Difference between revisions of "Right to Rule"

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[[Category:Guides]]
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{{EpicMissionArcBoilerintro}} {{AmarrEpicArcNav}}
[[Category:Missioning]]
 
[[Category:PvE]]
 
 
 
{{EpicMissionArcBoilerintro}}
 
 
 
 
<blockquote>
 
<blockquote>
 
''"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."''
 
''"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."''
 
</blockquote>
 
</blockquote>
  
==Requirements==
+
== 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.
+
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 {{Sk|Hacking}} skill trained and bring a Data Analyzer module.
  
==Rewards==
+
== 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
 
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)
+
*+10% Amarr Empire faction standing (12.5% at Social V) with no derived standings
 +
*+23% Ministry of Internal Order, +43% Kor-Azor Family, and +6% Amarr Navy corporation standings
 
*1 x Imperial Navy Modified 'Noble' Implant
 
*1 x Imperial Navy Modified 'Noble' Implant
 
Sansha's Nation will award you
 
Sansha's Nation will award you
*+10% Sansha's Nation faction standing (12.5% at Social V)
+
*+10% Sansha's Nation faction standing (12.5% at Social V) with no derived standings, but you will lose over 3% of that unless you do the combat missions on another character
 +
*+23% Ministry of Internal Order, +24% Kor-Azor Family, and +?% True Power corporation standings
 
*1 x Sansha Modified 'Gnome' Implant
 
*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 [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1548420&page=1#10 CCP Dropbear's forum post].
+
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 [https://eve-search.com/thread/1548420-0/author/CCP CCP Dropbear's post] in the old forums.
  
==Enemies==
+
== 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.
 
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.
+
Most frigates you encounter are able to web and warp scramble, but this behavior is inconsistent.  Be careful in a fleet, as frigates that do not tackle their first target may do so when they switch targets.  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.
 
 
 
This is meant to be a guide, not a comprehensive reference.  See EVE-Survival's [http://eve-survival.org/wikka.php?wakka=MissionReportsEpicArc Epic Arc Mission Reports] and Jowan Datloran's [http://lorebook.eve-inspiracy.com/index.php?option=com_content&view=article&id=1:cosmos-epicarc-guides&catid=1:cosmos-epicarc-guides&Itemid=2 Epic Arc Guides] for more. Also [http://wiki.eveonline.com/en/wiki/Right_to_Rule EVElopedia].
 
 
 
The following people have posted some comments on their personal experience and/or fittings on their user pages:
 
* [[User:Jeb_hataska|Jeb Hataska]]
 
  
=The Missions=
+
== Starting Agent ==
{|
+
[[File:Karde Romu.jpg|thumb|128px|Karde Romu, the starting agent for this epic arc.]]
 +
{| class="wikitable"
 +
|+ Right to Rule Starting Agent
 
|-
 
|-
| valign="top" | Right to Rule is started by speaking with Karde Romu at 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.)
+
! Agent<ref name="Standing"></ref> !! Corporation<ref name="Standing"></ref> !! Faction<ref name="Standing"></ref> !! System !! Region !! Mission
| valign="top" | [[Image:Karde Romu.jpg|thumb|right|128px]]
 
|}
 
 
 
===Aiding an Investigator===
 
{|
 
 
|-
 
|-
| valign="top" | [[Image:Kandus Sandar.jpg|thumb|left|192px]]  
+
| Karde Romu || Ministry of Internal Order || Amarr Empire || Kor-Azor Prime<ref name="Beacon"></ref> || Kor-Azor || [[Aiding an Investigator]]
| valign="top" | Type: Courier
 
 
 
Destination: Nahyeen (3 jumps)
 
 
 
Reward: 1,000,000 + 976,000 (Bonus)
 
 
 
Summary: Travel to Nahyeen, the first mission hub.
 
 
|}
 
|}
  
==Chapter 1: Interference==
+
<small><references>
This chapter takes place in the Nimedaz constellation. Remember that most missions can be completed - and the next accepted - remotely, minimizing travel time.
+
<ref name="Standing">You need at least -2.00 Standing with all and at least 5.00 Standing with the Agent, their Corporation or Faction.</ref>
 +
<ref name="Beacon">Karde Romu, MIO Agent Beacon.</ref>
 +
</references></small>
  
===Late Reports===
+
== Other comments ==
{|
+
Rewards are listed using {{Sk|Negotiation|III}}, but even so bonuses will vary.
|-
 
| valign="top" | [[Image:Amarr_epic_02.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Sansha's Nation)
 
  
Reward: 1,000,000 + 1,060,000 (Bonus)
+
This is meant to be a guide, not a comprehensive reference.  See EVE-Survival's [https://eve-survival.org/wikka.php?wakka=MissionReportsEpicArc Epic Arc Mission Reports] and Jowen Datloran's [https://lorebook.eve-inspiracy.com/guides/Amarr_Epic_Arc_guide_by_Jowen_Datloran_v1.0.pdf guide](PDF) <!--[http://lorebook.eve-inspiracy.com/index.php?option=com_content&view=article&id=1:cosmos-epicarc-guides&catid=1:cosmos-epicarc-guides&Itemid=2 Epic Arc Guides]--> for more. Also [https://www.fuzzwork.co.uk/evelopedia/index.php/Right_to_Rule EVElopedia] (mirror of original site).
  
Summary: Destroy all enemy ships and loot 1 Reports (0.1 m3).
+
The following people have posted some comments on their personal experience and/or fittings on their user pages:
 
+
* [[User:Jeb_hataska|Jeb Hataska]]
*No agro on warp-in.
 
*The initial guards are followed by two reinforcement waves; destroying all ships triggers the next wave.
 
*Consider destroying a frigate last so that the Reports drop close to you.
 
|}
 
 
 
===The Outclassed Outpost===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_03.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Sansha's Nation)
 
 
 
Reward: 1,000,000 + 1,340,000 (Bonus)
 
 
 
Summary: Destroy all enemy ships.
 
 
 
*The initial guards are followed by two reinforcement waves; destroying all ships triggers the next wave.
 
|}
 
 
 
===Raging Sansha===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_04.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Sansha's Nation)
 
 
 
Reward: 1,000,000 + 1,330,000 (Bonus)
 
 
 
Summary: Destroy all enemy ships.
 
 
 
*Initial agro can be as low as a single frigate.
 
*To minimize incoming damage, prioritize cruisers, then battleships (except the commander), and leave frigates for last.
 
|}
 
 
 
===Cowardly Commander===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_05.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Sansha's Nation, Amarr Empire)
 
 
 
Reward: 1,000,000 + 1,290,000 (Bonus)
 
 
 
Summary: Destroy all enemy ships.
 
 
 
*Deadspace entry
 
**A single reinforcement wave is triggered by destroying all initial ships.
 
*Deadspace stage 1
 
**Two neutralizer towers
 
**A single reinforcement wave is triggered by destroying all initial ships.
 
**55k to acceleration gate
 
*Deadspace stage 2
 
**Initial DPS here is the heaviest in the arc, and unfortunately you land only about 20k from the frigates so you may get some scramming. Be prepared to overheat your tanking modules if necessary.
 
**One neutralizer tower
 
**Two reinforcement waves are triggered: One by destroying all initial cruisers, the other by destroying all initial battlecruisers.
 
*Deadspace stage 3 (Amarr Empire)
 
**Two reinforcement waves are triggered: The first by destroying any Imperial Dominator battleship among the initial guards, and the second by destroying the Imperial Templar Dominator battleships from the first wave.
 
|}
 
 
 
==Chapter 2: Spiderweb Politics==
 
Half the missions in this chapter are in the Nishah solar system, and only one is outside the Gebem constellation.
 
 
 
===Aralin Jick===
 
{|
 
|-
 
| valign="top" | [[Image:Aralin Jick.jpg|thumb|left|192px]]
 
| valign="top" | Type: Courier
 
 
 
Destination: Nishah (4 jumps)
 
 
 
Reward: 1,000,000 + 1,110,000 (Bonus)
 
 
 
Summary: Travel to Nishah, the second mission hub.
 
|}
 
 
 
===Background Check===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_07.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Sansha's Nation)
 
 
 
Reward: 1,000,000 + 1,260,000 (Bonus)
 
 
 
Summary: Destroy all enemy ships.
 
*There are 8 waves, spawning when various other waves are damaged or destroyed.
 
*It will help to destroy the waves in the order they spawn. If you form a fleet with yourself, you can tag waves of ships as they appear to keep track of them.
 
|}
 
 
 
===Longing Leman===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_08.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (no combat)
 
 
 
Reward: 1,000,000 + 1,810,000 (Bonus)
 
 
 
Summary: Retrieve the Communications Logs (0.1 m3)
 
*You need a Codebreaker module to hack the Encrypted Communications Array.
 
*Enemies (Amarr Empire) are 90k away. If you keep your distance, they won't attack.
 
|}
 
 
 
===Languishing Lord===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_09.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (no combat)
 
 
 
Reward: 1,000,000 + 577,000 (Bonus)
 
 
 
Summary: No combat.
 
*You'll be told to fly to a structure (about 20k away). Then you watch for a minute, and the mission completes. Do not engage any of the ships that appear.
 
|}
 
 
 
===Razing the Outpost===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_10.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Mercenaries - Mordus ships)
 
 
 
Reward: 1,000,000 + 1,850,000 (Bonus)
 
 
 
Summary: Destroy all enemy ships and The Outpost.
 
*Switch your tank to Kinetic/Thermal, and your damage to Kinetic (Thermal secondary) if possible.
 
*Deadspace entry point: Straightforward.
 
*Deadspace stage 1: Straightforward.
 
*Deadspace stage 2
 
**Destruction of all initial battleships triggers a reinforcement wave.
 
**Destruction of both 800k-isk-bounty battleships from the first wave triggers a second reinforcement wave.
 
**Remember to destroy The Outpost.
 
|}
 
 
 
===Ascending Nobles===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_11.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Mercenaries - Amarr ships)
 
 
 
Destination: Reteka (7 jumps)
 
 
 
Reward: 1,000,000 + 1,820,000 (Bonus)
 
 
 
Summary: Destroy enemy ships, then loot Mina Darabi near the Amarr Chapel.
 
*All spawns start about 80k from you.
 
*The Veteran battleships do heavy damage if you let them get close (They orbit ~49k).
 
*Destroying all initial ships triggers a wave of Veteran cruisers that will quickly approach and hit you with tracking disruption, and with neuting when they get to ~30k.
 
*Destroying the cruisers triggers a wave of Green-Crewed battleships.  Perhaps these do some damage up close, but if you destroy them before they get much closer than 30k, you shouldn't take any damage at all.
 
*Destroying the Green-Crewed battleships triggers another wave of battleships.
 
*Waiting around too long after looting Mina Darabi apparently triggers another wave with extreme damage. However, it is possible that you could come back and salvage in a Noctis before completing the mission and still not see this wave.
 
|}
 
 
 
===Hunting the Hunter===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_12.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Sansha's Nation)
 
 
 
Reward: 1,000,000 + 1,910,000 (Bonus)
 
 
 
Summary: Progress through the rooms and obtain 1 x Rahsa, Sansha Commander (1.0 m3).
 
*Deadspace entry: Straightforward.
 
*Deadspace stage 1
 
**One neutralizer tower
 
**Destroying all Centus Dread Lord and Centus Tyrant battleships triggers a small reinforcement wave.
 
**Destroying all Centatis Daemon and Devil battlecruisers also triggers a small reinforcement wave.
 
**You must destroy the Sansha Battletower structure to use the gate.
 
*Deadspace stage 2: Destroy the battleship and loot Rahsa from it.
 
|}
 
 
 
===Fate of a Madman===
 
{|
 
|-
 
| valign="top" | [[Image:Aralin Jick.jpg|thumb|left|192px]]
 
| valign="top" | Type: Branch
 
 
 
Reward: 18,000 + 13,000
 
 
 
Summary: You must choose your path.
 
*Choose ''Interrogation: Catching the Scent'' to work for the Amarr Empire. This guide follows this choice.
 
*Choose ''Silence Rahsa: The Nation's Path'' to work for Sansha's Nation.
 
|}
 
 
 
==Chapter 3: The Old Guard==
 
===Catching the Scent===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_13.jpg|thumb|left|192px]]  
 
| valign="top" | Type: Encounter (Sansha's Nation)
 
 
 
Reward: 1,000,000 + 1,610,000 (Bonus)
 
 
 
Summary: Destroy all enemy ships and loot 1 Sansha Command Signal Receiver (1.0 m3)
 
*There are a total of six reinforcement waves in two sets of three waves each. Destroying all initial cruisers triggers the first set, while destroying all initial battleships triggers the second set. Within each set, each wave is triggered by destruction of the previous wave.
 
*The item can drop from either set of waves. (Battleship set may be more likely?)
 
|}
 
 
 
===Falling into Place===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_14.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Mercenaries - Amarr ships)
 
 
 
Destination: Shaha (about 13 jumps)
 
 
 
Reward: 1,000,000 + 1,890,000 (Bonus)
 
 
 
Summary: Place the Homemade Sansha Beacon (1.0 m3) in the Linked Broadcast Array Hub, and destroy the ships that spawn.
 
|}
 
 
 
===Making an Arrest===
 
{|
 
|-
 
| valign="top" | [[Image:amarr_epic_15.jpg|thumb|left|192px]]
 
| valign="top" | Type: Courier
 
 
 
Destination: about 13 jumps, back closer to Nishah
 
 
 
Reward: 1,000,000 + 838,000 (Bonus)
 
 
 
Summary: Travel to destination, and watch the explosion.
 
 
 
*If you get a Low Sec destination, there's no combat so you can travel in a shuttle.
 
''Destinations Seen: Masanuh, Jeni
 
|}
 
 
 
===An Unfortunate End===
 
{|
 
|-
 
| valign="top" | [[Image:Riff Hebian.jpg|thumb|left|192px]]
 
| valign="top" | Type: Courier
 
 
 
Destination: Palas (6 jumps)
 
 
 
Reward: 1,000,000 + 668,000 (Bonus)
 
 
 
Summary: Travel 6 jumps - no cargo.
 
|}
 
 
 
===Panic Response===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_17.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Sansha's Nation)
 
 
 
Destination: Molea (2 jumps)
 
 
 
Reward: 1,000,000 + 1,000,000 (Bonus)
 
 
 
Summary: Destroy the Amarr Energy Neutralizer Sentry III.
 
*There are some initial guards. After a minute, several towers appear.
 
*Enemy ships will warp off when the Neutralizer Sentry is destroyed.
 
*Incoming damage is low, but the Neutralizer Sentry has a lot of HP and neuts pretty effectively.  If you have an active tank and your dps isn't really high, consider fitting a cap booster so you'll be able to warp out if your capacitor is drained.
 
|}
 
 
 
===The Right to Rule===
 
{|
 
|-
 
| valign="top" | [[Image:Amarr_epic_18.jpg|thumb|left|192px]]
 
| valign="top" | Type: Encounter (Sansha's Nation)
 
 
 
Destination: Choga (4 jumps)
 
 
 
Reward: 1x Imperial Navy Modified 'Noble' Implant + 1,720,000 (Bonus)
 
 
 
Summary: Progress through the rooms, and destroy Harkan's Behemoth.
 
*Entry: Easy.
 
*First room: Straightforward.
 
*Second room: Straightforward. One reinforcement wave comes after a minute or two.
 
*Third room
 
**As you damage the Centus Tyrant battleship, reinforcement waves will spawn.  Destroy these waves as they appear, and then return to the Centus Tyrant.
 
*Last room
 
**As you damage Harkan's Behemoth, reinforcement waves will spawn. Destroy these waves as they appear, and then return to Harkan's Behemoth.
 
**Harkan's Behemoth will neut you.  Pulse your repper a bit to keep from draining your capacitor.
 
**Shortly after you arrive, two or three battlecruisers will appear. If you attack them, they'll be replaced by a pair of web/scramming frigates. If you attack those, they'll be replaced by another assortment of ships, and then back to the battlecruisers, and so on, looping through those three compositions.  This loops 4 or 5 times. You could choose to ignore the frigates since their dps is tiny, but remember they do warp scramble you.
 
**Mission completes when Harkan's Behemoth is destroyed.
 
|}
 
  
==External Links/Guides==
+
== Walkthrough ==
 +
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. The agent will send you to another agent that will start giving you proper missions.
  
[http://eve-survival.org/wikka.php?wakka=RightToRule4p1 EVE-Survival]
+
== External links/guides ==
 +
* [http://games.chruker.dk/eve_online/mission_view.php?id=341 Games Chruker Right To Rule Guide]
 +
* [https://eve-survival.org/wikka.php?wakka=RightToRule4p1 EVE-Survival]
 +
* [https://www.lorebook.eve-inspiracy.com/guides/Amarr_Epic_Arc_guide_by_Jowen_Datloran_v0.8.pdf Amarr Epic Arc guide by Jowen Datloran (pdf)]
 +
* Praxis run: [https://youtu.be/_Scv5Q9tMms Chapter 1], [https://youtu.be/KByHP4QWkcc Chapter 2], [https://youtu.be/mOTM86kaFjU Chapter 3] (May 20210 by [[User:Chris Halsky|Chris Halsky]]
 +
* [https://www.youtube.com/watch?v=fmlkq0r-q1A Full Playthrough] by JPNS (Youtube, 2023)
  
[http://wiki.eveonline.com/en/wiki/Right_to_Rule EVElopedia]
 
  
[http://lorebook.eve-inspiracy.com/index.php?option=com_content&view=article&id=1:cosmos-epicarc-guides&catid=1:cosmos-epicarc-guides&Itemid=2 Jowan Datloran's Epic Arc Guides]
+
[[Category:Epic Arcs]]

Latest revision as of 22:22, 31 December 2023

"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) with no derived standings
  • +23% Ministry of Internal Order, +43% Kor-Azor Family, and +6% Amarr Navy corporation standings
  • 1 x Imperial Navy Modified 'Noble' Implant

Sansha's Nation will award you

  • +10% Sansha's Nation faction standing (12.5% at Social V) with no derived standings, but you will lose over 3% of that unless you do the combat missions on another character
  • +23% Ministry of Internal Order, +24% Kor-Azor Family, and +?% True Power corporation standings
  • 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. Be careful in a fleet, as frigates that do not tackle their first target may do so when they switch targets. 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.

Starting Agent

Karde Romu, the starting agent for this epic arc.
Right to Rule Starting Agent
Agent[1] Corporation[1] Faction[1] System Region Mission
Karde Romu Ministry of Internal Order Amarr Empire Kor-Azor Prime[2] Kor-Azor Aiding an Investigator
  1. ^ a b c You need at least -2.00 Standing with all and at least 5.00 Standing with the Agent, their Corporation or Faction.
  2. ^ Karde Romu, MIO Agent Beacon.

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 Jowen Datloran's guide(PDF) 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:

Walkthrough

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. The agent will send you to another agent that will start giving you proper missions.

External links/guides