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Exploration: Difference between revisions

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Removed some outdated info. Moving hacking info to data and relic sites.
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{{Exploration links}}{{related class | Exploration 101 }}
{{work in progress}}
{{Exploration links}}
{{related class | Exploration 101 }}
'''Exploration''' in EVE involves using scanning probes to locate [[Cosmic Signatures]] in space which may contain hackable containers with items inside, resources like [[Gas Cloud Mining|gas clouds]] or ore, [[wormholes]] to distant star systems, or collections of NPCs which may drop rare items. As a profession, exploration can be profitable and engaging, and offers better rewards for players willing to travel in more dangerous space. It has a low skill barrier, and new players can start exploring almost from day 1.
'''Exploration''' in EVE involves using scanning probes to locate [[Cosmic Signatures]] in space which may contain hackable containers with items inside, resources like [[Gas Cloud Mining|gas clouds]] or ore, [[wormholes]] to distant star systems, or collections of NPCs which may drop rare items. As a profession, exploration can be profitable and engaging, and offers better rewards for players willing to travel in more dangerous space. It has a low skill barrier, and new players can start exploring almost from day 1.


This article is intended to provide new players with all the information they need to get started in exploring in high-security space. More experienced players who are new to exploration
Players will learn what [[#Skills|skills]] are required to start exploring, what [[#Ships|ships]] and [[#Equipment and Modifications|equipment]] are best for the new explorer, what sorts of areas can be [[Scanning|located]] using the exploration mechanics, how to use [[Scanning|probes]] to track down hidden exploration sites, and how to use analyzer modules to hack into loot containers in exploration sites.
 
 
==Scanning==
{{main|Scanning}}
 
You’ve found a quiet system to explore and are safely nestled in a comfortable spot. Cocoa and blankets are optional. Time to explore! Pop open your ship’s scanner using the little button on your ship’s HUD that has a picture of a radar screen on it (or press ALT-P). While you were parking your ship somewhere, your scanner was busy! It’s more than likely tracked down a few points of interest throughout the system. Note that if your scanner readout says “No Signals Detected,” that means the system is currently empty. Head to a different system to explore, but note that you can always come back to this system again later to see if anything juicy has appeared.
 
Exploration sites are divided to cosmic signatures and cosmic anomalies basead on how they are located.
Cosmic Anomalies are areas of interest that radiate a strong enough signal that you can jump to them immediately after your ship scanner finds them. You don’t need to do any fancy probing or anything: just click and go! Of course, since everyone can easily see these sites, they’re typically less rewarding, and possibly more crowded than Cosmic Signatures.
Cosmic Signatures are the bread and butter of an explorer. These are hidden areas that cannot be warped to unless tracked down by probes. Because of this extra step, Cosmic Signature exploration areas can be very lucrative, even in high-sec space!
 
When you first enter a system, none of its Cosmic Signatures will have any identifying information besides a generic designation, such as “MRM-213.” However, much like Cosmic Anomalies, Cosmic Signatures come in several types. You just won’t know exactly what you are tracking down until you pull out your probes!


Players will learn what [[#Skills|skills]] are required to start exploring, what [[#Ships|ships]] and [[#Equipment and Modifications|equipment]] are best for the new explorer, what sorts of areas can be [[Scanning|located]] using the exploration mechanics, how to use [[Scanning|probes]] to track down hidden exploration sites, and how to use analyzer modules to hack into loot containers in exploration sites.
===Combat sites===
{{main|Combat sites}}
 
[[Combat sites]] can be found in many flavors. They all share the common element of killing rats for rewards. Combat sites are generally split into two categories, anomalies and signatures, depending on how they are found.
 
The most commonly found combat sites are [[Combat_sites#Combat_anomalies|combat cosmic anomalies]]. They are visible in scanner window as soon as you jump into a system and require no specialized scanning equipment. They are always ungated pockets in space with multiple waves of rats.
 
A specific type of cosmic anomalies is besieged covert research facility. These sites are found in low security space only and are harder than the normal anomalies. The rats in these will attempt to shoot into your lowest resist so omni tank is needed.
 
[[Combat_sites#Cosmic_signatures|Combat cosmic signatures]] are harder to find. They need to be [[Scanning|scanned]] with probes and are generally rarer than anomalies. They are made up of several “rooms” of [[deadspace]] connected by Acceleration Gates, and they frequently have containers filled with great loot. Of course, they are also guarded by large numbers of NPC ships. These combat sites are further divided into unrated and DED rated complexes. The differences between the two are mostly cosmetic.
 
===Relic and Data sites===
{{main|Relic and data sites}}
 
[[Relic and data sites]] require [[hacking]] to gain acces to the goods. They are found by scanning with probes. They can be divided to groups based on what challenges they contain.
 
Pirate relic and data sites do not contain any dangers. You just need to scan the site down, [[hacking|hack]] the containers with and grab the goods. This is usually done in defenseless frigate in lawless space so watch out for other players. Drone data sites are similar but failing the hack spawns hostile drones. The drones are weak and even T1 scanning frigate can handle them. Pirate relic and data sites are found in normal space and class 1-3 wormholes. In drone regions only drone data sites are found.
 
[[Ghost Site]] are more dangerous data sites found in normala space. In them you have limited time to hack and failed hacks will blow up the container and damage your ship. These sites can be identified from "Covert Research Facility" in their name.
 
Sleeper caches are the most complilcated data sites. They contain traps and enviromental hazards, single mistake can get poorly fit ship killed. The ycome in three flavors: [[Limited Sleeper Cache]], [[Standard Sleeper Cache]] and [[Superior Sleeper Cache]]. The limited sleeper cache is for frigates while the other two require more powerful ships.
 
===Gas sites===
 
Gas sites contain gas clouds that can be [[Gas cloud harvesting|harvested]] for resources. The resources gathered in normal space are used for [[Medical boosters|boosters]] while the resources in wormholes are used in [[Tech 3 Production|T3 production]].
 
In certain regions there are also [[Combat_sites#Chemical_labs|gas site combat sites]]. These sites contain two waves of rats and containers that need to be hacked to get access to the rewards. They contain drug related commodities, blueprints, implants and skillbooks.
 
===Ore sites===
 
Ore sites are cosmic anomalies and do not require probes to be located. These sites are temporary pockets filled with either [[Ice harvesting|ice asteroids]], which can be mined for fuel components, or regular asteroids of a rarer type not normally found in that system. You can tell what kind of asteroids are within the site by the site’s name: they’re pretty obvious.
 
===Wormholes===
{{main|Wormholes}}
 
Wormholes are temporary gates that can take your ship from your current system to almost anywhere else in space. They are cosmic signatures and need to be scanned with probes. Some wormholes go to highsec, lowsec, or nullsec space, and are sometimes valuable shortcuts around the universe. Some go to dangerous “uncharted” areas referred to as “wormhole space” or “w-space.” W-space areas contain the most lucrative exploration sites in the game, but most of them are guarded by powerful Sleeper NPCs, even the Relic and Data Sites that are so tame in high-sec. (As of the Phoebe release in late 2014, nullsec Relic and Data sites with Sansha, Blood Raider, Guristas, Angel and Serpentis in their names are unguarded sites in WH space. So after learning more about WH's, if you have enough data/relic skills, you could consider running these.) For these reasons, at the start of your career, you should leave wormholes alone... but don’t forget about them! Later articles will go into how you can begin dipping your exploration toe into the vast, untamed pond of wormhole space. See the [[Wormholes]] information.
 
====Sites in wormhole space====
 
Wormhole space has its own sets of sleeper sites unique to each wormhole class. The sleepers defend these sites, for more information see [[Wormholes]].
 
Lower class 1-3 wormholes also contain pirate data and relic sites. These are identical to sites found in normal null security space.


= Getting Started as an Explorer =
== Getting Started as an Explorer ==
== Skills ==
=== Skills ===
{{main|Exploration skills}}
{{main|Exploration skills}}
Much like mining, exploration doesn’t require a high skill level to get started. The three basic exploration-related skills follow.
Much like mining, exploration doesn’t require a high skill level to get started. The three basic exploration-related skills follow.
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** Not as important at the start of your career, Acquisition speeds up how long a single scanning cycle takes—normally 10 seconds. Later on, when scanning in hostile territory, or attempting to probe for the location of an enemy ship, Acquisition becomes an important supplemental skill, but as a new explorer, patience suffices.
** Not as important at the start of your career, Acquisition speeds up how long a single scanning cycle takes—normally 10 seconds. Later on, when scanning in hostile territory, or attempting to probe for the location of an enemy ship, Acquisition becomes an important supplemental skill, but as a new explorer, patience suffices.


== Ships ==
=== Ships ===
Any ship with a high slot can fit a Probe Launcher and start to explore. Keep this in mind as you advance in your career and start thinking about fitting ships to accomplish multiple tasks (i.e., explore in hostile territory, explore and complete any Combat Sites located).
Any ship with a high slot can fit a Probe Launcher and start to explore. Keep this in mind as you advance in your career and start thinking about fitting ships to accomplish multiple tasks (i.e., explore in hostile territory, explore and complete any Combat Sites located).


However, a new explorer would benefit most flying a ship specifically designed for exploration: a '''Tech 1 Exploration Frigate'''. Each race has one.
Certain ships have bonuses specifically for scanning and exploration. These do not always have best price/performance ratio. Especially for high sec combat sites a T1 cruiser is best starting ship even though it has no bonuses for scanning.
 
Each race has a T1 frigate with a 7.5% increase to scan strength of probes per level of racial frigate skill trained. They also gain +5 bonus to virus strength that helps with [[hacking]]. These hulls are the starting hulls for scanning and hacking career. At the end of the day, feel free to use whichever frigate you fly easiest (usually the one produced by your race), as they all run pretty closely in effectiveness.


* Gallente [[Imicus]]
* {{sh|Magnate}} The magnate has limited number of mid slots, requiring it to make some tough decisions about what kind of equipment to take.
** The Imicus has the best drone capabilities of any Tech 1 Exploration Frigate, making it a good choice if you’d like to use your exploration ship for some very light PvE duty.
* {{sh|Heron}} The heron enjoys largest number of mid slots among exploration frigates.
* Minmatar [[Probe]]
* {{sh|Imicus}} The Imicus has the best drone capabilities of any Tech 1 Exploration Frigate, making it a good choice if you’d like to use your exploration ship for some very light PvE duty.
** The Probe has enough mid slots for all the exploration modules you will want, plus 3 low slots for a defensive [[Armour Tanking|armour tank]], or whatever other miscellaneous modules you think you may need.
* {{sh|Probe}} The Probe has enough mid slots for all the exploration modules you will want, plus 3 low slots for a defensive [[Armour Tanking|armour tank]], or whatever other miscellaneous modules you think you may need.  
* Amarr [[Magnate]]
** In a post-Odyssey world, the Magnate suffers a bit as an exploration frigate choice due to its limited number of mid slots, requiring it to make some tough decisions about what kind of equipment to take exploring, and what to leave back at the station.
* Caldari [[Heron]]
** The Heron mainly benefits from having 5 mid slots. As we will learn below, the standard fitting for a beginner’s exploration ship requires 4 mid slots, meaning that the Heron has an empty mid slot to further improve its exploration capabilities or defense.


All four ships give a 7.5% increase to scan strength of probes per Racial Frigate level, as well as a static +5 bonus to the Virus Strength of any Relic or Data Analyzers you fit. Each also gives a small bonus to Salvager cycle time, in case you occasionally use your ship to salvage wrecks. Useful bonuses all around!
Covops ships are the direct upgrade from T1 scanning frigate. They get a 10% per level bonus to scanning, +10 bonus to virus strength and can use covert ops cloaking device.


At the end of the day, feel free to use whichever frigate you fly easiest (usually the one produced by your race), as they all run pretty closely in effectiveness.
* {{sh|Anathema}}
* {{sh|Buzzard}}
* {{sh|Helios}}
* {{sh|Cheetah}}


Later in your career as an Explorer, you will likely move to the Tech2 version of the above ships ([[Helios]], [[Cheetah]], [[Anathema]], [[Buzzard]]) which have slightly better bonuses, and can fit a Covert Ops Cloak; and much later, into your race's Tech 3 [[Strategic Cruiser]] with the appropriate Emergent Locus Analyzer subsystem installed.
The [[Sisters_of_Eve|Sisters of EVE]] faction ships all have a 37.5% role bonus to scanning and the frigate and cruiser are also able to fit a Covert Ops cloak. They also get bonus to armor resists, energy turrets and drones and virus strength making them capable combat crafts and hackers. They have lower skill requirements than CovOps T2's, but they are insanely expensive compared to other t1 ships and considerably more expensive than t2 ships.
* {{sh|Astero}} Frigate. Most commonly used for hacking but can do lower level combat sites too.
* {{sh|Stratios}} Cruiser. While it has hacking bonus it is more suited to combat sites.


The Sisters of EVE ships ([[Astero]], [[Stratios]], [[Nestor]]) have good exploration bonuses, better tank, and can fit the Covert Ops Cloak, but are much more expensive than the Tech 2 exploration frigates.
The Society of Conscious Thought ships gain same 37.5% scan probe strength as sisters ships. They also gain bonus to all weapons systems making them well rounded ships capable of doing combat sites.
* {{sh|Gnosis}}
* {{sh|Sunesis}}


== Equipment and Modifications ==
=== Equipment and Modifications ===
=== Probes and Probe Launchers ===
==== Probes and Probe Launchers ====
The key module required for exploration, the Probe Launcher, fits in a ship’s high slot. Probes and Probe Launchers come in several different varieties, but as a beginning explorer, you should only concern yourself with one type of each.
The key module required for exploration, the Probe Launcher, fits in a ship’s high slot. Probes and Probe Launchers come in several different varieties, but as a beginning explorer, you should only concern yourself with one type of each.


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Consider looking into these as an upgrade once you’re starting to get the hang of exploration, but remember EVE Rule #1: don’t use them if you can’t afford to lose them!
Consider looking into these as an upgrade once you’re starting to get the hang of exploration, but remember EVE Rule #1: don’t use them if you can’t afford to lose them!


=== Core Exploration Modules ===
==== Core Exploration Modules ====
In addition to your Probe Launcher for finding exploration sites, you’ll need a few core pieces of equipment in order to effectively plunder what you find for loot! These all fit in mid slots on your frigate.
In addition to your Probe Launcher for finding exploration sites, you’ll need a few core pieces of equipment in order to effectively plunder what you find for loot! These all fit in mid slots on your frigate.


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While the above three are “core” modules for running exploration sites, you are also strongly recommended to fit your ship with a 5MN Microwarpdrive module to make travel to and around scanned areas much easier. This makes a total of four mid slot modules—one more than the Amarr Magnate can fit. If you’re piloting one of those, you’ll have to make occasional decisions about which of these four modules to leave back at the station. In most situations, you’ll leave behind the Cargo Scanner or Microwarpdrive, but if you know for a fact that you'll only be exploring one type of site (Relic or Data), you can always temporarily forgo the Analyzer of the type that you won’t need.
While the above three are “core” modules for running exploration sites, you are also strongly recommended to fit your ship with a 5MN Microwarpdrive module to make travel to and around scanned areas much easier. This makes a total of four mid slot modules—one more than the Amarr Magnate can fit. If you’re piloting one of those, you’ll have to make occasional decisions about which of these four modules to leave back at the station. In most situations, you’ll leave behind the Cargo Scanner or Microwarpdrive, but if you know for a fact that you'll only be exploring one type of site (Relic or Data), you can always temporarily forgo the Analyzer of the type that you won’t need.


=== Rounding Out Your Fitting ===
==== Rounding Out Your Fitting ====
After fitting your Probe Launcher and exploration modules, you’ll have some space leftover for other equipment. What you choose here depends on your playstyle, but some general recommendations follow. The author also recommends that you take a peek at the [[Fitting Modules and Rigs Guide]] for more information on the sorts of options available to you here.
After fitting your Probe Launcher and exploration modules, you’ll have some space leftover for other equipment. What you choose here depends on your playstyle, but some general recommendations follow. The author also recommends that you take a peek at the [[Fitting Modules and Rigs Guide]] for more information on the sorts of options available to you here.


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Most explorers will use a high slot to fit a cloaking device on their frigate: in this case, a Prototype Cloaking Device I. The topic of [[Cloaking]] goes beyond the scope of this article, and generally unnecessary for any high-sec exploration that you undertake, but keep it in mind for your future development as an explorer.
Most explorers will use a high slot to fit a cloaking device on their frigate: in this case, a Prototype Cloaking Device I. The topic of [[Cloaking]] goes beyond the scope of this article, and generally unnecessary for any high-sec exploration that you undertake, but keep it in mind for your future development as an explorer.


==== High-Sec PvE Combat ====
==== PvE Combat ====
You may reasonably add a few modules to make your ship capable of handling some of the easier combat encounters that you’ll encounter while probing high-sec space. Specific fits will vary depending on your choice of frigate, but some options follow.
You may reasonably add a few modules to make your ship capable of handling some of the easier combat encounters that you’ll encounter while probing high-sec space. Specific fits will vary depending on your choice of hull, but some options follow.


* Weapons
* Weapons
** You’ll likely have one or two high slots available for weapon turrets or missile launchers. None of the Tier 1 Exploration Frigates get bonuses to weapons, so use whatever weapon you have trained (generally tied to your race). Since Exploration Frigates don't slug things out well, consider longer-range options.
** You’ll have few high slots available for weapon turrets or missile launchers.  
* An armor or shield tank
* An armor or shield tank
** Tanking goes beyond the scope of this article, but thankfully the University has good lessons in place already for both [[Tanking]]. Equipping your ship with a few appropriate tanking modules will increase its survival rate if you decide to tangle with easier NPC targets. Note that you should never try to build both a shield tank AND armour tank on the same ship, and that shield tanking generally requires mid slots, of which your exploration kit already eats three. Beyond those caveats, a Shield Extender or some Armor Plates might make the difference between successful retreat and successful ejection from your freshly destroyed ship.
** Tanking goes beyond the scope of this article, but thankfully the University has good lessons in place already for both [[Tanking]]. Equipping your ship with a few appropriate tanking modules will increase its survival rate if you decide to tangle with easier NPC targets. Note that you should never try to build both a shield tank AND armour tank on the same ship, and that shield tanking generally requires mid slots, of which your exploration kit already eats three. Beyond those caveats, a Shield Extender or some Armor Plates might make the difference between successful retreat and successful ejection from your freshly destroyed ship.
* A Salvager
** Salvaging the wrecks left by destroyed NPC ships supplements a new player’s income, so consider strapping a Salvager I module to your frigate if you intend to tangle with Combat Sites. Note that if you will only take your ship through non-Combat Sites (Data Sites and Relic Sites), you don’t need a Salvager. Some such sites did require a Salvager before Odyssey! You can find more info on salvaging at [[Salvaging 101]].
* Drones
* Drones
** Exploration Frigates have limited combat capability, but can all carry a payload of drones to make quick work of NPC frigates. The author advises you to carry a full Drone Bay of appropriate light scout drones any time you plan to run high-sec Combat Sites. Indeed, since they don’t cost much and have no downside to keeping them on hand, feel free to carry them anytime! Drones help in a wide variety of situations in Eve, so definitely give [[Drones 101]] a read and learn more about these incredible little guys.
** Exploration Frigates have limited combat capability, but can all carry a payload of drones to make quick work of NPC frigates. The author advises you to carry a full Drone Bay of appropriate light scout drones any time you plan to run high-sec Combat Sites. Indeed, since they don’t cost much and have no downside to keeping them on hand, feel free to carry them anytime! Drones help in a wide variety of situations in Eve, so definitely give [[Drones]] a read and learn more about these incredible little guys.
** If using drones, the author recommends a Drone Damage Amplifier to improve their offensive capability for a low-power slot.
** If using drones, the author recommends a Drone Damage Amplifier to improve their offensive capability for a low-power slot.


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* Several mid slot modules exist that increase your scanning abilities: the Scan Acquisition Array, the Scan Pinpointing Array and the Scan Rangefinding Array.  These "green" modules can be used to improve your scanning ability, but are generally not needed for scanning down high-sec Data or Relic sites—and more likely than not, you won’t have the mid slots open for them anyway!  (Their real use is for improving your ability to scan down enemy ships with Combat Probes.)
* Several mid slot modules exist that increase your scanning abilities: the Scan Acquisition Array, the Scan Pinpointing Array and the Scan Rangefinding Array.  These "green" modules can be used to improve your scanning ability, but are generally not needed for scanning down high-sec Data or Relic sites—and more likely than not, you won’t have the mid slots open for them anyway!  (Their real use is for improving your ability to scan down enemy ships with Combat Probes.)
* Low-slot Inertial Stabilizers, Nanofiber Structures, and Overdrive Injectors increase ship agility and speed. Speed always helps, as it makes maneuvering between exploration site structures easier, and makes it more likely for you to escape if something goes wrong. Of those three modules, Nanofiber Structures will probably benefit you most, as they raise several speed/agility related stats in exchange for a none-too-painful drawback.
* Low-slot Inertial Stabilizers, Nanofiber Structures, and Overdrive Injectors increase ship agility and speed. Speed always helps, as it makes maneuvering between exploration site structures easier, and makes it more likely for you to escape if something goes wrong. Of those three modules, Nanofiber Structures will probably benefit you most, as they raise several speed/agility related stats in exchange for a none-too-painful drawback.
* Alternately, a low-slot Expanded Cargohold will increase your cargo capacity by up to 20%, at the expense of velocity and structure HP. This can be useful if you're exploring far from home, and you'd like to cram in just a bit more loot before heading back to base—but this became less necessary after the Data site loot was shrunk (to 0.10m<sup>3</sup> from 1.0m<sup>3</sup>) in a 2014 release.


==== Rigs ====
==== Rigs ====
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At this point, it is assumed that you are in an exploration ready vessel, much like the one outlined in the above section, and that you are packing a payload of at least 8 Core Scanner Probes.
At this point, it is assumed that you are in an exploration ready vessel, much like the one outlined in the above section, and that you are packing a payload of at least 8 Core Scanner Probes.


== A Good Place to Start ==
=== A Good Place to Start ===
When you first begin exploring, you will likely want to stick to high-security space: systems with a security status anywhere from 0.5 to 1.0. You will be pretty safe in these systems, but there are some best practices you can start to follow so that they are routine as you move into exploring more dangerous space.
When you first begin exploring, you will likely want to stick to high-security space: systems with a security status anywhere from 0.5 to 1.0. You will be pretty safe in these systems, but there are some best practices you can start to follow so that they are routine as you move into exploring more dangerous space.


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** After finding a safe spot for your ship, an extra precaution you can take is to '''point your ship in a semi-random direction away from the system’s major points of interest and (if you're not cloaked) then activate your Afterburner or Microwarpdrive'''. You can safely do this while focusing the majority of your attention on your probing. This is very helpful if you are flying without a cloak: the forward momentum makes it harder for hostile players to track you down, and even if they manage to, you will have a head start on them and should be able to escape!
** After finding a safe spot for your ship, an extra precaution you can take is to '''point your ship in a semi-random direction away from the system’s major points of interest and (if you're not cloaked) then activate your Afterburner or Microwarpdrive'''. You can safely do this while focusing the majority of your attention on your probing. This is very helpful if you are flying without a cloak: the forward momentum makes it harder for hostile players to track you down, and even if they manage to, you will have a head start on them and should be able to escape!


== Checking Your Ship Scanner ==
You’ve found a quiet system to explore and are safely nestled in a comfortable spot. Cocoa and blankets are optional. Time to explore! Pop open your ship’s scanner using the little button on your ship’s HUD that has a picture of a radar screen on it (or press ALT-P). While you were parking your ship somewhere, your scanner was busy! It’s more than likely tracked down a few points of interest throughout the system. Note that if your scanner readout says “No Signals Detected,” that means the system is currently empty. Head to a different system to explore, but note that you can always come back to this system again later to see if anything juicy has appeared.
There are two types of signal that your scanner may have just picked up: '''Cosmic Anomalies''' and '''Cosmic Signatures'''.
=== [[Cosmic Anomalies]] ===
[[Cosmic Anomalies]] are areas of interest that radiate a strong enough signal that you can jump to them immediately after your ship scanner finds them. You don’t need to do any fancy probing or anything: just click and go! Of course, since ''everyone'' can easily see these sites, they’re typically less rewarding, and possibly more crowded than Cosmic Signatures.
Cosmic Anomalies come two main flavors...
* '''Combat Sites'''
** Regular versions of these sites are a single area filled with several waves of NPC opponents. Blow them up for bounties and loot! Check the [[Cosmic Anomalies]] page for information on the general difficulty of these sites. If you built the High-Sec PvE Combat frigate outlined earlier, you should be able to handily deal with Cosmic Anomalies of the lowest two difficulties (Burrows and Hideaways).
** A special kind is a Besieged/Contested '''Covert Research Facility'''.  These are serious Combat sites, that contain a bunch of NPCs including Mordu's Legion Battleships!  As an explorer, avoid these at all costs!
* '''Ore Sites'''
** These sites are temporary pockets filled with either ice asteroids, which can be mined for fuel components, or regular asteroids of a rarer type not normally found in that system. You can tell what kind of asteroids are within the site by the site’s name: they’re pretty obvious. These can be interesting places to head if you’ve cross-trained as a miner, but remember, because they are so easily found, they will likely be filled with other pilots, both friendly and less so.
=== [[Cosmic Signatures]] ===
[[Cosmic Signatures]] are the bread and butter of an explorer. These are hidden areas that cannot be warped to unless tracked down by probes. Because of this extra step, Cosmic Signature exploration areas can be very lucrative, even in high-sec space!
When you first enter a system, none of its Cosmic Signatures will have any identifying information besides a generic designation, such as “MRM-213.” However, much like Cosmic Anomalies, Cosmic Signatures come in several types. You just won’t know exactly what you are tracking down until you pull out your probes!
* '''Combat Sites'''
** Combat Sites that are tracked as Cosmic Signatures are more complex than Cosmic Anomalies: indeed, they ''are'' complexes! Complexes are EVE’s version of “dungeons”. They are made up of several “rooms” of space connected by Acceleration Gates, and they frequently have containers filled with great loot. Of course, they are also guarded by large numbers of NPC ships. Cosmic Signature Combat Sites come in two general flavors, both of which are more difficult than the equivalent Cosmic Anomaly site: [[Scanning:Scan_Results#DED_Rated_Complexes|DED Rated Complexes]] and [[Scanning:Scan_Results#Unrated_Complexes|Unrated Complexes]]. While the High-Sec PvE Combat frigate listed above ''might'' be able to clear the 1/10 difficulty version of these Combat Sites, you’re probably better off fielding a separate, combat-oriented ship to deal with them. Just probe down the site’s location, save it as a bookmark by right-clicking on it, then pilot a bigger, angrier ship in and enjoy!  Or make friends by sharing the bookmark with others, and letting them run the combat site.
* '''Relic Sites'''
** Relic Sites are locations filled with abandoned structures filled with salvage and other loot. Best of all, in regular (non-wormhole) space, they’re filled ''only'' with valuables: no NPC defenders. Your exploration frigate can happily sail into these sites and use their Relic Analyzer on the structures within to pry out valuables.  See more details below on the hacking minigame, and/or see [[Hacking 101]].
* '''Data Sites'''
** Data Sites work exactly like Relic Sites, but they require a Data Analyzer to access.  They contain valuable loot in hackable cans, and no NPCs. Items worth millions of ISK sometimes drop here even in high-sec, so keep a sharp eye out for them!
* '''Sleeper Caches''' (which show as Data sites in the probe signature list)
** Sleeper Caches are similar to Relic & Data Sites, but they require both a Data Analyzer and a Relic Analyzer.  They are difficult to scan down completely, without high scanning skills/bonuses.  They contain valuable loot in hackable cans, with some NPC Sentry Guns, invisible minefields, and explosive/corrosive clouds.  These sites come in three variants: [[Limited Sleeper Cache|Limited]], Standard, and [[Superior Sleeper Cache|Superior]].  Explorers should have high hacking and archeology skills and bonused ships with a self-repairing tank before attempting these sites.  These sites often include multiple "rooms" with hidden rooms and objects and will test and explorers skills. Storyline BPCs and sleeper "blue" loot worth many tens (or hundreds?) of millions of ISK sometimes drop here even in high-sec, so keep a sharp eye out for them, if you're prepared -- these are '''not''' for beginners.  (See [[3P38 Sleeper Nexus#Sleeper_Caches:_A_Preamble|3P38 Sleeper Nexus]] for a great tutorial on Sleeper Caches.)
*  '''[[Ghost Site|Ghost Sites]]''' (which show as Data sites in the probe signature list)
** They are tagged as Lesser/Standard/Improved/Superior '''Covert Research Facility'''.
** They have NPCs and hacking.  They can be run with good skills, and sufficient tank (usually a cruiser).  Before attempting these, see [[Ghost Site]] for a lot more details.
* '''Gas Sites'''
** Most high-sec Gas Sites are Nebulas, which are quiet, undefended areas that have several gas clouds that can be harvested with specialized, expensive equipment. Sadly, most high-sec gasses are not worth much ISK, either, meaning that most new explorers should avoid these sites. Gas Sites are more lucrative in lower-security space, which you likely won’t venture into at first.
** Occasionally, a Gas Site may be a Lab or other facility that pirates have set up to harvest the gas for themselves. These areas are a combination of Combat Site and Data Site, and contain hackable structures that are guarded by NPC opponents.
** Gas sites in K-Space yield gas that is used to make Boosters/Drugs.
** Gas sites in WH-space yield gas that is used in the [[Tech 3 Production|manufacture of T3 components]].
** See [[Gas Cloud Mining]] for more details.
* '''Wormholes'''
** Wormholes are temporary gates that can take your ship from your current system to almost anywhere else in space.  Some wormholes go to highsec, lowsec, or nullsec space, and are sometimes valuable shortcuts around the universe.  Some go to dangerous “uncharted” areas referred to as “wormhole space” or “w-space.”  W-space areas contain the most lucrative exploration sites in the game, but most of them are guarded by powerful Sleeper NPCs, even the Relic and Data Sites that are so tame in high-sec.  (As of the Phoebe release in late 2014, nullsec Relic and Data sites with Sansha, Blood Raider, Guristas, Angel and Serpentis in their names are unguarded sites in WH space.  So after learning more about WH's, if you have enough data/relic skills, you could consider running these.)  For these reasons, at the start of your career, you should leave wormholes alone... but don’t forget about them! Later articles will go into how you can begin dipping your exploration toe into the vast, untamed pond of wormhole space.  See the [[Wormholes]] information page and the [[Wormholes 100]] class for more detailed information.


== Probing Down an Exploration Site ==
== Probing Down an Exploration Site ==
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Collaboration with other capsuleers can increase one's productivity. Through the use of [[bookmarks]] corp members can share signatures, and via various third-party tools players can share additional information.
Collaboration with other capsuleers can increase one's productivity. Through the use of [[bookmarks]] corp members can share signatures, and via various third-party tools players can share additional information.
== Mapping Tools ==


Mapping tools generally focus on wormhole chains to be used by travelers. EVE University uses the [[WHC_Mapper|WHC Mapper]] tool that is available to '''all''' E-Uni campuses.
Mapping tools generally focus on wormhole chains to be used by travelers. EVE University uses the [[WHC_Mapper|WHC Mapper]] tool that is available to '''all''' E-Uni campuses.