More actions
Bob Goldham (talk | contribs) Wanderings have been made to spawn, as per: https://www.eveonline.com/news/view/patch-notes-version-23-01 |
Remove background color for light-mode readability. Add reference. |
||
| Line 7: | Line 7: | ||
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]] (POS) 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 [[ | 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 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 | 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 [[downtime]]s 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 21: | Line 21: | ||
=== Cosmic Signatures === | === Cosmic Signatures === | ||
Cosmic Signatures need to be probed down. They come in 4 types: | Cosmic Signatures need to be probed down. They come in 4 types: | ||
| Line 33: | Line 32: | ||
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. | 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 Production | For more information about Tech 3 Cruiser Production, you may start with the [[Tech 3 Production]] article. | ||
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. | 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. | ||
| Line 51: | Line 50: | ||
|minmass=20,000 t | |minmass=20,000 t | ||
|maxhull=Battlecruiser | |maxhull=Battlecruiser | ||
|minhull= | |minhull=Battlecruiserbackground | ||
|escalations=None | |escalations=None | ||
|number=348 | |number=348 | ||
| Line 103: | Line 102: | ||
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. | 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, wandering wormholes connecting C4 systems to K-Space systems (S074, N290, and K329) exist and can be generated as of the Legion Major Update. | 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, wandering wormholes connecting C4 systems to K-Space systems (S074, N290, and K329) exist and can be generated as of the Legion Major Update<ref>Patch notes: [https://www.eveonline.com/news/view/patch-notes-version-23-01 Version: 23.01] Release: 2025-09-09.1</ref>. | ||
{{WHSystem | {{WHSystem | ||
| Line 160: | Line 159: | ||
}} | }} | ||
==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 buff bar (above your capacitor) shows the wormhole effect in game. Third-party websites related to wormholes typically also list 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 | On August 26th, 2014, with the Hyperion update, System Effects were rebalanced. All tables are updated with these new balance numbers<ref>Dev blog: [https://www.eveonline.com/news/view/into-the-known-unknowns Into the Known Unknowns: Wormhole Updates in the Hyperion Release]</ref>. | ||
====Pulsar==== | ==== 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), [[Capacitor Warfare|Energy Neutralizers and Noferatus]] are also greatly strengthened. | 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="7" style="padding: | |- | ||
| rowspan="7" style="padding: 0;" | [[File:WH_Pulsar.jpg|180px]] | |||
| '''Effects''' | | '''Effects''' | ||
| '''Class 1''' | | '''Class 1''' | ||
| Line 177: | Line 177: | ||
| '''Class 5''' | | '''Class 5''' | ||
| '''Class 6''' | | '''Class 6''' | ||
|- | |- | ||
|'''Shield Capacity''' | | '''Shield Capacity''' | ||
| +30% | | +30% | ||
| +44% | | +44% | ||
| Line 185: | Line 185: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Armor Resists''' | | '''Armor Resists''' | ||
| -15% | | -15% | ||
| -22% | | -22% | ||
| Line 193: | Line 193: | ||
| -43% | | -43% | ||
| -50% | | -50% | ||
|- | |- | ||
|'''Capacitor Recharge Time''' | | '''Capacitor Recharge Time''' | ||
| -15% | | -15% | ||
| -22% | | -22% | ||
| Line 201: | Line 201: | ||
| -43% | | -43% | ||
| -50% | | -50% | ||
|- | |- | ||
|'''Signature Radius''' | | '''Signature Radius''' | ||
| +30% | | +30% | ||
| +44% | | +44% | ||
| Line 209: | Line 209: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''NOS & Neut Drain Amount''' | | '''NOS & Neut Drain Amount''' | ||
| +30% | | +30% | ||
| +44% | | +44% | ||
| Line 219: | Line 219: | ||
|} | |} | ||
====Black Hole==== | ==== 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. | 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="8" style="padding: | | rowspan="8" style="padding: 0;" | [[File:WH_Black_Hole.jpg|180px]] | ||
|'''Effects''' | |'''Effects''' | ||
|'''Class 1''' | |'''Class 1''' | ||
| Line 231: | Line 231: | ||
|'''Class 5''' | |'''Class 5''' | ||
|'''Class 6''' | |'''Class 6''' | ||
|- | |- | ||
|'''Missile Velocity''' | |'''Missile Velocity''' | ||
| +15% | | +15% | ||
| Line 239: | Line 239: | ||
| +43% | | +43% | ||
| +50% | | +50% | ||
|- | |- | ||
|'''Missile Explosion Velocity''' | |'''Missile Explosion Velocity''' | ||
| +30% | | +30% | ||
| Line 247: | Line 247: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Vorton Projectors Explosion Velocity''' | |'''Vorton Projectors Explosion Velocity''' | ||
| +30% | | +30% | ||
| Line 255: | Line 255: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Ship Velocity''' | |'''Ship Velocity''' | ||
| +30% | | +30% | ||
| Line 263: | Line 263: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Stasis Webifier Strength''' | |'''Stasis Webifier Strength''' | ||
| -15% | | -15% | ||
| Line 271: | Line 271: | ||
| -43% | | -43% | ||
| -50% | | -50% | ||
|- | |- | ||
|'''Inertia''' | |'''Inertia''' | ||
| +15% | | +15% | ||
| Line 279: | Line 279: | ||
| +43% | | +43% | ||
| +50% | | +50% | ||
|- | |- | ||
|'''Targeting Range''' | |'''Targeting Range''' | ||
| +30% | | +30% | ||
| Line 289: | Line 289: | ||
|} | |} | ||
====Cataclysmic Variable==== | ==== 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. | 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;" | ||
| rowspan="8" style="padding: | | rowspan="8" style="padding: 0;" | [[File:WH_Cataclysmic_Variable.jpg|180px]] | ||
|'''Effects''' | |'''Effects''' | ||
|'''Class 1''' | |'''Class 1''' | ||
| Line 301: | Line 301: | ||
|'''Class 5''' | |'''Class 5''' | ||
|'''Class 6''' | |'''Class 6''' | ||
|- | |- | ||
|'''Local Armor Repair Amount''' | |'''Local Armor Repair Amount''' | ||
| -15% | | -15% | ||
| Line 309: | Line 309: | ||
| -43% | | -43% | ||
| -50% | | -50% | ||
|- | |- | ||
|'''Remote Armor Repair Amount''' | |'''Remote Armor Repair Amount''' | ||
| +30% | | +30% | ||
| Line 317: | Line 317: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Local Shield Repair Amount''' | |'''Local Shield Repair Amount''' | ||
| -15% | | -15% | ||
| Line 325: | Line 325: | ||
| -43% | | -43% | ||
| -50% | | -50% | ||
|- | |- | ||
|'''Shield Transfer Amount''' | |'''Shield Transfer Amount''' | ||
| +30% | | +30% | ||
| Line 333: | Line 333: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Capacitor Capacity''' | |'''Capacitor Capacity''' | ||
| +30% | | +30% | ||
| Line 341: | Line 341: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Capacitor Recharge Time''' | |'''Capacitor Recharge Time''' | ||
| +15% | | +15% | ||
| Line 349: | Line 349: | ||
| +43% | | +43% | ||
| +50% | | +50% | ||
|- | |- | ||
|'''Remote Cap Transmitter Amount''' | |'''Remote Cap Transmitter Amount''' | ||
| -15% | | -15% | ||
| Line 359: | Line 359: | ||
|} | |} | ||
====Magnetar==== | ==== 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. | 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="8" style="padding: | | rowspan="8" style="padding: 0;" | [[File:WH_Magnetar.jpg|180px]] | ||
|'''Effects''' | |'''Effects''' | ||
|'''Class 1''' | |'''Class 1''' | ||
| Line 371: | Line 371: | ||
|'''Class 5''' | |'''Class 5''' | ||
|'''Class 6''' | |'''Class 6''' | ||
|- | |- | ||
|'''Weapon Damage''' | |'''Weapon Damage''' | ||
| +30% | | +30% | ||
| Line 379: | Line 379: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Missile Explosion Radius''' | |'''Missile Explosion Radius''' | ||
| +30% | | +30% | ||
| Line 387: | Line 387: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Vorton Projectors Explosion Radius''' | |'''Vorton Projectors Explosion Radius''' | ||
| +30% | | +30% | ||
| Line 395: | Line 395: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Drone Tracking''' | |'''Drone Tracking''' | ||
| -15% | | -15% | ||
| Line 403: | Line 403: | ||
| -43% | | -43% | ||
| -50% | | -50% | ||
|- | |- | ||
|'''Targeting Range''' | |'''Targeting Range''' | ||
| -15% | | -15% | ||
| Line 411: | Line 411: | ||
| -43% | | -43% | ||
| -50% | | -50% | ||
|- | |- | ||
|'''Tracking Speed''' | |'''Tracking Speed''' | ||
| -15% | | -15% | ||
| Line 419: | Line 419: | ||
| -43% | | -43% | ||
| -50% | | -50% | ||
|- | |- | ||
|'''Target Painter Strength''' | |'''Target Painter Strength''' | ||
| -15% | | -15% | ||
| Line 429: | Line 429: | ||
|} | |} | ||
====Red Giant==== | ==== Red Giant ==== | ||
Red Giants are very specialized. While their main bonuses may not affect many commonly-used modules, the large bonus to [[ | 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;" | ||
| rowspan="6" style="padding: | | rowspan="6" style="padding: 0;" | [[File:WH_Red_Giant.jpg|180px]] | ||
|'''Effects''' | |'''Effects''' | ||
|'''Class 1''' | |'''Class 1''' | ||
| Line 441: | Line 441: | ||
|'''Class 5''' | |'''Class 5''' | ||
|'''Class 6''' | |'''Class 6''' | ||
|- | |- | ||
|'''Heat Damage''' | |'''Heat Damage''' | ||
| +15% | | +15% | ||
| Line 449: | Line 449: | ||
| +43% | | +43% | ||
| +50% | | +50% | ||
|- | |- | ||
|'''Overload Bonus''' | |'''Overload Bonus''' | ||
| +30% | | +30% | ||
| Line 457: | Line 457: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Smart Bomb Range''' | |'''Smart Bomb Range''' | ||
| +30% | | +30% | ||
| Line 465: | Line 465: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Smart Bomb Damage''' | |'''Smart Bomb Damage''' | ||
| +30% | | +30% | ||
| Line 473: | Line 473: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Bomb Damage''' | |'''Bomb Damage''' | ||
| +30% | | +30% | ||
| Line 483: | Line 483: | ||
|} | |} | ||
====Wolf Rayet==== | ==== 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. | 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. | 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;" | ||
| rowspan="5" style="padding: | | rowspan="5" style="padding: 0;" | [[File:WH_Wolf_Rayet.jpg|180px]] | ||
|'''Effects''' | |'''Effects''' | ||
|'''Class 1''' | |'''Class 1''' | ||
| Line 497: | Line 497: | ||
|'''Class 5''' | |'''Class 5''' | ||
|'''Class 6''' | |'''Class 6''' | ||
|- | |- | ||
|'''Armor HP''' | |'''Armor HP''' | ||
| +30% | | +30% | ||
| Line 505: | Line 505: | ||
| +86% | | +86% | ||
| +100% | | +100% | ||
|- | |- | ||
|'''Shield Resist''' | |'''Shield Resist''' | ||
| -15% | | -15% | ||
| Line 513: | Line 513: | ||
| -43% | | -43% | ||
| -50% | | -50% | ||
|- | |- | ||
|'''Small Weapon Damage''' | |'''Small Weapon Damage''' | ||
| +60% | | +60% | ||
| Line 521: | Line 521: | ||
| +172% | | +172% | ||
| +200% | | +200% | ||
|- | |- | ||
|'''Signature Radius''' | |'''Signature Radius''' | ||
| -15% | | -15% | ||
| Line 532: | Line 532: | ||
== Special wormhole systems == | == Special wormhole systems == | ||
=== Shattered wormholes === | |||
=== | {{Main|Shattered wormhole systems}} | ||
There are a small number of so-called 'Shattered' Wormhole Systems, which are special enough that they have [[Shattered wormhole systems|their own | There are a small number of so-called 'Shattered' Wormhole Systems, which are special enough that they have [[Shattered wormhole systems|their own article]] describing them. | ||
=== Thera === | === Thera === | ||
[[File:Thera.jpg | [[File:Thera.jpg|thumb|400px|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/ | 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 === | === Drifter Wormholes === | ||
| Line 566: | Line 566: | ||
* [[SuperCap|Supercapitals]] don't fit through wormholes. Don't try it. | * [[SuperCap|Supercapitals]] don't fit through wormholes. Don't try it. | ||
* [[EVE University]] has its own [[Wormhole Community]]! | * [[EVE University]] has its own [[Wormhole Community]]! | ||
== Notes and references == | |||
<references /> | |||
[[Category:Wormholes]] | [[Category:Wormholes]] | ||