Difference between revisions of "Hacking"

From EVE University Wiki
Jump to: navigation, search
m (Added link to video tutorial for the "Role of Six")
 
(58 intermediate revisions by 9 users not shown)
Line 1: Line 1:
 
{{Exploration links}}
 
{{Exploration links}}
'''Hacking''' is used to access the items in [[Relic and data sites| relic sites, data sites]] and [[Combat_sites#Chemical_labs|chemical labs]].
+
'''Hacking''' is used to access Container structures in [[relic and data sites]], [[Combat sites#Chemical labs|chemical labs]] as well as mission given by Agents.
  
== Hacking minigame ==
+
== Hacking ==
[[File:Hacking_Indications.png|400px|thumb|right|The hacking minigame with systems indications.]]
+
[[File:Hacking Indications.png|400px|thumb|The hacking mini-game with systems indications.]]
  
Mercifully, the hacking minigame is identical in all sites, aside from a few cosmetic changes to the game’s playfield and sound effects. The object of the hacking minigame is to '''find and disable the container’s System Core'''. You do this by maneuvering a virus through the board of “nodes” that represent the container’s electronics.
+
The goal of hacking is to '''find and disable the Container’s System Core'''. You do this by maneuvering a Virus through the board of nodes that represents the Container’s electronics.
  
Moving around the board is easy enough. Unexplored nodes in the system are marked as green. Clicking on an unexplored node will reveal its contents: if the node is empty, it will turn orange and allow you to further explore nodes adjacent to it. Sometimes, however, a node will contain an obstacle or other item of interest.
+
Nodes are:
 +
* {{Co|orange|orange}} if explored
 +
* {{Co|green|green}} if adjacent to explored nodes
 +
* gray if neither explored or adjacent to explored nodes
  
Additionally, as you click on each node, if it is unoccupied (or after you clear the item from the node), it will briefly display a "minesweeper" number, from 1 to 5, which indicates the distance from the nearest non-empy node (5 means "5 or more".). This shows distance from any undiscovered Utility Subsystem, System Core, or Data Cache. The numbers can be used to guide the direction that you should move around the grid.  
+
Clicking on a {{Co|green|green}} node will reveal its contents: if the node is empty, it will turn {{Co|orange|orange}} and allow you to further explore adjacent nodes.
  
Among the various things a node may contain are...
+
If the new node is empty it will briefly display a number between 1 and 5. The number is the distance to the nearest node with a System Core, Utility Subsystem or Data Cache.
  
===Defensive Subsystems===
+
Number:
These are represented by large circles with an icon inside, and they will be the bane of your hacking existence. '''Defensive Subsystems prevent you from exploring adjacent nodes until they are disabled.''' Each Defensive Subsystem has two ratings: '''Coherence''' represented by an asterisk atop the Subsystem, which is the equivalent of its health/HP, and '''Strength''' represented by a “wifi/signal” icon listed at the bottom of the Subsystem, which is equivalent to its “attack power.”
+
* 1 means an adjacent node is a System Core, Utility Subsystem or Data Cache
 +
* 2, 3 and 4 means the nearest System Core, Utility Subsystem or Data Cache is respectively 2, 3 and 4 nodes away
 +
* 5 means you are 5 or more nodes away from the nearest System Core, Utility Subsystem or Data Cache
  
Your virus has a Coherence and Strength, too, which you can use to disable the system’s defenses!  Your virus’s Coherence and Strength are listed in the bottom left of the hacking window. You can attack a Defensive Subsystem by clicking it after it has been explored. Attacking a Subsystem is turn-based: your virus will attack the Subsystem lowering the subsystem's Coherence by your Virus Strength, and then, ''if the Subsystem is still active'', it will attack your virus back. If you reduce the subsystem's Coherence to 0, it is disabled and removed from the board.
+
The numbers 1-5 don't tell you how distant you are from the nearest Defensive Subsystem.
  
If your Virus Coherence reaches 0, you fail the hack and the window is closed. Failing a hack '''once''' does not matter for regular Data/Relic sites, but failing a second hack will destroy that container. (Note that for some special kinds of containers/sites, such as [[Ghost Site|Ghost Sites]], Sleeper Caches, etc., failing the first hack might cause an explosion, or have other negative effects.). Interrupting a hack counts as a failure, and that includes moving too far away from the can (out of range of your analyzer) while the hacking window is open. This is sometimes a problem for frigates with a MicroWarpDrive active, where you can overshoot the can when Approaching it too fast - so be careful.
+
Instead of being empty a node may contain:
 +
* a [[#System Core|System Core]]
 +
* a [[#Defensive Subsystems|Defensive Subsystem]]
 +
* a [[#Utility Subsystems|Utility Subsystem]]
 +
* a [[#Data Caches|Data Cache]]
 +
 
 +
{{Clear}}
 +
=== System Core ===
 +
'''Finding and disabling the System Core is the goal of hacking.'''
 +
 
 +
{|class="wikitable" style="float: right; text-align: center;"
 +
|+ Difficult System Cores are defended by advanced Defensive Subsystems
 +
! scope="col" style="width: 80px;" | Difficulty
 +
! scope="col" style="width: 80px;" | System Core
 +
! scope="col" style="width: 80px;" | Firewall
 +
! scope="col" style="width: 80px;" | Anti-Virus
 +
! scope="col" style="width: 80px;" | Resto. Node
 +
! scope="col" style="width: 80px;" | Suppressor
 +
 
 +
|-
 +
| style="text-align: left;" | Very Easy
 +
| [[File:Core node very easy green.png]]
 +
| [[File:Firewall node easy.png]]
 +
| [[File:Antivirus node easy.png]]
 +
| [[image:Icon_large_red_x.png]]
 +
| [[image:Icon_large_red_x.png]]
 +
 
 +
|-
 +
| style="text-align: left;" | Easy
 +
| [[File:Core node easy green.png]]
 +
| [[File:Firewall_node.png]]
 +
| [[File:Antivirus node easy.png]]
 +
| [[image:Icon_large_red_x.png]]
 +
| [[image:Icon_large_red_x.png]]
 +
 
 +
|-
 +
| style="text-align: left;" | Medium
 +
| [[File:Core node_medium orange.png]]
 +
| [[File:Firewall node medium.png]]
 +
| [[File:Antivirus_node.png]]
 +
| [[File:Restorer_node.png]]
 +
| [[image:Icon_large_red_x.png]]
  
{|class=wikitable style="width: 900px;background:#111111"
+
|-
 +
| style="text-align: left;" | Hard
 +
| [[File:Core node hard red.png]]
 +
| [[File:Firewall hard node.png]]
 +
| [[File:Antivirus hard node.png]]
 +
| [[File:Restorer node.png]]
 +
| [[File:Supressor node.png]]
 +
|}
 +
 
 +
System Cores, Defensive Subsystems and your Virus have:
 +
* '''Coherence''' ([[File:Hacking coherence.png]]) which is their health
 +
* '''Strength''' ([[File:Hacking strength.png]]) which is their attack power
 +
 
 +
When you click on the System Core or Defensive Subsystem your Virus will attack. Attacking is turn-based:
 +
# your Virus attacks, lowering the System's Coherence by your Virus Strength and then
 +
# the System Core or Defensive Subsystem retaliates if it survived the attack
 +
 
 +
When you reduce the System's Coherence to 0, it is disabled and removed from the board.
 +
 
 +
You fail a hack when:
 +
* your Virus Coherence reaches 0
 +
* close the hacking window for any reason such as moving too far away from the Container structure
 +
 
 +
If you fail the hack:
 +
* twice a Data or Relic Site Container structure will be destroyed
 +
* once a Covert Research Facility Container structure will be destroyed and deal a large amount of damage to all ships in range
 +
* once a Sleeper Cache will release a deadly toxic gas, activate turrets or put up other obstacle
 +
 
 +
{{Clear}}
 +
=== Defensive Subsystems ===
 +
'''Defensive Subsystems prevent you from exploring adjacent nodes until they are disabled.'''
 +
 
 +
{|class="wikitable" style="width: 900px;"
 
|-
 
|-
 
|[[File:Firewall_node.png]]
 
|[[File:Firewall_node.png]]
|'''Firewalls''' have high coherence, but low strength.  
+
|'''Firewalls''' have high Coherence and low Strength.  
 +
 
 
|-
 
|-
 +
|[[File:Antivirus_node.png]]
 +
|'''Anti-Virus''' have low Coherence, but high Strength.
  
|[[File:Antivirus_node.png]]
 
|'''Anti-Virus''' subsystems have low coherence, but high strength.
 
 
|-
 
|-
 +
|[[File:Restorer_node.png]]
 +
|'''Restoration Nodes''' give 20 extra Coherence to a random Defensive Subsystem at the end of each turn. They are a high priority target.
  
|[[File:Restorer_node.png]]
 
|'''Restoration Nodes''' show up in more difficult hacks. Each turn they are active, they will give extra coherence to '''all''' other uncovered defensive subsystems. Incredibly nasty.
 
 
|-
 
|-
 
 
|[[File:Supressor_node.png]]
 
|[[File:Supressor_node.png]]
|'''Virus Suppressor''' subsystems lower your Virus Strength while active.
+
|'''Virus Suppressors''' lower your Virus Strength by 15. Your Virus Strength cannot go below 10. They are a high priority target.
|-
 
  
|[[File:Core_node1.png]]
 
|'''Core''' is the target of hacking. Disabling it will complete the hack.<br> The color of the System Core reflects the difficulty of the container: Green for easy; Orange for medium; Red for hard.
 
 
|}
 
|}
  
===Data Caches===
+
=== Utility Subsystems ===
Data Caches act a bit like a “treasure chest.” They can contain either a “treasure” (a useful Utility Subsystem), or a “trap” (a particularly nasty Defensive Subsystem). Data Caches have to be manually opened after being exposed (single-click them), so you can safely leave the decision as to whether or not to chance their activation until later on in your hacking attempt.
+
'''Utility Subsystems''' assist you in disabling the System Core and Defensive Subsystems.
  
===Utility Subsystems===
+
When you click the Utility Subsystem it will be added to a free utility slot.
Utility Subsystems are helpful, consumable “files” that have been left inside the system. You can click one once it has been exposed to add it to a utility slot at the bottom middle of your hacking window. They can then be used by clicking the appropriate utility slot. You can only store three Utility Subsystems at a time, so plan ahead!
 
  
Utility Subsystems are extremely useful and come in a few different types.
+
Activate the Utility Subsystem by clicking on it in your utility belt. They can also be activated by pressing the number keys "1", "2" etc. The number of utility belt slots depends on your Analyzer module.
  
{|class=wikitable style="width: 900px;background:#111111"
+
{|class="wikitable" style="width: 900px;background:#111111"
 
|-
 
|-
 
|[[File:Self_repair2.png]]
 
|[[File:Self_repair2.png]]
|'''Self Repair''' utilities increase your Virus Coherence by a variable amount. A single Self Repair has three “charges”: the first is consumed immediately after use, and the next two are automatically used after your next two actions in the system (i.e., exploring a node, attacking a subsystem).  Always use a Self Repair as soon as you find it - there is no gain in waiting.
+
|'''Self Repairs''' increase your Virus Coherence by 5-10 each turn for the three turns. Use it immediately as your Virus doesn't have a maximum Coherence value.
 +
 
 
|-
 
|-
 +
|[[File:Kernel_rot2.png]]
 +
|'''Kernel Rots''' reduce a System’s Coherence by 50%. Use it on high Coherence Systems.
  
|[[File:Kernel_rot2.png]]
 
|'''Kernel Rot''' utilities reduces a target subsystem’s Coherence by 50%. Great for use on the System Core. Useful too on defensive subsystems with high Coherence.
 
 
|-
 
|-
 +
|[[File:Polymorphic_shield.png]]
 +
|'''Polymorphic Shields''' nullify the next two System attacks against your Virus. Use it before attacking high Strength Systems.
  
|[[File:Polymorphic_shield.png]]
 
|'''Polymorphic Shield''' utilities prevent the next two instances of damage done to your virus. Good for taking down subsystems with high Strength.
 
 
|-
 
|-
 +
|[[File:Secondary_vector2.png]]
 +
|'''Secondary Vectors''' reduce a System’s Coherence by 20 each turn for three turns. Use it against a Suppressor Defensive Subsystem.
 +
 +
|}
  
|[[File:Secondary_vector2.png]]
+
=== Data Caches ===
|'''Secondary Vector''' utilities reduces a target’s Coherence by 20 after each action taken. Much like the Self Repair utility, the Secondary Vector has three charges: one used immediately, and two more that fire off after taking actions.
+
{|class="wikitable"
 
|-
 
|-
+
|[[File:Data cache2.png]]
 +
|'''Data Caches''' can contain either a Defensive or Utility Subsystem.
 +
 
 
|}
 
|}
  
Thankfully, exploring until you find the System Core and then annihilating it isn’t too difficult in the vast majority of sites you will find in high-sec. With a little practice, you’ll be hacking with the best of them!
+
Data Caches have a 50-50 probability of containing a Defensive or a Utility Subsystem.
 +
 
 +
Open a Data Cache by clicking on it. Open them only as a last resort.
  
 
== Skills ==
 
== Skills ==
 
 
* {{sk|Archaeology|price=yes|mult=yes}}: Required skill for the use of Relic Analyzer modules. Gives +10 Virus Coherence per level.
 
* {{sk|Archaeology|price=yes|mult=yes}}: Required skill for the use of Relic Analyzer modules. Gives +10 Virus Coherence per level.
** Relic Analyzers require Archaeology, and are a fairly cheap mid-slot module used to interact with structures found inside exploration-located Relic Sites. A good amount of your income as an explorer will come from accessing these structures, so note this skill's importance!
+
** Relic Analyzers require Archaeology, and are a fairly cheap mid-slot module used to interact with Container structures. A good amount of your income as an explorer will come from accessing these Container structures, so note this skill's importance!
** Higher skill levels make the minigame associated with opening Relic Site structures easier, with {{sk|Archaeology|V}} allowing you to use the significantly-more-powerful Relic Analyzer II module. Any serious explorer should plan to eventually max this skill out, especially if you intend to do Relic sites in Nullsec or Wormholes.
+
** Higher skill levels makes hacking Relic Site Container structures easier, with {{sk|Archaeology|V}} allowing you to use the powerful Relic Analyzer II module. Explorers should considering training Archaeology to V, especially if they intend to hack Relic Sites in NullSec or Wormholes.
 
* {{sk|Hacking|price=yes|mult=yes}}: Required skill for the use of Data Analyzer modules. Gives +10 Virus Coherence per level.
 
* {{sk|Hacking|price=yes|mult=yes}}: Required skill for the use of Data Analyzer modules. Gives +10 Virus Coherence per level.
** ''A la'' Archaeology, Data Analyzers require Hacking, and open structures found in Data Sites. {{sk|Hacking|I}} has slightly higher requirements than Archaeology I, but make sure you get both skills, so that you can hack any sites you find.
+
** ''A la'' Archaeology, Data Analyzers require Hacking, and open Container structures found in Data Sites, Chemical Labs and Ghost Sites. {{sk|Hacking|I}} has slightly higher requirements than Archaeology I, but make sure you get both skills, so that you can hack any sites you find.
** Also like Archaeology, higher skill levels make the Hacking minigame easier, and {{sk|Hacking|V}} will give you access to the Data Analyzer II module, which gives better bonuses, and is especially needed for Data sites in Nullsec or Wormholes.
+
** Also like Archaeology, higher skill levels make hacking easier, and {{sk|Hacking|V}} will give you access to the Data Analyzer II module, which gives better bonuses, and is needed for Data Sites in NullSec or Wormholes.
  
 
== Ships and equipment ==
 
== Ships and equipment ==
  
Hacking is usually done in hacking bonused frigates:
+
=== Ships ===
*T1 exploration frigates
+
Hacking can be done in any ship that has mid slots for Data and/or Relic Analyzers. However, exploration ships have a role bonus for both Virus and scan Strength.
**{{sh|Probe}}
+
 
**{{sh|Imicus}}
+
Each Empire's Tech 1 Exploration Frigate has a role bonus of +5 Virus Strength to both Data and Relic Analyzers. These ships also get an 7.5% (37.5% max) increase to scan strength per racial frigate level, which helps in scanning down Cosmic Signatures.
**{{sh|Heron}}
+
 
**{{sh|Magnate}}
+
* {{sh|Magnate}}
*T2 [[Covert Ops]] frigates
+
* {{sh|Heron}}
**{{sh|Cheetah}}
+
* {{sh|Imicus}}
**{{sh|Helios}}
+
* {{sh|Probe}}
**{{sh|Buzzard}}
+
 
**{{sh|Anathema}}
+
Covert Operation ships are the direct upgrade from Tech 1 Exploration Frigates. They get a +10 bonus to Virus Strength, +10% (50% max) per level bonus to scanning, and can use Covert Ops Cloaking Device II.
*Faction frigate
+
 
**{{sh|Astero}}
+
* {{sh|Anathema}}
 +
* {{sh|Buzzard}}
 +
* {{sh|Helios}}
 +
* {{sh|Cheetah}}
 +
* {{sh|Pacifier}}
 +
 
 +
The [[Sisters of EVE]] faction ships all have a +10 bonus to Virus Strength, a 37.5% role bonus to scanning, and both the Astero and the Stratios can use a Covert Ops Cloaking Device II. They also get bonus to armor resists, energy turrets and drones making them capable combat crafts. They have lower skill requirements than Covert Operation ships, but they are more expensive than Covert Operation ships.
 +
 
 +
* {{sh|Astero}} Frigate.  (CPU is low, making it hard to fit an Expanded Probe Launcher.)
 +
* {{sh|Stratios}} Cruiser.
 +
* {{sh|Nestor}} Battleship. Role Bonus: 50% bonus to Core and Combat Scanner Probe strength. Cannot fit a Covert Ops Cloaking Device II.
 +
 
 +
[[Strategic Cruisers|Strategic cruisers]] can be fitted with the '''Covert Reconfiguration''' subsystem that gives them 10% per level scan bonus, +10 Virus Strength, and the ability to use Covert Ops Cloaking Device II. Strategic cruisers are very expensive ships.
 +
 
 +
* {{sh|Legion}}
 +
* {{sh|Tengu}}
 +
* {{sh|Proteus}}
 +
* {{sh|Loki}}
 +
 
 +
=== Ship equipment ===
 +
Data Analyzer or Relic Analyzer allow you to hack Data and Relic Sites. There is no additional high, mid or low slot equipment to make hacking easier.
  
These ships gain very helpful bonus to hacking module virus strength, the additional probe strength bonus helps with scanning. Nothing prevents you from doing hacking in other ships but unbonused hull places more weight on skills and knowledge.
+
Full list of normally used scanning equipment:
 +
{|class="wikitable" style="width: 900px;"
 +
|-
 +
| [[File:Icon data analyzer i.png|link=|]]
 +
| '''Data Analyzers''' are used to hack [[Relic and data sites|Data]] and [[Combat sites#Chemical Labs|Chemical Lab]] sites found while exploring.
  
To initiate hacking minigame you need to activate right kind of analyzer. For relic sites you need a relic analyzer while data and chemical lab sites require data analyzer. In addition to data and relic analyzers there are also "ligature" and "zeugma" integrated analyzers corresponding to T1 and T2 respectively. These integrated analyzers combine relic and data analyzer into one module that works in all sites. They have identical virus strength to normal analyzers but lower base virus coherence and only one utility subsystem slot. But the integrated analyzers gain bonus coherence from both {{sk|Archaeology|icon=yes}} and {{sk|Hacking|icon=yes}} resulting in higher coherence than normal analyzers.
+
The T1 module has a base 40 Virus Coherence and 20 Strength, with the T2 Version has an additional +20 Virus Coherence (60 total) and +10 Virus Strength (30 total)
  
The coherence of your virus can be increased with rigs too. "Memetic Algorithm Bank" increases data analyzer virus coherence and "Emission Scope Sharpener" increases relic analyzer virus coherence. They both also work on integrated analyzers.
+
|-
 +
| [[File:Icon relic analyzer.png|link=|]]
 +
| '''Relic Analyzers''' are only used to hack [[Relic and data sites|Relic]] Sites
  
There also exist three slot 9 implants that improve hacking attributes. The implants apply their effect only to either relic or data analyzers but again the integrated analyzers receive these bonuses in all situations.
+
The T1 module has a base 40 Virus Coherence and 20 Strength, with the T2 Version has an additional +20 Virus Coherence (60 total) and +10 Virus Strength (30 total)
 +
 
 +
|-
 +
| [[File:IntegratedAnalyzer.png|link=|]]
 +
| '''Integrated Analyzers''' are modules that can hack both [[Relic and data sites|Data and Relic]] sites. They are more expensive then their specialized counterparts, have lower Virus Coherence and Strength, and smaller utility belt slots.
 +
 
 +
Integrated Analyzers get bonus Coherence from both Archaeology and Hacking skills as well as rigs and implants.
 +
 
 +
|-
 +
| [[File:Icon rig CPU.png|link=|]]
 +
| '''Memetic Algorithm Bank''' rig increases the Virus Coherence of both Data and Integrated Analyzers. The T1 rig increases the Coherence by +10, and the T2 version increases it by +20. Due to Calibration size and ISK cost, it is more cost-effective to have two T1 rigs than one T2 rig.
 +
 
 +
|-
 +
| [[File:Icon rig CPU.png|link=|]]
 +
| '''Emission Scope Sharpener''' rig increases the Virus Coherence of both Relic and Integrated Analyzers. The T1 rig increases the Coherence by +10, and the T2 version increases it by +20. Due to Calibration size and ISK cost, it is more cost-effective to have two T1 rigs than one T2 rig.
 +
 
 +
|}
 +
 
 +
 
 +
The slot 9 implants that improve Virus Coherence and Strength.
 
{| class="wikitable"  
 
{| class="wikitable"  
 +
|- style="background: #222222;"
 +
! Implant
 +
! Effect
 +
 
|-
 
|-
!style="background:#222222"| Implant
+
| Poteque 'Prospector' Archaeology AC-905
!style="background:#222222"| Effect
+
| +5 Virus Coherence for Relic and Integrated Analyzers
  
 
|-
 
|-
|Poteque 'Prospector' Archaeology AC-905  
+
| Poteque 'Prospector' Hacking HC-905  
| +5 coherence for relic analyzers
+
| +5 Virus Coherence for Data and Integrated Analyzers
  
 
|-
 
|-
|Poteque 'Prospector' Hacking HC-905
+
| Neural Lace 'Blackglass' Net Intrusion 920-40
| +5 coherence for data analyzers
+
| -40 Virus Coherence and +20 Virus Strength for Data and Integrated Analyzers
 +
|}
 +
 
 +
The slot 10 EY-1005 implant improves Virus Coherence.
 +
{| class="wikitable"
 +
|- style="background: #222222;"
 +
! Implant
 +
! Effect
  
 
|-
 
|-
|Neural Lace 'Blackglass' Net Intrusion 920-40
+
| Poteque 'Prospector' Environmental Analysis EY-1005
| -40 coherence for data analyzers<br>+20 strength for data analyzers
+
| +5 coherence for Data, Relic and Integrated analyzers
 
|}
 
|}
  
 
== Tips and Tricks ==
 
== Tips and Tricks ==
* As a general rule, '''you’ll want to explore as many nodes as you can before attacking any static Defensive Subsystems.''' In general, it’s better to explore the entire board before engaging with any subsystems: you may just stumble onto the System Core early! Restoration Nodes and Virus Suppressors are the exception to this though, as they should be removed from the board as soon as possible.
+
* '''Explore the board as much as possible before attacking a Defensive Subsystem.''' You may just stumble onto the System Core early! Restoration Nodes and Virus Suppressors are the exception to this though, as they should be removed from the board as soon as possible.
 
* '''Always pick up Utility Subsystems as soon as they are exposed.''' If you keep exploring without snagging these, a Defensive Subsystem might pop up and cut off your access to them!
 
* '''Always pick up Utility Subsystems as soon as they are exposed.''' If you keep exploring without snagging these, a Defensive Subsystem might pop up and cut off your access to them!
* '''Always use a Self Repair as soon as you find it.''' It simply increases your Coherence, so there is no gain in waiting.  
+
* '''Always use a Self Repair as soon as you find it.''' It increases your Virus Coherence, so there is no gain in waiting.  
 
* '''Don’t open Data Caches until you’ve fully explored all their adjacent nodes.''' You don’t want your exploration to be cut off by an unexpected Defensive Subsystem!
 
* '''Don’t open Data Caches until you’ve fully explored all their adjacent nodes.''' You don’t want your exploration to be cut off by an unexpected Defensive Subsystem!
** Additionally, more difficult hacks contain Data Caches that might expose particularly nasty Defensive Subsystems (Restoration Nodes), so sometimes, '''you may just want to leave opening Data Caches as a last resort.'''
+
** Difficult hack's Data Caches might expose Restoration Nodes and Suppressors. '''Leave opening Data Caches as a last resort.'''
* Because exposed Defensive Subsystems cut off access to adjacent nodes, '''you may want to explore nodes along the edges first before exploring inward'''. This is because if you happen to expose a Firewall or Anti-Virus along a “wall,” you will be a bit less likely to cut off all of your movement options in that direction.
+
* '''Use the 1-5 numbers to guide your movement''' around the board.  For example, if you're approaching an edge or corner of the grid, and the number 5 shows up, then trying to explore anything towards that corner/edge is not useful, because you know that there cannot be anything good within 5 nodes.  In general, you want to click in directions that make the numbers smaller. Because the numbers disappear as you move along, you need to remember where there were 5's, so you know which areas not to bother going back to later.
* '''Use the 1-5 "minesweeper" numbers to guide your movement''' around the grid.  For example, if you're approaching an edge or corner of the grid, and the number is a 5, then trying to explore anything towards that corner/edge is not useful, because you know that there cannot be anything good within 5 nodes.  In general, you want to click in directions that make the numbers smaller. Because the numbers disappear as you move along, you need to remember where there were 5's, so you know which areas not to bother going back to later.
 
 
* '''Use the Rule of Six'''. This rule is slightly complicated, but can make your life when hacking much easier. The rule is that if you have a node that has six edges leading away from it ( a "complete" node with no missing nodes in the hexagon around it), then that node is guaranteed to 1) Have no Defensive Subsystems in it OR 2) be adjacent to the System Core. What that means in practice is that you can use these squares to move safely through the board, and any Defensive Subsystems you find tell you where the System Core is.  It is usually worthwhile to try to reach and use areas of the map with many of these "complete" nodes when hacking. You can find a video tutorial [https://www.youtube.com/watch?v=h5uQC74VvVQ here].
 
* '''Use the Rule of Six'''. This rule is slightly complicated, but can make your life when hacking much easier. The rule is that if you have a node that has six edges leading away from it ( a "complete" node with no missing nodes in the hexagon around it), then that node is guaranteed to 1) Have no Defensive Subsystems in it OR 2) be adjacent to the System Core. What that means in practice is that you can use these squares to move safely through the board, and any Defensive Subsystems you find tell you where the System Core is.  It is usually worthwhile to try to reach and use areas of the map with many of these "complete" nodes when hacking. You can find a video tutorial [https://www.youtube.com/watch?v=h5uQC74VvVQ here].
 +
* '''Rule of 8, or "Before 8 it's Bait"'''. The core is always placed at least 8 grid-spaces (including empty spaces) away from the starting point. If such placement is impossible, the core is placed randomly anywhere on the board.
  
 
[[Category:Exploration]]
 
[[Category:Exploration]]

Latest revision as of 19:31, 16 September 2024

Hacking is used to access Container structures in relic and data sites, chemical labs as well as mission given by Agents.

Hacking

The hacking mini-game with systems indications.

The goal of hacking is to find and disable the Container’s System Core. You do this by maneuvering a Virus through the board of nodes that represents the Container’s electronics.

Nodes are:

  • orange if explored
  • green if adjacent to explored nodes
  • gray if neither explored or adjacent to explored nodes

Clicking on a green node will reveal its contents: if the node is empty, it will turn orange and allow you to further explore adjacent nodes.

If the new node is empty it will briefly display a number between 1 and 5. The number is the distance to the nearest node with a System Core, Utility Subsystem or Data Cache.

Number:

  • 1 means an adjacent node is a System Core, Utility Subsystem or Data Cache
  • 2, 3 and 4 means the nearest System Core, Utility Subsystem or Data Cache is respectively 2, 3 and 4 nodes away
  • 5 means you are 5 or more nodes away from the nearest System Core, Utility Subsystem or Data Cache

The numbers 1-5 don't tell you how distant you are from the nearest Defensive Subsystem.

Instead of being empty a node may contain:

System Core

Finding and disabling the System Core is the goal of hacking.

Difficult System Cores are defended by advanced Defensive Subsystems
Difficulty System Core Firewall Anti-Virus Resto. Node Suppressor
Very Easy Core node very easy green.png Firewall node easy.png Antivirus node easy.png Icon large red x.png Icon large red x.png
Easy Core node easy green.png Firewall node.png Antivirus node easy.png Icon large red x.png Icon large red x.png
Medium Core node medium orange.png Firewall node medium.png Antivirus node.png Restorer node.png Icon large red x.png
Hard Core node hard red.png Firewall hard node.png Antivirus hard node.png Restorer node.png Supressor node.png

System Cores, Defensive Subsystems and your Virus have:

  • Coherence (Hacking coherence.png) which is their health
  • Strength (Hacking strength.png) which is their attack power

When you click on the System Core or Defensive Subsystem your Virus will attack. Attacking is turn-based:

  1. your Virus attacks, lowering the System's Coherence by your Virus Strength and then
  2. the System Core or Defensive Subsystem retaliates if it survived the attack

When you reduce the System's Coherence to 0, it is disabled and removed from the board.

You fail a hack when:

  • your Virus Coherence reaches 0
  • close the hacking window for any reason such as moving too far away from the Container structure

If you fail the hack:

  • twice a Data or Relic Site Container structure will be destroyed
  • once a Covert Research Facility Container structure will be destroyed and deal a large amount of damage to all ships in range
  • once a Sleeper Cache will release a deadly toxic gas, activate turrets or put up other obstacle

Defensive Subsystems

Defensive Subsystems prevent you from exploring adjacent nodes until they are disabled.

Firewall node.png Firewalls have high Coherence and low Strength.
Antivirus node.png Anti-Virus have low Coherence, but high Strength.
Restorer node.png Restoration Nodes give 20 extra Coherence to a random Defensive Subsystem at the end of each turn. They are a high priority target.
Supressor node.png Virus Suppressors lower your Virus Strength by 15. Your Virus Strength cannot go below 10. They are a high priority target.

Utility Subsystems

Utility Subsystems assist you in disabling the System Core and Defensive Subsystems.

When you click the Utility Subsystem it will be added to a free utility slot.

Activate the Utility Subsystem by clicking on it in your utility belt. They can also be activated by pressing the number keys "1", "2" etc. The number of utility belt slots depends on your Analyzer module.

Self repair2.png Self Repairs increase your Virus Coherence by 5-10 each turn for the three turns. Use it immediately as your Virus doesn't have a maximum Coherence value.
Kernel rot2.png Kernel Rots reduce a System’s Coherence by 50%. Use it on high Coherence Systems.
Polymorphic shield.png Polymorphic Shields nullify the next two System attacks against your Virus. Use it before attacking high Strength Systems.
Secondary vector2.png Secondary Vectors reduce a System’s Coherence by 20 each turn for three turns. Use it against a Suppressor Defensive Subsystem.

Data Caches

Data cache2.png Data Caches can contain either a Defensive or Utility Subsystem.

Data Caches have a 50-50 probability of containing a Defensive or a Utility Subsystem.

Open a Data Cache by clicking on it. Open them only as a last resort.

Skills

  • Archaeology (3x, 250k ISK): Required skill for the use of Relic Analyzer modules. Gives +10 Virus Coherence per level.
    • Relic Analyzers require Archaeology, and are a fairly cheap mid-slot module used to interact with Container structures. A good amount of your income as an explorer will come from accessing these Container structures, so note this skill's importance!
    • Higher skill levels makes hacking Relic Site Container structures easier, with Archaeology V allowing you to use the powerful Relic Analyzer II module. Explorers should considering training Archaeology to V, especially if they intend to hack Relic Sites in NullSec or Wormholes.
  • Hacking (3x, 250k ISK): Required skill for the use of Data Analyzer modules. Gives +10 Virus Coherence per level.
    • A la Archaeology, Data Analyzers require Hacking, and open Container structures found in Data Sites, Chemical Labs and Ghost Sites. Hacking I has slightly higher requirements than Archaeology I, but make sure you get both skills, so that you can hack any sites you find.
    • Also like Archaeology, higher skill levels make hacking easier, and Hacking V will give you access to the Data Analyzer II module, which gives better bonuses, and is needed for Data Sites in NullSec or Wormholes.

Ships and equipment

Ships

Hacking can be done in any ship that has mid slots for Data and/or Relic Analyzers. However, exploration ships have a role bonus for both Virus and scan Strength.

Each Empire's Tech 1 Exploration Frigate has a role bonus of +5 Virus Strength to both Data and Relic Analyzers. These ships also get an 7.5% (37.5% max) increase to scan strength per racial frigate level, which helps in scanning down Cosmic Signatures.

Covert Operation ships are the direct upgrade from Tech 1 Exploration Frigates. They get a +10 bonus to Virus Strength, +10% (50% max) per level bonus to scanning, and can use Covert Ops Cloaking Device II.

The Sisters of EVE faction ships all have a +10 bonus to Virus Strength, a 37.5% role bonus to scanning, and both the Astero and the Stratios can use a Covert Ops Cloaking Device II. They also get bonus to armor resists, energy turrets and drones making them capable combat crafts. They have lower skill requirements than Covert Operation ships, but they are more expensive than Covert Operation ships.

  • Sisters of EVEAstero Frigate. (CPU is low, making it hard to fit an Expanded Probe Launcher.)
  • Sisters of EVEStratios Cruiser.
  • Sisters of EVENestor Battleship. Role Bonus: 50% bonus to Core and Combat Scanner Probe strength. Cannot fit a Covert Ops Cloaking Device II.

Strategic cruisers can be fitted with the Covert Reconfiguration subsystem that gives them 10% per level scan bonus, +10 Virus Strength, and the ability to use Covert Ops Cloaking Device II. Strategic cruisers are very expensive ships.

Ship equipment

Data Analyzer or Relic Analyzer allow you to hack Data and Relic Sites. There is no additional high, mid or low slot equipment to make hacking easier.

Full list of normally used scanning equipment:

Icon data analyzer i.png Data Analyzers are used to hack Data and Chemical Lab sites found while exploring.

The T1 module has a base 40 Virus Coherence and 20 Strength, with the T2 Version has an additional +20 Virus Coherence (60 total) and +10 Virus Strength (30 total)

Icon relic analyzer.png Relic Analyzers are only used to hack Relic Sites

The T1 module has a base 40 Virus Coherence and 20 Strength, with the T2 Version has an additional +20 Virus Coherence (60 total) and +10 Virus Strength (30 total)

IntegratedAnalyzer.png Integrated Analyzers are modules that can hack both Data and Relic sites. They are more expensive then their specialized counterparts, have lower Virus Coherence and Strength, and smaller utility belt slots.

Integrated Analyzers get bonus Coherence from both Archaeology and Hacking skills as well as rigs and implants.

Icon rig CPU.png Memetic Algorithm Bank rig increases the Virus Coherence of both Data and Integrated Analyzers. The T1 rig increases the Coherence by +10, and the T2 version increases it by +20. Due to Calibration size and ISK cost, it is more cost-effective to have two T1 rigs than one T2 rig.
Icon rig CPU.png Emission Scope Sharpener rig increases the Virus Coherence of both Relic and Integrated Analyzers. The T1 rig increases the Coherence by +10, and the T2 version increases it by +20. Due to Calibration size and ISK cost, it is more cost-effective to have two T1 rigs than one T2 rig.


The slot 9 implants that improve Virus Coherence and Strength.

Implant Effect
Poteque 'Prospector' Archaeology AC-905 +5 Virus Coherence for Relic and Integrated Analyzers
Poteque 'Prospector' Hacking HC-905 +5 Virus Coherence for Data and Integrated Analyzers
Neural Lace 'Blackglass' Net Intrusion 920-40 -40 Virus Coherence and +20 Virus Strength for Data and Integrated Analyzers

The slot 10 EY-1005 implant improves Virus Coherence.

Implant Effect
Poteque 'Prospector' Environmental Analysis EY-1005 +5 coherence for Data, Relic and Integrated analyzers

Tips and Tricks

  • Explore the board as much as possible before attacking a Defensive Subsystem. You may just stumble onto the System Core early! Restoration Nodes and Virus Suppressors are the exception to this though, as they should be removed from the board as soon as possible.
  • Always pick up Utility Subsystems as soon as they are exposed. If you keep exploring without snagging these, a Defensive Subsystem might pop up and cut off your access to them!
  • Always use a Self Repair as soon as you find it. It increases your Virus Coherence, so there is no gain in waiting.
  • Don’t open Data Caches until you’ve fully explored all their adjacent nodes. You don’t want your exploration to be cut off by an unexpected Defensive Subsystem!
    • Difficult hack's Data Caches might expose Restoration Nodes and Suppressors. Leave opening Data Caches as a last resort.
  • Use the 1-5 numbers to guide your movement around the board. For example, if you're approaching an edge or corner of the grid, and the number 5 shows up, then trying to explore anything towards that corner/edge is not useful, because you know that there cannot be anything good within 5 nodes. In general, you want to click in directions that make the numbers smaller. Because the numbers disappear as you move along, you need to remember where there were 5's, so you know which areas not to bother going back to later.
  • Use the Rule of Six. This rule is slightly complicated, but can make your life when hacking much easier. The rule is that if you have a node that has six edges leading away from it ( a "complete" node with no missing nodes in the hexagon around it), then that node is guaranteed to 1) Have no Defensive Subsystems in it OR 2) be adjacent to the System Core. What that means in practice is that you can use these squares to move safely through the board, and any Defensive Subsystems you find tell you where the System Core is. It is usually worthwhile to try to reach and use areas of the map with many of these "complete" nodes when hacking. You can find a video tutorial here.
  • Rule of 8, or "Before 8 it's Bait". The core is always placed at least 8 grid-spaces (including empty spaces) away from the starting point. If such placement is impossible, the core is placed randomly anywhere on the board.