Difference between revisions of "Right to Rule"
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==Chapter 3: The Old Guard (Amarr Empire Path)== | ==Chapter 3: The Old Guard (Amarr Empire Path)== | ||
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− | <li | + | <li>[[Catching the Scent]]</li> |
− | <li | + | <li>[[Falling into Place]]</li> |
− | <li | + | <li>[[Making an Arrest]]</li> |
− | <li | + | <li>[[An Unfortunate End]]</li> |
− | <li | + | <li>[[Panic Response]]</li> |
− | <li | + | <li>[[The Right to Rule]]</li> |
</ol> | </ol> | ||
Revision as of 22:16, 14 May 2017
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"For over a century the mighty Amarr Empire has been at an uneasy peace with the enigmatic Sansha's Nation. But the Sansha are pushing further into Amarr space without warning or explanation. Ministry of Internal Order agent Kandus Sandar enlists you to be his primary investigator, to uncover plots and annihilate threats as only a capsuleer can."
Requirements
To start the Amarr Epic Arc you must have standings of 5.0 or higher with the Ministry of Internal Order corporation or the Amarr Empire faction. In addition to being comfortable with level 4 missions, you should have the Hacking skill trained and bring a Data Analyzer module.
Rewards
During this Epic Mission Arc you will decide whether to work for the Amarr Empire or for Sansha's Nation. The Amarr Empire will award you
- +10% Amarr Empire faction standing (12.5% at Social V)
- 1 x Imperial Navy Modified 'Noble' Implant
Sansha's Nation will award you
- +10% Sansha's Nation faction standing (12.5% at Social V)
- 1 x Sansha Modified 'Gnome' Implant
After you complete the arc, be sure to check that you have received the faction standing increase, because there have been many cases of people not receiving the increase. If your standing has not changed, file a petition. It may help to include a link to CCP Dropbear's post in the old forums.
Enemies
You will face mostly Sansha's Nation and Amarr Empire ships, so you should tank your ship approximately equally against EM and Thermal damage, and ideally you would do EM damage (Thermal secondary). Some of the battleships' missiles do Kinetic damage, but this is relatively insignificant. In one mission you will encounter Mercenaries in Mordus ships and should refit for Kinetic/Thermal resistance and damage for that mission.
Most frigates you encounter are able to web and warp scramble, but this behavior is inconsistent. Many of the cruisers and battleships and a few of the frigates have tracking disruption, and you should expect to encounter this in every combat mission. Also, in some of the missions there is neuting, but anything serious should be mentioned in the summaries below.
Other Comments
Rewards are listed using Negotiation III, but even so bonuses will vary.
This is meant to be a guide, not a comprehensive reference. See EVE-Survival's Epic Arc Mission Reports and Jowan Datloran's Epic Arc Guides for more. Also EVElopedia (mirror of original site).
The following people have posted some comments on their personal experience and/or fittings on their user pages:
Beginning the Arc
Right to Rule is started by speaking with Karde Romu. You can accept remotely so no need to go to the MIO Agent beacon in the Kor-Azor Prime system, one jump out of Amarr. ("Beacons" and "Agents in Space" must be visible on the overview.)
Mission: Aiding an Investigator |
Chapter 1: Interference
This chapter takes place in the Nimedaz constellation. Remember that most missions can be completed - and the next accepted - remotely, minimizing travel time.
Chapter 2: Spiderweb Politics
Half of the missions in this chapter are in the Nishah solar system, and only one is outside the Gebem constellation.
- Aralin Jick
- Background Check
- Longing Leman
- Languishing Lord
- Razing the Outpost
- Ascending Nobles
- Hunting the Hunter
- Fate of a Madman
Chapter 3: The Old Guard (Amarr Empire Path)
- Catching the Scent
- Falling into Place
- Making an Arrest
- An Unfortunate End
- Panic Response
- The Right to Rule