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Hacking: Difference between revisions

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Sivaira Chen (talk | contribs)
Categories of difficulty where each Utility Subsystem can appear
 
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! scope="col" | System Core
! scope="col" | System Core
! scope="col" | Firewall
! scope="col" | Firewall
! scope="col" | Anti-Virus
! scope="col" | Anti-Virus <ref>The Antivirus in Very Easy and Easy hacks can only appear from opening Data Caches.</ref>
! scope="col" | Resto. Node
! scope="col" | Resto. Node
! scope="col" | Suppressor
! scope="col" | Suppressor
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| [[File:Restorer node.png]]
| [[File:Restorer node.png]]
| [[File:Supressor node.png]]
| [[File:Supressor node.png]]
|-
| style="text-align: left;" | Hardest <ref>Only present in specific [[Upwell structures]] or the [[AEGIS Capital Ship Security Facility]]</ref>
| [[File:Core_hardest.png|59px]]
| [[File:Firewall_hardest.png|59px]]
| [[File:Antivirus_hardest.png|59px]]
| [[File:Restorer_node_hardest.png|59px]]
| [[File:Suppressor_hardest.png|59px]]
|}
|}
<small><references>
</references></small>


System Cores, Defensive Subsystems and your Virus have:
System Cores, Defensive Subsystems and your Virus have:
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You fail a hack when:
You fail a hack when:
* your Virus Coherence reaches 0; or
* your Virus Coherence reaches 0
* the hacking window is closed for any reason such as moving too far away from the Container structure.
* the hacking window is closed for any reason, such as moving too far away from the Container structure or initiating warp during an active hack.


If you fail the hack:
If you fail the hack:
* twice a Data or Relic Site Container structure will be destroyed
* twice, a Data or Relic Site Container structure will be destroyed (with a few exceptions, such as the Storage Depots in Sleeper Caches)
* once a Covert Research Facility Container structure will be destroyed and deal a large amount of damage to all ships in range
* once, a Covert Research Facility Container structure will be destroyed and deal a large amount of explosive damage to all ships in range
* once a Sleeper Cache will release a deadly toxic gas, activate turrets or put up other obstacle
* once, a Sleeper Cache will release a deadly toxic gas, activate turrets or put up other obstacle. Specific information can be found on the respective Sleeper Cache pages.
* once, any hackable container in the [[Observatory Infiltration]] site will activate lockdown
* once, the [[AEGIS Capital Ship Security Facility|AEGIS Encrypted Key Storage]] will spawn a hostile response fleet.


=== Defensive Subsystems ===
=== Defensive Subsystems ===
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|-
|-
|[[File:Restorer_node.png]]
|[[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.
|'''Restoration Nodes''' give 20 extra Coherence to a random Defensive Subsystem at the end of each turn (though never to the System Core). They are a high priority target.


|-
|-
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|-
|-
|[[File:Self_repair2.png]]
|[[File: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.
|'''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. Appears in all categories of hacking difficulty.


|-
|-
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|}
|}
'''Self Repairs''' appears in all categories of hacking difficulty.
'''Kernel Rot''' only appears in <span style="color:green">Very Easy</span> and <span style="color:green">Easy</span> hacks by chance from opening Data Caches, and naturally appears in <span style="color:yellow">Medium</span> hacking difficulty and up.
'''Polymorphic Shield''' appears in <span style="color:yellow">Medium</span> hacking difficulty and up.
'''Secondary Vector''' appears in <span style="color:red">Hard</span> hacking difficulty and up.


=== Data Caches ===
=== Data Caches ===
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* {{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 Container structures. A good amount of your income as an explorer will come from accessing these Container 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 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.
** 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 [[System security|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 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.
** ''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.