Minmatar COSMOS

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Overview

The Minmatar COSMOS can be found in the Ani constellation and consists of 8 high-sec solar systems. The only entrance to the constellation is from Hek, the well known trade hub in the Metropolis region of the Minmatar empire. COSMOS constellations are meant to tell a good amount of lore about New Eden. The Minmatar COSMOS focuses on the aftermath of the Minmatar rebellion against the Amarr, the different Minmatar tribes as well as on the ancient and now disappeared Sleeper race.

Like all of the other COSMOS constellations throughout New Eden, there are beacons in each solar system where you can find so-called COSMOS agents in space. All of these beacons are landmarks in the systems that each tell a story of its own. COMSOS agents belong to a NPC corporation in a faction, like the normal agents you find in stations, and offer series of one-time missions. The reward of the missions are often special blueprint copies that can't be found anywhere else. Every series ends with an important storyline mission that will give a nice boost to faction standings. While some of these missions are like normal encounter or courier missions, most of the missions need a special item to finish. You have to search for these items in the various COMPLEXes and LANDMARKs in the constellation.

The COMPLEXes and LANDMARKs in the constellation come with different DED ratings, like other COMPLEXes throughout New Eden. This rating indicates the difficulty of the COMPLEX as well as the ships allowed by the entrance gate. All COMPLEXes in the constellation are somewhat meant to support more than one pilot at once, resulting in low respawn rates and large pockets with a lot of NPCs. Some of the COMPLEXes, LANDMARKs and COMBAT SITEs are hidden and have to be scanned down with scan probes before they can be accessed. Furthermore, some of the COMPLEXes have special pockets with cans that need the hacking skill or the archaelogy skill to access them. While there are very few agents that demand items you can find in these cans, all of the BPCs you can get as rewards from the COSMOS agents need items out of these cans to build.

Why COSMOS missions?

There are several reasons to do COSMOS missions.

  • Standing boosts: Every last mission an agent offers is an important storyline mission. It boosts standings with a faction, sometimes even from two factions at once. COSMOS missions are probably the fastest way to boost standings in the game. As all the COSMOS agents have the same mechanics as normal agents, you need to have the required standing with the faction or the corporation of the agent to get the mission offers in the first place.
  • Storyline blueprint copies: Agents often give blueprint copies as reward that can't be found anywhere else. Items made from these blueprints are meta 6 items. While these modules often have weaker stats than tech 2 or even meta 4 modules, they have considerably lesser fitting requirements. The production of the modules is very costly. You need unseeded skillbooks like Sleeper Technology as prerequisite and special items only found in the COSMOS COMPLEXes to build them. Thus the items can be very expensive on the contract market but don't have much movement.
  • Bounties/Loot/Salvage: As there is a lot to shoot at in the COSMOS complexes with low respawn rates, ratting/looting/salvaging can be lucrative. This also includes named NPCs that drop items needed for agent missions, keycards for warpgates and items found in hacking or archaeology cans used for the production of storyline items. While most of these items only can be traded via contract and don't have much movement on the market, they can sell for a good amount of money. Salvaging and Looting should be done in a team, as you can't come back in a dedicated salvaging boat after clearing the NPCs in a pocket without running into respawns.
  • Exploration/Lore: COSMOS missions are a refreshing alternative to normal missions. While they always give you a hint where to find the item to finish the mission, you have to search for it. Sometimes you even have to scan down the place where you find it, bring a keycard to access the place or need to hack or analyze a can to loot it. The missions also offer a good amount of lore about New Eden. Players interested in lore should take a look into COSMOS missions.
  • Faction ship blueprints: There are agents in the constellation that offer Minmatar faction ship blueprints. You need a very high Minmatar faction standing and you have to bring a lot of Angel pirate tags, but you can obtain 2 run blueprints for Republic Fleet Firetails, Stabber Fleet Issues and Tempest Fleet Issues for your effort. Unfortunately, the offers are one-time only.

How to do COSMOS missions

Like anything else in EVE Online: It depends.

If you want to boost your standings with an Empire, pick agents from this empire and work for them. You will find a list of all the COSMOS agents in the system in the next section. Also look at the list of the agent and pick those that offer you BPCs, if that's what you are aiming for. If you are looking for lore, just pick any agent you have access to and do his missions.

Once you figured out for whom you want to work, the time has come to hopp into a ship with a fitting that will help you to successfully complete the mission. This section shall provide the reader with some basic guidelines on ship classes and fittings suitable for the COSMOS missions. Please note that this section is a personal view from a dedicated Minmatar pilot with some crosstrain into Caldari ships to be able to fly the Drake. Depending on what you are able to fly the experience may change. Additionally, I was not able to work for high level Amarr and Caldari agent as well as for the lone Angel Cartel agent due to low standings. So I don't take their mission offers into account. The guidelines are dedicated to relatively new pilots that only fly T1 ships until now.

Courier Missions

Courier mission offers from COSMOS agent can mostly be done in a dedicated frigate hauler. I used a Probe frigate fitted with Extended Cargohold II modules and 3 Small Cargohold Optimization rigs, which is more than enough for most of the missions. However, quite some missions will send you into lowsec. The ability to fly a CovOps ship helps a lot for those, as all but one mission to lowsec can be done with the small cargohold of a CovertOps ship. The only mission I encountered that requires you to haul 1000m3 cargo out of lowsec was offered by the agent Penda Rakken.

Encounter Missions

The difficulty of Encounter missions - missons that don't send you into a COMSOS COMPLEX, LANDMARK of COMBAT SITE - depends on the level of the agent. I used a Hurricane or Drake for all these missions, which usually was more than enough tank and firepower. They are, however, pretty slow ships. Some agents offer you missions where you have to travel more than 100 km to the next warpgate, sometimes more than once. The agents offering those missions will tell you to bring a fast ship, so listen to them.

COMPLEX, LANDMARK and COMBAT SITE missions

The interesting part starts once you are sent into the various COMPLEXes, LANDMARKs and COMBAT SITEs.

There are visible COSMOS COMPLEXes, e.g. the 4 COMPLEXes in the constellation that have a beacon and are shown on the ingame map, as well as hidden COMPLEXes you have to scan down first to warp to the entrance. LANDMARKs, both visible and hidden, that are not shown on the ingame map (Please note: The Sispur's Estate is only a LANDMARK, even it is shown on the ingame map). And there are COMBAT SITEs without any acceleration gates and without any beacons to warp to. If you need to go to a hidden location, bring a ship with a Core Probe Launcher fitted, preferably a scanning frigate like the Minmatar Probe.

Every COMPLEX and LANDMARK, hidden or not, have a DED rating that tells you what ship hulls can use the acceleration gate. As examples, the COMPLEX in Inder has a DED rating of 3, which only allows cruiser sized ships, the two visible COMPLEXes in Hjoramold and Traun have a DED 4 rating and allow up to battlecruisers and the Tvink COMPLEX (DED 5) allows battleships (Don't believe the DED ratings given in the ingame maps, they often are wrong). LANDMARKs are generally easier to clear and thus can be done with smaller ship hulls, but for the COMPLEXes I recommend to bring a ship that matches the DED rating. The difficulty of the COMBAT SITEs vary strongly, from "Easy as pie" to "It's a trap!" difficulty. Please refer to the more detailed descriptions of the various sites further down the guide.

I strongly recommend that you have some experience with at least level 3 security missions before you venture into the COSMOS COMPLEXes. You also should be familiar with the concepts of aligning, kiting and drone aggro. You must be able to fit a very good tank (preferably tech II) on your ships, especially when you are alone. I can't stress this out enough. While there are large groups of NPCs in the pockets to begin with, they also have a very short respawn timer. Due to the low respawn rates I also recommend to bring tech II or high meta armaments to clear the rats fast.

While most of the NPC rats you will find in the COMPLEXes and LANDMARKs are from the Angels faction, there are also some other factions present, even from empire factions. Please refer to the detailed site descriptions to learn about the opposing factions and try to fit your tank accordingly. However, sometimes it is not that easy to tell what exact faction you are facing and thus fitting your tank against the expected damage type can be difficult. I generally fitted armor and kinetic hardeners to my armor tanked Hurricane and Tempest (as long as the NPCs I was facing didn't use lasers against me) and two invulnerable fields II with one emp shield rig on my Drake with acceptable results.

As the COMPLEXes can be quite big, I recommend to bring propulsion mods on any ships you use. Preferably a MWD, as they work in all the COMPLEXes and LANDMARKs. If you are interested in the hacking and archaelogy cans in some COMPLEX pockets you obviously have to bring a codebreaker or analyzer mod.

It is a good idea to visit the COMPLEX or other LANDMARK location and acquire the necessary items before accepting the mission from the agent. If you are unable to secure some of the parts in time, your mission may expire. Sometimes items can also be purchased from the market or in contracts if you are unable to secure the items and need to complete a mission.

Agents

Barkrik System

Hjoramold Gate

Agent Level Corporation Faction
Makor Desto 4 Republic Parliament Minmatar Republic
Mission Reward
Acquire 30 Angel Diamond tags and 9.9 standings 2 run Tempest Fleet Issue BPC


Agent Level Corporation Faction
Thora Desto 4 Republic Fleet Minmatar Republic
Mission Reward
Acquire 30 Angel Gold tag and 9.20 standings 2 run Stabber Fleet Issue BPC


Agent Level Corporation Faction
Mutama Czeik 4 Republic Fleet Minmatar Republic
Mission Reward
Acquire 30 Angel Silver tags and 8.50 standings 2 run Republic Fleet Firetail BPC

The Carnival

Agent Level Corporation Faction
Dagras Kutill 3 Sebiestor Tribe Minmatar Republic
Mission Reward
Encounter 800000 Credits + 600000 Credits Bonus
Courier (0.1 m3) 500000 Credits + 250000 Credits Bonus
Aquire Machul's Head (Barkrik System - The Carnival) 3 run Blueprint Copy + +3 Attribute Implant as Bonus


Agent Level Corporation Faction
Rozor Mothrus 3 Brutor Tribe Minmatar Republic
Mission Reward
Courier (100 m3) 300000 Credits + 200000 Credits Bonus
Encounter 3 run Blueprint Copy + 450000 Credits Bonus
Aquire Kutill's Data Chip (Barkrik System - The Carnival) +3 Attribute Implant + 3 run Blueprint Copy as Bonus


Agent Level Corporation Faction
Mazed Karadom 4 Joint Harvesting Amarr Empire
Mission Reward

The Hyperbole Nexus

Agent Level Corporation Faction
Jippon Frain 4 Sebiestor Tribe Minmatar Republic
Mission Reward
Aquire Gist Database Codes (Contested Minmatar Legendary Stronghold COMPLEX) 1000000 Credits + 500000 Credits Bonus
Courier (0.1 m3) 3 run Blueprint Copy + 1000 units of large Republic Fleet Projecile Ammunition
Encounter 10 units of Modified Laser Rifles + 3 run Blueprint Copy as Bonus


Agent Level Corporation Faction
Akraun Maertigor 2 Six Kin Development Minmatar Republic
Mission Reward
Repeateable: Aquire 4 Sleeper Manuscripts (Contested Minmatar Outpost COMPLEX) 45000 Credits + 20000 Credits Bonus


Agent Level Corporation Faction
Mwaku Ristiger 3 Republic Parliament Minmatar Republic
Mission Reward
Courier (3 m3) 1000 units of Republic Fleet Medium Projectile Ammunition + 500000 Credits Bonus
Encounter 100 units of Medium Projectile Ammunition + 300000 Credits Bonus
Courier (2 m3) 800000 Credits + 500000 Credits Bonus
Aquire Bono Zakan Corpse (Defensive Barrier COMPLEX) 3 run Blueprint Copy + 3 run Blueprint Copy as Bonus

Hjoramold System

Lord Bastion

Agent Level Corporation Faction
Sydri Namian 4 Carthum Conglomerate Amarr Empire
Mission Reward


Agent Level Corporation Faction
Sungur Tyrfin 3 Boundless Creation Minmatar Republic
Mission Reward
Encounter 500000 Credits + 250000 Credits Bonus
Courier (0.1 m3) 1000 units of Republic Fleet Medium Projectile Ammunition + +3 Attribute Implant as Bonus
Aquire ST 60 Memory Chip (ST 60 Hideout COMBAT SITE) 3 run Blueprint Copy + 1000 units of Republic Fleet Medium Projectile Ammunition as Bonus


Agent Level Corporation Faction
Abotur Kverkinn 2 Vherokior Tribe Minmatar Republic
Mission Reward
Repeateable: Aquire 2 Sleeper Nanite Cluster (Contested Minmatar Outpost COMPLEX) 45000 Credits + 20000 Credits

Machine Head

Agent Level Corporation Faction
Ekdit Spitek 2 Urban Management Minmatar Republic
Mission Reward
Aquire Kardimo Palettan (Maru Prison Facility LANDMARK) 150000 credits + 100000 Credits Bonus
Aquire Searcher Drone's Memory Chip (Rogue Drone Blockage COMBAT SITE) 3 run Blueprint Copy + 200000 Credits Bonus
Encounter 3 run Blueprint Copy + Tier 2 Hardwiring Implant as Bonus


Agent Level Corporation Faction
Nabur Verkort 3 Brutor Tribe Minmatar Republic
Mission Reward
Encounter 500000 Credits + 200000 Credits Bonus
Courier (0.1 m3) 1000 units of Republic Fleet Medium Projectile Ammunition + 500000 Credits as Bonus
Aquire Sispur's Security Camera Logs (Sispur's Estate LANDMARK) 3 run Blueprint Copy + +3 Attributes Implant as Bonus

Inder System

Dream Port

Agent Level Corporation Faction
Vlas Taksen 2 Urban Management Minmatar Republic
Mission Reward
Courier (600 m3) 200000 Credits + 100000 Credits Bonus
Courier (120 m3) 250000 Credits + 1000 units of Republic Fleet small projectile ammunition as Bonus
Courier (900 m3) 3 run Blueprint Copy + +2 Attribute Implant as Bonus


Agent Level Corporation Faction
Sinogor Nitrut 2 Republic Fleet Minmatar Republic
Mission Reward
Encounter 303000 Credits + 332000 Credits Bonus
Courier (260 m3) Hardwiring Implant + 1000 units of Republic Fleet small projectile ammunition as Bonus
Aquire Angel Cartel Scanner Data (Contested Minmatar Outpost COMPLEX) 3 run Blueprint Copy + 1000 units of Republic Fleet small projectile ammunition as Bonus


Agent Level Corporation Faction
Mattheu Rochet 2 Garoun Investment Bank Gallente Federation
Mission Reward
Courier (450 m3) 20000 Credits + 18000 Credits Bonus
Courier (360 m3) 28000 Credits + 37000 Credits Bonus
Courier (325 m3) 30000 Credits + 31000 Credits Bonus

Rich Man's Run

Agent Level Corporation Faction
Tauma Rikkiryo 1 Mercantile Club Caldari State
Mission Reward
Repeateable: Aquire Sleeper Split Cables (Contested Minmatar Outpost COMPLEX) 15000 Credits + 10000 Credits Bonus


Agent Level Corporation Faction
Nina Darrchien 2 The Sanctuary The Servant Sisters of EVE
Mission Reward
Courier (1.0 m3) 21000 Credits + 22000 Credits Bonus
Courier (375 m3) 37000 Credits + 34000 Credits Bonus
Courier (400 m3) 37000 Credits + 30000 Credits Bonus

Lanngisi System

Sanctum Psychosis

Agent Level Corporation Faction
Fara Bohk 1 Freedom Extension Minmatar Republic
Mission Reward
Repeateable: Aquire 4 Sleeper Manuscripts (Contested Minmatar Outpost COMPLEX) 15000 Credits + 10000 Credits Bonus


Agent Level Corporation Faction
Beris Nitru 1 Food Reliev The Servant Sisters of EVE
Mission Reward
Courier (200 m3) 24000 Credits + 21000 Credits Bonus
Courier (2.5 m3) 3 run Blueprint Copy + 6000 Credits Bonus


Agent Level Corporation Faction
Remy Ouche 2 Eifyr & Co. Minmatar Republic
Mission Reward
Courier (0.1 m3) 78000 Credits + 78000 Credits Bonus
Courier (0.4 m3) 51000 Credits + 37000 Credits Bonus
Aquire 3 Refugees (Contested Minmatar Guerilla Base COMPLEX) 3 run Blueprint Copy + 327000 Credits Bonus

The Asylum

Before the Minmatar rebellion, this facility, among others, served as a treatment center for mentally ill individuals. The Asylum was formally named Compulsions, Obsessions and Mania Asylum, or COMA in short. It used highly questionable methods to treat those suffering from mental illnesses. Notably the neuro-shock therapy coupled with a dream-induced state, doctors at the facility claimed they were able to ‘transfer the conscious to a new level'. In recent years, the facility has served as a refugee center. Conflict in nearby systems has increased lately and the Sisters of Eve have taken the role of aiding those in need.


Agent Level Corporation Faction
Godun Sakt 3 Eifyr & Co. Minmatar Republic
Mission Reward
Aquire 4 Angel Drug Addict Tag (Contested Minmatar Guerilla Base COMPLEX) 247000 Credits + 309000 Credits Bonus
Aquire Godun Sakt's Diamond Drill (Contested Minmatar Guerilla Base COMPLEX) 227000 Credits + 255000 Credits Bonus
Aquire Godun Sakt's Questionable Holoreel (Contested Minmatar Guerilla Base COMPLEX) 26000 Credits + 21000 Credits Bonus
Courier (40 m3) 3 run Blueprint Copy + 25000 Credits Bonus


Agent Level Corporation Faction
Suky Karkinen 3 House of Records Caldari State
Mission Reward

Nakugard System

Glass Edge

Nakugard is the entry system into the Ani constellation, ancestral home of the Nefantar tribe. The constellation enjoyed great prominence while the Minmatars suffered under the Amarrian yoke. The Glass Edge served once as a surveillance outpost for the Nefantars, but today it serves as a reminder of what the Nefantars stood for. The tribe used its privileged position to gather great wealth here, sometimes by force, but more often through guile and veiled threats. That is the glass edge, it may not be hard or obvious, but it will make you bleed all the same.


Agent Level Corporation Faction
Kraimir Mork 1 The Leisure Group Minmatar Republic
Mission Reward
Trade (150 units of Oxygen) 45000 Credits + 42000 Credits Bonus
Encounter 15000 Credits + 16000 Credits Bonus


Agent Level Corporation Faction
Penda Rakken 2 Republic Parliament Minmatar Republic
Mission Reward
Courier (1000 m3) 200000 Credits + 50000 Credits Bonus
Aquire Ancient Nefantar Sculpture (Nefantar Ruins LANDMARK) 3 run Blueprint Copy + 180000 Credits Bonus
Aquire Lagtaster Malotoff's Tag (Contested Minmatar Outpost COMPLEX) 3 run Blueprint Copy + 1000 units of Republic Fleet small projectile ammunition as Bonus


Agent Level Corporation Faction
Them Burkur 2 Republic Security Services Minmatar Republic
Mission Reward
Courier (0.1 m3) 15000 Credits + 16000 Credits Bonus
Aquire Nanom Bassket's Ship Logs (Contested Minmatar Outpost COMPLEX) 274000 Credits + 278000 Credits Bonus
Encounter 29000 Credits + 32000 Credits Bonus


Agent Level Corporation Faction
Dalkar Kersos 3 Krusual Tribe Minmatar Republic
Mission Reward
Aquire Rekker's Keycard (Rekker's Security Station in Jakela Plantation COMPLEX) 3 run Blueprint Copy + 500000 Credits Bonus
Courier (1000 m3) 3 run Blueprint Copy + 1000 units of Republic Fleet small projectile ammunition as Bonus
Aquire Kyan Magdesh's DNA (Barkrik Asteroid Belt I/1) 3 run Blueprint Copy + 600000 Credits Bonus

Reactor Factory

Agent Level Corporation Faction
Tzumi Pokkolen 1 Poksu Mineral Group Caldari State
Mission Reward
Repeateable: Aquire 2 Sleeper Foundation Blocks (Contested Minmatar Outpost COMPLEX) 15000 Credits + 10000 Credits Bonus


Agent Level Corporation Faction
Mitsu Hekken 2 Sukuuvestaa Corporation Caldari State
Mission Reward
Aquire 8 units of Punk ID Slice 100000 Credits + 100000 Credits Bonus
Aquire 5 units of Recruitement Center Data Log 300000 Credits + 1000 units of Republic Fleet Small Projectile Ammunition as Bonus
Aquire Vanir Makono's DNA (Contested Minmatar Outpost COMPLEX) 3 run Blueprint Copy + 200000 Credits Bonus

Traun System

Reclamation Wreck

Agent Level Corporation Faction
Beduim Quereg 3 Sarum Family Amarr Empire
Mission Reward


Agent Level Corporation Faction
Damos Ossiam 4 Kor-Azor Family Amarr Empire
Mission Reward

Sister Camp

Agent Level Corporation Faction
Fynnir Torsont 3 Sisters of EVE The Servant Sisters of EVE
Mission Reward
Courier (600 m3) 300000 Credits + 400000 Credits Bonus
Encounter +2 Attribute Implant + 200000 Credits Bonus
Aquire Sample of Septicemic Agent (Contested Minmatar Army COMPLEX) 3 run Blueprint Copy + 500000 Credits Bonus


Agent Level Corporation Faction
Bukar Robaerger 3 Brutor Tribe Minmatar Republic
Mission Reward
Aquire Okham's Head (Contested Minmatar Army COMPLEX) 500000 Credits + 250000 Credits Bonus
Aquire Cracked Keycard (Contested Minmatar Army COMPLEX) Repaired Keycard + 3 run Blueprint Copy as Bonus
Aquire Transputer Orb (Contested Minmatar Army COMPLEX) 3 run Blueprint Copy + 300000 Credits Bonus

Thin Red Line

Agent Level Corporation Faction
Eutor Jogmundt 2 Minmatar Mining Corporation Minmatar Republic
Mission Reward
Repeateable: Aquire 2 Angel Simple Trigger Mechanisms (Contested Minmatar Army COMPLEX) 15000 Credits + 10000 Credits Bonus


Agent Level Corporation Faction
Poreg Murchor 4 Republic Fleet Minmatar Republic
Mission Reward
Aquire 5 units of Republic Pilot (Contested Minmatar Army COMPLEX) 3000000 Credits + 2000000 Credits
Courier (20 m3) 2000000 Credits + 2000000 Credits Bonus
Encounter 1000 units of Republic Fleet Large Projectile Ammunition + 1000 units of Republic Fleet Large Projectile Ammunition as Bonus
Courier (1 m3) Repaired Keycard + 3 run Blueprint Copy as Bonus
Aquire Norak Pakkul's DNA (Contested Minmatar Army COMPLEX) 3 run Blueprint Copy + 5000000 Credits Bonus


Agent Level Corporation Faction
Krag Hakkars 3 Republic Fleet Minmatar Republic
Mission Reward
Aquire 8 Hacker ID Slice (Nefantar Ruins LANDMARK) 600000 Credits + 200000 Credits Bonus
Courier (250 m3) 1000 units of Republic Fleet Medium Projectile Ammunition + 250000 Credits Bonus
Aquire Broken ComLink Scanner (Contested Minmatar Army COMPLEX) 3 run Blueprint Copy + 300000 Credits Bonus

Tvink System

The Crystal Dust Compound

Agent Level Corporation Faction
Hinrich Tekrawhol 3 Thukker Mix Thukker Tribe
Mission Reward
Trade (25 units of Antibiotics) 110000 Credits + 110000 Credits Bonus
Courier (10 m3) 89000 Credits + 116000 Credits Bonus
Aquire 4 Minmatar Republic Narcotic Officer's Tag (Contested Minmatar Guerilla Base COMPLEX) 295000 Credits + 373000 Credits Bonus
Courier (2 m3) 3 run Blueprint Copy + 38000 Credits Bonus


Agent Level Corporation Faction
Misnik Sarbaert 3 Thukker Mix Thukker Tribe
Mission Reward
Courier (16 m3) 157000 Credits + 151000 Credits
Courier (100 m3) 57000 Credits + 65000 Credits Bonus
Aquire Red Hammer's Personal Effects (Contested Minmatar Guerilla Base COMPLEX) 3 run Blueprint Copy + 834000 Credits Bonus


Agent Level Corporation Faction
Nassor Tromkurt 4 Guardian Angels The Angel Cartel
Mission Reward

Magins of Error

Agent Level Corporation Faction
Madri Asshala 4 Joint Harvesting Amarr Empire
Mission Reward


Agent Level Corporation Faction
Temer Rugaert 2 Sebiestor Tribe Minmatar Republic
Mission Reward
Repeateable: Aquire 2 Angel Spatial Analyzer (Contested Minmatar Army COMPLEX) 45000 Credits + 20000 Credits Bonus

Uriok System

Assassin's Overhang

Agent Level Corporation Faction
Aradin Ucham 3 Ministry of Internal Order Amarr Empire
Mission Reward


Agent Level Corporation Faction
Nafrid Sharum 2 Tash-Murkon Family Amarr Empire
Mission Reward

Culture Recess

Agent Level Corporation Faction
Sifor Patrenn 3 The Sanctuary The Servant Sisters of EVE
Mission Reward
Aquire 2 units of Runic Tablet (Contested Minmatar Army COMPLEX) 1000 units of Republic Fleet Medium Projectile Ammunition + 300000 Credits Bonus
Courier (300 m3) 250000 Credits + 250000 Credits Bonus
Encounter 500000 Credits + 3 run Blueprint Copy as Bonus
Aquire 3 units of Mysterious Portal Parts (Contested Minmatar Army COMPLEX) 3 run Blueprint Copy + 250000 Credits Bonus


Agent Level Corporation Faction
Ramakell Tikrest 3 Vherokior Tribe Minmatar Republic
Mission Reward
Aquire Portable Power Generator (Drop in Asteroid Belt in System) 3 run Blueprint Copy + 300000 Credits Bonus
Courier (200 m3) 300000 Credits + 300000 Credits Bonus
Aquire Navy Issue Amplifier (Contested Minmatar Army COMPLEX) 3 run Blueprint Copy + 300000 Credits Bonus

Insurgent Encampment

Agent Level Corporation Faction
Schebach Korten 3 Sebiestor Tribe Minmatar Republic
Mission Reward
Courier (0.5 m3) 350000 Credits + 450000 Credits Bonus
Aquire 3 units of Sniper ID Slice 1000 units of Republic Fleet Medium Projectile Ammunition + 200000 Credits Bonus
Encounter 3 run Blueprint Copy + 250000 Credits Bonus


Agent Level Corporation Faction
Tarak Horkund 3 Brutor Tribe Minmatar Republic
Mission Reward
Aquire 9 units of Finger Bones (Asteroid Belt Rats in Constellation) 3 run Blueprint Copy + 150000 Credits Bonus
Courier (0.1 m3) 300000 Credits + 300000 Credits Bonus
Courier (10 m3) 250000 Credits + 150000 Credits Bonus
Aquire Sadry Damoklet's Head (Contested Minmatar Army COMPLEX) +4 Attribute Implant + 3 run Blueprint Copy as Bonus

COMPLEXes, LANDMARKs and COMBAT SITEs

Barkrik System

Defensive Barrier COMPLEX (DED 5)

This COMPLEX in the Bakrik System has to be scanned down with probes. The COMPLEX is two pockets deep and allows all ships up to battleship size to enter. However, you need to bring an Imperial Navy Captain Insignia I to use the acceleration gate to the first pocket. The insignia is consumed on entering. MWDs work in the COMPLEX. You will face Imperial Navy forces in the COMPLEX and you will get a standing hit to the Amarr empire for shooting the ships. Beside that, it's a good place to farm Imperial Navy insignias, you also should be able to find a Captain Insignia to reenter the first gate another time. Typical for the Amarr the ships use laser weapons and missiles.

Defensive Barrier

The first pocket. Amarr frigates and cruisers in 4 groups. The groups can be pulled individually. Imperial Navy Gamme Support and Imperial Navy Delta Support frigates web you when they get near. Nothing special in this pocket, the gate to the next pocket is not far from the entrance.

The Plantation

Very similar to the first pocket. 4 groups of frigates and cruisers, Imperial Navy Gamma Support frigates web. Groups can again be pulled individually, but watch out for drone proximity aggro. The one spawn container in the pocket contains Bono Zakan Corpse, needed for a COSMOS agent mission. Beside that nothing fancy.

 NPC, Deadspace Structure, Container  Loot
Ship Wreckage Bono Zakan Corpse

Nefantar Ruins LANDMARK (DED 4)

There are frigates and cruisers to fight in this pocket, but their numbers and thus the difficulty is low. You can enter with a battlecruiser but a cruiser should be sufficient enough. There are some spawn cans scattered in the room which need an analyzer module to access. Beside the cans this is a good place to collect Slices.

 NPC, Deadspace Structure, Container  Loot
NPC: Minmatar Punk, Maru Punk Punk ID Slice
NPC: Maru Sniper Sniper ID Slice
NPC: Maru Spy Spy ID Slice
NPC: Maru Hacker Hacker ID Slice
Debris, Broken Engine Part (needs Relic Analyzer module) Ancient Nefantar Sculpture

Hjoramold System

Bazeri Palen COMBAT SITE

It's a Trap!

You have to probe this COMBAT SITE before you can warp to it. If you warp to zero you will end in the middle of a pack of Maru battleships, cruisers and frigates. The frigates web and scramble you, so you can't get out while the larger ships will put your tank to the acid test. Better warp to a distance and kill the frigates first. Shooting one NPC aggroes all the rest, so drones don't have to fear anything. The named battleship "Bazeri Palen" has a strong shield tank, while the bounty is low for a ship of that size. Only take your time to kill it if you need the item it drops.

 NPC, Deadspace Structure, Container  Loot
NPC: Maru Hacker Hacker ID Slice
NPC: Maru Mikado Mikado ID Slice
NPC: Bazeri Palen Hraldar's Sculpture

Contested Minmatar Legendary Stronghold COMPLEX (DED 4)

The COMPLEX has 5 pockets, 2 of them are dedicated to archaeology. You need a special item to access one of the pockets. MWDs work and the acceleration gates allow battlecruisers to enter. The opposing force is from the Angel faction mostly, so tank yourself against explosive and kinetic damage.

Harkin's Gate

First pocket. You will face Angels in Destroyers, battlecruisers and battleships, including some sentry guns too. The whole pocket tends to aggro anyone shooting one of them, so be prepared for damage. All the Angels in this pocket have normal loot tables, so looting and salvaging may be lucrative. The pocket has two gates. The nearest at 11 km leads to the two archaeology sites, the other gate at 48 km to Hieron's Blaster base. No special NPCs or Structures in the pocket.

Hieron's Blaster Base

Angels in all kind of ships, except battleships. Some Spider Drones on the field too, that are very fast and hard to hit, even with small drones. With careful pulling individual groups can be aggroed, pulling all results in dangerous damage output. All NPCs have normal loot tables for Angels. You land directly on the next acceleration gate to Hraldar's Overrun Station, but it is locked until all NPCs are dead. No special NPCs or structures in the pocket.

Hraldar's Overrun Station

Angel forces again, all kind of ships. On warp in you land in a pack of 4 cruisers, the rest of the pocket can be pulled in small groups. This pocket has one named battleship which drops items relevant to COSMOS agent missions, the rest of the NPCs have normal loot tables.

 NPC, Deadspace Structure, Container  Loot
NPC: Arrak Nutan Gist Database, Ancient Vherokior Medaillon

Nefantar Ruins

Activating the first of the acceleration gates in the first pocket brings your ship to the Nefantar ruins. Two clusters of archaeology cans with cruiser and battleships rats guarding it. In the second cluster of cans two frigates lurk for unanware pilots to point them. The battleships have quite a large aggro range, the cruiser aggro range is rather small. Drones have a larger aggro range than your ship. The respawn rate is very low. All of the rats have poor loot tables. The next gate to the Relic Storage needs an Uni-Dimensional Algorithm Code to activate, which can be found in the archaeology cans in the pocket, but it is a very rare find.

 NPC, Deadspace Structure, Container  Loot
NPC: Treasure Hunter Spy ID Slice
NPC: Ammatar Pilgrim Ninja ID Slice
Impaired Stasis Core, Relic Strongbox, Cracked Relic Strongbox, Ancient Stasis Core (needs Analyzer module) Sleeper Data Crystals, Sleeper Data Interface, Sleeper Technical Schematics, Sleeper Nanite Cluster, Sleeper Reintegration Control, Sleeper Thermal Regulator, Sleeper Micro Circuits, Sleeper Split Cables, Sleeper Virtual Energizer, Uni-Dimensional Algorithm Code (rare)

Relic Storage

Only reachable with the Uni-Dimensional Algorithm Code, which is consumed on entry. Frigates, cruisers and battleships to fight, which can deal a lot of damage. The frigates scram your ship. The pocket is an enhanced version of the pocket before it (Nefantar ruins), with one more cluster of archaeology cans. I only was there once and wasn't able to tank the damage, so no more info on the loot in the cans. A properly tanked Drake should do fine, though.

Ketta Tommin's Residence LANDMARK (DED 5)

The acceleration gate to this residence is in the Asteroid Belt 2 at planet 10. You will need a Mikado ID Slice to enter, which is consumed in the process. You will face NPCs named Maru in here, they can be treated like Angels, both for damage deal and damage receive. They will only drop ammunition, drones and booster charges. The site is easy to clear, only frigates and cruisers that popp quickly. On warp-in you land directly in a pack with autoaggro. Three more packs wait for you that can be pulled individually, but watch out for drone aggro. The named NPC in here drops an ID Card Generator. Only enter the site if you need this item, there is nothing else worth your time.

 NPC, Deadspace Structure, Container  Loot
NPC: Ketta Tommin ID Card Generator

Maru Prision Facility LANDMARK (DED 5)

This Landmark has to be scanned down with probes. Allows battleship hulls to enter, but a cruiser should be sufficient. MWDs work. On warp in to the acceleration gate into to the actual landmark a Maru Prison Guard is waiting. Needs to be destroyed to allow the gate to function. Using the acceleration gate leads into a pocket with a bunch of frigates and a cruiser. The Maru Hacker on the warp in point webs your ship, the rest is about 50km away organised in 3 packs. The outer packs can be aggroed individually, shooting a NPC of the middle pack aggros all.

 NPC, Deadspace Structure, Container  Loot
NPC: Maru Prison Guard Spy ID Slice
NPC: Maru Hacker Hacker ID Slice
NPC: Maru Punk Punk ID Slice, Drifter Spur
Maru Prison Facility Kardimo Palettan, Prisoners

Jakela Plantation COMPLEX (DED 5)

This COMPLEX has no beacon and has to be scanned down with probes. To top it, you also need a Hacker ID Slice to use the first acceleration gate and an Imperial Navy General Insignia II to use the third gate. You will face Amarr forces with lasor guns. A reconfiguration of the hardeners to resists EM and thermal damage might be a good idea. The damage output is high, a Drake can get in trouble, at least in the second pocket. The NPCs in the COMPLEX tend to drop poor loot - only ammunition, drones and booster charges. There are some exceptions, though. Many NPCs have bountys, but not all of them. MWDs work.

Rekker's Security Station

Needs a Hacker ID Slice to enter which is not consumed in the process. You will face Amarr frigates and cruisers organised in 3 packs. The side groups can be pulled alone, the middle group aggroes the whole room. Received damage is mediocre compared to the next pocjet, but can be dangerous to not properly tanked ships. Kurzum Wingman frigate scram and web your ship, kill them first if possible. One named NPC drops a keycard needed for a COSMOS agent mission. The next gate 84 km from the warp-in point is locked until all NPC ships in the pocket are destroyed.

 NPC, Deadspace Structure, Container  Loot
NPC: Rekker Malkum Rekker's Keycard

The Prayer Point

Sentrys, cruisers and battleships with autoaggro on warp-in. You will land directly in their midth. The damage output is dangerous, even for a Drake, but at least no scrammin NPC ships in the pocket. The next gate is only 5 km away but is locked as long as there are still NPCs in the pocket. Additionally, you need a IMpüerial Navy general Insignia II to activate it, which is consumed on useage. No special NPCs or Structures in the pocket.

The Plantation

Battleships and cruisers with low respawns. The ships have no bountys and you get Amarr standing hits for killing them. Battleships drop modules, cruiser not. All of them drop Imperial Navy Insignias. Given the fact, the NPCs have very short respawn timers, it is a good place to farm these insignias, but nothing else here is worth your time.

Rogue Drone Blockage COMBAT SITE

This is a hidden site you can scan down with probes. Alternatively you can just warp to planet 13 and you will land on the same grid, you are even closer to the Rogue Drones you have to face here. The only special NPC is a Searcher Drone. The site can be cleared easily.

 NPC, Deadspace Structure, Container  Loot
NPC: Searcher Drone Damaged Cloaking Device, Searcher Drone's Memory Chip

Sispur's Estate LANDMARK (DED 5)

You need a Sispur Estate Keycard to activate the acceleration gate into the pocket. The keycard will be consumed in the process. MWDs work in the pocket. You will face Minmatar forces of the Brutor tribe in here, but you receive no standing hits for attacking them. They use projectile turrets and missiles. They are organised in 4 packs of frigates and cruisers and can be pulled individually. There is a deadspace structure in the middle of the pocket, attacking it aggroes all the remaining NPCs. As long as you don't do that a battlecruiser has no issues in here, if all are aggroed the damage received can be quite high. The Brutor enforcer frigates web your ship. The loot from the NPCs is poor, you only get ammunition, drones and booster charges out of the wrecks. The only reason to go in here is when you need the deadspace structure loot.

 NPC, Deadspace Structure, Container  Loot
Deadspace Structure: Sispur Estate Control Tower Sispur's Security Camera Logs

ST 60 Hideout COMBAT SITE

The Hideout of the ST 60 Drone is at Planet 12, Moon 1. On warp-in the drones are still quite far away, but you can grid warp to a structure the drones are clustered around. The drone pack is easy to clear.

 NPC, Deadspace Structure, Container  Loot
NPC: ST 60 ST 60 Memory Chip

Inder System

Contested Minmatar Military Depot COMPLEX (DED 3)

The Contested Minmatar Outpost COMPLEX is 3 pockets deep with an additional pocket reachable from the first pocket. The gates can only be activated with cruiser hulls and below, but no keycards are needed for any of the gates. You mostly have to deal with angel forces in the COMPLEX. There are no warp scrambling frigates in the COMPLEX.

Security Blockade

The first pocket in the COMPLEX. The gate to the bonus room "Ancient Wreckage" is nearby your landing point, the second gate deeper into the COMPLEX is around 60 km away. Beside some sentry guns, you will have to face frigates and cruisers in this pocket. Some of the NPCs will use target painters. If the whole room is aggroed, the damage is not be underestimated. The only special NPC in the pocket is Nanom Bassket in a frigate, who will web you if you are too close.

 NPC, Deadspace Structure, Container  Loot
NPC: Nanom Bassket Nanom Bassket's Ship Logs

Seized Supply Depot

A rather uninteresting pocket of the COMPLEX. Angel frigates and cruisers, some of which target paint again. Beside that nothing interesting, one might as well go directly for the last pocket. The acceleration gate is 38 km away from the entrance point.

Overrun Headquarters

The third and most interesting pocket. 2 named NPC and one deadspace structure relavant for COSMOS agent missions. The frigate and cruiser NPCs are from the angel faction and target painting is used again. Both named NPC are flying cruisers and deal quite a punch, do not aggro both with their corresponding wingmates if you can't tank some serious damage.

 NPC, Deadspace Structure, Container  Loot
NPC: Vanir Makono Vanir Makono's DNA
NPC: Lagaster Malotoff Lagaster Malotoff's Tag
Deadspace Structure: Scanner Tower Angel Cartel Scanner Data

Ancient Wreckage

The Bonus Room is dedicated to Archaeology, so you need an Analyzer module. Two Kind of NPC: "Local Poacher" in frigates and "Treasure Hunter" in cruisers. They are forming two packs of rats clustered around some debris and the cans. The respawn rate is incredibly low, you are basically targeted and shot by rats the whole time. Drones are your best friends in here, but keep an eye on them and recall them if they are targeted. The wrecks of the ships don't tend to drop interesting loot beside the Slices but they drop all about the constellation anyway. Don't bother with them. As of the Odyssey expansion, the drop rate of the Sleeper Technology skill book has increased significantly and the archaeology containers are refreshing endlessly every few minutes. That said if you fit a fairly sustainable tank (~120dps tank) and small guns to fend off the spawning enemy frigates/cruisers you are able to stay in the site looting cans for as long as you want, yielding considerable sustaining profit. Remember to grab all the data mini cans as only they contain the Sleeper Technology skill book.

 NPC, Deadspace Structure, Container  Loot
NPC: Treasure Hunter Spy ID Slice
NPC: Local Poacher Punk ID Slice
Remarkable Debris, Peculiar Debris, Ancient Data Fragment (needs Analyzer module) Sleeper Heat Nullifying Coil, Sleeper Nanite Cluster, Sleeper Data Crystals, Sleeper Manuscripts, Sleeper Foundation, Sleeper Micro Circuits, Sleeper Split Cables, Sleeper Technology Skillbook (rare)

Traun System

Contested Minmatar Army COMPLEX (DED 4)

The acceleration gates allow battlecruisers and below to enter the COMPLEX. Mainly Angel Forces to fight, explosive resistance is a must. Microwarpdrives work in the COMPLEX. The last pocket needs a keycard to access. The keycard can be aquired from two different COSMOS agents: Bukar Robaerger and Poreg Murchor.

First Corridor

Sentry Guns, frigates and cruisers await you in this pocket, all clustered around a huge ruin. They are members of the Angel pirate faction, so be prepared for explosive damage. Gist Precursor Major frigates scram and web your ship, so be vigilant. Beside the Angels there is a pack of REF pilots in cruisers clustered around a ???. They aggro all together if you get to close or shoot on anything nearby (There is one sentry gun spawn nearby that aggros them when shot). They deal a lot of damage and have no bountys, try to avoid them. The gates to the next pockets are 16 km and 70 km out. You can fly right through the ruin to get to the far gate leading to the "Overrun Security Corridor", but that will aggro most of the NPC ships. The close acceleration gate leads to the bonus room "Angel Listening Post", dedicated to hacking. There are some deadspace structures and some cans called "Podded Pilot" that contain loot relevant for COSMOS agent missions. Some of the NPC ships drop slices, the REF pilots insignias.

 NPC, Deadspace Structure, Container  Loot
NPC: Gist Harbinger Spy ID Slice, Sniper ID Slice
NPC: Gist Precursor Scout, Gist Skirmisher Punk ID Slice
NPC: Gist Precursor Major Hacker ID Slice
NPC: REF Pilot REF Insignia
Deadspace Structure: Gisti Repair Station Runic Table
Deadspace Structure: Comlink Scanner Broken Comlink, Destroyed Comlink
Podded Pilot Republic Pilot

Overrun Security Corridor

The most interesting pocket in the whole COSMOS constellation! There are a lot of NPCs from different factions in here, but explosive damage seems to be the major damage dealt. You face mostly cruisers in here, but also some battleships and some frigates. With careful navigation you will be able to aggro small packs, the Cybertron ships aggro all together. Drones have no fun in this pocket, they usually get shot from a nearby group. The next gate is 40 km out but is locked as long as you don't bring a Repaired Keycard with you. A lot in here is relevant to COSMOS agent missions. Some of it can be tricky to get due to massive hitpoints (Damaged Portal) or a lot of NPCs to fight through (Unmarked Bestower).

 NPC, Deadspace Structure, Container  Loot
NPC: Gisti Cutter Punk ID Slice
NPC: Jahir Okham Okham's Head
NPC: Thukker Nomad Chief Thukker Pest, Remains of Thukker Pest???
NPC: Cybertron Sample of Septicemic Agent
NPC: Thukker Scavanger Thukker Loot
Deadspace Structure: Old Nefantar Bunker Refugees
Deadspace Structure: Damaged Portal Mysterious Portal Parts
Deadspace Structure: Small Rebel Base Rebel Biomass
Deadspace Structure: Ummarked Bestower Sadry Damoklet's Head
Republic Navy Container Navy Issue Amplifier

Destroyed Nefantar Base

You can only use the acceleration gate leading to the pocket if you have the "Repaired Keycard" in your cargohold. The keycard will not be consumed in the process. The inhabitants of the pocket are again angel forces, the difficulty of the pocket is lower than the two before. 2 Battleships, both dropping loot relevant to COSMOS agent missions, await to be shot. Beside those some cruisers and frigates, spread out around the pocket. You can fight most of them in small groups.

 NPC, Deadspace Structure, Container  Loot
NPC: The Black Viper Transputer Orb
NPC: Norak Pakkul Norak Pakkul's DNA

Angel Listening Outpost

The bonus room houses frigates and cruisers with an annoying respawn rate that guard 2 clusters of hacking cans. The NPC ships are weak and don't stand a lot of explosive damage, but their constant respawn keep you busy. They like to target drones when they respawn so watch out for them. The loot from the hacking cans is used in the production of modules out of the BPC you get from the COSMOS agents.

 NPC, Deadspace Structure, Container  Loot
NPC: Angel Scavenger Punk ID Slice
NPC: Angel Guard Spy ID Slice
Angel Info Strata, Angel Deep Info Strata (needs Codebreaker module) Angel Simple Trigger, Angel Spatial Analyzer, Construction Alloy, Mechanic Parts, Electric Conduit

Tvink System

Contested Minmatar Guerilla Base COMPLEX (DED 5)

This COMPLEX is 3 pockets deep, with an additional pocket reachable from the second room. The gates allow battleships and below to enter. MWDs work in this COMPLEX. Mainly angel forces with some Minmatar narcotics officers. Damage type to resist is explosive, both projectile and missile weapons will be used against you. Bring a ship (preferably a battleship) with a strong tank. As the Angels tend so swarm you short range weapons with good tracking is recommended on battleships, smaller ships should kite. Teaming up is even better.

Contested Security Post

A bunch of Angel frigates and cruisers sit in the midth of the pocket, accompanied with some sentry guns. The difficulty of fighting them is relatively low compared to the packs deeper in the COMPLEX. They tend to aggro all together. The fastest way to the acceleration gate, which is 46 km from the entrance, leads right through them. There are 2 camps of Minmatar Republic Narcotics NPCs 50 km and 100 km from the entrance point, that can be fought seperately from the angel forces. These camps also have at least one battleship in their midth, but are rather easy to fight. No deadspace structures or Named NPCs in this pocket, although some NPCs drop some special Tags. The pocket is very big, but you can grid warp in here.

 NPC, Deadspace Structure, Container  Loot
NPC: Minmatar Republic Narcotics Deputy/Officer 1st Rank/Officer 2nd Rank Minmatar Republic Narcotics Officer's Tag
NPC: Angel Drug Addict Angel Drug Addict Tag

Overrun Supply Bunker

Two gates in this pocket, 42 km and 55 km from the entrance point. Like in the first pocket there is a camp of angel frigates and cruisers in the midth of the pocket blocking the direct way to these acceleration gates. Unlike the first pocket the damage output of the NPC ships is considerable higher. They use a lot of missiles and target paint your ship. On top of that they tend to respawn very fast. Do not underestimate these rats. The pack of Minmatar Republic Narcotics NPCs 100 km from the entrance are by far easier to fight, even with the battleship in their midth. Scattered in this pocket you will find deadspace structures named "Deserted Nefantar Bunker" which contain Refugees. You can grid warp again.

 NPC, Deadspace Structure, Container  Loot
NPC: Minmatar Republic Narcotics Deputy/Officer 1st Rank/Officer 2nd Rank Minmatar Republic Narcotics Officer's Tag
NPC: Angel Thief Godun Sakt's Questionable Holoreel, Godun Sakt's Diamond Drill
Deadspace Structure: Deserted Nefantar Bunker Refugees
Angel Hardware Storage Angel Cartel Computer Hardware

Overrun Military Depot

You have autoaggro the moment you land in this pocket. Frigates, cruisers and battleships from the angel cartel are your main opponents. There are also two Minmatar Republic Narcotics NPC groups present. Drones will draw aggro, so watch out for them. A named battleship ("Red Hammer") in here can tank a lot of damage and is hard to crack. The Deadspace structures "Abandoned Nefantar Bunker" scattered around the room don't drop anything. Grid warp possible.

 NPC, Deadspace Structure, Container  Loot
NPC: Red Hammer Red Hammer's Personal Effects
NPC: Minmatar Republic Narcotics Deputy/Officer 1st Rank/Officer 2nd Rank Minmatar Republic Narcotics Officer's Tag
NPC: Angel Thief Godun Sakt's Questionable Holoreel, Godun Sakt's Diamond Drill
NPC: Gist General Ninja ID Slice

Angel Information Center

Two angel forces packs on both sides of the entrance point consisting of frigates, cruisers and battleships. Drones have a much larger aggro range than yourself, so watch out for them. The frigates scram and web your ship if they get close and the cruisers and battleships deal a dangerous amount of damage. To top it, they even tank better than any other ships in this COMPLEX. The respawn time in this pocket is again very low. You have to bring a ship with a good tank and which is able to deal a lot of damage. The loot from the wrecks is poor, only ammunition, drones and booster charges. The Deadspace structure in the pocket has a lot of hitpoints and drops nothing, so ignore it.

 NPC, Deadspace Structure, Container  Loot
NPC: Angel Data Guard Sniper ID Slice
Angel File Cache, Angel Prime File Cache Angel Standard Trigger Mechanism, Angel Advanced Trigger Mechanism, Angel Dynamic Calibrator, Electric Conduit, Energy Cells, Data Processor