Difference between revisions of "Wormhole space"

From EVE University Wiki
Jump to: navigation, search
m (→‎Black Hole: Typo fix)
m (Add link.)
 
(45 intermediate revisions by 23 users not shown)
Line 1: Line 1:
{{Wormhole Links}}<onlyinclude>'''Wormhole Space''', also known as the Anoikis Galaxy, is a collection of semi-charted systems full of opportunity and danger. The discovery of [[Sleepers]], an ancient Artificial Intelligence that dwells within Wormhole Space, led to groundbreaking new technology which in turn enabled the creation of [[Strategic Cruisers]]. Wormhole Space (W-Space) is lawless and has no CONCORD presence, Empire oversight or Sovereign Alliances.</onlyinclude>
+
{{merge|Anoikis|target= Wormhole space|discussion= Talk:Anoikis}}
  
==Wormhole Space Characteristics==
+
 
 +
{{Wormhole Links}}<onlyinclude>'''Wormhole Space''', also known as the Anoikis Galaxy, is a collection of semi-charted systems full of opportunity and danger. The discovery of [[Sleepers]], an ancient Artificial Intelligence that dwells within Wormhole Space, led to groundbreaking new technology which in turn enabled the creation of [[Strategic Cruisers]]. Wormhole Space (W-Space, or J-Space because all wormhole system names consist of a J followed by 6 numbers) is lawless and has no CONCORD presence, Empire oversight, or Sovereign Alliances.</onlyinclude>
 +
 
 +
== Wormhole Space Characteristics ==
 
Wormhole Space has roughly 2600 known systems, each classified as one of six levels. These are commonly referred to as C1, C2, C3, C4, C5 or C6. They represent how entrenched the Sleeper occupation is and how strong the system effects (see below) can be. Additionally, 100 of those systems are classified as [[Shattered Wormhole Space]], i.e. they contain only shattered planets and no moons.
 
Wormhole Space has roughly 2600 known systems, each classified as one of six levels. These are commonly referred to as C1, C2, C3, C4, C5 or C6. They represent how entrenched the Sleeper occupation is and how strong the system effects (see below) can be. Additionally, 100 of those systems are classified as [[Shattered Wormhole Space]], i.e. they contain only shattered planets and no moons.
  
Wormhole Space has no Stargates or Stations. Prior to the release of Citadel, anybody choosing to live in W-Space had to do so out of a [[Player Owned Starbase]] and accept that [[Wormholes]] will be their sole means of interstellar transport. The new player-owned [[Citadels]] are replacing the functionality of the old POS system, and have given corporations a new avenue to make and defend their homes. [[Thera]] is a unique wormhole system that has 4 Sisters of Eve stations and a number of special properties.
+
Wormhole Space has no Stargates or Stations. Prior to the release of Citadel, anybody choosing to live in W-Space had to do so out of a [[Player Owned Starbase]] and accept that [[Wormholes]] will be their sole means of interstellar transport. The new player-owned [[Citadels]] are replacing the functionality of the old POS system, and have given corporations a new avenue to make and defend their homes. [[Thera]] is a unique wormhole system that has 4 Sisters of EVE stations and a number of special properties.
  
 
Visually W-Space is surrounded with cloud-like nebulae, partially blocking vision into the reaches of space. It is believed that Anoikis resides in a dense Nebula, which in turn provides necessary physical criteria for the abundant resources which are considered rare or non-existent in New Eden.
 
Visually W-Space is surrounded with cloud-like nebulae, partially blocking vision into the reaches of space. It is believed that Anoikis resides in a dense Nebula, which in turn provides necessary physical criteria for the abundant resources which are considered rare or non-existent in New Eden.
  
Local chat in W-Space is different from K-Space. You or any other players will only show up in channel if you're actually chatting. Otherwise they simply won't show up. You will continue to show up in local chat after you've typed, until all other players witnessing your presence have jumped system or logged off. Therefore to see who's in system you need to use scouts and [[Directional_Scanner_Guide|D-Scan]]. Even then a cloaky ship won't be noticeable until it decloaks or logs off.
+
Local chat in W-Space is different from K-Space. You or any other players will only show up in channel if you're actually chatting. Otherwise they simply won't show up. You will continue to show up in local chat after you've typed, until all other players witnessing your presence have jumped system or logged off. Therefore to see who's in system you need to use scouts and [[Directional Scanner Guide|D-Scan]]. Even then a cloaky ship won't be noticeable until it decloaks or logs off.
  
===Exploration Sites and Cosmic Anomalies===
+
=== Exploration Sites and Cosmic Anomalies ===
Exploration sites in W-Space are different from K-Space. They are inhabited by [[Sleepers]], which provide the materials to build Tech 3 Ships ([[Strategic Cruiser]]). Bringing a [[Dreadnought]] or [[Carrier]] into Anomalies, Data or Relic sites will spawn additional battleships in Class 5 and 6 W-Space systems. These spawns called [[Capital Escalations]] drop decent amounts of loot, allowing you to make ISK without completely finishing the site. Only two Capital Escalations can be triggered per capital type, totalling at four. All sites despawn three downtimes after they've been activated (initiated warp to). If a site isn't completed it will despawn on the fourth downtime after its activation. Escalation waves will regenerate after every downtime so it's possible to keep on farming a site for days.
+
Exploration sites in W-Space are different from K-Space. They are inhabited by [[Sleepers]], which provide the materials to build Tech 3 Ships ([[Tactical Destroyers]] and [[Strategic Cruiser]]). Bringing a [[Dreadnought]] or [[Carrier]] into Anomalies, Data or Relic sites will spawn additional battleships in Class 5 and 6 W-Space systems. These spawns called [[Capital Escalations]] drop decent amounts of loot, allowing you to make ISK without completely finishing the site. Only two Capital Escalations can be triggered per capital type, totalling at four. All sites despawn three downtimes after they've been activated (initiated warp to). If a site isn't completed it will despawn on the fourth downtime after its activation. Escalation waves will regenerate after every downtime so it's possible to keep on farming a site for days.
  
 
Ore sites are anomalies that contain asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. An ore site can contain every known ore and is lightly guarded.
 
Ore sites are anomalies that contain asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. An ore site can contain every known ore and is lightly guarded.
Line 17: Line 20:
 
W-Space classes C1-3 also contains the same Data and Relic sites that spawn in [[Nullsec]]. These do not have any rats, Sleeper or otherwise. However unlike standard W-Space exploration sites, the hackable containers explode if your hacking attempt fails too many times.
 
W-Space classes C1-3 also contains the same Data and Relic sites that spawn in [[Nullsec]]. These do not have any rats, Sleeper or otherwise. However unlike standard W-Space exploration sites, the hackable containers explode if your hacking attempt fails too many times.
  
===Cosmic Signatures===
+
=== Cosmic Signatures ===
  
Cosmic Signatures need to be probed down. They come in 5 types:
+
Cosmic Signatures need to be probed down. They come in 4 types:
  
*Gas - These Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed for [[Tech_3_Production|Tech 3 production]] and is lightly guarded. See [[Wormhole Gas Sites]] for more details on this.
+
* Gas - These Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed for [[Tech 3 Production|Tech 3 production]] and is lightly guarded. See [[Wormhole Gas Sites]] for more details on this.
*Data - Data Sites will contain locked containers, containing items like datacores, which can be unlocked through [[Hacking]]. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded and can be escalated by capitals, unlike their K-Space counterparts.
+
* Data - Data Sites will contain locked containers, containing items like datacores, which can be unlocked through [[Hacking]]. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded and can be escalated by capitals, unlike their K-Space counterparts.
*Relic - Those sites will contain ancient relics in containers, which have to be opened through [[Archaeology]]. Ancient relics are needed to generate T3 blueprints through reverse engineering. Relic Sites are heavily guarded and can be escalated by capitals unlike their K-Space counterparts.
+
* Relic - Those sites will contain ancient relics in containers, which have to be opened through [[Archaeology]]. Ancient relics are needed to generate T3 blueprints through reverse engineering. Relic Sites are heavily guarded and can be escalated by capitals unlike their K-Space counterparts.
*Wormhole - Not guarded by [[Sleepers]], though it may be guarded by players. Unknown sites always indicate a Wormhole location, said wormhole will not spawn in its destination system until a player jumps through it. While it is by no means a guarantee, avoiding jumping wormhole signatures significantly reduces the chance that you will find yourself sharing the system with other players. It is worth noting that if a wormhole is opened towards you (your side is K162) the connection has been certainly established on both sides.
+
* Wormhole - Not guarded by [[Sleepers]], though it may be guarded by players. Unknown sites always indicate a Wormhole location, said wormhole will not spawn in its destination system until a player jumps through it. While it is by no means a guarantee, avoiding jumping wormhole signatures significantly reduces the chance that you will find yourself sharing the system with other players. It is worth noting that if a wormhole is opened towards you (your side is K162) the connection has been certainly established on both sides.
  
===Other Activities===
+
=== Other Activities ===
====Production====
+
==== Production ====
W-Space has a structural advantage only in one area of production. This is unsurprisingly [[Tech_3_Production|Tech 3 production]]. All the materials required for [[Strategic Cruiser]] (T3) hulls and subsystems originate from W-Space, giving W-Space a slight logistical advantage. It is also impossible to run a full T3 production line in systems with security status more than 0.3, further increasing this advantage.
+
W-Space has a structural advantage only in one area of production. This is unsurprisingly [[Tech 3 Production|Tech 3 production]]. All the materials required for [[Tactical Destroyer]] and [[Strategic Cruiser]] (T3) hulls and subsystems originate from W-Space, giving W-Space a logistical advantage considering the buliness of the fullerene gases. It is also impossible to run a full T3 production line in high sec systems, further increasing this advantage.
  
For more information about Tech 3 Cruiser Production, you may start with the [[Tech 3 Manufacturing 101]] syllabus.
+
For more information about Tech 3 Cruiser Production, you may start with the [[Tech 3 Production|Tech 3 production]] page.
  
In addition to T3 production, processes that aren't allowed in highsec space can be found in W-Space POSes. The most notable is [[Messing_With_Your_Head#Better_living_through_chemistry:_Intro_to_booster_drugs|Drug Manufacturing]], utilizing the often short travel times to trade hubs -assuming you aren't unlucky- to import the necessary materials and exporting or locally selling the manufactured end-goods.
+
In addition to Tech 3 production, processes that aren't allowed in highsec space can be found in W-Space. The most notable is [[Medical boosters#Manufacturing|Drug manufacturing]], utilizing the often short travel times to trade hubs -assuming you aren't unlucky- to import the necessary materials and exporting or locally selling the manufactured end-goods.
  
==Anoikis Systems==
+
== Anoikis Systems ==
===Statics===
+
=== Statics ===
Statics are a system variable. Each system will have a static (two for C2s), which will always have the same wormhole ID and lead you to the same class of W-Space or K-Space system as the previous one. When a static wormhole collapses a new static wormhole will spawn immediately, taking you to the same class of W-Space or K-Space.
+
Statics are a system variable. Each system will have a static (two for C2s and C4s), which will always have the same wormhole ID and lead you to the same class of W-Space or K-Space system as the previous one. When a static wormhole collapses a new static wormhole will spawn immediately, taking you to the same class of W-Space or K-Space.
  
====Class 1 Systems====
+
==== Class 1 Systems ====
C1 systems are not very popular for harvesting or site running purposes. They are excellent for beginners. They're relatively safe, easy to run and require a low amount of skillpoints. A battlecruiser can solo the sites and a small cruiser gang will easily run the sites efficiently.
+
C1 systems are not very popular for harvesting or site running purposes. C1 statics only allow medium-sized ships, preventing anything larger than a battlecruiser to enter ([[Nestor]] is the only exception among battleships due to its low mass.) This makes rolling C1 holes fairly difficult. They are excellent for beginners. They're relatively safe, easy to run and require a low amount of skillpoints. A battlecruiser can solo the sites and a small cruiser gang will easily run the sites efficiently.
  
C1 systems have a niche role of being used by small Tech 3 Manufacturing Corporations. Some of these corporations will build one or two carriers which will make them very hard to evict due to POS reinforcement mechanics.
+
C1 systems have a niche role of being used by small Tech 3 Manufacturing Corporations. The low desirability of these locations and minimal assets make [[eviction]]s less likely, although not unheard of. While some C1 corporations have reportedly tried to ward off intruders by building carriers, changes such as the Surgical Strike update and the introduction of Triglavian ships have reduced the effectiveness of capitals against mid-sized fleets and made this strategy relatively uncommon.
 
{{WHSystem
 
{{WHSystem
 
|name=Class 1 Systems
 
|name=Class 1 Systems
 
|image=Class 2 System.jpg
 
|image=Class 2 System.jpg
|maxmass=20,000 t
+
|maxmass=62,000 t
 
|minmass=20,000 t
 
|minmass=20,000 t
 
|maxhull=Battlecruiser
 
|maxhull=Battlecruiser
Line 59: Line 62:
 
}}
 
}}
  
====Class 2 Systems====
+
==== Class 2 Systems ====
 
C2 wormhole systems have a special role in low-class Wormhole Space systems. They offer slightly more ISK than C1's and can be soloed by low skillpoint Battlecruiser pilots. Their special property is that they come with two statics. These statics provide guaranteed access to K-Space and W-Space.
 
C2 wormhole systems have a special role in low-class Wormhole Space systems. They offer slightly more ISK than C1's and can be soloed by low skillpoint Battlecruiser pilots. Their special property is that they come with two statics. These statics provide guaranteed access to K-Space and W-Space.
 
{{WHSystem
 
{{WHSystem
Line 78: Line 81:
 
}}
 
}}
  
====Class 3 Systems====
+
==== Class 3 Systems ====
 
C3 Systems are excellent for beginner wormhole corporations. They come with a K-Space statics of any kind, allowing you to pick your environment. C3's also offer good ISK for their difficulty, a battlecruiser gang with local rep or a little Tech 1 logi support will burn through the sites.
 
C3 Systems are excellent for beginner wormhole corporations. They come with a K-Space statics of any kind, allowing you to pick your environment. C3's also offer good ISK for their difficulty, a battlecruiser gang with local rep or a little Tech 1 logi support will burn through the sites.
 
{{WHSystem
 
{{WHSystem
Line 97: Line 100:
 
}}
 
}}
  
====Class 4 Systems====
+
==== Class 4 Systems ====
Prior to the Hyperion expansion, C4 Systems were not very loved. C4 combat sites provide a little more ISK than C3 but require quite a bit more effort. C4s, like C5s and C6s, don't have statics to K-Space. However, unlike any other class, they never have any incoming wormholes from K-space either. This means at least a two-jump chain to reach K-Space. It is worth noting however, that C4 residents like the space they live in mainly because C4s are lower maintenance both on the capital and active player front. C4s also grant access to frequent PvP.
+
Prior to the Hyperion expansion, C4 Systems were not very loved. C4 combat sites provide a little more ISK than C3 but require quite a bit more effort. C4s, like C5s and C6s, don't have statics to K-Space. However, unlike any other class, they never have any incoming wormholes from K-Space either, and never generate roaming connections to K-Space (other than M001 and Q003 small-ship wormholes). This means at least a two-jump chain to reach K-Space. It is worth noting however, that C4 residents like the space they live in mainly because C4s are lower maintenance both on the capital and active player front. C4s also grant access to frequent PvP.
  
Since the Hyperion expansion in 2014, all C4 Systems have two static wormholes. Each wormhole leads to another system in W-space. The wormholes are always different types (so you can't have a C4 system with two C3 statics, for example). The possible combinations of statics is not yet well researched, but [http://collapsedbehind.blogspot.no/2014/08/c4-wormholespace-dual-statics.html initial findings] seem to indicate that most combinations can be found (with the possible exception of C1/C6 and C2/C6 pairs).
+
Since the Hyperion expansion in 2014, all C4 Systems have two static wormholes. Each wormhole leads to another system in W-space. The wormholes are always different types (so you can't have a C4 system with two C3 statics, for example). All combinations exist except C1/C5, C1/C6, and C2/C6. Additionally, while data exists for wormholes connecting C4 system to K-Space systems (S074, N290, and K329), no wormholes of these types ever generate.
 +
However, wandering wormholes directly connecting to K-Space have recently started appearing, though rarely. This is only confirmed for High Sec space.
  
 
{{WHSystem
 
{{WHSystem
Line 119: Line 123:
 
}}
 
}}
  
====Class 5 Systems====
+
==== Class 5 Systems ====
 
C5 systems are the premium choice for most hardcore wormhole corporations : C5's are highly connectible to other C5's, giving the nickname "The C5 Highway" to such connections and chains.
 
C5 systems are the premium choice for most hardcore wormhole corporations : C5's are highly connectible to other C5's, giving the nickname "The C5 Highway" to such connections and chains.
 
{{WHSystem
 
{{WHSystem
Line 138: Line 142:
 
}}
 
}}
  
====Class 6 Systems====
+
==== Class 6 Systems ====
 
The hardest system to tame of them all, C6 wormholes represent the pinnacle of wormhole life. In truth, there is much debate between C5 and C6 residents on the merits and drawbacks of C6 wormholes.
 
The hardest system to tame of them all, C6 wormholes represent the pinnacle of wormhole life. In truth, there is much debate between C5 and C6 residents on the merits and drawbacks of C6 wormholes.
 
{{WHSystem
 
{{WHSystem
Line 158: Line 162:
  
 
==System Effects==
 
==System Effects==
Certain W-Space systems have effects that change the nature of your ship's statistics and/or modules. These phenomena only affect capsuleer ships, so Sleepers or structures won't be affected. The only in-game ways of telling what type of system you're in are the visual markers on the horizon or checking your fitting window for statistics changes, such as Armor HP in a Wolf-Rayet. Generally players use third-party websites to check systems for effects.
+
Certain W-Space systems have effects that change the nature of your ship's statistics and/or modules. These phenomena only affect capsuleer ships, so Sleepers or structures won't be affected. The buff bar (above your capacitor) shows the wormhole effect in game. Third-party websites related to wormholes typically also list effects.
  
 
On August 26th, 2014, with the Hyperion update, System Effects were rebalanced. All tables are updated with these new balance numbers.  [http://community.eveonline.com/news/dev-blogs/into-the-known-unknowns/ Dev Blog]
 
On August 26th, 2014, with the Hyperion update, System Effects were rebalanced. All tables are updated with these new balance numbers.  [http://community.eveonline.com/news/dev-blogs/into-the-known-unknowns/ Dev Blog]
  
 
====Pulsar====
 
====Pulsar====
Pulsar systems are very powerful when utilized correctly. They provide bonuses to shield amount and capacitor recharge time, effectively doubling both stats' effectiveness in C6s. Armor ships will suffer a resistance debuff, and should be used carefully or not at all. NOSes and Neuts are also strengthened to help counter capital ship's massive tanks in these W-Space systems.
+
Pulsar systems are very powerful when utilized correctly. They provide large improvements to shield hitpoints and capacitor recharge time. They also greatly increase ship signature radii, enabling the effective use of much larger weapons than would be available in ordinary systems. Armor ships will suffer a resistance debuff, and should be used carefully or not at all. And finally, as a partial countermeasure to the capacitor recharge bonus (especially against capital ships), [[Capacitor Warfare|Energy Neutralizers and Noferatus]] are also greatly strengthened.
  
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
| rowspan="6" style="padding:0px;" | [[File:WH_Pulsar.jpg|180px]]
+
| rowspan="7" style="padding:0px;" | [[File:WH_Pulsar.jpg|180px]]
|'''Effects'''
+
| '''Effects'''
|'''Class 1'''
+
| '''Class 1'''
|'''Class 2'''
+
| '''Class 2'''
|'''Class 3'''
+
| '''Class 3'''
|'''Class 4'''
+
| '''Class 4'''
|'''Class 5'''
+
| '''Class 5'''
|'''Class 6'''
+
| '''Class 6'''
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Shield Capacity'''
 
|'''Shield Capacity'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Armor Resists'''
 
|'''Armor Resists'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Capacitor Recharge Time'''
 
|'''Capacitor Recharge Time'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Signature Radius'''
 
|'''Signature Radius'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''NOS & Neut Drain Amount'''
 
|'''NOS & Neut Drain Amount'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|}
 
|}
  
 
====Black Hole====
 
====Black Hole====
If you love speed, you'll love Black Hole systems. The velocity bonus here allows the possibility of reaching amazing speeds, though increased Inertia and a Stasis Web penalty will make it hard to stop! Missile and Targeting bonuses make kiting missile platforms paramount in these now potentially habitable systems.
+
Black Holes are systems for enthusiasts of high-speed, long-ranged missile ships. These systems feature an enormous bonus to ship velocity, missile velocity, and targeting range, and a further penalty to Stasis Webifier strength, making it difficult to hold down a speeding enemy even if you can catch them. However, they also greatly increase the inertia of ships in them, making it much slower to accelerate, change course, or align to warp.
  
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
| rowspan="7" style="padding:0px;" | [[File:WH_Black_Hole.jpg|180px]]
+
| rowspan="8" style="padding:0px;" | [[File:WH_Black_Hole.jpg|180px]]
 
|'''Effects'''
 
|'''Effects'''
 
|'''Class 1'''
 
|'''Class 1'''
Line 230: Line 234:
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Missile Velocity'''
 
|'''Missile Velocity'''
|&#43;15%
+
| +15%
|&#43;22%
+
| +22%
|&#43;29%
+
| +29%
|&#43;36%
+
| +36%
|&#43;43%
+
| +43%
|&#43;50%
+
| +50%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Missile Explosion Velocity'''
 
|'''Missile Explosion Velocity'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 +
|- style="background:#0A2A0A;"
 +
|'''Vorton Projectors Explosion Velocity'''
 +
| +30%
 +
| +44%
 +
| +58%
 +
| +72%
 +
| +86%
 +
| +100%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Ship Velocity'''
 
|'''Ship Velocity'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Stasis Webifier Strength'''
 
|'''Stasis Webifier Strength'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Inertia'''
 
|'''Inertia'''
|&#43;15%
+
| +15%
|&#43;22%
+
| +22%
|&#43;29%
+
| +29%
|&#43;36%
+
| +36%
|&#43;43%
+
| +43%
|&#43;50%
+
| +50%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Targeting Range'''
 
|'''Targeting Range'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|}
 
|}
  
 
====Cataclysmic Variable====
 
====Cataclysmic Variable====
Cataclysmic Variable systems basically increase the logistics capabilities of your fleet. Self-repping won't be as viable, which might be a problem for triaging Carriers or sieging Dreadnoughts. These systems also have a bonus to capacitor amount and a lesser debuff to capacitor recharge, overall giving you more stability. The Capacitor Transfer penalty discourages spider-tanking, especially in carriers.
+
Cataclysmic Variable systems are an interesting paradox. On the one hand, they enormously increase the strength of remote repair modules, and the capacitor volume of the ships using them. (And while they also slow capacitor recharge times, the larger increase in volume results in increased stability.) On the other hand, they also greatly reduce the strength of local repair modules, and remote cap transmitters. The result is a system type which encourages group play with either spidertanked ships or heavy logistics support, but forces the use of locally cap-stable logistics ships and discourages capital warfare.
  
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
Line 292: Line 304:
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Local Armor Repair Amount'''
 
|'''Local Armor Repair Amount'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Remote Armor Repair Amount'''
 
|'''Remote Armor Repair Amount'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Local Shield Repair Amount'''
 
|'''Local Shield Repair Amount'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Shield Transfer Amount'''
 
|'''Shield Transfer Amount'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Capacitor Capacity'''
 
|'''Capacitor Capacity'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Capacitor Recharge Time'''
 
|'''Capacitor Recharge Time'''
|&#43;15%
+
| +15%
|&#43;22%
+
| +22%
|&#43;29%
+
| +29%
|&#43;36%
+
| +36%
|&#43;43%
+
| +43%
|&#43;50%
+
| +50%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Remote Cap Transmitter Amount'''
 
|'''Remote Cap Transmitter Amount'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|}
 
|}
  
 
====Magnetar====
 
====Magnetar====
While Magnetars suffer from damage application reductions, they come with a massive straight-out damage bonus. Magnetars are generally liked. Running sites in them is faster.
+
Magnetars are among the most dangerous and sought-after systems in wormhole space. While they greatly penalize weapon accuracy and damage application, those penalties come as trade-offs for an enormous bonus to raw damage. Ships, both NPC and Capsuleer, die very fast in Magnetars. Damage of Vorton Projectors are affected by this effect too.
  
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
| rowspan="7" style="padding:0px;" | [[File:WH_Magnetar.jpg|180px]]
+
| rowspan="8" style="padding:0px;" | [[File:WH_Magnetar.jpg|180px]]
 
|'''Effects'''
 
|'''Effects'''
 
|'''Class 1'''
 
|'''Class 1'''
Line 361: Line 373:
 
|'''Class 6'''
 
|'''Class 6'''
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
|'''Damage'''
+
|'''Weapon Damage'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Missile Explosion Radius'''
 
|'''Missile Explosion Radius'''
|&#43;15%
+
| +30%
|&#43;22%
+
| +44%
|&#43;29%
+
| +58%
|&#43;36%
+
| +72%
|&#43;43%
+
| +86%
|&#43;50%
+
| +100%
 +
|- style="background:#3B0B0B;"
 +
|'''Vorton Projectors Explosion Radius'''
 +
| +30%
 +
| +44%
 +
| +58%
 +
| +72%
 +
| +86%
 +
| +100%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Drone Tracking'''
 
|'''Drone Tracking'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Targeting Range'''
 
|'''Targeting Range'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Tracking Speed'''
 
|'''Tracking Speed'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Target Painter Strength'''
 
|'''Target Painter Strength'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|}
 
|}
  
 
====Red Giant====
 
====Red Giant====
Red Giants are very specialized. They're not sought after, not because they're bad but because they don't have much to offer. The bonus to smartbomb range and damage can be useful, especially when camping holes. The overheating bonus will allow your overheated modules to be even more effective, but they will burn out quicker. Also, the Bomb Damage bonus provides more potential for Stealth Bomber effectiveness - though do note, the bombs don't have extra HP.
+
Red Giants are very specialized. While their main bonuses may not affect many commonly-used modules, the large bonus to [[Smartbomb]] damage and range opens up several combat strategies related to using dedicated smartbomb ships to clear fields of enemies. The other major effects, [[Overheat]] Effects and Overheat Damage, promote life on the edge (and training {{sk|Thermodynamics}}...), as overheated modules become far more powerful than they would be normally, but also far more likely to burn out.
  
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
Line 424: Line 444:
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Heat Damage'''  
 
|'''Heat Damage'''  
|&#43;15%
+
| +15%
|&#43;22%
+
| +22%
|&#43;29%
+
| +29%
|&#43;36%
+
| +36%
|&#43;43%
+
| +43%
|&#43;50%
+
| +50%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Overload Bonus'''
 
|'''Overload Bonus'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Smart Bomb Range'''
 
|'''Smart Bomb Range'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Smart Bomb Damage'''
 
|'''Smart Bomb Damage'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Bomb Damage'''
 
|'''Bomb Damage'''
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|}
 
|}
  
 
====Wolf Rayet====
 
====Wolf Rayet====
Wolf Rayets are partially opposite to Pulsars. The obvious differences are the bonus to Armor HP and the reduction to Shield Resists. There is also a bonus to signature radius which further enforces the armor doctrine fleets. The small gun damage bonus opens interesting possibilities for gangs consisting of smaller sized ships.
+
Wolf Rayets are partially opposite to Pulsars, penalizing shields, enhancing armor, and reducing signature radii to reduce the strength of large weapons. However, the most striking aspect of the Wolf Rayet effect is the unbelievably huge bonus to ''Small'' weapon damage. This damage bonus means that the rulers of Wolf Rayet combat are Frigates, [[Tactical Destroyers]], and Cruisers fitted with Rapid Light Missile Launchers (as Rapid Lights are also considered "small" weapons, and are one of the few weapons systems that can effectively damage extremely-small-signature Frigates and Destroyers). Damage of small Vorton Projectors are affected by this effect too.
 +
 
 +
As an aside, Wolf Rayet systems in general are not to be confused with the so-called C13 [[Shattered wormhole systems#Small Ship Shattered Wormhole Systems|Small Ship Shattered wormholes]],  which use C6-strength Wolf Rayet effects.
  
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
Line 478: Line 500:
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Armor HP'''  
 
|'''Armor HP'''  
|&#43;30%
+
| +30%
|&#43;44%
+
| +44%
|&#43;58%
+
| +58%
|&#43;72%
+
| +72%
|&#43;86%
+
| +86%
|&#43;100%
+
| +100%
 
|- style="background:#3B0B0B;"
 
|- style="background:#3B0B0B;"
 
|'''Shield Resist'''
 
|'''Shield Resist'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Small Weapon Damage'''
 
|'''Small Weapon Damage'''
|&#43;60%
+
| +60%
|&#43;88%
+
| +88%
|&#43;116%
+
| +116%
|&#43;144%
+
| +144%
|&#43;172%
+
| +172%
|&#43;200%
+
| +200%
 
|- style="background:#0A2A0A;"
 
|- style="background:#0A2A0A;"
 
|'''Signature Radius'''
 
|'''Signature Radius'''
|&#45;15%
+
| -15%
|&#45;22%
+
| -22%
|&#45;29%
+
| -29%
|&#45;36%
+
| -36%
|&#45;43%
+
| -43%
|&#45;50%
+
| -50%
 
|}
 
|}
  
==Misc==
+
== Special wormhole systems ==
*Everybody loves Tech 3 Ships in W-Space because they provide the best efficiency/mass ratio which is important when jumping wormholes.
+
 
*An "eviction" is the act of an entity kicking another out of their home system. You might think of it as a SOV war, only in a single system instead of numerous regions.
+
=== [[Shattered wormhole systems|Shattered wormholes]] ===
*[[SuperCap|Supercapitals]] don't fit through wormholes. Don't try it.
+
There are a small number of so-called 'Shattered' Wormhole Systems, which are special enough that they have [[Shattered wormhole systems|their own page]] describing them.
*[[EVE University]] has its own [[Wormhole Campus]]!
+
 
 +
=== Thera ===
 +
[[File:Thera.jpg|400px|thumb|right|A wormhole leading to Thera]]
 +
With the introduction of the only named wormhole system [[Thera]], there are now wormholes that connect K-space and W-space to it. [[Thera]] has a number of connections, generally documented publicly at [http://www.eve-scout.com/ Eve-Scout].
 +
 
 +
=== Drifter Wormholes ===
 +
[[Drifters#Drifters Wormhole Systems|Drifter Wormhole systems]] are galactic portal hubs, with each generally having around 50-70 connections to known space. Each Drifter wormhole also has 6 static wormholes leading to C1-6 J-space: Z647, D382, O477, Y683, N062, and R474. Every Cosmic Signature in a Drifter Wormhole is guaranteed to be a wormhole. The known space side of Drifter wormholes are special in that they have a beacon called "unidentified wormhole" on the known space side. They do not appear as a signature so they do not need to be scanned down from the k-space side. They have unique wormhole signatures in known space:
 +
* C414 leading to J200727 (Pulsar) - Conflux
 +
* V928 leading to J164710 (Magnetar) - Vidette
 +
* R259 leading to J174618 (Wolf-Rayet) - Redoubt
 +
* S877 leading to J055520 (Red Giant) - Sentinel
 +
* B735 leading to J110145 (Cataclysmic Variable) - Barbican
 +
The incoming wormholes from these have a normal K162 signature when opened and need to be scanned down as usual. Both sides of Drifter womrholes are deadspaced, so warping to the wormhole will always land you ~80km of the hole. Warping to the wormhole at range can lead to landing close to the wormhole depending on alignment and orientation of the wormhole relative to the warp in location. Drifter battleships guard the k-space side of Drifter wormholes and attack anybody trying to pass them. They are capable of instalocking and can one shot an untanked exploration frigate. The Drifter battleships will warp between the unidentified wormholes of the system they spawn in if multiple exist. Otherwise they will slowly approach the Drifter hole and appear to jump, but will not actual transit the hole or appear on the other side. If a group of Drifter battleships jumps the hole like this a new group will spawn at the hole after a period of time. Drifters do not appear on the K162 side of Drifter wormholes.
 +
 
 +
All five Drifter wormhole system effects are C2-strength.
 +
 
 +
Each of the Drifter wormholes contain five multi-room Combat Sites (of different design in each system) which reset periodically and are patrolled by Sleepers and Drifters, and can be run (ideally with a small fleet) to obtain materials and produce the [[Medical boosters|Antipharmakon medical boosters]].
 +
 
 +
=== Other Unique Systems ===
 +
* J1226-0 (C4) is the only wormhole system in the game to have a hyphen (and not 6 numbers) in its name
 +
* J102834 (C6 Magnetar) is the only wormhole system in the game to have a named planet (its second planet, Eyjafjallajokull II, named after the [https://en.wikipedia.org/wiki/Eyjafjallaj%C3%B6kull#2010_eruptions real-life volcano] which famously erupted in 2010).
 +
* J005299 (C4) is occupied by Sansha's Nation with static connections to NS, C3 space, and C5 space. [https://wiki.eveuniversity.org/Shattered_wormhole_systems#J005299 Details]
 +
* J010556 (C4) is a Pulsar occupied by Sansha's Nation with static connections to HS, C1 space, and C2 space.
 +
* J011195 (C4) is occupied by Sansha's Nation with static connections to LS, C5 space, and C5 space.
 +
 
 +
== Misc ==
 +
* Everybody loves Tech 3 Ships in W-Space because they provide the best efficiency/mass ratio which is important when jumping wormholes.
 +
* An "eviction" is the act of an entity kicking another out of their home system. You might think of it as a SOV war, only in a single system instead of numerous regions.
 +
* "Hole control" is a situation where an entity has taken control of wormhole traffic in a Wormhole system. This can be done defensively to protect corporation assets during times of vulnerability (anchoring structures, PvE, etc) or could be done offensively to prevent reinforcement of a defensive force in the system.
 +
* [[SuperCap|Supercapitals]] don't fit through wormholes. Don't try it.
 +
* [[EVE University]] has its own [[Wormhole Community]]!
  
 
[[Category:Wormholes]]
 
[[Category:Wormholes]]

Latest revision as of 10:07, 26 July 2024

It has been suggested that this article or section be merged with Anoikis  to Wormhole space . ( Discuss )


Wormhole Space, also known as the Anoikis Galaxy, is a collection of semi-charted systems full of opportunity and danger. The discovery of Sleepers, an ancient Artificial Intelligence that dwells within Wormhole Space, led to groundbreaking new technology which in turn enabled the creation of Strategic Cruisers. Wormhole Space (W-Space, or J-Space because all wormhole system names consist of a J followed by 6 numbers) is lawless and has no CONCORD presence, Empire oversight, or Sovereign Alliances.

Wormhole Space Characteristics

Wormhole Space has roughly 2600 known systems, each classified as one of six levels. These are commonly referred to as C1, C2, C3, C4, C5 or C6. They represent how entrenched the Sleeper occupation is and how strong the system effects (see below) can be. Additionally, 100 of those systems are classified as Shattered Wormhole Space, i.e. they contain only shattered planets and no moons.

Wormhole Space has no Stargates or Stations. Prior to the release of Citadel, anybody choosing to live in W-Space had to do so out of a Player Owned Starbase and accept that Wormholes will be their sole means of interstellar transport. The new player-owned Citadels are replacing the functionality of the old POS system, and have given corporations a new avenue to make and defend their homes. Thera is a unique wormhole system that has 4 Sisters of EVE stations and a number of special properties.

Visually W-Space is surrounded with cloud-like nebulae, partially blocking vision into the reaches of space. It is believed that Anoikis resides in a dense Nebula, which in turn provides necessary physical criteria for the abundant resources which are considered rare or non-existent in New Eden.

Local chat in W-Space is different from K-Space. You or any other players will only show up in channel if you're actually chatting. Otherwise they simply won't show up. You will continue to show up in local chat after you've typed, until all other players witnessing your presence have jumped system or logged off. Therefore to see who's in system you need to use scouts and D-Scan. Even then a cloaky ship won't be noticeable until it decloaks or logs off.

Exploration Sites and Cosmic Anomalies

Exploration sites in W-Space are different from K-Space. They are inhabited by Sleepers, which provide the materials to build Tech 3 Ships (Tactical Destroyers and Strategic Cruiser). Bringing a Dreadnought or Carrier into Anomalies, Data or Relic sites will spawn additional battleships in Class 5 and 6 W-Space systems. These spawns called Capital Escalations drop decent amounts of loot, allowing you to make ISK without completely finishing the site. Only two Capital Escalations can be triggered per capital type, totalling at four. All sites despawn three downtimes after they've been activated (initiated warp to). If a site isn't completed it will despawn on the fourth downtime after its activation. Escalation waves will regenerate after every downtime so it's possible to keep on farming a site for days.

Ore sites are anomalies that contain asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. An ore site can contain every known ore and is lightly guarded.

W-Space classes C1-3 also contains the same Data and Relic sites that spawn in Nullsec. These do not have any rats, Sleeper or otherwise. However unlike standard W-Space exploration sites, the hackable containers explode if your hacking attempt fails too many times.

Cosmic Signatures

Cosmic Signatures need to be probed down. They come in 4 types:

  • Gas - These Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed for Tech 3 production and is lightly guarded. See Wormhole Gas Sites for more details on this.
  • Data - Data Sites will contain locked containers, containing items like datacores, which can be unlocked through Hacking. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded and can be escalated by capitals, unlike their K-Space counterparts.
  • Relic - Those sites will contain ancient relics in containers, which have to be opened through Archaeology. Ancient relics are needed to generate T3 blueprints through reverse engineering. Relic Sites are heavily guarded and can be escalated by capitals unlike their K-Space counterparts.
  • Wormhole - Not guarded by Sleepers, though it may be guarded by players. Unknown sites always indicate a Wormhole location, said wormhole will not spawn in its destination system until a player jumps through it. While it is by no means a guarantee, avoiding jumping wormhole signatures significantly reduces the chance that you will find yourself sharing the system with other players. It is worth noting that if a wormhole is opened towards you (your side is K162) the connection has been certainly established on both sides.

Other Activities

Production

W-Space has a structural advantage only in one area of production. This is unsurprisingly Tech 3 production. All the materials required for Tactical Destroyer and Strategic Cruiser (T3) hulls and subsystems originate from W-Space, giving W-Space a logistical advantage considering the buliness of the fullerene gases. It is also impossible to run a full T3 production line in high sec systems, further increasing this advantage.

For more information about Tech 3 Cruiser Production, you may start with the Tech 3 production page.

In addition to Tech 3 production, processes that aren't allowed in highsec space can be found in W-Space. The most notable is Drug manufacturing, utilizing the often short travel times to trade hubs -assuming you aren't unlucky- to import the necessary materials and exporting or locally selling the manufactured end-goods.

Anoikis Systems

Statics

Statics are a system variable. Each system will have a static (two for C2s and C4s), which will always have the same wormhole ID and lead you to the same class of W-Space or K-Space system as the previous one. When a static wormhole collapses a new static wormhole will spawn immediately, taking you to the same class of W-Space or K-Space.

Class 1 Systems

C1 systems are not very popular for harvesting or site running purposes. C1 statics only allow medium-sized ships, preventing anything larger than a battlecruiser to enter (Nestor is the only exception among battleships due to its low mass.) This makes rolling C1 holes fairly difficult. They are excellent for beginners. They're relatively safe, easy to run and require a low amount of skillpoints. A battlecruiser can solo the sites and a small cruiser gang will easily run the sites efficiently.

C1 systems have a niche role of being used by small Tech 3 Manufacturing Corporations. The low desirability of these locations and minimal assets make evictions less likely, although not unheard of. While some C1 corporations have reportedly tried to ward off intruders by building carriers, changes such as the Surgical Strike update and the introduction of Triglavian ships have reduced the effectiveness of capitals against mid-sized fleets and made this strategy relatively uncommon.

Class 2 System.jpg
Class 1 Systems
Maximum Mass 62,000 t Number 348
Minimum Mass 20,000 t Escalations None

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
Nullsec (Z060)
Lowsec (J244)
Hisec (N110)
Perimeter Ambush Point
Perimeter Camp
Phase Catalyst Node
The Line
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Perimeter Coronation Platform
Forgotten Perimeter Power Array
Unsecured Perimeter Amplifier
Unsecured Perimeter Information Center


Class 2 Systems

C2 wormhole systems have a special role in low-class Wormhole Space systems. They offer slightly more ISK than C1's and can be soloed by low skillpoint Battlecruiser pilots. Their special property is that they come with two statics. These statics provide guaranteed access to K-Space and W-Space.

Class 2 System.jpg
Class 2 Systems
Maximum Mass 300,000 t Number 525
Minimum Mass 20,000 t Escalations None

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
Hisec (B274) & C1 (Z647)
Hisec (B274) & C3 (O477)
Hisec (B274) & C4 (Y683)
Lowsec (A239) & C2 (D382)
Nullsec (E545) & C5 (N062)
Nullsec (E545) & C6 (R474)
Perimeter Checkpoint
Perimeter Hangar
The Ruins of Enclave Cohort 27
Sleeper Data Sanctuary
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Perimeter Gateway
Forgotten Perimeter Habitation Coils
Unsecured Perimeter Comms Relay
Unsecured Perimeter Transponder Farm


Class 3 Systems

C3 Systems are excellent for beginner wormhole corporations. They come with a K-Space statics of any kind, allowing you to pick your environment. C3's also offer good ISK for their difficulty, a battlecruiser gang with local rep or a little Tech 1 logi support will burn through the sites.

Class 3 System.jpg
Class 3 Systems
Maximum Mass 300,000 t Number 495
Minimum Mass 300,000 t Escalations None

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
Hisec (D845)
Lowsec (U210)
Nullsec (K346)
Fortification Frontier Stronghold
Outpost Frontier Stronghold
Solar Cell
The Oruze Construct
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Frontier Quarantine Outpost
Forgotten Frontier Recursive Depot
Unsecured Frontier Database
Unsecured Frontier Receiver


Class 4 Systems

Prior to the Hyperion expansion, C4 Systems were not very loved. C4 combat sites provide a little more ISK than C3 but require quite a bit more effort. C4s, like C5s and C6s, don't have statics to K-Space. However, unlike any other class, they never have any incoming wormholes from K-Space either, and never generate roaming connections to K-Space (other than M001 and Q003 small-ship wormholes). This means at least a two-jump chain to reach K-Space. It is worth noting however, that C4 residents like the space they live in mainly because C4s are lower maintenance both on the capital and active player front. C4s also grant access to frequent PvP.

Since the Hyperion expansion in 2014, all C4 Systems have two static wormholes. Each wormhole leads to another system in W-space. The wormholes are always different types (so you can't have a C4 system with two C3 statics, for example). All combinations exist except C1/C5, C1/C6, and C2/C6. Additionally, while data exists for wormholes connecting C4 system to K-Space systems (S074, N290, and K329), no wormholes of these types ever generate. However, wandering wormholes directly connecting to K-Space have recently started appearing, though rarely. This is only confirmed for High Sec space.


Class 3 System.jpg
Class 4 Systems
Maximum Mass 300,000 t Number 505
Minimum Mass 300,000 t Escalations None

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
C1 (P060)
C2 (N766)
C3 (C247)
C4 (X877)
C5 (H900)
C6 (U574)
Frontier Barracks
Frontier Command Post
Integrated Terminus
Sleeper Information Sanctum
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Frontier Conversion Module
Forgotten Frontier Evacuation Center
Unsecured Frontier Digital Nexus
Unsecured Frontier Trinary Hub


Class 5 Systems

C5 systems are the premium choice for most hardcore wormhole corporations : C5's are highly connectible to other C5's, giving the nickname "The C5 Highway" to such connections and chains.

Class 5 System.jpg
Class 5 Systems
Maximum Mass 1,350,000 t Number 512
Minimum Mass 300,000 t Escalations Yes

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
C1 (Y790)
C2 (D394)
C3 (M267)
C4 (E175)
C5 (H296)
C6 (V753)
Core Garrison
Core Stronghold
Oruze Osobnyk
Quarantine Area
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Core Data Field
Forgotten Core Information Pen
Unsecured Frontier Enclave Relay
Unsecured Frontier Server Bank


Class 6 Systems

The hardest system to tame of them all, C6 wormholes represent the pinnacle of wormhole life. In truth, there is much debate between C5 and C6 residents on the merits and drawbacks of C6 wormholes.

Class 3 System.jpg
Class 6 Systems
Maximum Mass 1,350,000 t Number 113
Minimum Mass 300,000 t Escalations Yes

Possible Statics Anomalies Ore Sites Gas Sites Relic Sites Data Sites
C1 (Q317)
C2 (G024)
C3 (L477)
C4 (Z457)
C5 (V911)
C6 (W237)
Core Citadel
Core Bastion
Strange Energy Readings
The Mirror
Average F.D.
Unexceptional F.D.
Uncommon C.D.
Ordinary P.D.
Common P.D.
Exceptional C.D.
Infrequent C.D.
Unusual C.D.
Rarified C.D.
Isolated C.D.
Barren P.R.
Minor P.R.
Ordinary P.R
Sizeable P.R.
Token P.R.
Bountiful F.R.
Vast F.R.
Instrumental C.R.
Vital C.R.
Forgotten Core Assembly Hall
Forgotten Core Circuitry Disassembler
Unsecured Core Backup Array
Unsecured Core Emergence


System Effects

Certain W-Space systems have effects that change the nature of your ship's statistics and/or modules. These phenomena only affect capsuleer ships, so Sleepers or structures won't be affected. The buff bar (above your capacitor) shows the wormhole effect in game. Third-party websites related to wormholes typically also list effects.

On August 26th, 2014, with the Hyperion update, System Effects were rebalanced. All tables are updated with these new balance numbers. Dev Blog

Pulsar

Pulsar systems are very powerful when utilized correctly. They provide large improvements to shield hitpoints and capacitor recharge time. They also greatly increase ship signature radii, enabling the effective use of much larger weapons than would be available in ordinary systems. Armor ships will suffer a resistance debuff, and should be used carefully or not at all. And finally, as a partial countermeasure to the capacitor recharge bonus (especially against capital ships), Energy Neutralizers and Noferatus are also greatly strengthened.

WH Pulsar.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Shield Capacity +30% +44% +58% +72% +86% +100%
Armor Resists -15% -22% -29% -36% -43% -50%
Capacitor Recharge Time -15% -22% -29% -36% -43% -50%
Signature Radius +30% +44% +58% +72% +86% +100%
NOS & Neut Drain Amount +30% +44% +58% +72% +86% +100%

Black Hole

Black Holes are systems for enthusiasts of high-speed, long-ranged missile ships. These systems feature an enormous bonus to ship velocity, missile velocity, and targeting range, and a further penalty to Stasis Webifier strength, making it difficult to hold down a speeding enemy even if you can catch them. However, they also greatly increase the inertia of ships in them, making it much slower to accelerate, change course, or align to warp.

WH Black Hole.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Missile Velocity +15% +22% +29% +36% +43% +50%
Missile Explosion Velocity +30% +44% +58% +72% +86% +100%
Vorton Projectors Explosion Velocity +30% +44% +58% +72% +86% +100%
Ship Velocity +30% +44% +58% +72% +86% +100%
Stasis Webifier Strength -15% -22% -29% -36% -43% -50%
Inertia +15% +22% +29% +36% +43% +50%
Targeting Range +30% +44% +58% +72% +86% +100%

Cataclysmic Variable

Cataclysmic Variable systems are an interesting paradox. On the one hand, they enormously increase the strength of remote repair modules, and the capacitor volume of the ships using them. (And while they also slow capacitor recharge times, the larger increase in volume results in increased stability.) On the other hand, they also greatly reduce the strength of local repair modules, and remote cap transmitters. The result is a system type which encourages group play with either spidertanked ships or heavy logistics support, but forces the use of locally cap-stable logistics ships and discourages capital warfare.

WH Cataclysmic Variable.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Local Armor Repair Amount -15% -22% -29% -36% -43% -50%
Remote Armor Repair Amount +30% +44% +58% +72% +86% +100%
Local Shield Repair Amount -15% -22% -29% -36% -43% -50%
Shield Transfer Amount +30% +44% +58% +72% +86% +100%
Capacitor Capacity +30% +44% +58% +72% +86% +100%
Capacitor Recharge Time +15% +22% +29% +36% +43% +50%
Remote Cap Transmitter Amount -15% -22% -29% -36% -43% -50%

Magnetar

Magnetars are among the most dangerous and sought-after systems in wormhole space. While they greatly penalize weapon accuracy and damage application, those penalties come as trade-offs for an enormous bonus to raw damage. Ships, both NPC and Capsuleer, die very fast in Magnetars. Damage of Vorton Projectors are affected by this effect too.

WH Magnetar.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Weapon Damage +30% +44% +58% +72% +86% +100%
Missile Explosion Radius +30% +44% +58% +72% +86% +100%
Vorton Projectors Explosion Radius +30% +44% +58% +72% +86% +100%
Drone Tracking -15% -22% -29% -36% -43% -50%
Targeting Range -15% -22% -29% -36% -43% -50%
Tracking Speed -15% -22% -29% -36% -43% -50%
Target Painter Strength -15% -22% -29% -36% -43% -50%

Red Giant

Red Giants are very specialized. While their main bonuses may not affect many commonly-used modules, the large bonus to Smartbomb damage and range opens up several combat strategies related to using dedicated smartbomb ships to clear fields of enemies. The other major effects, Overheat Effects and Overheat Damage, promote life on the edge (and training Thermodynamics...), as overheated modules become far more powerful than they would be normally, but also far more likely to burn out.

WH Red Giant.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Heat Damage +15% +22% +29% +36% +43% +50%
Overload Bonus +30% +44% +58% +72% +86% +100%
Smart Bomb Range +30% +44% +58% +72% +86% +100%
Smart Bomb Damage +30% +44% +58% +72% +86% +100%
Bomb Damage +30% +44% +58% +72% +86% +100%

Wolf Rayet

Wolf Rayets are partially opposite to Pulsars, penalizing shields, enhancing armor, and reducing signature radii to reduce the strength of large weapons. However, the most striking aspect of the Wolf Rayet effect is the unbelievably huge bonus to Small weapon damage. This damage bonus means that the rulers of Wolf Rayet combat are Frigates, Tactical Destroyers, and Cruisers fitted with Rapid Light Missile Launchers (as Rapid Lights are also considered "small" weapons, and are one of the few weapons systems that can effectively damage extremely-small-signature Frigates and Destroyers). Damage of small Vorton Projectors are affected by this effect too.

As an aside, Wolf Rayet systems in general are not to be confused with the so-called C13 Small Ship Shattered wormholes, which use C6-strength Wolf Rayet effects.

WH Wolf Rayet.jpg Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Armor HP +30% +44% +58% +72% +86% +100%
Shield Resist -15% -22% -29% -36% -43% -50%
Small Weapon Damage +60% +88% +116% +144% +172% +200%
Signature Radius -15% -22% -29% -36% -43% -50%

Special wormhole systems

Shattered wormholes

There are a small number of so-called 'Shattered' Wormhole Systems, which are special enough that they have their own page describing them.

Thera

A wormhole leading to Thera

With the introduction of the only named wormhole system Thera, there are now wormholes that connect K-space and W-space to it. Thera has a number of connections, generally documented publicly at Eve-Scout.

Drifter Wormholes

Drifter Wormhole systems are galactic portal hubs, with each generally having around 50-70 connections to known space. Each Drifter wormhole also has 6 static wormholes leading to C1-6 J-space: Z647, D382, O477, Y683, N062, and R474. Every Cosmic Signature in a Drifter Wormhole is guaranteed to be a wormhole. The known space side of Drifter wormholes are special in that they have a beacon called "unidentified wormhole" on the known space side. They do not appear as a signature so they do not need to be scanned down from the k-space side. They have unique wormhole signatures in known space:

  • C414 leading to J200727 (Pulsar) - Conflux
  • V928 leading to J164710 (Magnetar) - Vidette
  • R259 leading to J174618 (Wolf-Rayet) - Redoubt
  • S877 leading to J055520 (Red Giant) - Sentinel
  • B735 leading to J110145 (Cataclysmic Variable) - Barbican

The incoming wormholes from these have a normal K162 signature when opened and need to be scanned down as usual. Both sides of Drifter womrholes are deadspaced, so warping to the wormhole will always land you ~80km of the hole. Warping to the wormhole at range can lead to landing close to the wormhole depending on alignment and orientation of the wormhole relative to the warp in location. Drifter battleships guard the k-space side of Drifter wormholes and attack anybody trying to pass them. They are capable of instalocking and can one shot an untanked exploration frigate. The Drifter battleships will warp between the unidentified wormholes of the system they spawn in if multiple exist. Otherwise they will slowly approach the Drifter hole and appear to jump, but will not actual transit the hole or appear on the other side. If a group of Drifter battleships jumps the hole like this a new group will spawn at the hole after a period of time. Drifters do not appear on the K162 side of Drifter wormholes.

All five Drifter wormhole system effects are C2-strength.

Each of the Drifter wormholes contain five multi-room Combat Sites (of different design in each system) which reset periodically and are patrolled by Sleepers and Drifters, and can be run (ideally with a small fleet) to obtain materials and produce the Antipharmakon medical boosters.

Other Unique Systems

  • J1226-0 (C4) is the only wormhole system in the game to have a hyphen (and not 6 numbers) in its name
  • J102834 (C6 Magnetar) is the only wormhole system in the game to have a named planet (its second planet, Eyjafjallajokull II, named after the real-life volcano which famously erupted in 2010).
  • J005299 (C4) is occupied by Sansha's Nation with static connections to NS, C3 space, and C5 space. Details
  • J010556 (C4) is a Pulsar occupied by Sansha's Nation with static connections to HS, C1 space, and C2 space.
  • J011195 (C4) is occupied by Sansha's Nation with static connections to LS, C5 space, and C5 space.

Misc

  • Everybody loves Tech 3 Ships in W-Space because they provide the best efficiency/mass ratio which is important when jumping wormholes.
  • An "eviction" is the act of an entity kicking another out of their home system. You might think of it as a SOV war, only in a single system instead of numerous regions.
  • "Hole control" is a situation where an entity has taken control of wormhole traffic in a Wormhole system. This can be done defensively to protect corporation assets during times of vulnerability (anchoring structures, PvE, etc) or could be done offensively to prevent reinforcement of a defensive force in the system.
  • Supercapitals don't fit through wormholes. Don't try it.
  • EVE University has its own Wormhole Community!