutes || 21.6 minutes<br />
|-<br />
| 4 || 4 || 4 || 6x || 60 minutes || 24 minutes<br />
|-<br />
| 5 || 3 || 5 || 6x || 60 minutes || 24 minutes<br />
|-<br />
| 5 || 5 || 5 || 6x || 60 minutes || 24 minutes<br />
|}<br />
<br />
===Capital Systems===<br />
Major staging systems aren't necessarily a safe place for activities that boost Military or Industrial indices, which can have a negative effect on the ADM for those systems. This could make it more difficult for an alliance to defend their home system. To counter this, each alliance is able to designate one system as its Capital system. The alliance must own the TCU in the system it chooses. The system set as the Capital system will have a +2 bonus to the ADM. The maximum ADM is still 6x, the capital boost acts purely as a mechanism to make it easier to reach ADM 6. Changing the capital system of an alliance takes several days to take effect.<br />
<br />
===Raising Indices===<br />
<br />
In 2009, CCP posted this chart indicating the time required to raise strategic index levels.<ref>[https://www.eveonline.com/article/upgrading-and-upkeep-of-sovereign-solar-systems-in-dominion Devblog: Upgrading And Upkeep Of Sovereign Solar Systems In Dominion] By CCP Chronotis 2009-11-07. Accessed 2019 11 25</ref> The exact formula for raising of the other indices is unknown.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Index Level !! Time<br />
|-<br />
| 1<br />
| 7 days<br />
|-<br />
| 2<br />
| 21 days<br />
|-<br />
| 3<br />
| 35 days<br />
|-<br />
| 4<br />
| 65 days<br />
|-<br />
| 5<br />
| 100 days<br />
|}<br />
<br />
==Vulnerability Window==<br />
Structures are not vulnerable to attack 24 hours a day. Each alliance has a window of time set during which their structures are vulnerable to attack. This is usually their "prime time" where they are best able to fend off any attacks. Newly deployed or captured structures will inherit this setting from the alliance that controls it. However, the alliance can choose to change the window of any structure the default setting to a custom value. If a structure is partially captured at the end of a vulnerability window, it will remain vulnerable until it is either reinforced or successfully defended.<br />
<br />
<br />
===Changing the Vulnerability Window===<br />
To stop an alliance shifting vulnerability timers at short notice in an attempt to avoid an impending attack, it takes 96 hours for a change in the vulnerability window to take effect. At the end of this 96 hour waiting period, the structure will be vulnerable twice within the same 24 hour period, during both the old window and the new one. From then on, the new vulnerability window setting takes effect.<br />
<br />
===ADM scaling===<br />
The default length of the vulnerability window is 18 hours, but this can be reduced by increasing the ADM of the system. The length of the window is 18 hours divided by the ADM. This gives a window ranging from 18 hours for ADM 1, to 3 hours for ADM 6. The length of each day's vulnerability window is locked in at the midpoint of the vulnerability window the day before. This is to ensure that players are not surprised by last minute changes to the window.<br />
<br />
==References==<br />
{{Reflist}}</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Sovereignty&diff=168187Sovereignty2021-02-10T13:03:53Z<p>Stephiano: /* Sovereignty Structures */ removed update flag, changed pos to flex as the upwell flex structures are almost exactly equivalent to the old pos modules</p>
<hr />
<div>{{Sovereigntynavbar}}<br />
New Eden is divided by [[System Security]] into: high security, low security, null security, and wormhole space. High and low security space are also referred to as "empire space", because every system is claimed by either Amarr, Caldari, Gallente or Minmatar.<br />
<br />
Null security (or ''nullsec'') space is not claimed by the empires, and can be split into:<br />
* [[System_Security#NPC_NullSec|NPC nullsec]] regions (Curse, Great Wildlands, Outer Ring, Stain, Syndicate and Venal) are claimed by a number of different NPC factions, either pirate or corporation. These factions allow capsuleers to dock at their stations in the same way as low or highsec stations.<br />
* Sovereign Nullsec - the subject of this article - comprises the [[System_Security#Claimable_NullSec|rest of the nullsec regions]], which can be claimed by any capsuleer (player) alliance. Stations in these areas will be owned by a player alliance, and will ''usually'' only allow the owning alliance (and perhaps their allies) to dock.<br />
<br />
All nullsec areas are essentially lawless: neither CONCORD nor the empire navies respond to aggression, there are no gate or station guns, and aggression will not result in the loss of security status.<br />
<br />
The sovereignty system described on this page is often referred to as "Fozzie Sov", being named after a CCP employee that worked on the system and presented relevant dev blogs.<br />
== Sovereignty Structures ==<br />
<br />
Each system in Sov Null can potentially have one of each of the following structures associated with it.<br />
* Territorial Claim Unit (TCU)<br />
* Infrastructure Hub (I-Hub)<br />
<br />
Each of these structures provide benefits to the owner.<br />
<br />
=== Territorial Claim Unit ===<br />
<br />
{{main|Territorial Claim Unit}}<br />
Territorial Claim Units or TCUs are essentially flags put up by an alliance. Whoever owns the TCU in a system will be listed on the starmap as the owner of the system. <br />
<br />
TCUs do have one tangible benefit, though, by way of a 25% reduction in fuel consumption to any [[POS_and_YOU|Player-Owned Starbase]] owned by the same alliance in that system.<br />
<br />
=== Infrastructure Hub ===<br />
<br />
{{main|Infrastructure Hub}}<br />
Infrastructure Hubs or I-Hubs are used to upgrade the system, allowing it to spawn more [[Cosmic Anomalies|Combat Anomalies, Ore Sites]], or [[Cosmic Signatures|Signatures]], or allowing the owner to set up more advanced flex structures such as Jump Bridges or system-wide Cynosural Field Jammers. Maintaining an I-Hub costs an upkeep bill which is charged to the alliance wallet.<br />
<br />
Upgrades, which are actual items that must be produced and delivered to the I-Hub for installation, are unlocked by achieving specific System Index Levels.<br />
<br />
==Claiming Sovereignty ==<br />
<br />
The mechanics of capturing and defending structures are based around the use of an [[Entosis Link]]. <br />
<br />
===Placing structures===<br />
If a system does not currently have an I-Hub, or TCU a player may place one. <br />
Deploying an I-Hub or TCU involves buying or making one, and then launching it in to space (right-click and "launch" or dragging the structure to space). Once this is done the structure is in a neutral state and owned by the SCC. To gain ownership of the structure, a player must activate an entosis link on the structure to capture it. Other alliances are free to attempt to capture the structure while it is in this state.<br />
<br />
<br />
<br />
===Capturing existing structures===<br />
<br />
To capture or disable a structure, attackers must first use an Entosis Link on the structure during its [[#Vulnerability Window | Vulnerability window]]. Once the link has completed its first cycle, the capture process begins and the alliance owning the structure is notified of the attack. Once the entosis link has been active and uncontested for a certain amount of time, the structure enters reinforce mode and a reinforce timer begins. The duration of this timer depends on the type of structure attacked and the Activity Defense Multiplier (ADM) of the system. These timers are all affected by [[Time Dilation]].<br />
<br />
The base timer for each type of structure is:<br />
* Structure (I-Hub, TCU): 10 minutes<br />
* Command Node: 4 minutes<br />
<br />
<br />
ADM is explained [[#Activity Defense Multiplier | below]].<br />
<br />
There is no speed benefit to having more than one entosis link active on a structure, the time to capture a structure is the same whether the attacker has 1 or 100 links active. If both the defender and attacker have an entosis link active on the structure, all capture progress is paused. If only the defender has an entosis link active, the timer counts up towards its starting value. A structure that was attacked but not fully captured will slowly regen; eventually the timer will return to full. <br />
<br />
The reinforce timer will end at a randomly determined point during the structure vulnerability timer two days later. Once the timer expires, command nodes will begin to spawn in the same constellation as the contested structure. <br />
<br />
====Command Nodes====<br />
Command nodes are objects that appear in space. They are shown on the overview and it is possible to warp to them directly. These nodes can spawn in any system within the constellation, regardless of the owner of that system. Their name in the overview identifies the system they are connected to as well as the structure in that system. They also have a unique ID to help identify which node in a system players are referring to. For example, a command node for the TCU in O1Y-ED may spawn in X36Y-G with the name "O1Y-ED Territorial Claim Unit Command Node N17". <br />
<br />
====Command Node control====<br />
* Once the reinforce timer for a structure hits 0, command nodes spawn randomly within the constellation. Initially 5 of these spawn, with more spawning as time goes one. Once a node is captured, a new node spawns.<br />
* As the command nodes spawn, a progress bar for the structure appears. It starts at 60%. If it reaches 100%, the defenders have won. If it reaches 0%, the attackers have won.<br />
* Capturing a command node moves the progress bar by 5%. This means that attackers need to capture at least 12 command nodes. The defenders need to capture at least 8.<br />
* If an attacking force does not attempt to capture the command nodes, they will automatically regen for the defending team. An unattended capture node event will self-complete in < 196 minutes.<br />
* Any entosis link activated by a player not in the defending alliance is counted as attacking. This means that an alliance can not enlist other entities to defend their structures with entosis links.<br />
* If the structure currently has an owner, the capture timer for attacking forces on nodes related to that structure is modified by ADM. The level of ADM bonus is determined by the indices of the system containing the reinforced structure (at the time of initial reinforcement).<br />
* Once one side has won the event, all other nodes related to that structure become inert.<br />
<br />
====After the event====<br />
If the defender wins the command node event, the structure being fought for becomes invulnerable and will remain that way until the next vulnerability window occurs. If the attacker wins, the next steps depend on the type of structure being attacked. For I-Hubs and TCUs, the existing structure explodes. This allows anyone to anchor their own structure in space to replace the old one. <br />
<br />
<br />
====Regeneration====<br />
Structures that have been attacked but not reinforced and command nodes all have defensive regeneration. This means that if the structure is left uncontested, eventually the defending side will win. The maximum regeneration times are as follows:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Structure !! Regeneration time (min)<br />
|-<br />
|-<br />
| I-Hub || 50<br />
|-<br />
| TCU || 50<br />
|-<br />
| Command node || 98<br />
|}<br />
<br />
Note: It takes 196 minutes for an uncontested command node event to end as initially only 5 nodes spawn. This is not enough for the defenders to regain control, so they must wait for 3 of the second set of spawned nodes to regenerate to win the event.<br />
<br />
The full flow of structure contesting is shown here:<br />
<br />
[[File:Sovfullcaptureevents.jpg]]<br />
<br />
==Activity Defense Multiplier==<br />
The length of time it takes to reinforce a structure or capture a command node depends on the Activity Defense Multiplier (ADM) for the system. This rewards an alliance for holding and being active in the system, making it easier for them to defend. <br />
<br />
The base timer for the structure is multiplied by the ADM to give the total amount of (uncontested) time required for an attacker to reinforce a structure or capture a command node. The time taken for a defender to regen a structure or capture a command node is unaffected by the ADM.<br />
<br />
The ADM is calculated based on the value of 3 defensive indices:<br />
<br />
* Strategic Index: Automatically increases as you hold control of the I-Hub over a continuous period.<br />
* Military Index: Increases in proportion to the number of NPC ships killed in the system.<br />
* Industrial Index: Increases in proportion to the volume of ore mined in the system.<br />
<br />
Each of these indices has a level between 0 and 5. To determine the current ADM of a system, find the corresponding modifier for each of the system's indices in the table, then add them all to the base value of 1. For example, a system with Military Index 3 (+1.7), Industrial Index 1 (+0.6) and Strategic Index 5 (+1.0) would have an ADM of 1.0 + 1.7 + 0.6 + 1.0 = 4.3. The maximum value for ADM is 6, which would extend the time taken to reinforce a structure to 60 minutes, or capture a command node to 24 minutes for an attacker. As 6 is the maximum ADM, if the calculation produces a value above 6, the ADM for the system will be 6. <br />
<br />
{| class="wikitable"<br />
|-<br />
! Index Level !! 0 !! 1 !! 2 !! 3 !! 4 !! 5<br />
|-<br />
| Military || 0 || 0.6 || 1.2 || 1.7 || 2.1 || 2.5<br />
|-<br />
| Industrial || 0 || 0.6 || 1.2 || 1.7 || 2.1 || 2.5<br />
|-<br />
| Strategic || 0 || 0.4 || 0.6 || 0.8 || 0.9 || 1<br />
|}<br />
<br />
Below is a partial list of possible total multipliers based on different combinations of system indices:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Military Index Level !! Industrial Index Level !! Strategic Index Level !! Total Activity Multiplier !! Time to reinforce a structure !! Time to capture a command node<br />
|-<br />
| 0 || 0 || 0 || 1x || 10 minutes || 4 minutes<br />
|-<br />
| 0 || 0 || 5 || 2x || 20 minutes || 8 minutes<br />
|-<br />
| 5 || 0 || 0 || 3.5x || 35 minutes || 14 minutes<br />
|-<br />
| 0 || 5 || 5 || 4.5x || 45 minutes || 18 minutes<br />
|-<br />
| 4 || 2 || 2 || 4.9x || 49 minutes || 19.6 minutes<br />
|-<br />
| 3 || 3 || 5 || 5.4x || 54 minutes || 21.6 minutes<br />
|-<br />
| 4 || 4 || 4 || 6x || 60 minutes || 24 minutes<br />
|-<br />
| 5 || 3 || 5 || 6x || 60 minutes || 24 minutes<br />
|-<br />
| 5 || 5 || 5 || 6x || 60 minutes || 24 minutes<br />
|}<br />
<br />
===Capital Systems===<br />
Major staging systems aren't necessarily a safe place for activities that boost Military or Industrial indices, which can have a negative effect on the ADM for those systems. This could make it more difficult for an alliance to defend their home system. To counter this, each alliance is able to designate one system as its Capital system. The alliance must own the TCU in the system it chooses. The system set as the Capital system will have a +2 bonus to the ADM. The maximum ADM is still 6x, the capital boost acts purely as a mechanism to make it easier to reach ADM 6. Changing the capital system of an alliance takes several days to take effect.<br />
<br />
===Raising Indices===<br />
<br />
In 2009, CCP posted this chart indicating the time required to raise strategic index levels.<ref>[https://www.eveonline.com/article/upgrading-and-upkeep-of-sovereign-solar-systems-in-dominion Devblog: Upgrading And Upkeep Of Sovereign Solar Systems In Dominion] By CCP Chronotis 2009-11-07. Accessed 2019 11 25</ref> The exact formula for raising of the other indices is unknown.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Index Level !! Time<br />
|-<br />
| 1<br />
| 7 days<br />
|-<br />
| 2<br />
| 21 days<br />
|-<br />
| 3<br />
| 35 days<br />
|-<br />
| 4<br />
| 65 days<br />
|-<br />
| 5<br />
| 100 days<br />
|}<br />
<br />
==Vulnerability Window==<br />
Structures are not vulnerable to attack 24 hours a day. Each alliance has a window of time set during which their structures are vulnerable to attack. This is usually their "prime time" where they are best able to fend off any attacks. Newly deployed or captured structures will inherit this setting from the alliance that controls it. However, the alliance can choose to change the window of any structure the default setting to a custom value. If a structure is partially captured at the end of a vulnerability window, it will remain vulnerable until it is either reinforced or successfully defended.<br />
<br />
<br />
===Changing the Vulnerability Window===<br />
To stop an alliance shifting vulnerability timers at short notice in an attempt to avoid an impending attack, it takes 96 hours for a change in the vulnerability window to take effect. At the end of this 96 hour waiting period, the structure will be vulnerable twice within the same 24 hour period, during both the old window and the new one. From then on, the new vulnerability window setting takes effect.<br />
<br />
===ADM scaling===<br />
The default length of the vulnerability window is 18 hours, but this can be reduced by increasing the ADM of the system. The length of the window is 18 hours divided by the ADM. This gives a window ranging from 18 hours for ADM 1, to 3 hours for ADM 6. The length of each day's vulnerability window is locked in at the midpoint of the vulnerability window the day before. This is to ensure that players are not surprised by last minute changes to the window.<br />
<br />
==References==<br />
{{Reflist}}</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Vulnerability&diff=168186Vulnerability2021-02-10T13:00:48Z<p>Stephiano: /* Deployment cycle */ added mention and link to quantum cores</p>
<hr />
<div>{{structures}}<br />
{{hatnote|Player Owned Customs Offices have their own different reinforcement mechanic. See [[Player Owned Customs Office]] for more details on that}}<br />
'''Vulnerability''' is a game mechanic used by most deployable structures to encourage large, planned fleet engagements and enable both attacking and defending groups to more effectively and fairly engage in structure warfare.<br />
<br />
* Structures cannot be affected by any form of Electronic Warfare.<br />
* The structure will limit the amount of damage it can take per second as defined by its damage cap attribute. This damage cap cannot be exceeded and dealing more damage will result in the excess damage hits being reduced or showing as zero.<br />
* When the structure is damaged it will have 15 or 30 minute repair timer. If the repair timer reaches zero the structure will heal completely to full shields.<br />
* To pause the repair timer the structure must receive damage that is at least 10% of the damage cap after resists.<br />
* The defender chooses the time when the reinforcement ends, attacker chooses the day at which te reinforcement ends.<br />
* The ±3h variation in the reinforcement exit times will never cause the fight to "roll over" to next day. The time of shield reinforcement fight will determine the dates of armor and structure timers.<br />
* The reinforcement times are determined from the moment repair timers start. Wether the fight lasts for 20 minutes or 10 hours has no impact on the reinforcement times.<br />
* Structures can be fitted only when it has full shields. The fit '''can not''' be changed while the structure is anchoring, onlining, repairing, under attack or reinforced.<br />
<br />
While vulnerable the current status of the Citadel is shown on the damage indicator.<br />
<gallery><br />
File:Citadel3.jpg|Citadel damage indicator<br />
</gallery><br />
<br />
The outer grey/red circle shows the current damage. It has one section for shield (top), armor (lower left) and structure (lower right). In each section a dot represents 1/12th of full health. A grey dot means intact, a red dot means damaged. So in our example there are only 2 grey dots left on the lower right section, which means the Citadel has only about 17% (2 x 1/12 x 100%) hull left.<br />
<br />
The inner yellow circle shows the repair timer. In our example it has about 2/3 of the 15 mins left. One can hover with the mouse over the Citadel damage indicator and it will display how much time is left on the repair timer and whether it is running or paused.<br />
<br />
== Deployment cycle ==<br />
<br />
[[File:Upwell deployment.png]]<br />
<br />
When a structure is deployed it has only structure HP. It has no armor or shield.<br />
<br />
Immediately after deploying the structure will start to anchor and is vulnerable to attacks. At this stage the structure can be killed without any timers.<br />
<br />
The anchoring timer lasts for 15 minutes. If the structure is receiving damage more than 10% of its damage cap the anchoring timer is paused.<br />
<br />
Once the anchoring timer reaches zero the structure is reinforced and becomes unattackable.<br><br />
This reinforcement lasts for 24 hours.<br />
<br />
Once the structure comes out of reinforcement it again becomes open to attack, and once a [[Quantum_Cores|Quantum Core]] is inserted it starts a 15 minute long onlining timer. If the structure is receiving damage more than 10% of its damage cap the onlining timer is paused.<br><br />
While onlining the structure has only structure HP. It has no armor or shield and it can be destroyed without any additional timers.<br />
<br />
Once the onlining timer reaches zero the structure fully heals its structure, armor and shield HPs.<br><br />
At this point the structure is fully operational and can be fitted.<br />
<br />
== Reinforcement cycles ==<br />
<br />
The owner of the structure sets the reinforcement hour for the structure. This is used for determine when armor and hull reinforcement cycles end. Structure and hull fights will always occur at this set time ± 3 hours.<br><br />
Attackers can see the reinforcement hour by [[hacking]] the structure with a data analyzer.<br />
<br />
[[File:Upwell reinforcing.png]]<br />
<br />
The default state of an upwell structure is to be at full shield. At this state the structure is attackable.<br />
<br />
Once damage has been taken the upwell structure will begin a 15 minute repair timer that upon completion will fully repair the structure. This timer however is paused while the structure is taking damage at least 10% of its damage cap.<br><br />
Once the shields are depleted the structure is enters armor reinforced state and becomes unattackable. <br />
<br />
The armor reinforcement will last until next reinforcement hour that is at least 24 hours away with random ±3 hours jitter. In practice this means that the reinforcement will last 21-51 hours. If the structure has no online service modules (so it is in low power state) there is no armor reinforcement. Instead the armor can be immediately attacked.<br />
<br />
Once the structure comes out of armor reinforcement it will start a 15 minute repair timer that upon completion will fully repair the structure to full shield. Again the timer is paused by dealing at least 10% of the damage cap.<br><br />
Once the armor is depleted the structure enters structure reinforced state and becomes unattackable.<br />
<br />
The structure reinforcement lasts until next reinforcement hour that is at least "minimum" time away with random ±3 hours jitter. The "minimum" duration depends on the area of space: 1.5 days in wormholes, 2.5 days in low/null and 4.5 days in high. In practice the reinforcement lasts.<br />
<br />
* 2d ±6h in wormholes<br />
* 3d ±6h in low/null<br />
* 5d ±6h in high<br />
* If the structure was in low power state (no armor timer) the structure timer can be up to 12 hours shorter and the variance is ±3h.<br />
* If the structure is a War HQ, the structure timer is always 24h.<br />
<br />
Once the structure comes out of structure reinforcement it will start a 30 minute repair timer that upon completion will fully repair the structure to full shield. As you may already guess you need to deal at least 10% of the damage cap to stop the repair timer.<br />
<br />
Once the structure is depleted the upwell structure is destroyed.<br />
<br />
=== FLEX structure reinforcement cycles ===<br />
<br />
[[File:Flex reinforcing.png]]<br />
<br />
FLEX structures have fewer cycles than normal upwell structures. They have no armor timer at all. And if they do not have online services the structure timer is skipped. As a result unused FLEX structures can be killed in single attack.<br />
<br />
== See Also ==<br />
*[https://support.eveonline.com/hc/en-us/articles/208289385-Upwell-Structures-Vulnerability-States Upwell Structures Vulnerability States]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Anchoring_structures&diff=166933Anchoring structures2021-01-28T11:05:23Z<p>Stephiano: Removed vulnerability window, added mention of Quantum Cores, added link to ccp's page on structure management</p>
<hr />
<div>{{structures}}This article covers the basics of anchoring an [[Upwell structures|Upwell structure]].<br />
<br />
==Preparations==<br />
<br />
In order to anchor a structure you'll need the role of '''Station Manager''', alternatively be a '''Director''' or '''CEO''' of your corporation. Additionally the role of '''Config Starbase Equipment''' is needed to manage these structures in the [[Structure Browser]].<br />
<br />
In order to anchor a structure, such as a [[Citadels|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.<br />
<br />
'''Citadels:'''<br />
* The medium '''Astrahus''' is 8k m3 packaged and fits in [[Blockade Runner]]s).<br />
* The large '''Fortizar''' is 80k m3 packaged and fits in cargo-fitted [[Orca]]s).<br />
* The extra-large '''Keepstar''' is 800k m3 packaged and fits in [[Freighter]]s).<br />
<br />
== Placement restrictions ==<br />
While you can anchor these structures mostly anywhere, there are a few restrictions both to which systems can have them and where (in space) you can place them.<br />
<br />
* Citadels {{co|crimson|cannot}} be anchored in shattered wormhole systems (including [[Thera]]). <br />
* Citadels {{co|crimson|cannot}} be anchored in [https://support.eveonline.com/hc/en-us/articles/203209712 starter systems]. <br />
* Citadels {{co|crimson|cannot}} be anchored in [[Trade Hubs|trade hubs]] (Jita, Amarr etc.).<br />
* Citadels {{co|crimson|cannot}} be anchored in deadspace pocket.<br />
* Citadels must be placed between 50-75km away from the anchoring ship dependent on citadel size. <br />
* Citadels must be anchored at least 1000km away from an existing station, citadel or asteroid belts.<br />
* You can move the anchoring position on the x and z axis. To move the position on the Y-axis, move the anchoring ship.<br />
* Anchoring a citadel at a moon is possible but there is only a small area where it is considered valid placement (this is due to the old POS-anchoring mechanics as shown [http://imgur.com/ONsYLBP here]).<br />
<br />
== Placing the structure ==<br />
Once a location is selected you can begin by right-click the packaged structure and selecting '''Launch for Corporation''' from the structure's context menu.<br />
<br />
From the '''Deployment''' menu you can now move the outline of the structure around and rotate it. As structures such as citadels cannot be unanchored or repositioned care should be taken to ensure the citadel is in an optimal position, once finished proceed by pressing the '''Position''' button.<br />
{|<br />
| valign="top" | [[image:structure_anchor_bad.png|thumb|300px|This is an example of a bad position for a citadel, where the {{button|Position}}-button is greyed out.]]<br />
| valign="top" | [[image:structure_anchor.png|thumb|250px|Once you've found the right spot, simply click the {{button|Position}}-button.]]<br />
| valign="top" | [[image:UpwellStructureAnchoringCore.jpg|thumb|250px|The anchoring core the station gets constructed from.]]<br />
|}<br />
<br />
== Setting up the Name and Permissions ==<br />
In the final menu you are now asked to set the '''Structure Name''', and '''Profile'''. Profiles define the permissions allowed to different groups or individuals such as docking permissions however these are configured in the [[Structure Browser]] and new profiles can be assigned at anytime with the appropriate roles/permissions.<br />
<br />
<br />
<br />
== Anchoring timer (a.k.a. time to build) ==<br />
After Deployment, anchoring will not start until an initial '''15-minute vulnerability''' has passed. Once the Anchoring is in progress, the structure cannot be attacked until the anchoring completes (usually 24 hours), and becomes vulnerable again and a [[Quantum_Cores|Quantum Core]] must be inserted to begin a '''15 minute repair timer'''. When the repair timer finishes, the structure gains its shields and armor and becomes ready to fit.<br />
<br />
If the structure is attacked during the initial anchoring timer, a normal repair timer will start, and standard vulnerability mechanics occur. Structures that come under attack before their anchoring process starts will not have any reinforcement cycles and can be destroyed within a single attack, as no armour or shields are present at this stage.<br />
<br />
== Anchoring in Sov Null ==<br />
If a citadel is anchored in a Sov Null system which isn't owned by your alliance the anchoring will take an extra 24 hours per level of Strategic Index (not to be confused with Activity Defense Multiplier which is linked to the Strategic Index but not the same thing) for that system. So for a system with zero Strategic Index the anchoring would take the standard 24 hours; but a system with a Strategic Index of 3 would take 94 hours (24 hours + 3x(24 hours)).<br />
<br />
In addition to that, if a systems Activity Defense Multiplier is higher than 4.0, only members of the alliance claiming the system will be able to start anchoring medium Upwell Structures (Astrahus, Athanor or Raitaru). Any larger Upwell structures may still be anchored by anyone in such a system.<br />
<br />
== See Also ==<br />
*[https://support.eveonline.com/hc/en-us/articles/208289335-Upwell-Structure-Deployment-and-Unanchoring Upwell Structure Deployment and Unanchoring]<br />
[https://support.eveonline.com/hc/en-us/articles/208289605-Structure-Management Structure Management]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Abyssal_Deadspace&diff=165882Abyssal Deadspace2020-12-24T14:30:49Z<p>Stephiano: Removed mentions of the old proving grounds pockets inside regular abyssals</p>
<hr />
<div>{{Triglavian links}}<br />
'''Abyssal Deadspace''' is an area of isolated space. It was added to the game in the [[Expansion|Into The Abyss]] expansion that went live on May 29th 2018. It was further expanded in the [[Expansion|Onslaught]] expansion that was released on the 13th November 2018, and again in the [https://www.eveonline.com/article/qgci27/depths-of-the-abyss-update Depths of the Abyss] update on the 15th September 2020. <br />
<br />
It is accessible only with the use of filaments and even then only limited pockets are accessible for a limited time. The abyssal deadspace is filled with dangerous localized space effects and any ship that ventures away from the stable pocket or stays in for too long will be destroyed by these effects. <br />
<br />
==Site Basics==<br />
[[File:Calm Electrical Filament.png|thumb|'''Tier 1 filament''': The info of the filament shows what the properties of the site it opens are. That it is a tier 1 filament can be seen by the 1 glowing stripe on the icon.]]<br />
[[File:Triglavian Bioadaptive Cache.jpg|200px|thumb|right|'''Triglavian Bioadaptive Cache''' contains the loot for each pocket.]]<br />
[[File:Triglavian extractionNodes.jpg|200px|thumb|right|'''Triglavian Extraction Node''' also contains the loot for each pocket.]]<br />
<br />
A new type of space can be accessed using [[Filaments|filaments]] obtained from data sites and from abyssal deadspace. Seven tiers of increasing difficulty exists. The Abyss is limited to either:<br />
<br />
* A single Tech I, Tech II, Navy Faction or Pirate Faction cruiser <br />
* Up to two destroyers<br />
* or up to three frigates<br />
<br />
and is accessed by activating a filament in space. When activated, a combat-probable beacon (named '''Abyssal trace''') is created at your entry location that allows others to await your return from the pocket. <br />
<br />
Activation can be anywhere in space, as long as the following conditions are satisfied:<br />
* No Gates, Stations or mobile depots at less than '''100 km'''.<br />
* No other Abyssal trace at less than '''1000 km'''.<br />
<br />
An Abyssal Deadspace instance is composed of three pockets. Each pocket must be cleared of enemies for a gate to open to the next pocket. In addition to Triglavians, you may find rogue drones under their command. Drifters (without doomsday and rarely with overshield) may appear as well, accompanied by sleeper drones, engaged in combat with the Triglavians. However, no one will help you. You must fight your way out.<br />
<br />
Within the Abyss, in each pocket is a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and contains some of the loot for that pocket. There are also "Triglavian Extraction Nodes" which also contain loot. <br />
<br />
'''The deadspace instance is stable for only 20 minutes. If you are still in the pocket after 20 minutes your ship and your pod will be immediately destroyed'''. Essentially, you must clear the three pockets and exit with the allocated time, or you will lose both your ship and your pod. The third pocket gate returns you to the location in space you activated the filament from.<br />
<br />
Further site restrictions: you can not be warped to within the Abyss, nor can you warp out of it. You can not cloak nor deploy a mobile depot. There is no local. Core Probes and Combat probes launched will be removed from space shortly after launching and cannot be recovered. The Directional Scanner will not work. The map does not work. At the present moment, if a player is in Abyssal Deadspace when server downtime occurs, the player will return to the solar system they entered from. <br />
<br />
Quick recap:<br />
* There are 7 tiers of Abyssal Deadspace combat sites.<br />
* There are 5 different types of weather effects in the sites, each with their own site bonus and weakness.<br />
* The NPCs you face inside the Abyssal Deadspace are random.<br />
* Once you enter an Abyssal Deadspace, a 20 minute timer begins. If the site is not completed within that time limit, you lose your ship and pod. <br />
* Loot is found in Triglavian Bioadaptive Cache (main loot for cruiser sites), Triglavian Biocombinative Cache (main loot for frigate sites), and Triglavian Extraction Nodes and SubNodes. NPCs leave no wrecks to loot or salvage, although cache wrecks can be salvaged for Triglavian materials.<br />
<br />
* With the Onslaught expansion, a player-versus-player element was added to Abyssal Deadspace, accessed optionally through a second exit gate (named Triglavian Proving Conduit) in the final room of Tier 3 sites and higher.<br />
* The Onslaught expansion also released 3 player co-op frigate Abyssal Deadspace pockets.<br />
* Note that the Triglavian Proving Conduit has been removed due to the addition of [[Proving Filaments]] in the Depths of the Abyss expansion. These filaments will transport a player directly to the Proving Grounds without the need to go through Abyssal Deadspace.<br />
<br />
[[File:Triglavian_gates.jpg|750px|thumb|center|Three types of gates you will encounter are: Triglavian Origin Conduit, Triglavian Transfer Conduit, and Triglavian Proving Conduit. A gate with a triangle in the center means you still have more pockets to go!]]<br />
<br />
{| style="background:#350000; border:1px solid #333333; padding:0px;"<br />
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]<br />
| style="padding:8px;" | '''WARNING:''' Any ship and capsule should be considered lost the moment a player enters Abyssal Deadspace. The atmosphere is rather unforgiving to inexperienced, ill-equipped or unfamiliar pilots. If your ship is lost inside the site, you will lose your capsule, clone, and implants (if equipped) as well. Do not run Abyssal Deadspace complexes with a ship or with implants that you [[Golden_Rules#Be_able_to_afford_a_loss|cannot afford to lose]]. <br />
|}<br />
<br />
<br />
==Enviromental Effects==<br />
Abyssal deadspace has several enviromental effects that will all apply to both the player ship and to the NPC ships. These effects will neutralize unprepared ships but they can also be taken advantage of. All effects applied to your ship will be shown in same location as EWAR effects. Hover your mouse over the icon to see what effect is applied to your ship.<br />
<br />
====Weather Effects====<br />
<br />
Each Abyssal Deadspace instance will have a weather effect that spans over all three pockets of the instance. Five types of environmental weather effects exist affecting both player and NPCs. The type is identified on the info of the filament and can be countered if desired by fitting choices. The name of the filament itself gives clues as to what tier and difficulty it is. A Raging Exotic Filament means that it is a Tier 4 site with Exotic Particle Storm effect. A Fierce Dark Filament is a Tier 3 site with Dark Matter Field effect. <br />
<br />
'''The bonus modifier of the weather is always 50% but the strength of the penalty varies by the level of the instance.'''<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! Level !! Filament Name !! Filament Appearance !! Penalty Amount<br />
|-<br />
| 0 || Tranquil || [[File:abyssalFilamentL0.png]] || rowspan=4 | -30% or -50%, random per room<br />
|-<br />
| 1 || Calm || [[File:abyssalFilamentL1.png]]<br />
|-<br />
| 2 || Agitated || [[File:abyssalFilamentL2.png]]<br />
|-<br />
| 3 || Fierce || [[File:abyssalFilamentL3.png]]<br />
|-<br />
| 4 || Raging || [[File:abyssalFilamentL4.png]] || rowspan=3 |-50% or -70%, random per room<br />
|-<br />
| 5 || Chaotic || [[File:abyssalFilamentL5.png]]<br />
|-<br />
| 6 || Cataclysmic || [[File:abyssalFilamentL6.png]]<br />
|}<br />
<br />
The level of the filament can also be identified by the number of glowing stripes on the icon.<br />
<br />
<br />
'''The five Abyss-wide environmental effects are outlined in this table below:'''<br />
{| class="wikitable" <br />
|-<br />
! Weather Type !! Penalty Type (strength defined by level above) !! Bonus Provided<br />
|-<br />
| '''Electrical''' || [[File:Icon resist em.png]] Penalty to EM Resist || [[File:Icon capacitor capacity.png|32px]] Bonus to Capacitor Recharge Time (-50% charge time and therefore +100% charge rate)<br />
|-<br />
| '''Dark''' || [[File:Icon target range.png|32px]] Penalty to Turret Optimal and Falloff Range || [[File:Icon velocity.png]] Bonus to maximum velocity (+50%)<br />
|-<br />
| '''Exotic''' || [[File:Icon resist kin.png]] Penalty to Kinetic Resist || [[File:Icon sensor resolution.png|32px]] Bonus to Scan Resolution (+50%)<br />
|-<br />
| '''Firestorm''' || [[File:Icon resist therm.png]] Penalty to Thermal Resist || [[File:Icon armor.png]] Bonus to Armor HP (+50%)<br />
|-<br />
| '''Gamma''' || [[File:Icon resist exp.png]] Penalty to Explosive Resist || [[File:Icon shield.png]] Bonus to Shield HP (+50%)<br />
|}<br />
<br />
When selecting ship you '''must''' consider the weather effect of the instance you are entering. For example using a turret ship or drone boat in dark matter field (range penalty) is very bad idea as you would likely not be able to hit anything. <br />
<br />
The weather bonuses and penalties apply to all entities within the abyssal deadspace. This includes your ship, rats, missiles and drones. The environmental effects are [[Stacking penalties|stacking penalized]].<br />
<br />
As the resist penalty will apply to the rats too you should pick your damage type to match the resist weakness. How negative resist bonus is applied to a ship may seem confusing. The easiest way to think of it is that a -50% resist penalty means the ship will take 50% more damage. For more in depth explanation see [[Tanking#Negative_resists|negative resists]] on tanking page.<br />
<br />
====Localized Effects====<br />
[[File:Abyssal Clouds.jpg|280px|thumb|right|Filament Cloud (orange) and Bioluminescence Clouds (blue)]]<br />
[[File:Deviant Automata Suppressor.jpg|280px|thumb|right|Deviant Automata Suppressor]]<br />
The pockets will also contain clouds and Triglavian towers that will apply effects to player and NPC ships in their immediate vicinity.<br />
<br />
Localized Clouds:<br />
*Filament Cloud (orange): Penalty to Shield Booster boosting (-40%) and reduction to shield booster duration (-40%). If using a conventional (not Ancillary) shield booster, in effect this does not weaken your shield booster, it increases its capacitor cost/second by 66%. If you rely on a shield booster to survive, you should avoid entering these.<br />
*Bioluminescence Cloud (light blue): +300% Signature Radius (4.0x signature radius multiplier). Entering this cloud will make your ship easier target to hit but it will also make all rats easier to hit. If fighting small but accurate enemies like Damaviks, this cloud can actually be helpful to pull enemies through.<br />
*Tachyon Cloud (white): +300% Velocity (x4.0 velocity), -50% Inertia Modifier. Be very careful entering this cloud with an active [[Propulsion_equipment|MWD]], as the Inertia reduction will cause you to accelerate ''very'' quickly (x4 velocity, x0.5 inertia, '''x8''' acceleration), potentially slingshotting you outside the boundary for a very quick death to the Unstable Abyssal Depths. These clouds will also increase enemy velocities, causing them to either close range very quickly, or suddenly pull away.<br />
<br />
{{expansion past|In September, 2020, the Tachyon Cloud was introduced, replacing the older Caustic Cloud. The Caustic Cloud applied a -80% penalty to local and remote Armor Repair modules, making it a death sentence for armor tanked ships. However, the cloud was very rarely seen.}}<br />
<br />
<br />
Triglavian Towers:<br />
*Deviant Automata Suppressor: Damages all missiles, drones, and rogue drone frigates within it area of effect. The larger does about the same damage to drones as a single medium smartbomb; the smaller does more than double that. Flying into the range of this Suppressor can help you take out pirate drones.<br />
**Short-Range Deviant Suppressor will attack all drones, missiles and rogue drone frigates within 15 KM<br />
**Medium-Range Deviant Suppressor will attack all drones, missiles, and rogue drone frigates within 40 KM<br />
*Multibody Tracking Pylon: +60% or +80% [[Tracking|tracking]] to all ships in its area of effect.<br />
<br />
==Rat info==<br />
The Abyssal Deadspace contains variety of different kind of rats. Each rat will behave differently and taking the right approach in different situations is important. For a quick overview of which group of rats you can face go to the [[Possible rooms in Abyssal Deadspace]] page.<br />
<br />
{|style="text-align:center" width=700px<br />
|+ '''Factions'''<br />
!Rogue Drones !! Drifters !! Sleepers !! Triglavians !! Sansha's Nation !! CONCORD !! Angel Cartel<br />
|-<br />
|[[File:Logo faction rogue drones.png|64px|link=]] || [[File:Logo faction drifters.png|64px|link=]] || [[File:Sleeper Cruiser.jpg|64px|link=]] ||[[File:Logo faction triglavian collective.png|64px|link=]] || [[File:Logo faction sanshas nation.png|64px|link=]] || [[File:Logo faction concord assembly.png|64px|link=]] || [[File:Logo faction angel cartel.png|64px|link=]]<br />
|}<br />
<br />
<br />
===Rogue Drones=== <br />
[[Rogue Drones|Rogue Drones]] are perhaps the most common type of rats encountered in Abyssal Deadspace. The sub battleship rats deal single damage type or EWAR based on their name. The battlecruiser-sized rats are notable for having very high damage combined with very short range and incredible tracking, they will easily be able to track and hit medium drones that are attacking them. If you can keep them at over 10 km from your ship they will deal very little damage.<br />
<br />
The best strategy is to start out by killing EWAR rats that pose threat to your ship. Depending on your fit, this means webs, tracking/missile disruptors and, if the pocket has battleships, target painters. You should also pay attention on whether logistic rats are on grid. If you can't kill other frigates before repairs land, prioritize killing logistic rats first. After the dangerous EWAR and logistic rats are dead you can focus on the damage dealers in your preferred order.<br />
<br />
The rogue drone frigates are susceptible to automata suppressors. Multibody tracking pylons and bioluminescent clouds will also help greatly when trying to hit small frigate swarms.<br />
<br />
The Rogue Drone battleship found in Tier 5 sites, known as the Benthic Abyssal Overmind has a stasis webifier, making it difficult to maneuver around this enemy.<br />
<br />
{|class="wikitable"<br />
!colspan="2"| Rogue Drone Ship <br />
|-<br />
!Name <br />
!Weapon<br />
|-<br />
|Spark || [[File:Icon damage em.png]] EM Damage<br />
|-<br />
|Ember||[[File:Icon damage therm.png]]Thermal Damage<br />
|-<br />
|Strike||[[File:Icon damage kin.png]]Kinetic Damage<br />
|-<br />
|Blast||[[File:Icon damage exp.png]]Explosive Damage<br />
|-<br />
|Snarecaster||[[File:Icon stasis webifier i.png|32px]] Webbing<br />
|-<br />
|Fogcaster||[[File:Icon_track_disruptor_64.png|32px]] Turret and Launcher Disruption<br />
|-<br />
|Gazedimmer||[[File:Icon_remote_sensor_dampening.png|32px]] Sensor Dampening<br />
|-<br />
|Spotlighter||[[File:Icon_target_painter_i.png|32px]] Target Painting<br />
|-<br />
|Fieldweaver||[[File:Icon_shield_transporter_i.png|32px]] Remote Shield Logi<br />
|-<br />
|Plateforger||[[File:Icon_remote_armor_repair_i.png|32px]] Remote Armor Logi<br />
|}<br />
<br />
<br />
===Drifters and Seekers=== <br />
<br />
[[Drifters|Drifters]] and [[seekers]] are sometimes encountered together but they can appear on their own too. They all deal omni-damage types and have flat omni-resist profiles.<br />
<br />
Drifter ships most often start with damaged shields and armor. The battleship deals heavy damage but a cruiser can get under its guns to avoid taking hits. The battleship will also fly away from the player ship at a speed of around 300m/second and will try to drag the player to the boundary. The drifter cruisers all use some form of EWAR in addition to dealing damage.<br />
<br />
{|class="wikitable"<br />
!colspan="2"|Drifter Cruiser <br />
|-<br />
!Cruiser Name !! Weapon<br />
|-<br />
|Entanglement|| [[File:Icon stasis webifier i.png|32px]] Webbing<br />
|-<br />
|Nullwarp||[[File:Icon_warp_scrambler_i.png|32px]] Warp Scramblers<br />
|-<br />
|Nullcharge||[[File:Icon_energy_neutralizer_i.png|32px]]Energy Neutralizers<br />
|}<br />
<br />
{|class="wikitable"<br />
!colspan="2"|Seeker types <br />
|-<br />
!Seeker Name !! Weapon<br />
|-<br />
|Lancer|| Generic Damage Dealer<br />
|-<br />
|Entangler || [[File:Icon stasis webifier i.png|32px]] Webbing<br />
|-<br />
|Spearfisher|| [[File:Icon_warp_scrambler_i.png|32px]] Warp Scramblers<br />
|-<br />
|Illuminator|| [[File:Icon_target_painter_i.png|32px]] Target Painting<br />
|-<br />
|Dissipator|| [[File:Icon_energy_neutralizer_i.png|32px]] Energy Neutralizers<br />
|-<br />
|Obfuscator|| [[File:Icon_remote_sensor_dampening.png|32px]] Sensor Dampening<br />
|-<br />
|Confuser|| [[File:Icon_track_disruptor_64.png|32px]] Turret and Missile Disruption<br />
|}<br />
<br />
===Sleeper Drones===<br />
<br />
Every [[Sleepers|Sleeper drone]] is equipped with remote repairers so it is best to kill smaller ships first as they die before repairs land. In addition to damage, they will also use webs and energy neutralizer. The Sleeper drone battleship(Lucid Deepwatcher) deals rather high omni damage but cannot hit ships if they are around 10 km from it.<br />
<br />
{|class="wikitable"<br />
!colspan="2"| Sleeper Drone Frigates [[File:Icon_red_frigate.png]]<br />
|-<br />
!Name <br />
!Weapon<br />
|-<br />
|Escort|| Generic Damage Dealer<br />
|-<br />
|Aegis|| Higher Damage Dealer<br />
|-<br />
|Warden||[[File:Icon stasis webifier i.png|32px]] Webbing<br />
|-<br />
|Firewatcher||[[File:Icon_energy_neutralizer_i.png|32px]]Energy Neutralizers<br />
|-<br />
|Preserver ||[[File:Icon_shield_transporter_i.png|32px]][[File:Icon_remote_armor_repair_i.png|32px]] Strong remote repairs<br />
|}<br />
<br />
{|class="wikitable"<br />
!colspan="2"| Sleeper Drone Cruisers [[File:Icon_red_cruiser.png]]<br />
|-<br />
!Name <br />
!Weapon<br />
|-<br />
|Watchman||Generic Damage Dealer<br />
|-<br />
|Upholder ||[[File:Icon stasis webifier i.png|32px]] Webbing<br />
|-<br />
|Sentinel ||[[File:Icon_energy_neutralizer_i.png|32px]]Energy Neutralizers<br />
|}<br />
<br />
{|class="wikitable"<br />
!colspan="2"| Sleeper Drone Battleship [[File:Icon_red_battleship.png]]<br />
|-<br />
!Name <br />
!Weapon<br />
|-<br />
|Deepwatcher||[[File:Icon_target_painter_i.png|32px]]Target painting<br />
|}<br />
<br />
<br />
===Triglavian Collective===<br />
[[Triglavian Collective|Triglavian ships]] can appear in any pocket and regardless of size will have remote armor repair capability along side their unique Entropic Disintegrator weapon system. Their weapons deal Explosive and Thermal damage, and their dps can be very high. They will also use drones as supplemental weapon system. Many Triglavian ships will also use remote repairs.<br />
<br />
<br />
{|class="wikitable"<br />
!colspan="2"| Triglavian Ships <br />
|-<br />
!Name <br />
!Weapon<br />
|-<br />
|Starving ||[[File:Icon_energy_neutralizer_i.png|32px]]Energy Neutralizers<br />
|-<br />
|Striking || Generic Damage Dealer<br />
|-<br />
|Harrowing ||[[File:Icon_target_painter_i.png|32px]] Target Painting<br />
|-<br />
|Anchoring ||[[File:Icon_warp_scrambler_i.png|32px]] Warp Scramblers<br />
|-<br />
|Renewing ||[[File:Icon_remote_armor_repair_i.png|32px]] Strong remote repairs<br />
|-<br />
|Blinding ||[[File:Icon_remote_sensor_dampening.png|32px]] Sensor Dampening <br />
|-<br />
|Tangling ||[[File:Icon_stasis_webifier_i.png|32px]] Webbing<br />
|-<br />
|Ghosting ||[[File:Icon_track_disruptor_64.png|32px]] Turret and Missile Disruption<br />
|}<br />
<br />
<b>[[File:Icon target drone.png|32px]]Vila Swarm Drones - Can be combined with any of the above. The Vila drones deactivate when the ship they are linked to is destroyed so you shouldn't waste time killing them. Focusing on these may cause you to run out of time.</b><br />
<b><br />
<br />
[[File:Icon red frigate.png|32px]]Shining Vila Damavik - Similar to Harrowing variants but is only present for Vila Damaviks.</b><br />
<br />
===Sansha's Nation===<br />
<br />
All Sansha's Nation rats have the '''Devoted''' prefix. They have VERY good tracking and can start applying damage to you even if you have just landed in the pocket.<br />
<br />
{|class="wikitable"<br />
!colspan="2"| Sansha's Nation Cruisers [[File:Icon_red_cruiser.png]]<br />
|-<br />
!Name <br />
!Weapon<br />
|-<br />
|Knight || [[File:Icon stasis webifier i.png|32px]][[File:Icon_energy_neutralizer_i.png|32px]] Heavy damage dealer; high range & tracking<br />
|}<br />
<br />
{|class="wikitable"<br />
!colspan="2"| Sansha's Nation Frigates [[File:Icon_red_frigate.png]]<br />
|-<br />
!Name <br />
!Weapon<br />
|-<br />
|Fisher ||[[File:Icon_stasis_webifier_i.png|32px]] Webbing<br />
|-<br />
|Priest ||[[File:Icon shield transporter i.png|32px]] Remote repairs<br />
|-<br />
|Trapper ||[[File:Icon_warp_scrambler_i.png|32px]] Warp Scramblers<br />
|-<br />
|Smith ||[[File:Icon_energy_neutralizer_i.png|32px]] Energy Neutralizers<br />
|-<br />
|Lookout ||[[File:Icon_remote_sensor_dampening.png|32px]]Sensor Dampening<br />
|-<br />
|Herald ||[[File:Icon_track_disruptor_64.png|32px]] Turret and Missile Disruption<br />
|-<br />
|Tangling ||[[File:Icon_target_painter_i.png|32px]] Target Painting<br />
|-<br />
|}<br />
<br />
===CONCORD===<br />
<br />
All CONCORD rats are part of the '''Disparu Troop'''. CONCORD hulls use missiles, while EDENCOM ships use Vorton Projectors.<br />
<br />
{|class="wikitable"<br />
!colspan="2"| CONCORD ships<br />
|-<br />
!Name <br />
!Weapon<br />
|-<br />
|Attacker/Assault ||Generic damage dealer<br />
|-<br />
|Arrester ||[[File:Icon_stasis_webifier_i.png|32px]] Webbing<br />
|-<br />
|Marker ||[[File:Icon_target_painter_i.png|32px]] Target Painting<br />
|-<br />
|Drainer ||[[File:Icon_energy_neutralizer_i.png|32px]] Energy Neutralizers<br />
|-<br />
!colspan="2" | EDENCOM ships<br />
|-<br />
| ''(no prefix)'' ||Arcing damage dealer<br />
|-<br />
|}<br />
<br />
===Angel Cartel===<br />
<br />
All Angel Cartel rats have the '''Lucifer''' prefix.<br />
<br />
{|class="wikitable"<br />
!colspan="2"| Angel Cartel Ships<br />
|-<br />
!Name <br />
!Weapon<br />
|-<br />
|(Elite) Cynabal || [[File:Icon stasis webifier i.png|32px]][[File:Icon_energy_neutralizer_i.png|32px]] [[File:Icon damage em.png|24px]][[File:Icon damage exp.png|24px]]<br>Heavy damage dealer; high range & tracking<br />
|-<br />
|Ixion ||[[File:Icon_target_painter_i.png|32px]][[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] Target Painting<br />
|-<br />
|(Elite) Dramiel ||[[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]]Generic damage dealer<br />
|-<br />
|Fury ||[[File:Icon_energy_neutralizer_i.png|32px]][[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]] Energy Neutralizers<br />
|-<br />
|Echo ||[[File:Icon_stasis_webifier_i.png|32px]][[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]] Webbing<br />
|-<br />
|Medusa ||[[File:Icon_remote_sensor_dampening.png|32px]][[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] Sensor Dampening<br />
|-<br />
|Burst ||[[File:Icon shield transporter i.png|32px]] Remote repairs<br />
|-<br />
|Swordspine ||[[File:Icon_target_painter_i.png|32px]][[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] Target Painting<br />
|-<br />
|}<br />
<br />
==Best damage to deal==<br />
The Abyssal Deadspace resist penalties apply to both the player ship and to the rats inside Abyssal Deadspace. Due to how [[Tanking#Negative_resists|resist penalties]] are calculated this means that damage matching with the penalized resist will effectively receive damage bonus equal to the resist penalty (smaller damage increase if the target has too low resist). So in general you should select your damage to match the weather. But sometimes the natural resist hole of the rat is equal or even greater than the resist hole caused by the weather. In level 1-3 electric storm pockets the weather induced resist hole is equal to explosive resist hole. In all other pockets the weather induced weakness is greater.<br />
<br />
Drifter ships, seeker drones and sleepers have uniform resists.<br />
<br />
{|class="wikitable"<br />
!colspan="4"|Damage to deal to Triglavian ships<br />
|-<br />
!Weakest<br />
!<br />
!<br />
!Strongest<br />
|-<br />
|[[File:Icon damage em.png]] EM || [[File:Icon damage kin.png]] Kinetic || [[File:Icon damage therm.png]] Thermal ||[[File:Icon damage exp.png]] Explosive<br />
|}<br />
<br />
<br />
The rogue drone ships have wildy varying resists. Generally the weather induced weakness is the greatest resist hole to hit. Hitting natural resist hole of the battleship drone deals approximately 10%-20% more damage than not hitting any weakness. Rogue drone battleship weaknesses are:<br />
<br />
{|class="wikitable"<br />
!colspan="2"| Rogue Drone Battleship [[File:Icon_red_battleship.png]]<br />
|-<br />
!Name <br />
!Damage to deal<br />
|-<br />
|Benthic Abyssal Overmind||[[File:Icon damage em.png]] EM Damage [[File:Icon damage exp.png]]Explosive Damage<br />
|-<br />
|Hadal Abyssal Overmind||[[File:Icon damage em.png]] EM Damage<br />
|-<br />
|Bathyic Abyssal Overmind||[[File:Icon damage exp.png]]Explosive Damage [[File:Icon damage em.png]] EM Damage<br />
|-<br />
|Twilit Abyssal Overmind||[[File:Icon damage therm.png]]Thermal Damage [[File:Icon damage exp.png]]Explosive Damage<br />
|-<br />
|Photic Abyssal Overmind||[[File:Icon damage em.png]] EM Damage<br />
|}<br />
<br />
<br />
<br />
==Absyssal Deadspace Co-op for frigate fleets==<br />
Co-op frigate Abyssal Deadspace can be run by a group of up to 3 T1/T2 frigates. This requires three of the appropriate filaments of the same type the fleet desires to run, which all need to be in a single ship's cargo hold. The pilot can then activate a fleet abyssal site by right clicking on the stack of filaments selecting and then selecting "Activate For Fleet" in the window that pops up. Once activated an acceleration gate will appear in space and each member of the fleet (up to three T1/T2 frigates) can each activate the gate and enter the deadspace pocket to run the sites as described above.<br />
<br />
<br />
==Abyssal Deadspace from the outside==<br />
{{hatnote|As of August 14th, 2018, the suspect timer given upon exiting T4 and T5 Abyssal Deadspace has been "temporarily" removed.}}<br />
<br />
[[File:Tiers of deadspace.jpg|thumb|Orange glow means it is a tier 1-3 Abyssal Deadspace. Yellow glow means it is a tier 4 or 5 Abyssal Deadspace.]]<br />
When you enter the Abyssal Deadspace, you will be removed from local and from directional scanner. You cannot see who is in the system outside the deadspace, and they cannot see who is inside or in what ship. <br />
But that does not mean you are safe. Once the filament has been used, a rift appears that can be combat scanned by anyone in the system and can be warped to. It also appears on the directional scanner of anyone who has not filtered it out. <br />
This makes it easy for people to camp the exit and shoot whoever comes out. <br />
<br />
This means that you have to consider where you use the filament, especially in low security and null security space. But even in high-security space you are not safe. It used to be the case that Tier 4 and 5 filaments would give you suspect timer, but that has been "temporarily" disabled as of August 14th, 2018.<br />
<br />
You will be invulnerable for a short time, so be patient if you leave the rift and find yourself being camped. A survival tactic could be to quickly activate a new filament - especially a tier 1-3 filament that you run in order to run down a suspect timer in hisec - but beware, many players have now got wise to this and will anchor a mobile depot which will prevent you activating another filament.<br />
<br />
<br />
==Rewards==<br />
Abyssal Deadspace is dangerous, but the rewards can be worthwhile for those who can complete the sites. Abyssal Deadspace is the only source for many valuable items, which are found in the Caches and Extraction Nodes/SubNodes. No wrecks are left behind by any NPCs, all drops come from these two listed cans. Rewards are as follows:<br />
<br />
* [[Mutaplasmids]] that can be used to change the stats of certain modules. Which mutaplasmids are able to drop depends on the weather selected:<br />
** '''Gamma''' sites can drop '''shield''' related mutaplasmids - S/M/L Shield Extender, S/M/L/XL Shield Booster<br />
** '''Dark''' sites can drop '''propulsion module''' mutaplasmids - 1/10/100MN Afterburner, 5/50/500MN Microwarpdrive<br />
** '''Firestorm''' sites can drop '''armor''' related mutaplasmids - S/M/L Armor Plate, S/M/L Armor Repairer<br />
** '''Electrical''' sites can drop '''capacitor''' related mutaplasmids - S/M/L Cap Battery, S/M/L Energy Neutralizer, S/M/L Energy Nosferatu<br />
** '''Exotic''' sites can drop '''tackle''' related mutaplasmids - Stasis Webifier, Warp Disruptor, Warp Scrambler<br />
** '''All weathers''' can drop '''damage module''' mutaplasmids - Heat Sink, Gyrostabilizer, Magnetic Field Stabilizer, Ballistic Control System, Entropic Radiation Sink<br />
** '''T6 filaments''' can drop '''capital module''' mutaplasmids - All Capital-sized versions of the modules above, plus Ancillary Shield Booster/Armor Repairer, Heavy Warp Disruptor/Scrambler, and Siege Module<br />
<br />
* Precursor ship and weapon skill books, disintegrator specialization skill books<br />
<br />
* Blueprint copies required for the production of Triglavian hulls, weapon systems, and ammunition:<br />
** [[Abyssal Deadspace#Triglavian Collective|Triglavian ship hulls]]<br />
** [[Entropic Disintegrators]]: Weapons with unique properties and only usable by the Triglavian ships<br />
** [[Turrets#Exotic_plasma|Exotic Plasma]]: Ammunition used by Entropic Disintegrators<br />
** Mutadaptive Remote Armor Repairer: A special remote armor repairer module used by the Triglavian Rodiva and Zarmazd logistics cruisers<br />
<br />
* Production materials required for the production of Triglavian hulls, weapon systems, and ammunition:<br />
** Crystalline Isogen-10<br />
** Zero-Point Condensate<br />
<br />
* Modules:<br />
**Compact Entropic Radiation Sink - a compact (low-fitting) version of the Entropic Radiation Sink<br />
**Perun Heavy Mutadaptive Remote Armor Repairer - a faction version of the Mutadaptive Remote Armor Repairer<br />
<br />
* Triglavian Survey Database: Often referred to as "red loot", this item is an ISK token item similar to Sleeper "blue loot" and Overseer's Personal Effects in that it can be sold to unlimited NPC buy orders for a fixed price, in this case, 100,000 ISK/ea<br />
<br />
* Abyssal Filaments: While data hacking sites are the only source for Abyssal Filaments outside of Abyssal Deadspace, and they only provide Calm (Tier 1) filaments, the Bioadaptive/Biocombinative Cache in Abyssal Deadspace can drop filaments of all tiers, allowing us to access the higher tiers of this content. These filaments can also be sold on the open market to other players. <br />
<br />
==References==<br />
<small>{{Reflist}}</small><br />
<br />
[[Category:PvE]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Sovereignty&diff=161321Sovereignty2020-09-29T11:59:04Z<p>Stephiano: Removed all mention of the old pre-upwell nullsec stations</p>
<hr />
<div>{{Sovereigntynavbar}}<br />
There are four primary [[System Security|types of space]] in New Eden: high security, low security, null security, and wormhole space. The first two together are also referred to as "empire space", because every high and low security system is claimed by one of the four empires: Amarr, Caldari, Gallente or Minmatar.<br />
<br />
Null security (or ''nullsec'') space is not claimed by the empires, and can be split into three distinct types:<br />
* [[System_Security#NPC_NullSec|NPC nullsec]] regions (Curse, Great Wildlands, Outer Ring, Stain, Syndicate and Venal) are claimed by a number of different NPC factions, either pirate or corporation. These factions allow capsuleers to dock at their stations in the same way as low or highsec stations.<br />
* Sovereign Nullsec - the subject of this article - comprises the [[System_Security#Claimable_NullSec|rest of the nullsec regions]], which can be claimed by any capsuleer (player) alliance. Stations in these areas will be owned by a player alliance, and will ''usually'' only allow the owning alliance (and perhaps their allies) to dock.<br />
<br />
All nullsec areas are essentially lawless: neither CONCORD nor the empire navies respond to aggression, there are no gate or station guns, and aggression will not result in the loss of security status.<br />
<br />
<br />
The sovereignty system described on this page is often referred to as "Fozzie Sov", being named after a CCP employee that worked on the system and presented relevant dev blogs.<br />
== Sovereignty Structures ==<br />
{{Update|Upwell replacement of POSes}}<br />
<br />
Each system in Sov Null can potentially have one of each of the following structures associated with it.<br />
* Territorial Claim Unit (TCU)<br />
* Infrastructure Hub (I-Hub)<br />
<br />
<br />
Each of these structures provide benefits to the owner.<br />
<br />
=== Territorial Claim Unit ===<br />
<br />
{{main|Territorial Claim Unit}}<br />
Territorial Claim Units or TCUs are essentially flags put up by an alliance. Whoever owns the TCU in a system will be listed on the starmap as the owner of the system. <br />
<br />
TCUs do have one tangible benefit, though, by way of a 25% reduction in fuel consumption to any [[POS_and_YOU|Player-Owned Starbase]] owned by the same alliance in that system.<br />
<br />
=== Infrastructure Hub ===<br />
<br />
{{main|Infrastructure Hub}}<br />
Infrastructure Hubs or I-Hubs are used to upgrade the system, allowing it to spawn more [[Cosmic Anomalies|Combat Anomalies, Ore Sites]], or [[Cosmic Signatures|Signatures]], or allowing the owner to set up more advanced POS structures such as Jump Bridges or system-wide Cynosural Field Jammers. Maintaining an I-Hub costs an upkeep bill which is charged to the alliance wallet.<br />
<br />
Upgrades, which are actual items that must be produced and delivered to the I-Hub for installation, are unlocked by achieving specific System Index Levels.<br />
<br />
<br />
==Claiming Sovereignty ==<br />
<br />
The mechanics of capturing and defending structures are based around the use of an [[Entosis Link]]. <br />
<br />
===Placing structures===<br />
If a system does not currently have an I-Hub, or TCU a player may place one. <br />
Deploying an I-Hub or TCU involves buying or making one, and then launching it in to space (right-click and "launch" or dragging the structure to space). Once this is done the structure is in a neutral state and owned by the SCC. To gain ownership of the structure, a player must activate an entosis link on the structure to capture it. Other alliances are free to attempt to capture the structure while it is in this state.<br />
<br />
<br />
<br />
===Capturing existing structures===<br />
<br />
To capture or disable a structure, attackers must first use an Entosis Link on the structure during its [[#Vulnerability Window | Vulnerability window]]. Once the link has completed its first cycle, the capture process begins and the alliance owning the structure is notified of the attack. Once the entosis link has been active and uncontested for a certain amount of time, the structure enters reinforce mode and a reinforce timer begins. The duration of this timer depends on the type of structure attacked and the Activity Defense Multiplier (ADM) of the system. These timers are all affected by [[Time Dilation]].<br />
<br />
The base timer for each type of structure is:<br />
* Structure (I-Hub, TCU): 10 minutes<br />
* Command Node: 4 minutes<br />
<br />
<br />
ADM is explained [[#Activity Defense Multiplier | below]].<br />
<br />
There is no speed benefit to having more than one entosis link active on a structure, the time to capture a structure is the same whether the attacker has 1 or 100 links active. If both the defender and attacker have an entosis link active on the structure, all capture progress is paused. If only the defender has an entosis link active, the timer counts up towards its starting value. A structure that was attacked but not fully captured will slowly regen; eventually the timer will return to full. <br />
<br />
The reinforce timer will end at a randomly determined point during the structure vulnerability timer two days later. Once the timer expires, command nodes will begin to spawn in the same constellation as the contested structure. <br />
<br />
====Command Nodes====<br />
Command nodes are objects that appear in space. They are shown on the overview and it is possible to warp to them directly. These nodes can spawn in any system within the constellation, regardless of the owner of that system. Their name in the overview identifies the system they are connected to as well as the structure in that system. They also have a unique ID to help identify which node in a system players are referring to. For example, a command node for the TCU in O1Y-ED may spawn in X36Y-G with the name "O1Y-ED Territorial Claim Unit Command Node N17". <br />
<br />
====Command Node control====<br />
* Once the reinforce timer for a structure hits 0, command nodes spawn randomly within the constellation. Initially 5 of these spawn, with more spawning as time goes one. Once a node is captured, a new node spawns.<br />
* As the command nodes spawn, a progress bar for the structure appears. It starts at 60%. If it reaches 100%, the defenders have won. If it reaches 0%, the attackers have won.<br />
* Capturing a command node moves the progress bar by 5%. This means that attackers need to capture at least 12 command nodes. The defenders need to capture at least 8.<br />
* If an attacking force does not attempt to capture the command nodes, they will automatically regen for the defending team. An unattended capture node event will self-complete in < 196 minutes.<br />
* Any entosis link activated by a player not in the defending alliance is counted as attacking. This means that an alliance can not enlist other entities to defend their structures with entosis links.<br />
* If the structure currently has an owner, the capture timer for attacking forces on nodes related to that structure is modified by ADM. The level of ADM bonus is determined by the indices of the system containing the reinforced structure (at the time of initial reinforcement).<br />
* Once one side has won the event, all other nodes related to that structure become inert.<br />
<br />
====After the event====<br />
If the defender wins the command node event, the structure being fought for becomes invulnerable and will remain that way until the next vulnerability window occurs. If the attacker wins, the next steps depend on the type of structure being attacked. For I-Hubs and TCUs, the existing structure explodes. This allows anyone to anchor their own structure in space to replace the old one. <br />
<br />
<br />
====Regeneration====<br />
Structures that have been attacked but not reinforced and command nodes all have defensive regeneration. This means that if the structure is left uncontested, eventually the defending side will win. The maximum regeneration times are as follows:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Structure !! Regeneration time (min)<br />
|-<br />
|-<br />
| I-Hub || 50<br />
|-<br />
| TCU || 50<br />
|-<br />
| Command node || 98<br />
|}<br />
<br />
Note: It takes 196 minutes for an uncontested command node event to end as initially only 5 nodes spawn. This is not enough for the defenders to regain control, so they must wait for 3 of the second set of spawned nodes to regenerate to win the event.<br />
<br />
The full flow of structure contesting is shown here:<br />
<br />
[[File:Sovfullcaptureevents.jpg]]<br />
<br />
==Activity Defense Multiplier==<br />
The length of time it takes to reinforce a structure or capture a command node depends on the Activity Defense Multiplier (ADM) for the system. This rewards an alliance for holding and being active in the system, making it easier for them to defend. <br />
<br />
The base timer for the structure is multiplied by the ADM to give the total amount of (uncontested) time required for an attacker to reinforce a structure or capture a command node. The time taken for a defender to regen a structure or capture a command node is unaffected by the ADM.<br />
<br />
The ADM is calculated based on the value of 3 defensive indices:<br />
<br />
* Strategic Index: Automatically increases as you hold control of the I-Hub over a continuous period.<br />
* Military Index: Increases in proportion to the number of NPC ships killed in the system.<br />
* Industrial Index: Increases in proportion to the volume of ore mined in the system.<br />
<br />
Each of these indices has a level between 0 and 5. To determine the current ADM of a system, find the corresponding modifier for each of the system's indices in the table, then add them all to the base value of 1. For example, a system with Military Index 3 (+1.7), Industrial Index 1 (+0.6) and Strategic Index 5 (+1.0) would have an ADM of 1.0 + 1.7 + 0.6 + 1.0 = 4.3. The maximum value for ADM is 6, which would extend the time taken to reinforce a structure to 60 minutes, or capture a command node to 24 minutes for an attacker. As 6 is the maximum ADM, if the calculation produces a value above 6, the ADM for the system will be 6. <br />
<br />
{| class="wikitable"<br />
|-<br />
! Index Level !! 0 !! 1 !! 2 !! 3 !! 4 !! 5<br />
|-<br />
| Military || 0 || 0.6 || 1.2 || 1.7 || 2.1 || 2.5<br />
|-<br />
| Industrial || 0 || 0.6 || 1.2 || 1.7 || 2.1 || 2.5<br />
|-<br />
| Strategic || 0 || 0.4 || 0.6 || 0.8 || 0.9 || 1<br />
|}<br />
<br />
Below is a partial list of possible total multipliers based on different combinations of system indices:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Military Index Level !! Industrial Index Level !! Strategic Index Level !! Total Activity Multiplier !! Time to reinforce a structure !! Time to capture a command node<br />
|-<br />
| 0 || 0 || 0 || 1x || 10 minutes || 4 minutes<br />
|-<br />
| 0 || 0 || 5 || 2x || 20 minutes || 8 minutes<br />
|-<br />
| 5 || 0 || 0 || 3.5x || 35 minutes || 14 minutes<br />
|-<br />
| 0 || 5 || 5 || 4.5x || 45 minutes || 18 minutes<br />
|-<br />
| 4 || 2 || 2 || 4.9x || 49 minutes || 19.6 minutes<br />
|-<br />
| 3 || 3 || 5 || 5.4x || 54 minutes || 21.6 minutes<br />
|-<br />
| 4 || 4 || 4 || 6x || 60 minutes || 24 minutes<br />
|-<br />
| 5 || 3 || 5 || 6x || 60 minutes || 24 minutes<br />
|-<br />
| 5 || 5 || 5 || 6x || 60 minutes || 24 minutes<br />
|}<br />
<br />
===Capital Systems===<br />
Major staging systems aren't necessarily a safe place for activities that boost Military or Industrial indices, which can have a negative effect on the ADM for those systems. This could make it more difficult for an alliance to defend their home system. To counter this, each alliance is able to designate one system as its Capital system. The alliance must own the TCU in the system it chooses. The system set as the Capital system will have a +2 bonus to the ADM. The maximum ADM is still 6x, the capital boost acts purely as a mechanism to make it easier to reach ADM 6. Changing the capital system of an alliance takes several days to take effect.<br />
<br />
===Raising Indices===<br />
<br />
In 2009, CCP posted this chart indicating the time required to raise strategic index levels.<ref>[https://www.eveonline.com/article/upgrading-and-upkeep-of-sovereign-solar-systems-in-dominion Devblog: Upgrading And Upkeep Of Sovereign Solar Systems In Dominion] By CCP Chronotis 2009-11-07. Accessed 2019 11 25</ref> The exact formula for raising of the other indices is unknown.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Index Level !! Time<br />
|-<br />
| 1<br />
| 7 days<br />
|-<br />
| 2<br />
| 21 days<br />
|-<br />
| 3<br />
| 35 days<br />
|-<br />
| 4<br />
| 65 days<br />
|-<br />
| 5<br />
| 100 days<br />
|}<br />
<br />
==Vulnerability Window==<br />
Structures are not vulnerable to attack 24 hours a day. Each alliance has a window of time set during which their structures are vulnerable to attack. This is usually their "prime time" where they are best able to fend off any attacks. Newly deployed or captured structures will inherit this setting from the alliance that controls it. However, the alliance can choose to change the window of any structure the default setting to a custom value. If a structure is partially captured at the end of a vulnerability window, it will remain vulnerable until it is either reinforced or successfully defended.<br />
<br />
<br />
===Changing the Vulnerability Window===<br />
To stop an alliance shifting vulnerability timers at short notice in an attempt to avoid an impending attack, it takes 96 hours for a change in the vulnerability window to take effect. At the end of this 96 hour waiting period, the structure will be vulnerable twice within the same 24 hour period, during both the old window and the new one. From then on, the new vulnerability window setting takes effect.<br />
<br />
===ADM scaling===<br />
The default length of the vulnerability window is 18 hours, but this can be reduced by increasing the ADM of the system. The length of the window is 18 hours divided by the ADM. This gives a window ranging from 18 hours for ADM 1, to 3 hours for ADM 6. The length of each day's vulnerability window is locked in at the midpoint of the vulnerability window the day before. This is to ensure that players are not surprised by last minute changes to the window.<br />
<br />
==References==<br />
{{Reflist}}</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=File:Sovfullcaptureevents.jpg&diff=161320File:Sovfullcaptureevents.jpg2020-09-29T11:54:10Z<p>Stephiano: Stephiano uploaded a new version of File:Sovfullcaptureevents.jpg</p>
<hr />
<div>[[Category:Game mechanics]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Crab_Spider_Nebula&diff=156432Crab Spider Nebula2020-06-12T08:09:50Z<p>Stephiano: Added defenders</p>
<hr />
<div>{{Cleanup}}<br />
<br />
This is a null sec gas site found through Exploration.<br />
<br />
Defenders:<br />
<br />
On initial warp in<br />
<br />
4 x Battleship ( Corpus Harvester Escort, renamed Corpus Prophet and Archon)<br />
3 x Industrial ( Corpus Harvester )<br />
Minable Gas Clouds:<br />
<br />
4 Malachite Cytoserocin (750 units in average)<br />
<br />
Malachite Cytoserocin is used in the production of the Pure Stadard Mindflood Booster.<br />
<br />
This site is found only in the Delve region of space.<br />
<br />
the gas clouds of this site do not cause damage by being mined.<br />
<br />
[[Category:Gas sites]]</div>Stephianohttps://wiki.eveuniversity.org/index.php?title=Caldari_Basic_Ship_and_Skill_Overview&diff=27057Caldari Basic Ship and Skill Overview2011-09-02T07:05:55Z<p>Stephiano: Removed random mention of gallente battlecrusiers having less hi-slots in salvage section, added mention of noctis (also salvaging section)</p>
<hr />
<div>{{Color box|color=#144f1d|border=#2f8f2f|This article is currently being used for development and field testing of several new templates. You might see some inconsistencies and layout errors, this is normal and should not affect the accuracy of information provided within the article.}} <br />
{{ShipGuideBoilerintro}} <br />
<br />
= Rookie Ship =<br />
<br />
The rookie ship is the first ship you start with. If you are Caldari, it will be an Ibis. A new rookie ship is given whenever you dock in your pod at a station where you do not have any ships. <br />
<br />
== Ibis ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Ibis.jpg<br />
|caption=Ibis<br />
|shipname=Ibis<br />
|class=Rookie Ship<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=1<br />
|lows=1<br />
|cargohold=120 m3<br />
|dronebay=5 m3<br />
|bandwidth=5 Mbit/sec<br />
|roles=Missions<br />
|variations=None<br />
|bonuses='''Caldari Frigate Skill Bonus:'''<br>10% bonus to hybrid turret optimal range per skill level<br />
|info=The Ibis can be used to go through the first tutorial missions, although upgrading to a (free) frigate in the Military tutorial as soon as it is offered is recommended.<br />
}} <br />
<br />
= Frigate =<br />
<br />
Frigates are small fast ships, used mostly for level 1 missions or for tackling and electronic warfare roles in PvP. <br />
<br />
== Condor ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Condor.jpg<br />
|caption=Condor<br />
|shipname=Condor<br />
|faction=Caldari State<br />
|class=Frigate<br />
|highs=3<br />
|turrets=1<br />
|launchers=2<br />
|mediums=2<br />
|lows=1<br />
|cargohold=150 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Tackle, Mission<br />
|variations=[http://wiki.eveonline.com/en/wiki/Crow Crow], [http://wiki.eveonline.com/en/wiki/Raptor Raptor]<br />
|bonuses='''Caldari Frigate Skill Bonus:'''<br> 5% bonus to light missile and rocket kinetic damage per skill level <br> 10% bonus to light missile and rocket velocity per skill level<br />
|info=The Condor is the Caldari T1 scout ship, useful for quick transport of small cargo and some level 1 missions.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Condor, PvE Basic Skills Condor<br />
|high=Standard Missile Launcher I <br> Standard Missile Launcher I <br> [empty high slot]<br />
|mid=1MN Afterburner I <br> Small Shield Booster I<br />
|low=Overdrive Injector System I<br />
|charges=Bloodclaw Light Missile<br />
|drones=<br />
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=Energy Grid Upgrades I <br> Shield Operation I <br> Hull Upgrades I<br />
|recommended2=Missile Launcher Operation I <br> Standard Missiles I<br />
|recommended3=Afterburner I <br> Caldari Frigate II<br />
|notes=*Rocket Launcher modules would do more damage, but they have much shorter range and so are less favored for missions. But don't worry about having the 'perfect' fit for your Condor -- you shouldn't be using this ship for long.<br />
}}<br />
<br />
== Bantam ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Bantam.jpg<br />
|caption=Bantam<br />
|shipname=Bantam<br />
|faction=Caldari State<br />
|class=Frigate<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=2<br />
|lows=2<br />
|cargohold=235 m3<br />
|dronebay=5 m3<br />
|bandwidth= 5 Mbit/sec<br />
|roles=Mining<br />
|variations=None<br />
|bonuses='''Caldari Frigate Skill Bonus:'''<br> 5% bonus to cargo capacity per skill level <br> 20% bonus to mining laser yield per skill level <br><br />
'''Role Bonus:'''<br> -60% mining laser capacitor use<br />
|info=The Bantam is the Caldari mining frigate. It is considered the best racial mining frigate due to its relatively large cargo bay.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Bantam, PvE Basic Skills Bantam<br />
|high=Miner I <br> Miner I<br />
|mid=Civilian Shield Booster I <br> [empty mid slot]<br />
|low=Expanded Cargohold I <br> Mining Laser Upgrade I<br />
|charges=<br />
|drones=<br />
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=Electronics II <br> Mining III <br> Mining Upgrades I<br />
|recommended2=Hull Upgrades I <br> Mechanic I <br> Caldari Frigate II<br />
|recommended3=Spaceship Command I<br />
|notes=*This fit has a very weak tank, so beware of belt rats and prepare to warp off when they attack you, or stay close to other mining ships with combat drones and hope that they help out and kill the rats.<br />
*With Electronics III, you could add a second Civilian Shield Booster I, or you could replace the Expanded Cargohold I with a Co-Processor I and put a Small Shield Extender I in the empty mid slot.<br />
*With Drones I and Scout Drone Operation I, you could load one light scout drone for defense.<br />
}} <br />
<br />
== Griffin ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Griffin.jpg<br />
|caption=Griffin<br />
|shipname=Griffin<br />
|faction=Caldari State<br />
|class=Frigate<br />
|highs=3<br />
|turrets=1<br />
|launchers=2<br />
|mediums=4<br />
|lows=1<br />
|cargohold= 160 m3<br />
|dronebay= 5 m3<br />
|bandwidth= 5 Mbit/sec<br />
|roles= Electronic Counter Measures<br />
|variations= [http://wiki.eveonline.com/en/wiki/Kitsune Kitsune]<br />
|bonuses='''Caldari Frigate Skill Bonus:'''<br> 15% bonus to ECM Target Jammer strength per skill level <br> 10% bonus to ECM Target Jammers' capacitor need per skill level<br />
|info=The Griffin is an [[EWar 101 Guide|Electronic Counter Measure]] frigate, often seen in Uni fleets offering [[EWar 101 Guide|Electronic Warfare]] support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 secs. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other or to break Warp Disruption, allowing an escape.<br />
For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to loose them a lot though, as ECM boats are often called primary by enemy commanders.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Griffin, Fleet Standard<br />
|high=<br />
Standard Missile Launcher I <br> <br />
Standard Missile Launcher I<br />
|mid=<br />
ECM - Spatial Destabilizer I <br> <br />
ECM - Phase Inverter I <br> <br />
ECM - Ion Field Projector I <br> <br />
ECM - White Noise Generator I<br />
|low=<br />
Signal Distortion Amplifier<br />
|charges=Bloodclaw Light Missile<br />
|drones=Hobgoblin I<br />
|rigs= <br />
[empty rig slot] <br> <br />
[empty rig slot] <br> <br />
[empty rig slot]<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=Missile Launcher Operation I <br> Standard Missiles I<br />
|recommended2=Drones I <br> Scout Drone Operation I<br />
|recommended3=Electronic Warfare III<br />
|notes=<br />
* The drone is optional, although it is helpful to have already trained drone skills as you will need it down the road. <br><br />
* Standard Missile Launchers will hit targets under 18.8km as base.<br />
}} <br />
<br />
== Heron ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Heron.jpg<br />
|caption=Heron<br />
|shipname=Heron<br />
|faction=Caldari State<br />
|class=Frigate<br />
|highs=2<br />
|turrets=1<br />
|launchers=2<br />
|mediums=3<br />
|lows=1<br />
|cargohold= 145 m3<br />
|dronebay= 5 m3<br />
|bandwidth= 5 Mbit/sec<br />
|roles= Exploration<br />
|variations= [http://wiki.eveonline.com/en/wiki/Buzzard Buzzard]<br />
|bonuses='''Caldari Frigate Skill Bonus:'''<br> 5% bonus kinetic missile damage per skill level <br> 5% bonus to scan strength of probes per skill level <br> 5% bonus to survey probe flight time per skill level<br />
|info=The Heron is the T1 Caldari [[Scanning_%26_Probing|probing]] frigate. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find. While the Heron is a good starter exploration ship, its T2 cousin the Buzzard has a bigger probe strength bonus and the ability to cloak -- Caldari pilots interested in an exploration or scouting career should consider training towards the Buzzard in the medium term.<br />
}} <br />
<br />
== Kestrel ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Kestrel.jpg<br />
|caption=Kestrel<br />
|shipname=Kestrel<br />
|faction=Caldari State<br />
|class=Frigate<br />
|highs=4<br />
|turrets=0<br />
|launchers=4<br />
|mediums=3<br />
|lows=2<br />
|cargohold= 260 m3<br />
|dronebay= 0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles= Mission<br />
|variations= [http://wiki.eveonline.com/en/wiki/Manticore Manticore]<br />
|bonuses='''Caldari Frigate Skill Bonus:'''<br> 10% bonus to Kinetic missile damage per skill level <br> 5% bonus to EM, Explosive and Thermal missile damage per skill level<br />
|info=The Kestrel is the most commonly flown frigate in EVE, even beating the Rifter. This is due to its strong PvE capabilities with four standard launchers. It is perfect for Level 1 missions, static complexes up to DED 2 and can also complete virtually all of the Sisters of EVE Epic Arc. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges and falloff. This greatly simplifies matters for a beginning pilot. The Kestrel also has a role as a tackle ship or anti support ship as it has a good slot layout and decent damage output.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Kestrel, PvE Basic Skills Kestrel<br />
|high='Malkuth' Standard Missile Launcher I <br> 'Malkuth' Standard Missile Launcher I <br> 'Malkuth' Standard Missile Launcher I <br> 'Malkuth' Standard Missile Launcher I<br />
|mid=1MN Afterburner I <br> Small Shield Booster I <br> Small Shield Extender I<br />
|low=Micro Auxillary Power Core <br> Overdrive Injector System I<br />
|charges=Bloodclaw Light Missile<br />
|drones=<br />
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=Afterburner I <br> Electronics III <br> Shield Operation I <br> Shield Upgrades I<br />
|recommended2=Caldari Frigate III <br> Missile Launcher Operation I <br> Standard Missiles I <br> Engineering III<br />
|recommended3=Energy Management II <br> Hull Upgrades I <br> Missile Projection III<br />
|notes=<br />
* The Afterburner allows the pilot to control the range of engagement. It has a basic shield tank to keep the ship intact in those situations where you find yourself in the middle of a group of enemies, such as immediately after using a Warp Gate.<br />
* Variations to consider for this fit include the use of Capacitor Control Circuit rigs to allow more extended use of the Shield Booster, swapping the Small Shield Extender for a Shield Boost Amplifier (would require Electronics V or a Co-Processor) or switching the Overdrive Injector System for Nanofiber Internal Structure. With Electronics IV it is possible to fit an Invulnerability Field. However, this is generally not practical as the capacitor simply cannot sustain prolonged activation of this module.<br />
* Missile Projection III is strongly recommended as this should give your launchers an approximate effective range of 24km - this is sufficient to stay out of range of most PvE enemies.<br />
* Approximate ISK cost is 700,000 with the bulk of this cost being for the 'Malkuth' launcher variants. This can be greatly reduced by using Standard Missile Launcher I in their place. However, as 'Malkuth' versions have lower CPU requirements, this change will almost certainly require the use of a Co-Processor in one of the low slots.<br />
}} <br />
<br />
== Merlin ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Merlin.jpg<br />
|caption=Merlin<br />
|shipname=Merlin<br />
|faction=Caldari State<br />
|class=Frigate<br />
|highs=4<br />
|turrets=2<br />
|launchers=2<br />
|mediums=4<br />
|lows=2<br />
|cargohold= 130 m3<br />
|dronebay= 0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles= Tackle, Mission<br />
|variations= [http://wiki.eveonline.com/en/wiki/Harpy Harpy], [http://wiki.eveonline.com/en/wiki/Hawk Hawk]<br />
|bonuses='''Caldari Frigate Skill Bonus:'''<br> 5% bonus to shield resistances per skill level <br> 10% bonus to Small Hybrid Turret optimal range per skill level<br />
|info=The Merlin is the most capable Caldari frigate for PvP but still falls behind the Rifter in effectiveness. Its unique selling point is the possession of four midslots, which allow Merlin tacklers to fit a Sensor Booster (with Scan Resolution script) without compromising a standard tackler setup. This is useful for quickly grabbing slippery targets such as enemy capsules. The merlin's one flaw, though, is its mixed 2 turret/2 launcher high slot layout, which limits its effectiveness - regardless, it is a great PvP boat.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Merlin, PvP Basic Skills Merlin<br />
|high=Standard Missile Launcher I <br> Standard Missile Launcher I<br />
|mid=1MN MicroWarpdrive I <br> Sensor Booster I <br> Stasis Webifier I <br> Warp Disruptor I<br />
|low=Nanofiber Internal Structure I <br> Overdrive Injector System I<br />
|charges=Bloodclaw Light Missile <br> Scan Resolution<br />
|drones=<br />
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=Caldari Frigate III <br> Missile Launcher Operation I <br> Standard Missiles I<br />
|recommended2=High Speed Maneuvering I <br> Long Range Targeting I <br> Propulsion Jamming I<br />
|recommended3=Shield Upgrades I <br> Hull Upgrades I<br />
|notes=*This is a cheap, fast initial tackler for fleets. It dies easily, so be prepared to run away fast.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Merlin, PvP Tanky Merlin<br />
|high=Rocket Launcher I<br>Rocket Launcher I<br>150mm Light Autocannon I<br>150mm Light Autocannon I<br />
|mid=1MN Afterburner I<br>Medium Shield Extender I<br>Stasis Webifier I<br>Warp Scramber I<br />
|low=Damage Control I<br>Micro Auxiliary Power Core<br />
|charges=Foxfire Rocket<br>Phased Plasma S<br />
|drones=<br />
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]<br />
|required1=Caldari Frigate III <br> Missile Launcher Operation I <br> Rockets I<br />
|required2=Shield Upgrades I <br> Hull Upgrades I <br> Afterburner I<br />
|required3=Propulsion Jamming I<br>Energy Management II<br>Small Projectile Turret I<br />
|recommended1=High Speed Maneuvering I<br />
|recommended2=Engineering IV<br />
|recommended3=Shield Upgrades III<br />
|notes=This heavier but slower tackler makes use of the Merlin's excellent shield tank, with over 3000 EHP against the weakest EMP resistance. The "recommended" skillset allows fitting of a microwarpdrive in place of the afterburner, if the guns are downgraded to 125mm. Weapon range is less than 4km without range-boosting skills, so you need to orbit close (watch out for smartbomb battleships). Choose ammo type to match your target.<br><br />
Improving your fitting skills further or replacing meta-0 with named modules will free up even more powergrid for better weapons or T2 systems.<br />
}} <br />
<br />
= Destroyer =<br />
<br />
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor. <br />
<br />
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit &amp; Run fleet. <br />
<br />
== Cormorant ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Cormorant.jpg<br />
|caption=Cormorant<br />
|shipname=Cormorant<br />
|class=Destroyer<br />
|highs=8<br />
|turrets=7<br />
|launchers=1<br />
|mediums=4<br />
|lows=1<br />
|cargohold=450 m3<br />
|dronebay=0 m3<br />
|bandwidth=0 Mbit/sec<br />
|roles=Salvager, Mission<br />
|variations=[http://wiki.eveonline.com/en/wiki/Flycatcher Flycatcher]<br />
|bonuses='''Destroyer Skill Bonus:'''<br>10% Bonus to Small Hybrid Turret tracking speed per skill level <br> 10% bonus to Small Hybrid Turret optimal range per skill level <br><br />
'''Role Bonus:'''<br> 50% bonus to optimal range for small hybrid turrets <br> <font color=red>-25% rate of fire for all turrets</font><br />
|info=The Cormorant has eight high slots, making it an excellent vessel to use for salvaging wrecks. Due to its small size it can move speedily across deadspaces, but also has enough cargo space to hold the salvage you collect.<br />
When it is used in PvE as a combat ship (Level 1 missions and the Sisters of Eve storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships.<br />
<br />
In PvP it suffers from a comparatively large signature radius, a fact inflicting all destroyers. This makes it easy to hit it with cruiser sized weapons while it only sports a frigate sized tank.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Cormorant, Salvager<br />
|high=Small Tractor Beam I <br> Small Tractor Beam I <br> Small Tractor Beam I <br> Small Tractor Beam I <br> Salvager I <br> Salvager I <br> Salvager I <br> Salvager I<br />
|mid=1MN MicroWarpdrive I <br> Cap Recharger II <br> Cap Recharger II <br> Cap Recharger II<br />
|low=Expanded Cargohold II<br />
|charges=<br />
|drones=<br />
|rigs=Small Salvage Tackle I <br> Small Salvage Tackle I <br> Small Salvage Tackle I<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1= Afterburner III <br> Destroyers I <br> High Speed Maneuvering I <br> Navigation III <br><br />
|recommended2= Armor Rigging I <br> Energy Grid Upgrades III <br> Jury Rigging III <br> Salvaging I<br />
|recommended3= Caldari Frigate III <br> Hull Upgrades II <br> Mechanic III <br> Science III<br />
|notes=<br />
*With one Expanded Cargohold it will hold enough to clear up virtually all L1 and L2 missions in a single trip. For bigger missions you might have to make multiple trips. Alternatively, you can place all the loot and salvage into a jetcan and come back to pick it up in an industrial.<br />
*With the Cap Rechargers you shouldn't have problem with cap even under intense use. Even if it runs out of cap, it should regenerate very quickly.<br />
*Remember that you cannot use MicroWarpdrive in deadspace but there is a trick to it. As you progress through the mission, make bookmarks on one wreck in each room. When you return to your agent and report in, you can use the bookmarks to return to the wrecks with deadspace gone.<br />
}} <br />
<br />
= Cruiser =<br />
<br />
Cruisers are Eve's medium-sized ships. Cruisers are also the only class that has a [[Strategic Cruiser|Tech 3 version]], in Caldari, that would be a [[Caldari Basic Ship and Skill Guide#Tengu|Tengu]]. Caldari also have the Blackbird, an Electronic Warfare cruiser known for it's ECM capabilities. The Tech 2 version of Cruiser class ships are divided into four more specialized classes which is much more expensive than their Tech 1 equivalents: Recons (advanced force-multiplying electronic warfare platforms), Heavy Assault Ships (powerful damage-dealers), Heavy Interdictors (nullsec super-tacklers) and Logistics cruisers (remote repair platforms). <br />
<br />
== Osprey ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Osprey.jpg<br />
|caption=Osprey<br />
|shipname=Osprey<br />
|class=Cruiser<br />
|highs=4<br />
|turrets=3<br />
|launchers=2<br />
|mediums=4<br />
|lows=3<br />
|cargohold=485 m3<br />
|dronebay=20 m3<br />
|bandwidth=20 Mbit/sec<br />
|roles=Mining, Logistics<br />
|variations=Basilisk, Osprey Navy Issue<br />
|bonuses='''Caldari Cruiser Skill Bonus:'''<br> 20% bonus to mining laser yield per skill level <br> 10% reduction in Shield Transport capacitor use per skill level <br><br />
'''Role Bonus:'''<br> 500% bonus to range of shield transporters<br />
|info=The Osprey is primarily used as a mining vessel by Caldari pilots. Its 20% bonus to mining laser yield means that with high cruiser skills, it can outmine the Procurer mining barge. Caldari miners will tend to continue to use the Osprey until they are ready to fly a Retriever. <br><br />
The Osprey can also be fitted out as a logistics vessel in fleets. Its skill bonus is focused on reduced shield repairing capacitor costs, and it has a large extended range for shield repairing.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Osprey, High Sec, Low Skill Miner<br />
|high= Miner II <br> Miner II <br> Miner II <br> Small Tractor Beam I<br />
|mid= Survey Scanner I <br> Large Shield Extender I <br> Civilian Shield Booster I <br> [empty mid slot]<br />
|low= Mining Laser Upgrade I <br> Co-Processor I <br> Co-Processor I<br />
|charges=<br />
|drones= Hobgoblin I <br> Hobgoblin I <br> Hobgoblin I <br> Hobgoblin I <br><br />
|rigs=<br />
[empty rig slot] <br> [empty rig slot] <br> [empty rig slot]<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1= Caldari Cruiser I <br> Electronics Upgrades I <br> Science III<br />
|recommended2= Drones IV <br> Mining IV <br> Scout Drone Operation I<br />
|recommended3= Electronics III <br> Mining Upgrades I <br> Shield Upgrades I<br />
|notes=<br />
*Since the Osprey's cargohold is relatively small, you will most likely have to do Jetcan mining. The Small Tractor Beam allows you to drag your jetcan around while you mine.<br />
*Unless you are extremely unfortunate, you are unlikely to be a target of suicide gank. Therefore you are more likely to worry about those annoying and pesky belt rats. Large Shield Extender I provides a buffer to your shield and the Civilian Shield Booster I gives you a small shield repair when your shield is damaged by belt rats. And no, unless you have Electronics V you will be unable to fit a Small Shield Booster.<br />
*Hobgoblins to take care of belt rats. You can have a mixture of Mining Drones and Combat Drones if you wish, just remember to recall your mining drones when belt rats comes or you might find your mining drones under attack.<br />
}} <br />
<br />
== Blackbird ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Blackbird.jpg<br />
|caption=Blackbird<br />
|shipname=Blackbird<br />
|class=Cruiser<br />
|highs=4<br />
|turrets=3<br />
|launchers=3<br />
|mediums=6<br />
|lows=2<br />
|cargohold=305 m3<br />
|dronebay=0 m3<br />
|bandwidth=0 Mbit/sec<br />
|roles=Electronic Counter Measures<br />
|variations=Falcon, Rook<br />
|bonuses='''Caldari Cruiser Skill Bonus:'''<br> 15% bonus to ECM Target Jammer strength per skill level <br> 10% bonus to ECM Target Jammer optimal range and falloff per skill level<br />
|info=The Blackbird is an excellent ewar cruiser -- in fact, given its ability to stop the enemy fighting, it might be the most dangerous Caldari T1 PvP cruiser. The main focus of any Blackbird fit should be the midslots, followed by the lowslots. Note, when flying a blackbird be careful as you likely will have little to no tank so you will be dependent on your jammers or your fellow Unistas to survive. Try to always fight aligned in a Blackbird, that means you select a close by planet or some such, hit align and then start jamming away. When you get shot at and you have no warp-disruptors on then you can go instantly to warp, allowing you to return to the fight again. A dead Blackbird is no use to anyone.<br />
You can find a detailed discussion of Blackbird fitting [[ECM_Guide#Fitting_Fleet_Blackbirds|here]].<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Blackbird, PvP Rainbow/LSE<br />
|high= Assault Missile Launcher I <br> Assault Missile Launcher I <br> Assault Missile Launcher I<br />
|mid= 10MN MicroWarpdrive I <br> ECM - Spatial Destabilizer I <br> ECM - Phase Inverter I <br> ECM - Ion Field Projector I <br> ECM - White Noise Generator I <br> Large Shield Extender I <br />
|low= Signal Distortion Amplifier I <br> Signal Distortion Amplifier I<br />
|charges= Piranha Light Missile<br />
|drones=<br />
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1= <br />
Acceleration Control III <br> <br />
Afterburner III <br> <br />
Caldari Cruiser IV <br> <br />
Electronics IV <br> <br />
Electronics Upgrade I <br> <br />
Electronic Warfare IV <br> <br />
Energy Management III <br> <br />
Energy Systems Operation III<br />
|recommended2= Engineering II <br> <br />
Evasive Maneuvering III <br> <br />
Frequency Modulation III <br> <br />
High Speed Maneuvering III <br> <br />
Missile Launcher Operation II <br> <br />
Standard Missiles I <br> <br />
Shield Upgrades II<br />
|recommended3= <br />
Long Distance Jamming III <br> <br />
Long Range Targeting III <br> <br />
Navigation III <br> <br />
Signature Analysis III <br> <br />
Targeting III <br> <br />
Warp Drive Operation III <br> <br />
Science I<br />
|notes=<br />
*A 'rainbow' fit of jammers to specifically jam each of the four races is better than a fit with multispectral jammers in almost all situations. It's good to carry spare racial jammers in your cargohold so you can refit accordingly if you get intel about the enemy's fleet composition.<br />
*The Large Shield Extender gives you a little buffer for extra warping-out time, without hurting your agility.<br />
*If you're happy not having a tank, you could switch the LSE for a Sensor Booster or a fifth jammer. See also the 1600mm Blackbird below.<br />
*The Assault Missile Launchers are for shooting drones that attack you. Don't make a point of getting into AML range, because damage dealing isn't your job. Stick to your ECM optimal range.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Blackbird, PvP Rainbow/2Red/1600mm Plate<br />
|high=<br />
|mid=<br />
10MN MicroWarpdrive I <br><br />
ECM - Spatial Destabilizer I <br><br />
ECM - Phase Inverter I <br><br />
ECM - Phase Inverter I <br><br />
ECM - Ion Field Projector I <br><br />
ECM - White Noise Generator I<br />
|low=<br />
Signal Distortion Amplifier I <br><br />
1600mm Reinforced Steel Plates I<br />
|charges=<br />
|drones=<br />
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=<br />
Acceleration Control III<br><br />
Afterburner III<br><br />
Electronics IV<br><br />
Electronics Upgrade I<br><br />
Electronic Warfare IV<br><br />
Energy Management III<br />
|recommended2=<br />
Energy Systems Operation III<br><br />
Engineering V<br />
Evasive Maneuvering III<br><br />
Frequency Modulation III<br><br />
Caldari Cruiser IV<br><br />
High Speed Maneuvering III<br><br />
Hull Upgrades III<br />
Long Distance Jamming III<br />
|recommended3=<br />
Long Range Targeting III<br><br />
Mechanic I<br><br />
Navigation III<br><br />
Signature Analysis III<br><br />
Targeting III<br><br />
Warp Drive Operation III<br />
|notes=<br />
*A 'rainbow' fit of jammers to specifically jam each of the four races is better than a fit with multispectral jammers in almost all situations. It's good to carry spare racial jammers in your cargohold so you can refit accordingly if you get intel about the enemy's fleet composition.<br />
*The 1600mm plate gives you a little buffer to help you escape, like an LSE. It slows you down, but hopefully you'll be fighting aligned anyway. The loss of one SDA will slightly reduce your jam strength and jam range.<br />
*Even the T1 Meta 0 1600mm plate can be expensive for a new player, unlike the LSE. You also need Engineering V to get enough powergrid to squeeze it on.<br />
*The extra midslot thus freed up can be fitted with a Sensor Booster, or a fifth jammer. This example fit has an extra Minmatar jammer for lowsec roams -- although Minmatar ships have weaker sensor strengths, they're also very popular with lowsec pirates. For war fleets or nullsec work you may want to consider a different race.<br />
}}<br />
<br />
== Caracal ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Caracal.jpg<br />
|caption=Caracal<br />
|shipname=Caracal<br />
|class=Cruiser<br />
|highs=5<br />
|turrets=2<br />
|launchers=5<br />
|mediums=5<br />
|lows=2<br />
|cargohold=450 m3<br />
|dronebay=10 m3<br />
|bandwidth=10 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Cerberus, Caracal Navy Issue<br />
|bonuses='''Caldari Cruiser Skill Bonus:'''<br> 5% bonus to Kinetic Missile Damage per skill level <br> 10% bonus to Light, Heavy Assault, and Heavy Missile Velocity per skill level<br />
|info=The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increasing the range of it's missiles, as well as a damage bonus to one specific line of missiles. It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar. Some skilled pilots can even handle L3 missions in such a ship.<br />
There are some niche uses for the Caracal in PvP, for example as dedicated frigate-hunter as its Assault Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130kms (mini-sniper), possibly useful in forcing enemy Ewar-cruisers off the field. <br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Caracal, PvE Basic Skills Caracal<br />
|high=<br />
Compact 'Limos' Assault Missile Bay I <br><br />
Compact 'Limos' Assault Missile Bay I <br><br />
Compact 'Limos' Assault Missile Bay I <br><br />
Compact 'Limos' Assault Missile Bay I <br><br />
Compact 'Limos' Assault Missile Bay I<br />
|mid=<br />
Invulnerability Field I <br><br />
Photon Scattering Field I <br><br />
Large Shield Extender I <br><br />
Large Shield Extender I <br><br />
10MN Afterburner I<br />
|low=<br />
Ballistic Control System I <br><br />
Ballistic Control System I<br />
|charges= <br />
Bloodclaw Light Missile<br />
|drones=<br />
Hobgoblin I <br><br />
Hobgoblin I<br />
|rigs=<br />
[empty rig slot] <br><br />
[empty rig slot] <br><br />
[empty rig slot]<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=<br />
Electronics IV <br><br />
Caldari Frigate IV <br><br />
Caldari Cruiser II <br><br />
Missile Launcher Operation I<br />
|recommended2=<br />
Tactical Shield Manipulation I <br><br />
Weapon Upgrades I <br><br />
Shield Upgrades I <br><br />
Afterburner I<br />
|recommended3=<br />
Drones II <br><br />
Scout Drone Operation I<br />
|notes=*This setup is based on [http://forum.eveuniversity.org/viewtopic.php?p=235300#p235300 Thea Infinitas' Budget Caracal]. <br />
}} <br />
<br />
== Moa ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Moa.jpg<br />
|caption=Moa<br />
|shipname=Moa<br />
|class=Cruiser<br />
|highs=6<br />
|turrets=5<br />
|launchers=2<br />
|mediums=4<br />
|lows=4<br />
|cargohold=250 m3<br />
|dronebay=15 m3<br />
|bandwidth=15 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Eagle, Onyx, Gila<br />
|bonuses='''Caldari Cruiser Skill Bonus:'''<br> 10% bonus to Medium Hybrid Turret optimal range per skill level <br> 5% bonus to shield resistance per skill level<br />
|info= The Moa is the gunboat of Caldari cruisers, receiving bonuses to both hybrid turret range and shield resistance. Although some may use railguns with the optimal range bonus to keep their distance from a fight, others will choose to fit a strong shield tank and get closer with blasters to increase their DPS. Overall, this is not an very popular ship as most Caldari pilots choose missile weapon systems over hybrid turrets for their ease of use.<br />
}} <br />
<br />
= Battlecruiser =<br />
<br />
Battlecruisers are sometimes considered as a more powerful version of Destroyer class ships, they fit the same sized weapons as Cruisers and more widely used as a damage dealing ship than Destroyers. One of the most notable Battlecruiser class ship is probably the Caldari [[Caldari Basic Ship and Skill Guide#Drake|Drake]], which is well known for it's tanking capabilities. <br />
<br />
== Ferox ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Ferox.jpg<br />
|caption=Ferox<br />
|shipname=Ferox<br />
|class=Battlecruiser<br />
|highs=7<br />
|turrets=6<br />
|launchers=5<br />
|mediums=5<br />
|lows=4<br />
|cargohold=345 m3<br />
|dronebay=25 m3<br />
|bandwidth=25 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=Nighthawk, Vulture<br />
|bonuses='''Battlecruiser Skill Bonus:'''<br> 10% bonus to Medium Hybrid Turret optimal range per skill level <br> 5% bonus to all Shield resistance per skill level<br />
'''Role Bonus:'''<br> 99% reduction in the CPU need of Warfare Link modules<br />
|info=The Ferox is a versatile battlecruiser capable of a strong [[Shield_tanking#Shield_Tanking_Styles|passive or active shield tank]] and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. However, it is overshadowed by the [[#Drake|Drake]], whose seven bonused launchers far surpass the Ferox's unbonused five, and its hybrid turret range bonus is generally less favored than the damage bonus and additional turret of the Gallente [[Gallente_Basic_Ship_and_Skill_Guide#Brutix|Brutix]] battlecruiser.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Ferox, PvE Budget Ferox<br />
|high=Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> Heavy Missile Launcher I <br> [empty high slot] <br> [empty high slot]<br />
|mid=Large Shield Extender II <br> Large Shield Extender II <br> Ballistic Deflection Field I <br> Ballistic Deflection Field I <br> Shield Recharger II<br />
|low=Shield Power Relay I <br> Shield Power Relay I <br> Shield Power Relay I <br> Shield Power Relay I<br />
|charges=Scourge Heavy Missile<br />
|drones=Hobgoblin I x5<br />
|rigs= [empty rig slot] <br> [empty rig slot] <br> [empty rig slot]<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=Drones IV <br> Scout Drone Operation II <br> Long Range Targeting II <br> Energy Grid Upgrades II <br> Energy Management III <br> Energy Systems Operation III <br> Shield Management III<br />
|recommended2=Shield Operation IV <br> Shield Upgrades IV <br> Tactical Shield Manipulation I <br> Heavy Missiles III <br> Missile Bombardment III <br> Missile Launcher Operation III <br> Missile Projection III<br />
|recommended3=Rapid Launch III <br> Standard Missiles III <br> Battlecruisers III <br> Caldari Frigate IV <br> Caldari Cruiser III <br> Spaceship Command IV<br />
|notes=*If the Drake is a little out of your price range, this should be able to get you (slowly) through a few of the easy-to-moderate level 3 missions, after which you should be able to reuse most of the modules.<br />
*Missiles and hardeners are for Guristas Pirates rats.<br />
}} <br />
<br />
== Drake ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Drake.jpg<br />
|caption=Drake<br />
|shipname=Drake<br />
|class=Battlecruiser<br />
|highs=8<br />
|turrets=0<br />
|launchers=7<br />
|mediums=6<br />
|lows=4<br />
|cargohold=345 m3<br />
|dronebay=25 m3<br />
|bandwidth=25 Mbit/sec<br />
|roles=Damage Dealer, Mission<br />
|variations=None<br />
|bonuses='''Battlecruiser Skill Bonus:'''<br> 5% bonus to Shield resistance per skill level <br> 5% bonus to kinetic damage of heavy missiles and heavy assault missiles per skill level<br />
'''Role Bonus:'''<br> 99% reduction in the CPU need of Warfare Link modules<br />
|info=The [http://wiki.eveonline.com/en/wiki/Drake Drake] is the most commonly flown ship in all of EVE, effective in both PvE and PvP combat.<br />
PvE load-outs sport an insane passive regeneration shield tank while in PvP the Drake is fitted with a huge buffer tank (sometimes achieving a number of effective hit points equal to Battleships). <br />
While its DPS is not as effective as those of other races Battlecruisers its awesome tank means that it will often be the last ship standing on a battlefield. Enemy commanders are unlikely to call a Drake primary. This fact coupled with its tanking abilities as well as the possibility to fit a Warfare Link make it a very good command ship for fleet commanders (FC, WC and SC). It also makes for a great if very obvious bait ship, sucking up enemy fire until the main fleet arrives. <br />
}}{{Fittings<br />
|name=Drake, Kelduum's Ultimate Drake Tank<br />
|high= Heavy Missile Launcher I<br> Heavy Missile Launcher I<br> Heavy Missile Launcher I<br> Heavy Missile Launcher I<br> Heavy Missile Launcher I<br> Heavy Missile Launcher I<br> Heavy Missile Launcher I<br> Drone Link Augmentor I<br />
|mid= Shield Recharger I<br>Shield Recharger I<br>Shield Recharger I<br>Large Shield Extender I<br>Large Shield Extender I<br>Invulnerability Field I<br />
|low= Shield Power Relay I<br>Shield Power Relay I<br>Shield Power Relay I<br>Shield Power Relay I<br />
|charges= Scourge Heavy Missile<br />
|drones= Hobgoblin I x5<br />
|rigs= Core Defence Field Purger I<br>Core Defence Field Purger I<br>Core Defence Field Purger I<br />
|required1= Missile Launcher Operation I<br>Shield Upgrades III<br>Tactical Shield Manipulation I<br>Energy Grid Upgrades II<br>Drones V<br>Science I<br>Missile Launcher Operation III<br />
|required2= Scout Drone Operation IV<br>Engineering IV<br>Electronics IV<br>Mechanic III<br>Jury Rigging III<br>Standard Missiles III<br />
|required3= Heavy Missiles I<br>Science I<br>Shield Rigging I<br>Caldari Frigate IV<br>Caldari Cruiser III<br>Spaceship Command IV<br>Battlecruisers II<br />
|recommended1=<br />
|recommended2=<br />
|recommended3=<br />
|notes=<br />
*This setup is [http://forum.eveuniversity.org/viewtopic.php?p=35587#p35587 Kelduum Revaan's T1 Ultimate Drake Tank Setup].<br />
*Training plan for use with [[Evemon_and_EFT|EVEmon]] can be found [[Media:Drake_t1_with_drones.xml|here]] (right click, save link as).<br />
*It is recommended to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] as soon as possible.<br />
*Training [[Missile_Launchers#Missile_Support_Skills|missile support skills]] will increase DPS output.<br />
*Training [[Drones#Skills|drone support skills]] will increase drone effectiveness.<br />
*Training Combat Drone Operation III is required for the Drone Link Augmentor module.<br />
}}{{Fittings<br />
|name=Drake, advanced PvE<br />
|high=Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Heavy Missile Launcher II<br>Drone Link Augmentor<br />
|mid=Kinetic Deflection Amplifier II<br>Heat Dissipation Amplifier II<br>Large Shield Extender II<br>Large Shield Extender II<br>10MN Afterburner II<br>Invulnerability Field II<br />
|low=Shield Power Relay II<br>Shield Power Relay II<br>Ballistic Control System II<br>Ballistic Control System II<br />
|charges=Scourge Heavy Missile<br>Thunderbolt Heavy missile<br />
|drones=Hobgoblin II x5<br />
|rigs=Core Defence Field Purger I<br>Core Defence Field Purger I<br>Core Defence Field Purger I<br />
|required1=Missile Launcher Operation V<br>Shield Upgrades III<br> Tactical Shield Manipulation IV<br>Energy Grid Upgrades II<br>Drones V<br />
|required2=Scout Drone Operation V<br>Engineering IV<br>Electronics IV<br>Mechanic III<br>Jury Rigging III<br />
|required3=Shield Rigging I<br>Caldari Frigate IV<br>Caldari Cruiser III<br>Spaceship Command IV<br>Battlecruisers II<br />
|recommended1=Battlecruisers IV<br>Missile Bombardment III<br>Missile Launcher Operation III<br>Guided Missile Precision III<br>Missile Projection III<br />
|recommended2=Rapid Launch III<br>Target Navigation Prediction III<br>Warhead Upgrades III<br>Shield Management V<br />
|recommended3=Shield Operation IV<br>Shield Upgrades IV<br>Tactical Shield Manipulation IV<br>Shield Compensation IV<br>Heavy Missiles IV<br>Heavy Missile Specialization I<br>Combat Drone Operation III <br />
|notes=<br />
*It is recommended to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] as soon as possible.<br />
*Training [[Missile_Launchers#Missile_Support_Skills|missile support skills]] will increase DPS output.<br />
*Use Meta 4 items if you cannot fit T2. Except for the Launchers as they are too expensive.<br />
*With very good tank and dps skills you may use three Ballistic Control Systems and only one Shield Power Relay.<br />
*Amend the passive shield resistance modules (amplifiers) to the resistance you need for your mission.<br />
*Swap your afterburner for a second Invulnerability Field if you encounter problems with your tank.<br />
*You can use Warrior drones against Angels instead of Hobgoblins.<br />
*Thunderbolt Heavy Missiles deal more damage against Sansha and Bloodraiders even if you have Battlecruiser IV.<br />
*Optional in the highslot: tractor beam (instead of a Drone Link Augmentor)<br />
}}{{Fittings<br />
|name=HAM Drake, advanced PvP<br />
|high=Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Heavy Assault Missile Launcher II<br>Small Energy Neutralizer II<br />
|mid=Invulnerability Field II<br>Invulnerability Field II<br>Large Shield Extender II<br>Stasis Webifier II<br>Warp Scrambler II<br>Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br />
|low=Ballistic Control System II<br>Ballistic Control System II<br>Power Diagnostic System II<br>Damage Control II<br />
|charges=Caldari Navy Terror Assault Missile<br />
|drones=Warrior II x5<br />
|rigs=Medium Core Defence Field Extender I<br>Medium Core Defence Field Extender I<br>Medium Core Defence Field Extender I<br />
|required1=Missile Launcher Operation V<br>Heavy Assault Missiles V<br>Heavy Assault Missile Specialization I<br>Shield Upgrades III<br> Tactical Shield Manipulation IV<br>Energy Grid Upgrades II<br>Drones V<br />
|required2=Scout Drone Operation V<br>Engineering IV<br>Electronics IV<br>Mechanic III<br>Jury Rigging III<br>Energy Emission Systems II<br>Propulsion Jamming IV<br />
|required3=Shield Rigging I<br>Caldari Frigate IV<br>Caldari Cruiser III<br>Spaceship Command IV<br>Battlecruisers II<br />
|recommended1=Battlecruisers IV<br>Missile Bombardment III<br>Missile Launcher Operation III<br>Guided Missile Precision III<br>Missile Projection III<br />
|recommended2=Rapid Launch III<br>Target Navigation Prediction III<br>Warhead Upgrades III<br>Shield Management V<br>Thermodynamics V<br />
|recommended3=Shield Operation IV<br>Shield Upgrades IV<br>Tactical Shield Manipulation IV<br>Shield Compensation IV<br>Combat Drone Operation III <br />
|notes=<br />
*It is required to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] on battlecruisers or larger according to E-UNI wartime regulations.<br />
*Training [[Missile_Launchers#Missile_Support_Skills|missile support skills]] will increase DPS output.<br />
*Use Meta 4 items if you cannot fit T2 weapons. Meta 4 (Arbalest) HAM Launchers are fairly affordable compared to their Heavy Missile variant.<br />
*However due to the often fatal nature of PvP, T2 weapons are often suggested and strongly recommended, as they give a significant DPS boost.<br />
*T2 HAM Launchers also offer the use of T2 ammo. Rage (Higher DPS, for larger targets) and Javelin (Lower dps, for smaller, faster targets).<br />
*Faction ammo is strongly recommended to gain an advantage on the battlefield.<br />
*Your role as a HAM Drake in an E-UNI fleet is as a super-heavy tackle and as short-range dps. Your shield buffer tank will be much higher than most<br />
*of your peers, and so your goal is to fit as much DPS as possible, and get right up on the enemy's faces to gain their attention.<br />
}}<br />
<br />
= Battleship =<br />
<br />
Battleships are the biggest combat ships in the game before Capital-class ships. Battleships usually mount large sized weaponry and mostly used as a damage dealing combat ship in Eve, although there are several Battleships that have different role, such as the Scorpion. <br />
<br />
== Scorpion ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Scorpion.jpg<br />
|caption=Scorpion<br />
|shipname=Scorpion<br />
|class=Battleship<br />
|highs=6<br />
|turrets=4<br />
|launchers=4<br />
|mediums=8<br />
|lows=4<br />
|cargohold=550 m3<br />
|dronebay=75 m3<br />
|bandwidth=75 Mbit/sec<br />
|roles=Electronic Counter Measures<br />
|variations=Widow, Rattlesnake, Scorpion Navy Issue<br />
|bonuses='''Caldari Battleship Skill Bonus:'''<br> 15% bonus to ECM Target Jammer strength per skill level <br> 20% bonus to ECM Target Jammer optimal and falloff range per skill level <br> 20% Bonus to ECM Burst Range per skill level<br />
|info=The Scorpion is Eve's only dedicated ewar BS. With lots of space for jammers and substantial ECM range and strength, it can wreak a lot of havoc in PvP. But to free up midslots it's often forced to rely on a weak armour buffer tank (best supported by remote repairs) in its four lows, and like the Blackbird it's frequently primaried. Flying a Scorpion is a noble job, but usually a short one! The Scorpion also has a niche PvE use as a decoy in w-space combat, attracting fire from Sleepers with its ECM while its fleetmates repair it and deal damage.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
<br />
|name=Scorpion, PvP Armor Scorp<br />
<br />
|high=<br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
Heavy Unstable Power Fluctuator I<br><br />
Heavy Unstable Power Fluctuator I<br />
<br />
|mid=<br />
Quad LiF Fueled I Booster Rockets<br><br />
'Umbra' I White Noise ECM<br><br />
'Umbra' I White Noise ECM<br><br />
Enfeebling Phase Inversion ECM I<br><br />
Enfeebling Phase Inversion ECM I<br><br />
BZ-5 Neutralizing Spatial Destabilizer ECM<br><br />
BZ-5 Neutralizing Spatial Destabilizer ECM<br><br />
'Hypnos' Ion Field ECM I<br />
<br />
|low=<br />
Damage Control II<br><br />
Energized Adaptive Nano Membrane II<br><br />
Energized Adaptive Nano Membrane II<br><br />
1600mm Reinforced Rolled Tungsten Plates I<br />
<br />
|charges=Caldari Navy Cataclysm Cruise Missile<br><br />
<br />
|drones=Hammerhead II x5<br><br />
Warrior II x5<br />
<br />
|rigs=Large Trimark Armor Pump I<br><br />
Large Trimark Armor Pump 1 <br><br />
Large Trimark Armor Pump 1<br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=<br />
<br />
|recommended2=<br />
<br />
|recommended3=<br />
<br />
|notes=<br />
*This fit is proposed for fleets in E-UNI. It is expected that the capsuleer will have a diverse set of spare ECM jammers in their cargo hold; if targets are identified before engagement, it is encouraged for the FC to allow their ECM EWAR ships to dock up and refit their ships for the best setup for that engagement, if possible.<br />
<br />
*Pilots that find themselves capping out more often than they'd like in prolonged engagements may wish to replace one of the cruiser launchers with a heavy nos.<br />
}} <br />
<br />
== Raven ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Raven.jpg<br />
|caption=Raven<br />
|shipname=Raven<br />
|class=Battleship<br />
|highs=8<br />
|turrets=4<br />
|launchers=6<br />
|mediums=6<br />
|lows=5<br />
|cargohold=665 m3<br />
|dronebay=75 m3<br />
|bandwidth=75 Mbit/sec<br />
|roles=Damage Dealer, Missions<br />
|variations=Golem, Raven Navy Issue, Raven State Issue<br />
|bonuses='''Caldari Battleship Skill Bonus:'''<br> 5% bonus to Cruise and Siege Launcher Rate of Fire per skill level <br> 10% bonus to Cruise Missile and Torpedo Velocity per skill level<br />
|info=The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or a X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with a flight of Light Drones and a flight of Medium ones. In addition it is a very slow ship, as most Caldari boats are.<br />
<br />
For PvP it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances. Its main strengths though lie in PvE.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
<br />
|name=Raven, PvE Basic Raven<br />
<br />
|high=<br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
[empty high slot]<br><br />
[empty high slot]<br />
<br />
|mid=<br />
X-Large Shield Booster II<br><br />
Shield Boost Amplifier II<br><br />
Shield Boost Amplifier II<br><br />
Ballistic Deflection Field II<br><br />
Ballistic Deflection Field II<br><br />
Heat Dissipation Field II<br />
<br />
|low=<br />
Capacitor Flux Coil II<br><br />
Capacitor Flux Coil II<br><br />
Ballistic Control System II<br><br />
Ballistic Control System II<br><br />
Ballistic Control System II<br />
<br />
|charges=Wrath Cruise Missile<br><br />
<br />
|drones=Hobgoblin II x5<br><br />
Hammerhead II x5<br />
<br />
|rigs=Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br><br />
Large Capacitor Control Circuit I<br />
<br />
|required1=<br />
|required2=<br />
|required3=<br />
<br />
|recommended1=<br />
Combat Drone Operation IV<br><br />
Drones V<br><br />
Drone Durability III<br><br />
Drone Interfacing IV<br><br />
Drone Navigation IV<br><br />
Gallente Drone Specialization II<br><br />
Scout Drone Operation V<br><br />
Electronics V<br><br />
Long Range Targeting III<br><br />
Signature Analysis III<br><br />
Targeting IV<br><br />
Engineering IV<br><br />
Energy Grid Upgrades IV<br />
<br />
|recommended2=<br />
Energy Management IV<br><br />
Energy Systems Operation IV<br><br />
Shield Compensation III<br><br />
Shield Management V<br><br />
Shield Operation V<br><br />
Shield Upgrades IV<br><br />
Tactical Shield Manipulation IV<br><br />
Weapon Upgrades IV<br><br />
Jury Rigging I<br><br />
Cruise Missiles IV<br><br />
Guided Missile Precision III<br><br />
Heavy Missiles III<br><br />
Missile Bombardment III<br />
<br />
|recommended3=<br />
Missile Launcher Operation V<br><br />
Missile Projection III<br><br />
Rapid Launch IV<br><br />
Standard Missiles III<br><br />
Target Navigation Prediction IV<br><br />
Warhead Upgrades III<br><br />
Evasive Maneuvering III<br><br />
Navigation IV<br><br />
Caldari Frigate IV<br><br />
Caldari Cruiser IV<br><br />
Caldari Battleship IV<br><br />
Spaceship Command IV<br />
<br />
|notes=<br />
* This fitting has missiles and hardeners fitted for Guristas Pirates rats. For Angel Cartel, try fitting an Explosion Dampening Field II, an Invulnerability Field II, and a Cap Recharger II in the last three mids.<br />
* Consider making it your goal to purchase more cap-efficent tank modules so that you can start using the Large Warhead Rigor Catalyst I in some of the rig slots. This will give you much better damage against smaller ships, to help out your drones.<br />
* This fit is taken from [http://eve.battleclinic.com/loadout/27770-Perfect-Starter-Lv4-Mission-raven.html Battleclinic], which has a long discussion of the pros and cons of various modules.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
<br />
|name=Raven, RRBS Gang<br />
<br />
|high=<br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
'Arbalest' Cruise Launcher I<br><br />
Large Energy Transfer Array II<br><br />
Large Shield Transporter II<br />
<br />
|mid=<br />
Quad LiF Fueled I Booster Rockets<br><br />
Sensor Booster II<br><br />
Invulnerability Field II<br><br />
Invulnerability Field II<br><br />
Invulnerability Field II<br><br />
Large Shield Extender II<br />
<br />
|low=<br />
Ballistic Control System II<br><br />
Ballistic Control System II<br><br />
Ballistic Control System II<br><br />
Power Diagnostic System II<br><br />
Damage Control II<br />
<br />
|charges=Wrath Cruise Missile<br><br />
<br />
|drones=Warrior II x5<br><br />
Valkyrie II x5<br />
<br />
|rigs=Large Core Defence Field Extender I<br><br />
Large Core Defence Field Extender I<br><br />
Large Anti-EM Screen Reinforcer I<br />
<br />
|required1=<br />
|required2=<br />
|required3=<br />
<br />
|recommended1=<br />
<br />
|recommended2=<br />
<br />
|recommended3=<br />
<br />
|notes=<br />
* This fit uses almost all of your cpu. If you are finding that you do not have enough, consider a Co-Processor instead of a Power Diagnostic System.<br />
* The propulsion mod is used to close range quickly to get within energy transfer and remote repair range after jumping through gates.<br />
}} <br />
<br />
== Rokh ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Rokh.jpg<br />
|caption=Rokh<br />
|shipname=Rokh<br />
|class=Battleship<br />
|highs=8<br />
|turrets=8<br />
|launchers=4<br />
|mediums=6<br />
|lows=5<br />
|cargohold=625 m3<br />
|dronebay=50 m3<br />
|bandwidth=50 Mbit/sec<br />
|roles=Damage Dealer<br />
|variations=None<br />
|bonuses='''Caldari Battleship Skill Bonus:'''<br> 10% bonus to large hybrid optimal range per skill level <br> 5% bonus to shield resistance per skill level<br />
|info=The Rokh is a solid shield-tanked hybrid turret platform. Although it doesn't have the raw damage bonuses found on the Megathron and Hyperion, its optimal bonus sometimes helps it deal more applied DPS when fitted with blasters. When rail-fitted it can achieve tremendous optimal ranges -- even, uselessly, beyond the hard 250km targeting range limit. Although it can be used for PvE, most Caldari mission-runners prefer missiles' flexibility and ease-of-use.<br />
}} <br />
<br />
= Strategic Cruiser =<br />
<br />
Strategic Cruiser or Tier 3 Cruiser class are the only customizable ship class in Eve. Every race in Eve has only one Strategic Cruiser ship. The difference between Strategic Cruisers and other type of ships is the use of submodules in which can be reconfigured to suit the need of the pilot. Submodules affects almost every aspect of the ship, not to mention the ship's appearance. More detailed information about Strategic Cruisers can be found on [[Strategic Cruiser|this page]]. <br />
<br />
== Tengu ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Tengu.jpg<br />
|caption=Tengu<br />
|shipname=Tengu<br />
|class=Strategic Cruiser<br />
|highs=varies<br />
|turrets=varies<br />
|launchers=varies<br />
|mediums=varies<br />
|lows=varies<br />
|cargohold=varies<br />
|dronebay=0 m3<br />
|bandwidth=0 Mbit/sec<br />
|roles=Varies<br />
|variations=Many<br />
|bonuses='''Caldari Strategic Cruiser Skill Bonus:'''<br> 5% Reduction in the amount of heat damage absorbed by modules per level.<br>Additional bonuses vary by choice of subsystems.<br />
|info=The [http://wiki.eveonline.com/en/wiki/Tengu Tengu] is the Caldari [http://wiki.eveuniversity.org/Strategic_Cruiser Stategic Cruiser] hull. This is a fancy l4 runner if you happen to dislike using battleships. Tengus can have many roles and are especially valuable in higher class whs. So feel free to add your fits. Due to exchangable Subsystems the strategic cruisers are very versatile. <br />
When I started using a Tengu for the first time I asked plenty of people what their tengu fit was and of course (like always with EFT warriors) there are many fits you can use. Please read my comments below the fit so you know whats important when using the fit.<br />
<br />
P.S. I tried to add subsystems to the table but since that didn't work for me here's the list:<br><br />
<br />
Acceleration Ejection Bay <br><br />
Fuel Catalyst <br><br />
Amplification Node <br><br />
Augmented Capacitor Reservoir <br><br />
Dissolution Sequencer <br><br />
<br />
WARNING: losing your Tengu will result in a skillpoint loss in the subsystems category. One skill is randomly chosen and reduced by one level. Losing a Caldari Strategic Cruiser will result in a loss for its skills, you cannot buy buffer skills of other races and train them to one to reduce the chance of losing a higher level skill (all subsystems are 1x multiplier skills).<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Tengu, Advanced PvE<br />
|high=<br />
Heavy Missile Launcher II <br><br />
Heavy Missile Launcher II <br><br />
Heavy Missile Launcher II <br><br />
Heavy Missile Launcher II <br><br />
Heavy Missile Launcher II <br><br />
Heavy Missile Launcher II <br><br />
|mid=<br />
Invulnerability Field II <br><br />
Shield Boost Amplifier II <br><br />
Pithi B-Type Small Shield Booster <br><br />
Explosion Dampening Amplifier II <br><br />
Kinetic Deflection Amplifier II <br><br />
10MN Afterburner <br><br />
|low=<br />
Caldari Navy Ballistic Control System<br><br />
Caldari Navy Ballistic Control System<br><br />
Caldari Navy Ballistic Control System<br><br />
Damage Control II<br><br />
|charges=<br />
<br />
|drones=<br />
<br />
|rigs=<br />
Medium Warhead Rigor Catalyst I<br><br />
Medium Warhead Rigor Catalyst I<br><br />
Medium Capacitor Control Circuit I <br><br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=<br />
|recommended2=<br />
|recommended3=<br />
|notes=<br />
*The shields weakness to EM has to remembered at all times. If you only run against Sansha/Bloodraiders you might want to use an Anti-EM Rig.<br />
*Your maximum speed will be about 660 m/s with a faction AB and maxed Navigation skills. Against EM damage this is certainly part of your tank so shoot Elite Frigates <u>first at all times</u><br />
*Using mission specific amplifiers and also damage types is mostly the best choice for l4s. Especially against Sansha and Bloodraiders even if you have your Offensive Subsystems V (25% to Kinetic damage)<br />
*You want to use a faction afterburner like Republic Fleet 10MN Afterburner to have a cap stable tank with activated afterburner<br />
*Using this fit with two Explosion Dampening Amplifiers II lets you tank Angel Extravaganza Bonus Room without a problem. Same as above: <u>dont get webbed and shoot elite frigates first</u><br />
*Low slots allow you to use a fourth Ballistic Control System. Pick what you like best. With Weapon Upgrades V you can use 3 x Ballistic Control System II.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Tengu, Alternate Advanced PvE<br />
|high=<br />
Heavy Missile Launcher II <br><br />
Heavy Missile Launcher II <br><br />
Heavy Missile Launcher II <br><br />
Heavy Missile Launcher II <br><br />
Heavy Missile Launcher II <br><br />
Heavy Missile Launcher II <br><br />
|mid=<br />
Invulnerability Field II <br><br />
Photon Scattering Field II <br><br />
Domination Shield Boost Amplifier <br><br />
Gistii B-Type Small Shield Booster <br><br />
Gistii B-Type Small Shield Booster <br><br />
Republic Fleet 10MN Afterburner <br><br />
|low=<br />
Ballistic Control System II <br><br />
Ballistic Control System II <br><br />
Ballistic Control System II <br><br />
Ballistic Control System II <br><br />
<br />
|charges=<br />
<br />
|drones=<br />
<br />
|rigs=<br />
Medium Warhead Rigor Catalyst I <br><br />
Medium Warhead Rigor Catalyst II <br><br />
Medium Capacitor Control Circuit II <br><br />
|required1=<br />
|required2=<br />
|required3=<br />
|recommended1=<br />
|recommended2=<br />
|recommended3=<br />
|notes=<br />
*Rigor rigs are critical to the HML Tengu's defense against web/scram frigates in missions.<br />
*Recommended upgades: Caldari Navy Ballistic Controls, Shield Boost Amplifier II, Caldari Nav Invulnerability Field. This fit is tight on CPU, so in order to fit a Shield Boost Amp II, you will need to upgrade one of the Ballistic Controls to faction (or alternatively, replace it with a Damage Control II).<br />
*Always bring the appropriate ammo type for the rats that you are fighting.<br />
*Utilize the following active shield hardener setups for tanking the specified rats: <br><br />
Sansha/Blood: 2 EM <br><br />
Gurista/EOM: 2 Kin <br><br />
Serpentis: 1 Kin/1 Therm <br><br />
Angels/Drones: 1 Exp/1 Inv <br><br />
Mercs: 1 Therm/1 Inv <br><br />
Omnitank: 1 EM/1 Inv<br />
*This is a fit that I've been using to great success, based on a fit posted by Mike712 on BattleClinic. The normal warnings regarding skill loss when dying in a tech 3 ship apply - fortunately, I've yet to find a mission that even tests this fit's tank. For pilots looking for a less expensive and similarly capable fit to that posted above, I'd urge you to consider this fit.<br />
Subsytems for this fit: <br><br />
Acceleration Ejection Bay <br><br />
Amplification Node <br><br />
Augmented Capacitor Reservoir <br><br />
Dissolution Sequencer <br><br />
Fuel Catalyst<br />
}} <br />
<br />
= Industrial =<br />
<br />
More information about Industrial class ship can be found [[Industrial|here]]. <br />
<br />
== Badger ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Badger.jpg<br />
|caption=Badger<br />
|shipname=Badger<br />
|class=Industrial Hauler<br />
|highs= 1<br />
|turrets= 1<br />
|launchers= 0<br />
|mediums= 4<br />
|lows= 2<br />
|cargohold=4125 m3<br />
|dronebay=0 m3<br />
|bandwidth=0 Mbit/sec<br />
|roles=Hauler<br />
|variations=Crane<br />
|bonuses= '''Caldari Industrial Skill Bonus:'''<br> 5% Bonus Cargo Capacity and Max Velocity per skill level <br />
|info=The Badger is the basic Caldari industrial hauler ship. It's useful to train to use a Caldari Industrial in order to haul ore from your jetcans to the station, or for filling with mission loot to haul to a trade hub in order to sell for larger profit margins. Level 3 courier missions will likely need a ship the size of a Badger to complete them.<br />
}} <br />
<br />
== Badger Mark II ==<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=BadgerMarkII.jpg<br />
|caption=Badger Mark II<br />
|shipname=Badger Mark II<br />
|class=Industrial Hauler<br />
|highs= 2<br />
|turrets= 1<br />
|launchers= 0<br />
|mediums= 6<br />
|lows= 3<br />
|cargohold=5250 m3<br />
|dronebay=0 m3<br />
|bandwidth=0 Mbit/sec<br />
|roles=Hauler<br />
|variations=Bustard<br />
|bonuses= '''Caldari Industrial Skill Bonus:'''<br> 5% Bonus Cargo Capacity and Max Velocity per skill level <br />
|info=The Badger Mark II has a cargo hold noticeably larger than the Badger, and is better defended. However it is marginally slower at subwarp speeds, and takes longer to turn. In general though the larger cargo hold offsets the disadvantages and so training Caldari Industrial to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.<br />
}} <br />
<br />
= Ammunition, Range, and Kiting =<br />
<br />
=== Missiles ===<br />
<br />
In PvE you are likely to be using [[Missile Launchers|missiles]], since missiles have some advantages over turrets in PvE, especially for new pilots. One of missiles' advantages is that each kind of missile comes in four versions, each of which does one of the game's four damage types. <br />
<br />
This means you can always target [[NPC Damage Types#A_brief_Summary_of_NPC_Damage_Types|the weaknesses]] of NPC enemies by selecting the missiles which will damage them most. You should select the missile that will hit their weakest resistance (so, for example, explosive missiles against the Angel Cartel) unless you're in a ship (like the Drake) which has per-level bonuses to kinetic damage. If you're in a ship with kinetic missile damage bonuses and you have the relevant ship skill (Battlecruiser, for the Drake) trained high enough then kinetic may do more damage. <br />
<br />
[[Missile Launchers#Range|Missile range]] is roughly (not exactly) flight time multiplied by speed. Missiles have no optimal or falloff, they are either in or out of range. The long range missiles popular in PvE often let you outrange the enemy, and a propulsion module (an afterburner or microwarpdrive) will hopefully let you kite the enemy and keep them at range. <br />
<br />
=== Hybrid Turrets ===<br />
<br />
If you've chosen to fight with [[Turrets#Hybrid_Turrets|hybrid turrets]] you should carry 3 types of ammo during missions, and switch when required. Use close range (antimatter or plutonium) ammo by default. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away. <br />
<br />
Guns can suffer from [[Gunnery Guide#Tracking|tracking]] issues, so try using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage. <br />
<br />
To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills. <br />
<br />
= Tech and Meta Levels =<br />
<br />
These fittings were made mostly using Tech 1 Meta 0 modules, or Tech 2 for larger ships. This is partly to avoid confusion with higher meta names. Also, this insures that ship fittings are relatively cheap to get into without spending too much for new players with cash flow difficulties. During war, PvP fittings using Tech 1 Meta 0 modules are provided by the university. <br />
<br />
Higher Meta items up to meta 4 will often be easier to fit than Tech 2, and are also heavily used for PvE where the extra effects from the item can be leveraged, but the loss from the cost kept to a minimum. Tech 2 is Meta 5, and harder to fit, since it has much higher skill requirements. Note that Meta 3 and 4 modules are expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, simply due to supply and demand on the market. <br />
<br />
Of particular note to Caldari pilots are the keywords for meta levels associated with highly needed Caldari modules. These include those for missiles, hybrid turrets, passive shield modules and active shield modules. Knowing the keywords for these might help spot them from standard mission drops or within contracts on the market. This is not an extensive or all inclusive list, only those of particular need within Caldari specialties. When in doubt, check the item information for its meta level or consult the market price for its value. <br />
<br />
=== '''Missile Module Meta Levels''' ===<br />
<br />
#Meta 1 - 'Malkuth' <br />
#Meta 2 - 'Limos' <br />
#Meta 3 - LL-NNNN (Where LL is a two character letter designator, and NNNN is a 4 character number designator.) <br />
#Meta 4 - 'Arbalest'<br />
<br />
=== '''Hybrid Turret Module Meta Levels''' ===<br />
<br />
Blaster based: <br />
<br />
#Meta 1 - Regulated <br />
#Meta 2 - Limited <br />
#Meta 3 - Anode <br />
#Meta 4 - Modal<br />
<br />
Railgun based: <br />
<br />
#Meta 1 - Carbide <br />
#Meta 2 - 'Scout' <br />
#Meta 3 - Compressed Coil <br />
#Meta 4 - Prototype I Gauss<br />
<br />
=== '''Passive Shield Module Meta Levels''' ===<br />
<br />
Shield Extenders: <br />
<br />
#Meta 1 - Supplemental Barrier <br />
#Meta 2 - Subordinate Screen <br />
#Meta 3 - Azeotropic Ward <br />
#Meta 4 - F-S9 Regolith<br />
<br />
=== '''Active Shield Module Meta Levels''' ===<br />
<br />
Shield Amps: <br />
<br />
#Meta 1 - Ionic Field Accelerator <br />
#Meta 2 - 5a Prototype <br />
#Meta 3 - 'Stalwart' <br />
#Meta 4 - 'Copasetic'<br />
<br />
<nowiki>Shield Boosters:<br />
#Meta 1 - Converse I Deflection<br />
#Meta 2 - Neutron Saturation<br />
#Meta 3 - Clarity Ward<br />
#Meta 4 - C5-L Emergency</nowiki> <br />
<br />
= Drones =<br />
<br />
Caldari ships never have large dronebays for their size, and never rely on [[Drones|drones]] as a primary weapon system. However, Caldari pilots should still train some drone skills for PvE and PvP combat since they provide useful supplementary DPS and are an essential defence for large ships; in L4 missions the most dangerous enemies can be frigates since, unlike all the other rats, they can warp scramble you, stopping you from escaping if your tank breaks. And light drones are the Raven's only effective defence against frigates. Consider Tech 2 light and medium drones a good medium-term goal. <br />
<br />
Small drones kill frigates and destroyers, mediums drones hunt cruisers and battlecruisers, and heavy drones do well against battleships and reasonably well against battlecruisers. <br />
<br />
As with missiles, you can pick the drone type that hits your enemy's weakest resist. (With the exception of Amarr drones, which do such low damage that it's not worth it.) Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For Level 1 to 3 missions, it's fine to exclusively use Gallente drones, although switching drones may make you more efficient. In Level 4 missions, consider varying between Gallente, Caldari and Minmatar drones to match rat weaknesses. <br />
<br />
Watch for drone aggro. When arriving in a mission room, don't launch your drones until you've gotten the attention of a group of rats by shooting them. If a new wave of enemies arrives and attacks the drones or a new group of enemies aggro the drones, they should be recalled to the drone bay, and released only when you have full aggro. Under normal circumstances, you should never lose drones when using proper aggro management with rats. <br />
<br />
Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay. <br />
<br />
In PvP Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch. <br />
<br />
= Tank &amp; Gank =<br />
<br />
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types. <br />
<br />
Drones and hardeners should be switched around based on rat types. <br />
<br />
Damage type resistance and dealt by rats can be found in the [http://www.eve-ivy.com/wiki/index.php?title=NPC_Damage_Types#A_brief_Summary_of_NPC_Damage_Types NPC Damage Types] article. <br />
<br />
Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival]. <br />
<br />
All EHP in this guide is given with EFT calculations, not in-game EHP. <br />
<br />
= Salvaging After the Mission =<br />
<br />
Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster. <br />
<br />
For level 4 missions, many players switch from the destroyer to a battlecruiser. The hurricane is well liked as a salvaging boat for its speed (for a BC sized ship) and 8 high slots. The noctis is a great, if somewhat expensive, dedicated salvaging ship.<br />
<br />
= Related Links =<br />
<br />
{{ShipGuideLinks}}<br />
<br />
[[Category:Guides]] [[Category:Ships]]</div>Stephiano