Difference between revisions of "User:Cassiel Seraphim/Sandbox5"

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This is a collection of devblogs and patches documenting the history of Incursions.
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== Pirate faction table ==
= Timeline =
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{| class="wikitable sortable" style="text-align:center; color:white;"
{| cellspacing="0" style="border:0px dotted grey; font-size:90%; text-align:center; vertical-align:middle; padding:0px;"
 
| nowrap colspan="2" | [[#January 2011 - Introducing Incursions|January 2011]]<br>&#124;
 
| nowrap |
 
| nowrap |
 
| nowrap |
 
| nowrap |
 
| nowrap colspan="2" | [[#June 2012 - Incursions 2.1|June 2012]]<br>&#124;
 
| nowrap |
 
 
|-
 
|-
| style="width:40px; background:grey; padding:0px; border:0px;" | <p style="font-size:20%;">&nbsp;</p>
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! style="background-color:#222222;" | Pirate faction
| style="width:40px; background:limegreen; padding:0px; border:0px;" |  
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! style="width:5em; background-color:#222222;" | Amarr
| style="width:100px; background:limegreen; padding:0px; border:0px;" |  
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! style="width:5em; background-color:#222222;" | Caldari
| style="width:40px; background:limegreen; padding:0px; border:0px;" |  
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! style="width:5em; background-color:#222222;" | Gallente
| style="width:40px; background:firebrick; padding:0px; border:0px;" |  
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! style="width:5em; background-color:#222222;" | Minmatar
| style="width:100px; background:firebrick; padding:0px; border:0px;" |  
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|-
| style="width:40px; background:firebrick; padding:0px; border:0px;" |  
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| style="text-align:left;" | [[image:isis_angel.png|32px]] [[Angel Cartel]]
| style="width:40px; background:RoyalBlue; padding:0px; border:0px;" |  
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| data-sort-value="2" |
| style="width:40px; background:RoyalBlue; padding:0px; border:0px;" |  
+
| data-sort-value="2" |
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| data-sort-value="1" | [[image:isis_gallente.png|32px]]
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| data-sort-value="1" | [[image:isis_minmatar.png|32px]]
 +
|-
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| style="text-align:left;" | [[image:isis_blood_raiders.png|32px]] [[Blood Raiders]]
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| data-sort-value="1" | [[image:isis_amarr.png|32px]]
 +
| data-sort-value="2" |
 +
| data-sort-value="2" |
 +
| data-sort-value="1" | [[image:isis_minmatar.png|32px]]
 +
|-
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| style="text-align:left;" | [[image:isis_guristas.png|32px]] [[Guristas]]
 +
| data-sort-value="2" |
 +
| data-sort-value="1" | [[image:isis_caldari.png|32px]]
 +
| data-sort-value="1" | [[image:isis_gallente.png|32px]]
 +
| data-sort-value="2" |
 +
|-
 +
| style="text-align:left;" | [[image:isis_mordus.png|32px]] [[Mordu's Legion]]
 +
| data-sort-value="2" |
 +
| data-sort-value="1" | [[image:isis_caldari.png|32px]]
 +
| data-sort-value="1" | [[image:isis_gallente.png|32px]]
 +
| data-sort-value="2" |
 +
|-
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| style="text-align:left; padding-right:1em;" | [[image:isis_sansha.png|32px]] [[Sansha's Nation]]
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| data-sort-value="1" | [[image:isis_amarr.png|32px]]
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| data-sort-value="1" | [[image:isis_caldari.png|32px]]
 +
| data-sort-value="2" |
 +
| data-sort-value="2" |
 +
|-
 +
| style="text-align:left;" | [[image:isis_serpentis.png|32px]] [[Serpentis]]
 +
| data-sort-value="2" |
 +
| data-sort-value="2" |
 +
| data-sort-value="1" | [[image:isis_gallente.png|32px]]
 +
| data-sort-value="1" | [[image:isis_minmatar.png|32px]]
 +
|-
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| style="text-align:left;" | [[image:isis_soe.png|32px]] [[Sisters of EVE]]
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| data-sort-value="1" | [[image:isis_amarr.png|32px]]
 +
| data-sort-value="2" |
 +
| data-sort-value="1" | [[image:isis_gallente.png|32px]]
 +
| data-sort-value="2" |
 
|-
 
|-
| nowrap |
 
| nowrap |
 
| nowrap | 
 
| nowrap colspan="2" | &#124;<br>[[#April 2012 - Incursions 2.0|April 2012]]
 
| nowrap |
 
| nowrap |
 
| nowrap |
 
| nowrap |
 
 
|}
 
|}
== January 2011 - Introducing Incursions ==
 
Initially CCP ran Incursions as global events, until they were finalized and added as to New Eden in the point-release for Incursion on January 18th, followed by a few patches.
 
 
==== Patches & devblogs ====
 
From the devblog [http://community.eveonline.com/news/dev-blogs/the-sanshas-are-coming-1/ The Sanshas Are Coming] (January 14th, 2011):
 
{{quote|If you like ships with lots of spikes that fly around and try to kill players, you’re in luck. Patch day is coming soon, which means you will all get to play with the Incursion feature shortly. On January 18, we will softly rub the hamsters in the server room till they fall asleep, prod them sweetly with foreign objects, and, if we’re lucky, they’ll wake up again with brand new content later that day. (If they don’t, we’ll have to place the largest order ever for very small coffins. Sadface).
 
 
One important note: If, on the 18th of January, you find yourself flying around New Eden unable to see any Incursions on the starmap, there is a good reason for it. Rather than just haphazardly throwing the content onto TQ, we’ll be opening it in what we hope is a spectacular-but-oh-so-carefully-staged manner, which means you won’t see it right away. Don’t panic - the spiky space zombies are still coming, but they’d rather jump out of a cake in lingerie, swinging assault rifles by the light of fireworks while singing whatever song space zombies sing, than simply “be there” when the server starts.
 
 
Keep your eye open for events and just generally things being a little “out of place” following the Incursion deployment.
 
 
Anyway, we’ve been working on the Incursion feature set for a while now, and I think I speak for the entire team when I say that I cannot wait for this to hit Tranquility. Incursions will bring you the latest in space-zombie technology, and we’ve put a lot of love into it. Enjoy!
 
 
Toodles,
 
 
CCP Soundwave}}
 
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.1.0-1 Patch Notes for Incursion 1.1.0] (January 18th, 2011):
 
{{quote|
 
* Sansha's Nation is finalizing incursions, and they are making their last preparations. Get ready!
 
* CONCORD has set up a new LP store to reward players participating in Incursion.
 
* New implants and capital weapons relating to Incursions are available.}}
 
 
From the devblog [http://community.eveonline.com/news/dev-blogs/dear-incurserers-1/ Dear Incurserers(!)] (January 28th, 2011):
 
{{quote|Incursions opened Tuesday, January 25, 2011, and we’re seeing tremendous activity in the constellations. I’d like to thank everyone who has tried this feature, regardless if you made it out of the sites alive or not. As with most other features, tossing thousands of players at them means that some things break or need tweaking, and Incursions are no different. Yesterday, we deployed the first set of changes:
 
 
* Based on your feedback, we’ve cut the system control regain in half. That means Sanshas will regain control much slower than before. This is a first tweak of this value, and we’ll be monitoring the Incursions over the weekend to see if this was too much/too little.
 
 
* The journal, specifically the global report, was not updating properly. We’ve put in a fix that should make it update accurately.
 
 
* One of the things we found out initially was that sites were being kept “alive” for a long time after they were completed. The number of players in each system meant that you’d always have traffic going into sites, which means they didn’t de-spawn. Hopefully we’ve dealt with that problem by removing the beacon from overview when a site is completed. This should decrease the traffic going into completed sites. This, combined with optimization of the sites should mean the re-spawning of content is quicker and more graceful.
 
 
That said, we’d like to continue making tweaks, fixes and balance changes. The first step is ironing out the bugs and most critical issues so we can get a realistic picture of how the feature works. From there on, we’ll evaluate the balance and gameplay, and make changes if needed. With the fixes made today, actually completing an Incursion should be considerably easier, and we’ll be monitoring the progression over the weekend. Most of us will either participating on our player characters until we run out of drakes/money, or will be on our dev characters observing.}}
 
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.1.2-1 Incursion 1.1.2 Patch Notes] (January 27-28th, 2011):
 
{{quote|
 
'''Incursions?'''
 
* Based on feedback from the community, we have reduced the rate at which Sansha's regain control of the constellations.
 
* An issue where the journal was not updating properly has been fixed.
 
* Deepspace complex beacons have been changed and will disappear when a deepspace complex is completed. This should result in fewer empty deepspace complexes.
 
'''FIXES'''
 
* Changed the Sansha NPC groups to automatically appear on the overview.}}
 
 
== February - June 2011 ==
 
Minor changes were made as CCP made fixes and fine-tuned some values.
 
 
==== Patches & devblogs ====
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.2-1 Incursion 1.2 Patch Notes] (February 15th, 2011):
 
{{quote|
 
'''Exploration & Deadspace'''
 
* The Sansha Incursion sites no longer allow Rorquals to enter.
 
'''NPC's'''
 
* Incursion sites are now taxed in the same manner as regular bounties.
 
* Adjusted Incursion site contribution to give slightly less influence. We also adjusted the influence regain in low- security and null security, to make sure they can be completed.}}
 
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.4-1 Incursion 1.4 Patch Notes] (April 6th, 2011):
 
{{quote|
 
'''NPCs'''
 
* Drones set to 'aggressive' were getting confused and not engaging Sansha ships. Drones have now realized that Sansha are not friendly and engage accordingly.}}
 
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incursion-1.5-1 Incursion 1.5 Patch Notes] (May 19th, 2011):
 
{{quote|
 
'''Incursions'''
 
* The Incursion Global Report featured the label 'System Control', this has been renamed to the more accurate description 'Constellation Control'.
 
* Incursion Encounters reward graphs featured the label 'Reward payout ratio' which has been re-named with the more accurate label 'Reward Multiplier'.}}
 
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-incarna-1-1 Incarna Patch Notes] (June 21st, 2011):
 
{{quote|
 
'''Exploration, Deadspace and Incursions'''
 
* Ihe Incursion site, Override Transfer Array, has been adjusted so that all NPCs warp away and despawn once the site has been completed.
 
* The Incursion site, Override Transfer Array, now correctly instructs pilots to hack into the arrays rather than destroy them.
 
* The journal will now update correctly on completion of an Incursion site.}}
 
 
== April 2012 - Incursions 2.0 ==
 
From the devblog [http://community.eveonline.com/news/dev-blogs/28587 Carebearing 2.0]:
 
{{quote|Incursions have been a hot topic on the forums, so Team Five 0 decided to see what we could do to shake things up a bit.  After collecting a lot of valuable feedback from you guys, we decided to give the spawns more variety, without significantly altering the difficulty of any one spawn.  This was done by grouping the NPCs into waves, and moving the trigger to spawn the next wave from an individual NPC to the group as a whole. This will mean that you now need to kill the whole wave to trigger the next one, rather than just specific NPCs.
 
 
As well as adjusting these triggers, we’ve also randomized the spawns based on feedback that Incursions had become too predictable.  Now, when you enter an Incursion you will no longer be able to predict every spawn.  Feedback and our internal statistics also confirmed that Vanguard sites had an excessive reward-to-effort-ratio in comparison to other Incursion sites, so we have reduced their reward by 10% to keep them more in line with the compensation expected for this difficulty of site. This should also have the fortunate side-effect of increasing the length of Incursions in high security space.}}
 
 
== June 2012 - Incursions 2.1 ==
 
==== Devblog: Incursions Update ====
 
From the devblog [http://community.eveonline.com/news/dev-blogs/72880 Incursions Update] (June 12th, 2012):
 
{{quote|With the Escalation to Inferno release we made several changes to Incursions. We promised to monitor the result of these changes and we stand to our promise: after evaluating both your feedback and our internal metrics, we have decided to roll back a few changes. With so many tweaks made at once, it became very difficult to determine the success of each individual change. We have rolled back the following changes:
 
 
* Lowering the reward for vanguard sites by 10%
 
* The system influence
 
 
This means the reward for vanguard sites will increase to the pre-escalation rate. We feel the iterations made to NPC grouping and triggers per spawn are enough to keep the isk at a sensible level.
 
 
With Escalation, we decreased the influence gain per site as well as increasing the length of Incursions. The initial reason for these modifications was that the sites were being completed so quickly that the influence bar never decreased. However, these changes combined made getting the influence bar under control an almost impossible task rather than just the challenging one we had hoped for.
 
 
This is now available for testing on Singularity and we will continue to monitor the feedback closely.}}
 
==== Patch: Inferno 1.1 ====
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-inferno-1.1 Inferno 1.1 Patch Notes] (June 25th, 2012):
 
{{quote|
 
'''Incursions'''
 
* The following changes to Incursions introduced in Escalation to Inferno have been reverted:
 
** Lowering the reward for vanguard sites by 10%.
 
** Increasing the system influence change rate.
 
* Additional information can be found in the dev blog 'Incursion Changes'.}}
 
== February 2013 ==
 
The introduction of info panels came with some changes to the Incursions info panel. The fancy icons were replaced by drab, grey icons.
 
==== Patches ====
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-retribution-1.1 Retribution 1.1 Patch Notes] (February 19th, 2013):
 
{{quote|
 
'''Info panels'''
 
* Updated the Incursion Panel to make it consistent with other panels regarding visual style of icons, fonts and colors}}
 
 
== June 2013 ==
 
Odyssey brought some changes to modules that indirectly affected Incursions. The new hacking minigame was never introduced for Incursions, they still run the same old system (so you still use multiple data analyzers to increase your hacking speed).
 
==== Patches & devblogs ====
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for Odyssey 1.0 Patch Notes] (June 4th, 2013):
 
{{quote|
 
* Tracking Enhancers have had their Falloff and Optimal Range bonuses reduced. See this thread for more information.
 
'''Modules'''
 
* Large Energy Turrets have been tweaked to be easier to use as a whole:
 
** Capacitor needs on Large Pulse Laser Turrets has been decreased by 10%.
 
** Capacitor needs on Large Beam Laser Turrets has been decreased by 20%.
 
** Powergrid needs on Large Beam Lasers has been decreased by 10%.}}
 
== September 2013 ==
 
Odyssey brought quite a few changes that affected Incursions. The medium turret rebalance gave strategic cruisers a little boost in efficiency, warfare links lost some of their potency and command ships now benefit from bonuses to two racial warfare links with the new ship bonuses (accompanied with brand new faction mindlink implants).
 
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 Odyssey 1.1 Patch Notes] (September 3rd, 2013):
 
{{quote|
 
'''Modules'''
 
* All Medium Railguns get the following changes:
 
** 15% increased rate of fire (fires more often).
 
** 15% increased damage multiplier.
 
** 15% decreased tracking speed.
 
* All Medium Beams get the following changes:
 
** 25% increased damage multiplier.
 
** 10% decreased tracking speed.
 
* All Medium Artillery get the following changes:
 
** 10% increased rate of fire.
 
** 5% decreased tracking speed.
 
* Warfare links (other than mining links) can no longer be activated inside a starbase forcefield .
 
* Powergrid need of all warfare links modules decreased by 100.
 
* Significant changes have been made to the strengths of bonuses provided by Warfare Link modules:
 
:* All defensive (Siege and Armored) links:
 
:::T1: 4.8%.
 
:::T2: 6%.
 
:::Max bonus per link with all modifiers: 25.9%.
 
:::Former max bonus: 35%.
 
:* '''Information Warfare: Electronic Superiority''' bonuses to ECM and Target Painters:
 
::: T1: 6.4%.
 
::: T2: 8%.
 
::: Max bonus per link with all modifiers: 34.5%.
 
::: Former max bonus: 35%.
 
:* '''Information Warfare: Electronic Superiority''' bonuses to Tracking Disruptors and Sensor Damps:
 
::: T1: 4%.
 
::: T2: 5%.
 
::: Max bonus per link with all modifiers: 21.5%.
 
::: Former max bonus: 21%.
 
:* '''Information Warfare - Recon Operation''':
 
::: T1: 6.4%.
 
::: T2: 8%.
 
::: Max bonus per link with all modifiers: 34.5%.
 
::: Former max bonus: 35%.
 
:* '''Information Warfare - Sensor Integrity''':
 
::: T1: 9.6%.
 
::: T2: 12%.
 
::: Max bonus per link with all modifiers: 51.75%.
 
::: Former max bonus: 53%.
 
:* '''Skirmish Warfare - Evasive Maneuvers''':
 
::: T1: 6.4%.
 
::: T2: 8%.
 
::: Max bonus per link with all modifiers: 34.5%.
 
::: Former max bonus: 35%.
 
:* '''Skirmish Warfare - Interdiction Maneuvers''':
 
::: T1: 6.4%.
 
::: T2: 8%.
 
::: Max bonus per link with all modifiers: 34.5%.
 
::: Former max bonus: 53%.
 
:* '''Skirmish Warfare - Rapid Deployment''':
 
::: T1: 5.6%.
 
::: T2: 7%.
 
::: Max bonus per link with all modifiers: 30.2%.
 
::: Former max bonus: 35%.
 
:* '''Mining Foreman - Laser Optimization and Harvester Capacitor''':
 
::: T1: 6%.
 
::: T2: 7.5%.
 
::: Max bonus per link with all modifiers: 42.2%.
 
::: Former max bonus: 42.2%.
 
:* '''Mining Foreman - Field Enhancement''':
 
::: T1: 13.6%.
 
::: T2: 17%.
 
::: Max bonus per link with all modifiers: 95.7%.
 
::: Former max bonus: 95%.
 
* The Information Warfare: Sensor Integrity link will now provide its bonus to both sensor strength and lock range.
 
'''Ship balancing - Command Ships'''
 
* ABSOLUTION / DAMNATION:
 
** Role Bonus: Can fit up to three Warfare Link modules.
 
** Command Ships Bonuses:
 
*** 3% bonus to strength of Armored Warfare and Information Warfare links.
 
* NIGHTHAWK / VULTURE:
 
** Role Bonus: Can fit up to three Warfare Link modules.
 
** Command Ships Bonuses:
 
*** 3% bonus to strength of Siege Warfare and Information Warfare links.
 
* ASTARTE / EOS:
 
** Role Bonus: Can fit up to three Warfare Link modules.
 
** Command Ships Bonuses:
 
*** 3% bonus to strength of Armored Warfare and Skirmish Warfare links.
 
* SLEIPNIR / CLAYMORE:
 
** Role Bonus: Can fit up to three Warfare Link modules.
 
** Command Ships Bonuses:
 
*** 3% bonus to strength of Siege Warfare and Skirmish Warfare links.
 
}}
 
 
== November 2013 ==
 
With Rubicon came some changes to Marauders that made some of them lose their webbing role.
 
==== Patches ====
 
From the [http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon Rubicon 1.0 Patch Notes] (November 19th, 2013):
 
{{quote|
 
'''Ship Balancing'''
 
* '''Paladin'''
 
** '''Role Bonus:''' 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
 
** '''Amarr Battleship Skill Bonus:''' 5% bonus to capacitor capacity, 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)
 
** '''Marauder Skill Bonus:''' 7.5% bonus to Armor Repair amount per level, 5% bonus to large energy turret damage per level
 
** Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
 
** Fittings: 16500 PWG (+3000), 530 CPU (+30)
 
** Defense (shields / armor / hull) : 6900(+100) / 8800(+600) / 8500(+1200)
 
** Shield resists: 0% EM / 62.5% EX / 47.5% KIN / 20% THERM
 
** Armor resists: 50% EM / 40% EX / 34.375% KIN / 35% THERM
 
** Capacitor (amount / recharge rate / cap/s) : 7500(+1875) / 1000s (+76.1s) / 8 cap/s (+2)
 
** Mobility (max velocity / agility / mass / align time): 100 m/s(-5) / .119(-0.009) / 92,245,000(-12,955,000) / 15.22s
 
** Drones (bandwidth / bay): 25(-50) / 75
 
** Targeting (max targeting range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10
 
** Sensor strength: 12 Radar
 
** Signature radius: 420(-80)
 
* '''Kronos'''
 
** '''Role Bonus:''' 100% bonus to large hybrid weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
 
** '''Gallente Battleship Skill Bonus:''' 5% bonus to large hybrid weapon damage, 10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level)
 
** '''Marauder Skill Bonus:''' 7.5% bonus to Armor Repair amount per level, 7.5% bonus to large hybrid weapon tracking per level
 
** Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
 
** Fittings: 14000 PWG (+2000), 580 CPU (+30)
 
** Defense (shields / armor / hull) : 7300(+500) / 7900(+600) / 9500(+1300)
 
** Shield resists: 0% EM / 50% EX / 55% KIN / 30% THERM
 
** Armor resists: 50% EM / 10% EX / 51.25% KIN / 43.125% THERM
 
** Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s
 
** Mobility (max velocity / agility / mass / align time): 105 m/s(-15) / .114(-0.0038) / 93480000(-8320000) / 14.77s
 
** Drones (bandwidth / bay): 50(-25) / 125
 
** Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10
 
** Sensor strength: 13 Magnetometric
 
** Signature radius: 420(-80)
 
* '''Vargur'''
 
** '''Role Bonus:''' 100% bonus to large projectile weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
 
** '''Minmatar Battleship Skill Bonus:''' 5% bonus to large projectile turret rate of fire, 10% bonus to large projectile turret falloff per level
 
** '''Marauder Skill Bonus:''' 7.5% bonus to Shield Boost amount, 7.5% bonus to large projectile turret tracking per level
 
** Slot layout: 8H(+1), 6M, 5L; 4 turrets, 0 launchers
 
** Fittings: 12900 PWG(+5000), 625 CPU
 
** Defense (shields / armor / hull) : 8300(+700) / 7300(+500) / 6900 (-400)
 
** Shield resists: 25% EM / 50% EX / 40% KIN / 30% THERM
 
** Armor resists: 70% EM / 10% EX / 25% KIN / 43.125% THERM
 
** Capacitor (amount / recharge rate / cap/s) : 6200(+575) / 1100s(+176.1s) / 5.6 cap/s (-0.4)
 
** Mobility (max velocity / agility / mass / align time): 110 m/s(-20) / .112(-0.004) / 96520000(-9580000) / 14.99s
 
** Drones (bandwidth / bay): 50(-25) / 75
 
** Targeting (max targeting range / Scan Resolution / Max Locked targets): 81km(+6km) / 145(+60) / 10
 
** Sensor strength: 11 Ladar
 
** Signature radius: 360(-65)}}
 

Latest revision as of 12:12, 26 December 2019

Pirate faction table

Pirate faction Amarr Caldari Gallente Minmatar
Isis angel.png Angel Cartel Isis gallente.png Isis minmatar.png
Isis blood raiders.png Blood Raiders Isis amarr.png Isis minmatar.png
Isis guristas.png Guristas Isis caldari.png Isis gallente.png
Isis mordus.png Mordu's Legion Isis caldari.png Isis gallente.png
Isis sansha.png Sansha's Nation Isis amarr.png Isis caldari.png
Isis serpentis.png Serpentis Isis gallente.png Isis minmatar.png
Isis soe.png Sisters of EVE Isis amarr.png Isis gallente.png