Difference between revisions of "Right to Rule"

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* [[User:Jeb_hataska|Jeb Hataska]]
 
* [[User:Jeb_hataska|Jeb Hataska]]
  
==Beginning the Arc==
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==Walkthough==
  
  Right to Rule is started by speaking with Karde Romu. You can accept remotely so no need to go to the MIO Agent beacon in the Kor-Azor Prime system, one jump out of Amarr. ("Beacons" and "Agents in Space" must be visible on the overview. [[image:Karde Romu.jpg|thumb|right|128px|Karde Romu]]
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  Right to Rule is started by speaking with Karde Romu. You can accept remotely so no need to go to the MIO Agent beacon in the Kor-Azor Prime system, one jump out of Amarr. The agent will send you to another agent that will start giving you proper missions. [[image:Karde Romu.jpg|thumb|right|128px|Karde Romu, the starting agent for this epic arc.]]
 
 
'''Type:''' Courier
 
 
 
'''Destination:''' Nahyeen (3 jumps)
 
 
 
'''Summary:''' Travel to Nahyeen, the first mission hub.
 
 
 
==[[Right to Rule/Chapter 1: Interference|Chapter 1: Interference]]==
 
This chapter takes place in the Nimedaz constellation. Remember that most missions can be completed - and the next accepted - remotely, minimizing travel time.
 
  
 +
[[Right to Rule/Chapter 1: Interference|Chapter 1: Interference]]
 
# [[Aiding an Investigator]]
 
# [[Aiding an Investigator]]
 
# [[Late Reports]]
 
# [[Late Reports]]
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# [[Cowardly Commander]]
 
# [[Cowardly Commander]]
  
==[[Right to Rule/Chapter 2: Spiderweb Politics|Chapter 2: Spiderweb Politics]]==
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[[Right to Rule/Chapter 2: Spiderweb Politics|Chapter 2: Spiderweb Politics]]
 
 
Half of the missions in this chapter are in the Nishah solar system, and only one is outside the Gebem constellation.
 
 
 
 
<ol start="6">
 
<ol start="6">
 
<li>[[Aralin Jick (mission)|Aralin Jick]]</li>
 
<li>[[Aralin Jick (mission)|Aralin Jick]]</li>
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</ol>
 
</ol>
  
==[[Right to Rule/Chapter 3: The Old Guard|Chapter 3: The Old Guard]] (Amarr Empire path)==
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[[Right to Rule/Chapter 3: The Old Guard|Chapter 3: The Old Guard]] (Amarr Empire path)
 
 
 
<ol start="14">
 
<ol start="14">
 
<li>[[Catching the Scent]]</li>
 
<li>[[Catching the Scent]]</li>
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</ol>
 
</ol>
  
==[[Right to Rule/Chapter 3: Alike Minds|Chapter 3: Alike Minds]] (Sansha path)==
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[[Right to Rule/Chapter 3: Alike Minds|Chapter 3: Alike Minds]] (Sansha path)
 
 
 
<ol start="14">
 
<ol start="14">
 
<li>[[Silence Rahsa]]</li>
 
<li>[[Silence Rahsa]]</li>

Revision as of 16:23, 9 September 2017

"For over a century the mighty Amarr Empire has been at an uneasy peace with the enigmatic Sansha's Nation. But the Sansha are pushing further into Amarr space without warning or explanation. Ministry of Internal Order agent Kandus Sandar enlists you to be his primary investigator, to uncover plots and annihilate threats as only a capsuleer can."

Requirements

To start the Amarr Epic Arc you must have standings of 5.0 or higher with the Ministry of Internal Order corporation or the Amarr Empire faction. In addition to being comfortable with level 4 missions, you should have the Hacking skill trained and bring a Data Analyzer module.

Rewards

During this Epic Mission Arc you will decide whether to work for the Amarr Empire or for Sansha's Nation. The Amarr Empire will award you

  • +10% Amarr Empire faction standing (12.5% at Social V)
  • 1 x Imperial Navy Modified 'Noble' Implant

Sansha's Nation will award you

  • +10% Sansha's Nation faction standing (12.5% at Social V)
  • 1 x Sansha Modified 'Gnome' Implant

After you complete the arc, be sure to check that you have received the faction standing increase, because there have been many cases of people not receiving the increase. If your standing has not changed, file a petition. It may help to include a link to CCP Dropbear's post in the old forums.

Enemies

You will face mostly Sansha's Nation and Amarr Empire ships, so you should tank your ship approximately equally against EM and Thermal damage, and ideally you would do EM damage (Thermal secondary). Some of the battleships' missiles do Kinetic damage, but this is relatively insignificant. In one mission you will encounter Mercenaries in Mordus ships and should refit for Kinetic/Thermal resistance and damage for that mission.

Most frigates you encounter are able to web and warp scramble, but this behavior is inconsistent. Many of the cruisers and battleships and a few of the frigates have tracking disruption, and you should expect to encounter this in every combat mission. Also, in some of the missions there is neuting, but anything serious should be mentioned in the summaries below.

Other Comments

Rewards are listed using Negotiation III, but even so bonuses will vary.

This is meant to be a guide, not a comprehensive reference. See EVE-Survival's Epic Arc Mission Reports and Jowan Datloran's Epic Arc Guides for more. Also EVElopedia (mirror of original site).

The following people have posted some comments on their personal experience and/or fittings on their user pages:

Walkthough

Right to Rule is started by speaking with Karde Romu. You can accept remotely so no need to go to the MIO Agent beacon in the Kor-Azor Prime system, one jump out of Amarr. The agent will send you to another agent that will start giving you proper missions.

Karde Romu, the starting agent for this epic arc.

Chapter 1: Interference

  1. Aiding an Investigator
  2. Late Reports
  3. The Outclassed Outpost
  4. Raging Sansha
  5. Cowardly Commander

Chapter 2: Spiderweb Politics

  1. Aralin Jick
  2. Background Check
  3. Longing Leman
  4. Languishing Lord
  5. Razing the Outpost
  6. Ascending Nobles
  7. Hunting the Hunter
  8. Fate of a Madman

Chapter 3: The Old Guard (Amarr Empire path)

  1. Catching the Scent
  2. Falling into Place
  3. Making an Arrest
  4. An Unfortunate End
  5. Panic Response
  6. The Right to Rule

Chapter 3: Alike Minds (Sansha path)

  1. Silence Rahsa
  2. A Human Body
  3. A Metal Mind
  4. A Digital Soul
  5. Regal Replacement

External Links/Guides

EVE-Survival

Jowan Datloran's Epic Arc Guides