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== What is Salvaging&nbsp;?  ==
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'''Salvaging''' is the practice of obtaining items from wrecks, which are left behind after a ship (NPC or player) is destroyed. Wrecks may contain loot (which can be taken by anyone) and salvage (which requires specialised equipment to recover). Salvaging is a good secondary income source when doing [[PvE]] combat, as NPC wrecks can drop valuable modules or items, and their salvage is used to [[manufacturing|manufacture]] [[rig]]s. Salvaging is easy to [[#Skills|train into]], reasonably safe, and a good way for newer characters to participate in higher-level PvE content (e.g. [[Mission fleets#Locust fleet|locust fleets]]).
  
Salvaging is the art of finding useful items from wrecks. After a ship is killed, a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves after waves of NPC ships and after it is done, you can salvage in relative safety ( at least in hi-sec ).
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== Mechanics ==
  
== Why Should you Become the Space Janitor&nbsp;?  ==
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=== Looting wrecks ===
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[[File:Overview-wrecks.jpg|right|frame|Overview symbols for wrecks.]]
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Every time a ship is destroyed, a wreck is left behind. This wreck may contain loot (e.g. modules from the destroyed ship), which can be taken by anyone nearby.
  
As mentioned before, while missioning you have already done the hard part of killing rats and have gotten bounties and mission reward in the process. Why not earn some more isk during the process and the best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards.
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Wrecks show up on the [[overview]] (although the overview settings may need to be adjusted). The symbol of the wreck icon on the overview changes based on the status of the wreck:
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* Square superimposed on a triangle: A wreck which contains loot, and which has not yet been looted
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* Empty triangle: Empty wreck (contains no loot)
  
Lower level characters can become part-time salvagers and do salvaging for level 4 [[FLEETS101_-_Introduction_to_Fleets|locust fleets]] and individuals and get access to much higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, it is very profitable for young characters (alts).
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The colour of the wreck icon indicates:
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* {{co|white|White icon}}: Wreck belongs to you (or your corporation/fleet), and you have not yet accessed it
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* {{co|grey|Grey icon}}: You have already accessed this wreck
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* {{co|yellow|Yellow icon}}: Wreck belongs to another player/corporation/fleet, and may not be looted without incurring a [[Crimewatch#Suspect_Timer|suspect timer]] (which allows any other pilot to freely attack you for 15 minutes).  
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* {{co|blue|Blue icon}}: Wreck was abandoned by the owner, and can be freely looted by anyone
  
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==
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A ship must be within 2500&nbsp;m of a wreck in order to loot it (i.e. take its contents).
  
Fortunately salvaging is a very easy trade to start get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging.
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=== Salvaging wrecks ===
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In addition to looting their contents, wrecks ''themselves'' may be "salvaged" to gain useful materials. In order to salvage wrecks, a ship must be equipped with either:
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* A Salvager (a high slot module), or
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* [[Drones#Salvage drones|Salvage drone(s)]]
  
=== Modules  ===
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To use a Salvager module, target the wreck to be salvaged, approach to within the range of the Salvager (5&nbsp; km for the Salvager I, 6&nbsp; km for the Salvager II), and activate your Salvager module. After each cycle of the module (10 seconds in most cases) one of three things will occur:
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<!-- Where are these messages displayed? Exact wording, maybe a screenshot? -->
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*Salvage is successful and the Salvager uncovered something of value, which is automatically deposited into the ship's cargo hold. The wreck disappears.
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*Salvage is successful but the Salvager didn't uncover anything of value. The wreck disappears.
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*Salvage was unsuccessful. The Salvager will automatically start a new cycle and continue until the salvage is successful.
  
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more SP too)
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The lower a pilot's skills and equipment, and the more "difficult" the wreck is (see [[#Salvaging time|the section on salvaging time]]), the more cycles it will take before salvaging is successful. To salvage more distant wrecks, pilots either need to fly closer to them or use a [[#Modules|tractor beam]] to pull them closer.
  
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every wreck. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section).  
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<!-- screenshot with "salvage" command for drones -->
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When using salvage drones, the drones will need to be launched into space, [[targeting|target the wreck]], and then commanded to salvage it. They will fly to the wreck (fairly slowly), orbit it, and attempt to salvage it. After each cycle (10 seconds), as above, if one of the drones is successful, it will fly automatically back to the ship and deposit the salvage into the cargo hold. Salvage drones can also be commanded to "Salvage" without having any wrecks targeted; they will then salvage all the wrecks in your vicinity (up to the pilot's [[Drones#Drone control range|drone control range]]) one by one.  
  
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train and not that expensive.  
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The loot and salvage in each wreck are calculated at the time of destruction. Therefore, improving salvaging equipment and skills (see below) will not change what salvage is obtained; rather, it will only increase salvage speed (i.e. reduce the number of cycles necessary for salvaging to be successful) and allow pilots to salvage certain types of advanced wrecks. Each type of rat or ship gives certain types of salvage. (For a list of Tech 1 salvage see [http://games.chruker.dk/eve_online/salvaging.php this table from Chruker.dk].)
  
There are some other modules that are useful, like a MicroWarp Drive which is useful when you want to fly to wrecks out of your tractor beam
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If a wreck was not [[#Looting wrecks|looted]] before it was salvaged, its contents (loot) will appear in a storage container in space where the wreck was. This container can then be opened to obtain the loot inside; salvaging will not destroy the loot.
  
=== Ships  ===
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All of the above apply to salvaging wrecks which belong to the salvager (or the salvager's fleet). Pilots can also salvage wrecks belonging to other players/fleets, but with [[#Salvaging and the law|some restrictions]].
  
Virtually every ship is capable of being the salvager, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also you want a fast ship because it is not financially reasonable to slowboat your life between wrecks.
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== Salvaging equipment==
  
==== Your Good Ole' Destroyer<br>  ====
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These are the ship modules, implants, and items which are relevant when fitting a ship for salvaging. Alternatively, salvaging can also be done with [[Drones#Salvage drones|salvaging drones]], which needs no modules, only a drone bay (and which is not affected by any other modules and implants).
  
Yes, that small old ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots which makes them very suitable for salvaging. Also they are fast and very reasonably priced. So, don't throw out your Dessie.  
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{|class=wikitable style="width: 900px;background:#111111"
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|-
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|[[File:Icon salvager.png|link=|]]
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|'''{{co|wheat|Salvagers}}''' are the main tools for salvaging wrecks. Activate it on a wreck to salvage the wreck. It can be useful to keep at least one in a ship's hold for convenient refitting. There is a Tech 2 variant ({{co|wheat|Salvager II}}) which is more efficient at salvaging but is also more expensive and needs additional skill training.
  
==== [[Noctis]]<br>  ====
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|-
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|[[File:salvage drone.png|link=|]]
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|'''{{co|wheat|Salvage Drones}}''' Can be used to salvage wrecks. They have a much lower success chance than the salvager module but they can operate at longer ranges and do not need managing.
  
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship.  
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|-
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|[[File:Icon tractor.png|link=|]]
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|'''{{co|wheat|Tractor Beams}}''' tractor wrecks from afar to your ship.
  
==== Salvage On The Go<br>  ====
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It is possible to salvage without a tractor beam, but these modules make salvaging a lot easier. They pull the wrecks (and containers) to your ship, making flying to each wreck unnecessary. They are a little more expensive (about 3 million ISK), but they speed up salvaging considerably. By default, Tech I tractor beams can target wrecks up to 20&nbsp; km away, and pull them in at 500&nbsp;m/s; a Noctis will boost this up to 2000&nbsp;m/s at up to 80&nbsp; km (depending on skills).
  
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind.  
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|-
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|[[File:Module icon armor rig tech1.png|link=|]]
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|'''{{co|wheat|Salvage Tackle Rig}}''' increases your chance to salvage by 10% (15% for the Tech 2 rig), which increases your [[#Salvaging time|salvaging efficiency]].  
  
[please introduce any other ships capable of this] Marauder&nbsp;?!
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|-
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|[[File:Item mobile tractor unit.png|link=|]]
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|'''[[Mobile Tractor Unit]]s''' are deployable structures which automatically tractor all nearby wrecks (and containers) and loot their contents. While MTUs don't salvage wrecks, they do collect them into a compact space, alleviating the need to tractor them (or to fly to them). They have an enormous range (125&nbsp; km for the basic unit), but only tractors in one wreck at a time, and don't do it particularly quickly (1000&nbsp;m/s). However, once deployed they continue to work even if you fly away.
  
=== Skills  ===
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|-
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|[[File:Icon_implant_hardwiring.png|link=|]]
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|There are two implants which impact salvaging:
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* '''{{co|wheat|Poteque 'Prospector' Salvaging SV-905}}''' (slot 9), which increases your chance to salvage by 5%.
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* '''{{co|wheat|Poteque 'Prospector' Environmental Analysis EY-1005}}''' (slot 10), which reduces salvager modules' cycle time by 5%.
  
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V.  
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Both of these are only of interest to players who want to get every last drop of salvaging efficiency.
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|}
  
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II.  
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Other useful modules:
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* '''{{co|wheat|Afterburner}}''' or '''{{co|wheat|MicroWarp Drive}}''': Even with a tractor beam, ships may still need to do a lot of flying around to reach every corner of a wreck field, and the speed boost comes in very handy.
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* '''{{co|wheat|Expanded Cargohold}}''': Depending on the base size of a ship's cargohold, it can be useful to fit these, as these allow a ship to carry more salvage at a time (and reduce the number of round trips to the nearest station).
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* '''{{co|wheat|Auto Targeting System}}''' (high slot) or '''{{co|wheat|Signal Amplifier}}''' (low slot): When pilots with low [[Targeting#Number_of_targets_locked|targeting skills]] are flying a dedicated salvaging ship with many salvagers and tractor beams, it might be worth fitting one of these modules so that they can target (and therefore salvage/tractor) several wrecks at once. However, this should only be a stop-gap measure until the pilot's targeting skills are improved. Note that the Auto-Targeting System will not automatically target wrecks (it only targets hostile ships), so in this case, it is fitted solely for its bonus to the number of targets the ship can have locked at once.
  
Small Tractor Beam I requires Science III.  
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=== Ships ===
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Any ship with a free high slot can be used as a salvager. However, there are two ship classes which are most suitable:
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* Turret [[destroyers]] ({{sh|Coercer}}, {{sh|Cormorant}}, {{sh|Catalyst}}, and {{sh|Thrasher}}) make for excellent beginner salvaging ships. They have eight high slots, allowing pilots to salvage many wrecks simultaneously. They also have a decent amount of cargo space and are moderately fast, not to mention very reasonably priced. Their main weakness is a rather small [[capacitor]], so they may not be able to salvage continuously with all eight Salvagers. The missile and drone destroyers ({{sh|Dragoon}}, {{sh|Corax}}, {{sh|Algos}}, and {{sh|Talwar}}) are also decent salvagers but have fewer high slots.
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* The {{Sh|Noctis}} is both the next and last step in salvaging ships. It has the same eight high slots as a destroyer, but comes with a huge bonus to tractor beam speed and range; with good skills, its tractor beams can reach out to 80&nbsp; km, hoovering up wrecks from an entire battlefield. Additionally, it gets a bonus to the cycle time of salvaging modules, reducing the time it takes to salvage each wreck. The Noctis is the best salvaging ship by miles; its only downsides are its somewhat weak tank (compared to the value of the salvage it often carries), its slow speed, and its steeper price tag of around 130 million ISK.
  
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster.  
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In addition to the more specialised ships listed above, many ships can be used to salvage "on the side":
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* PvE [[Drone Capable Ships|droneboats]] rely on their drones to deal damage, and so have free high slots which can be fit with tractor beams and salvagers.  
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* Any ship with a sizeable drone bay can usually fit in five salvage drones (which only take up 5&nbsp;m<sup>3</sup> per drone, the same as a light combat drone), which can be deployed when the additional firepower from combat drones is not needed. 
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* [[Marauders]] are Tech 2 battleships designed for high-level mission running. They have free high slots which can be used for tractor beams and salvagers (as well as a bonus to tractor beam velocity and range) and a large cargo hold but are ruinously expensive ships (easily 2 billion ISK for ship and modules) and require specialised skills.
  
[Would be useful to add a section numbered 3.4 about making a salvager alt and give a skill list and isk to start it]
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=== Fitting a salvaging ship ===
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The recommended dedicated salvaging ships have eight high slots, which are usually fitted with four salvagers and four tractor beams. This way, you can be salvaging four wrecks at a time, while your tractor beams are pulling in four more. Once you have gotten your feet wet, feel free to tweak this setup - you can fit five tractor beams and three salvagers if your salvaging skills are very good (i.e. your salvagers need fewer cycles per wreck) or if you are salvaging "on the move" (in which case the extra tractor beams are needed to keep pulling the wrecks behind you while your salvagers work). Alternatively, you can fit more salvagers and fewer tractor beams in very concentrated wreck fields (or fit only salvagers if you previously deployed a Mobile Tractor Unit).
  
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==
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Your mid slots should almost always include a propulsion module (afterburner or microwarp drive), except perhaps if you're flying a Noctis with very good skills (which extends the range of your tractor beams so much that you won't need to move). If you're flying a Destroyer you will likely run out of capacitors regularly, so consider fitting a Capacitor Recharger or Capacitor Battery; the Noctis generally has enough capacitors and doesn't need capacitor modules. Fill your remaining mid-slots with [[tanking]] modules.
  
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters
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For your low slots, consider fitting an expanded cargohold on salvaging destroyers (the Noctis' base cargo hold is usually large enough), and use the remaining slots to improve your ship's tank, agility, and maximum speed.
  
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;:
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Rig slots can either be used to improve your ship's tank or to gain some salvaging efficiency by fitting Salvage Tackle rigs.  
  
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2.  
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Any dedicated salvaging ship with a drone bay should fly salvaging drones. Additionally, consider including ECM drones if you're afraid of being attacked by other players.
  
=== Salvaging for yourself<br>  ===
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== Skills ==
  
There is nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours.  
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* {{sk|Salvaging|mult=yes|price=yes}}: The basic skill required for salvaging with salvager modules. Every new character starts at level III, which is enough to start out with - however since each level trained decreases the number of cycles a Salvager module takes to salvage each wreck, training this to higher levels to improves salvaging efficiency. To step up to Salvager II modules, train this to level V.  
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* {{sk|Salvage Drone Operation|mult=yes|price=yes}}: The basic skill required for salvaging with salvage drones. Salvage drones are available at level I, but training this to III or higher will decrease salvaging time further. Needs {{sk|Drones|IV|mult=yes}}.
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* {{sk|Salvage Drone Specialization|mult=yes|price=yes}}: The specialization skill required for T2 salvage drones. T2 salvage drones are available at level I.  
  
=== Salvaging For Others  ===
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Spaceship skills:
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* [[Destroyer|''&lt;race&gt;'' Destroyer]]: Pilots only need to train this skill to level I to fly a given race's destroyers, but will not receive additional benefits ''to salvaging'' by training it beyond level I.
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* {{sk|ORE Hauler|mult=yes|price=yes}}: This skill is required to fly the [[Noctis]], and higher levels really pay off for pilots who are serious about salvaging. When combined with the Noctis, each level of this skill gives bonuses to tractor beam range, tractor beam velocity, and salvager cycle time. Pilots who will intend to fly a Noctis regularly should train this to at least level III.
  
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits.  
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Other skills to train:
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* [[Targeting#Skills|Targeting skills]] to improve targeting time, targeting range and number of targets that can be locked simultaneously.
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* {{sk|Capacitor Management}} and {{sk|Capacitor Systems Operation}} to improve ship's capacitor capacity and recharge rate, which becomes important when flying a Destroyer and fitting a large number of salvager modules (which use more capacitor than tractor beams).  
  
This is especially profitable during wartime when E-Uni is in [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] as people are allowed to do missions in a pvp fitted fleet of at least 3 members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time.  
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<!--
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=== Skill plan for salvager alt ===
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Some pilots prefer to train up an [[alt|alternate character (alt)]] to specialise in salvaging. Starting from a new character, here are a few skill training suggestions.
  
The salvager usually warps in each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted wreck bookmarks in a station after missions are done.  
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Creating a basic salvager alt that can fly a Noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Hauler skill at level III, this alt will have a 56km tractor beam range in a Noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Hauler to levels IV or V.
  
Remember that others in the fleet can see what you looted on the loot history window of the fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is against E-Uni rules to do this.
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<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Hauler I (33 minutes, 20 seconds)<br>ORE Hauler II (2 hours, 35 minutes, 14 seconds)<br>ORE Hauler III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote>
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Using two remaps you can decrease this time to 1 day and 15 hours.<br>
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<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Haulerr I (26 minutes, 40 seconds)<br>ORE Hauler II (2 hours, 4 minutes, 11 seconds)<br>ORE Hauler III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote>
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-->
  
== How to Make Profit from Salvaging  ==
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== Practical salvaging ==
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When first approaching a wreck field, make sure your [[Overview]] settings show wrecks, turn on the [[Tactical Overlay]], and [[bookmark]] a wreck near the centre of the field with the maximum number of wrecks within your ship's tractor beam range. Fly (or warp) to this bookmark, and stop your ship.
  
You did all the above and now have a load of salvaging materials.  
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Use your tractor beams to pull more distant wrecks to within 2500m of your ship (as you'll want to loot them in addition to salvaging them); once they are within range, turn the tractor beams off, and re-target them on additional distant wrecks. Simultaneously, target nearby wrecks with your salvagers, using one salvaging module per wreck (except for [[#Salvaging efficiency|very difficult Sleeper wrecks]]), and letting them run until the wreck is salvaged, then targeting the next nearby wreck for salvaging. While the salvagers are running, loot the wreck.  
  
=== Directly Selling Salvage Materials ( Running a Junkyard )  ===
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Since you'll be juggling a lot of wrecks and modules, keep in mind that you can click on the module icon underneath a targeted wreck to stop that specific module from cycling - useful for turning off the right tractor beam once it's pulled a wreck close to your ship. Also, learn the [[Keyboard controls|keyboard shortcuts]] for targeting and activating/deactivating modules, as it will save you a lot of clicking.
  
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].  
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If you're flying a fast and agile ship (i.e. a Destroyer instead of a Noctis), then it may be faster to create a [[bookmark]] 150&nbsp;km away, warp to it, then warp back to a wreck, instead of slow-boating around the wreck field.  
  
=== Manufacturing RIgs ( I Can Haz Rigz&nbsp;? ) ===
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Mobile Tractor Units and salvaging drones can support your ship's salvagers and tractor beams but are considerably slower. However, they can be used for a minimum-effort approach to salvaging (even though it's considerably less efficient): deploy a Mobile Tractor Unit at the start of an engagement, which will pull all the wrecks you create into a tight ball (and loot them for you). When you have destroyed all the enemies, fly close to the MTU, deploy your salvage drones, and [[Drones#Salvage_drones|order them to salvage all nearby wrecks]]. Then sit back and watch your drones work. You may want to occasionally reposition your ship to be as close as possible to the wrecks - salvage drones fly slowly (900 m/s, plus skill bonuses) and they have to return to your ship to drop off their salvage.
  
Salvage materials are used in manufacturing rigs. You can start manufacturing rigs if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists (at least in T2 category) and it will be more profitable to directly sell the materials.  
+
As an aside, wrecks of player ships can be salvaged in the same way as wrecks of NPC ships.
  
== Salvaging Science  ==
+
=== Salvaging for yourself ===
 +
If you run [[missions]] or [[ratting|rat]], you can augment your income by salvaging the wrecks you produce. However, it may not be worth your time, as you could be spending your salvaging time running another mission or killing more rats - but it's up to you how to spend your time (also taking into account what activities you enjoy in the game). As a rough guide, mission salvaging only yields significant profits for level 3 missions and above.
  
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved.  
+
While some ships can fight and salvage, it's often a better idea to switch to a dedicated salvaging ship (or have a salvaging alt), as salvaging large wreck fields with anything but a dedicated salvaging ship can be frustratingly slow.
  
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br>
+
Wrecks persist for two hours, so you may want to run a few missions (or rat in a few asteroid belts), bookmarking each wreck field, before switching to a salvaging ship. Mobile Tractor Units can be very useful here - drop one in each mission (they are somewhat bulky, so you may have to return to a station to pick up more), and let them work while you complete additional missions. When you return with your salvaging ship, all the wrecks will be in a nice compact ball, allowing you to forgo tractor beams in favour of a full rack of salvager modules.
  
*Small basic wrecks (Frigates and Destroyers) have a base access of 30%
+
Alternatively, if you have a salvaging alt that you can [[multiboxing|multibox]] (on a separate [[Accounts#Alts_and_multiboxing|account]]), you can have them follow your combat character, but lagging one wreck field "behind" (to prevent your fragile salvaging ship from being targeted by rats). Keep in mind that, once you have completed a mission, all the acceleration gates disappear, making it possible to warp directly to any bookmarked wreck field.
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20%
 
*Large basic wrecks (Battleships) have a base access of 10%
 
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0%
 
  
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules.
+
=== Fleets ===
 +
PvE fleets (e.g. [[Mission_Fleet#Locust_Fleet|locust fleets]] which tackle high-level PvE content) are often in need of a dedicated salvager to follow the fleet. Make sure to agree on how to split the salvaging proceeds with the other fleet members beforehand; it's common for the proceeds to be split evenly between all fleet members. This role can easily be filled by a new player in a Destroyer and is a great way to start flying with fleets. The fleet window logs all wrecks that are looted or salvaged, which can be used to check if a salvager is "stealing" some of the loot (i.e. not reporting the full value to be shared with the other fleet members).
  
Each salvaging skill level with a Salvager I module raises base access by 5% per level. Note that a higher salvaging skill does not give you better salvage. It just makes it more likely for you to succeed.
+
=== Wormholes ===
 +
{{see also|Wormhole space}}
 +
[[Sleepers]] (the NPCs in wormholes) can be salvaged as usual, but keep in mind that some of the sleeper wrecks take a [[#Salvaging time|long time to salvage]], even with good salvaging skills.  
  
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters.
+
Often, a salvaging ship in wormhole fleets is also responsible for looting the sleeper wrecks; since Sleepers don't have bounties, this loot is the main income source for wormhole PvE. This makes salvaging ships prime targets for hostile players, and even a solo [[Stealth Bomber]] can destroy a salvaging ship. Therefore, unlike with K-space salvaging, stay with your fleet, keep an eye on [[D-Scan]], and consider fitting Warp Core Stabilizer modules in place of Expanded Cargohold modules (as Sleeper loot takes up comparatively little volume).  
  
Salvage Tackle I rigs raise base access by 10% each. Salvage Tackle II rigs raise base access by 15% each, but they are hideously expensive and usually not worth the additional investment unless you plan to do a LOT of salvaging.
+
=== Uses for salvage ===
 +
[[Image:T1andt2salvage.jpg|thumb|right|Tech I and Tech II Salvage materials]]
 +
The materials obtained from salvaging are used in the [[manufacturing|manufacture]] of [[rigs]], and if you don't want to manufacture rigs yourself there are plenty of manufacturers looking to [[trading|buy]] these materials. Even though individual materials are usually not worth a lot, their value does add up - be aware of potential [[Suicide Ganking|suicide gankers]] when hauling large amounts of salvage.  
  
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10.  
+
Salvage materials with an orange background are Tech I salvage (used when manufacturing Tech I rigs), while material with a blue background is Tech II salvage (for Tech II rigs). Additionally, salvage from [[Sleepers|Sleeper]] NPCs is used in the manufacture of [[Strategic Cruisers]].  
  
[ Taken from [[Salvage 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own].  
+
=== Salvaging and the law ===
 +
{{main|Ninja Salvaging and Stealing}}
 +
Wrecks are flagged as "belonging" to the player/corporation/fleet who created them (i.e. who destroyed the ship). You can '''loot''' a wreck belonging to someone else (marked in yellow on the [[Overview]]), but you will receive a [[Crimewatch#Suspect_Timer|suspect timer]], allowing any other pilot to freely attack you for 15 minutes.  
  
== The Dark Side of Salvaging ( Ninja Salvaging )  ==
+
However, you can '''salvage''' wrecks belonging to someone else without any game mechanics consequences; this is called [[Ninja Salvaging|"ninja salvaging"]], whereby people salvage without the wreck owner's permission.
  
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it.
+
When salvaging wrecks belonging to others, a few of the abovementioned mechanics are different:
 +
* Tractor beams (ship modules and Mobile Tractor Units) don't work
 +
* Salvage drones will not automatically salvage, but they can be ordered to manually salvage a specific wreck
  
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it.  
+
Members of EVE University are [[EVE_University_Rules|not allowed]] to salvage wrecks belonging to others.
  
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack without you shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away.
+
== Salvaging efficiency ==
  
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==
+
The defining mechanic for salvaging is the "salvaging chance", which is the probability that you will successfully salvage the wreck in one cycle of your salvaging module/drone. As explained above, if you fail a salvaging attempt, your module/drone will continue cycling until you succeed - so the probability is an indication of how many cycles (i.e. time) it takes to salvage a wreck (or, in the case of very difficult wrecks, allows you to salvage them at all). Improving your chance to salvage does ''not'' give you better salvage.   
  
[I don't have much information about this part so any help is very useful]
+
:Salvaging chance = base access chance + bonuses
  
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone.  
+
Note that the chance to salvage is not affected by [[stacking penalties]].
  
== Tips and Tricks  ==
+
=== Base access chance ===
 +
The base access chance is determined by the wreck type:
  
[Again any help is very useful here]
+
*Small basic wrecks (Frigates and Destroyers): 30% 
 +
*Medium basic wrecks (Cruisers and Battlecruisers): 20% 
 +
*Large basic wrecks (Battleships): 10%
 +
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships): 0% 
 +
*Structure wrecks -10%
 +
*Sleeper Large Advanced Wrecks: -20%.
  
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.
+
=== Bonuses ===
 +
The following things give bonuses to your salvaging chance (only when using Salvager modules, not drones):
  
*Using modules that decrease your align time and increase max speed will help you salvage faster.
+
* Using a Salvager I module improves your salvaging chance by 5% per level of the {{sk|Salvaging|icon=yes}} skill, up to +25% at level V. Once you have trained {{sk|Salvaging|V}}, you can use the Salvager II module, which improves your salvaging chance by 35%.
  
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.
+
* Salvage Tackle I rigs improve your salvaging chance by 10% each (and you could, if you wanted, fit several). Salvage Tackle II rigs improve your access chance by 15% each, but (like most Tech II rigs) are hideously expensive.  
  
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.
+
* The Poteque 'Prospector' Salvaging SV-905 [[implant]] (it fits into slot 9) improves your salvaging chance by 5%.  
  
Have fun and Happy Salvaging<br>
+
Lastly, the Poteque 'Prospector' Environmental Analysis EY-1005 implant (it fits into slot 10) and each level of {{sk|ORE Hauler|icon=yes}} when flying a [[Noctis]] reduces the cycle time of your salvaging modules by 5%. 
  
[[:Category:Guides|Guides]]<br>
+
If you're using [[Drone#Salvage_drones|Salvage Drones]], they improve your salvaging chance by up to 4.5%, plus 2% for each level of the {{sk|Salvage Drone Operation|icon=yes}} and {{sk|Salvage Drone Specialization|icon=yes}} skill you have trained (up to a total of 4.5%+10%+10%=24.5% at skill level V). There are no other ways of improving the salvaging chance of salvage drones.
 +
 
 +
{{example|1=A beginner salvaging pilot with {{sk|Salvaging|III}}, fits her ship with a single Salvager I module and tries to salvage a small basic wreck. The base chance to salvage a small basic wreck is 30%, and her skills and module give her a bonus of 3 * 5% = 15%. Therefore, her chance to salvage the wreck on each cycle of her salvager module (10 seconds) is <span style="white-space:nowrap;">30% + (3 * 5%) = 45%</span>. On average, it will therefore take 2.2 cycles (22 seconds) to salvage the wreck.<ref>For details on the math, see [https://en.wikipedia.org/wiki/Expected_value expected value] on Wikipedia</ref>.
 +
 
 +
Buoyed by her initial success, the pilot heads to more remote areas of space and encounters large basic wrecks. Her chance to salvage these is <span style="white-space:nowrap;">10% + (3 * 5%) = 25%</span>; therefore, on average, it will take 4 cycles (40 seconds) to salvage each wreck. Heading deeper into space, she encounters small advanced wrecks (chance to salvage <span style="white-space:nowrap;">0% + (3 * 5%) = 15%</span>, taking 6.7 cycles (1 minute and 7 seconds) on average) and even some sleeper large advanced wrecks (chance to salvage <span style="white-space:nowrap;">-20% + (3 * 5%) = -5%</span>; she will not be able to salvage these wrecks).
 +
 
 +
Determined to increase her salvaging efficiency, she trains up her Salvaging skill to level V and installs a Salvager II module. With this setup, her chance to salvage a large basic wreck is <span style="white-space:nowrap;">10% + (5 * 7%) = 45%</span>; on average, it will take her 2.2 cycles (22 seconds) to salvage. Even a sleeper large advanced wreck succumbs to her salvaging powers, within 6.6 cycles on average.}}
 +
 
 +
=== Salvaging time ===
 +
 
 +
==== Salvager modules ====
 +
 
 +
The following table shows the average number of salvager module cycles (and time) to salvage a wreck. Various player setups are shown for comparison - these are by no means the only salvaging setups but are meant to illustrate the effect of investing in higher-end salvaging equipment.
 +
 
 +
The following setups are used:
 +
* '''"Beginner"''': Salvager I module and {{sk|Salvaging|III}}. This gives a +15% salvaging chance.
 +
* '''"Intermediate"''': Salvager I module and {{sk|Salvaging|IV}}. This gives a +20% salvaging chance.
 +
* '''"Journeyman"''': Salvager II module and {{sk|Salvaging|V}}. This gives a +35% salvaging chance.
 +
* '''"Advanced"''': Salvager II module and {{sk|Salvaging|V}}, flying a [[Noctis]] with {{sk|ORE Hauler|III}}. This gives a +35% salvaging chance and a 15% reduction in module cycle time.
 +
* '''"Professional"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Hauler|IV}} and a Tech I Salvage Tackle rig. This gives a +45% salvaging chance and a 20% reduction in module cycle time.
 +
* '''"Expert"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Hauler|IV}} and two Tech I Salvage Tackle rigs. This gives a +55% salvaging chance and a 20% reduction in module cycle time.
 +
* '''"God mode"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Hauler|V}}, three Tech II Salvage Tackle rigs, and both a Poteque 'Prospector' Salvaging SV-905 and a Poteque 'Prospector' Environmental Analysis EY-1005 implant. This gives a +85% salvaging chance and a 30% reduction in module cycle time. 
 +
{{#css:
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table.salvage {
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table.salvage tr th {
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}}
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{| class="wikitable salvage" style="border:none;"
 +
|-
 +
! colspan=3 style="background-color:#111111;border:none;" |
 +
! colspan=5 | Wreck type
 +
|-
 +
! Player setup
 +
! <span style="cursor:help;" title="Bonus to salvage chance.">Chance</span>
 +
! <span style="cursor:help;" title="Reduction of module cycle time.">Cycle time</span>
 +
! <span style="cursor:help;" title="Small wreck (30% base access chance)">Small</span>
 +
! <span style="cursor:help;" title="Medium wreck (20% base access chance)">Medium</span>
 +
! <span style="cursor:help;" title="Large wreck (10% base access chance)">Large</span>
 +
! <span style="cursor:help;" title="Small advanced wreck (0% base access chance)">Small adv.</span>
 +
! <span style="cursor:help;" title="Sleeper large advanced wreck (-20% base access chance)">Large adv.</span>
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager I module and Salvaging III.">Beginner</span>
 +
| +15%
 +
|
 +
| 22 seconds<br>{{Co|grey|(2.2 cycles)}}
 +
| 29 seconds<br>{{Co|grey|(2.9 cycles)}}
 +
| 40 seconds<br>{{Co|grey|(4 cycles)}}
 +
| 66 seconds<br>{{Co|grey|(6.6 cycles)}}
 +
| N/A
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager I module and Salvaging IV.">Intermediate</span>
 +
| +20%
 +
|
 +
| 20 seconds<br>{{Co|grey|(2 cycles)}}
 +
| 25 seconds<br>{{Co|grey|(2.5 cycles)}}
 +
| 33 seconds<br>{{Co|grey|(3.3 cycles)}}
 +
| 50 seconds<br>{{Co|grey|(5 cycles)}}
 +
| N/A
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V.">Journeyman</span>
 +
| +35%
 +
|
 +
| 15 seconds<br>{{Co|grey|(1.5 cycles)}}
 +
| 18 seconds<br>{{Co|grey|(1.8 cycles)}}
 +
| 22 seconds<br>{{Co|grey|(2.2 cycles)}}
 +
| 29 seconds<br>{{Co|grey|(2.9 cycles)}}
 +
| 66 seconds<br>{{Co|grey|(6.6 cycles)}}
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a [[Noctis]] with ORE Hauler III.">Advanced</span>
 +
| +35%
 +
| -15%
 +
| 13 seconds<br>{{Co|grey|(1.5 cycles)}}
 +
| 15 seconds<br>{{Co|grey|(1.8 cycles)}}
 +
| 19 seconds<br>{{Co|grey|(2.2 cycles)}}
 +
| 25 seconds<br>{{Co|grey|(2.9 cycles)}}
 +
| 56 seconds<br>{{Co|grey|(6.6 cycles)}}
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a Noctis with ORE Hauler IV and a Tech I Salvage Tackle rig.">Professional</span>
 +
| +45%
 +
| -20%
 +
| 10 seconds<br>{{Co|grey|(1.3 cycles)}}
 +
| 12 seconds<br>{{Co|grey|(1.5 cycles)}}
 +
| 14 seconds<br>{{Co|grey|(1.8 cycles)}}
 +
| 18 seconds<br>{{Co|grey|(2.2 cycles)}}
 +
| 32 seconds<br>{{Co|grey|(4 cycles)}}
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a Noctis with ORE Hauler IV and two Tech I Salvage Tackle rigs.">Expert</span>
 +
| +55%
 +
| -20%
 +
| 9 seconds<br>{{Co|grey|(1.2 cycles)}}
 +
| 11 seconds<br>{{Co|grey|(1.3 cycles)}}
 +
| 12 seconds<br>{{Co|grey|(1.5 cycles)}}
 +
| 15 seconds<br>{{Co|grey|(1.8 cycles)}}
 +
| 23 seconds<br>{{Co|grey|(2.9 cycles)}}
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="Salvager II module and Salvaging V, flying a Noctis with ORE Hauler V, three Tech II Salvage Tackle rigs, and both a Poteque 'Prospector' Salvaging SV-905 and a Poteque 'Prospector' Environmental Analysis EY-1005 implant.">God mode</span>
 +
| +85%
 +
| -30%
 +
| 7 seconds<br>{{Co|grey|(1 cycles)}}
 +
| 7 seconds<br>{{Co|grey|(1 cycles)}}
 +
| 7 seconds<br>{{Co|grey|(1 cycles)}}
 +
| 8 seconds<br>{{Co|grey|(1.2 cycles)}}
 +
| 10 seconds<br>{{Co|grey|(1.5 cycles)}}
 +
|}
 +
 
 +
This graph shows the relationship between module cycle time and salvaging chance bonus.
 +
 
 +
[[File:Salvaging-graph.png]]
 +
 
 +
Several conclusions can be drawn from this table and graph:
 +
* Increasing the salvaging chance bonus is key to salvaging efficiently. While the early increases yield dramatic improvements, these improvements taper off and later increases are not only more costly to get (as they need more expensive rigs, modules and implants), but provide fewer and fewer additional benefits. The "sweet spot" for serious salvaging is around a +50% salvaging bonus - this gets you about 80% of the way to the absolute maximum possible (+85% salvaging bonus) but doesn't need any of the really expensive Tech II rigs. the best way to get to around +50% is to fit a Salvager II module and one or two Tech I salvaging rigs.
 +
* If you have the option of flying a Noctis, its cycle time bonus really starts to shine above about a +40% salvaging bonus, at which point it gets ever more costly to further increase your salvaging chance bonus. However, if you don't want to fly a Noctis, then a salvaging destroyer can do its job almost as well, but usually needs about 1-2 additional salvaging rigs to compensate for the Noctis' cycle time bonus. 
 +
* Salvaging in wormholes, particularly the advanced larger sleeper wrecks, represents a significant increase in difficulty compared with [[k-space]] salvaging. Therefore, serious wormhole salvagers may want to consider installing three Tech I salvaging rigs (in addition to using Salvager II modules). At the very least a +25% salvaging chance bonus is needed to even attempt to salvage advanced large sleeper wrecks.
 +
 
 +
==== Salvage drones ====
 +
 
 +
Similarly, when using salvaging drones, take the following setups:
 +
 
 +
* '''"Beginner"''': 1 salvage drone and {{sk|Salvage Drone Operation|I}}. This gives a +5% salvaging chance.
 +
* '''"Intermediate"''': 5 salvage drones and {{sk|Salvage Drone Operation|III}}. This gives a +9% salvaging chance.
 +
* '''"Journeyman"''': 5 salvage drones and {{sk|Salvage Drone Operation|IV}}. This gives a +11% salvaging chance.
 +
* '''"Advanced"''': 5 salvage drones and {{sk|Salvage Drone Operation|V}}. This gives a +13% salvaging chance.
 +
* '''"Professional"''': 5 T2 salvage drones, {{sk|Salvage Drone Operation|V}} and {{sk|Salvage Drone Specialization|V}}. This gives a +24% salvaging chance.
 +
 
 +
Unlike with modules, where it almost never makes sense to use more than one salvager module on a single wreck, salvage drones will always work together on the nearest single wreck, unless manually commanded to target separate wrecks. Additionally, note that the drones have to travel to the wreck and return to your ship with the salvage, increasing the time they need to salvage.
 +
 
 +
{| class="wikitable salvage" style="border:none;"
 +
|-
 +
! colspan=3 style="background-color:#111111;border:none;" |
 +
! colspan=5 | Wreck type
 +
|-
 +
! Player setup
 +
! <span style="cursor:help;" title="Bonus to salvage chance.">Chance</span>
 +
! <span style="cursor:help;" title="Number of drones working simultaneously.">Drones</span>
 +
! <span style="cursor:help;" title="Small wreck (30% base access chance)">Small</span>
 +
! <span style="cursor:help;" title="Medium wreck (20% base access chance)">Medium</span>
 +
! <span style="cursor:help;" title="Large wreck (10% base access chance)">Large</span>
 +
! <span style="cursor:help;" title="Small advanced wreck (0% base access chance)">Small adv.</span>
 +
! <span style="cursor:help;" title="Sleeper large advanced wreck (-20% base access chance)">Large adv.</span>
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="1 salvage drone and Salvage Drone Operation I.">Beginner</span>
 +
| +5%
 +
| 1
 +
| 29 seconds<br>{{Co|grey|(2.9 cycles)}}
 +
| 40 seconds<br>{{Co|grey|(4 cycles)}}
 +
| 1 min 6 s<br>{{Co|grey|(6.6 cycles)}}
 +
| 2 min 26 s<br>{{Co|grey|(15 cycles)}}
 +
| N/A
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="5 salvage drones and Salvage Drone Operation III.">Intermediate</span>
 +
| +9%
 +
| 5
 +
| 11 seconds<br>{{Co|grey|(1.1 cycles)}}
 +
| 12 seconds<br>{{Co|grey|(1.2 cycles)}}
 +
| 15 seconds<br>{{Co|grey|(1.5 cycles)}}
 +
| 27 seconds<br>{{Co|grey|(2.7 cycles)}}
 +
| N/A
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="5 salvage drones and Salvage Drone Operation IV.">Journeyman</span>
 +
| +11%
 +
| 5
 +
| 11 seconds<br>{{Co|grey|(1.1 cycles)}}
 +
| 12 seconds<br>{{Co|grey|(1.2 cycles)}}
 +
| 14 seconds<br>{{Co|grey|(1.4 cycles)}}
 +
| 23 seconds<br><{{Co|grey|(2.3 cycles)}}
 +
| N/A
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="5 salvage drones and Salvage Drone Operation V.">Advanced</span>
 +
| +13%
 +
| 5
 +
| 11 seconds<br>{{Co|grey|(1.1 cycles)}}
 +
| 12 seconds<br>{{Co|grey|(1.2 cycles)}}
 +
| 14 seconds<br>{{Co|grey|(1.4 cycles)}}
 +
| 20 seconds<br>{{Co|grey|(2 cycles)}}
 +
| N/A
 +
|-
 +
| style="text-align:left; background-color:#333333;" | <span style="cursor:help;" title="5 salvage drones and Salvage Drone Operation V.">Professional</span>
 +
| +24%
 +
| 5
 +
| 10 seconds<br>{{Co|grey|(1.0 cycles)}}
 +
| 10 seconds<br>{{Co|grey|(1.0 cycles)}}
 +
| 11 seconds<br>{{Co|grey|(1.1 cycles)}}
 +
| 12 seconds<br>{{Co|grey|(1.2 cycles)}}
 +
| 27 seconds<br>{{Co|grey|(2.7 cycles)}}
 +
|}
 +
 
 +
This table shows that for T1 salvage drones there are significant diminishing returns above {{sk|Salvage Drone Operation|III}}, after that one only gains a significant boost to salvage speed with T2 drones. Additionally, even though a flight of five salvaging drones with reasonable skills can approach the same salvaging rate as two salvager modules, most salvaging ships will fit four or more salvaging modules, and will therefore always outperform salvage drones. On the other hand, if time is not a factor, then salvage drones offer a very hands-off method of salvaging.
 +
 
 +
Lastly, travel time should be taken into account when using salvaging drones - salvaging a wreck 5&nbsp;km away easily adds ten seconds to the salvaging time (as the drone needs to fly to the wreck, salvage it, and return to your ship), so, if possible, keep your ship as close to the wrecks as possible (or use a Mobile Tractor Unit to pull all the wrecks into a ball).
 +
 
 +
==Salvage Distribution==
 +
 
 +
The type of salvage you get depends on the faction of the wreck that is being salvaged.
 +
 
 +
=== Tech 1 ===
 +
{| class="wikitable" style="text-align: center; padding: 10px;"
 +
|-
 +
! Salvage !! Amarr<br>Blood Raider<br>Sansha's Nation !! Minmatar<br>Angel Cartel !! Caldari<br>Guristas !! Gallente<br>Serpentis !! Rogue Drone
 +
|-
 +
|style="text-align: left;"|Alloyed Tritanium Bar            ||  || x ||  ||  || x
 +
|-
 +
|style="text-align: left;"|Armor Plates                      || x || x ||  || x || x
 +
|-
 +
|style="text-align: left;"|Broken Drone Transceivers        ||  ||  ||  || x || x
 +
|-
 +
|style="text-align: left;"|Burned Logic Circuit              || x || x || x || x || x
 +
|-
 +
|style="text-align: left;"|Charred Micro Circuit            || x || x || x || x || x
 +
|-
 +
|style="text-align: left;"|Conductive Polymer                ||  ||  || x || x || x
 +
|-
 +
|style="text-align: left;"|Contaminated Lorentz Fluid        ||  ||  ||  || x || x
 +
|-
 +
|style="text-align: left;"|Contaminated Nanite Compound      || x || x ||  || x || x
 +
|-
 +
|style="text-align: left;"|Damaged Artificial Neural Network ||  ||  || x || x ||
 +
|-
 +
|style="text-align: left;"|Defective Current Pump            || x ||  ||  ||  || x
 +
|-
 +
|style="text-align: left;"|Fried Interface Circuit          || x || x || x || x || x
 +
|-
 +
|style="text-align: left;"|Malfunctioning Shield Emitter    ||  || x || x ||  || x
 +
|-
 +
|style="text-align: left;"|Melted Capacitor Console          || x ||  ||  ||  || x
 +
|-
 +
|style="text-align: left;"|Scorched Telemetry Processor      ||  ||  || x ||  || x
 +
|-
 +
|style="text-align: left;"|Smashed Trigger Unit              ||  || x ||  ||  || x
 +
|-
 +
|style="text-align: left;"|Tangled Power Conduit            || x ||  ||  ||  || x
 +
|-
 +
|style="text-align: left;"|Thruster Console                  ||  || x ||  ||  || x
 +
|-
 +
|style="text-align: left;"|Tripped Power Circuit            || x || x || x || x || x
 +
|-
 +
|style="text-align: left;"|Ward Console                      ||  ||  || x ||  || x
 +
|}
 +
 
 +
===Tech 2===
 +
{| class="wikitable" style="text-align: center; padding: 10px;"
 +
|-
 +
! Salvage !! Angel Cartel<br />(Minmatar space) !!  Blood Raiders<br />(Amarr space) !! Guristas<br /> (Caldari space) !! Sanshas<br /> (Amarr space) !! Serpentis<br /> (Gallente space)
 +
|-
 +
|style="text-align: left;"| Artificial Neural Network        || x || x || x || x ||
 +
|-
 +
|style="text-align: left;"| Capacitor Console                ||  || x ||  ||  ||
 +
|-
 +
|style="text-align: left;"| Conductive Thermoplastic          ||  ||  ||  ||  || x
 +
|-
 +
|style="text-align: left;"| Current Pump                      ||  ||  ||  || x ||
 +
|-
 +
|style="text-align: left;"| Drone Transceiver                ||  ||  ||  ||  || x
 +
|-
 +
|style="text-align: left;"| Enhanced Ward Console            ||  ||  || x ||  ||
 +
|-
 +
|style="text-align: left;"| Impetus Console                  || x ||  ||  ||  ||
 +
|-
 +
|style="text-align: left;"| Intact Armor Plates              ||  ||  ||  || x ||
 +
|-
 +
|style="text-align: left;"| Intact Shield Emitter            ||  ||  || x ||  ||
 +
|-
 +
|style="text-align: left;"| Interface Circuit                || x || x || x || x || x
 +
|-
 +
|style="text-align: left;"| Logic Circuit                    || x || x || x || x || x
 +
|-
 +
|style="text-align: left;"| Lorentz Fluid                    ||  ||  ||  ||  || x
 +
|-
 +
|style="text-align: left;"| Micro Circuit                    || x || x || x || x || x
 +
|-
 +
|style="text-align: left;"| Nanite Compound                  ||  ||  ||  || x ||
 +
|-
 +
|style="text-align: left;"| Power Circuit                    || x || x || x || x || x
 +
|-
 +
|style="text-align: left;"| Power Conduit                    ||  || x ||  ||  ||
 +
|-
 +
|style="text-align: left;"| Single-crystal Superalloy I-beam  || x ||  ||  ||  ||
 +
|-
 +
|style="text-align: left;"| Telemetry Processor              ||  ||  || x ||  ||
 +
|-
 +
|style="text-align: left;"| Trigger Unit                      || x ||  ||  ||  ||
 +
|}
 +
 
 +
== References ==
 +
<references />
 +
 
 +
[[Category:Game mechanics]]
 +
[[Category:PvE]]

Latest revision as of 11:45, 2 August 2024

Salvaging is the practice of obtaining items from wrecks, which are left behind after a ship (NPC or player) is destroyed. Wrecks may contain loot (which can be taken by anyone) and salvage (which requires specialised equipment to recover). Salvaging is a good secondary income source when doing PvE combat, as NPC wrecks can drop valuable modules or items, and their salvage is used to manufacture rigs. Salvaging is easy to train into, reasonably safe, and a good way for newer characters to participate in higher-level PvE content (e.g. locust fleets).

Mechanics

Looting wrecks

Overview symbols for wrecks.

Every time a ship is destroyed, a wreck is left behind. This wreck may contain loot (e.g. modules from the destroyed ship), which can be taken by anyone nearby.

Wrecks show up on the overview (although the overview settings may need to be adjusted). The symbol of the wreck icon on the overview changes based on the status of the wreck:

  • Square superimposed on a triangle: A wreck which contains loot, and which has not yet been looted
  • Empty triangle: Empty wreck (contains no loot)

The colour of the wreck icon indicates:

  • White icon: Wreck belongs to you (or your corporation/fleet), and you have not yet accessed it
  • Grey icon: You have already accessed this wreck
  • Yellow icon: Wreck belongs to another player/corporation/fleet, and may not be looted without incurring a suspect timer (which allows any other pilot to freely attack you for 15 minutes).
  • Blue icon: Wreck was abandoned by the owner, and can be freely looted by anyone

A ship must be within 2500 m of a wreck in order to loot it (i.e. take its contents).

Salvaging wrecks

In addition to looting their contents, wrecks themselves may be "salvaged" to gain useful materials. In order to salvage wrecks, a ship must be equipped with either:

To use a Salvager module, target the wreck to be salvaged, approach to within the range of the Salvager (5  km for the Salvager I, 6  km for the Salvager II), and activate your Salvager module. After each cycle of the module (10 seconds in most cases) one of three things will occur:

  • Salvage is successful and the Salvager uncovered something of value, which is automatically deposited into the ship's cargo hold. The wreck disappears.
  • Salvage is successful but the Salvager didn't uncover anything of value. The wreck disappears.
  • Salvage was unsuccessful. The Salvager will automatically start a new cycle and continue until the salvage is successful.

The lower a pilot's skills and equipment, and the more "difficult" the wreck is (see the section on salvaging time), the more cycles it will take before salvaging is successful. To salvage more distant wrecks, pilots either need to fly closer to them or use a tractor beam to pull them closer.

When using salvage drones, the drones will need to be launched into space, target the wreck, and then commanded to salvage it. They will fly to the wreck (fairly slowly), orbit it, and attempt to salvage it. After each cycle (10 seconds), as above, if one of the drones is successful, it will fly automatically back to the ship and deposit the salvage into the cargo hold. Salvage drones can also be commanded to "Salvage" without having any wrecks targeted; they will then salvage all the wrecks in your vicinity (up to the pilot's drone control range) one by one.

The loot and salvage in each wreck are calculated at the time of destruction. Therefore, improving salvaging equipment and skills (see below) will not change what salvage is obtained; rather, it will only increase salvage speed (i.e. reduce the number of cycles necessary for salvaging to be successful) and allow pilots to salvage certain types of advanced wrecks. Each type of rat or ship gives certain types of salvage. (For a list of Tech 1 salvage see this table from Chruker.dk.)

If a wreck was not looted before it was salvaged, its contents (loot) will appear in a storage container in space where the wreck was. This container can then be opened to obtain the loot inside; salvaging will not destroy the loot.

All of the above apply to salvaging wrecks which belong to the salvager (or the salvager's fleet). Pilots can also salvage wrecks belonging to other players/fleets, but with some restrictions.

Salvaging equipment

These are the ship modules, implants, and items which are relevant when fitting a ship for salvaging. Alternatively, salvaging can also be done with salvaging drones, which needs no modules, only a drone bay (and which is not affected by any other modules and implants).

Icon salvager.png Salvagers are the main tools for salvaging wrecks. Activate it on a wreck to salvage the wreck. It can be useful to keep at least one in a ship's hold for convenient refitting. There is a Tech 2 variant (Salvager II) which is more efficient at salvaging but is also more expensive and needs additional skill training.
Salvage drone.png Salvage Drones Can be used to salvage wrecks. They have a much lower success chance than the salvager module but they can operate at longer ranges and do not need managing.
Icon tractor.png Tractor Beams tractor wrecks from afar to your ship.

It is possible to salvage without a tractor beam, but these modules make salvaging a lot easier. They pull the wrecks (and containers) to your ship, making flying to each wreck unnecessary. They are a little more expensive (about 3 million ISK), but they speed up salvaging considerably. By default, Tech I tractor beams can target wrecks up to 20  km away, and pull them in at 500 m/s; a Noctis will boost this up to 2000 m/s at up to 80  km (depending on skills).

Module icon armor rig tech1.png Salvage Tackle Rig increases your chance to salvage by 10% (15% for the Tech 2 rig), which increases your salvaging efficiency.
Item mobile tractor unit.png Mobile Tractor Units are deployable structures which automatically tractor all nearby wrecks (and containers) and loot their contents. While MTUs don't salvage wrecks, they do collect them into a compact space, alleviating the need to tractor them (or to fly to them). They have an enormous range (125  km for the basic unit), but only tractors in one wreck at a time, and don't do it particularly quickly (1000 m/s). However, once deployed they continue to work even if you fly away.
Icon implant hardwiring.png There are two implants which impact salvaging:
  • Poteque 'Prospector' Salvaging SV-905 (slot 9), which increases your chance to salvage by 5%.
  • Poteque 'Prospector' Environmental Analysis EY-1005 (slot 10), which reduces salvager modules' cycle time by 5%.

Both of these are only of interest to players who want to get every last drop of salvaging efficiency.

Other useful modules:

  • Afterburner or MicroWarp Drive: Even with a tractor beam, ships may still need to do a lot of flying around to reach every corner of a wreck field, and the speed boost comes in very handy.
  • Expanded Cargohold: Depending on the base size of a ship's cargohold, it can be useful to fit these, as these allow a ship to carry more salvage at a time (and reduce the number of round trips to the nearest station).
  • Auto Targeting System (high slot) or Signal Amplifier (low slot): When pilots with low targeting skills are flying a dedicated salvaging ship with many salvagers and tractor beams, it might be worth fitting one of these modules so that they can target (and therefore salvage/tractor) several wrecks at once. However, this should only be a stop-gap measure until the pilot's targeting skills are improved. Note that the Auto-Targeting System will not automatically target wrecks (it only targets hostile ships), so in this case, it is fitted solely for its bonus to the number of targets the ship can have locked at once.

Ships

Any ship with a free high slot can be used as a salvager. However, there are two ship classes which are most suitable:

  • Turret destroyers (AmarrCoercer, CaldariCormorant, GallenteCatalyst, and MinmatarThrasher) make for excellent beginner salvaging ships. They have eight high slots, allowing pilots to salvage many wrecks simultaneously. They also have a decent amount of cargo space and are moderately fast, not to mention very reasonably priced. Their main weakness is a rather small capacitor, so they may not be able to salvage continuously with all eight Salvagers. The missile and drone destroyers (AmarrDragoon, CaldariCorax, GallenteAlgos, and MinmatarTalwar) are also decent salvagers but have fewer high slots.
  • The ORENoctis is both the next and last step in salvaging ships. It has the same eight high slots as a destroyer, but comes with a huge bonus to tractor beam speed and range; with good skills, its tractor beams can reach out to 80  km, hoovering up wrecks from an entire battlefield. Additionally, it gets a bonus to the cycle time of salvaging modules, reducing the time it takes to salvage each wreck. The Noctis is the best salvaging ship by miles; its only downsides are its somewhat weak tank (compared to the value of the salvage it often carries), its slow speed, and its steeper price tag of around 130 million ISK.

In addition to the more specialised ships listed above, many ships can be used to salvage "on the side":

  • PvE droneboats rely on their drones to deal damage, and so have free high slots which can be fit with tractor beams and salvagers.
  • Any ship with a sizeable drone bay can usually fit in five salvage drones (which only take up 5 m3 per drone, the same as a light combat drone), which can be deployed when the additional firepower from combat drones is not needed.
  • Marauders are Tech 2 battleships designed for high-level mission running. They have free high slots which can be used for tractor beams and salvagers (as well as a bonus to tractor beam velocity and range) and a large cargo hold but are ruinously expensive ships (easily 2 billion ISK for ship and modules) and require specialised skills.

Fitting a salvaging ship

The recommended dedicated salvaging ships have eight high slots, which are usually fitted with four salvagers and four tractor beams. This way, you can be salvaging four wrecks at a time, while your tractor beams are pulling in four more. Once you have gotten your feet wet, feel free to tweak this setup - you can fit five tractor beams and three salvagers if your salvaging skills are very good (i.e. your salvagers need fewer cycles per wreck) or if you are salvaging "on the move" (in which case the extra tractor beams are needed to keep pulling the wrecks behind you while your salvagers work). Alternatively, you can fit more salvagers and fewer tractor beams in very concentrated wreck fields (or fit only salvagers if you previously deployed a Mobile Tractor Unit).

Your mid slots should almost always include a propulsion module (afterburner or microwarp drive), except perhaps if you're flying a Noctis with very good skills (which extends the range of your tractor beams so much that you won't need to move). If you're flying a Destroyer you will likely run out of capacitors regularly, so consider fitting a Capacitor Recharger or Capacitor Battery; the Noctis generally has enough capacitors and doesn't need capacitor modules. Fill your remaining mid-slots with tanking modules.

For your low slots, consider fitting an expanded cargohold on salvaging destroyers (the Noctis' base cargo hold is usually large enough), and use the remaining slots to improve your ship's tank, agility, and maximum speed.

Rig slots can either be used to improve your ship's tank or to gain some salvaging efficiency by fitting Salvage Tackle rigs.

Any dedicated salvaging ship with a drone bay should fly salvaging drones. Additionally, consider including ECM drones if you're afraid of being attacked by other players.

Skills

  • Salvaging (3x, 1M ISK): The basic skill required for salvaging with salvager modules. Every new character starts at level III, which is enough to start out with - however since each level trained decreases the number of cycles a Salvager module takes to salvage each wreck, training this to higher levels to improves salvaging efficiency. To step up to Salvager II modules, train this to level V.
  • Salvage Drone Operation (4x, 500k ISK): The basic skill required for salvaging with salvage drones. Salvage drones are available at level I, but training this to III or higher will decrease salvaging time further. Needs Drones IV (1x).
  • Salvage Drone Specialization (5x, 13M ISK): The specialization skill required for T2 salvage drones. T2 salvage drones are available at level I.

Spaceship skills:

  • <race> Destroyer: Pilots only need to train this skill to level I to fly a given race's destroyers, but will not receive additional benefits to salvaging by training it beyond level I.
  • ORE Hauler (4x, 2.5M ISK): This skill is required to fly the Noctis, and higher levels really pay off for pilots who are serious about salvaging. When combined with the Noctis, each level of this skill gives bonuses to tractor beam range, tractor beam velocity, and salvager cycle time. Pilots who will intend to fly a Noctis regularly should train this to at least level III.

Other skills to train:

  • Targeting skills to improve targeting time, targeting range and number of targets that can be locked simultaneously.
  • Capacitor Management and Capacitor Systems Operation to improve ship's capacitor capacity and recharge rate, which becomes important when flying a Destroyer and fitting a large number of salvager modules (which use more capacitor than tractor beams).


Practical salvaging

When first approaching a wreck field, make sure your Overview settings show wrecks, turn on the Tactical Overlay, and bookmark a wreck near the centre of the field with the maximum number of wrecks within your ship's tractor beam range. Fly (or warp) to this bookmark, and stop your ship.

Use your tractor beams to pull more distant wrecks to within 2500m of your ship (as you'll want to loot them in addition to salvaging them); once they are within range, turn the tractor beams off, and re-target them on additional distant wrecks. Simultaneously, target nearby wrecks with your salvagers, using one salvaging module per wreck (except for very difficult Sleeper wrecks), and letting them run until the wreck is salvaged, then targeting the next nearby wreck for salvaging. While the salvagers are running, loot the wreck.

Since you'll be juggling a lot of wrecks and modules, keep in mind that you can click on the module icon underneath a targeted wreck to stop that specific module from cycling - useful for turning off the right tractor beam once it's pulled a wreck close to your ship. Also, learn the keyboard shortcuts for targeting and activating/deactivating modules, as it will save you a lot of clicking.

If you're flying a fast and agile ship (i.e. a Destroyer instead of a Noctis), then it may be faster to create a bookmark 150 km away, warp to it, then warp back to a wreck, instead of slow-boating around the wreck field.

Mobile Tractor Units and salvaging drones can support your ship's salvagers and tractor beams but are considerably slower. However, they can be used for a minimum-effort approach to salvaging (even though it's considerably less efficient): deploy a Mobile Tractor Unit at the start of an engagement, which will pull all the wrecks you create into a tight ball (and loot them for you). When you have destroyed all the enemies, fly close to the MTU, deploy your salvage drones, and order them to salvage all nearby wrecks. Then sit back and watch your drones work. You may want to occasionally reposition your ship to be as close as possible to the wrecks - salvage drones fly slowly (900 m/s, plus skill bonuses) and they have to return to your ship to drop off their salvage.

As an aside, wrecks of player ships can be salvaged in the same way as wrecks of NPC ships.

Salvaging for yourself

If you run missions or rat, you can augment your income by salvaging the wrecks you produce. However, it may not be worth your time, as you could be spending your salvaging time running another mission or killing more rats - but it's up to you how to spend your time (also taking into account what activities you enjoy in the game). As a rough guide, mission salvaging only yields significant profits for level 3 missions and above.

While some ships can fight and salvage, it's often a better idea to switch to a dedicated salvaging ship (or have a salvaging alt), as salvaging large wreck fields with anything but a dedicated salvaging ship can be frustratingly slow.

Wrecks persist for two hours, so you may want to run a few missions (or rat in a few asteroid belts), bookmarking each wreck field, before switching to a salvaging ship. Mobile Tractor Units can be very useful here - drop one in each mission (they are somewhat bulky, so you may have to return to a station to pick up more), and let them work while you complete additional missions. When you return with your salvaging ship, all the wrecks will be in a nice compact ball, allowing you to forgo tractor beams in favour of a full rack of salvager modules.

Alternatively, if you have a salvaging alt that you can multibox (on a separate account), you can have them follow your combat character, but lagging one wreck field "behind" (to prevent your fragile salvaging ship from being targeted by rats). Keep in mind that, once you have completed a mission, all the acceleration gates disappear, making it possible to warp directly to any bookmarked wreck field.

Fleets

PvE fleets (e.g. locust fleets which tackle high-level PvE content) are often in need of a dedicated salvager to follow the fleet. Make sure to agree on how to split the salvaging proceeds with the other fleet members beforehand; it's common for the proceeds to be split evenly between all fleet members. This role can easily be filled by a new player in a Destroyer and is a great way to start flying with fleets. The fleet window logs all wrecks that are looted or salvaged, which can be used to check if a salvager is "stealing" some of the loot (i.e. not reporting the full value to be shared with the other fleet members).

Wormholes

See also: Wormhole space

Sleepers (the NPCs in wormholes) can be salvaged as usual, but keep in mind that some of the sleeper wrecks take a long time to salvage, even with good salvaging skills.

Often, a salvaging ship in wormhole fleets is also responsible for looting the sleeper wrecks; since Sleepers don't have bounties, this loot is the main income source for wormhole PvE. This makes salvaging ships prime targets for hostile players, and even a solo Stealth Bomber can destroy a salvaging ship. Therefore, unlike with K-space salvaging, stay with your fleet, keep an eye on D-Scan, and consider fitting Warp Core Stabilizer modules in place of Expanded Cargohold modules (as Sleeper loot takes up comparatively little volume).

Uses for salvage

Tech I and Tech II Salvage materials

The materials obtained from salvaging are used in the manufacture of rigs, and if you don't want to manufacture rigs yourself there are plenty of manufacturers looking to buy these materials. Even though individual materials are usually not worth a lot, their value does add up - be aware of potential suicide gankers when hauling large amounts of salvage.

Salvage materials with an orange background are Tech I salvage (used when manufacturing Tech I rigs), while material with a blue background is Tech II salvage (for Tech II rigs). Additionally, salvage from Sleeper NPCs is used in the manufacture of Strategic Cruisers.

Salvaging and the law

Main article: Ninja Salvaging and Stealing

Wrecks are flagged as "belonging" to the player/corporation/fleet who created them (i.e. who destroyed the ship). You can loot a wreck belonging to someone else (marked in yellow on the Overview), but you will receive a suspect timer, allowing any other pilot to freely attack you for 15 minutes.

However, you can salvage wrecks belonging to someone else without any game mechanics consequences; this is called "ninja salvaging", whereby people salvage without the wreck owner's permission.

When salvaging wrecks belonging to others, a few of the abovementioned mechanics are different:

  • Tractor beams (ship modules and Mobile Tractor Units) don't work
  • Salvage drones will not automatically salvage, but they can be ordered to manually salvage a specific wreck

Members of EVE University are not allowed to salvage wrecks belonging to others.

Salvaging efficiency

The defining mechanic for salvaging is the "salvaging chance", which is the probability that you will successfully salvage the wreck in one cycle of your salvaging module/drone. As explained above, if you fail a salvaging attempt, your module/drone will continue cycling until you succeed - so the probability is an indication of how many cycles (i.e. time) it takes to salvage a wreck (or, in the case of very difficult wrecks, allows you to salvage them at all). Improving your chance to salvage does not give you better salvage.

Salvaging chance = base access chance + bonuses

Note that the chance to salvage is not affected by stacking penalties.

Base access chance

The base access chance is determined by the wreck type:

  • Small basic wrecks (Frigates and Destroyers): 30%
  • Medium basic wrecks (Cruisers and Battlecruisers): 20%
  • Large basic wrecks (Battleships): 10%
  • Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships): 0%
  • Structure wrecks -10%
  • Sleeper Large Advanced Wrecks: -20%.

Bonuses

The following things give bonuses to your salvaging chance (only when using Salvager modules, not drones):

  • Using a Salvager I module improves your salvaging chance by 5% per level of the Icon skillbook2.png Salvaging skill, up to +25% at level V. Once you have trained Salvaging V, you can use the Salvager II module, which improves your salvaging chance by 35%.
  • Salvage Tackle I rigs improve your salvaging chance by 10% each (and you could, if you wanted, fit several). Salvage Tackle II rigs improve your access chance by 15% each, but (like most Tech II rigs) are hideously expensive.
  • The Poteque 'Prospector' Salvaging SV-905 implant (it fits into slot 9) improves your salvaging chance by 5%.

Lastly, the Poteque 'Prospector' Environmental Analysis EY-1005 implant (it fits into slot 10) and each level of Icon skillbook2.png ORE Hauler when flying a Noctis reduces the cycle time of your salvaging modules by 5%.

If you're using Salvage Drones, they improve your salvaging chance by up to 4.5%, plus 2% for each level of the Icon skillbook2.png Salvage Drone Operation and Icon skillbook2.png Salvage Drone Specialization skill you have trained (up to a total of 4.5%+10%+10%=24.5% at skill level V). There are no other ways of improving the salvaging chance of salvage drones.

A beginner salvaging pilot with Salvaging III, fits her ship with a single Salvager I module and tries to salvage a small basic wreck. The base chance to salvage a small basic wreck is 30%, and her skills and module give her a bonus of 3 * 5% = 15%. Therefore, her chance to salvage the wreck on each cycle of her salvager module (10 seconds) is 30% + (3 * 5%) = 45%. On average, it will therefore take 2.2 cycles (22 seconds) to salvage the wreck.[1].

Buoyed by her initial success, the pilot heads to more remote areas of space and encounters large basic wrecks. Her chance to salvage these is 10% + (3 * 5%) = 25%; therefore, on average, it will take 4 cycles (40 seconds) to salvage each wreck. Heading deeper into space, she encounters small advanced wrecks (chance to salvage 0% + (3 * 5%) = 15%, taking 6.7 cycles (1 minute and 7 seconds) on average) and even some sleeper large advanced wrecks (chance to salvage -20% + (3 * 5%) = -5%; she will not be able to salvage these wrecks).

Determined to increase her salvaging efficiency, she trains up her Salvaging skill to level V and installs a Salvager II module. With this setup, her chance to salvage a large basic wreck is 10% + (5 * 7%) = 45%; on average, it will take her 2.2 cycles (22 seconds) to salvage. Even a sleeper large advanced wreck succumbs to her salvaging powers, within 6.6 cycles on average.

Salvaging time

Salvager modules

The following table shows the average number of salvager module cycles (and time) to salvage a wreck. Various player setups are shown for comparison - these are by no means the only salvaging setups but are meant to illustrate the effect of investing in higher-end salvaging equipment.

The following setups are used:

  • "Beginner": Salvager I module and Salvaging III. This gives a +15% salvaging chance.
  • "Intermediate": Salvager I module and Salvaging IV. This gives a +20% salvaging chance.
  • "Journeyman": Salvager II module and Salvaging V. This gives a +35% salvaging chance.
  • "Advanced": Salvager II module and Salvaging V, flying a Noctis with ORE Hauler III. This gives a +35% salvaging chance and a 15% reduction in module cycle time.
  • "Professional": Salvager II module and Salvaging V, flying a Noctis with ORE Hauler IV and a Tech I Salvage Tackle rig. This gives a +45% salvaging chance and a 20% reduction in module cycle time.
  • "Expert": Salvager II module and Salvaging V, flying a Noctis with ORE Hauler IV and two Tech I Salvage Tackle rigs. This gives a +55% salvaging chance and a 20% reduction in module cycle time.
  • "God mode": Salvager II module and Salvaging V, flying a Noctis with ORE Hauler V, three Tech II Salvage Tackle rigs, and both a Poteque 'Prospector' Salvaging SV-905 and a Poteque 'Prospector' Environmental Analysis EY-1005 implant. This gives a +85% salvaging chance and a 30% reduction in module cycle time.
Wreck type
Player setup Chance Cycle time Small Medium Large Small adv. Large adv.
Beginner +15% 22 seconds
(2.2 cycles)
29 seconds
(2.9 cycles)
40 seconds
(4 cycles)
66 seconds
(6.6 cycles)
N/A
Intermediate +20% 20 seconds
(2 cycles)
25 seconds
(2.5 cycles)
33 seconds
(3.3 cycles)
50 seconds
(5 cycles)
N/A
Journeyman +35% 15 seconds
(1.5 cycles)
18 seconds
(1.8 cycles)
22 seconds
(2.2 cycles)
29 seconds
(2.9 cycles)
66 seconds
(6.6 cycles)
Advanced +35% -15% 13 seconds
(1.5 cycles)
15 seconds
(1.8 cycles)
19 seconds
(2.2 cycles)
25 seconds
(2.9 cycles)
56 seconds
(6.6 cycles)
Professional +45% -20% 10 seconds
(1.3 cycles)
12 seconds
(1.5 cycles)
14 seconds
(1.8 cycles)
18 seconds
(2.2 cycles)
32 seconds
(4 cycles)
Expert +55% -20% 9 seconds
(1.2 cycles)
11 seconds
(1.3 cycles)
12 seconds
(1.5 cycles)
15 seconds
(1.8 cycles)
23 seconds
(2.9 cycles)
God mode +85% -30% 7 seconds
(1 cycles)
7 seconds
(1 cycles)
7 seconds
(1 cycles)
8 seconds
(1.2 cycles)
10 seconds
(1.5 cycles)

This graph shows the relationship between module cycle time and salvaging chance bonus.

Salvaging-graph.png

Several conclusions can be drawn from this table and graph:

  • Increasing the salvaging chance bonus is key to salvaging efficiently. While the early increases yield dramatic improvements, these improvements taper off and later increases are not only more costly to get (as they need more expensive rigs, modules and implants), but provide fewer and fewer additional benefits. The "sweet spot" for serious salvaging is around a +50% salvaging bonus - this gets you about 80% of the way to the absolute maximum possible (+85% salvaging bonus) but doesn't need any of the really expensive Tech II rigs. the best way to get to around +50% is to fit a Salvager II module and one or two Tech I salvaging rigs.
  • If you have the option of flying a Noctis, its cycle time bonus really starts to shine above about a +40% salvaging bonus, at which point it gets ever more costly to further increase your salvaging chance bonus. However, if you don't want to fly a Noctis, then a salvaging destroyer can do its job almost as well, but usually needs about 1-2 additional salvaging rigs to compensate for the Noctis' cycle time bonus.
  • Salvaging in wormholes, particularly the advanced larger sleeper wrecks, represents a significant increase in difficulty compared with k-space salvaging. Therefore, serious wormhole salvagers may want to consider installing three Tech I salvaging rigs (in addition to using Salvager II modules). At the very least a +25% salvaging chance bonus is needed to even attempt to salvage advanced large sleeper wrecks.

Salvage drones

Similarly, when using salvaging drones, take the following setups:

Unlike with modules, where it almost never makes sense to use more than one salvager module on a single wreck, salvage drones will always work together on the nearest single wreck, unless manually commanded to target separate wrecks. Additionally, note that the drones have to travel to the wreck and return to your ship with the salvage, increasing the time they need to salvage.

Wreck type
Player setup Chance Drones Small Medium Large Small adv. Large adv.
Beginner +5% 1 29 seconds
(2.9 cycles)
40 seconds
(4 cycles)
1 min 6 s
(6.6 cycles)
2 min 26 s
(15 cycles)
N/A
Intermediate +9% 5 11 seconds
(1.1 cycles)
12 seconds
(1.2 cycles)
15 seconds
(1.5 cycles)
27 seconds
(2.7 cycles)
N/A
Journeyman +11% 5 11 seconds
(1.1 cycles)
12 seconds
(1.2 cycles)
14 seconds
(1.4 cycles)
23 seconds
<(2.3 cycles)
N/A
Advanced +13% 5 11 seconds
(1.1 cycles)
12 seconds
(1.2 cycles)
14 seconds
(1.4 cycles)
20 seconds
(2 cycles)
N/A
Professional +24% 5 10 seconds
(1.0 cycles)
10 seconds
(1.0 cycles)
11 seconds
(1.1 cycles)
12 seconds
(1.2 cycles)
27 seconds
(2.7 cycles)

This table shows that for T1 salvage drones there are significant diminishing returns above Salvage Drone Operation III, after that one only gains a significant boost to salvage speed with T2 drones. Additionally, even though a flight of five salvaging drones with reasonable skills can approach the same salvaging rate as two salvager modules, most salvaging ships will fit four or more salvaging modules, and will therefore always outperform salvage drones. On the other hand, if time is not a factor, then salvage drones offer a very hands-off method of salvaging.

Lastly, travel time should be taken into account when using salvaging drones - salvaging a wreck 5 km away easily adds ten seconds to the salvaging time (as the drone needs to fly to the wreck, salvage it, and return to your ship), so, if possible, keep your ship as close to the wrecks as possible (or use a Mobile Tractor Unit to pull all the wrecks into a ball).

Salvage Distribution

The type of salvage you get depends on the faction of the wreck that is being salvaged.

Tech 1

Salvage Amarr
Blood Raider
Sansha's Nation
Minmatar
Angel Cartel
Caldari
Guristas
Gallente
Serpentis
Rogue Drone
Alloyed Tritanium Bar x x
Armor Plates x x x x
Broken Drone Transceivers x x
Burned Logic Circuit x x x x x
Charred Micro Circuit x x x x x
Conductive Polymer x x x
Contaminated Lorentz Fluid x x
Contaminated Nanite Compound x x x x
Damaged Artificial Neural Network x x
Defective Current Pump x x
Fried Interface Circuit x x x x x
Malfunctioning Shield Emitter x x x
Melted Capacitor Console x x
Scorched Telemetry Processor x x
Smashed Trigger Unit x x
Tangled Power Conduit x x
Thruster Console x x
Tripped Power Circuit x x x x x
Ward Console x x

Tech 2

Salvage Angel Cartel
(Minmatar space)
Blood Raiders
(Amarr space)
Guristas
(Caldari space)
Sanshas
(Amarr space)
Serpentis
(Gallente space)
Artificial Neural Network x x x x
Capacitor Console x
Conductive Thermoplastic x
Current Pump x
Drone Transceiver x
Enhanced Ward Console x
Impetus Console x
Intact Armor Plates x
Intact Shield Emitter x
Interface Circuit x x x x x
Logic Circuit x x x x x
Lorentz Fluid x
Micro Circuit x x x x x
Nanite Compound x
Power Circuit x x x x x
Power Conduit x
Single-crystal Superalloy I-beam x
Telemetry Processor x
Trigger Unit x

References

  1. ^ For details on the math, see expected value on Wikipedia