Wormholes

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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. Both were introduced in the Apocrypha expansion and give pilots new territory 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, 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%


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