More actions
m Djavin novienta moved page Techs, Tiers and Meta levels to Tech and meta levels |
Added anchors. |
||
| Line 21: | Line 21: | ||
===Tech 1 (Meta 0)=== | ===Tech 1 (Meta 0)=== | ||
{{anchor|Meta 0}} | |||
These are the basic modules that are [[Manufacturing#T1 Production|manufactured by players]] from blueprints seeded on the market by NPCs. Meta 0 modules have no Meta level attribute visible in their attributes. They have generic names based on their type such as "1MN Afterburner I". | These are the basic modules that are [[Manufacturing#T1 Production|manufactured by players]] from blueprints seeded on the market by NPCs. Meta 0 modules have no Meta level attribute visible in their attributes. They have generic names based on their type such as "1MN Afterburner I". | ||
| Line 26: | Line 27: | ||
===Tech 1 (Meta 1-4)=== | ===Tech 1 (Meta 1-4)=== | ||
{{anchor|Tech 1}} | |||
These are dropped by NPC ships and are not manufactured by players. The higher the meta level the better quality the item. Higher meta level items are more effective and usually have lower fitting requirements as well, but this is not always the case. Meta level 1-4 items do not require more skills to use than meta 0. Because of their better performance higher meta level modules will have a higher price on the market. | These are dropped by NPC ships and are not manufactured by players. The higher the meta level the better quality the item. Higher meta level items are more effective and usually have lower fitting requirements as well, but this is not always the case. Meta level 1-4 items do not require more skills to use than meta 0. Because of their better performance higher meta level modules will have a higher price on the market. | ||
| Line 41: | Line 43: | ||
===[[File:Icon tech2.png|24px]] Tech 2 (Meta 5)=== | ===[[File:Icon tech2.png|24px]] Tech 2 (Meta 5)=== | ||
{{anchor|Tech 2}} | |||
Often shortened to "T2", these modules are manufactured by players through the [[Invention]] process. T2 modules are usually more effective than Tech 1 Meta 4 modules, but sometimes they are identical (and, in rare cases, slightly worse). Tech 2 modules usually require more skills to use than Tech 1 modules, and they usually take more CPU and/or Powergrid to fit. T2 modules have a meta level of 5. | Often shortened to "T2", these modules are manufactured by players through the [[Invention]] process. T2 modules are usually more effective than Tech 1 Meta 4 modules, but sometimes they are identical (and, in rare cases, slightly worse). Tech 2 modules usually require more skills to use than Tech 1 modules, and they usually take more CPU and/or Powergrid to fit. T2 modules have a meta level of 5. | ||
| Line 46: | Line 49: | ||
===[[File:Icon storyline.png|24px]] Storyline (Meta 6-7)=== | ===[[File:Icon storyline.png|24px]] Storyline (Meta 6-7)=== | ||
{{anchor|Storyline}} | |||
Storyline modules are rewards from missions, specifically [[COSMOS]] missions and some Epic Arc missions. In COSMOS missions you don't get the item itself, but you receive 3-run Blueprint Copies (BPCs) that need some decent skills and sleeper technology to produce and most of them are quite expensive (in ISK and skills) to produce. Epic Arc rewards are given as items but their availability is limited to how often you can do the epic arc, and the time it takes to complete them. As such, both types of storyline items tend to be expensive despite being similar quality to Tech 2, and are not traded in great numbers. | Storyline modules are rewards from missions, specifically [[COSMOS]] missions and some Epic Arc missions. In COSMOS missions you don't get the item itself, but you receive 3-run Blueprint Copies (BPCs) that need some decent skills and sleeper technology to produce and most of them are quite expensive (in ISK and skills) to produce. Epic Arc rewards are given as items but their availability is limited to how often you can do the epic arc, and the time it takes to complete them. As such, both types of storyline items tend to be expensive despite being similar quality to Tech 2, and are not traded in great numbers. | ||
===[[File:Icon faction.png|24px]] Faction (Meta 6-12)=== | ===[[File:Icon faction.png|24px]] Faction (Meta 6-12)=== | ||
{{anchor|Faction}} | |||
Faction modules are equal or superior to Tech 2 modules and are purchased from [[Loyalty Points|Loyalty Point stores]] either as items or blueprint copies. These items will have a meta level of 6-12 (although most have a meta level of 6-9). They have names based on their faction such as "Caldari Navy Ballistic Control System". They tend to require the same skills to use as Tech 1 items. | Faction modules are equal or superior to Tech 2 modules and are purchased from [[Loyalty Points|Loyalty Point stores]] either as items or blueprint copies. These items will have a meta level of 6-12 (although most have a meta level of 6-9). They have names based on their faction such as "Caldari Navy Ballistic Control System". They tend to require the same skills to use as Tech 1 items. | ||
| Line 69: | Line 74: | ||
===[[File:Icon deadspace.png|24px]] Deadspace and [[File:Icon officer.png|24px]] Officer (Meta 7-14)=== | ===[[File:Icon deadspace.png|24px]] Deadspace and [[File:Icon officer.png|24px]] Officer (Meta 7-14)=== | ||
{{anchor|Deadspace and Officer}} | |||
Deadspace and Officer modules are dropped in deadspace complexes and as loot drops from rare named enemies (which can be found, for instance, in asteroid belts or DED complexes in nullsec). These are the best modules and as such are very expensive. These items have a meta level of 7 or higher (although most have at least a meta level of 9). Deadspace modules have names based on their faction (using the same nomenclature as the [[NPC Naming Convention|NPC rats]]) and quality such as "Pith B-Type Large Shield Booster". The progression from lower to higher quality is: "C-Type", "B-Type", "A-Type", "X-Type" - so a "B-Type" module will usually be better (and more expensive) than a "C-Type" module, but you should always check the detailed stats. Officer modules are named after the NPC they drop from, such as "Estamel's Modified Adaptive Invulnerability Field". While officer modules are usually better than deadspace modules, this is not always the case; always check the attributes before you buy. | Deadspace and Officer modules are dropped in deadspace complexes and as loot drops from rare named enemies (which can be found, for instance, in asteroid belts or DED complexes in nullsec). These are the best modules and as such are very expensive. These items have a meta level of 7 or higher (although most have at least a meta level of 9). Deadspace modules have names based on their faction (using the same nomenclature as the [[NPC Naming Convention|NPC rats]]) and quality such as "Pith B-Type Large Shield Booster". The progression from lower to higher quality is: "C-Type", "B-Type", "A-Type", "X-Type" - so a "B-Type" module will usually be better (and more expensive) than a "C-Type" module, but you should always check the detailed stats. Officer modules are named after the NPC they drop from, such as "Estamel's Modified Adaptive Invulnerability Field". While officer modules are usually better than deadspace modules, this is not always the case; always check the attributes before you buy. | ||