User:Enta en bauldry/Wormhole Space
Wormholes |
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Life in wormholes |
EVE University specific |
Reference |
NPCs |
External links |
Wormhole Space, also know as the Anoikis Galaxy, is a collection semi-charted systems full of opportunity and danger. The discovery of Sleepers, an ancient Artificial Intelligence that dwells within Wormhole Space, led to groundbreaking new technology which led to the creation of Strategic Cruisers. Wormhole Space(W-Space) is lawless and has no CONCORD presence, Empire oversight or Sovereign Alliances.
Wormhole Space Characteristics
Wormhole Space has roughly 2500 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.
Wormhole Space has no Stargates or Stations. Anybody choosing to live in W-Space must do so out of a Player Owned Starbase and accept that Wormholes will be their sole means of interstellar transport.
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. 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 in W-Space are different from K-Space. They are inhabited by Sleepers, which provide the materials to build Tech 3 Ships. Bringing a Dreadnought or Carrier into anomalies, radar or magnetometric 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 downtimes after they've been activated(initiated warp to). If a site isn't completed it will despawn on the fourth downtime after it's activation. Escalation waves will regenerate after every downtime so it's possible to keep on farming a site for days.
Cosmic Signatures
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. See Gas in W-space for more details on this
- 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.)
- 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.
Anoikis Systems
Class 1 Systems
C1 systems are not very popular for harvesting or site running purposes. They are excellent for beginners. They're relatively safe, easy to run and require a low amount of skillpoints. A battlecruiser can solo the sites and a small cruiser gang will easily run the sites efficiently.
C1 systems have a niche role of being used by small Tech 3 Manufacturing Corporations. Some of these corporations will build one or two carriers which will make them very hard to evict due to POS reinforcement mechanics.
Class 1 Systems |
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Possible Statics | Anomalies | Ore Sites | Gas Sites | Relic Sites | Data Sites | ||||||||
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Nullsec (Z060) Lowsec (J224) Hisec (N110) |
Perimeter Ambush Point Perimeter Camp Phase Catalyst Node The Line |
Average F.D. Unexceptional F.D. Uncommon C.D. Ordinary P.D. Common P.D. Exceptional C.D. Infrequent C.D. Unusual C.D. Rarified C.D. Isolated C.D. |
Barren P.R. Minor P.R. Ordinary P.R Sizeable P.R. Token P.R. Bountiful F.R. Vast F.R. Instrumental C.R. Vital C.R. |
Forgotten Perimeter Coronation Platform Forgotten Perimeter Power Array |
Unsecured Perimeter Amplifier Unsecured Perimeter Information Center |
Class 2 Systems
C2 wormhole systems have a special role in low-class Wormhole Space systems. They offer slightly more ISK than C1's and can be soloed by low skillpoint Battlecruiser pilots. Their special property is that they come with two statics. These statics provide guaranteed access to K-Space and W-Space.
Class 2 Systems |
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Possible Statics | Anomalies | Ore Sites | Gas Sites | Relic Sites | Data Sites | ||||||||
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Hisec (B274) & C1 (Z647) Hisec (B274) & C3 (O477) Hisec (B274) & C4 (Y683) Lowsec (A239) & C2 (D382) Nullsec (E545) & C5 (N062) Nullsec (E545) & C6 (R474) |
Perimeter Checkpoint Perimeter Hangar The Ruins of Enclave Cohort 27 Sleeper Data Sanctuary |
Average F.D. Unexceptional F.D. Uncommon C.D. Ordinary P.D. Common P.D. Exceptional C.D. Infrequent C.D. Unusual C.D. Rarified C.D. Isolated C.D. |
Barren P.R. Minor P.R. Ordinary P.R Sizeable P.R. Token P.R. Bountiful F.R. Vast F.R. Instrumental C.R. Vital C.R. |
Forgotten Perimeter Gateway Forgotten Perimeter Habitation Coils |
Unsecured Perimeter Comms Relay Unsecured Perimeter Transponder Farm |
Class 3 Systems
C3 Systems are excellent for beginner wormhole corporations. They come with a K-Space statics of any kind, allowing you to pick your environment. C3's also offer good ISK for their difficulty, a battlecruiser gang with local rep or a little Tech 1 logi support will burn through the sites.
Class 3 Systems |
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Possible Statics | Anomalies | Ore Sites | Gas Sites | Relic Sites | Data Sites | ||||||||
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Hisec (D845) Lowsec (U210) Nullsec (K346) |
Fortification Frontier Stronghold Outpost Frontier Stronghold Solar Cell The Oruze Construct |
Average F.D. Unexceptional F.D. Uncommon C.D. Ordinary P.D. Common P.D. Exceptional C.D. Infrequent C.D. Unusual C.D. Rarified C.D. Isolated C.D. |
Barren P.R. Minor P.R. Ordinary P.R Sizeable P.R. Token P.R. Bountiful F.R. Vast F.R. Instrumental C.R. Vital C.R. |
Forgotten Frontier Quarantine Outpost Forgotten Frontier Recursive Depot |
Unsecured Frontier Database Unsecured Frontier Receiver |
Class 4 Systems
C4 Systems are not very loved. They represent the step between being a small W-Space corporation to being a hardcore one. A step most corporations or players jump over. C4's provide little more ISK than a C3 but require quite a bit more effort. C4's, much like their older brothers don't have statics to K-Space, requiring 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 C4's are lower maintenance both on the capital and active player front. C4's also grant access to frequent PvP.
Class 4 Systems |
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Possible Statics | Anomalies | Ore Sites | Gas Sites | Relic Sites | Data Sites | ||||||||
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C1 (P060) C2 (N766) C3 (C247) C4 (X877) C5 (H900) C6 (U574) |
Frontier Barracks Frontier Command Post Integrated Terminus Sleeper Information Sanctum |
Average F.D. Unexceptional F.D. Uncommon C.D. Ordinary P.D. Common P.D. Exceptional C.D. Infrequent C.D. Unusual C.D. Rarified C.D. Isolated C.D. |
Barren P.R. Minor P.R. Ordinary P.R Sizeable P.R. Token P.R. Bountiful F.R. Vast F.R. Instrumental C.R. Vital C.R. |
Forgotten Frontier Conversion Module Forgotten Frontier Evacuation Center |
Unsecured Frontier Digital Nexus Unsecured Frontier Trinary Hub |
Class 5 Systems
C5 systems are the premium choice for most hardcore wormhole corporations. The sites have Capital Escalations and provide good income for any well organized group. C5's are highly connectible to other C5's, giving the nickname "The C5 Highway" to such connections and chains.
Class 5 Systems |
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Possible Statics | Anomalies | Ore Sites | Gas Sites | Relic Sites | Data Sites | ||||||||
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C1 (Y790) C2 (D394) C3 (M267) C4 (E175) C5 (H296) C6 (V753) |
Core Garrison Core Stronghold Oruze Osobnyk Quarantine Area |
Average F.D. Unexceptional F.D. Uncommon C.D. Ordinary P.D. Common P.D. Exceptional C.D. Infrequent C.D. Unusual C.D. Rarified C.D. Isolated C.D. |
Barren P.R. Minor P.R. Ordinary P.R Sizeable P.R. Token P.R. Bountiful F.R. Vast F.R. Instrumental C.R. Vital C.R. |
Forgotten Core Data Field Forgotten Core Information Pen |
Unsecured Frontier Enclave Relay Unsecured Frontier Server Bank |
Class 6 Systems
The hardest system to tame of them all, C6 wormholes represent the pinnacle of wormhole life. In truth, there is much debate between C5 and C6 residents on the merits and drawbacks of C6 wormholes. The sites have Capital Escalations like C5 sites and they spawn more frequently.
Class 6 Systems |
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Possible Statics | Anomalies | Ore Sites | Gas Sites | Relic Sites | Data Sites | ||||||||
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C1 (Q317) C2 (G024) C3 (L477) C4 (Z457) C5 (V911) C6 (W237) |
Core Citadel Core Bastion Strange Energy Readings The Mirror |
Average F.D. Unexceptional F.D. Uncommon C.D. Ordinary P.D. Common P.D. Exceptional C.D. Infrequent C.D. Unusual C.D. Rarified C.D. Isolated C.D. |
Barren P.R. Minor P.R. Ordinary P.R Sizeable P.R. Token P.R. Bountiful F.R. Vast F.R. Instrumental C.R. Vital C.R. |
Forgotten Core Assembly Hall Forgotten Core Circuitry Disassembler |
Unsecured Core Backup Array Unsecured Core Emergence |
Statics
Statics are a system variable. Each system will have a static(two for C2s), which will always have the same wormhole ID and lead you to the same class of W-Space system as the previous one. When a static wormhole collapses a new static wormhole will spawn immediately, taking you to the same class of W-Space or K-Space.
System Effects
Certain W-Space systems have effects that change the nature of your ship's statistics and/or modules. These phenomena only effect capsuleer ships, so Sleepers or structures won't be effected. The only in-game ways of telling what type of system you're in are the visual markers on the horizon or checking your fitting window for statistics changes, such as armor resists in a Wolf-Rayet. Generally players use third-party websites to check systems for effects.
Pulsar
Pulsar systems are very powerful when utilized correctly. They provide bonuses to shield amount and capacitor regeneration, effectively doubling the your shield hitpoints and halving your capacitor regeneration in C6s. Armor ships will suffer a resistance debuff, and should be used carefully or not at all.
Black Hole
Black Hole systems are unloved. While some extreme doctrines may work, the nerf to effective damage of all types and align times discourage most players to run sites or settle these systems. The velocity bonus however opens the possibility of reaching amazing speeds.
Cataclysmic Variable
Cataclysmic Variable systems basicly increase the logistics capabilities of your fleet. Self-repping won't be as viable, which might be a problem for triaging Carriers or sieging Dreadnoughts. These systems also have a bonus to capacitor amount. Don't let the capacitor recharge debuff fool you, your recharge amount stays the same so your cap stability won't be affected.
Magnetar
While Magnetars suffer from similar damage application reductions as black holes, they come with a massive straight-out damage bonus. Magnetars are generally liked. Running sites in them is faster.
Red Giant
Red Giants are very specialized. They're not sought after, not because they're bad but because they don't have much to offer. The bonus to smartbomb range and damage can be useful, especially when camping holes. The overheating bonus will allow your overheated modules to be even more effective, but they will burn out quicker.
Wolf Rayet
Wolf Rayets are partially opposite to Pulsars. The obvious differences are the bonus to armor resists and the debuff to shield resists. There is also a bonus to signature radius which further enforces the armor doctrine fleets.
Misc
- Rumor has it that a Sleeper Dreadnought waits in the dark to blap every POS it can find. Fear it. This is a joke.
- Everybody loves Tech 3 Ships in W-Space because they provide the best efficiency/mass ratio which is important when jumping wormholes.
- An "eviction" is the act of an entity kicking another out of their home system. You might think of it a SOV war, only in a single system instead of numerous regions.
- Supercapitals don't fit through wormholes. Don't try it.
- EVE University has it's own Wormhole Campus!
- There is no six.
- Somebody is always watching you in W-Space. Probably pleasuring themselves in the meantime as well.