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Mul-Zatah Monastery: Difference between revisions

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|signature strength=5% in High, 10% in Low
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'''Mul-Zatah Monastery''' is a combat site that can be scanned down with probes, and can be found in high and low security space in the Amarr regions. Alternatively it can be received as an escalation from a [[Blood Refuge]].
'''Mul-Zatah Monastery''' is a DED 4/10 combat site that can be scanned down with probes, and can be found in high and low security space in the Amarr regions. Alternatively it can be received as an escalation from a [[Blood Refuge]].


The site is behind an acceleration gate.  Battlecruiser hulls and below can access it. Strategic (T3) Cruisers can not enter the site.
The site is behind an acceleration gate.  Battlecruiser hulls and below can access it. Strategic (T3) Cruisers can not enter the site.[[File:mzm_pretty_picture.png|thumb|400px|Inner Sanctum]]
 
The site is a DED 4/10 combat site.  Due to heavy neuting, a kiting ship or a ship that requires no cap to operate is highly recommended.
[[File:mzm_pretty_picture.png|thumb|400px|Inner Sanctum]]


== Walkthrough ==
== Walkthrough ==
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{{MessageBox|Expedition start
{{MessageBox|Expedition start
|The Mul-Zatah Monastic order has for a long time maintained close links with Omir Sarikusa and the Blood Raider Covenant. The order is considered by most law enforcement agents to pose a limited threat to security, since they seem to keep to themselves for the most part. They are, however, notoriously intolerant of trespassers near their monasteries and it is not advisable to approach lightly armed.
|The Mul-Zatah Monastic order has for a long time maintained close links with Omir Sarikusa and the Blood Raider Covenant. The order is considered by most law enforcement agents to pose a limited threat to security, since they seem to keep to themselves for the most part. They are, however, notoriously intolerant of trespassers near their monasteries and it is not advisable to approach lightly armed.
DED Threat Assessment: Risky (4 of 10)}}
DED Threat Assessment: Risky (4 of 10)}}The enemies in each room remain passive until the player takes aggressive action.  Therefore, sniper-fit ships can easily and safely move to long range before starting combat, and can kill enemies well before the enemies get in range to do damage.
 
Short-range combat ships will face a lot of enemy cap neutralizers, so a fit that requires low or no cap to operate is recommended.


=== Room #1 ===
=== Room #1 ===
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Corpum C-Type modules can be:
 
Possible deadspace modules:
 
{| class="wikitable complex sortable"
{| class="wikitable complex sortable"
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