Wormholes
Wormholes and wormholespace
Wormholes are links to Wormhole or Normal Space and can be found in every system in EVE. Wormhole Space is lawless (0.0) but at times extremly rewarding. Wormhole systems contain exploration sites which are guarded by Sleeper Drone NPCs. Wormhole space was introduced in the Apocrypha expansion and gives pilots 2500 systems to play around in.
Wormholes - General Information
You can scan down Wormholes from anywhere within EVE space through the System Scanner (found in the same menu as the directional scanner). This is done by launching probes and reading the results on the System Scanner.
Wormholes link together the known EVE Space (K-Space) and Wormhole Space (W-Space) and are the only way to get to another W-Space system (mostly called pocket). 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. If a Wormhole closes and you are in a pocket, there are only 2 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 scanner.
Any new Wormhole you find may lead to ANYWHERE (even deep 0.0) in Eve, it may also be another Wormhole deeper into W-Space (D6 calls this "going deeper down the rabbit hole"). There may be several Wormholes into and out of the same W-space solarsystem.
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 name of the wormhole and allow a set amount of mass through. When either variable reaches zero, the wormhole collapses forever. Everytime a ship jumps through the Wormhole, the mass of the ship (can be seen in the "Show Info" of the ship) will be substracted from the remaining mass limit of the Wormhole. The name of the 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 wormholes life:
- Not Yet Disrupted (aka Pristine)
- Disrupted But Not Critcally (aka Intermediate)
- Critcial.
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 alotted mass pass through it. An Intermediate wormhole has between 40% and 10% of its alotted mass left. A Critical wormhole has less than 10% of its alotted mass left. Be very sure you want to jump through any Critical wormhole.
Some spawn mechanics of a wormhole follow some rules, while other are completly random. When a wormhole spawns, the wormhole is only an entry in your scanner and the destionation of that wormhole is not set. The destinaton is determined randomly the moment the first player lands on Grid with the wormhole. If that happens the corresponding "exit" of the wormhole is spawned in another system and the link between the 2 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 is strategical important if you have more then one wormhole in a W-Space System and want to determine if the system possible already have other visitors. On the other end, if you 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 system is never established. However be aware that this will not be a save procedure to lock other players out, since a new "exit" of another wormhole can spawn at any time in your system.
You can jump at any time through a wormhole, the normal combat rules for jumping through a Stargate do not apply. This means you can jump through a wormhole even if you just initiated combat. You can make at maximum 2 jumps through a wormhole in 4 minutes. When you try to jump a third time through a wormhole inside those 4 minutes, you will receive a message that will inform you how long you have to wait before you can jump again. Be extremly wary with this if you initiate combat and try to outmaneuver your opponent by jumping repeatly through a wormhole.
Wormhole Systems - General Information
All W-Space solarsystems 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 systems 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 systems class is to look up the Locus Signature of the system in a system database like http://www.ellatha.com/eve/WormholeSystemslist.asp
The only possibility 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 W-Space.
It is extremely 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 2 choices if you end up stuck and unable to scan down a Wormhole from within W-Space.
- Self destruct
- 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 in on.
There are around 2500 W-Space systems, so there is plenty of space to get lost. 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.
Every W-Space System can spawn multiple exploration sites which can be scanned down with probes and the System Scanner. Those sites are guarded by the remnant drones of the now vanished Sleeper race, which have a 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 equivialent 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 havent found one, warp to another planet and repeat the process. Some cosmic anomalies can be heavily guarded, so be carefull if you warp to one.
Cosmic Signatures are again broken down in 5 types:
- Ladar - Those Sites will contain gas cloud, which can be harvested through a Gas Harvester. Ladar sites are lightly guarded.
- Radar - Radar Sites will contain ancient relics, which can be obtained through Hacking and Salvaging, and are heavily guarded.
- Mag - Those Sites will sometimes contain ancient relics, but mostly will contain datacores and other items used for Tech3 production. Mag Sites are heavily guarded.
- Gravemetric - 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 know ore (even Mercoxit) and is lightly guarded.
- Unknown - A unknown site is always another Wormhole and is not guarded by Sleepers (though maybe by players).
In higher class wormholes it may happen that additional Sleeper reinforcements will spawn after you already are 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 was 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 other 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, not visted systems.
Exceptions of these rules are wormholes. Every W-Space system will have at any time at least one wormhole, their despawn timers are set through the type of the wormhole. If the last wormhole in a W-Space system despawns the "default" wormhole of the system will spawn nearly instantly. This wormhole will mostly have the same name, ie same mass and time limit though the destination will still 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 the POS fuel from K-Space. A POS, correctly set up, is very hard to destroy in W-Space and in some classes (1 to 2) nearly impossible since the mass limit of the wormholes does not allow many capital ships in. It is not possible to bring Motherships or Titans through a wormhole due to their high mass. Though unconfirmed and only rumored a POS in a class 6 system can attract a Sleeper Dreadnaught which will raze the POS (even DeathStars) to the ground and is extremly tough to defeat.
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% |
source: