Difference between revisions of "Zarzakh"

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* G-0Q86 (Curse) on the south
 
* G-0Q86 (Curse) on the south
  
 
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== References ==
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<references></references>
 
[[Category: Lore]]
 
[[Category: Lore]]

Revision as of 16:37, 23 March 2024

Zarzakh (dotlan) is a system added shorly before Havoc expansion that has 4 static gates to 4 systems on different cardinal directions, increasing connectivity of the k-space. The system features several unique mechanics tied to its role in the new Pirate Factional Warfare system.

Lore

Zarzakh is a system cloaked in the dust, gas and assorted other bits of matter that are being drawn towards the black hole known as "Point of No Return" to most of New Eden, and "Duzna Kah" to the Amarr. The location of Zarzakh places it deep in the void of Divinity's Edge, or "Yasna Zakh", and somewhat notably essentially at the center of the New Eden cluster by virtue of the astronomical co-ordinate system used by CONCORD. Given this system was proposed by the Jove in the early days of CONCORD, it is suggestive that the dominating features of Zarzakh are the ancient Jovian gates and the ancient Jovian outpost known as "The Fulcrum".

Mechanics

The intent behind addition of Zarzakh was to make it a sort of pirate safe haven which would be the base for the pirate-aligned players operations. Currently there is evidence[1][2][3] that it does not surve this purpose: empire-aligned players can easily camp the system denying safe haven for pirate-aligned players.

Gates

Zarzakh is connected to

  • Alsavoinen (Placid) on the west
  • Turnur (Metropolis) on the east
  • H-PA29 (Venal) on the north
  • G-0Q86 (Curse) on the south

References