Difference between revisions of "Zarzakh"

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'''Zarzakh''' ([https://evemaps.dotlan.net/system/Zarzakh dotlan]) is a system added shorly before [[Expansions#2023|Havoc]] expansion that has 4 static gates to 4 systems on different cardinal directions, increasing connectivity of the k-space. The system features several unique mechanics tied to its role in the new Pirate Factional Warfare system.
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'''Zarzakh''' ([https://evemaps.dotlan.net/system/Zarzakh dotlan]) is a system added shortly before the [[Expansions#2023|Havoc]] expansion that has 4 static gates to 4 systems on different cardinal directions, increasing connectivity of K-space. The system features several unique mechanics tied to its role in the [[Insurgency|Pirate Factional Warfare]] system.
 
 
== Lore ==
 
Zarzakh is a system cloaked in the dust, gas and assorted other bits of matter that are being drawn towards the black hole known as "Point of No Return" to most of New Eden, and "Duzna Kah" to the Amarr. The location of Zarzakh places it deep in the void of Divinity's Edge, or "Yasna Zakh", and somewhat notably essentially at the center of the New Eden cluster by virtue of the astronomical co-ordinate system used by CONCORD. Given this system was proposed by the Jove in the early days of CONCORD, it is suggestive that the dominating features of Zarzakh are the ancient Jovian gates and the ancient Jovian outpost known as "The Fulcrum".  
 
  
 
== Mechanics ==
 
== Mechanics ==
The intent behind addition of Zarzakh was to make it a sort of pirate safe haven which would be the base for the pirate-aligned players operations. Currently there is evidence<ref>https://www.reddit.com/r/Eve/comments/184l4j6/is_this_what_ccp_intended_for_zarzakh/</ref><ref>https://www.reddit.com/r/Eve/comments/18c39af/seriously_ccp_remove_bubbles_and_abilty_to_camp/</ref><ref>https://www.reddit.com/r/Eve/comments/18gz3tu/is_havoczarzakh_worth_investing_in_yet/</ref> that it does not surve this purpose: empire-aligned players can easily camp the system denying safe haven for pirate-aligned players.
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The intent behind the addition of Zarzakh was to make it a sort of pirate safe haven which would be the base for the pirate-aligned players operations. Currently, there is evidence<ref>https://www.reddit.com/r/Eve/comments/184l4j6/is_this_what_ccp_intended_for_zarzakh/</ref><ref>https://www.reddit.com/r/Eve/comments/18c39af/seriously_ccp_remove_bubbles_and_abilty_to_camp/</ref><ref>https://www.reddit.com/r/Eve/comments/18gz3tu/is_havoczarzakh_worth_investing_in_yet/</ref> that it does not serve this purpose: empire-aligned players can easily camp the system denying safe haven for pirate-aligned players.
  
 
=== Gates ===
 
=== Gates ===
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[[File:Zarzakh map.png|thumb|right|Zarzakh connections by dotlan]]
 
Zarzakh is connected to
 
Zarzakh is connected to
* Alsavoinen (Placid) on the west
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* Alsavoinon ({{ColorSecurityRating|{{SystemToSecurity|Alsavoinon}} }}), {{SystemToRegion|Alsavoinon}} on the west
* Turnur (Metropolis) on the east
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* Turnur ({{ColorSecurityRating|{{SystemToSecurity|Turnur}} }}), {{SystemToRegion|Turnur}} on the east
* H-PA29 (Venal) on the north
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* H-PA29 ({{ColorSecurityRating|{{SystemToSecurity|H-PA29}} }}), {{SystemToRegion|H-PA29}} on the north
* G-0Q86 (Curse) on the south
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* G-0Q86 ({{ColorSecurityRating|{{SystemToSecurity|G-0Q86}} }}), {{SystemToRegion|G-0Q86}} on the south
 +
 
 +
=== Gate toll ===
 +
Passing through a gate to Zarzakh incurs a prompt listing a fee to pass through the gate and asking for confirmation. The fee seems to be based on mass and starts at 10k ISK for smaller ships and presumably goes as high as 100m ISK for capitals.<ref>https://www.reddit.com/r/Eve/comments/16mqwfn/costs_about_100_mil_for_a_capital_to_take_the/</ref><ref>https://docs.google.com/spreadsheets/d/1ZEFRLNS8COdRsJpxHDnlunls6payveyFRfgeXiCdxFA/edit</ref> The pirate-enlisted players are exempt from the fee.
 +
 
 +
=== Restrictions ===
 +
* Capital sized ships, including freighters but not the Orca, cannot use stargates into Zarzakh.
 +
* [[Bookmark]]s are disabled in system.
 +
* [[D-Scan]] is disabled in system.
 +
* Zarzakh is affected by gravity hazards, which damage ship hull when exiting the safe zone generated by Jovian structures in the system, located at the stargates, The Fulcrum, and at the Shipcaster.
 +
* Missile based gate guns will attack any capsuleer with a retribution timer. These gate guns will target paint and ECM.
 +
 
 +
Note that [[Tackling#Warp_disruption_fields|warp bubbles]] deployment is allowed.
 +
 
 +
=== Station ===
 +
'''The Fulcrum''' is a Jovian megastructure under the control of the [[Deathless Circle]], open to any player who is not currently enlisted in Factional Warfare with an Empire Militia or has active weapons or retribution timer. While offering most of the usual services to neutral characters, some services and bonuses are only available to players or corps enlisted with the Angel Cartel or Guristas Pirates.
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{| class="wikitable"
 +
|-
 +
! Alignment !! Service
 +
|-
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| Neutral || Repair, Fitting, Market, Insurance, Industry
 +
|-
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| Pirate Enlisted Player|| Jump Cloning
 +
|-
 +
| Pirate Enlisted Corporation|| Corporation Offices
 +
|}
 +
 
 +
In addition, the Fulcrum has a 6% Material Efficiency bonus and a 70% Time Efficiency Bonus when manufacturing any sub-capital Angel Cartel or Guristas Pirate ship. Moreover, for pirate enlisted players, an additional bonus reduces SCC surcharge by 90%. The LP Stores for both the Angel Cartel and Guristas Pirates is also available.
 +
 
 +
=== Deathless Shipcaster ===
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[[File:Deathless Shipcaster in operation.jpg|thumb|Deathless Shipcaster charging to provide the jump to Insurgency in Caldari/Gallente warzone. Cooldown of the jump into Amarr/Minmatar warzone is seen on the right.]]
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The system also features a [[shipcaster]], allowing pirate-enlisted players to jump from it directly to their faction [[Forward Operating Base]] (FOB) in the current [[Insurgency]].
 +
 
 +
== Lore ==
 +
Zarzakh is a system cloaked in the dust, gas and assorted other bits of matter that are being drawn towards the black hole known as "Point of No Return" to most of New Eden, and "Duzna Kah" to the Amarr. The location of Zarzakh places it deep in the void of Divinity's Edge, or "Yasna Zakh", and somewhat notably essentially at the center of the New Eden cluster by virtue of the astronomical co-ordinate system used by CONCORD. Given this system was proposed by the Jove in the early days of CONCORD, it is suggestive that the dominating features of Zarzakh are the ancient Jovian gates and the ancient Jovian outpost known as "The Fulcrum".
 +
 
 +
== Etymology ==
 +
Etymology of the names Zarzakh (system), Duzna (constellation) and Yasna (region) is unclear. There is a collection of versions by players available at [https://www.reddit.com/r/Eve/comments/16q7pva/zarzakh_meaning_of_the_name/ reddit post].
  
 
== References ==
 
== References ==
<references></references>
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<references />
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{{FactionWarfareNav}}
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[[Category: Lore]]
 
[[Category: Lore]]
 +
[[Category: Faction Warfare]]

Revision as of 10:07, 23 July 2024

Zarzakh (dotlan) is a system added shortly before the Havoc expansion that has 4 static gates to 4 systems on different cardinal directions, increasing connectivity of K-space. The system features several unique mechanics tied to its role in the Pirate Factional Warfare system.

Mechanics

The intent behind the addition of Zarzakh was to make it a sort of pirate safe haven which would be the base for the pirate-aligned players operations. Currently, there is evidence[1][2][3] that it does not serve this purpose: empire-aligned players can easily camp the system denying safe haven for pirate-aligned players.

Gates

Zarzakh connections by dotlan

Zarzakh is connected to

  • Alsavoinon (0.3), Placid on the west
  • Turnur (0.4), Metropolis on the east
  • H-PA29 (-0.2), Venal on the north
  • G-0Q86 (0.0), Curse on the south

Gate toll

Passing through a gate to Zarzakh incurs a prompt listing a fee to pass through the gate and asking for confirmation. The fee seems to be based on mass and starts at 10k ISK for smaller ships and presumably goes as high as 100m ISK for capitals.[4][5] The pirate-enlisted players are exempt from the fee.

Restrictions

  • Capital sized ships, including freighters but not the Orca, cannot use stargates into Zarzakh.
  • Bookmarks are disabled in system.
  • D-Scan is disabled in system.
  • Zarzakh is affected by gravity hazards, which damage ship hull when exiting the safe zone generated by Jovian structures in the system, located at the stargates, The Fulcrum, and at the Shipcaster.
  • Missile based gate guns will attack any capsuleer with a retribution timer. These gate guns will target paint and ECM.

Note that warp bubbles deployment is allowed.

Station

The Fulcrum is a Jovian megastructure under the control of the Deathless Circle, open to any player who is not currently enlisted in Factional Warfare with an Empire Militia or has active weapons or retribution timer. While offering most of the usual services to neutral characters, some services and bonuses are only available to players or corps enlisted with the Angel Cartel or Guristas Pirates.

Alignment Service
Neutral Repair, Fitting, Market, Insurance, Industry
Pirate Enlisted Player Jump Cloning
Pirate Enlisted Corporation Corporation Offices

In addition, the Fulcrum has a 6% Material Efficiency bonus and a 70% Time Efficiency Bonus when manufacturing any sub-capital Angel Cartel or Guristas Pirate ship. Moreover, for pirate enlisted players, an additional bonus reduces SCC surcharge by 90%. The LP Stores for both the Angel Cartel and Guristas Pirates is also available.

Deathless Shipcaster

Deathless Shipcaster charging to provide the jump to Insurgency in Caldari/Gallente warzone. Cooldown of the jump into Amarr/Minmatar warzone is seen on the right.

The system also features a shipcaster, allowing pirate-enlisted players to jump from it directly to their faction Forward Operating Base (FOB) in the current Insurgency.

Lore

Zarzakh is a system cloaked in the dust, gas and assorted other bits of matter that are being drawn towards the black hole known as "Point of No Return" to most of New Eden, and "Duzna Kah" to the Amarr. The location of Zarzakh places it deep in the void of Divinity's Edge, or "Yasna Zakh", and somewhat notably essentially at the center of the New Eden cluster by virtue of the astronomical co-ordinate system used by CONCORD. Given this system was proposed by the Jove in the early days of CONCORD, it is suggestive that the dominating features of Zarzakh are the ancient Jovian gates and the ancient Jovian outpost known as "The Fulcrum".

Etymology

Etymology of the names Zarzakh (system), Duzna (constellation) and Yasna (region) is unclear. There is a collection of versions by players available at reddit post.

References