Wormholes

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The term Wormhole is used to describe both the portals to unknown space and the space itself on the other side of the portal. Wormholes are tranisient phenomena that allow instantaneous transit across vast distances in space. They may be found in every solarsystem in New Eden. Wormhole Space is the lawless (0.0) solarsystems that exist apart from the known solarsystems of New Eden. These solarsystems can at times be extremly rewarding. Wormholes were introduced with the Apocrypha expansion and give pilots an extra 2500 solarsystems to play around in.

Wormholes - General Information

You can scan down Wormholes from anywhere within New Eden by using the System Scanner (found in the same menu as the Directional Scanner). This is done by fitting a Scan Probe Lancher and loading it with Probes. The results of the probes' findings are read on the System Scanner.

Wormholes link Known Space (k-space) with Wormhole Space (w-space). K-space includes all the solarystems contained in the Star Map. If you can set a destination to it, a system is k-space, even if it is deep within nullspace (0.0).

Wormholes also link separate w-space solarsystems (or pockets).

ALL wormholes are randomly placed and are temporary. A given wormhole allows only a certain amount of mass to go through it before it will destabilize and close forever.

Wormhole Space - General Information

There are no Stargates in w-space. Once inside w-space, wormholes are the only way to get from one system to another. If a wormhole closes and you are inside a pocket, there are only two ways to get out - find another WH or self-destruct your pod. The good news is, there's always another wormhole. The moral is, never go into w-space without a scan probe launcher and probes.

Wormhole pockets often contain Exploration sites that can be exploited. The sites are almost always guarded by Sleepers

Wormhole Tactical Information

Any new wormhole you find in WH space may lead to ANYWHERE (even deep 0.0) in Eve. It may also lead to another pocket deeper into w-space (D6 calls this "going deeper down the rabbit hole"). There are often several wormholes into and out of the same w-space solar system, which may be a combination of low-sec, high-sec, 0.0, and other wormhole spaces. If you're lucky, you can occasionally find a wormhole pairing that will let you go between two interesting systems in a couple of jumps.

A wormhole's state will be determined by two factors: Time and Mass. When it spawns, it will be open for a given time, determined by the type of the wormhole, and allow a set amount of mass through. When either variable reaches zero, the wormhole collapses forever. Every time a ship jumps through the wormhole, the mass of the ship (can be seen in the "Show Info" of the ship) will be subtracted from the remaining mass limit of the wormhole. The type of wormhole can be looked up and will tell some basic attributes of the wormhole.

(See Wormhole Size and Stability Information.)

One side of the wormhole will always be the "exit" and is named K162. The "entrance" is the side which was first scanned down and will have the real name of the wormhole.

There are three stages or states in a wormhole's life, which you can get with a 'show info' on the wormhole:

  • Not Yet Disrupted (aka Pristine)
  • Disrupted But Not Critically (aka Intermediate)
  • Critical.

There is a fourth relevant status, which may be displayed below the stage information: "reaching the end of its natural lifetime". This means the wormhole will collapse of old age within two hours or less.

You can tell the state of the wormhole you are about to enter by right-clicking and selecting "Show Info". A pristine wormhole has not yet had 60% of its allotted mass pass through it. An Intermediate wormhole has between 40% and 10% of its allotted mass left. A Critical wormhole has less than 10% of its allotted mass left. Be very sure you want to jump through any Critical wormhole.

When a wormhole spawns, the wormhole is only an entry in your scanner. The destination of that wormhole is not set. The destination is determined randomly the moment the first player lands on grid with the wormhole. When that happens, the corresponding "exit" of the wormhole is spawned in another system and the link between the two systems is established. This can be used to some advantage in gathering information. If you find a wormhole and warp to it, and it is named K162 it means that someone else already found that wormhole from the other side. This can be tactically important -- you know that someone else has visited a K162 wormhole. That means some mass has probably been used, and also that you may have company.

On the other end, if you have just collapsed the last remaining wormhole in a W-Space system and want to be alone for a while, you can scan down and bookmark the newly spawned wormhole, but not warp to it. The link between the systems is never established. However be aware that this will not completely lock other players out, since a new "exit" of another wormhole can spawn at any time in your system.

There are no aggression timers on wormholes. This means that, unlike stargates, you can jump through a wormhole even if you have just initiated combat. However, there is a time limit on sequential jumps through one wormhole.

You can make a maximum of 2 jumps through a wormhole in 4 minutes. If you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message informing you how long you have to wait before you can jump again. Be extremely careful with this if you initiate combat and try to outmaneuver your opponent by jumping repeatedly through a wormhole -- you don't want to end up trapped for four minutes in an unfriendly place.

It's important to note that traditional gatecamps are less effective on a wormhole gate. When jumping through a wormhole gate players will land within jump range (5000m for wormholes) upon reaching the other side. This allows explorers to decloak and bug out of a system after the session change timer should any hostiles appear on d-scan or grid.

Wormhole Space Tactical Information

All W-Space solar systems are null sec (0.0), even the ones you enter from empire. This means anyone can shoot at you at any time with no response from Concord. You're on your own. PvP is only one cloaky ship away whether you want it or not. Prepare accordingly.

Every W-Space system's difficulty is identified through the class of the Wormhole leading to it. The class can range from 1 (easy) to 6 (insanely hard). See Wormhole information sheet below. Another way to identify the W-Space system's class is to look up the Locus Signature of the system in a system database such as: http://www.ellatha.com/eve/WormholeSystemslist.asp

The only way to enter a W-Space system is through wormholes. It is not possible to cyno ships in or out, nor is it possible to clone jump into or out of W-Space.

It is entirely possible to get stuck in W-space. If your Wormhole closes you will have to find another one via scanning. If your scanner ship isn't in W-space with you then you will be stuck and a petition to a GM will NOT get you out. You have two choices if you end up stuck and unable to scan down a Wormhole from within W-Space:

  • Self destruct both your ship and your pod.
  • Wait until other players come in and hope they are nice enough to gang you and let you warp to them and allow you to leave via the Wormhole they came through. This may take some time.

Consider fitting a probe launcher to your combat ship -- there are around 2500 W-Space systems, so there is plenty of space to get lost in.

W-space can NOT be found in the EVE map, so you will not see where you are. You can however bookmark things the normal way. (And indeed, you should. I have to remind myself that I don't need to bookmark stargates, these days.)

Every W-Space System can spawn multiple exploration sites which can be scanned down with probes and the System Scanner. These sites are guarded by the remnant drones of the now vanished Sleeper race, which have a much better AI then normal NPCs and can prove to be very difficult opponents.

The sites can be broken down into "cosmic anomalies" and "cosmic signatures". Cosmic Anomalies are the equivalent of K-Space combat sites and can be found without probes via the System Scanner. Just warp to a planet and start the scan. if you don't find one, warp to another planet and repeat the process. Some cosmic anomalies can be heavily guarded, so be careful if you warp to one.

Cosmic Signatures need to be probed down. They come in 5 types:

  • Ladar - These Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed in Tech 3 production and is lightly guarded.
  • Radar - Radar Sites will contain locked containers, containing items like datacores, which can be unlocked through Hacking. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded.
  • Magnetometric - Those sites will contain ancient relics in containers, which have to be opened through an Analyzer (see Archaeology). Mag Sites are heavily guarded. Ancient relics are needed to generate T3 blueprints through reverse engineering.
  • Gravimetric - A grav site contains asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. A grav site can contain every known ore (even Mercoxit) and is lightly guarded. (Huge, huge rocks: Once, D6 worked one asteroid in shifts for 3 days. Ask any of us about the Spud of Doom.)
  • Unknown - A unknown site is always another Wormhole and is not guarded by Sleepers, though it maybe by players. It is worth noting that while Unknown sites always indicate a Wormhole location, said wormhole will not spawn in its destination system until a player warps to it. While it is by no means a guarantee, avoiding wormhole sites significantly reduces the chance that you will find yourself sharing the system with other players.

For a detailed breakdown of the specific sites found in a Wormhole visit http://eve-survival.org/wikka.php?wakka=WormholeSpace

In higher class wormholes additional Sleeper reinforcements may spawn after you have been mining, gas harvesting or salvaging for a time. So be prepared and never go AFK while at a site.

All sites have a maximum life time which seem to range from 24-72 hours after they are found. The despawn timer of a site which has not been not warped to seems to be much higher. If a site despawns, either through completion of the site or expired time, the site will randomly respawn in another system of the same constellation as the W-Space system. This can lead to extreme rich systems where 20 or more cosmic signatures or anomalies are found. The downside of this is that a W-Space system which is farmed over and over again will be nearly barren of signatures and anomalies because the sites will amass in other, unvisted systems.

Wormholes are the exception to this rule. Every W-Space system will have at least one wormhole at any time. If the last wormhole in a W-Space system despawns the "default" wormhole of the system will spawn nearly instantly. This wormhole will mostly be of the same type, i.e. the same mass and time limits, though the destination will be random.

Some W-Space systems will have a "default" wormhole which leads only to other W-Space systems. Those systems, called hubs, will rarely connect to K-Space and can be used for extended W-Space operations.

You can anchor a POS in W-Space. However, there are no ice belts in W-Space nor is ice found in the grav sites, which means you have to import all POS fuel from K-Space. A POS, correctly set up, is very hard to destroy in W-Space. In some classes (1 or 2) it would be nearly impossible since the mass limit of the wormholes does not allow enough large ships in. It is not possible to bring Motherships or Titans through a wormhole due to their high mass. If you plan to anchor a POS in a WH system, note that POSs behave as normal except you can not claim Sovereignty and you cannot moon mine. POS presence or absence has no effect on respawn rates, as well.

Though unconfirmed, it is rumored a POS in a class 6 system can attract a Sleeper Dreadnought which will raze the POS (even a DeathStar) to the ground and is extremely tough to defeat. (Who starts these rumors anyway?) The developers have hinted that occupying wormhole space may become more dangerous in future releases.

Bringing a Carrier or Dreadnought to a combat site in a Class 4, 5 or 6 Wspace will spawn 6 additional battleships per capital ship. Assigning Fighters to someone who then goes to certain sites will also cause 6 additional battleships to spawn.

Exploring/Exploiting Wormholes

Exploring/exploiting wormholes can be a fun and profitable activity, it can also cost you a lot if not planned and executed properly. It is also one of the few activities that Eve University members may engage in during times of war. Since wormholes are effectively 0.0 space and have much harder rats (Sleepers), there is a generally high risk when entering them, but this risk can be mitigated in several ways.

War Time - Wormhole Operations Procedures

As previously stated, Eve University members are permitted to engage in wormhole operations during times of war. However, extra precautions must be taken for any/all planned wormhole operations. Below are a list of rules governing conduct for wormhole operations during a war.

1) Solo (single player) wormhole operations are strictly prohibited.

  • Players are only allowed to perform wormhole operations within a Uni fleet.
  • The fleet must contain at least two (2) or more damage dealing ships.
  • All ships must be PvP-fitted.

2) Before undocking,

  • You are required to check "Local" for any possible war targets.
  • If the system is clear, you may undock and warp to either a Uni-owned POS, or a safe spot.

3) All scanning must be performed from either a Uni-owned POS, or a safe spot.

  • Scanning can be done in any space that Uni members are allowed, such as Hi-sec (1.0 - 0.5), Lo-sec (0.4 - 0.1), and NPC Null-sec (0.0).
  • Scanning may also be performed under an out-of-corp alt account, which would not require an Uni fleet escort.

4) Covert ops or cloak-fitted ships are not required (though recommended for scanners, salvagers, and/or scouts).

5) Mining and gas harvesting are strictly prohibited in wormhole space.

6) There is no rule #6.

7) After Action Reports (AAR) are only necessary if hostilities were encountered during the operation.

8) It is not necessary to request clearance from either Division 6 (D6) or a director before, during, or after the wormhole operation.

Scouting the Wormhole Space

Before entering w-space, and during your time in w-space, you should scout out the area for information. This information includes information about the w-space itself (locus, anomaly, wormhole time and mass limitations) and other people that might be in the w-space pocket already. It is becoming more common these days to see POS's set up in W-Space, and this is not always an indicator that the wormhole is unsafe to enter.

Many wormhole ops have found it useful to take along a permanent covert ops (or cloaking in general) scout whose sole responsibilities are scanning for sites and exits and keeping tabs on any other players entering or moving about in the wormhole. You should always be aware of your surroundings in w-space.

Safety

Sleepers are much harder than normal rats you would find in k-space. They have been known to show up in large numbers and often use MWDs, target painters, webifiers and warp scramblers. Because of this you should take extra caution when engaging them and err on the side of caution. Fighting aligned is suggested as getting out of combat when your tank is low should be a priority. For anything higher than a class 1 it might be advisable to take along logistics capabilities in your fleet.

W-Space Fleet Composition

Below are some suggestions on fleet composition based on people's experiences. Note that a rigged salvaging ship can be used to salvage with lower skills than mentioned (-1 level per rig).

Class 1

3-4 cruisers, 1 battlecruiser

With good skills, solo-able in a Heavy Assault Ship

Class 2

3-5 Cruisers or 2-3 battle cruisers, logistics, scout, salvager with level 3 salvaging

With good skills, solo-able in a Heavy Assault Ship

Class 3

4 or more battle cruisers / battleships, logistics, scout, salvager with level 4 salvaging


For Radar/Mag sites: At least 6 Large Remote Repair Battlecruisers, scout, salvage

For Standard Anoms: 4-5 Large Remote Repair Battlecruisers, scout, salvage


With great skills, solo-able in a Heavy Assault Ship

Class 4

1 Scorpion plus 5+ RR battleships. Rigged salvager. Be sure of wormhole mass limits going in.

Class 5

2 Scorpions plus 5+ RR battleships to run anomalies only. 2-3 more battleships for the Radar/Mag sites. Be sure of WH mass limits -- there are some with only 1B mass limits.

Class 6

Need suggestion

These are recommended fleet compositions. You don't have to follow them, yet without these compositions and added to that the necessary support skills trained up high enough it still might not be possible to do the sites in the WH's

Wormhole, Wormhole Size and Stability Information

Wormhole Information More and more information is gathered by the exploring EVE Pilots over time. I try to put this information together on this page, and keep it updated. This table shows the characteristics of a Wormhole. K162 is the generic exit name of a Wormhole, jump to the other side to get the ‘real’ type of the Wormhole. Of course, this information gives no guarantee whatsoever; the information can be more random than we anticipate and/or CCP might change it overnight !

Wormhole Type Leads to Total Mass Allowed (Kg) Max Individual Mass (Kg) Mass Regeneration (Kg/day) Wormhole Classification Max Stable Time (Hours)
A239 Lowsec 2,000,000,000 300,000,000 0 8 24
A641 Highsec 2,000,000,000 1,000,000,000 0 7 16
A982 Class 6 W-space 3,000,000,000 300,000,000 0 6 24
B041 Class 6 W-space 5,000,000,000 300,000,000 500,000,000 6 48
B274 Highsec 2,000,000,000 300,000,000 0 7 24
B449 Highsec 2,000,000,000 1,000,000,000 0 7 16
B520 Highsec 5,000,000,000 300,000,000 500,000,000 7 24
C125 Class 2 W-Space 1,000,000,000 20,000,000 0 2 16
C140 Lowsec 3,000,000,000 1,350,000,000 0 8 24
C247 Class 3 W-space 2,000,000,000 300,000,000 0 3 16
C248 Nullsec (0.0) 5,000,000,000 1,800,000,000 500,000,000 9 24
C391 Lowsec 5,000,000,000 1,800,000,000 500,000,000 8 24
D364 Class 2 W-space 1,000,000,000 300,000,000 0 2 16
D382 Class 2 W-space 2,000,000,000 300,000,000 0 2 16
D792 Highsec 3,000,000,000 1,000,000,000 0 7 24
D845 Highsec 5,000,000,000 300,000,000 500,000,000 7 24
E175 Class 4 W-Space 2,000,000,000 300,000,000 0 4 16
E545 Nullsec (0.0) 2,000,000,000 300,000,000 0 9 24
G024 Class 2 W-Space 2,000,000,000 300,000,000 0 2 16
H121 Class 1 W-Space 500,000,000 20,000,000 0 1 16
H296 Class 5 W-Space 3,000,000,000 1,350,000,000 0 5 24
H900 Class 5 W-Space 3,000,000,000 300,000,000 0 5 24
I182 Class 2 W-Space 2,000,000,000 300,000,000 0 2 16
J244 Lowsec 1,000,000,000 20,000,000 0 8 24
K329 Nullsec (0.0) 5,000,000,000 1,800,000,000 500,000,000 9 24
K346 Nullsec (0.0) 3,000,000,000 300,000,000 0 9 24
L477 Class 3 W-Space 2,000,000,000 300,000,000 0 3 16
L614 Class 5 W-Space 1,000,000,000 20,000,000 0 5 24
M267 Class 3 W-Space 1,000,000,000 300,000,000 0 3 16
M555 Class 5 W-Space 3,000,000,000 1,000,000,000 0 5 24
M609 Class 4 W-Space 1,000,000,000 20,000,000 0 4 16
N062 Class 5 W-Space 3,000,000,000 300,000,000 0 5 24
N110 Highsec 1,000,000,000 20,000,000 0 7 24
N290 Lowsec 5,000,000,000 1,800,000,000 500,000,000 8 24
N432 Class 5 W-Space 3,000,000,000 1,350,000,000 0 5 24
N766 Class 2 W-Space 2,000,000,000 300,000,000 0 2 16
N770 Class 5 W-Space 3,000,000,000 300,000,000 0 5 24
N944 Lowsec 3,000,000,000 1,350,000,000 0 8 24
N968 Class 3 W-Space 2,000,000,000 300,000,000 0 3 16
O128 Class 4 W-Space 1,000,000,000 300,000,000 100,000,000 4 24
O477 Class 3 W-Space 2,000,000,000 300,000,000 0 3 16
O883 Class 3 W-Space 1,000,000,000 20,000,000 0 3 16
P060 Class 1 W-Space 500,000,000 20,000,000 0 1 16
Q317 Class 1 W-Space 500,000,000 20,000,000 0 1 16
R051 Lowsec 3,000,000,000 1,000,000,000 0 8 16
R474 Class 6 W-Space 3,000,000,000 300,000,000 0 6 24
R943 Class 2 W-Space 750,000,000 300,000,000 0 2 16
S047 Highsec 3,000,000,000 300,000,000 0 7 24
S199 Nullsec (0.0) 3,000,000,000 1,350,000,000 0 9 24
S804 Class 6 W-Space 1,000,000,000 20,000,000 0 6 24
T405 Class 4 W-Space 2,000,000,000 300,000,000 0 4 16
U210 Lowsec 3,000,000,000 300,000,000 0 8 24
U319 Class 6 W-Space 50,000,000,000 1,800,000,000 500,000,000 6 48
U574 Class 6 W-Space 3,000,000,000 300,000,000 0 6 24
V283 Nullsec (0.0) 3,000,000,000 1,000,000,000 0 9 24
V301 Class 1 W-Space 500,000,000 20,000,000 0 1 16
V753 Class 6 W-Space 3,000,000,000 1,350,000,000 0 6 24
V911 Class 5 W-Space 3,000,000,000 1,350,000,000 0 5 24
W237 Class 6 W-Space 3,000,000,000 1,350,000,000 0 6 24
X702 Class 3 W-Space 1,000,000,000 300,000,000 0 3 24
X877 Class 4 W-Space 2,000,000,000 300,000,000 0 4 16
Y683 Class 4 W-Space 2,000,000,000 300,000,000 0 4 16
Y790 Class 1 W-Space 500,000,000 20,000,000 0 1 16
Z060 Nullsec (0.0) 1,000,000,000 20,000,000 0 9 24
Z142 Nullsec (0.0) 3,000,000,000 1,350,000,000 0 9 24
Z457 Class 4 W-Space 2,000,000,000 300,000,000 0 4 16
Z647 Class 1 W-Space 500,000,000 20,000,000 0 1 16
Z971 Class 1 W-Space 100,000,000 20,000,000 0 1 16

Classifications of Wormholes

Class 1, 2 and 3 This wormhole seems to lead into unknown parts of space.
Class 4 and 5 This wormhole seems to lead into dangerous unknown parts of space.
Class 6 This wormhole seems to lead into deadly unknown parts of space.
Class 7 Highsec Wormhole
Class 8 Lowsec Wormhole
Class 9 Nullsec (0.0) Wormhole

Wormhole Space Designation

Class 1 H121 P060 Q317 V301 Y790 Z647 Z971
Class 2 C125 D364 D382 G024 I182 N766 R943
Class 3 C247 L477 M267 N968 O477 O883 X702
Class 4 E175 M609 O128 T405 X877 Y683 Z457
Class 5 H296 H900 L614 M555 N062 N432 N770 V911
Class 6 A982 B041 R474 S804 U319 U574 V753 W237

Known Space Designation

Class 7 High Sec A641 B274 B449 B520 D792 D845 N110 S047
Class 8 Low Sec A239 C140 C391 J244 N290 N944 R051 U210
Class 9 Null Sec C248 E545 K329 K346 S199 V283 Z060 Z142

Special Designation

Wormhole K162 This is the exit point of a wormhole that has been entered.


Wormhole Phenomena

Pulsar Phenomena

Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Shield +25% +44% +55% +68% +85% +100%
Armor Resists -10% -19% -27% -34% -41% -50%
Cap recharge -10% -19% -27% -34% -41% -50%
Targeting range +25% +44% +55% +68% +85% +100%
Signature +25% +44% +55% +68% +85% +100%

Black Hole Phenomena

Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Missile velocity -10% -19% -27% -34% -41% -50%
Ship velocity +25% +44% +55% +68% +85% +100
Drone control range -10% -19% -27% -34% -41% -50%
Inertia +25% +44% +55% +68% +85% +100%
Lock Range -10% -19% -27% -34% -41% -50%
Falloff -10% -19% -27% -34% -41% -50%

Cataclysmic Variable Phenomena

Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Repair amount -10% -19% -27% -34% -41% -50%
Shield transfer amount -10% -19% -27% -34% -41% -50%
Shield repair +25% +44% +55% +68% +85% +100%
Remote repair +25% +44% +55% +68% +85% +100%
Capacitor capacity +25% +44% +55% +68% +85% +100%
Capacitor recharge +25% +44% +55% +68% +85% +100%

Magnetar Phenomena

Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
ECM eff +25% +44% +55% +68% +85% +100%
TP eff +25% +44% +55% +68% +85% +100%
Damp eff +25% +44% +55% +68% +85% +100%
TD eff +25% +44% +55% +68% +85% +100%
Damage +25% +44% +55% +68% +85% +100%
AOE Velocity -10% -19% -27% -34% -41% -50%
Drone Velocity -10% -19% -27% -34% -41% -50%
Targeting Range -10% -19% -27% -34% -41% -50%
Tracking Speed -10% -19% -27% -34% -41% -50%

Red Giant Phenomena

Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Heat Damage +10% +19% +27% +34% +41% +50%
Overload Bonus +25% +44% +55% +68% +85% +100%
Smart Bomb Range +25% +44% +55% +68% +85% +100%
Smart Bomb Damage +25% +44% +55% +68% +85% +100%

Wolf Rayet Phenomena

Effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Armor Resist +10% +19% +27% +34% +41% +50%
Shield Resist -10% -19% -27% -34% -41% -50%
Small Weapon Damage +25% +44% +55% +68% +85% +100%
Signature Size -10% -19% -27% -34% -41% -50%


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