List by Spc One
typeID typeName description
0 #System
2 Corporation
3 Region
4 Constellation
5 Solar System
6 Sun G5 (Yellow)
7 Sun K7 (Orange)
8 Sun K5 (Red Giant)
9 Sun B0 (Blue)
10 Sun F0 (White)
11 Planet (Temperate) Life-bearing worlds are often referred to as "temperate", as their mild temperatures are one of their defining features. Planets with existing, stable ecosystems are prime targets for colonization efforts as they are generally easier to make fully habitable; as a result, the majority of highly populated worlds are of this type. Indeed, it is not altogether uncommon for detailed surveys to reveal signs of previous settlements from various stages of New Eden's history.
12 Planet (Ice) The majority of icy planets went through a period of being barren terrestrials, before being surfaced with ice over the course of many millennia. The exact process for this varies from case to case, but the end result is both common and visually uniform - a bright, reflective planet scored by countless fractures and crevasses. A few icy planets are hypothesized to have been warmer, liquid-bearing planets in the past that have subsequently frozen, as a result of either stellar cooling or failed terraforming projects.
13 Planet (Gas) Gas planets are characterized by a deep, opaque upper atmosphere, usually composed primarily of light elements such as hydrogen or helium. Simple chemicals can add a range of hues and shades in the visual spectrum, and the interaction between upwellings and rapidly circulating pressure bands result in a huge variety of visible surface structures. A similar level of diversity can be found beneath the cloud-tops: the inner composition of a given gas planet might belong to any one of a dozen broad groups, with no two planets entirely alike in this regard.
14 Moon
15 Asteroid Belt
16 Stargate (Caldari System)
17 Stargate (Amarr Constellation)
18 Plagioclase Plagioclase is not amongst the most valuable ore types around, but it has the largest amount of pyerite of any ore and is thus always in constant demand. It also yields some tritanium and mexallon. It requires 333 ore units to refine.
19 Spodumain Spodumain is amongst the most valuable ore types around, as it is one of only three ore types that yields the ultra-rare megacyte. Otherwise very plain, with a bit of tritanium and pyerite. 250 ore units are needed to refine.
20 Kernite Kernite is a fairly common ore type that yields the largest amount of mexallon of any ore types in the universe. Besides mexallon the Kernite also has a bit of tritanium and isogen. 400 units of ore are needed for refining.
21 Hedbergite Hedbergite is sought after for its high concentration of isogen, although the high portion size needed for refining makes it a bit less attractive. Hedbergite also yields some Nocxium, Pyerite and a small amount of Zydrine. 500 ore units are needed to refine it.
22 Arkonor The rarest and most sought-after ore in the known universe. A sizable nugget of this can sweep anyone from rags to riches in no time. Arkonor has the largest amount of megacyte of any ore, and also contains some zydrine and tritanium. The portion size for refining is 200 ore units.
23 Cargo Container This cargo container is flimsily constructed and may not survive the rigors of space for more than an hour or so.
24 Ring
25 Corpse
26 Office Folder
27 Office
28 Factory Folder
29 Credits
30 Faction
34 Tritanium The main building block in space structures. A very hard, yet bendable metal. Cannot be used in human habitats due to its instability at atmospheric temperatures. Very common throughout the universe.
35 Pyerite A soft crystal-like mineral with a very distinguishing orange glow as if on fire. Used as conduit and in the bio-chemical industry. Commonly found in many asteroid-ore types.
36 Mexallon Very flexible metallic mineral, dull to bright silvery green in color. Can be mixed with tritanium to make extremely hard alloys or it can be used by itself for various purposes. Fairly common in most regions.
37 Isogen Light-bluish crystal, formed by intense pressure deep within large asteroids and moons. Used in electronic and weapon manufacturing. Only found in abundance in a few areas.
38 Nocxium A highly volatile mineral only formed during supernovas, thus severely limiting the extent of its distribution. Vital ingredient in capsule production, making it very coveted.
39 Zydrine Only found in huge geodes; rocks on the outside with crystal-like quartz on the inside. The rarest and most precious of these geodes are those that contain the dark green zydrine within. Very rare and very expensive.
40 Megacyte An extremely rare mineral found in comets and very occasionally in asteroids that have traveled through gas clouds. Has unique explosive traits that make it very valuable in the armaments industry.
41 Garbage Production waste can mean garbage to some but valuable resource material to others.
42 Spiced Wine Luxury goods are always solid commodities for inter-stellar trading. Spiced wine is not the rarest of luxury goods, but it can still be sold at small outposts and bases that don't manufacture any themselves.
43 Antibiotics Antibiotics are in constant demand everywhere and new, more potent versions, are always made available to counter the increased immunity of bacteria against antibiotics.
44 Enriched Uranium Enriched Uranium is used in many kinds of manufacturing and as a fuel, making it a steady trade commodity. Enriched Uranium is generally manufactured by combining standard semiconductor PVD methods with ionic separation by means of mass spectrometry.
45 Frozen Plant Seeds Frozen plant seeds are in high demand in many regions, especially on stations orbiting a non-habitable planet.
49 Player Kill Kill confirmation
50 Company Shares Shares of a corporation.
51 Bookmark
52 Trading
53 Trade Session
54 Caldari Logistics Station
56 Gallente Military Station
57 Gallente Station Hub
58 C-O-1 Caldari Outpost 1
59 C-O-2 Caldari Outpost 2
164 Clone Grade Alpha
165 Clone Grade Beta
166 Clone Grade Gamma
178 Carbonized Lead S "Small Projectile Ammo. This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
179 Nuclear S "Small Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
180 Proton S "Small Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
181 Depleted Uranium S "Small projectile Ammo. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
182 Titanium Sabot S "Small Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
183 Fusion S "Small Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
184 Phased Plasma S "Small Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
185 EMP S "Small projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
186 Carbonized Lead M "Medium Projectile Ammo. This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
187 Nuclear M "Medium Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
188 Proton M "Medium Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
189 Depleted Uranium M "Medium Projectile Ammo. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
190 Titanium Sabot M "Medium Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
191 Fusion M "Medium Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
192 Phased Plasma M "Medium Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
193 EMP M "Medium Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
194 Carbonized Lead L "Large Projectile Ammo. This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
195 Nuclear L "Large Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
196 Proton L "Large Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
197 Depleted Uranium L "Large Projectile Ammo. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
198 Titanium Sabot L "Large Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
199 Fusion L "Large Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
200 Phased Plasma L "Large Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
201 EMP L "Large Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
202 Mjolnir Cruise Missile The mother of all missiles, the Mjolnir cruise missile delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner.
203 Scourge Cruise Missile The first Minmatar-made large missile. Constructed of reactionary alloys, the Scourge cruise missile is built to get to the target. Guidance and propulsion systems are of Gallente origin and were initially used in drones, making this a nimble projectile despite its heavy payload.
204 Inferno Cruise Missile An Amarr creation with powerful capabilities, the Inferno cruise missile was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.
205 Nova Cruise Missile A very basic missile for large launchers with reasonable payload. Utilizes the now substandard technology of bulls-eye guidance systems.
206 Nova Heavy Missile The be-all and end-all of medium-sized missiles, the Nova heavy missile is a must for those who want a guaranteed kill no matter the cost.
207 Mjolnir Heavy Missile First introduced by the armaments lab of the Wiyrkomi Corporation, the Mjolnir heavy missile is a solid investment with a large payload and steady performance.
208 Inferno Heavy Missile Originally designed as a 'finisher' - the killing blow to a crippled ship - the Inferno heavy missile has since gone through various technological upgrades. The latest version has a lighter payload than the original, but much improved guidance systems.
209 Scourge Heavy Missile The Scourge heavy missile is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.
210 Scourge Light Missile From its humble beginnings in tiny Minmatar design labs, the Scourge light missile has quickly established itself throughout the star cluster as a premier missile for light launchers.
211 Inferno Light Missile The explosion the Inferno light missile creates upon impact is stunning enough for any display of fireworks - just ten times more deadly.
212 Mjolnir Light Missile An advanced missile with a volatile payload of magnetized plasma, the Mjolnir light missile is specifically engineered to take down shield systems.
213 Nova Light Missile The Nova light missile is a tiny nuclear projectile based on a classic Minmatar design that has been in use since the early days of the Minmatar Resistance.
215 Iron Charge S "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
216 Tungsten Charge S "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
217 Iridium Charge S "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
218 Lead Charge S "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
219 Thorium Charge S "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
220 Uranium Charge S "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
221 Plutonium Charge S "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
222 Antimatter Charge S "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
223 Iron Charge M "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
224 Tungsten Charge M "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
225 Iridium Charge M "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
226 Lead Charge M "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
227 Thorium Charge M "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
228 Uranium Charge M "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
229 Plutonium Charge M "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
230 Antimatter Charge M "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
231 Iron Charge L "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
232 Tungsten Charge L "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
233 Iridium Charge L "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
234 Lead Charge L "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
235 Thorium Charge L "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
236 Uranium Charge L "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
237 Plutonium Charge L "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
238 Antimatter Charge L "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
239 Radio S "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
60% increased optimal range.
15% reduced capacitor need."
240 Microwave S "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
40% increased optimal range.
25% reduced capacitor need."
241 Infrared S "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
20% increased optimal range.
35% reduced capacitor need."
242 Standard S "Modulates the beam of a laser weapon into the visible light spectrum.
45% reduced capacitor need."
243 Ultraviolet S "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
12.5% reduced optimal range.
35% reduced capacitor need."
244 Xray S "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
25% reduced optimal range.
25% reduced capacitor need."
245 Gamma S "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
37.5% reduced optimal range.
15% reduced capacitor need."
246 Multifrequency S "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
50% reduced optimal range."
247 Radio M "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
60% increased optimal range.
15% reduced capacitor need."
248 Microwave M "Modulates the beam of a laser weapon into the microwave frequencies. Improved range.
40% increased optimal range.
25% reduced capacitor need."
249 Infrared M "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range.
20% increased optimal range.
35% reduced capacitor need."
250 Standard M "Modulates the beam of a laser weapon into the visible light spectrum.
45% reduced capacitor need."
251 Ultraviolet M "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased damage.
12.5% reduced optimal range.
35% reduced capacitor need."
252 Xray M "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased damage.
25% reduced optimal range.
25% reduced capacitor need."
253 Gamma M "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased damage.
37.5% reduced optimal range.
15% reduced capacitor need."
254 Multifrequency M "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
50% reduced optimal range."
255 Radio L "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
60% increased optimal range.
15% reduced capacitor need."
256 Microwave L "Modulates the beam of a laser weapon into the microwave frequencies. Improved range.
40% increased optimal range.
25% reduced capacitor need."
257 Infrared L "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range.
20% increased optimal range.
35% reduced capacitor need."
258 Standard L "Modulates the beam of a laser weapon into the visible light spectrum.
45% reduced capacitor need."
259 Ultraviolet L "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased damage.
12.5% reduced optimal range.
35% reduced capacitor need."
260 Xray L "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased damage.
25% reduced optimal range.
25% reduced capacitor need."
261 Gamma L "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased damage.
37.5% reduced optimal range.
15% reduced capacitor need."
262 Multifrequency L "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
50% reduced optimal range."
263 Cap Booster 25 Provides a quick injection of power into your capacitor. Good for tight situations!
264 Cap Booster 50 Provides a quick injection of power into your capacitor. Good for tight situations!
265 Heavy Defender Missile I "Defensive missile used to destroy incoming missiles.
Note: This missile fits into heavy missile launchers."
266 Scourge Rocket A small rocket with a piercing warhead.
267 Scourge Torpedo An ultra-heavy piercing missile. While it is a slow projectile, its sheer damage potential is simply staggering.
269 Mjolnir Auto-Targeting Light Missile I An Amarr light missile with an EMP warhead and automatic guidance system.
270 Python Mine Standard mine with nuclear payload.
377 Small Shield Extender I Increases the maximum strength of the shield.
380 Small Shield Extender II Increases the maximum strength of the shield.
393 Shield Recharger I Improves the recharge rate of the shield.
394 Shield Recharger II Improves the recharge rate of the shield.
399 Small Shield Booster I Expends energy to provide a quick boost in shield strength.
400 Small Shield Booster II Expends energy to provide a quick boost in shield strength.
405 Micro Remote Shield Booster I Transfers shield power over to the target ship, aiding in its defense.
406 Micro Remote Shield Booster II Transfers shield power over to the target ship, aiding in its defense.
421 Basic Capacitor Recharger Increases the capacitor recharge rate.
434 1MN Microwarpdrive I "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
438 1MN Afterburner II "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
439 1MN Afterburner I "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
440 1MN Microwarpdrive II "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
442 Cargo Scanner I Scans the cargo hold of another ship.
443 Ship Scanner I Scans the target ship and provides a tactical analysis of its capabilities. The further it goes beyond scan range, the more inaccurate its results will be.
444 Survey Scanner I Scans the composition of asteroids, ice and gas clouds.
447 Warp Scrambler I Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
448 Warp Scrambler II Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
450 Gatling Pulse Laser I "Rapid fire multi-barreled energy weapon that delivers a steady stream of damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
451 Dual Light Pulse Laser I "This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
452 Dual Light Beam Laser I "This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
453 Small Focused Pulse Laser I "A high-powered pulse laser. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
454 Small Focused Beam Laser I "A high-powered beam laser. Good for medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
455 Quad Light Beam Laser I "Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
456 Focused Medium Pulse Laser I "A high-energy, concentrated laser designed for short to medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
457 Focused Medium Beam Laser I "A high-energy, concentrated laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
458 Heavy Pulse Laser I "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
459 Heavy Beam Laser I "A high-energy heavy laser designed for medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
460 Dual Heavy Pulse Laser I "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
461 Dual Heavy Beam Laser I "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
462 Mega Pulse Laser I "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
463 Mega Beam Laser I "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
464 Tachyon Beam Laser I "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
482 Miner II Has an improved technology beam, making the extraction process more efficient. Useful for extracting all but the rarest ore.
483 Miner I Basic mining laser. Extracts common ore quickly, but has difficulty with the more rare types.
484 125mm Gatling AutoCannon I "This multi-barrel autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
485 150mm Light AutoCannon I "A simple but effective close combat autocannon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
486 200mm AutoCannon I "A powerful autocannon that can smash apart most lightly armored frigates with ease.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
487 250mm Light Artillery Cannon I "This artillery is one of the most powerful weapons that can be mounted on a frigate.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
488 280mm Howitzer Artillery I "Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
489 Dual 180mm AutoCannon I "This dual 180mm autocannon is a simple but effective close combat weapon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
490 220mm Vulcan AutoCannon I "The 220mm multi-barrel autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
491 425mm AutoCannon I "The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
492 650mm Artillery Cannon I "A powerful long-range cannon. One of the most damaging weapons mountable on a cruiser.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
493 720mm Howitzer Artillery I "This 720mm rocket-assisted howitzer is designed for long-range bombardment.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
494 Dual 425mm AutoCannon I "Combines the damage output of two 425mm intermediate-range autocannons.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
495 Dual 650mm Repeating Cannon I "Powerful, intermediate-range repeating autocannon with a decent rate of fire.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
496 800mm Repeating Cannon I "A two-barreled, intermediate-range, powerful cannon capable of causing tremendous damage.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
497 1200mm Artillery Cannon I "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
498 1400mm Howitzer Artillery I "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
499 Light Missile Launcher I "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
501 Heavy Missile Launcher I Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
503 Torpedo Launcher I A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
506 Basic Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
508 Basic Shield Flux Coil Increases shield recharge rate while lowering the maximum shield capacity.
509 Basic Capacitor Flux Coil Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
518 Basic Gyrostabilizer "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
519 Gyrostabilizer II "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
520 Gyrostabilizer I "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
521 Basic Damage Control "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
522 Micro Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
523 Small Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the ship.
524 Small Hull Repairer I Makes use of nano-assembler technology in order to repair damage done to the structure.
526 Stasis Webifier I Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
527 Stasis Webifier II Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
529 Small Remote Capacitor Transmitter I Transfers capacitor energy to another ship.
530 Small Nosferatu I "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
533 Small Energy Neutralizer I Neutralizes a portion of the energy in the target ship's capacitor.
561 75mm Gatling Rail I "A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
562 Light Electron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
563 Light Ion Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
564 Light Neutron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
565 150mm Railgun I "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
566 Heavy Electron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
567 Dual 150mm Railgun I "This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
568 Heavy Neutron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
569 Heavy Ion Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
570 250mm Railgun I "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
571 Electron Blaster Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
572 Dual 250mm Railgun I "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
573 Neutron Blaster Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
574 425mm Railgun I "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
575 Ion Blaster Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
577 Medium Capacitor Booster I Provides a quick injection of power into the capacitor.
578 Adaptive Invulnerability Field I Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
580 ECM Burst I "Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range.
Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, only battleship-class vessels can use this module to its fullest extent.
Note: Only one module of this type can be activated at the same time"
581 Passive Targeter I Uses advanced gravitational and visual targeting to identify threats. Allows target lock without alerting the ship to a possible threat.
582 Bantam "The Bantam is a Support Frigate designed to rapidly repair allied vessels in combat.
Traits
Caldari Frigate skill bonus per level:
10% bonus to Shield Transporter boost amount
10% reduction in Shield Transporter capacitor use
Role Bonus:
500% bonus to range of Shield Transporters
Development
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Caldari State, this led to the redesign and redeployment of the Bantam.
The Bantam, a strong and sturdy craft, was originally an extremely effective mining frigate. After its redesign, the Bantam's large structure had to give way for logistics systems that ate up some of its interior room but allowed it to focus extensively on shield support for fellow vessels."
583 Condor "The Condor is an Attack Frigate designed for fast aggressive combat.
Traits
Caldari Frigate skill bonus per level:
10% bonus to Light Missile and Rocket kinetic damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost
Development
The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations."
584 Griffin "The Griffin is a Frigate designed for disrupting enemy ships using electronic warfare.
Traits
Caldari Frigate skill bonus per level:
15% bonus to ECM Target Jammer strength
10% bonus to ECM Target Jammers' capacitor need
Development
The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels."
585 Slasher "The Slasher is an Attack Frigate designed for fast aggressive combat.
Traits
Minmatar Frigate skill bonus per level:
5% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking speed
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost
Development
The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers."
586 Probe "The Probe is a Frigate designed for exploring the depths of space.
Traits
Minmatar Frigate skill bonus per level:
7.5% increase to scan strength of probes
5% bonus to Salvager cycle time
Role Bonus:
+5 Virus Strength to Relic and Data Analyzers
Development
The Probe is large compared to most Minmatar frigates and is considered a good scout and cargo-runner. Uncharacteristically for a Minmatar ship, its hard outer coating makes it difficult to destroy, while the limited weapon hardpoints force it to rely on drone assistance if engaged in combat."
587 Rifter "The Rifter is a Combat Frigate designed for frontline fighting.
Traits
Minmatar Frigate skill bonus per level:
5% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking
Development
The Rifter is a very powerful combat frigate and can easily tackle the best frigates out there. It has gone through many radical design phases since its inauguration during the Minmatar Rebellion. The Rifter has a wide variety of offensive capabilities, making it an unpredictable and deadly adversary."
588 Reaper "The Reaper is a common and versatile Rookie Ship provided to all Minmatar pilots free of charge.
Traits
Special Abilities:
10% bonus to velocity
10% bonus to Small Projectile Turret damage
15% bonus to Target Painter effectiveness
15% bonus to Shield Boost Amount
Development
The Reaper-class is one of the smallest of the Minmatar vessels, just barely reaching rookie ship status instead of a manned fighter. The Reaper is very cheap and is used en masse in daring hit-and-run operations by Minmatars either side of the law."
589 Executioner "The Executioner is an Attack Frigate designed for fast aggressive combat.
Traits
Amarr Frigate skill bonus per level:
10% bonus to Small Energy Turret capacitor use
5% bonus to Small Energy Turret damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost
Development
The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield."
590 Inquisitor "The Inquisitor is a Support Frigate designed to rapidly repair allied vessels in combat.
Traits
Amarr Frigate skill bonus per level:
10% bonus to Remote Armor Repair System repair amount
10% reduction in Remote Armor Repair System capacitor use
Role Bonus:
500% bonus to range of remote armor repair systems
Development
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Amarr Empire, this led to the redesign and redeployment of the Inquisitor.
The Inquisitor was originally an example of how the Amarr Imperial Navy modeled their design to counter specific tactics employed by the other empires. After its redesign, it was exclusively devoted to the role of a support frigate, and its formerly renowned missile capabilities gave way to a focus on remote armor repair.
"
591 Tormentor "The Tormentor is a Combat Frigate designed for frontline fighting.
Traits
Amarr Frigate skill bonus per level:
10% bonus to Small Energy Turret capacitor use
5% bonus to Small Energy Turret damage
Development
The Tormentor has been in service for many decades. For most of that time it saw service as a mining ship, its size barring it from making any kind of impact on the battlefield. As with most Amarr ships, however, its strong defenses always made it a tough opponent to crack, and with recent advances in turret capacitor use and damage output, its lasers have now stopped digging into dead ore and are instead focused on boring through the hulls of hapless vessels in combat."
592 Navitas "The Navitas is a Support Frigate designed to rapidly repair allied vessels in combat.
Traits
Gallente Frigate skill bonus per level:
10% bonus to Remote Armor Repair System repair amount
10% reduction in Remote Armor Repair System capacitor use
Role Bonus:
500% bonus to range of remote armor repair systems
Development
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Gallente Federation, this led to the redesign and redeployment of the Navitas.
The Navitas had been a solid mining vessel that had seen wide use by independent excavators, along with being one of the best ships available for budding traders and even for much-maligned scavengers. After its redesign, its long-range scanners and sturdy outer shell gave way entirely for remote repairing capabilities, moving the Navitas away from the calming buzz of mining lasers and into the roar of battle."
593 Tristan "The Tristan is a Combat Frigate designed for frontline fighting.
Traits
Gallente Frigate skill bonus per level:
7.5% bonus to Small Hybrid Turret tracking speed
10% bonus to Drone tracking and hitpoints
Development
Often nicknamed The Fat Man this nimble little frigate is mainly used by the Federation in escort duties or on short-range patrols. The Tristan has been very popular throughout Gallente space for years because of its versatility. It is rather expensive, but buyers will definitely get their money's worth, as the Tristan is one of the more powerful frigates available on the market."
594 Incursus "The Incursus is a Combat Frigate designed for frontline fighting.
Traits
Gallente Frigate skill bonus per level:
7.5% bonus to Armor Repairer effectiveness
5% bonus to Small Hybrid Turret damage
Development
The Incursus may be found both spearheading and bulwarking Gallente military operations. Its speed makes it excellent for skirmishing duties, while its resilience helps it outlast its opponents on the battlefield. Incursus-class ships move together in groups and can quickly and effectively gang up on ships many times their size and overwhelm them. In recent years the Incursus has increasingly found its way into the hands of pirates, who love its aggressive appearance. "
595 Gallente Police Ship The standard police vessel of the Gallente Federation. Renowned for its high quality equipment and loadout.
596 Impairor "The Impairor is a common and versatile Rookie Ship provided to all Amarrian pilots free of charge.
Traits
Special Abilities:
20% bonus to Small Energy Turret capacitor use
10% bonus to Small Energy Turret damage
15% bonus to Tracking Disruptor effectiveness
8% bonus to armor resistances
Development
The Impairor-class rookie ship has been mass-produced by the Amarr Empire for decades. It is the most common spacevessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport. "
597 Punisher "The Punisher is a Combat Frigate designed for frontline fighting.
Traits
Amarr Frigate skill bonus per level:
5% Bonus to Small Energy Turret damage
4% bonus to armor resistances
Development
The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents."
598 Breacher "The Breacher is a Combat Frigate designed for frontline fighting.
Traits
Minmatar Frigate skill bonus per level:
5% bonus to Light Missile and Rocket damage
7.5% bonus to Shield Boost amount
Development
The Breacher's structure is little more than a fragile scrapheap, but the ship's missile launcher hardpoints and superior sensors have placed it among the most valued Minmatar frigates when it comes to long range combat."
599 Burst "The Burst is a Support Frigate designed to rapidly repair allied vessels in combat.
Traits
Minmatar Frigate skill bonus per level:
10% bonus to Shield Transporter boost amount
10% reduction in Shield Transporter capacitor use
Role Bonus:
500% bonus to range of Shield Transporters
Development
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Minmatar Republic, this led to the redesign and redeployment of the Burst.
The Burst had been a small and fast cargo vessel. This all changed after the redesign, when the Burst found its small-time mining capabilities curtailed in lieu of logistics systems that moved its focus to shield support for friendly vessels."
600 Minmatar Peacekeeper Ship Minmatar Police 1
601 Ibis "The Ibis is a common and versatile Rookie Ship provided to all Caldari pilots free of charge.
Traits
Special Abilities:
20% bonus to Small Hybrid Turret optimal range
10% bonus to missile kinetic damage
30% bonus to ECM Target Jammer strength
8% bonus to shield resistances
Development
The Caldari Ibis rookie ship is a small but stout vessel that fits admirably well as a cargo hauler or small-scale miner. Its reliability makes it a good choice for novice ship captains."
602 Kestrel "The Kestrel is a Combat Frigate designed for frontline fighting.
Traits
Caldari Frigate skill bonus per level:
5% bonus to Light Missile and Rocket damage
10% bonus to Missile velocity
Development
The Kestrel is a heavy missile boat with one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas. The Kestrel was designed so that it could take up to four missile launchers but as a result it can not be equipped with turret weapons nor with mining lasers."
603 Merlin "The Merlin is a Combat Frigate designed for frontline fighting.
Traits
Caldari Frigate skill bonus per level:
4% bonus to shield resistances
5% bonus to Small Hybrid Turret damage
Development
The Merlin is the most powerful combat frigate of the Caldari. Its role has evolved through the years, and while its defenses have always remained exceptionally strong for a Caldari vessel, its offensive capabilities have evolved from versatile, jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The Merlin's primary aim is to have its turrets punch holes in opponents' hulls."
605 Heron "The Heron is a Frigate designed for exploring the depths of space.
Traits
Caldari Frigate skill bonus per level:
7.5% increase to scan strength of probes
5% bonus to Salvager cycle time
Role Bonus:
+5 Virus Strength to Relic and Data Analyzers
Development
The Heron has good computer and electronic systems, giving it the option of participating in electronic warfare. But it has relatively poor defenses and limited weaponry, so it's more commonly used for scouting and exploration."
606 Velator "The Velator is a common and versatile Rookie Ship provided to all Gallente pilots free of charge.
Traits
Special Abilities:
10% bonus to hybrid turret damage
20% bonus to drone hitpoints, damage and mining yield
15% bonus to Remote Sensor Dampener effectiveness
15% bonus to Armor Repairer effectiveness
Development
The Velator class rookie ship is one of the older vessel types in the Gallente fleet. It was first deployed on the market as a fast passenger craft but the extra passenger quarters were later modified into weapon hardpoints as the newer models came to be used for small-scale security and military duties. The Velator is still a very solid mining and trading vessel."
607 Imicus "The Imicus is a Frigate designed for exploring the depths of space.
Traits
Gallente Frigate skill bonus per level:
7.5% increase to scan strength of probes
5% bonus to Salvager cycle time
Role Bonus:
+5 Virus Strength to Relic and Data Analyzers
Development
The Imicus is a slow but hard-shelled frigate, ideal for any type of scouting activity. Used by merchant, miner and combat groups, the Imicus is usually relied upon as the operation's eyes and ears when traversing low security sectors."
608 Atron "The Atron is an Attack Frigate designed for fast aggressive combat.
Traits
Gallente Frigate skill bonus per level:
10% bonus to Small Hybrid Turret falloff
5% bonus to Small Hybrid Turret damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost
Development
The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although it is a good harvester when it comes to mining, its main ability is as a combat vessel."
609 Maulus "The Maulus is a Frigate designed for disrupting enemy ships using electronic warfare.
Traits
Gallente Frigate skill bonus per level:
7.5% bonus to Remote Sensor Dampener effectiveness
10% reduction to Remote Sensor Dampeners' capacitor need
Development
The Maulus is a high-tech vessel, specialized for electronic warfare. It is particularly valued in fleet warfare due to its optimization for sensor dampening technology."
610 Wraith Little is known about Jovian vessels, safe for their technical superiority.
611 Specter Little is known about Jovian vessels, safe for their technical superiority.
613 Devourer Pirate Frigate 2
614 Fury Pirate Frigate 3
615 Immolator "The Immolator is a Frigate provided by the Sansha's Nation to teach new pilots fleet combat doctrine and tactics.
Traits
Special Abilities:
100% bonus to Small Energy Turret damage
22.5% bonus to Small Energy Turret tracking
30% bonus to Small Energy Turret optimal range
22.5% bonus to Shield Boost amount
Development
The Immolator is a small ship, designed by the upper (read: unslaved) echelon of Sansha's Nation to serve as a good entry for those pilots new to the glory of Nation. It excels in picking off smaller targets and hitting them hard with energy beams."
616 Medusa Pirate Frigate 5
617 Echo "The Echo is a Frigate provided by the Angel Cartel to teach new pilots fleet combat doctrine and tactics.
Traits
Special Abilities:
50% bonus to Small Projectile Turret damage
22.5% bonus to Small Projectile Turret tracking
22.5% bonus to Small Projectile Turret falloff
22.5% bonus to Small Projectile Turret optimal range
Development
The Echo is small vessel, designed by the Angel Cartel to be easily missed in the heat of battle, while posing a viable threat in combat. As such, it is intended to rush in with guns blazing and subsequently escape without being eaten up by larger ships."
618 Lynx Pirate Frigate 7
619 Swordspine Pirate Frigate 8
620 Osprey "The Osprey is a Support Cruiser designed to rapidly repair allied vessels in combat.
Traits
Caldari Cruiser skill bonus per level:
12.5% bonus to Shield Transporter boost amount
5% reduction in Shield Transporter capacitor use
Role Bonus:
1000% bonus to Shield Transporter and Energy Transfer Array Range
200% bonus to Energy Transfer Array transfer amount
Development
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Caldari State the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Osprey.
The Osprey originally offered excellent versatility and power for what was considered a comparably low price. After its redesign, its inbuilt mining technology - now a little creaky and long in the tooth - was gutted from the Osprey and replaced in its entirety with tech of a different type, capable of high energy and shield transfers."
621 Caracal "The Caracal is an Attack Cruiser designed for fast aggressive combat.
Traits
Caldari Cruiser skill bonus per level:
5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
10% bonus to Light, Heavy Assault and Heavy Missile Velocity
Development
The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone."
622 Stabber "The Stabber is an Attack Cruiser designed for fast aggressive combat.
Traits
Minmatar Cruiser skill bonus per level:
5% bonus to Medium Projectile Turret firing speed
10% bonus to Medium Projectile Turret falloff
Development
The Stabber is the mainstay of the Minmatar fleet. It is light and extremely fast, yet surprisingly powerful, with a wide variety of weapons. It is one of few Minmatar vessels that have reached popularity outside Minmatar space."
623 Moa "The Moa is a Combat Cruiser designed for frontline fighting.
Traits
Caldari Cruiser skill bonus per level:
5% bonus to Medium Hybrid Turret damage
4% bonus to shield resistances
Development
The Moa was designed as an all-out combat ship, and its heavy armament allows the Moa to tackle almost anything that floats in space. In contrast to its nemesis the Thorax, the Moa is most effective at long range where its railguns can rain death upon foes."
624 Maller "The Maller is a Combat Cruiser designed for frontline fighting.
Traits
Amarr Cruiser skill bonus per level:
5% bonus to Medium Energy Turret damage
4% bonus to all Armor Resistances
Development
Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches."
625 Augoror "The Augoror is a Support Cruiser designed to rapidly repair allied vessels in combat.
Traits
Amarr Cruiser skill bonus per level:
12.5% bonus to Remote Armor Repair System repair amount
5% reduction in Remote Armor Repair System capacitor use
Role Bonus:
1000% bonus to Remote Armor Repair System and Energy Transfer Array range
200% bonus to Energy Transfer Array transfer amount
Development
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Amarr Empire the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Augoror.
The Augoror-class cruiser is one of the old warhorses of the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion. Like most Amarr vessels, the Augoror depended first and foremost on its resilience and heavy armor to escape unscathed from unfriendly encounters. After its overhaul, it had some of the armor stripped off to make room for equipment allowing it to focus on the armor of other vessels, along with energy transfers."
626 Vexor "The Vexor is a Combat Cruiser designed for frontline fighting.
Traits
Gallente Cruiser skill bonus per level:
5% bonus to Medium Hybrid Turret damage
10% bonus to drone hitpoints, damage and mining yield
Development
The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks."
627 Thorax "The Thorax is an Attack Cruiser designed for fast aggressive combat.
Traits
Gallente Cruiser skill bonus per level:
5% bonus to Medium Hybrid Turret damage
7.5% bonus to Medium Hybrid Turret tracking speed
Development
The Thorax-class cruiser is the latest combat ship commissioned by the Federation. While the Thorax is a very effective ship at any range, typical of modern Gallente design philosophy it is most effective when working at extreme close range where its blasters and hordes of combat drones tear through even the toughest of enemies."
628 Arbitrator "The Arbitrator is a Cruiser designed for disrupting enemy ships using electronic warfare.
Traits
Amarr Cruiser skill bonus per level:
7.5% bonus to Tracking Disruptor effectiveness
10% bonus to drone hitpoints, damage and mining yield
Development
The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class."
629 Rupture "The Rupture is a Combat Cruiser designed for frontline fighting.
Traits
Minmatar Cruiser skill bonus per level:
5% bonus to Medium Projectile Turret firing speed
5% bonus to Medium Projectile Turret damage
Development
The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations."
630 Bellicose "The Bellicose is a Cruiser designed for disrupting enemy ships using electronic warfare.
Traits
Minmatar Cruiser skill bonus per level:
7.5% bonus to Target Painter effectiveness
5% bonus to Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
Development
Being a highly versatile class of Minmatar ships, the Bellicose has been used as a combat juggernaut as well as a support ship for wings of frigates. While not quite in the league of newer navy cruisers, the Bellicose is still a very solid ship for most purposes, especially in terms of long range combat."
631 Scythe "The Scythe is a Support Cruiser designed to rapidly repair allied vessels in combat.
Traits
Minmatar Cruiser skill bonus per level:
12.5% bonus to Remote Shield Booster boost amount
5% reduction in Remote Shield Booster capacitor use
Role Bonus:
1000% bonus to Remote Shield Booster range
100% bonus to Logistic Drone repair amount
Development
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Minmatar Republic the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Scythe.
The Scythe-class cruiser remains the oldest Minmatar ship still in use. It has seen many battles and is an integrated part in Minmatar tales and heritage. With its redesign, past firmware upgrades for mining output were tossed out entirely in favor of two new separate systems that focused on shield transporting and logistics drones respectively."
632 Blackbird "The Blackbird is a Cruiser designed for disrupting enemy ships using electronic warfare.
Traits
Caldari Cruiser skill bonus per level:
15% bonus to ECM Target Jammer strength
12.5% bonus to ECM Target Jammer optimal range and falloff
Development
The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations. "
633 Celestis "The Celestis is a Cruiser designed for disrupting enemy ships using electronic warfare.
Traits
Gallente Cruiser skill bonus per level:
7.5% bonus to Remote Sensor Dampener effectiveness
10% bonus to Remote Sensor Dampener optimal range and falloff
Development
The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems."
634 Exequror "The Exequror is a Support Cruiser designed to rapidly repair allied vessels in combat.
Traits
Gallente Cruiser skill bonus per level:
12.5% bonus to Remote Armor Repair System repair amount
5% reduction in Remote Armor Repair System capacitor use
Role Bonus:
1000% bonus to Remote Armor Repair System range
100% bonus to Logistic Drone repair amount
Development
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Gallente Federation the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Exequoror.
The Exequror was a heavy cargo cruiser originally strong enough to defend itself against raiding frigates, though it lacked prowess in heavier combat situations. After its redesign, it had some of that bulk - and, necessarily, some of that strength - yanked out and replaced with the capability to help others in heavy combat situations, in particular those who needed armor repairs."
635 Opux Luxury Yacht The Opux Luxury Yachts are normally used by the entertainment industry for pleasure tours for wealthy Gallente citizens. These Opux Luxury Yacht cruisers are rarely seen outside of Gallente controlled space, but are extremely popular within the Federation.
638 Raven "The Raven is an Attack Battleship designed for fast aggressive combat.
Traits
Caldari Battleship skill bonus per level:
5% bonus to Cruise, Torpedo and Rapid Heavy Missile Launcher rate of fire
10% bonus to Cruise Missile and Torpedo velocity
Development
The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty."
639 Tempest "The Tempest is an Attack Battleship designed for fast aggressive combat.
Traits
Minmatar Battleship skill bonus per level:
5% bonus to Large Projectile Turret rate of fire
5% bonus to Large Projectile Turret damage
Development
The Tempest is one of the Republic Fleet's key vessels; a versatile gunship proficient at long-range bombardment and capable of dishing out specialized types of damage with great effectiveness. A well-rounded squadron of Tempests has been proven time and time again to be an invaluable wild card in a fleet battle, one which opponents should ignore at their own peril."
640 Scorpion "The Scorpion is a Battleship designed for disrupting enemy ships using electronic warfare
Traits
Caldari Battleship skill bonus per level:
15% bonus to ECM Target Jammer strength
25% bonus to ECM Target Jammer optimal and falloff range
25% bonus to ECM Burst range
Development
The first Scorpion-class battleship was launched only a couple of years ago, and those that have been built are considered to be prototypes. Little is known of its capabilities, but what has been garnered suggests that the Scorpion is crammed to the brink with sophisticated hi-tech equipment that few can match."
641 Megathron "The Megathron is an Attack Battleship designed for fast aggressive combat.
Traits
Gallente Battleship skill bonus per level:
5% bonus to Large Hybrid Turret rate of fire
7.5% bonus to Large Hybrid Turret tracking speed
Development
The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there."
642 Apocalypse "The Apocalypse is an Attack Battleship designed for fast aggressive combat.
Traits
Amarr Battleship skill bonus per level:
7.5% bonus to Large Energy Turret optimal range
7.5% bonus to Large Energy Turret tracking speed
Development
In days past, only those in high favor with the Emperor could hope to earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. In latter years, even though now in full market circulation, these golden, metallic monstrosities are still feared and respected as enduring symbols of Amarrian might."
643 Armageddon "The Armageddon is a Combat Battleship designed for frontline fighting.
Traits
Amarr Battleship skill bonus per level:
10% bonus to Drone damage and Hit Points
10% bonus to Energy Neutralizer and Energy Vampire range
Development
The mighty Armageddon class is one of the enduring warhorses of the Amarr Empire. Once a juggernaut that steamrolled its way into battle, it has now taken on a more stately and calculated approach, sending out a web of drones in its place while it drains the enemy from a distance."
644 Typhoon "The Typhoon is an Attack Battleship designed for fast aggressive combat.
Traits
Minmatar Battleship skill bonus per level:
5% bonus to Cruise, Torpedo and Rapid Heavy Missile Launcher rate of fire.
5% bonus to Cruise Missile and Torpedo explosion velocity
Development
Much praised by its proponents and much maligned by its detractors, the Typhoon-class battleship has always been one of the most hotly debated spacefaring vessels around. Its distinguishing aspect - and the source of most of the controversy - is its sheer versatility, variously seen as either a lack of design focus or a deliberate freedom for pilot modification. "
645 Dominix "The Dominix is a Combat Battleship designed for frontline fighting.
Traits
Gallente Battleship skill bonus per level:
10% bonus to Drone Damage and Drone hitpoints
7.5% bonus to Drone optimal range and Drone tracking speed
Development
The Dominix is one of the old warhorses dating back to the Gallente-Caldari War. While no longer regarded as the king of the hill, it is by no means obsolete. Its formidable hulk and powerful drone arsenal means that anyone not in the largest and latest battleships will regret ever locking horns with it."
647 Eidolon Little is known about Jove vessels except for their technical superiority.
648 Badger "The Badger is a nimble industrial whose design revolves around sufficient speed to outrun enemies and enough strength to withstand their attacks in the meantime.
Traits
Caldari Industrial skill bonus per level:
5% bonus to cargo capacity
5% bonus to agility
Development
The Badger-class industrial is the main cargo-carrier for the Caldari State, particularly in long, arduous trade-runs. It’s huge size and comfortable armament makes it perfectly equipped for those tasks, although the Caldari seldom let it roam alone.
"
649 Tayra "The Tayra is a purely cargo capacity-oriented Industrial, capable of hauling great loads of valuable goods through the darkness of space.
Traits
Caldari Industrial skill bonus per level:
5% bonus to cargo capacity
5% bonus to maximum velocity
Development
The Tayra, an evolution of the now-defunct Badger Mark II, focuses entirely on reaching the highest potential capacity that Caldari engineers can manage."
650 Nereus "The Nereus is a nimble industrial whose design revolves around sufficient speed to outrun enemies and enough strength to withstand their attacks in the meantime.
Traits
Gallente Industrial skill bonus per level:
5% bonus to cargo capacity
5% bonus to agility
Development
Originally set to sail under the guise of ""Iteron"", this new iteration of an old stalwart is fast and reliable. It is equally popular among civilians and militaries due to its low price and ability to be fitted in myriad different ways. Despite its speed and resilience, however, it may need to be guarded while in particularly unfriendly territories, which is why it has also been outfitted with a drone bay for extra protection."
651 Hoarder "The Hoarder is an Industrial Ship specializing in certain types of cargo.
Traits
Minmatar Industrial skill bonus per level:
10% bonus to Ammo Bay capacity
5% bonus to maximum velocity
Development
Aside from being endowed with the usual hauling capabilities of Industrials, the Hoarder possesses an extra cargo bay. That bay is a static-free, blast-proof chamber, and as such is meant to be dedicated solely to ferrying consumable charges of all kinds, including ammunition, missiles, capacitor charges, nanite paste and bombs. "
652 Mammoth "The Mammoth is a purely cargo capacity-oriented Industrial, capable of hauling great loads of valuable goods through the darkness of space.
Traits
Minmatar Industrial skill bonus per level:
5% bonus to cargo capacity
5% bonus to maximum velocity
Development
The Mammoth is the largest industrial ship of the Minmatar Republic. It was designed with aid from the Gallente Federation, making the Mammoth both large and powerful yet also nimble and technologically advanced. A very good buy."
653 Wreathe "The Wreathe is a nimble industrial whose design revolves around sufficient speed to outrun enemies and enough strength to withstand their attacks in the meantime.
Traits
Minmatar Industrial skill bonus per level:
5% bonus to cargo capacity
5% bonus to agility
Development
The Wreathe is an old ship of the Minmatar Republic and one of the oldest ships still in usage. The design of the Wreathe is very plain, which is the main reason for its longevity, but it also makes the ship incapable of handling anything but the most mundane tasks."
654 Kryos "The Kryos is an Industrial Ship specializing in certain types of cargo.
Traits
Gallente Industrial skill bonus per level:
10% bonus to Mineral hold capacity
5% bonus to maximum velocity
Development
Aside from being endowed with the usual hauling capabilities of Industrials, the Kryos possesses an extra cargo bay. That bay is equipped with precise temperature and pressure controls, and is dedicated solely to ferrying minerals. The Kryos was originally designed as a variant of the Iteron, but eventually evolved to perform an entirely separate role."
655 Epithal "The Epithal is an Industrial Ship specializing in certain types of cargo.
Traits
Gallente Industrial skill bonus per level:
10% bonus to Planetary Commodities hold capacity
5% bonus to maximum velocity
Development
Aside from being endowed with the usual hauling capabilities of Industrials, the Epithal possesses an extra cargo bay. That bay is equipped with sealed sub-chambers capable of maintaining hospitable environments for practically any kind of organism or entity, from biocells to viral agents, and is meant solely for ferrying planetary commodities. The Epithal was originally designed as a variant of the Iteron, but eventually evolved to perform an entirely separate role."
656 Miasmos "The Miasmos is an Industrial Ship specializing in certain types of cargo.
Traits
Gallente Industrial skill bonus per level:
10% bonus to Ore Hold capacity
5% bonus to maximum velocity
Development
Aside from being endowed with the usual hauling capabilities of Industrials, the Miasmos possesses an extra cargo bay. That bay is equipped with sealed, temperature-controlled vats, and is meant solely for ferrying all types of interstellar ore: ice, gasses and asteroids. The Miasmos was originally designed as a variant of the Iteron, but eventually evolved to perform an entirely separate role."
657 Iteron Mark V "The Iteron Mark V is a purely cargo capacity-oriented Industrial, capable of hauling great loads of valuable goods through the darkness of space.
Traits
Gallente Industrial skill bonus per level:
5% bonus to cargo capacity
5% bonus to maximum velocity
Development
This lumbering giant is the latest and last iteration in a chain of haulers. It is the only one to retain the original ""Iteron""-class callsign, but while all the others eventually evolved into specialized versions, the Iteron Mk. V still does what haulers do best: Transporting enormous amounts of goods and commodities between the stars."
658 Visitant Little is known about Jovian vessels, safe for their technical superiority.
670 Capsule Standard capsule.
671 Erebus "From the formless void's gaping maw, there springs an entity. Not an entity such as any you can conceive of, nor I; an entity more primordial than the elements themselves, yet constantly coming into existence even as it is destroyed. It is the Child of Chaos, the Pathway to the Next.
The darkness shall swallow the land, and in its wake there will follow a storm, as the appetite of nothing expands over the world.
From the formless void's gaping maw, there springs an entity.
Dr. Damella Macaper
The Seven Events of the Apocalypse
Gallente Titan Skill Bonuses:
100% bonus to Capital Hybrid Turret damage per level
7.5% bonus to fleet members' maximum armor HP per level
Can fit Aurora Ominae Super Weapon
Can fit Jump Portal Generator
Can fit Clone Vat Bay
Can fit 1 additional Warfare Link module per level
Immune to all forms of Electronic Warfare
Turrets fitted to this ship will do reduced damage to small targets"
672 Caldari Shuttle Caldari Shuttle
681 Clone Grade Beta Blueprint
682 Clone Grade Gamma Blueprint
683 Bantam Blueprint
684 Condor Blueprint
685 Griffin Blueprint
686 Osprey Blueprint
687 Caracal Blueprint
688 Raven Blueprint
689 Slasher Blueprint
690 Probe Blueprint
691 Rifter Blueprint
692 Stabber Blueprint
693 Tempest Blueprint
784 Miner II Blueprint
785 Miner I Blueprint
786 Light Missile Launcher I Blueprint
788 Heavy Missile Launcher I Blueprint
790 Torpedo Launcher I Blueprint
803 Mjolnir Cruise Missile Blueprint
804 Scourge Cruise Missile Blueprint
805 Inferno Cruise Missile Blueprint
806 Nova Cruise Missile Blueprint
807 Nova Heavy Missile Blueprint
808 Mjolnir Heavy Missile Blueprint
809 Inferno Heavy Missile Blueprint
810 Scourge Heavy Missile Blueprint
811 Scourge Light Missile Blueprint
812 Inferno Light Missile Blueprint
813 Mjolnir Light Missile Blueprint
814 Nova Light Missile Blueprint
819 125mm Gatling AutoCannon I Blueprint
820 150mm Light AutoCannon I Blueprint
821 200mm AutoCannon I Blueprint
822 250mm Light Artillery Cannon I Blueprint
823 280mm Howitzer Artillery I Blueprint
824 Dual 180mm AutoCannon I Blueprint
825 220mm Vulcan AutoCannon I Blueprint
826 425mm AutoCannon I Blueprint
827 650mm Artillery Cannon I Blueprint
828 720mm Howitzer Artillery I Blueprint
829 Dual 425mm AutoCannon I Blueprint
830 Dual 650mm Repeating Artillery I Blueprint
831 800mm Repeating Artillery I Blueprint
832 1200mm Artillery Cannon I Blueprint
833 1400mm Howitzer Artillery I Blueprint
834 Gatling Pulse Laser I Blueprint
835 Dual Light Pulse Laser I Blueprint
836 Dual Light Beam Laser I Blueprint
837 Small Focused Pulse Laser I Blueprint
838 Small Focused Beam Laser I Blueprint
839 Quad Light Beam Laser I Blueprint
840 Focused Medium Pulse Laser I Blueprint
841 Focused Medium Beam Laser I Blueprint
842 Heavy Pulse Laser I Blueprint
843 Heavy Beam Laser I Blueprint
844 Dual Heavy Pulse Laser I Blueprint
845 Dual Heavy Beam Laser I Blueprint
846 Mega Pulse Laser I Blueprint
847 Mega Beam Laser I Blueprint
848 Tachyon Beam Laser I Blueprint
879 Carbonized Lead S Blueprint
880 Nuclear S Blueprint
881 Proton S Blueprint
882 Depleted Uranium S Blueprint
883 Titanium Sabot S Blueprint
884 Fusion S Blueprint
885 Phased Plasma S Blueprint
886 EMP S Blueprint
887 Carbonized Lead M Blueprint
888 Nuclear M Blueprint
889 Proton M Blueprint
890 Depleted Uranium M Blueprint
891 Titanium Sabot M Blueprint
892 Fusion M Blueprint
893 Phased Plasma M Blueprint
894 EMP M Blueprint
895 Carbonized Lead L Blueprint
896 Nuclear L Blueprint
897 Proton L Blueprint
898 Depleted Uranium L Blueprint
899 Titanium Sabot L Blueprint
900 Fusion L Blueprint
901 Phased Plasma L Blueprint
902 EMP L Blueprint
935 Reaper Blueprint
936 Executioner Blueprint
937 Inquisitor Blueprint
938 Tormentor Blueprint
939 Navitas Blueprint
940 Tristan Blueprint
941 Incursus Blueprint
943 Impairor Blueprint
944 Punisher Blueprint
945 Breacher Blueprint
946 Burst Blueprint
947 Minmatar Peacekeeper Ship Blueprint
948 Ibis Blueprint
949 Kestrel Blueprint
950 Merlin Blueprint
952 Heron Blueprint
953 Velator Blueprint
954 Imicus Blueprint
955 Atron Blueprint
956 Maulus Blueprint
957 Wraith Blueprint
958 Specter Blueprint
960 Devourer Blueprint
961 Fury Blueprint
962 Immolator Blueprint
963 Medusa Blueprint
964 Echo Blueprint
965 Lynx Blueprint
966 Swordspine Blueprint
967 Caldari Shuttle Blueprint
968 Moa Blueprint
969 Maller Blueprint
970 Augoror Blueprint
971 Vexor Blueprint
972 Thorax Blueprint
973 Arbitrator Blueprint
974 Rupture Blueprint
975 Bellicose Blueprint
976 Scythe Blueprint
977 Blackbird Blueprint
978 Celestis Blueprint
979 Exequror Blueprint
983 Badger Blueprint
984 Tayra Blueprint
985 Nereus Blueprint
986 Hoarder Blueprint
987 Mammoth Blueprint
988 Wreathe Blueprint
989 Kryos Blueprint
990 Epithal Blueprint
991 Miasmos Blueprint
992 Iteron Mark V Blueprint
993 Visitant Blueprint
994 Scorpion Blueprint
995 Megathron Blueprint
996 Apocalypse Blueprint
997 Armageddon Blueprint
998 Typhoon Blueprint
999 Dominix Blueprint
1001 Eidolon Blueprint
1002 Erebus Blueprint
1010 Small Shield Extender I Blueprint
1013 Small Shield Extender II Blueprint
1026 Shield Recharger I Blueprint
1027 Shield Recharger II Blueprint
1032 Small Shield Booster I Blueprint
1033 Small Shield Booster II Blueprint
1067 1MN Microwarpdrive I Blueprint
1071 1MN Afterburner II Blueprint
1072 1MN Afterburner I Blueprint
1073 1MN Microwarpdrive II Blueprint
1074 Cargo Scanner I Blueprint
1075 Ship Scanner I Blueprint
1076 Survey Scanner I Blueprint
1079 Warp Scrambler I Blueprint
1080 Warp Scrambler II Blueprint
1095 Gyrostabilizer II Blueprint
1096 Gyrostabilizer I Blueprint
1099 Small Armor Repairer I Blueprint
1100 Small Hull Repairer I Blueprint
1102 Stasis Webifier I Blueprint
1103 Stasis Webifier II Blueprint
1105 Small Remote Capacitor Transmitter I Blueprint
1106 Small Nosferatu I Blueprint
1109 Small Energy Neutralizer I Blueprint
1112 75mm Gatling Rail I Blueprint
1113 Light Electron Blaster I Blueprint
1114 Light Ion Blaster I Blueprint
1115 Light Neutron Blaster I Blueprint
1116 150mm Railgun I Blueprint
1117 Heavy Electron Blaster I Blueprint
1118 Dual 150mm Railgun I Blueprint
1119 Heavy Neutron Blaster I Blueprint
1120 Heavy Ion Blaster I Blueprint
1121 250mm Railgun I Blueprint
1122 Electron Blaster Cannon I Blueprint
1123 Dual 250mm Railgun I Blueprint
1124 Neutron Blaster Cannon I Blueprint
1125 425mm Railgun I Blueprint
1126 Ion Blaster Cannon I Blueprint
1128 Medium Capacitor Booster I Blueprint
1129 Adaptive Invulnerability Field I Blueprint
1130 Iron Charge S Blueprint
1131 Tungsten Charge S Blueprint
1132 Iridium Charge S Blueprint
1133 Lead Charge S Blueprint
1134 Thorium Charge S Blueprint
1135 Uranium Charge S Blueprint
1136 Plutonium Charge S Blueprint
1137 Antimatter Charge S Blueprint
1138 Iron Charge M Blueprint
1139 Tungsten Charge M Blueprint
1140 Iridium Charge M Blueprint
1141 Lead Charge M Blueprint
1142 Thorium Charge M Blueprint
1143 Uranium Charge M Blueprint
1144 Plutonium Charge M Blueprint
1145 Antimatter Charge M Blueprint
1146 Iron Charge L Blueprint
1147 Tungsten Charge L Blueprint
1148 Iridium Charge L Blueprint
1149 Lead Charge L Blueprint
1150 Thorium Charge L Blueprint
1151 Uranium Charge L Blueprint
1152 Plutonium Charge L Blueprint
1153 Antimatter Charge L Blueprint
1154 Radio S Blueprint
1155 Microwave S Blueprint
1156 Infrared S Blueprint
1157 Standard S Blueprint
1158 Ultraviolet S Blueprint
1159 Xray S Blueprint
1160 Gamma S Blueprint
1161 Multifrequency S Blueprint
1162 Radio M Blueprint
1163 Microwave M Blueprint
1164 Infrared M Blueprint
1165 Standard M Blueprint
1166 Ultraviolet M Blueprint
1167 Xray M Blueprint
1168 Gamma M Blueprint
1169 Multifrequency M Blueprint
1170 Radio L Blueprint
1171 Microwave L Blueprint
1172 Infrared L Blueprint
1173 Standard L Blueprint
1174 Ultraviolet L Blueprint
1175 Xray L Blueprint
1176 Gamma L Blueprint
1177 Multifrequency L Blueprint
1178 Cap Booster 25 Blueprint
1179 Cap Booster 50 Blueprint
1182 Auto Targeting System I Targets any hostile ship within range on activation. Grants a +2 bonus to ship's max targets when online
1183 Small Armor Repairer II This module uses nano-assemblers to repair damage done to the armor of the ship.
1184 Small Armor Repairer II Blueprint
1185 Small Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
1186 Small Capacitor Battery I Blueprint
1190 Small Remote Capacitor Transmitter II Transfers capacitor energy to another ship.
1191 Small Remote Capacitor Transmitter II Blueprint
1192 Basic Overdrive Injector System "This unit increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1193 Basic EM Plating An array of microscopic reactive prizms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1194 Amarr Sentry Gun Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
1195 Cap Recharger I Increases the capacitor recharge rate.
1196 Cap Recharger I Blueprint
1197 EM Plating I An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1198 EM Plating II An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1201 Wasp I Heavy Attack Drone
1202 Civilian Mining Drone Civilian Mining Drone
1204 EM Plating I Blueprint
1205 EM Plating II Blueprint
1208 Auto Targeting System I Blueprint
1210 ECM Burst I Blueprint
1212 Passive Targeter I Blueprint
1214 Wasp I Blueprint
1215 Heavy Defender Missile I Blueprint
1216 Mjolnir Auto-Targeting Light Missile I Blueprint
1217 Python Mine Blueprint
1218 Civilian Mining Drone Blueprint Civilian Mining Drone Blueprint
1220 Scourge Rocket Blueprint
1221 Scourge Torpedo Blueprint
1223 Bistot Bistot is a very valuable ore as it holds large portions of two of the rarest minerals in the universe, megacyte and zydrine. The portion size for refining is 200 ore units.
1224 Pyroxeres Pyroxeres is an interesting ore type, as it is very plain in most respects except one - deep core refining yields a little bit of nocxium, increasing its value considerably. It also has a large portion of tritanium and some pyerite and mexallon. 333 ore units are needed to refine.
1225 Crokite Crokite is a very heavy ore that is always in high demand because it has the largest ratio of zydrine for any ore in the universe. It requires 250 ore units to refine.
1226 Jaspet Jaspet has many mineral types, making it easy to sell. It has a large portion of mexallon plus some tritanium, pyerite, nocxium and zydrine. It has a portion size of 500 ore units for refining.
1227 Omber Omber is a common ore that is still an excellent ore for novice miners as it has a sizeable portion of isogen, as well as some tritanium and pyerite. A few trips of mining this and a novice is quick to rise in status. 500 ore units are needed for refining.
1228 Scordite Scordite is amongst the most common ore types in the known universe. It has a large portion of tritanium plus a fair bit of pyerite. Good choice for those starting their mining careers. 333 ore units are needed for refining.
1229 Gneiss Gneiss is a popular ore type because it holds a bit of many minerals, increasing its utility value. It has a little something of tritanium, mexallon, isogen and zydrine. It has a portion size of 400 ore units for refining.
1230 Veldspar The most common ore type in the known universe, Veldspar can be found almost everywhere. It is still in constant demand as it holds a large portion of the much-used tritanium mineral. It requires 333 ore units to refine.
1231 Hemorphite With a large portion of nocxium the Hemorphite is always a good find. It is common enough that even novice miners can expect to run into it. Hemorphite also has a bit of tritanium, pyerite, mexallon and isogen as well as trace amounts of Zydrine. It requires 500 ore units to refine.
1232 Dark Ochre Considered a worthless ore for years, Dark Ochre was ignored by most miners until improved refining techniques managed to extract the huge amount of Nocxium inside it, the highest ratio of Nocxium found in any ore in the universe. 400 ore units of Dark Ochre are needed to refine it.
1233 Polaris Enigma Frigate The Polaris Enigma frigate is one of the most powerful Polaris ships built, superior in both combat and maneuverability.
1236 Overdrive Injector System II "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1237 Overdrive Injector System II Blueprint
1240 Basic Reinforced Bulkheads Increases structural hit points while reducing agility and overall top speed.
1242 Basic Nanofiber Internal Structure "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1244 Overdrive Injector System I "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1245 Overdrive Injector System I Blueprint
1246 Capacitor Flux Coil I Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
1247 Capacitor Flux Coil I Blueprint
1248 Capacitor Flux Coil II Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
1249 Capacitor Flux Coil II Blueprint
1254 Shield Flux Coil I Increases shield recharge rate while lowering the maximum shield capacity.
1255 Shield Flux Coil I Blueprint
1256 Shield Flux Coil II Increases shield recharge rate while lowering the maximum shield capacity.
1257 Shield Flux Coil II Blueprint
1262 Basic Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1264 Explosive Plating I An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1265 Explosive Plating I Blueprint
1266 Explosive Plating II An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1267 Explosive Plating II Blueprint
1272 Basic Layered Plating "This plating is composed of several additional tritanium layers, effectively increasing its hit points.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1274 Layered Plating I "This plating is composed of several additional tritanium layers, effectively increasing its hit points.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1275 Layered Plating I Blueprint
1276 Layered Plating II "This plating is composed of several additional tritanium layers, effectively increasing its hit points.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1277 Layered Plating II Blueprint
1282 Basic Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1284 Kinetic Plating I This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1285 Kinetic Plating I Blueprint
1286 Kinetic Plating II This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1287 Kinetic Plating II Blueprint
1292 Basic Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1294 Thermic Plating I Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1295 Thermic Plating I Blueprint
1296 Thermic Plating II Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1297 Thermic Plating II Blueprint
1302 Basic Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1304 Adaptive Nano Plating I This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1305 Adaptive Nano Plating I Blueprint
1306 Adaptive Nano Plating II This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1307 Adaptive Nano Plating II Blueprint
1315 Basic Expanded Cargohold Increases cargo hold capacity.
1317 Expanded Cargohold I Increases cargo hold capacity.
1318 Expanded Cargohold I Blueprint
1319 Expanded Cargohold II Increases cargo hold capacity.
1320 Expanded Cargohold II Blueprint
1333 Reinforced Bulkheads I Increases structural hit points while reducing inertia and overall top speed.
1334 Reinforced Bulkheads I Blueprint
1335 Reinforced Bulkheads II Increases structural hit points while reducing inertia and overall top speed.
1336 Reinforced Bulkheads II Blueprint
1351 Basic Reactor Control Unit Boosts power core output.
1353 Reactor Control Unit I Boosts power core output.
1354 Reactor Control Unit I Blueprint
1355 Reactor Control Unit II Boosts power core output.
1356 Reactor Control Unit II Blueprint
1373 CharacterAmarr Character type for characters of the Amarrian Amarr bloodline.
1374 CharacterNiKunni Character type for characters of the Amarr Nikunni bloodline.
1375 CharacterCivire Character type for characters of the Caldari Civire bloodline.
1376 CharacterDeteis Character type for characters of the Caldari Deteis bloodline.
1377 CharacterGallente Character type for characters of the Gallente Gallente bloodline.
1378 CharacterIntaki Character type for characters of the Gallente Intaki bloodline.
1379 CharacterSebiestor Character type for characters of the Minmatar Sebiestor bloodline.
1380 CharacterBrutor Character type for characters of the Minmatar Brutor bloodline.
1381 CharacterStatic Character type for characters of the Jove Static bloodline.
1382 CharacterModifier Character type for characters of the Jove Modifier bloodline.
1383 CharacterAchura Character type for characters of the Caldari Achura bloodline.
1384 CharacterJinMei Character type for characters of the Gallente Jin-Mei bloodline.
1385 CharacterKhanid Character type for characters of the Amarr Khanid bloodline.
1386 CharacterVherokior Character type for characters of the Minmatar Vherokior bloodline.
1401 Basic Inertia Stabilizers "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1403 Inertia Stabilizers I "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1404 Inertia Stabilizers I Blueprint
1405 Inertia Stabilizers II "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1406 Inertia Stabilizers II Blueprint
1419 Basic Shield Power Relay Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
1422 Shield Power Relay II Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
1423 Shield Power Relay II Blueprint
1436 Auto Targeting System II Targets any hostile ship within range on activation. Grants a +3 bonus to ship's max targets when online
1437 Auto Targeting System II Blueprint
1445 Capacitor Power Relay I Increases capacitor recharge rate at the expense of shield boosting.
1446 Capacitor Power Relay I Blueprint
1447 Capacitor Power Relay II Increases capacitor recharge rate at the expense of shield boosting.
1448 Capacitor Power Relay II Blueprint
1529 Caldari Administrative Station
1530 Caldari Research Station
1531 Caldari Trading Station
1537 Basic Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
1539 Power Diagnostic System I Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
1540 Power Diagnostic System I Blueprint
1541 Power Diagnostic System II Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
1542 Power Diagnostic System II Blueprint
1547 Small Proton Smartbomb I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
1548 Small Proton Smartbomb I Blueprint
1549 Small Proton Smartbomb II Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
1550 Small Proton Smartbomb II Blueprint
1551 Small Graviton Smartbomb I Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
1552 Small Graviton Smartbomb I Blueprint
1553 Small Graviton Smartbomb II Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
1554 Small Graviton Smartbomb II Blueprint
1557 Small Plasma Smartbomb I Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
1558 Small Plasma Smartbomb I Blueprint
1559 Small Plasma Smartbomb II Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
1560 Small Plasma Smartbomb II Blueprint
1563 Small EMP Smartbomb I Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
1564 Small EMP Smartbomb I Blueprint
1565 Small EMP Smartbomb II Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
1566 Small EMP Smartbomb II Blueprint
1601 Amarr Bonus -50% cost for using Amarrian stargates.
1602 Ni-Kunni Bonus +25% max ask/bid value on market.
1603 Civire Bonus +3% Accuracy bonus for Hybrid Weapons.
1604 Deteis Bonus -2% production time for all modules.
1605 Gallente Bonus -10% drill time when mining asteroids with mining lasers.
1606 Intaki Bonus +20% chance of getting a new agent.
1607 Sebiestor Bonus -20% ship repair cost.
1608 Brutor Bonus +10% speed bonus for Projectile Weapons.
1611 Computer Empathy Bonus Reduces CPU usage 20%.
1612 Ordered Mind Bonus Lower skill loss severity by 25%.
1613 Standard DNA Pattern Bonus +1 character clone usage advance level.
1614 Killer Instinct Bonus +5% Shield seeping.
1615 Deft Hands Bonus Upgrade time -10%.
1616 Structural Understanding Bonus Manufacture time -5%.
1617 Creative Bonus Research time -5%.
1618 Glib Tongue Bonus NPC dir.trade price -5%.
1619 August Demeanor Bonus Better agent missions.
1620 Superior Motion Sense Bonus Turret wp accuracy +2%.
1621 High-G Tolerance Bonus Ship Agility +5%.
1622 Vector Reckoning Bonus Half acc.penalty for high speed.
1623 Stratum Form Feel Bonus Mining efficiency +10%.
1624 Doctrine Ingrained Bonus +5% damage while in formation.
1625 Three Dimensional Thinking Bonus Missile accuracy +3%.
1626 Swift Neural Grafting Bonus C-Implant install time -50%.
1627 Booster Immunity Bonus Booster resistance +25%.
1628 Algiophobia Bonus PwC +5% when in combat (being shot at).
1629 Barophobia Bonus +50% warp cost if planet/moon in target bubble.
1630 Cenophobia Bonus +50% warp cost to bubbles with no station/stargate.
1631 Claustrophobia Bonus If floating in capsule in space for 5 mins, he dies.
1632 Monophobia Bonus Dies if he doesn't dock at a station every 60 mins.
1633 Mysophobia Bonus Worse agent missions.
1634 Taphephobia Bonus If Structure damage is >25% then he ejects capsule.
1635 Xenophobia Bonus Faction standing modifier -25% vs. factions of other race.
1636 Mechanical Inaptitude Bonus Engineering skills training time +25%.
1639 Weak Double-helix Bond Bonus Clone cost +5%.
1640 Short Attention Span Bonus Equipment duration -20%.
1641 Wasteful Bonus Turret weapon power usage +5%.
1642 Trigger-happy Bonus Turret weapon accuracy -2%.
1643 Epileptic Bonus "Prevents attribute change instigated skill training time adjustments. Boosters and trained skills which change the primary or secondary attributes would therefore have no effect on an epileptic character.
"
1644 Strong Immunity System Bonus Cyber implant install time +50% AND booster resistance -25%.
1650 Amarr Military Academy Pilot Bonus -5% training time for all skills that rely on the perception attribute.
1651 Amarr Military Academy Gunner Bonus -5% weapon power consumption.
1652 Amarr Technical School Engineering Bonus -5% training time for all skills that rely on the memory attribute.
1653 Amarr Technical School Electronics Bonus -5% CPU usage.
1654 Amarr Business School Commerce Bonus -5% training time for all skills that rely on the charisma attribute.
1655 Amarr Business School Industry Bonus -5% factory prod.time.
1657 Caldari Military Academy Pilot Bonus -5% training time for all skills that rely on the perception attribute.
1658 Caldari Military Academy Gunner Bonus -5% weapon power consumption.
1659 Caldari Technical School Engineering Bonus -5% training time for all skills that rely on the memory attribute.
1660 Caldari Technical School Electronics Bonus -5% CPU usage.
1661 Caldari Business School Commerce Bonus -5% training time for all skills that rely on the charisma attribute.
1662 Caldari Business School Industry Bonus -5% factory prod.time.
1663 Gallente Military Academy Pilot Bonus "-5% training time for all skills that rely on the perception attribute.
"
1664 Gallente Military Academy Gunner Bonus -5% weapon power consumption.
1665 Gallente Technical School Engineering Bonus -5% training time for all skills that rely on the memory attribute.
1666 Gallente Technical School Electronics Bonus -5% CPU usage.
1667 Gallente Business School Commerce Bonus -5% training time for all skills that rely on the charisma attribute.
1668 Gallente Business School Industry Bonus -5% factory prod.time.
1669 Minmatar Military Academy Pilot Bonus -5% training time for all skills that rely on the perception attribute.
1670 Minmatar Military Academy Gunner Bonus -5% weapon power consumption.
1671 Minmatar Technical School Engineering Bonus -5% training time for all skills that rely on the memory attribute.
1672 Minmatar Technical School Electronic Bonus -5% CPU usage.
1673 Minmatar Business School Commerce Bonus -5% training time for all skills that rely on the charisma attribute.
1674 Minmatar Business School Industry Bonus -5% factory prod.time.
1675 Bounty Hunter Bonus +5% skill training time for skills with memory as the primary attribute.
1676 Scientist Bonus +5% skill training time for skills with perception as the primary attribute.
1677 Industrialist Bonus +5% skill training time for skills with perception as the primary attribute.
1678 Corporate Magnate Bonus +5% skill training time for skills with willpower as the primary attribute.
1679 Covert-op Bonus +5% skill training time for skills with intelligence as the primary attribute.
1680 Navy Captain Bonus +5% skill training time for skills with charisma as the primary attribute.
1798 Basic EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1800 Basic Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1802 Basic Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1804 Basic Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1808 EM Ward Amplifier I Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1809 EM Ward Amplifier I Blueprint
1810 Scourge Auto-Targeting Light Missile I A Caldarian light missile with a graviton warhead and automatic guidance system.
1811 Scourge Auto-Targeting Light Missile I Blueprint
1814 Nova Auto-Targeting Light Missile I A Minmatar light missile with a nuclear warhead and automatic guidance system.
1815 Nova Auto-Targeting Light Missile I Blueprint
1816 Inferno Auto-Targeting Light Missile I A Gallente light missile with a plasma warhead and automatic guidance system.
1817 Inferno Auto-Targeting Light Missile I Blueprint
1818 Scourge Auto-Targeting Heavy Missile I A Caldarian heavy missile with a graviton warhead and automatic guidance system.
1819 Scourge Auto-Targeting Heavy Missile I Blueprint
1820 Mjolnir Auto-Targeting Heavy Missile I An Amarr heavy missile with an EMP warhead and automatic guidance system.
1821 Mjolnir Auto-Targeting Heavy Missile I Blueprint
1822 Nova Auto-Targeting Heavy Missile I A Minmatar heavy missile with a nuclear warhead and automatic guidance system.
1823 Nova Auto-Targeting Heavy Missile I Blueprint
1824 Inferno Auto-Targeting Heavy Missile I A Gallente heavy missile with a plasma warhead and automatic guidance system.
1825 Inferno Auto-Targeting Heavy Missile I Blueprint
1826 Scourge Auto-Targeting Cruise Missile I A Caldarian cruise missile with a graviton warhead and automatic guidance system.
1827 Scourge Auto-Targeting Cruise Missile I Blueprint
1828 Mjolnir Auto-Targeting Cruise Missile I An Amarr cruise missile with an EMP warhead and automatic guidance system.
1829 Mjolnir Auto-Targeting Cruise Missile I Blueprint
1830 Nova Auto-Targeting Cruise Missile I A Minmatar cruise missile with a nuclear warhead and automatic guidance system.
1831 Nova Auto-Targeting Cruise Missile I Blueprint
1832 Inferno Auto-Targeting Cruise Missile I A Gallente cruise missile with a plasma warhead and automatic guidance system
1833 Inferno Auto-Targeting Cruise Missile I Blueprint
1855 Ship Scanner II Scans the target ship and provides a tactical analysis of its capabilities. The further it goes beyond scan range, the more inaccurate its results will be.
1856 Ship Scanner II Blueprint
1875 Rapid Light Missile Launcher I Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
1876 Rapid Light Missile Launcher I Blueprint
1877 Rapid Light Missile Launcher II Launcher for cruisers intended to counter fast frigates, can only be fitted with regular and advanced light missiles.
1878 Rapid Light Missile Launcher II Blueprint
1893 Basic Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1896 Concord Police Frigate A Concord Patrol Frigate.
1898 Concord SWAT Frigate A Concord SWAT vessel. .
1900 Concord Army Frigate A Concord millitary vessel.
1902 Concord Special Ops Frigate A Concord Special Ops Frigate
1904 Concord Police Cruiser Designed by co-operative efforts from all the empires, the Concord cruisers employ many of the finest traditions and technologies enjoyed by the empires, thus making them truly fearsome opponents.
1912 Concord Police Battleship The Concord battleships were built by a joint effort of the empires, each empire investing it with their own special technologies. Although this makes them a bit mismatched, their performance leaves no doubt about their awesome power.
1914 Concord Special Ops Battleship The Concord battleships were built by a joint effort of the empires, each empire investing it with their own special technologies. Although this makes them a bit mismatched, their performance leaves no doubt about their awesome power.
1916 Concord SWAT Battleship The Concord battleships were built by a joint effort of the empires, each empire investing it with their own special technologies. Although this makes them a bit mismatched, their performance leaves no doubt about their awesome power.
1918 Concord Army Battleship The Concord battleships were built by a joint effort of the empires, each empire investing it with their own special technologies. Although this makes them a bit mismatched, their performance leaves no doubt about their awesome power.
1926 Amarr Station Hub
1927 Amarr Station Military
1928 Amarr Industrial Station
1929 Amarr Standard Station
1930 Amarr Mining Station
1931 Amarr Research Station
1932 Amarr Trade Post
1944 Bestower "The Bestower is a purely cargo capacity-oriented Industrial, capable of hauling great loads of valuable goods through the darkness of space.
Traits
Amarr Industrial skill bonus per level:
5% bonus to cargo capacity
5% maximum velocity
Development
The Bestower has for decades been used by the Empire as a slave transport, shipping human labor between cultivated planets in Imperial space. As a proof to how reliable this class has been through the years, the Emperor has used an upgraded version of this very same class as transports for the Imperial Treasury. The Bestower has very thick armor and large cargo space.
"
1945 Bestower Blueprint
1946 Basic RADAR Backup Array "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1947 ECCM - Radar I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1948 ECM - Ion Field Projector I Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.
1949 Basic Signal Amplifier Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1951 Basic Tracking Enhancer "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1952 Sensor Booster II "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1955 ECM - Spatial Destabilizer I Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.
1956 ECM - White Noise Generator I Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.
1957 ECM - Multispectral Jammer I An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
1958 ECM - Phase Inverter I Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems.
1959 ECCM Projector I "ECCM Projectors utilize a sophisticated system of electronics to fortify the sensor strengths of an allied ship allowing it to overcome jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1960 ECCM Projector II "ECCM Projectors utilize a sophisticated system of electronics to fortify the sensor strengths of an allied ship allowing it to overcome jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1963 Remote Sensor Booster I "Can only be activated on targets to increase their scan resolutions and boost their targeting range. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1964 Remote Sensor Booster II "Can only be activated on targets to increase their scan resolutions and boost their targeting range. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1968 Remote Sensor Dampener I "Reduces the range and speed of a targeted ship's sensors. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1969 Remote Sensor Dampener II "Reduces the range and speed of a targeted ship's sensors. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1973 Sensor Booster I "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
"
1977 Tracking Computer I "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1978 Tracking Computer II "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1982 Basic LADAR Backup Array "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1983 Basic Gravimetric Backup Array "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1984 Basic Magnetometric Backup Array "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1985 Basic Multi Sensor Backup Array "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1986 Signal Amplifier I Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1987 Signal Amplifier II Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
1998 Tracking Enhancer I "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
1999 Tracking Enhancer II "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2001 Cynosural Suppression This upgrade allows alliances to anchor Cynosural System Jammers on their starbases in a solar system.
2002 ECCM - Ladar I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2003 ECCM - Magnetometric I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2004 ECCM - Gravimetric I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2005 ECCM - Omni I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2006 Omen "The Omen is an Attack Cruiser designed for fast aggressive combat.
Traits
Amarr Cruiser skill bonus per level:
10% bonus to Medium Energy Turret capacitor use
5% bonus to Medium Energy Turret rate of fire
Development
The Omen is a stereotypical example of the Amarrian School of thinking when it comes to ship design: thick armor and hard hitting lasers. Advancements in heat dissipation allow the Omen to fire its lasers faster than other ships without this technology."
2007 Omen Blueprint
2008 Cynosural Navigation This upgrade allows alliances to anchor Cynosural Generator Arrays on their starbases in a solar system.
2009 Supercapital Construction Facilities This upgrade allows alliances to anchor Capital Ship Assembly Arrays and Capital Ship Maintenance Arrays at their starbases in a solar system.
2010 Rebel Leader Terrorist Leader.
2011 Prison Facility This rat-infested prison is being closely guarded.
2012 Terrorist Leader This highly-wanted criminal has been sought after by DED officials for years since he began bombing innocent civilians on stations as part of an extortion racket. As a capsuleer, he has managed to evade capture this far. CONCORD officials have to be happy with quickly targeted assassination hits that send him back to his black-market cloning facility deep out on the frontiers of 0.0 space. Until they can raid those cloning labs, he will continue to rebuild and strike again.
2013 Hostages These hostages have been waiting for someone to rescue them for quite some time.
2014 Planet (Oceanic) Oceanic worlds are a class of terrestrial world covered entirely by liquids, usually in the form of mundane water. While the liquid surface is exceptionally smooth, the ocean floor on most worlds of this type exhibits significant topographic variety. It is this subsurface irregularity which causes the formation of complex weather systems, which would otherwise revert to more uniform patterns.
2015 Planet (Lava) So-called "lava planets" (properly "magmatic planets") fall into one of three groups: solar magmatics, which orbit sufficiently close to their star that the surface never cools enough to solidify; gravitational magmatics, which experience gravitational shifts sufficiently strong to regularly and significantly fracture cooling crusts; and magmatoids, which are for largely-unexplained reasons simply incapable of cooling and forming a persistent crust. All three types generally exhibit the same external phenomena - huge red-orange lava fields being a defining feature - but the latter two types are sometimes capable of briefly solidifying for a period measured in years or perhaps decades.
2016 Planet (Barren) Barren planets are archetypical "dead terrestrials": dry, rocky worlds with a minimal atmosphere and an unremarkable composition. They are commonly etched with flood channels, which are often broad enough to be visible from orbit; most such worlds have accumulated significant quantities of ice over their lifetimes, but cannot retain it on their surface. Generally surface liquid evaporates rapidly, contributing to the thin atmosphere, but occasionally it will seep back into the ground and refreeze, ready for another breakout in future when the local temperature rises.
2017 Planet (Storm) Storm worlds are usually considered terrestrial planets, although to a casual eye they may appear more similar to gas planets, given their opaque, high-pressure atmospheres. Geomorphically, however, the distinctions are clear: compared to a gas world, the atmosphere of a storm world is usually considerably shallower, and generally composed primarily of more complex chemicals, while the majority of the planet's mass is a rocky terrestrial ball. Their name is derived from the continent-scale electrical storms that invariably flash through their upper atmospheres.
2018 Medium Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
2019 Medium Capacitor Battery I Blueprint
2020 Large Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
2021 Large Capacitor Battery I Blueprint
2022 X-Large Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
2023 X-Large Capacitor Battery I Blueprint
2024 Medium Capacitor Booster II Provides a quick injection of power into the capacitor.
2025 Medium Capacitor Booster II Blueprint
2026 Pirate Detection Array 1 This upgrade increases the number of active combat sites in the upgraded solar system.
2027 Pirate Detection Array 2 This upgrade increases the number of active combat sites in the upgraded solar system.
2028 Pirate Detection Array 3 This upgrade increases the number of active combat sites in the upgraded solar system.
2029 Pirate Detection Array 4 This upgrade increases the number of active combat sites in the upgraded solar system.
2030 Pirate Detection Array 5 This upgrade increases the number of active combat sites in the upgraded solar system.
2031 Entrapment Array 1 This upgrade increases the chance of finding a complex in the system.
2032 Cap Recharger II Increases the capacitor recharge rate.
2033 Cap Recharger II Blueprint
2034 Entrapment Array 2 This upgrade increases the chance of finding a complex in the system.
2035 Entrapment Array 3 This upgrade increases the chance of finding a complex in the system.
2036 Entrapment Array 4 This upgrade increases the chance of finding a complex in the system.
2037 Entrapment Array 5 This upgrade increases the chance of finding a complex in the system.
2038 Cargo Scanner II Scans the cargo hold of another ship.
2039 Cargo Scanner II Blueprint
2040 Ore Prospecting Array 1 This upgrade increases the ore resources available in a system.
2041 Ore Prospecting Array 2 This upgrade increases the ore resources available in a system.
2042 Ore Prospecting Array 3 This upgrade increases the ore resources available in a system.
2043 Ore Prospecting Array 4 This upgrade increases the ore resources available in a system.
2044 Ore Prospecting Array 5 This upgrade increases the ore resources available in a system.
2045 SARO Frigate Special Affairs for Regulations & Order (SARO) is an elite branch of CONCORD's DED. They're called upon for high risk missions, including hostage situations, anti-terrorist ops, and the assault of heavily armed pirate havens.
2046 Damage Control I "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
2047 Damage Control I Blueprint
2048 Damage Control II "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
2049 Damage Control II Blueprint
2050 Gistum C-Type Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
2052 Mercenary Trainee This is a mercenary fighter. Its faction alignment is unknown. It may be aggressive, depending on its assignment. Threat level: Moderate
2053 Survey Networks 1 This upgrade increases the chance of a mini-profession site being present in the upgraded solar system.
2054 Survey Networks 2 This upgrade increases the chance of a mini-profession site being present in the upgraded solar system.
2055 Survey Networks 3 This upgrade increases the chance of a mini-profession site being present in the upgraded solar system.
2056 Survey Networks 4 This upgrade increases the chance of a mini-profession site being present in the upgraded solar system.
2057 Survey Networks 5 This upgrade increases the chance of a mini-profession site being present in the upgraded solar system.
2058 Quantum Flux Generator 1 This upgrade increases the chance of a wormhole being present in the upgraded solar system.
2059 Quantum Flux Generator 2 This upgrade increases the chance of a wormhole being present in the upgraded solar system.
2060 Quantum Flux Generator 3 This upgrade increases the chance of a wormhole being present in the upgraded solar system.
2061 Quantum Flux Generator 4 This upgrade increases the chance of a wormhole being present in the upgraded solar system.
2062 Quantum Flux Generator 5 This upgrade increases the chance of a wormhole being present in the upgraded solar system.
2063 Planet (Plasma) The aptly-named "plasma planets" have captured the imagination of countless artists and inspired innumerable works, yet the physics behind them are surprisingly mundane by cosmological standards. A rocky terrestrial with the right kind of atmosphere and magnetic field will, when bombarded with solar radiation, generate sprawling plasma storms as specific atmospheric elements are stripped of their electrons. Over time these storms will generally scorch the surface rock black, adding to the visual impact.
2064 EVE Gate
2065 Patrikia Noirild's Reaper Patrikia Noirild is a Professor of Evolutionary Genetics at Republic University. Regarded as one of the foremost minds in her field, her early achievements include pioneering a revolutionary gene therapy for Toluuk's Syndrome - a genetic disorder that causes excess bone growth in Brutor descended from slaves bred to work on high-gravity worlds. For the last two years, however, she has worked in the field of anti-vitoxin research.
2066 Karsten Lundham's Typhoon Karsten Lundham is a microbiologist working for the Sebiestor Tribe. Currently in his fifties, he worked in the field of immunology for ten years before deciding to dedicate the rest of his life to the search for a cure to vitoxin.
2071 Station (Interbus)
2072 Anire Scarlet Anire is everything you could want in a pirate queen – bright green eyes, wild red hair and curves in all the right places. She dresses in a dark brown, form-fitting jumpsuit with gold accents here and there.
The most that people ever usually get to see, though, is her guns trained on them, as the Crimson Dawn comes bearing down to seal their fate.
"I just liked it because it was red. What's a Carthum?"
2073 Microorganisms Any life form too small to be detected by the unaided human eye qualifies as a microorganism, yet as a whole, this classification of biology covers an enormous and diverse spectrum. From parasites and viruses to fungi and insects, the study or industrial application of these creatures is just as broad.
2074 Zazzmatazz Zazzmatazz's DNA
2075 Consolidated Holdings Commander Access Key This Commander key has the information needed to unlock the acceleration gate in the Checkpoint which it was found.
2076 Gate Key This transponder, set with a unique code built into the device's hardware, acts as a key to a specific acceleration gate.
2077 Amarr Frigate Container Frigate luxury vessel.
2078 Zephyr "The Zephyr is a unique starship design, relying almost entirely on solar winds for sublight propulsion. Super-light sails allow it to ride the torrents of photons streaming through space, and its barebones construction gives it a tiny sensor footprint and almost negligible mass.
Originally conceived by the ascetic Intaki polymath Valsas en Dilat as a demonstration of minimalist starship design, it was never intended as a commercial venture. The recent discovery of the uncharted Sleeper Territories and their myriad wormholes has brought the Zephyr new attention - its mass makes it an ideal exploration vessel.
Valsas remains adamant that the Zephyr never sees mass production, but at the close of YC111 he authorized the Intaki Syndicate to distribute a single hull to every registered capsuleer.
Note: Can fit Prototype Iris Probe Launcher; will not be targeted by Sleeper drones."
2082 Genolution Core Augmentation CA-1
Traits
Slot 1
Primary Effect: Boosts perception by 3
Secondary Effects: Provides +1.5% powergrid and capacitor amount bonus
Implant set bonus: 50% bonus to the strength of all Genolution implant secondary effects
Development
The modestly titled “Core Augmentation” implant set was developed by Genolution with the assistance of implantation specialists and other leaders in the field of neural augmentation, some of whom have long been rumored to be SoCT alumni.
The CA-1 is a rarity in the often hyper-specialized industry of neural augmentations. It provides a dual function; tapping into both the occipital lobe for a perception boost, and also the neocortex, for improving the brain's handling of a ship's energy and capacitor needs. Like the infamous pirate implant sets found on capsuleer markets, each implant is also designed to work at higher levels when integrated into a neural implant network.
Though many in the augmentation industry initially questioned the agenda behind Genolution's entry into the implantation field, fears eventually subsided as the implant was shown to be one of the safest on record. Genolution went one step further to assuage fears however and vowed never to release the implant to open markets, providing only a single-run issue to capsuleers as a demonstration of the technology.
2083 Prototype Iris Probe Launcher "The Iris system is a prototype launcher designed to work exclusively with the Zephyr exploration platform.
Its tight integration allows it to work effectively with the minimal power and CPU capacity the Zephyr can provide, but the non-standard interfaces needed for this optimization make it entirely unusable on other ship types."
2093 Kidnapped Citizens These poor people have been through enough already; all they want is to go home.
2096 Caldari Supercarrier Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2097 Amarr Supercarrier Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2098 Phenod's Broke-Ass Destroyer This officer of The Seven will engage anyone threatening the gang's operations.
2100 Phenod's DNA Identification tags such as these may prove valuable if handed to the proper organization.
2101 Gallente Supercarrier Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2102 Minmatar Supercarrier Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2103 Remote Tracking Computer I "Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2104 Remote Tracking Computer II "Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2105 Amarr Carrier Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2106 Caldari Carrier Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2107 Gallente Carrier Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2108 Tracking Disruptor I "Disrupts the turret range and tracking speed of the target ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2109 Tracking Disruptor II "Disrupts the turret range and tracking speed of the target ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2110 Minmatar Carrier Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2111 Amarr Freighter Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2112 Caldari Freighter Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2113 Gallente Freighter Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2114 Minmatar Freighter Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2115 Amarr Dreadnought Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2116 Caldari Dreadnought Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2117 ECM Burst II "Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range.
Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, only battleship-class vessels can use this module to its fullest extent.
Note: Only one module of this type can be activated at the same time"
2118 ECM Burst II Blueprint
2119 Gallente Dreadnought Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2120 Minmatar Dreadnought Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2121 Amarr Titan Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2122 Caldari Titan Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2123 Gallente Titan Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2124 Minmatar Titan Wreckage This hollowed out husk is all that remains of one of New Eden's most impressive capital ships. What was once a battlefield juggernaut has been reduced to nothing but a silent, slowly deteriorating tomb.
2126 Anakism This officer of The Seven will engage anyone threatening the gang's operations.
2127 Amarr Diplomat Quarters
2128 Locced's Destroyer This officer of The Seven will engage anyone threatening the gang's operations.
2129 Limited Barren Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2130 Standard Barren Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2131 Improved Barren Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2132 Advanced Barren Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2133 Elite Barren Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2134 Limited Gas Command Center Maintaining control over a section of “territory” above a gas giant requires a very specific type of command facility, one that is able to maintain its own orbit, house administrative personnel, and easily communicate and interact with other nodes. Suspended with equilibrium technology, these nodes are able to maintain altitude with minimal upkeep. If there is one major advantage to colonizing gas giant planets, it is that these facilities can literally be dropped directly from orbit with almost no concern for their descent or deployment.
2135 Standard Gas Command Center Maintaining control over a section of “territory” above a gas giant requires a very specific type of command facility, one that is able to maintain its own orbit, house administrative personnel, and easily communicate and interact with other nodes. Suspended with equilibrium technology, these nodes are able to maintain altitude with minimal upkeep. If there is one major advantage to colonizing gas giant planets, it is that these facilities can literally be dropped directly from orbit with almost no concern for their descent or deployment.
2136 Improved Gas Command Center Maintaining control over a section of “territory” above a gas giant requires a very specific type of command facility, one that is able to maintain its own orbit, house administrative personnel, and easily communicate and interact with other nodes. Suspended with equilibrium technology, these nodes are able to maintain altitude with minimal upkeep. If there is one major advantage to colonizing gas giant planets, it is that these facilities can literally be dropped directly from orbit with almost no concern for their descent or deployment.
2137 Advanced Gas Command Center Maintaining control over a section of “territory” above a gas giant requires a very specific type of command facility, one that is able to maintain its own orbit, house administrative personnel, and easily communicate and interact with other nodes. Suspended with equilibrium technology, these nodes are able to maintain altitude with minimal upkeep. If there is one major advantage to colonizing gas giant planets, it is that these facilities can literally be dropped directly from orbit with almost no concern for their descent or deployment.
2138 Elite Gas Command Center Maintaining control over a section of “territory” above a gas giant requires a very specific type of command facility, one that is able to maintain its own orbit, house administrative personnel, and easily communicate and interact with other nodes. Suspended with equilibrium technology, these nodes are able to maintain altitude with minimal upkeep. If there is one major advantage to colonizing gas giant planets, it is that these facilities can literally be dropped directly from orbit with almost no concern for their descent or deployment.
2139 Limited Ice Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2140 Standard Ice Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2141 Improved Ice Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2142 Advanced Ice Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2143 Elite Ice Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2144 Limited Lava Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2145 Standard Lava Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2146 Improved Lava Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2147 Advanced Lava Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2148 Elite Lava Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2149 Limited Oceanic Command Center Several interconnected underwater buildings comprise the oceanic command center, which serves as the nervous system for node structures built on water worlds. Built on the ocean floor, this facility includes a thick umbilical that connects it to a communications pod floating on the surface, through which all interplanetary transmissions are sent and received. It also houses a basic two-stage pressurized rocket tube for getting people and cargo to the surface and thence off world into orbit.
2150 Standard Oceanic Command Center Several interconnected underwater buildings comprise the oceanic command center, which serves as the nervous system for node structures built on water worlds. Built on the ocean floor, this facility includes a thick umbilical that connects it to a communications pod floating on the surface, through which all interplanetary transmissions are sent and received. It also houses a basic two-stage pressurized rocket tube for getting people and cargo to the surface and thence off world into orbit.
2151 Improved Oceanic Command Center Several interconnected underwater buildings comprise the oceanic command center, which serves as the nervous system for node structures built on water worlds. Built on the ocean floor, this facility includes a thick umbilical that connects it to a communications pod floating on the surface, through which all interplanetary transmissions are sent and received. It also houses a basic two-stage pressurized rocket tube for getting people and cargo to the surface and thence off world into orbit.
2152 Advanced Oceanic Command Center Several interconnected underwater buildings comprise the oceanic command center, which serves as the nervous system for node structures built on water worlds. Built on the ocean floor, this facility includes a thick umbilical that connects it to a communications pod floating on the surface, through which all interplanetary transmissions are sent and received. It also houses a basic two-stage pressurized rocket tube for getting people and cargo to the surface and thence off world into orbit.
2153 Elite Oceanic Command Center Several interconnected underwater buildings comprise the oceanic command center, which serves as the nervous system for node structures built on water worlds. Built on the ocean floor, this facility includes a thick umbilical that connects it to a communications pod floating on the surface, through which all interplanetary transmissions are sent and received. It also houses a basic two-stage pressurized rocket tube for getting people and cargo to the surface and thence off world into orbit.
2154 Limited Plasma Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2155 Standard Plasma Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2156 Improved Plasma Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2157 Advanced Plasma Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2158 Elite Plasma Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2159 Limited Storm Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2160 Standard Storm Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2161 Crucifier "The Crucifier is a Frigate designed for disrupting enemy ships using electronic warfare.
Traits
Amarr Frigate skill bonus per level:
7.5% bonus to Tracking Disruptor effectiveness
10% bonus to Tracking Disruptor optimal range
Development
The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry. "
2162 Crucifier Blueprint
2163 CONCORD Collection Vessel A CONCORD ship.
2165 Haunter Cruise Missile Extra heavy assault missile. The first and only Minmatar-made large missile. Constructed of reactionary alloys, the Wrath is built to get to the target. Guidance and propulsion systems are of Gallentean origin and were initially used in drones, making Wrath fast and nimble despite its heavy payload.
2173 Infiltrator I Medium Scout Drone
2174 Infiltrator I Blueprint
2175 Infiltrator II Medium Scout Drone
2176 Infiltrator II Blueprint
2178 Guristas Nova Citadel Cruise Missile "Citadel Cruise Missiles are designed for long range bombardment of capital ships and installations. They are a specialized design usable only by capital ships.
Nocxium atoms captured in morphite matrices form this missile's devastating payload. A volley of these is able to completely obliterate almost everything that floats in space, be it vehicle or structure."
2179 Sansha Wrath Cruise Missile Blueprint
2180 Guristas Scourge Citadel Cruise Missile "Citadel Cruise Missiles are designed for long range bombardment of capital ships and installations. They are a specialized design usable only by capital ships.
Fitted with a graviton pulse generator, this weapon causes massive damage as it overwhelms ships' internal structures, tearing bulkheads and armor plating apart with frightening ease."
2181 Minmatar Diplomat Quarters A small bunker, there for accommodation and increased mobility of troops and other personnel.
2182 Guristas Inferno Citadel Cruise Missile "Citadel Cruise Missiles are designed for long range bombardment of capital ships and installations. They are a specialized design usable only by capital ships.
Plasma suspended in an electromagnetic field gives this torpedo the ability to deliver a flaming inferno of destruction, wreaking almost unimaginable havoc."
2183 Hammerhead I Medium Scout Drone
2184 Hammerhead I Blueprint
2185 Hammerhead II Medium Scout Drone
2186 Hammerhead II Blueprint
2187 Orca Container The Orca was developed as a joint venture between Outer Ring Excavations and Deep Core Mining Inc as a vessel to help meet the demands of New Eden's industry and provide a flexible platform from which mining operations can be more easily managed. The Orca uses much of the technology developed by ORE for the Rorqual and integrated with the latest advancements from Deep Core Mining research division has developed a vessel which offers a diverse role to all sizes of operations and needs.
2188 Guristas Mjolnir Citadel Cruise Missile "Citadel Cruise Missiles are designed for long range bombardment of capital ships and installations. They are a specialized design usable only by capital ships.
Nothing more than a baby nuclear warhead, this guided missile wreaks havoc with the delicate electronic systems aboard a starship. Specifically designed to damage shield systems, it is able to ravage heavily shielded targets in no time."
2189 Drone Infested Dominix
2190 Renyn Meten "Subject: Prototype Nation Vessel (ID: Renyn Meten)
Military Specifications: Frigate-class vessel. Primary anti-support damage dealer amongst frigate-class prototypes. Significant microwarp velocity. Short range laser systems.
Additional Intelligence: There were no reported civilian abductions from the Renyn VI invasion. The Renyn identifier suggests a small number of captives may have been initially unaccounted for, as with the Eystur Rhomben variant. The Meten identifier suggests an oversight role amongst the other frigate-class prototypes, or alternatively, that it was created during the first phase of development.
Synopsis from ISHAEKA-0043. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2191 Antem Neo "Subject: Prototype Nation Vessel (ID:Antem Neo)
Military Specifications: Cruiser-class vessel. Primary role is long-range sniping support. Moderate microwarp velocity. Vessel will attempt to establish orbit ranges in excess of 100km.
Additional Intelligence: Est. 900,000 civilian abductions from Antem IV. The Neo identifier suggests this variant was designed recently, or alternatively, is an improvement upon other, pre-existing designs. Possible links to the Mara Paleo variant.
Synopsis from ISHAEKA-0059. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2192 The Kundalini Manifest "True power lies within all of us. Coiled beneath our fears and insecurities like a resting serpent, it has waited with infinite patience for those last few layers of our imperfection to be stripped away. It waits, as we strive, for a freedom only this part of ourselves truly deserves.
For as long as human history records, we have ignored what we truly are, and worse, we have ignored everything we could yet become. We must learn, now, to let go. Not everything we have taken with us so far on this journey should remain.
Our flaws and faults, these near-indelible errors pervading throughout human history, they can all be removed. Together, as one, we can overcome the enemy within.
- Sansha Kuvakei
"
2193 Praetor I Heavy Attack Drone
2194 Praetor I Blueprint
2195 Praetor II Heavy Attack Drone
2196 Praetor II Blueprint
2197 Environmentally-friendly Mining Equipment The latest generation of environmentally-friendly mining drills reduces airborne pollutants by 75% when compared to the most popular drills on the market. This is accomplished through a revolutionary “dust recapture” system that essentially vacuums the air around the drill head. The collected dust is captured in large, on-site filtration systems which then compacts the dust into blocks. These blocks can either be refined along with the extracted ores, or simply placed back into the mine as backfill once drilling operations are complete. While more than five times as expensive as normal drills, the efficiency of these new models provides an entirely new level of environmental protection.
2198 Crate of Environmentally-friendly Mining Equipment The latest generation of environmentally-friendly mining drills reduces airborne pollutants by 75% when compared to the most popular drills on the market. This is accomplished through a revolutionary “dust recapture” system that essentially vacuums the air around the drill head. The collected dust is captured in large, on-site filtration systems which then compacts the dust into blocks. These blocks can either be refined along with the extracted ores, or simply placed back into the mine as backfill once drilling operations are complete. While more than five times as expensive as normal drills, the efficiency of these new models provides an entirely new level of environmental protection.
2199 Prototype Body Armor Fabric This energy and force-absorbing fabric could represent a generational advancement in light body armor technology. What makes this remarkable fabric unique is that it contains microscopically thin layers of an advanced polymer containing nanites programmed for self-repair. In short, when a suit of body armor made form this material is impacted by any significant force, the nanites instantly begin to repair any damage done, which protects the wearer from further harm. Most importantly, during the manufacturing phase, if the fabric is properly pre-stressed, the nanites are forced to bond thus creating stronger and stronger material, without any increase in weight or decrease in flexibility. For these reasons, this prototype body armor fabric will undoubtedly become the most sought-after material for those groups able to afford its exorbitant price.
2200 Crate of Prototype Body Armor Fabric This energy and force-absorbing fabric could represent a generational advancement in light body armor technology. What makes this remarkable fabric unique is that it contains microscopically thin layers of an advanced polymer containing nanites programmed for self-repair. In short, when a suit of body armor made form this material is impacted by any significant force, the nanites instantly begin to repair any damage done, which protects the wearer from further harm. Most importantly, during the manufacturing phase, if the fabric is properly pre-stressed, the nanites are forced to bond thus creating stronger and stronger material, without any increase in weight or decrease in flexibility. For these reasons, this prototype body armor fabric will undoubtedly become the most sought-after material for those groups able to afford its exorbitant price.
2201 Riot Interdiction Team Riot Interdiction Teams, or RITs, are the primary Amarrian response forces for incidents involving slave riots and uprisings. These forces are equipped with the latest generations of body armor, stun sticks, flash-bang grenades, and other less-lethal technologies. In those cases where less-lethal force is insufficient, the teams are fully trained and equipped to use lethal force to resolve any such threat. For example, the RITs are often called in to resolve hostage situations in which one or more of the captives has been killed, thus eliminating the need for a phased operation and then transitioning to lethal force contingency operations (i.e., shoot to kill). Therefore, it is of little surprise that they are among the most highly trained Amarr ground forces in hostage rescue operations, and are sometimes called on to act in situations unrelated to slave-based scenarios.
2202 Riot Interdiction Teams Riot Interdiction Teams, or RITs, are the primary Amarrian response forces for incidents involving slave riots and uprisings. These forces are equipped with the latest generations of body armor, stun sticks, flash-bang grenades, and other less-lethal technologies. In those cases where less-lethal force is insufficient, the teams are fully trained and equipped to use lethal force to resolve any such threat. For example, the RITs are often called in to resolve hostage situations in which one or more of the captives has been killed, thus eliminating the need for a phased operation and then transitioning to lethal force contingency operations (i.e., shoot to kill). Therefore, it is of little surprise that they are among the most highly trained Amarr ground forces in hostage rescue operations, and are sometimes called on to act in situations unrelated to slave-based scenarios.
2203 Acolyte I Light Scout Drone
2204 Acolyte I Blueprint
2205 Acolyte II Light Scout Drone
2206 Acolyte II Blueprint
2207 Vylade Dien "Subject: Prototype Nation Vessel (ID: Vylade Dien)
Military Specifications: Cruiser-class vessel. Primary roles are damage dealing and squad enhancement. Low microwarp velocity.
Additional Intelligence: Est. 100,000 civilian abductions from Vylade II. The Dien identifier suggests an oversight role amongst other cruiser-class prototypes, or alternatively, that it was created during the first phase of development. The nature of Nation's squad boosting technology is still not fully understood, although current intelligence from recovered wrecks indicates that the designs deviates from standard warfare links in the same way as Tech III Warfare Processors.
Synopsis from ISHAEKA-0047. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2208 Uitra Telen "Subject: Prototype Nation Vessel (ID: Uitra Telen)
Military Specifications: Cruiser-class vessel. Moderate microwarp velocity. Limited weapons systems.
Additional Intelligence: Est. 210,000 civilian abductions from VII. The Telen identifier suggests an oversight role amongst other Cruiser-class variants, or that other, more advanced prototypes may have originated from this design.
Synopsis from ISHAEKA-0055. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2209 Arnon Epithalamus "Subject: Prototype Nation Vessel (ID: Arnon Epithalmus)
Military Specifications: Cruiser-class vessel. Primary role is extreme range ECM support. Low microwarp velocity. Long range missile support.
Additional Intelligence: There were no reported civilian abductions from the invasion of Arnon III, IX and XI. The Arnon identifier suggests a number of captives may have been initially unaccounted for, as with the Eystur Rhomben and Renyn Meten variants. This supports previous conjecture that Nation's synchronized attacks on multiple planets were at least partly designed to aid in covert abduction. The Epithalmus identifier suggests a unifying role between the cruiser-class prototypes and other hull classes, and perhaps an additional regulatory role in crew emotional response, similar to the suspected behavior of the Tama Cerebellum variant.
Synopsis from ISHAEKA-0049. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2210 Banshee Torpedo An ultra-heavy piercing missile. Slow and dumb but its sheer damage potential is simply staggering.
2211 Sansha Juggernaut Torpedo Blueprint
2212 Ghost Heavy Missile The Scourge is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.
2213 Ghost Heavy Missile Blueprint
2214 Guard Post This inconspicuous guard post is awaiting security clearance before taking any action.
2215 Amarr TIL-1A Nexus Chips The Amarr TIL-1A Nexus Chip was once used to store the key elements of a ship's artificial intelligence system, as well as for controlling some of the vessel's autonomous functions. In addition, the TIL-1A series chip had been modified by top Viziam scientists for the Amarr Navy, making it far more resilient to damage and harsh environmental conditions than standard chips of its kind. The TIL-1A chip, specifically, was designed for front-line Amarr battleship-class vessels where it saw widespread use for almost a decade before being replaced by newer technologies. As a result, very few examples of this remain outside Amarr military historical archives, where they are often highly valued for the data they contain on early naval operations.
2216 Crate of Amarr TIL-1A Nexus Chips The Amarr TIL-1A Nexus Chip was once used to store the key elements of a ship's artificial intelligence system, as well as for controlling some of the vessel's autonomous functions. In addition, the TIL-1A series chip had been modified by top Viziam scientists for the Amarr Navy, making it far more resilient to damage and harsh environmental conditions than standard chips of its kind. The TIL-1A chip, specifically, was designed for front-line Amarr battleship-class vessels where it saw widespread use for almost a decade before being replaced by newer technologies. As a result, very few examples of this remain outside Amarr military historical archives, where they are often highly valued for the data they contain on early naval operations.
2217 Preacher Tolmak's preachers serve as his proxies, and are the primary way he spreads his controversial message.
2218 Locced's Bribe This cargo container is filled with all the extra supplies the pirates brought along with them.
2219 Large Group of Civilian Workers and Dependents Civilian workers and their dependents, including men, women, and children.
2220 Civilian Workers and Dependents Civilian workers and their dependents, including men, women, and children.
2221 Manportable Electromagnetic Pulse Weapons These EM beam weapons have been custom fitted to detect and eradicate specific nanotechnologies. Normally, these EMP devices are used by special operations personnel during covert operations. They are placed in proximity to the enemy's defense grid and used to “short out” any nearby electronics, thus creating a hole in the defense grid such that conventional forces can then move through unimpeded by sentry grids, security bots, and other lethal defensive systems. The devices themselves are approximately the size of a large rucksack and can be both emplaced and operated by a single trained individual.
2222 Scions of the Superior Gene "The Scions of the Superior Gene are a minor extremist cult. They believe that the Jovians are gods, and their technology is sacred – too pure to be used by the lowly empires. They have a small fleet of well-armed ships used exclusively to ""purify"" those who they feel have offended the Jovians.
"
2223 Preacher's Quarters The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
2224 Tolmak's Zealots Tolmak has managed to convert a number of people to his religious message. Some of them are so fanatical they're willing to fight for him. These zealots form a motley fleet of whatever small ships they have been able to buy with donations from their planetside brethren.
2226 Sisters of Eve Negotiator An emissary sent by the Sisters of Eve to oversee peace talks.
2232 Life pod A life pod from a long since destroyed ship.
2233 Customs Office "Orbital Customs Offices are the primary points of contact between planetary and interplanetary economies. These facilities, resembling massive hangars in space, provide high-volume, high-frequency cargo transport services between a planet's surface and orbit.
Excerpt from the Amarr Prime Customs Agency regulations, section 17, subsection 4, paragraph 8:
The following items may only be imported or exported with the express prior approval of the Imperial Underscrivener for Commercial Affairs:
Narcotic substances; handheld firearms; slaver hounds (except as personal property); Mindflood; live insects; ungulates; Class 1 refrigerants and aerosols; forced laborers/personal slaves (or other sapient livestock); animal germ-plasm; biomass of human origin; xenobiotics; walnuts."
2234 Sansha's Battletower LCO This gigantic war station is one of the military installations of Sansha's slumbering nation. It is known to be able to hold a massive number of Sansha vessels, but strange whispers hint at darker things than mere warfare going on underneath its jagged exterior.
2239 Oura Madusaari A half-mad young female Caldari salvager, she was among the few survivors of The Paryi's salvaging crew.
2240 Harroken Ikero A half-mad young male Caldari salvager, he was among the few survivors of The Paryi's salvaging crew.
2244 Fajah Ateshi A serious middle-aged female Amarr scientist, Dr. Ateshi remained eerily calm while the crew all around her lost their minds. She attributes her survival to God being on her side.
2250 Neurowave Pattern Scanner This scanner will track the brainwaves of any living creatures within a ship.
2252 Roden Station This facility bears the red color scheme particular to Roden Shipyards.
2254 Temperate Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2256 Temperate Launchpad The temperate launchpad is able to send and receive payloads from orbit. Because of the relatively calm atmospheric conditions of most temperate planets, the primary focus of this facility is on interfacing effectively with adjacent facilities, allowing for passengers and commodities to be easily organized, scanned, and transported to the appropriate areas. The obvious importance of a centralized spaceport often leads to its becoming a focal point of local culture, including trade, entertainment, and even illegal activities.
2257 Ice Storage Facility "At some point, it all comes down to more metal." The designers of this storage site believed this adage above all else. The outer walls of each container are comprised of almost a meter of titanium alloy around a flexible, lightweight tritanium frame, all sealed with a few layers of active nanite coating to prevent microfractures and thermal warping. This combination allows the building to withstand nearly any environmental challenge. To prevent the tritanium supports from decaying, the interior is kept in a constant vacuum, and workers must wear fully sealed atmosphere suits at all times.
2258 ECCM - Omni II "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2259 ECCM - Gravimetric II "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2260 ECCM - Ladar II "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2261 ECCM - Magnetometric II "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2262 ECCM - Radar II "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2263 Planetary Launch Container This container has been launched from the planet surface into low orbit for collection by starships. These containers will burn up within a few days if not collected.
2267 Base Metals Iron and nickel are two widespread, easily recognized examples of base metals, or those metals that oxidize relatively easily. Their tremendous usefulness in numerous applications ensures that base metals are always in high demand. Thankfully, so is their abundance on most planetary surfaces.
2268 Aqueous Liquids The abundance of water on terrestrial planets is often a misconception: What many refer to offhandedly as "water" is often an amalgamation of many liquids, microscopic particles, and saturated compounds combined with water and other liquids. Aqueous liquids represent those liquids from which pure water can be separated easily from waste or hazardous particles, but only using the proper equipment.
2270 Noble Metals Highly resistant to corrosion and oxidation, noble metals are somewhat rarer than base metals, yet they are just as sought after for their different electrical, material, and chemical attributes. When painstakingly refined and purified, some noble metal ores can produce "precious metals."
2272 Heavy Metals In small quantities, heavy metals are vital to life, providing essential minerals for biological processes. In bulk, they are commonly found in most construction materials, forming the most basic components of computer electronics and reinforced structures.
2280 Link
2281 Adaptive Invulnerability Field II Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
2282 Adaptive Invulnerability Field II Blueprint
2284 LCO Megathron (Roden) The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.
2285 LCO Dominix (Roden) The Dominix is one of the old warhorses dating back to the Gallente-Caldari War. While no longer regarded as the king of the hill, it is by no means obsolete. Its formidable hulk and powerful drone arsenal means that anyone not in the largest and latest battleships will regret ever locking horns with it.
2286 Planktic Colonies Harvested in mass quantities, planktic colonies are used for much more than just a bulk food source that flourishes in water-rich environments. Their cumulative biomass has advanced properties that contribute to some of the most advanced material and medical sciences in New Eden.
2287 Complex Organisms Organic flora and fauna growing on worlds across the cluster technically qualify as “alien life,” though none of it has registered as sentient. However, their usefulness as comestibles or building materials in other areas of industry is invaluable.
2288 Carbon Compounds Often referred to as the building blocks of life, carbon compounds form the basis of most organic material; hence, they are ideally suited for use in the early development of advanced, reactive molecules, such as those used in biofuel and supertensile structures.
2289 Explosive Deflection Field I Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
2290 Explosive Deflection Field I Blueprint
2291 Kinetic Deflection Field I Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
2292 Kinetic Deflection Field I Blueprint
2293 EM Ward Field I Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
2294 EM Ward Field I Blueprint
2295 Thermic Dissipation Field I Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
2296 Thermic Dissipation Field I Blueprint
2297 Explosive Deflection Field II Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
2298 Explosive Deflection Field II Blueprint
2299 Kinetic Deflection Field II Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
2300 Kinetic Deflection Field II Blueprint
2301 EM Ward Field II Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
2302 EM Ward Field II Blueprint
2303 Thermic Dissipation Field II Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
2304 Thermic Dissipation Field II Blueprint
2305 Autotrophs At the very bottom of the food chain are autotrophs, those organisms that produce carbohydrates, proteins, and fats for higher life forms to consume. When properly gathered and ordered, they can be plied into industrial fibers, which then go on to contribute to advanced material technologies.
2306 Non-CS Crystals The orderly, compact nature of crystals makes them well suited for a staggering array of manufacturing processes, in which they are just as often the product of the factory as they are incorporated into many of the tools and machinery used therein.
2307 Felsic Magma The churning core of lava planets is rife with felsic magma, or silicate material that is infused with lighter elements, from which basic silicon and other atomic matter may be extracted. Silicon is abundant on many terrestrial planets, but the fastest and easiest way to obtain it, given advances in planetary mining processes, is from felsic magma.
2308 Suspended Plasma When found in harvestable quantities beyond the unapproachable heat of an active star, plasma is said to be in a “suspended” state. Specialized electronic equipment is used to attract the ionized particles into collection tubes, after which it can be stored, transported, or applied to a variety of technologies.
2309 Ionic Solutions An electrolyte found in a raw, natural form is called an ionic solution, especially in terms of planetary astronomy. Only after a lengthy process of extraction and refining can the resulting fluid go on to be used for medical, industrial, or nutritive applications.
2310 Noble Gas This colorless, odorless, and usually nonflammable substance is one of seven known monoatomic gases, or those that do not easily combine with other atoms. They are thus well suited for a variety of manufacturing implementations.
2311 Reactive Gas Consisting of any number of volatile atomic structures, reactive gases are the most useful when applied to the fields of explosives, molecular restructuring, and electrical conduction. Great care must be taken when storing or transporting any sizeable quantity.
2312 Supertensile Plastics “Hyperoxidation” was the term given to the process of rapidly fossilizing the carbon structures, readily available in the form of biomass, which forms the basic framework of supertensile plastics. The only amorphous solid known to retain the resilience of other such materials while also adopting conductive properties, supertensile plastic is highly sought after for a wide range of industrial applications.
2317 Oxides Technically, any chemical compound that contains at least one oxygen atom is an oxide, though some are far more valuable than others. Once broken down and separated from waste material, many oxides can be applied to various industrial processes.
2319 Test Cultures When bacteria are allowed to thrive in a water-based environment, they undergo generational transformations that can be monitored and documented, providing research data invaluable to numerous scientific fields.
2321 Polyaramids Polyaramid textiles are produced when industrial fibers are harvested from autotrophic life forms and subjected to intense pressure using reactive gas pistons. Able to absorb a startling amount of kinetic energy, sheets of this miraculous material can be form-fitted to just about any structure, protecting it from anything but weapons-grade impact forces.
2327 Microfiber Shielding Using advanced residual substrate isolation technology, silicon weave is threaded through layers of tough organic fibers. The resulting microfiber shielding is incredibly resilient and retains the microscopic profile required to shield miniaturized electronics.
2328 Water-Cooled CPU Despite how ancient the technology is, there is still no method more cost-effective for cooling computer processing units than ordinary water, which can be heated and cooled rapidly via any number of proven methods. Most often, thermally conductive tubing makes its way through all of the vital components and over heat sinks, helping to regulate operating temperatures.
2329 Biocells Similar to an ancient battery, a biocell instead uses biofuels distilled from organic material and precious metals to produce an electrical current in a self-contained, modular unit. However, modern biocells dwarf the capabilities of ancient batteries by several orders of magnitude.
2331 Shield Power Relay I Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
2332 Shield Power Relay I Blueprint
2333 Survey Scanner II Scans the composition of asteroids, ice and gas clouds.
2334 Survey Scanner II Blueprint
2335 Mysterious Probe Despite its familiar construction, this ancient probe is made from materials and electronics unlike anything you've ever seen in New Eden. It floats silently through space, seemingly dormant.
2341 Passive Targeter II Uses advanced gravitational and visual targeting to identify threats. Allows target lock without alerting the ship to a possible threat.
2342 Passive Targeter II Blueprint
2344 Condensates Oxidized coolant is required to produce the temperatures needed to force rare particles to condense out of ordinary matter, which is the most economic way to produce valuable base elements in bulk.
2345 Camera Drones Most visibly used in starship development, especially on capsuleer craft, other types of camera drones are also employed in the fields of nano-medicine, surveillance, and entertainment.
2346 Synthetic Synapses The wide range of uses for synthetic synapses is largely due to the fact that they are able to serve double duty as electrical conduit and as replacements or additions to biological nervous systems. This allows them to be used in computers, cybernetics, and artificial intelligence equipment.
2348 Gel-Matrix Biopaste Gel-matrix biopaste is a highly unstable substance that must be formed from elements that don't combine under normal circumstances. Forcing them to do so requires enormous amounts of energy, but the end product is invaluable to high-end electronics and cybernetic medicine.
2349 Supercomputers When an individual computer system incorporates a wide range of networked utilities, layered processors, and redundant memory cores, it is said to have evolved into a supercomputer. Such systems can be put to use managing spaceships, starbases, or even entire planetary administrations.
2351 Smartfab Units These tiny cubes form the building blocks of many simple structures, from basic walls and doors to entire homes and even industrial office spaces. Whenever a sufficient number of smartfab units are placed together and have been programmed with the same instructions, they will automatically combine to form some portion of that object and then become inert in their new form. With adequately detailed blueprints, there is theoretically no limit to the complexity of object or structure these clever devices can create.
2352 Nuclear Reactors This power core is able to convert heavy elements into electricity by way of nuclear fission, splitting atoms to produce thermal energy on a massive scale. If they are properly shielded and cooled, there are few safer, cleaner ways to power buildings or large vehicles.
2354 Neocoms As an essential component of the navigational and tactical interface of spaceships, Neocoms are a small but essential cornerstone of the interstellar economy.
2355 Small Hull Repairer II Makes use of nano-assembler technology in order to repair damage done to the structure.
2356 Small Hull Repairer II Blueprint
2358 Biotech Research Reports As the core fundamentals of organic life constantly evolve and develop on micro and macro levels, the constant production and distribution of biotech research is a mandatory part of ongoing advances in countless scientific disciplines.
2360 Industrial Explosives The primary difference between military and industrial explosives is that the latter are effective only when used in bulk, and they are never sold or transported with “ready to use” detonators. As such, they must be carefully installed, primed, and triggered from remote locations before their full destructive force can be applied.
2361 Hermetic Membranes How do you make a sheet of material absolutely impermeable to specific particles? Simple: You make the material want to stop those particles. Such is the case with hermetic membranes, supertensile fabrics instilled with living genetic material that actively hunts down and absorbs or repels whatever they were bred to counteract.
2363 Heat Sink I "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2364 Heat Sink II "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2366 Hazmat Detection Systems A critical component of space stations, starships, or any other isolated environment, these tiny devices are set to trigger alarms when the genetically engineered viruses inside mutate — which means that they've encountered a significant dose of radiation, natural contaminant, or airborne pathogen, signifying that the surrounding crew is in danger.
2367 Cryoprotectant Solution The base elements present in certain synthetic oils can, at extreme temperatures, produce habitable environments for genetically engineered extremophile. The byproduct of their rapid life-death cycle is a highly thermal resistant solution ideal for hybrid electronics.
2368 Broken Organic Mortar Applicators While nanites are ideal for many forms of construction, sealing joints between large structural bulkheads is a job best left to organic mortar, a thick gel that actively permeates every microscopic gap between two parts. Due to the aggressive nature of the genetically engineered bacteria that intelligently guides into place the hardening condensate material, this paste is extremely hazardous to humans and must be applied by robots.
2369 Broken Sterile Conduits Sustaining diverse populations of station inhabitants – many of whom come from different worlds with different ecologies – was a medical nightmare until the development of sterile conduits. Each length of flexible, self-repairing tube is powered by breaking down the chemical energy in the water they convey, which itself is laced with smart vaccines able to identify and destroy almost any known antigen.
2370 Serpentis Initiate This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
2371 Broken Nano-Factory Only the highly advanced Ukomi superconductor can be rendered small enough for use in nano-factories, microscopic devices programmed to absorb and recycle ambient material into useful matter. Each factory is built from reactive metals, ensuring that they interact properly – or not at all – with their environment, while a mote of industrial explosive automatically destroys them when they have completed their task.
2372 Angel Rogue This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
2373 Broken Self-Harmonizing Power Core With camera drones diligently monitoring the temperature, radioactivity, and electrical output of these advanced nuclear reactors, instant adjustments can be made to a dynamic, adaptive layer of hermetic membranes, which keeps the power core functioning safely at maximum capacity, with no human attention required whatsoever.
2374 Broken Recursive Computing Module Not all automated functions are delicate or complicated enough to warrant advanced computer hardware; relatively mundane tasks are best when assigned to an RCM bank. These sturdy, reliable processing units are able to effectively handle most of the day-to-day operations of stations, starships, and stargates.
2375 Broken Broadcast Node By integrating transcranial microcontrollers into a circuit made from synthetic synapses, the broadcast node is able to communicate directly with various station functions and with negligible signal loss and latency. The addition of computerized guidance systems, each running independent navigation system software routines, allows a single node to coordinate starship docking procedures, drone operations, and even station defenses.
2376 Broken Integrity Response Drones Hull breaches are a constant, serious threat during space travel, as well as a dangerous reality to orbital stations, which are too massive to avoid incoming objects. Integrity response drones help mitigate that threat by providing the automated, immediate application of sealants to any detected impact or pressure fracture in the structure they patrol.
2377 Broken Wetware Mainframe So advanced and energy-demanding are wetware mainframes that they require vehicle-scale power cores and the constant attention of maintenance personnel. When operating at peak performance levels, nothing in New Eden can match the raw computing power of these machines, from calculating warp coordinates to administrating the core functions of an entire space station.
2378 Mysterious Shuttle The only thing sensors can make out about this ship is that it has some kind of receiver that interacts with the star's natural magnetic field. There is one faint life sign, similar to a human in cryogenic stasis.
2379 Serpentis Spy This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
2381 Serpentis Chief Spy This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
2382 Guristas Arrogator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
2383 Guristas Invader This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
2384 Guristas Imputor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
2385 Guristas Despoiler This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
2386 Guristas Plunderer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
2387 Guristas Silencer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
2389 Plasmoids In the early days of humanity's return to space flight, scientists Planto and Ginch co-discovered a self-sustaining natural structure made entirely from plasma suspended in a planetary magnetic field. Since then, the term has been applied to any such construct, whether occurring under normal conditions or produced artificially using electrical currents.
2390 Electrolytes This conductive liquid is able to carry an electrical current due to its unique ionic properties, making it ideal for use as a reactive coolant, a high-energy fuel, or a transference medium for power plants.
2392 Oxidizing Compound Converting various matter from its basic state to an oxidized form requires an oxidizing compound, the most effective of which is a powerful agent made from pressurized reactive gas. Special containers are required to keep the compound from causing significant damage to common metals and organic life.
2393 Bacteria The term “bacteria” covers a wide, diverse family of unicellular microorganisms, from those found in almost every climate in New Eden to those that thrive in the bodies of other living beings. Though some bacteria are known to convey diseases, others are more helpful than harmful to humans.
2395 Proteins One of the most basic components of biological life, proteins form the core DNA structure and are involved in almost every process that sustains a living being. Harvested at the microscopic level, proteins can be put to use in everything from medical genetics to nanite technology.
2396 Biofuels The most widely used, renewable solid fuel in the cluster, biofuel production is present in some fashion on almost every inhabited world. A steady fuel source can be maintained in a planetary economy by converting living material directly into energy instead of relying on fossil fuels.
2397 Industrial Fibers The main difference between fibers used in industry and those created for civilian use is the trade-off of comfort for tensile strength and durability. This allows industrial fibers to be used in more severe environments, from electronic component shielding on hostile worlds to solar sails in the frigid void of space.
2398 Reactive Metals Very dense metals are often called reactive metals, as their ability to conduct electrical currents and absorb heat is unparalleled. Rarely found in a natural solid state, they are instead usually assembled on an atomic level from particulate matter found in other forms.
2399 Precious Metals A cousin of noble metals, precious metals are named as such because of how infrequently they appear on terrestrial worlds where they were first encountered.
2400 Toxic Metals Derived from heavy metals, toxic metals are those that have no biological function and are in fact poisonous to most living creatures.
2401 Chiral Structures A chiral structure is a crystal that is unsymmetrical, which makes it volatile in some situations but ideal for conductivity, especially in micro-circuitry. Using semi-rare chiral structures in electronics has allowed for an unprecedented advancement in the field of miniaturization.
2403 Advanced Planetology "The advanced understanding of planet evolution allowing you to interpret data from scans of planets for resources at much higher resolutions.
Bonus:
The skill further increases the resolution of resource data when scanning a planet to allow for very precise surveying.
Note: this skill cannot be trained on trial accounts."
2404 Light Missile Launcher II "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
2405 Light Missile Launcher II Blueprint
2406 Planetology "The understanding of planet evolution allowing you to better interpret data from scans of planets for resources.
Bonus:
The skill increases the resolution of resource data when scanning a planet to allow for more accurate surveying.
Note: this skill cannot be trained on trial accounts."
2407 The Terminus Stream The material being ejected from this wormhole consists of hydrogen, oxygen, silicon, iron, and other materials usually only found in those states and frequency on terrestrial planets.
2409 Barren Aqueous Liquid Extractor Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2410 Heavy Missile Launcher II Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
2411 Heavy Missile Launcher II Blueprint
2412 Temperate Aqueous Liquid Extractor Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2413 Storm Aqueous Liquid Extractor Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2414 Oceanic Aqueous Liquid Extractor This underwater platform and extendable extraction arms are capable of scouring the ocean floor for valuable materials and bringing them to the surface for transportation to processing facilities. A small habitation module serves as living and operation quarters for the human administration and maintenance crew, along with emergency surfacing capsules in the case of a seismic event or breach of the building's integrity.
2415 Ice Aqueous Liquid Extractor Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2416 Gas Aqueous Liquid Extractor Extracting gas from a gas giant requires more effort than simply opening a door into a container. Each specific type of desirable gas requires an ionized filament to be calibrated to attract only the right particles from the atmosphere. Even a fraction of a percent error could spoil an entire batch of product by tainting it with unwanted material. Likewise, once the gas is extracted from the surrounding air, the platform's equilibrium tanks must be adjusted to compensate for the added weight or buoyancy. Beyond that, it's a simple matter of supercooling it and transferring the liquid form into a container for transport. As one pioneer of this technology accurately described it, “The extractor itself is much like a living organism, breathing in what it needs and expelling that which becomes cumbersome.”
2417 Plasma Suspended Plasma Extractor Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2418 Lava Suspended Plasma Extractor Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2419 Storm Suspended Plasma Extractor Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2420 Torpedo Launcher II A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
2421 Torpedo Launcher II Blueprint
2422 Storm Ionic Solutions Extractor Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2423 Ice Noble Gas Extractor Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2424 Gas Ionic Solutions Extractor Extracting gas from a gas giant requires more effort than simply opening a door into a container. Each specific type of desirable gas requires an ionized filament to be calibrated to attract only the right particles from the atmosphere. Even a fraction of a percent error could spoil an entire batch of product by tainting it with unwanted material. Likewise, once the gas is extracted from the surrounding air, the platform's equilibrium tanks must be adjusted to compensate for the added weight or buoyancy. Beyond that, it's a simple matter of supercooling it and transferring the liquid form into a container for transport. As one pioneer of this technology accurately described it, “The extractor itself is much like a living organism, breathing in what it needs and expelling that which becomes cumbersome.”
2425 Storm Noble Gas Extractor Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2426 Gas Noble Gas Extractor Custom-built gas extractors were first developed to take advantage of gas giant settlements and represented the most lucrative long-term development of such unique worlds. These enormous extraction units, when carefully lowered to the proper altitude on gas giant planets, provide a cost-effective way of acquiring rare and high-demand resources, such as noble and reactive gases and suspended plasma. The proliferation of gas giant settlement in recent years has drastically lowered the price of these base materials, which in turn has seen increased productivity in the numerous planetside and spacebound industries built around these valuable commodities.
2427 Gas Reactive Gas Extractor Custom-built gas extractors were first developed to take advantage of gas giant settlements and represented the most lucrative long-term development of such unique worlds. These enormous extraction units, when carefully lowered to the proper altitude on gas giant planets, provide a cost-effective way of acquiring rare and high-demand resources, such as noble and reactive gases and suspended plasma. The proliferation of gas giant settlement in recent years has drastically lowered the price of these base materials, which in turn has seen increased productivity in the numerous planetside and spacebound industries built around these valuable commodities.
2428 Lava Base Metals Extractor This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
2429 Plasma Base Metals Extractor This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
2430 Barren Base Metals Extractor Surface mining is a common and effective practice that dates back to early planetary settlement. The process involves stripping a planet's surface layer until the ore buried beneath is exposed. At this point, the ore can be more easily extracted. Surface mines are typically quite shallow and are built in areas where the surface material covering the valuable deposits is relatively thin. For this reason, surface mines are sometimes built on the ocean floor.
2431 Storm Base Metals Extractor This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
2432 Ice Microorganisms Extractor Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefiting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of microorganisms is most efficient when handled by a custom biomass cultivator.
2433 Gas Base Metals Extractor Custom-built gas extractors were first developed to take advantage of gas giant settlements and represented the most lucrative long-term development of such unique worlds. These enormous extraction units, when carefully lowered to the proper altitude on gas giant planets, provide a cost-effective way of acquiring rare and high-demand resources, such as noble and reactive gases and suspended plasma. The proliferation of gas giant settlement in recent years has drastically lowered the price of these base materials, which in turn has seen increased productivity in the numerous planetside and spacebound industries built around these valuable commodities.
2434 Plasma Noble Metals Extractor This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
2435 Barren Noble Metals Extractor Surface mining is a common and effective practice that dates back to early planetary settlement. The process involves stripping a planet's surface layer until the ore buried beneath is exposed. At this point, the ore can be more easily extracted. Surface mines are typically quite shallow and are built in areas where the surface material covering the valuable deposits is relatively thin. For this reason, surface mines are sometimes built on the ocean floor.
2436 Wasp II Heavy Attack Drone
2437 Wasp II Blueprint
2438 Ice Planktic Colonies Extractor Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefitting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of micro-organisms is most efficient when handled by a custom biomass cultivator.
2439 Lava Heavy Metals Extractor This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
2440 Plasma Heavy Metals Extractor This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
2441 Ice Heavy Metals Extractor This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
2442 Lava Non-CS Crystals Extractor This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
2443 Plasma Non-CS Crystals Extractor This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
2444 Ogre I Heavy Attack Drone
2445 Ogre I Blueprint
2446 Ogre II Heavy Attack Drone
2447 Ogre II Blueprint
2448 Lava Felsic Magma Extractor This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
2449 Barren Microorganisms Extractor Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefiting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of microorganisms is most efficient when handled by a custom biomass cultivator.
2450 Temperate Microorganisms Extractor Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefiting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of microorganisms is most efficient when handled by a custom biomass cultivator.
2451 Oceanic Microorganisms Extractor Centuries of aquatic life and plant growth typically blanket ocean worlds' floors with a thick layer of valuable biomass. When properly cultivated, harvested, and refined, the applications of such material range anywhere from food production and medical application to more esoteric functions, such as genetic enhancements and super-resilient textiles. The facility itself includes both a processing plant, which filters and compresses the material; and a roving collector, which is little more than a series of churning scoops and a powerful pumping mechanism connected to the facility via flexible conduit.
2452 Oceanic Planktic Colonies Extractor Centuries of aquatic life and plant growth typically blanket ocean worlds' floors with a thick layer of valuable biomass. When properly cultivated, harvested, and refined, the applications of such material range anywhere from food production and medical application to more esoteric functions, such as genetic enhancements and super-resilient textiles. The facility itself includes both a processing plant, which filters and compresses the material; and a roving collector, which is little more than a series of churning scoops and a powerful pumping mechanism connected to the facility via flexible conduit.
2453 Temperate Complex Organisms Extractor Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefitting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of micro-organisms is most efficient when handled by a custom biomass cultivator.
2454 Hobgoblin I Light Scout Drone
2455 Hobgoblin I Blueprint
2456 Hobgoblin II Light Scout Drone
2457 Hobgoblin II Blueprint
2458 Oceanic Complex Organisms Extractor Centuries of aquatic life and plant growth typically blanket ocean worlds' floors with a thick layer of valuable biomass. When properly cultivated, harvested, and refined, the applications of such material range anywhere from food production and medical application to more esoteric functions, such as genetic enhancements and super-resilient textiles. The facility itself includes both a processing plant, which filters and compresses the material; and a roving collector, which is little more than a series of churning scoops and a powerful pumping mechanism connected to the facility via flexible conduit.
2459 Barren Carbon Compounds Extractor Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefitting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of micro-organisms is most efficient when handled by a custom biomass cultivator.
2460 Temperate Carbon Compounds Extractor Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefitting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of micro-organisms is most efficient when handled by a custom biomass cultivator.
2461 Oceanic Carbon Compounds Extractor This underwater platform and extendable extraction arms are capable of scouring the ocean floor for valuable materials and bringing them to the surface for transportation to processing facilities. A small habitation module serves as living and operation quarters for the human administration and maintenance crew, along with emergency surfacing capsules in the case of a seismic event or breach of the building's integrity.
2462 Temperate Autotrophs Extractor Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefitting optimally from the unique bacterial makeup of local water supplies. Although traditional farming methods remain competitive on terrestrial planets, the production of micro-organisms is most efficient when handled by a custom biomass cultivator.
2463 Nanites Though they are only simple machines and very small, nanites can be used to achieve miraculous medical results in small amounts or astounding feats of engineering in mass quantities.
2464 Hornet I Light Scout Drone
2465 Hornet I Blueprint
2466 Hornet II Light Scout Drone
2467 Hornet II Blueprint
2468 LCO Drone Structure II This gigantic superstructure was built by the effort of thousands of rogue drones. While the structure appears to be incomplete, its intended shape remains a mystery to clueless carbon-based lifeforms.
2469 Lava Basic Industry Facility Instead of laboring to shield the production lines of this industrial facility from the surrounding environment, designers opted instead to use the available heat, interference, and even crushing pressure to help power the structure itself. A plant on an ice planet might have highly advanced extended heat sinks, while a factory on a plasma world might draw most, if not all of its electricity from magnetized coils specially attuned to the planet's local ion winds. Taking advantage of the indigenous features of each world helps offset the cost of building mass production infrastructure there, which usually involves protective coatings, environmental clothing, and reinforced foundations.
2470 Lava Advanced Industry Facility Instead of laboring to shield the production lines of this industrial facility from the surrounding environment, designers opted instead to use the available heat, interference, and even crushing pressure to help power the structure itself. A plant on an ice planet might have highly advanced extended heat sinks, while a factory on a plasma world might draw most, if not all of its electricity from magnetized coils specially attuned to the planet's local ion winds. Taking advantage of the indigenous features of each world helps offset the cost of building mass production infrastructure there, which usually involves protective coatings, environmental clothing, and reinforced foundations.
2471 Plasma Basic Industry Facility Instead of laboring to shield the production lines of this industrial facility from the surrounding environment, designers opted instead to use the available heat, interference, and even crushing pressure to help power the structure itself. A plant on an ice planet might have highly advanced extended heat sinks, while a factory on a plasma world might draw most, if not all of its electricity from magnetized coils specially attuned to the planet's local ion winds. Taking advantage of the indigenous features of each world helps offset the cost of building mass production infrastructure there, which usually involves protective coatings, environmental clothing, and reinforced foundations.
2472 Plasma Advanced Industry Facility Instead of laboring to shield the production lines of this industrial facility from the surrounding environment, designers opted instead to use the available heat, interference, and even crushing pressure to help power the structure itself. A plant on an ice planet might have highly advanced extended heat sinks, while a factory on a plasma world might draw most, if not all of its electricity from magnetized coils specially attuned to the planet's local ion winds. Taking advantage of the indigenous features of each world helps offset the cost of building mass production infrastructure there, which usually involves protective coatings, environmental clothing, and reinforced foundations.
2473 Barren Basic Industry Facility Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
2474 Barren Advanced Industry Facility Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
2475 Barren High-Tech Production Plant Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
2476 Berserker I Heavy Attack Drone
2477 Berserker I Blueprint
2478 Berserker II Heavy Attack Drone
2479 Berserker II Blueprint
2480 Temperate Advanced Industry Facility Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
2481 Temperate Basic Industry Facility Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
2482 Temperate High-Tech Production Plant Populated almost entire by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.
2483 Storm Basic Industry Facility Instead of laboring to shield the production lines of this industrial facility from the surrounding environment, designers opted instead to use the available heat, interference, and even crushing pressure to help power the structure itself. A plant on an ice planet might have highly advanced extended heat sinks, while a factory on a plasma world might draw most, if not all of its electricity from magnetized coils specially attuned to the planet's local ion winds. Taking advantage of the indigenous features of each world helps offset the cost of building mass production infrastructure there, which usually involves protective coatings, environmental clothing, and reinforced foundations.
2484 Storm Advanced Industry Facility Instead of laboring to shield the production lines of this industrial facility from the surrounding environment, designers opted instead to use the available heat, interference, and even crushing pressure to help power the structure itself. A plant on an ice planet might have highly advanced extended heat sinks, while a factory on a plasma world might draw most, if not all of its electricity from magnetized coils specially attuned to the planet's local ion winds. Taking advantage of the indigenous features of each world helps offset the cost of building mass production infrastructure there, which usually involves protective coatings, environmental clothing, and reinforced foundations.
2485 Oceanic Advanced Industry Facility Because of the difficulties involved in maintaining a habitable environment for human workers, all requirements for such personnel have been eliminated on oceanic mass production facilities. Instead, the building's focus is centered on maintaining production quotas under extreme circumstances, with reinforced bulkheads occupying almost every space that would normally have been reserved for hallways, offices, and living quarters.
2486 Warrior I Light Scout Drone
2487 Warrior I Blueprint
2488 Warrior II Light Scout Drone
2489 Warrior II Blueprint
2490 Oceanic Basic Industry Facility Because of the difficulties involved in maintaining a habitable environment for human workers, all requirements for such personnel have been eliminated on oceanic mass production facilities. Instead, the building's focus is centered on maintaining production quotas under extreme circumstances, with reinforced bulkheads occupying almost every space that would normally have been reserved for hallways, offices, and living quarters.
2491 Ice Advanced Industry Facility Instead of laboring to shield the production lines of this industrial facility from the surrounding environment, designers opted instead to use the available heat, interference, and even crushing pressure to help power the structure itself. A plant on an ice planet might have highly advanced extended heat sinks, while a factory on a plasma world might draw most, if not all of its electricity from magnetized coils specially attuned to the planet's local ion winds. Taking advantage of the indigenous features of each world helps offset the cost of building mass production infrastructure there, which usually involves protective coatings, environmental clothing, and reinforced foundations.
2492 Gas Basic Industry Facility Hovering eerily among the clouds of a gas giant planet, this mass production industry platform can cast a long shadow, for it requires a massive static attunement system to remain afloat. Inside, the only real difference between it and one of its terrestrial counterparts is in the material composition used in its construction. Anything that would have been made from cheap, sturdy metal is replaced with high-strength, ultra-resistant alloys. Spare parts and raw materials are kept at absolutely minimal levels to maintain the proper weight and balance, while even items as innocuous as staff personal effects are carefully monitored and regulated.
2493 Ice Basic Industry Facility Instead of laboring to shield the production lines of this industrial facility from the surrounding environment, designers opted instead to use the available heat, interference, and even crushing pressure to help power the structure itself. A plant on an ice planet might have highly advanced extended heat sinks, while a factory on a plasma world might draw most, if not all of its electricity from magnetized coils specially attuned to the planet's local ion winds. Taking advantage of the indigenous features of each world helps offset the cost of building mass production infrastructure there, which usually involves protective coatings, environmental clothing, and reinforced foundations.
2494 Gas Advanced Industry Facility Hovering eerily among the clouds of a gas giant planet, this mass production industry platform can cast a long shadow, for it requires a massive static attunement system to remain afloat. Inside, the only real difference between it and one of its terrestrial counterparts is in the material composition used in its construction. Anything that would have been made from cheap, sturdy metal is replaced with high-strength, ultra-resistant alloys. Spare parts and raw materials are kept at absolutely minimal levels to maintain the proper weight and balance, while even items as innocuous as staff personal effects are carefully monitored and regulated
2495 Interplanetary Consolidation For each level in this skill, you may install a command center on one additional planet, to a maximum of 6 planets. You can have only one command center per planet. Cannot be trained on Trial Accounts.
2496 Minmatar Hub
2497 Minmatar Industrial Station
2498 Minmatar Military Station
2499 Minmatar Mining Station
2500 Minmatar Research Station
2501 Minmatar Station
2502 Minmatar Trade Post
2505 Command Center Upgrades Each level in this skill improves the quality of command facility available to you, in turn allowing for a greater number of connected facilities on that planet. Cannot be trained on Trial Accounts.
2506 Mjolnir Torpedo An ultra-heavy EMP missile. While it is a slow projectile, its sheer damage potential is simply staggering.
2507 Mjolnir Torpedo Blueprint
2508 Nova Torpedo An ultra-heavy nuclear missile. While it is a slow projectile, its sheer damage potential is simply staggering.
2509 Nova Torpedo Blueprint
2510 Inferno Torpedo An ultra-heavy plasma missile. While it is a slow projectile, its sheer damage potential is simply staggering.
2511 Inferno Torpedo Blueprint
2512 Mjolnir Rocket A small rocket with an EMP warhead.
2513 Mjolnir Rocket Blueprint
2514 Inferno Rocket A small rocket with a plasma warhead.
2515 Inferno Rocket Blueprint
2516 Nova Rocket A small rocket with a nuclear warhead.
2517 Nova Rocket Blueprint
2524 Barren Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2525 Oceanic Command Center Several interconnected underwater buildings comprise the oceanic command center, which serves as the nervous system for node structures built on water worlds. Built on the ocean floor, this facility includes a thick umbilical that connects it to a communications pod floating on the surface, through which all interplanetary transmissions are sent and received. It also houses a basic two-stage pressurized rocket tube for getting people and cargo to the surface and thence off world into orbit.
2528 SpaceAnchor This module does not exist.
2529 Explosive Deflection Amplifier I Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
2530 Explosive Deflection Amplifier I Blueprint
2531 Explosive Deflection Amplifier II Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
2532 Explosive Deflection Amplifier II Blueprint
2533 Ice Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2534 Gas Command Center Maintaining control over a section of “territory” above a gas giant requires a very specific type of command facility, one that is able to maintain its own orbit, house administrative personnel, and easily communicate and interact with other nodes. Suspended with equilibrium technology, these nodes are able to maintain altitude with minimal upkeep. If there is one major advantage to colonizing gas giant planets, it is that these facilities can literally be dropped directly from orbit with almost no concern for their descent or deployment.
2535 Oceanic Storage Facility Goods and commodities are stored on ocean planets in a similar fashion as on more habitable terrestrial planets. Even though most underwater industrial processes conventionally take place inside residential dome habitats, underwater silos, due to their sheer size, must be stored outside these domes and be able to withstand the immense pressures and environmental stresses at the ocean floor.
2536 Gas Storage Facility The problem of how to safely store mass quantities of harvested materials and assembled commodities until they can be transported to higher orbital facilities was difficult to solve. The issue was alleviated by the invention of the equilibrium cargo silo system, an arrangement of empty canisters suspended in a hollow chamber, which is then carefully filled with a specific type of common material from different strata of the host planet. The result has an effective net mass of zero kilograms, causing the facility to hang eerily at the exact desired altitude.
2537 Thermic Dissipation Amplifier I Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
2538 Thermic Dissipation Amplifier I Blueprint
2539 Thermic Dissipation Amplifier II Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
2540 Thermic Dissipation Amplifier II Blueprint
2541 Barren Storage Facility Barren environment storage units require a great amount of technology to be reliable and effective. The super structure is made from adaptive materials designed to withstand a wide range of extreme weather conditions, as barren planets have little to no atmosphere and are therefore prone to extreme climates. Likewise, each module of the structure is designed to store different states of matter, further compounding preservation and containment concerns.
2542 Oceanic Launchpad Despite being anchored to the ocean floor, the underwater launch pad is able to deliver and receive payloads from orbit via two separate mechanisms. First, a compressed gyrostabilized gas containment system provides the required pressure to propel a solid fuel rocket to the surface of the water, where it can achieve escape velocity under its own power. Secondly, the structure houses an automated drone bay capable of retrieving splash-down canisters deposited on the surface as well as recovering booster stages of export rockets for reuse.
2543 Gas Launchpad In order to transport produced commodities from the lower orbit position of the node structure to the higher orbit of spaceports and trade hubs above gas giant planets, an old but reliable technology was revisited. The lack of a solid surface requires a very low recoil launch system, a situation that prohibits the use of solid fuel rockets, but the Hohmann Mass Driver uses a series of triggered electromagnets instead, producing minimal waste force. Essentially an enormous cargo railgun, the device propels a ferrous canister to a waiting deceleration receptacle aboard a high-orbit facility.
2544 Barren Launchpad The barren launchpad is able to send and receive payloads from orbit. Because of the relatively calm atmospheric conditions of most barren planets, the primary focus of this facility is on interfacing effectively with adjacent facilities, allowing for passengers and commodities to be easily organized, scanned, and transported to the appropriate areas. The obvious importance of a centralized spaceport often leads to its becoming a focal point of local culture, including trade, entertainment, and even illegal activities.
2545 Kinetic Deflection Amplifier I Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
2546 Kinetic Deflection Amplifier I Blueprint
2547 Kinetic Deflection Amplifier II Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
2548 Kinetic Deflection Amplifier II Blueprint
2549 Lava Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2550 Storm Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2551 Plasma Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2552 Ice Launchpad After years of customer complaints about catastrophic failures resulting from punctured fuel pods and corroded launch towers, a new line of hazardous environment launch facility was introduced. In addition to improving the overall structural integrity of the entire facility, each section is heavily compartmentalized. Should any one section fail or collapse, the faulty section is immediately locked down. Redundant systems allow the entire facility to continue functioning for some time. The rockets used by this type of launch pad are also heavily modified, sacrificing some cargo capacity for additional protection.
2553 EM Ward Amplifier II Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
2554 EM Ward Amplifier II Blueprint
2555 Lava Launchpad After years of customer complaints about catastrophic failures resulting from punctured fuel pods and corroded launch towers, a new line of hazardous environment launch facility was introduced. In addition to improving the overall structural integrity of the entire facility, each section is heavily compartmentalized. Should any one section fail or collapse, the faulty section is immediately locked down. Redundant systems allow the entire facility to continue functioning for some time. The rockets used by this type of launch pad are also heavily modified, sacrificing some cargo capacity for additional protection.
2556 Plasma Launchpad After years of customer complaints about catastrophic failures resulting from punctured fuel pods and corroded launch towers, a new line of hazardous environment launch facility was introduced. In addition to improving the overall structural integrity of the entire facility, each section is heavily compartmentalized. Should any one section fail or collapse, the faulty section is immediately locked down. Redundant systems allow the entire facility to continue functioning for some time. The rockets used by this type of launch pad are also heavily modified, sacrificing some cargo capacity for additional protection.
2557 Storm Launchpad After years of customer complaints about catastrophic failures resulting from punctured fuel pods and corroded launch towers, a new line of hazardous environment launch facility was introduced. In addition to improving the overall structural integrity of the entire facility, each section is heavily compartmentalized. Should any one section fail or collapse, the faulty section is immediately locked down. Redundant systems allow the entire facility to continue functioning for some time. The rockets used by this type of launch pad are also heavily modified, sacrificing some cargo capacity for additional protection.
2558 Lava Storage Facility "At some point, it all comes down to more metal." The designers of this storage site believed this adage above all else. The outer walls of each container are comprised of almost a meter of titanium alloy around a flexible, lightweight tritanium frame, all sealed with a few layers of active nanite coating to prevent microfractures and thermal warping. This combination allows the building to withstand nearly any environmental challenge. To prevent the tritanium supports from decaying, the interior is kept in a constant vacuum, and workers must wear fully sealed atmosphere suits at all times.
2559 ECM - Phase Inverter II Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems.
2560 Plasma Storage Facility "At some point, it all comes down to more metal." The designers of this storage site believed this adage above all else. The outer walls of each container are comprised of almost a meter of titanium alloy around a flexible, lightweight tritanium frame, all sealed with a few layers of active nanite coating to prevent microfractures and thermal warping. This combination allows the building to withstand nearly any environmental challenge. To prevent the tritanium supports from decaying, the interior is kept in a constant vacuum, and workers must wear fully sealed atmosphere suits at all times.
2561 Storm Storage Facility "At some point, it all comes down to more metal." The designers of this storage site believed this adage above all else. The outer walls of each container are comprised of almost a meter of titanium alloy around a flexible, lightweight tritanium frame, all sealed with a few layers of active nanite coating to prevent microfractures and thermal warping. This combination allows the building to withstand nearly any environmental challenge. To prevent the tritanium supports from decaying, the interior is kept in a constant vacuum, and workers must wear fully sealed atmosphere suits at all times.
2562 Temperate Storage Facility Terrestrial storage units require a great amount of technology to be reliable and effective. The super structure is made from adaptive materials designed to withstand a wide range of extreme weather conditions, as temperate planets tend to experience more pronounced seasonal changes. Likewise, each module of the structure is designed to store different states of matter, further compounding preservation and containment concerns.
2563 ECM - Ion Field Projector II Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.
2567 ECM - Multispectral Jammer II An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
2571 ECM - Spatial Destabilizer II Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.
2573 The Solitaire A ghost ship of enormous proportions, this Ragnarok-class Titan should be at the core of a Minmatar strike force or planetary defense, yet here it floats in silence. Its hull is airtight, yet all useful technology has been meticulously stripped from it, including weapons systems, propulsion, and electronics. There is no trace of its crew, despite all of its escape pods being present.
2574 Improved Storm Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2575 ECM - White Noise Generator II Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.
2576 Advanced Storm Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2577 Elite Storm Command Center This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.
2578 Limited Temperate Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2579 Gravimetric Backup Array I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2580 Gravimetric Backup Array II "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2581 Standard Temperate Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2582 Improved Temperate Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2583 LADAR Backup Array I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2584 LADAR Backup Array II "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2585 Advanced Temperate Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2586 Elite Temperate Command Center The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.
2587 Magnetometric Backup Array I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2588 Magnetometric Backup Array II "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2589 Genolution Core Augmentation CA-2
Traits
Slot 4
Primary Effect: Boosts intelligence by 3
Secondary Effects: Provides +1.5% CPU and capacitor recharge bonus
Implant set bonus: 40% bonus to the strength of all Genolution implant secondary effects
Development
This is the second half of the Core Augmentation implant set, delivered by Genolution as a follow-up to the CA-1 just months after their first demonstration of new augmentation techniques shook up the often-stagnant industry.
The CA-2 picks up where its predecessor left off, providing a dual boost via frontal lobe enhancements and a neocortical modification that complements the CA-1's focus on a captain's ship-fitting concerns. The end result is an increase to intelligence, coupled with improved CPU output and capacitor recharge rate. Additionally, when combined the CA-1 and the CA-2 supplement each other, providing vast increases in their overall net effect.
Concurrent with the release of the CA-2, Genolution offered up the implant's schematics for public inspection. They claimed the move was designed not only to allay any lingering fears about the technology - now widespread amongst the capsuleer class - but also to provide a foundation for future advances in the field.
2591 Multi Sensor Backup Array I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2592 Multi Sensor Backup Array II "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2594 ISHAEKA Monalaz Commander Designed by master starship engineers and constructed in the royal shipyards of the Emperor himself, the imperial issue of the dreaded Apocalypse battleship is held in awe throughout the Empire. Given only as an award to those who have demonstrated their fealty to the Emperor in a most exemplary way, it is considered a huge honor to command, let alone own, one of these majestic and powerful battleships. These metallic monstrosities see to it that the word of the Emperor is carried out among the denizens of the Empire and beyond. Threat level: Deadly.
2595 Encoded Data Chip This small, portable disk is only about two centimeters in diameter, yet it is capable of holding a vast amount of information. A durable outer casing made from plasteel rotates away to reveal the raw data surface when the device is inserted into a reader.
2596 Crates of Clothing It's not the latest fashion, or even the rugged survival gear colonists wear on developing worlds, but this basic, mass-produced clothing is better than nothing.
2597 Crates of Command Reports Despite the fact that these datachips really only contain logistical information, promotion notifications, and other mundane military records, they are nonetheless classified.
2598 Crates of Coolant This specially blended fluid is ideal for transferring thermal energy away from sensitive machinery or computer components, rerouting it to heat sinks so it can be eliminated from the system.
2599 Crates of Corporate Documents These datadisks are absolutely filled with endless databases of market knowledge, sales figures, salary ranges, production estimates, and all kinds of other corporate information.
2601 Crates of Data Sheets These complicated data sheets may mean little to the layman's eye, but can prove valuable in the right hands.
2602 Crates of Drill Parts These large containers are fitted with a password-protected security lock. These particular containers are filled with spare parts needed to build a drill used for drilling through rock and ice sheets.
2603 Nanofiber Internal Structure I "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2604 Nanofiber Internal Structure I Blueprint
2605 Nanofiber Internal Structure II "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
2606 Nanofiber Internal Structure II Blueprint
2608 Crates of Fertilizer Fertilizer is particularly valued on agricultural worlds, where there is constant supply for all commodities that boost export value.
2610 Crates of Frozen Food Frozen food is in high demand in many regions, especially on stations orbiting a non-habitable planet and a long way from an agricultural world.
2612 Hollow Asteroid This massive asteroid's surface is covered in gaping holes, giving way to an internal chamber. The work of miners or the winds of space and time.
2613 Mjolnir Fury Light Missile "An advanced missile with a volatile payload of magnetized plasma, the Mjolnir light missile is specifically engineered to take down shield systems.
A modified version of the Mjolnir light missile. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
2614 Mjolnir Fury Light Missile Blueprint
2615 Crates of Garbage Production waste can mean garbage to some but valuable resource material to others.
2616 Large Crates of Coolant This specially blended fluid is ideal for transferring thermal energy away from sensitive machinery or computer components, rerouting it to heat sinks so it can be eliminated from the system.
2617 Crates of Guidance Systems An electrical device used in targeting systems and tracking computers.
2618 Crates of Harroule Dryweed Grown on a terrestrial world in the Harroule system, the Dryweed plant has fragile, yellowish leaves that burn very slowly, giving off a pleasant vapor that is known to have a soothing effect when inhaled.
2619 Crates of High-Tech Small Arms "These weapons are of superior quality to those normally found on the public market, although more expensive as well.
They are implemented with a safety net which prevents them from being used illegally in stations where most types of small arms are prohibited. Therefore many regions do not apply the small arms ban on these weapons."
2620 Crates of Liparer Cheese Due to the unique properties of the Liparer system's terrestrial worlds, animals raised there have very low body fat, resulting in relatively bland but far healthier dairy products.
2621 Inferno Fury Cruise Missile "An Amarr creation with powerful capabilities, the Inferno cruise missile was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.
A modified version of the Inferno cruise. Does more damage than its predecessor, but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
2622 Inferno Fury Cruise Missile Blueprint
2623 Crates of Listening Post Recordings After diligently recording information on astral phenomena or military maneuvers, listening post data is embedded on encrypted chips, which must be carefully transported by hand.
2624 Crates of Mechanical Parts These basic elements of all mechanical hardware can come in virtually any shape and size, although composite or modular functionality is highly advantageous in today's competitive market. Factories and manufacturers take these parts and assemble them into finished products, which are then sold on the market.
2626 Crates of Missile Guidance Systems Guidance systems allow both atmospheric and vacuum launched missiles to find targets using sophisticated electronics and specially calibrated sensors.
2627 Crates of Mono-Cell Batteries Although they're a relatively old design, mono-cell batteries are still a reliable method of storing electricity in bulk, specifically designed for long-term use in stations or planetary vehicles.
2628 Crates of Odd Data Crystals Whatever is recorded on these datacrystals, the encryption is far beyond normal methods of deciphering, and requires expert attention to crack.
2629 Scourge Fury Heavy Missile "The Scourge heavy missile is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.
A modified version of the Scourge heavy missile. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
2630 Scourge Fury Heavy Missile Blueprint
2631 Crates of OP Insecticide Organophosphates, similar to nerve gases, have long been used as insecticides, and as bugs evolve, so too must the methods for dealing with them. This particular insecticide is perhaps the most lethal known to humankind, and can kill nearly anything exposed to it.
2632 Crates of Oxygen Oxygen is a commodity in constant demand. While most stations have their own supply units, smaller depots and space crafts rely on imports.
2633 Crates of Planetary Vehicles Tracked, wheeled and hover vehicles used within planetary atmosphere for personal and business use.
2635 Crates of Protein Delicacies Protein Delicacies are cheap and nutritious food products manufactured by one of the Caldari mega corporations, Sukuuvestaa. It comes in many flavors and tastes delicious. Despite its cheap price and abundance it is favored by many gourmet chefs in some of the finest restaurants around for its rich, earthy flavor and fragrance.
2636 Crates of Raggy Dolls Known across New Eden for their anatomical correctness and temperature sensitive, dynamic hair coloration, Raggy dolls are always in demand during gift-giving holidays.
2637 Inferno Precision Cruise Missile "An Amarr creation with powerful capabilities, the Inferno cruise missile was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.
A modified version of the Inferno cruise. Is great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
2638 Inferno Precision Cruise Missile Blueprint
2639 Crates of Repair Parts Despite the enormous diversity of size and complexity of machinery across the cluster, there are numerous common elements shared by all people, such as high tension wiring, locking fasteners, and thermal shielding.
2640 Crates of Replacement Parts Replacement parts include anything from machined components, such as plastic casings and metal brackets, to more basic pieces like nuts and bolts.
2641 Crates of Reports These encoded reports may mean little to the untrained eye, but can prove valuable to the relevant institution.
2642 Crates of Robotics These pre-programmed or remote control mechanical tools are commonly used in mass production facilities, hazardous material handling, or dangerous front line military duties such as bomb disarming and disposal.
2644 Crates of Small Arms Personal weapons and armaments, used both for warfare and personal security.
2645 Crates of Soil Fertile soil rich with nutrients is very sought after by agricultural corporations and colonists on worlds with short biological history.
2646 Crates of Spiced Wine Luxury goods are always solid commodities for inter-stellar trading. Spiced wine is not the rarest of luxury goods, but it can still be sold at small outposts and bases that don't manufacture any themselves.
2647 Inferno Precision Light Missile "The explosion the Inferno light missile creates upon impact is stunning enough for any display of fireworks - just ten times more deadly.
A modified version of the Inferno light missile. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
2648 Inferno Precision Light Missile Blueprint
2652 Crates of Synthetic Oil Since original oil can be harvested only from a world with a long biological history, synthetic oil has become frequently produced in laboratories all over known space.
2653 Crates of Vaccine Injectors These single-use syringes contain a predetermined dose of adaptive vaccines designed to counteract almost any known virus.
2654 Crates of Viral Agent The causative agent of an infectious disease, the viral agent is a parasite with a noncellular structure composed mainly of nucleic acid within a protein coat.
2655 Nova Precision Heavy Missile "The be-all and end-all of medium-sized missiles, the Nova is a must for those who want a guaranteed kill no matter the cost.
A modified version of the Nova heavy missile. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
2656 Nova Precision Heavy Missile Blueprint
2657 Crates of Vitoc The Vitoc booster has become more than a simple strategy by the Amarrians in controling their slaves. With the Vitoc method, slaves are injected with a toxic chemical substance that is fatal unless the recipient receives a constant supply of an antidote. The method first appeared a few centuries ago when the Amarrians started manning some of their space ships with slaves. As space crew the slaves had to be cajoled into doing complex, often independent work, making older methods of slave control undesirable. Although the more conventional ways of subduing slaves with force (actual or threat of) are still widely used in other forced labor areas, the Vitoc method has proven itself admirably for the fleet.
2659 Crates of Water Water is one of the basic conditional elements of human survival. Most worlds have this compound in relative short supply and hence must rely on starship freight.
2660 Crates of Zemnar Zemnar is an uncommon type of antibiotic specifically used to combat rare bacterial infections. Originally discovered by the late Gallente biologist, Lameur Zemnar, the drug is now frequently kept in stock in the more wealthy quarters of the galaxy, in case of a bacterial outbreak.
2662 Group of Army Recruits These fresh-faced young men and women are absolutely full of potential, eagerly anticipating the glory and excitement of battle when not trading stories of their significant others back home or plans for college after the war.
2663 Group of Cattle Cattle are domestic animals raised for home use or for profit, whether it be for their meat or dairy products.
2665 Group of Elite Slaves Slavery has always been a questionable industry, favored by the Amarr Empire and detested by the Gallente Federation. These elite slaves are exceptionally well suited for physical labor.
2666 Group of Exotic Dancers Exotic dancing is considered an art form, even though not everyone might agree. Exposing the flesh in public places may be perfectly acceptable within the Federation, but in the Amarr Empire it's considered a grave sin and a sign of serious deviancy.
2668 Group of Genetically Enhanced Livestock Livestock are domestic animals raised for home use or for profit, whether it be for their meat or dairy products. This particular breed of livestock has been genetically enhanced using the very latest technology.
2669 Group of Kameiras An elite type of foot soldier, originally bred from Minmatar slaves by the Amarr Empire. Raised from birth to become soldiers, they serve the Empire, Khanid Kingdom and Ammatar well, although always kept on a tight leash.
2670 Group of Marines When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.
2671 Group of Militants A combative character; aggressive, especially in the service of a cause.
2672 Group of Miners Covered in a perpetual layer of grime and dust, these grizzled laborers seem out of place anywhere but deep underground on some lonely planet or boring through the core of a wandering asteroid.
2673 Large Crates of Data Sheets These complicated data sheets may mean little to the layman's eye, but can prove valuable in the right hands.
2674 Group of Refugees When wars and epidemics break out, people flee from their homes, forming massive temporary migrations.
2675 Group of Science Graduates People that have recently graduated with a degree in science at an acknowledged university.
2676 Group of Security Personnel Packing small arms and shortwave communicators, security personnel are the ideal choice for policing small settlements or corporate offices, where mercenaries would be unpredictable and military forces would be overkill.
2677 Group of Slaves Slavery has always been a questionable industry, favored by the Amarr Empire and detested by the Gallente Federation.
2678 Group of Tourists The need for tasting other cultures and seeing new worlds is unquenchable among the well-off citizens of the universe.
2679 Scourge Rage Heavy Assault Missile "A kinetic warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
This modified version of the Scourge Heavy Assault Missile packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
2680 Scourge Rage Heavy Assault Missile Blueprint
2681 Group of VIPs Very important people. Business executives, politicians, diplomats and game designers.
2682 Large Crates of Galeptos Medicine "Galeptos is a rare type of medicine developed by the famous Gallentean scientist, Darven Galeptos. It is produced from a blend of organic and chemical material, used to cure a rare and deadly viral infection which has been creeping up more frequently as of late.
Rumor has it that Galeptos manufactured the virus himself, then sold the cure for billions of credits. Of course his corporation, Galeptos Medicines, steadfastly denies any such ""unfounded"" accusations and has threatened legal action to anyone who mentions it in public."
2683 Large Crates of Guidance Systems An electrical device used in targeting systems and tracking computers.
2684 Large Crates of Harroule Dryweed Grown on a terrestrial world in the Harroule system, the Dryweed plant has fragile, yellowish leaves that burn very slowly, giving off a pleasant vapor that is known to have a soothing effect when inhaled.
2685 Large Crates of Holoreels Holo-Vid reels are the most common type of personal entertainment there is. From interactive gaming to erotic motion pictures, these reels can contain hundreds of titles each.
2686 Large Crates of Liparer Cheese Due to the unique properties of the Liparer system's terrestrial worlds, animals raised there have very low body fat, resulting in relatively bland but far healthier dairy products.
2687 Large Crates of Mechanical Parts These basic elements of all mechanical hardware can come in virtually any shape and size, although composite or modular functionality is highly advantageous in today's competitive market. Factories and manufacturers take these parts and assemble them into finished products, which are then sold on the market.
2688 Large Crates of Mono-Cell Batteries Although they're a relatively old design, mono-cell batteries are still a reliable method of storing electricity in bulk, specifically designed for long-term use in stations or planetary vehicles.
2689 Large Crates of Oxygen Oxygen is a commodity in constant demand. While most stations have their own supply units, smaller depots and space crafts rely on imports.
2690 Large Crates of Planetary Vehicles Tracked, wheeled and hover vehicles used within planetary atmosphere for personal and business use.
2691 Large Crates of Polytextiles This synthetic fabric is used for clothing as well as makeshift shelters on hard-climate colonies.
2692 Large Crates of Protein Delicacies Protein Delicacies are cheap and nutritious food products manufactured by one of the Caldari mega corporations, Sukuuvestaa. It comes in many flavors and tastes delicious. Despite its cheap price and abundance it is favored by many gourmet chefs in some of the finest restaurants around for its rich, earthy flavor and fragrance.
2693 Large Crates of Reports These encoded reports may mean little to the untrained eye, but can prove valuable to the relevant institution.
2694 Large Crates of Small Arms Personal weapons and armaments, used both for warfare and personal security.
2695 Large Crates of Soil Fertile soil rich with nutrients is very sought after by agricultural corporations and colonists on worlds with short biological history.
2696 Large Crates of Spirits Alcoholic beverages made by distilling a fermented mash of grains.
2697 Large Crates of Synthetic Oil Since original oil can be harvested only from a world with a long biological history, synthetic oil has become frequently produced in laboratories all over known space.
2698 Large Crates of Vitoc The Vitoc booster has become more than a simple strategy by the Amarrians in controling their slaves. With the Vitoc method, slaves are injected with a toxic chemical substance that is fatal unless the recipient receives a constant supply of an antidote. The method first appeared a few centuries ago when the Amarrians started manning some of their space ships with slaves. As space crew the slaves had to be cajoled into doing complex, often independent work, making older methods of slave control undesirable. Although the more conventional ways of subduing slaves with force (actual or threat of) are still widely used in other forced labor areas, the Vitoc method has proven itself admirably for the fleet.
2699 Large Group of Civilians Civilians are a group of people who follow the pursuits of civil life.
2700 Large Group of Exotic Dancers Exotic dancing is considered an art form, even though not everyone might agree. Exposing the flesh in public places may be perfectly acceptable within the Federation, but in the Amarr Empire it's considered a grave sin and a sign of serious deviancy.
2701 Large Group of Genetically Enhanced Livestock Livestock are domestic animals raised for home use or for profit, whether it be for their meat or dairy products. This particular breed of livestock has been genetically enhanced using the very latest technology.
2702 Large Group of Homeless In most societies there are those who, for various reasons, live a life considered below the living standards of the normal citizen. These people are sometimes called tramps, beggars, drifters, vagabonds or homeless. They are especially common in the ultra-capitalistic Caldari State, but are also found elsewhere in most parts of the galaxy.
2703 Large Group of Kameiras An elite type of foot soldier, originally bred from Minmatar slaves by the Amarr Empire. Raised from birth to become soldiers, they serve the Empire, Khanid Kingdom and Ammatar well, although always kept on a tight leash.
2704 Large Group of Marines When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.
2705 Large Group of Militants A combative character; aggressive, especially in the service of a cause.
2706 Large Group of Science Graduates People that have recently graduated with a degree in science at an acknowledged university.
2707 Large Group of Slaves Slavery has always been a questionable industry, favored by the Amarr Empire and detested by the Gallente Federation.
2708 Large Group of Tourists The need for tasting other cultures and seeing new worlds is unquenchable among the well-off citizens of the universe.
2709 Large Group of VIPs Very important people. Business executives, politicians, diplomats and game designers.
2710 Large Crates of Construction Blocks Metal girders, plasteel concrete and fiber blocks are all very common construction material used around the universe.
2711 Large Crates of Crystal Eggs Crystal is a common feel-good booster, used and abused around the universe in abundance.
2712 Large Crates of Drill Parts These large containers are fitted with a password-protected security lock. These particular containers are filled with spare parts needed to build a drill used for drilling through rock and ice sheets.
2713 Large Crates of Electronic Parts These basic elements of all electronic hardware are sought out by those who require spare parts in their hardware. Factories and manufacturers take these parts and assemble them into finished products, which are then sold on the market.
2714 Large Crates of Fertilizer Fertilizer is particularly valued on agricultural worlds, where there is constant supply for all commodities that boost export value.
2715 Large Crates of Frozen Food Frozen food is in high demand in many regions, especially on stations orbiting a non-habitable planet and a long way from an agricultural world.
2716 Large Crates of Frozen Plant Seeds Frozen plant seeds are in high demand in many regions, especially on stations orbiting a non-habitable planet.
2717 Large Crates of Garbage Production waste can mean garbage to some but valuable resource material to others.
2718 Large Crates of Long-limb Roes The eggs of the Hanging Long-limb are among the most sought after delicacies in fancy restaurants. The main reason why the roe of the Hanging Long-limb is so rare is because no one has succeeded in breeding the species outside their natural habitat.
2719 Large Crates of Raggy Dolls Known across New Eden for their anatomical correctness and temperature sensitive, dynamic hair coloration, Raggy dolls are always in demand during gift-giving holidays.
2720 Large Crates of Rocket Fuel Augmented and concentrated fuel used primarily for missile production.
2721 Large Crates of Tobacco Tubular rolls of tobacco designed for smoking. The tube consists of finely shredded tobacco enclosed in a paper wrapper and is generally outfitted with a filter tip at the end.
2722 Large Crates of Transmitters An electronic device that generates and amplifies a carrier wave, modulates it with a meaningful signal derived from speech or other sources, and radiates the resulting signal from an antenna.
2723 Large Crates of Viral Agent The causative agent of an infectious disease, the viral agent is a parasite with a noncellular structure composed mainly of nucleic acid within a protein coat.
2724 Large Crates of Water Water is one of the basic conditional elements of human survival. Most worlds have this compound in relative short supply and hence must rely on starship freight.
2725 Large Group of Cattle Cattle are domestic animals raised for home use or for profit, whether it be for their meat or dairy products.
2726 Large Group of Janitors The janitor is the person who is in charge of keeping the premises of a building (as an apartment or office) clean, tends the heating system, and makes minor repairs.
2727 Large Group of Miners Covered in a perpetual layer of grime and dust, these grizzled laborers seem out of place anywhere but deep underground on some lonely planet or boring through the core of a wandering asteroid.
2728 Large Group of Refugees When wars and epidemics break out, people flee from their homes, forming massive temporary migrations.
2729 Crates of Consumer Electronics Consumer electronics encompass a wide variety of individual goods, from entertainment media and personal computers to slave collars and children's toys.
2730 Crates of Enriched Uranium Enriched Uranium is used in many kinds of manufacturing and as a fuel, making it a steady trade commodity. Enriched Uranium is generally manufactured by combining standard semiconductor PVD methods with ionic separation by means of mass spectrometry.
2731 Crates of Silicon As one of the most common elements in the universe, it's no surprise that silicon has found its way into almost every aspect of manufacturing, resulting in a steady price and perpetual mining operations on most solid planets.
2732 Crates of Silicate Glass Silicate glass is a common construction material, in constant demand throughout New Eden, whether in planetary structures or reinforced for use in space vessels.
2733 Schematic Schematics define a set of machinery and industrial processes with which a planetary manufacturing facility can be configured in order to enable the facility to convert certain commodities into certain other commodities.
2734 Gallente Vexor Cruiser The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks.
2735 Infrastructure Hub Blueprint
2736 Warp Disruption Battery Blueprint
2737 Territorial Claim Unit Blueprint
2738 Sovereignty Blockade Unit Blueprint
2739 Nanite Repair Paste Blueprint
2740 Warp Scrambling Battery Blueprint
2741 Stasis Webification Battery Blueprint
2742 Biochemical Silo Blueprint
2743 Catalyst Silo Blueprint
2744 Coupling Array Blueprint
2745 General Storage Blueprint
2746 Hazardous Chemical Silo Blueprint
2747 Hybrid Polymer Silo Blueprint
2748 Silo Blueprint
2749 Advanced Large Ship Assembly Array Blueprint
2750 X-Large Ship Maintenance Array Blueprint
2751 Advanced Medium Ship Assembly Array Blueprint
2752 Ship Maintenance Array Blueprint
2753 Advanced Small Ship Assembly Array Blueprint
2754 Ammunition Assembly Array Blueprint
2755 Ballistic Deflection Array Blueprint
2756 Capital Ship Assembly Array Blueprint
2757 Explosion Dampening Array Blueprint
2758 Component Assembly Array Blueprint
2759 Heat Dissipation Array Blueprint
2760 Drone Assembly Array Blueprint
2761 Photon Scattering Array Blueprint
2762 Drug Lab Blueprint
2763 Sensor Dampening Battery Blueprint
2764 Equipment Assembly Array Blueprint
2765 Intensive Refining Array Blueprint
2766 Large Ship Assembly Array Blueprint
2767 Medium Intensive Refining Array Blueprint
2768 Medium Ship Assembly Array Blueprint
2769 Refining Array Blueprint
2770 Rapid Equipment Assembly Array Blueprint
2771 Small Ship Assembly Array Blueprint
2772 Subsystem Assembly Array Blueprint
2773 X-Large Ship Assembly Array Blueprint
2774 Amarr Control Tower Blueprint
2775 Amarr Control Tower Medium Blueprint
2776 Amarr Control Tower Small Blueprint
2777 Caldari Control Tower Blueprint
2778 Caldari Control Tower Medium Blueprint
2779 Caldari Control Tower Small Blueprint
2780 Gallente Control Tower Blueprint
2781 Gallente Control Tower Medium Blueprint
2782 Gallente Control Tower Small Blueprint
2783 Minmatar Control Tower Blueprint
2784 Minmatar Control Tower Medium Blueprint
2785 Minmatar Control Tower Small Blueprint
2786 Moon Harvesting Array Blueprint
2787 Corporate Hangar Array Blueprint
2788 Cynosural Generator Array Blueprint
2789 Cynosural System Jammer Blueprint
2790 Biochemical Reactor Array Blueprint
2791 Complex Reactor Array Blueprint
2792 Ion Field Projection Battery Blueprint
2793 Medium Biochemical Reactor Array Blueprint
2794 Phase Inversion Battery Blueprint
2795 Polymer Reactor Array Blueprint
2796 Spatial Destabilization Battery Blueprint
2797 Simple Reactor Array Blueprint
2798 White Noise Generation Battery Blueprint
2799 Energy Neutralizing Battery Blueprint
2800 Jump Bridge Blueprint
2801 Nova Javelin Torpedo "An ultra-heavy nuclear missile. While it is a slow projectile, its sheer damage potential is simply staggering.
A modified version of the Nova Torpedo. It can reach higher velocity than the Nova Torpedo at the expense of warhead size."
2802 Nova Javelin Torpedo Blueprint
2803 Large Blaster Battery Blueprint
2804 Large Railgun Battery Blueprint
2805 Large Artillery Battery Blueprint
2806 Medium Blaster Battery Blueprint
2807 Large AutoCannon Battery Blueprint
2808 Medium Railgun Battery Blueprint
2810 Medium Artillery Battery Blueprint
2811 Inferno Rage Torpedo "An ultra-heavy plasma missile. While it is a slow projectile, its sheer damage potential is simply staggering.
This modified version of the Inferno Torpedo packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
2812 Inferno Rage Torpedo Blueprint
2813 Small Blaster Battery Blueprint
2814 Medium AutoCannon Battery Blueprint
2815 Small Railgun Battery Blueprint
2816 Small Artillery Battery Blueprint
2817 Mjolnir Rage Rocket "A small rocket with an EMP warhead.
This modified version of the Mjolnir rocket packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
2818 Mjolnir Rage Rocket Blueprint
2819 Small AutoCannon Battery Blueprint
2820 Experimental Laboratory Blueprint
2821 Mobile Laboratory Blueprint
2822 Citadel Torpedo Battery Blueprint
2823 Cruise Missile Battery Blueprint
2824 Torpedo Battery Blueprint
2825 Small Pulse Laser Battery Blueprint
2826 Small Beam Laser Battery Blueprint
2827 Medium Pulse Laser Battery Blueprint
2828 Medium Beam Laser Battery Blueprint
2829 Large Pulse Laser Battery Blueprint
2830 Large Beam Laser Battery Blueprint
2831 Serpentis Fortress This gigantic station is one of the Serpentis military installations and a black jewel of the alliance between The Guardian Angels and The Serpentis Corporation. Even for its size, it has no commercial station services or docking bays to receive guests.
2832 Blood Raider Fortress This gigantic suprastructure is one of the military installations of the Blood Raiders pirate corporation. Even for its size, it has no commercial station services or docking bay to receive guests.
2833 1000 Aurum Token This item can be redeemed for 1000 Aurum (AUR).
To Redeem: Right-click the Aurum Token and select "Redeem for AUR".
On the Aurum Token: Originally designed for Noble Appliances in YC 113, the aurum token is a physical chit that can be redeemed for a predefined amount of AUR currency.
Though at first blush it appears to be a large coin, the aurum token shares more in common with high-security datacores. At the center of the token is digital ID paired with a series of suspended entangled electrons. When the token is redeemed, the entangled electrons are engaged, altering their partners located at an off-site bank. Not only does this ensure the exchange occurs instantly, but when combined with a proprietary security shell it renders attempts to tamper or counterfeit the token useless.
Though the gold and silver case is merely an aesthetic addition, the coin-like appearance has become synonymous with the device, leading to nicknames of "gold aurum", or "golden token".
Source: SCOPE fluff piece (unprinted)
2834 Utu "The Utu is a highly advanced drone platform specially commissioned for the 8th Alliance Tournament. While based on the Ishkur's design, this ship features design elements that go above and beyond the original blueprint.
In addition to revolutionary heat dispersion field projectors, the Utu is equipped with cutting-edge hardwired drone protocols and upgraded warp scrambling capability. Combined with the sturdy armor plating, these qualities make the Utu a powerful ally in any combat encounter.
Gallente Frigate Skill Bonus: 10% bonus to drone damage per skill level and 10% bonus to Warp Scrambler and Warp Disruptor Range per level.
Role Bonus: 50% bonus to Small Hybrid Turret Optimal Range and Tracking and 50% reduction in the amount of heat damage absorbed by modules."
2835 Utu Blueprint
2836 Adrestia "The Adrestia is a high-powered blaster platform specially commissioned for the 8th Alliance Tournament. While similar to its sister vessel the Deimos (on which its design was based), this ship nonetheless differs in some very important ways. Utilizing lightweight alloys and a prototype form of ion thruster, the Adrestia is capable of reaching truly mind-boggling speeds for a heavy assault vessel. While this makes it less sturdy than its predecessor, the lack of defensive plating is compensated for by state-of-the-art targeting systems, thoroughly optimized weapon hardpoints and upgraded warp scrambling capability. Don't let the lack of defense fool you; very few vessels out there can stand against the Adrestia toe to toe.
Special Ability: 25% bonus to max velocity and 50% bonus to Medium Hybrid Turret falloff and tracking speed.
Gallente Cruiser Skill Bonus: 20% Bonus to medium hybrid turret damage per level and 20% Bonus to warp disruptor and warp scrambler range per level."
2837 Adrestia Blueprint
2838 Standard Cerebral Accelerator "Cerebral accelerators are military-grade boosters that significantly increase a new pilot's skill development. This technology is usually available only to naval officers, but CONCORD has authorized the release of a small number to particularly promising freelance capsuleers.
This booster primes the brain's neural pathways and hippocampus, making it much more receptive to intensive remapping. This allows new capsuleers to more rapidly absorb information of all kinds, and as a bonus also enhanced spatial processing abilities that are critical for weapons handling.
The only drawback to this booster is that capsuleer training renders it ineffective after a while; as such, it will cease to function for pilots who have been registered for more than 35 days.
Bonuses: +3 to all attributes; +20% Damage to Laser, Projectile and Hybrid weaponry; +20% Rate of Fire to Missile weaponry."
2839 Cerebral Accelerator Blueprint
2840 Hasaziras Assa's Scorpion A Scorpion piloted by Hasaziras Assa.
2841 Angel Officer's Quarters The highest ranking personnel within this deadspace pocket reside here.
2842 LCO Serpentis Station This gigantic station is one of the Serpentis military installations and a black jewel of the alliance between The Guardian Angels and The Serpentis Corporation. Even for its size, it has no commercial station services or docking bays to receive guests.
2845 Outuni Mesen "Subject: Prototype Nation Vessel (ID:Outuni Mesen)
Military Specifications: Battleship-class vessel. Primary roles are capacitor warfare and interdiction. Moderate microwarp velocity. Long range energy neutralizers. Long range warp disruption capabilities. Extreme long-range stasis webification support.
Additional Intelligence: Est. 120,000 civilian abductions from Outuni III and VI. The Mesen identifier suggests an oversight role amongst the other battleship-class prototypes, or alternatively, that it was created during the first phase of development.
Synopsis from ISHAEKA-0061. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2846 Domination Excavator "Subject: Domination Excavator (ID: Modified Cyclone)
Military Specifications: Cruiser-class vessel. Houses both advanced scientific and military technologies.
Additional Intelligence: Cartel forays beyond Angel territories have escalated each year since the discovery of wormhole space in YC 111. The Domination Excavator was first seen in one of these operations in 113. The ship itself contains a wide array of hi-tech defensive and offensive capabilities, including redundant power systems and a range of Domination modules. Large sections of crew quarters are converted to specialized lab space, able to perform on-site analysis of found materials. Plasma igniters ensure the labs are burned at temperatures exceeding 45000 Kelvin, should the vessel be captured.
Agent Trereval, Republic Security Services.
Authorized for capsuleer dissemination."
2847 True Sansha Foreman "Subject: True Sansha Foreman (ID: Modified Phantasm)
Military Specifications: Cruiser-class vessel. Modified for increased mining efficiency of local Slaves.
Additional Intelligence: Pre-YC 113, the True Sansha Foreman variant was once a rare sight outside of the Sansha home region of Stain. As an alternative to capsuleer-dependent strip mining, the Foreman is specially designed to coordinate large crews of Slaves in a local deadspace pocket. Exact figures are difficult to determine, but mining Slaves under the Foreman seem to operate at around 125% efficiency. This link is both fragile and experimental. If the link is violently severed (i.e. the Foreman is destroyed), the affected Slaves in the mining equipment are damaged and unable to continue their work.
Analyst Fawlon, Ministry of Assessment.
Authorized for capsuleer dissemination.
"
2848 Barren Extractor Control Unit Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
2850 Suspicious Ship Wreck You surmise that with some salvaging equipment there is still something of value to be had from this wreck.
2851 Incriminating Evidence This evidence proves beyond the shadow of a doubt that foul play was involved.
2852 Sansha Cynosural Field A cynosural field, also known colloquially as a "cyno", is a cosmic anomaly that acts as a pseudo-gravity well. With the correct calibration information, interstellar jump drives can lock onto the field and create a portal into the destination system.
2853 Salvaged Electronics These ship parts are old but functional.
2854 Cloaked Cache Rigged with a localized cloaking field, this small container is hidden from sensors while activated.
2855 Intaki Colliculus "Subject: Prototype Nation Vessel (ID:Intaki Colliculus)
Military Specifications: Battleship-class vessel. Primary role is remote logistics support. Medium range shield transfer capabilities. Low microwarp velocity. Defensive systems have been significantly enhanced.
Additional Intelligence: There were no reported civilian abductions from the invasion of Intaki IV. The Intaki identifier is yet further evidence supporting the theory that not all abductees were accounted for. The Colliculus identifier suggests the vessel plays a central role in the integration of various data throughout the Nation's greater network.
Synopsis from ISHAEKA-0067. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2856 Forlorn Hope This massive laboratory complex was once home to over 10,000 scientists, their staff and security personnel, working day and night to unravel the mysteries of Vitoc. Since the return of the Minmatar Elders and Otro Gariushi's bequest of Insorum to the Republic, the facility has largely fallen into disuse, but some few scientists cling on, pushing to finish what they started before they too seek more commercial roles.
For the most part, research continues inside the newer biodome nearby, but a few smaller laboratories and their staff still insist on basing out of the aging titan.
2858 Osnirdottir Memorial "A small and humble memorial to the work of the late scientist Dr. Mishkala Osnirdottir, whose life was most likely lost when an experiment with the Tachyon Bombardment Array went horribly wrong. Others, however, theorize that she was not killed, but relocated, or in some way altered on a quantum level by the barrage of antimatter.
The memorial gardens features great trees contorted into elegant shapes with tungsten scaffolds and the doctor's favourite bloom, Ulfurtar - a small parasitic plant with delicate silvery flowers, noted for the soft, almost furred quality of its petals. In many Sebiestor clans, the blossom is believed to symbolise both dreams and memories and the atmosphere of the gardens is rich with both for those that tend it still."
2859 Romi Thalamus "Subject: Prototype Nation Vessel (ID:Romi Thalamus)
Military Specifications: Cruiser-class vessel. Primary role is damage dealing. Moderate microwarp velocity.
Additional Intelligence: There were no reported civilian abductions from the invasion of Romi III. The Romi identifier is yet further evidence that unreported abductees may have been incorporated into these new vessel prototypes, and into the Nation as a whole. The Thalamus identifier suggests a unifying role between the cruiser-class prototypes and other hull classes, similar to the Arnon Epithalmus. Notable is the higher number of known cruiser-class vessels, and that the identifiers of each belong to the forebrain. This pattern highlights a structural shift away from battleship-led squadrons, or at the least, an equality of function and responsibility between battleship and cruiser variants.
Synopsis from ISHAEKA-0051. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2860 The Seven Holding Cells This temporary structure is made to house The Seven's hostages until they are ready to be transported to a more secure location.
2861 Crate of Manportable Electromagnetic Pulse Weapons These EM beam weapons have been custom fitted to detect and eradicate specific nanotechnologies. Normally, these EMP devices are used by special operations personnel during covert operations. They are placed in proximity to the enemy's defense grid and used to “short out” any nearby electronics, thus creating a hole in the defense grid such that conventional forces can then move through unimpeded by sentry grids, security bots, and other lethal defensive systems. The devices themselves are approximately the size of a large rucksack and can be both emplaced and operated by a single trained individual.
2862 Special Forces Weapons and Equipment The weapons and equipment containers hold a wide variety of small arms and other equipment currently in use by the Caldari Navy Special Forces, much of it designed specifically for use in maritime environments. Some of the items that can be found in a typical container are long range sniper rifles, target designation lasers, silenced pistols, high tech diving equipment, limpet mines, covert communications gear, and individual diver propulsion devices. This equipment, as you might guess, is extremely valuable and cannot be found outside the armories of the Caldari Navy, with the exception of the very small quantities that have found their way onto the black market.
2863 Primae The Primae is a repurposed ORE design intended to ease the task of extracting resources from planetbound environments. Initially devised as a deep space salvage vessel for large-scale ore retrieval from destroyed ORE fleets in pirate-occupied areas, its previous incarnation was made all but obsolete by the arrival of capsuleers on the interstellar scene. Realizing that the ship could, with a few minor modifications, be made into an efficient resource harvesting aid, ORE wasted no time in revamping the design.
A low signature radius (a holdover from its earlier manifestation) adds a layer of defense to the Primae's already decent plating. In addition, the ship's two large bays have been re-engineered to hold equipment for planetside resource extraction and processed materials, making it an especially useful complement to any planetside harvesting endeavor.
2864 Primae Blueprint
2865 1200mm Artillery Cannon II "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor."
2866 1200mm Artillery Cannon II Blueprint
2867 Broadcast Node By integrating transcranial microcontrollers into a circuit made from synthetic synapses, the broadcast node is able to communicate directly with various station functions and with negligible signal loss and latency. The addition of computerized guidance systems, each running independent navigation system software routines, allows a single node to coordinate starship docking procedures, drone operations, and even station defenses.
2868 Integrity Response Drones Hull breaches are a constant, serious threat during space travel, as well as a dangerous reality to orbital stations, which are too massive to avoid incoming objects. Integrity response drones help mitigate that threat by providing the automated, immediate application of sealants to any detected impact or pressure fracture in the structure they patrol.
2869 Nano-Factory Only the highly advanced Ukomi superconductor can be rendered small enough for use in nano-factories, microscopic devices programmed to absorb and recycle ambient material into useful matter. Each factory is built from reactive metals, ensuring that they interact properly – or not at all – with their environment, while a mote of industrial explosive automatically destroys them when they have completed their task.
2870 Organic Mortar Applicators While nanites are ideal for many forms of construction, sealing joints between large structural bulkheads is a job best left to organic mortar, a thick gel that actively permeates every microscopic gap between two parts. Due to the aggressive nature of the genetically engineered bacteria that intelligently guides into place the hardening condensate material, this paste is extremely hazardous to humans and must be applied by robots.
2871 Recursive Computing Module Not all automated functions are delicate or complicated enough to warrant advanced computer hardware; relatively mundane tasks are best when assigned to an RCM bank. These sturdy, reliable processing units are able to effectively handle most of the day-to-day operations of stations, starships, and stargates.
2872 Self-Harmonizing Power Core Camera drones diligently monitor temperature, radioactivity and electrical output of these advanced nuclear reactions. This allows instant adjustments that result in maximum efficiency. With such advanced automation, no human attention is required whatsoever.
2873 125mm Gatling AutoCannon II "This multi-barrel autocannon is designed for skirmish warfare.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail."
2874 125mm Gatling AutoCannon II Blueprint
2875 Sterile Conduits Sustaining diverse populations of station inhabitants – many of whom come from different worlds with different ecologies – was a medical nightmare until the development of sterile conduits. Each length of flexible, self-repairing tube is powered by breaking down the chemical energy in the water they convey, which itself is laced with smart vaccines able to identify and destroy almost any known antigen.
2876 Wetware Mainframe So advanced and energy-demanding are wetware mainframes that they require vehicle-scale power cores and the constant attention of maintenance personnel. When operating at peak performance levels, nothing in New Eden can match the raw computing power of these machines, from calculating warp coordinates to administrating the core functions of an entire space station.
2877 Federation Freighter Vessel The large navy forces of the Empires regularly use freighters to transport a wide variety of military items and personnel en masse. Such vulnerable ships are usually heavily guarded as they traverse the space lanes.
2878 Federation Industrial Vessel Industrials are a common sight in the universe of EVE, connecting supply points to each other. Convoys usually have armed escorts, so attacking them is risky.
2879 Imperial Freighter Vessel The large navy forces of the Empires regularly use freighters to transport a wide variety of military items and personnel en masse. Such vulnerable ships are usually heavily guarded as they traverse the space lanes.
2880 Unknown Dead This contingent of Federation pilots and soldier went missing during the first Caldari Gallente war. They've been preserved by the cold but they are still in a delicate state, and must be handled with care.
2881 150mm Light AutoCannon II "A simple but effective close combat autocannon.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail."
2882 State Freighter Vessel The large navy forces of the Empires regularly use freighters to transport a wide variety of military items and personnel en masse. Such vulnerable ships are usually heavily guarded as they traverse the space lanes.
2883 State Industrial Vessel Industrials are a common sight in the universe of EVE, connecting supply points to each other. Convoys usually have armed escorts, so attacking them is risky.
2884 Republic Industrial Vessel Industrials are a common sight in the universe of EVE, connecting supply points to each other. Convoys usually have armed escorts, so attacking them is risky.
2885 Imperial Industrial Vessel Industrials are a common sight in the universe of EVE, connecting supply points to each other. Convoys usually have armed escorts, so attacking them is risky.
2886 Tomb of the Unknown Soldiers Years ago this was the site of a major firefight. The dead still litter its halls.
2887 Gallente Admiral's Corpse These are the remains of a Federation admiral. A Mannar in her mid-forties, this woman's body shows signs of extensive modification typical to capsuleers. This is probably not the first time she has been killed in action.
2888 Acceleration Gate Authentication Matrix This device handles timestamps and user ID validation for acceleration gates. If this part is missing or otherwise broke, the gate will refuse to activate.
2889 200mm AutoCannon II "The 200mm is a powerful autocannon that can smash apart most lightly armored frigates with ease.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail."
2890 200mm AutoCannon II Blueprint
2891 Amarr Battleship Wreckage May contain something worthwhile.
2892 Amarrian Battleship Wreckage May contain something worthwhile.
2893 Damning Evidence This document could get a lot of people into a lot of trouble.
2894 Invisible Cloud
2895 Asteroid Pirate Station This is where the pirates keep their hostages and other evidence while they wait to be disposed of in the acid cloud.
2896 Patient Zero All that remains of the mining station is a twisted, nightmarish husk that has been transformed into a rogue drone base.
2897 220mm Vulcan AutoCannon II "The 220mm multi-barrel autocannon is designed for skirmish warfare.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail."
2898 220mm Vulcan AutoCannon II Blueprint
2899 Custom Circuitry While drone AI is easily replicated, certain behaviors require custom programming. These units seem to have been designed for generally poor combat performance.
2900 Recovered Data Core This starship data core contains a detailed log of all the vessel's activities.
2901 Science Vessel Wreck The remnants of a science ship lost recently.
2902 LCS Acceleration Gate This acceleration gate has been locked down and is not usable by the general public.
2903 Manager's Station This upscale estate probably serves as a swank bachelor pad when the manager isn't entertaining clients.
2904 Quantum Entanglement This heavy metal rock opera band was made famous by their first album's cover, which depicted two naked individuals engaging in sexual intercourse while floating in space without spacesuits. Gallente politicians tried to have the album, called "Unprotected," banned. Not because of the adult content, they claimed, but because it promoted unsafe extravehicular activities.
2905 250mm Light Artillery Cannon II "This artillery is one of the most powerful weapons that can be mounted on a frigate.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor."
2906 250mm Light Artillery Cannon II Blueprint
2907 Schmaeel Medulla "Subject: Prototype Nation Vessel (ID: Schmaeel Medulla)
Military Specifications: Frigate-class vessel. Primary roles are interdiction and frigate support. Fastest microwarp velocity of all known Nation frigate prototypes. Long range warp disruption capabilities. Long range stasis webifier support. Limited weapons systems.
Additional Intelligence: Est. 1,000,000 civilian abductions from Schmaeel VI. The Medulla identifier suggests a limited role in the larger Nation hierarchy, and that the Schmaeel captives are tasked with more basic, mechanical responsibilities.
Synopsis from ISHAEKA-0045. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2909 Niarja Myelen "Subject: Prototype Nation Vessel (ID: Niarja Myelen)
Military Specifications: Frigate-class vessel. Primary role is long range ECM support and medium-range energy warfare. Moderate microwarp velocity. No known weapons systems.
Additional Intelligence: Est. 70,000 civilian abductions from Niarja VII. The Myelen identifier suggests a developmental state. Other, more advanced Nation prototypes may have originated from this design.
Synopsis from ISHAEKA-0039. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2910 Gallente Passenger Liner Wreckage This ship has seen better days. Parts of it are missing, looking as though the ship was torn apart. There are no signs of life inside, though.
2911 Gallente Passenger Liner Damaged This passenger liner has seen better days, but it's still operational. The ship is anchored to its spot with large, magnetic beacons around the bottom of its hull.
2912 Minmatar Pilot's Corpse Some Minmatar feel the Republic's status quo is not sufficient to avenge victims of Amarrian enslavement, nor to liberating those still trapped under Imperial rule. This unfortunate figure learned a terminal lesson in the necessities of political balance.
2913 425mm AutoCannon II "The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail."
2914 425mm AutoCannon II Blueprint
2915 Auxiliary Academic Campus A standard, customizable, space-faring structure designed to be easily moved and deployed. This one has been configured for early childhood education.
2916 Rogue Minmatar This loose cannon is piloting an experimental stealth ship and has begun a personal war against the Amarr Empire.
2917 Survivors These rattled individuals move with languid motions. It looks like some of them have gone weeks without food.
2918 Cell Block D A maximum-security prison block and run by the Gallente Federation.
2919 Caldari Operative An operative of the Caldari State.
2921 650mm Artillery Cannon II "A powerful long-range cannon. One of the most damaging weapons mountable on a cruiser.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor."
2922 650mm Artillery Cannon II Blueprint
2926 Serpentis Slave Transport A Serpentis cargo ship loaded with people.
2927 LCO Deadspace Particle Accelerator The science allowed by zero gravity can be as mind-boggling as it is beautiful, as demonstrated by this particle accelerating superstructure.
2928 LCO Asteroid Colony Highly vulnerable, but economically extremely feasible, asteroid factories are one of the major boons of the expanding space industry.
2929 800mm Repeating Cannon II "A two-barreled, intermediate-range, powerful cannon capable of causing tremendous damage.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail."
2930 Crate of Special Forces Weapons and Equipment The weapons and equipment containers hold a wide variety of small arms and other equipment currently in use by the Caldari Navy Special Forces, much of it designed specifically for use in maritime environments. Some of the items that can be found in a typical container are long range sniper rifles, target designation lasers, silenced pistols, high tech diving equipment, limpet mines, covert communications gear, and individual diver propulsion devices. This equipment, as you might guess, is extremely valuable and cannot be found outside the armories of the Caldari Navy, with the exception of the very small quantities that have found their way onto the black market.
2931 Mara Paleo "Subject: Prototype Nation Vessel (ID: Mara Paleo)
Military Specifications: Cruiser-class vessel. Primary role is long range remote shield transfer. Vessel has been enhanced with significant microwarp velocity to aid in this responsibility. Reconfiguring the vessel for a logistics role has notably weakened its defensive systems, however.
Additional Intelligence: Est. 15,000 civilian abductions from Mara IV. The Paleo identifier suggests a role that is fundamental in nature, which would be congruent with its function as logistics support.
Synopsis from ISHAEKA-0057. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2932 Ostingele Tectum "Subject: Prototype Nation Vessel (ID:Ostingele Tectum)
Military Specifications: Battleship-class vessel. The third most powerful vessel amongst the new Nation prototypes in terms of potential damage output. Moderate microwarp velocity. Defensive systems have been significantly enhanced.
Additional Intelligence: Est. 2,000,000 civilian abductions from Ostingele IV. The Tectum identifier suggests a basic input-response role, with little to no shared computing power required for standard operations. Probable relations to the Deltole Tegmentum prototype.
Synopsis from ISHAEKA-0063. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2933 Deltole Tegmentum "Subject: Prototype Nation Vessel (ID:Deltole Tegmentum)
Military Specifications: Battleship-class vessel. Primary roles are strong offensive power, target painting, energy warfare and long range interdiction. The second most powerful vessel amongst the new Nation prototypes in terms of potential damage output. Moderate microwarp velocity. Long range warp disruption capabilities. Long range target painting. Short range capacitor neutralization.
Additional Intelligence: Est. 450,000 civilian abductions from Deltole I. The Tegmentum identifier suggests that this vessel serves a foundational role for the other battleship-class variants, most likely in terms of design origin. The multitude of tactical capabilities present in this vessel's design lend support to the theory that it was a test bed for a variety of Nation developments ahead of their applications in other vessel types.
Synopsis from ISHAEKA-0065. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2934 Counterfeit Voluval Tattoo Chemicals A complex chemical formula for use in a traditional Minmatar ceremony. This batch is labeled with Amarr markings.
2935 Yulai Crus Cerebi "Subject: Prototype Nation Vessel (ID:Yulai Crus Cerebi)
Military Specifications: Battleship-class vessel. Primary role is long-range sniping support. Low microwarp velocity. Vessel will attempt to establish orbit ranges in excess of 100km.
Additional Intelligence: Est. 430,000 civilian abductions from Yulai. The Crus Cerebi identifier suggests a connective role between this vessel and others, possibly even non-Nation crafts. Attempts at short-wave information capture have demonstrated the futility of further efforts. Although the data passing through this vessel and other conduit-like variants can be intercepted, the encryption is still years away from being broken.
Synopsis from ISHAEKA-0069. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2936 Auga Hypophysis "Subject: Prototype Nation Vessel (ID: Auga Hypophysis)
Military Specifications: Cruiser-class vessel. Primary damage dealer amongst cruiser prototypes. Limited interdiction. Short range warp scrambling capabilities. Short range stasis webification support.
Additional Intelligence: Est. 300,000 civilian abductions from Auga II. The Hypophysis identifier suggests either a coordinating role between this vessel and other cruiser-class variants, or perhaps a regulatory role similar to the Tama Cerebellum.
Synopsis from ISHAEKA-0053. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2937 Dual 180mm AutoCannon II "This dual 180mm autocannon is a simple but effective close combat weapon.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail."
2938 Dual 180mm AutoCannon II Blueprint
2939 Tama Cerebellum "Subject: Prototype Nation Vessel (ID: Tama Cerebellum)
Military Specifications: Frigate-class vessel. Primary role is to support Nation vessels against larger hulls. Moderate microwarp velocity. Long range torpedo fire support. Prioritizes large vessels as targets.
Additional Intelligence: Est. 100,000 civilian abductions from Tama V. The Cerebellum identifier suggests a regulatory role amongst other frigate-class variants.
Synopsis from ISHAEKA-0037. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2942 Captured CEO Life isn't always comfortable when you're at the top, particularly in the Caldari State. Guristas will ransom you, other corporations will backstab you, and the moment someone can buy the rug out from underneath you, they will. With all the ISK that comes with these responsibilities, most CEOs can buy enough happiness to forget about these troubles. Forgetting, though, isn't always the best investment.
2943 Hybrid Slaver Hounds Hybrid slaver hounds have been genetically engineered by Amarr veterinary scientists as variants of the original breed. These animals are designed specifically to live and work in the harshest environments, including deserts, swamps, mountains, frozen tundra, and other extreme locations. These variations are typically easy to differentiate from the original breed, in that they can be much larger and have fur colorations that are genetically tailored to blend in to their environments.
2944 Kennel of Hybrid Slaver Hounds Hybrid slaver hounds have been genetically engineered by Amarr veterinary scientists as variants of the original breed. These animals are designed specifically to live and work in the harshest environments, including deserts, swamps, mountains, frozen tundra, and other extreme locations. These variations are typically easy to differentiate from the original breed, in that they can be much larger and have fur colorations that are genetically tailored to blend in to their environments.
2945 Dual 425mm AutoCannon II "Combines the damage output of two 425mm intermediate-range autocannons.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail."
2946 Dual 425mm AutoCannon II Blueprint
2947 Compact Shade Torpedo "Representing the latest in miniaturization technology, Compact Citadel Torpedoes are designed specifically to be used by Fighter Bombers.
Fitted with a graviton pulse generator, this weapon causes massive damage as it overwhelms ships' internal structures, tearing bulkheads and armor plating apart with frightening ease."
2948 Shadow "Subject: Prototype Nation Vessel (ID:Shadow)
Military Specifications: Fighter bomber-class vessel. Moderate microwarp velocity. Enhanced weapons systems. Reverse-engineering has been made possible through salvage of specific Sansha's Nation vessels.
Additional Intelligence: At this initial stage conclusions are hard to form, but early indications from the recovery of three individual bomber pilots – all of them heavily augmented – strongly indicates that these crew members are the same planetary abductees found in other Nation prototype vessels. Cross-referencing recovered DNA with missing persons reports has so far revealed little, though even at this stage the origin of these pilots is in little doubt.
Synopsis from ISHAEKA-0107. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2949 Shadow Blueprint
2950 Lirsautton Parichaya "Subject: Prototype Nation Vessel (ID:Lirsautton Parichaya)
Military Specifications: Fighter bomber-class vessel. Moderate microwarp velocity. Enhanced weapons systems.
Additional Intelligence: Est. 1,905,000 civilian abductions from Lirsautton V. The Parichaya identifier is unclear: it has no known etymological origins or direct translations.
Synopsis from ISHAEKA-0071. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2951 Large Crate of Improved Inertial Compensation Systems The internal components of smaller Minmatar ships are constructed largely of nanofiber mesh which is low-cost, low-mass, and has a lower heat-conduction threshold than most solid industrial sheeting. Unfortunately, the lightweight structures are also susceptible to stress from the high-velocity maneuvers performed by frigate and interceptor pilots, and require added inertial compensation systems and routine inspections.
2952 Crate of Unidentified Fibrous Compound These pieces of blue-green compound feel slick and oily to the touch and leave a tingle in your fingers. Fine crystalline filaments within crisscross and refract the light so that each piece seems to glow from within.
2953 Dual 650mm Repeating Cannon II "Powerful, intermediate-range repeating autocannon with a decent rate of fire.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail."
2954 Dual 650mm Repeating Artillery II Blueprint
2955 Large Crate of Unidentified Fibrous Compound These pieces of blue-green compound feel slick and oily to the touch and leave a tingle in your fingers. Fine crystalline filaments within crisscross and refract the light so that each piece seems to glow from within.
2956 Large Crate of Refurbished Mining Drones There are hints of rusty and damaged surfaces beneath the shiny new paint-job. These may not work as efficiently as the client wishes.
2957 Crate of Refurbished Mining Drones There are hints of rusty and damaged surfaces beneath the shiny new paint-job. These may not work as efficiently as the client wishes.
2958 Civilian SIGINT Contractors These contractors, many of whom are former Caldari Navy intelligence operatives, are very well trained, experienced, and possess high level security clearances, making them extremely valuable investments for their employer. Their skill sets are varied, but include translation (primarily Gallente), covert signals interception, military and economic intelligence analysis, and supercomputer systems administration.
2959 Group of Civilian SIGINT Contractors These contractors, many of whom are former Caldari Navy intelligence operatives, are very well trained, experienced, and possess high level security clearances, making them extremely valuable investments for their employer. Their skill sets are varied, but include translation (primarily Gallente), covert signals interception, military and economic intelligence analysis, and supercomputer systems administration.
2960 Spools of Quantrium Wiring While the universe is full of metals of all shapes, sizes, and compositions, there are some metals that are of such rarity and quality that they command prices far beyond those of the more easily accessible metals, such as tritanium. Amongst these, the very small quantities of a rare metal called quantrium are among the most valuable. This metal can only be found in the polar regions of certain moons, and these only in systems that meet very specific astrogeological conditions. So rare is this metal that, to date, only two known moons have quantities of this metal sufficient to warrant the very expensive mining and refining equipment required to extract it. Both of these moons are in Caldari space, giving the State a monopoly on its production and sale. Currently, all processed quantrium is on long-term contract to Kaalakiota Corporation. While rumors occasionally surface that one or more of the other three races have discovered quantrium, this has not been verified.
2961 1400mm Howitzer Artillery II "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor."
2962 1400mm Howitzer Artillery II Blueprint
2963 Quantrium Wiring While the universe is full of metals of all shapes, sizes, and compositions, there are some metals that are of such rarity and quality that they command prices far beyond those of the more easily accessible metals, such as tritanium. Amongst these, the very small quantities of a rare metal called quantrium are among the most valuable. This metal can only be found in the polar regions of certain moons, and these only in systems that meet very specific astrogeological conditions. So rare is this metal that, to date, only two known moons have quantities of this metal sufficient to warrant the very expensive mining and refining equipment required to extract it. Both of these moons are in Caldari space, giving the State a monopoly on its production and sale. Currently, all processed quantrium is on long-term contract to Kaalakiota Corporation. While rumors occasionally surface that one or more of the other three races have discovered quantrium, this has not been verified.
2964 Aerogel Counteragent Refrigerated secure cargo containers containing aerogel infused with dormant prototype anti-nanites. These containers have been specially modified with the latest security encryption protocols, to better ensure that any Gallente saboteurs will be unable to access and tamper with this critical cargo.
2965 Crate of Aerogel Counteragent Refrigerated secure cargo containers containing aerogel infused with dormant prototype anti-nanites. These containers have been specially modified with the latest security encryption protocols, to better ensure that any Gallente saboteurs will be unable to access and tamper with this critical cargo.
2966 Eystur Rhomben "Subject: Prototype Nation Vessel (ID: Eystur Rhomben)
Military Specifications: Frigate-class vessel. Significant microwarp velocity. Enhanced weapons systems.
Additional Intelligence: There were no reported civilian abductions from the Eystur VI invasion. The Eystur identifier suggests a small number of captives may have been initially unaccounted for. The Rhomben identifier suggests an overarching position within the lowest tier of the new Nation hierarchy, or alternatively, that it was created during the first phase of development.
Synopsis from ISHAEKA-0041. DED Special Operations.
Authorized for Capsuleer dissemination.
"
2967 Crate of Target Painter Deflection Plating These hull plates are coated with a layer of crystalline structures under a protective transparent enamel. The crystalline layer shimmers reflectively and creates mirage halos around the plate when spot lights are directed at it.
2968 Large Crate of Target Painter Deflection Plating These hull plates are coated with a layer of crystalline structures under a protective transparent enamel. The crystalline layer shimmers reflectively and creates mirage halos around the plate when spot lights are directed at it.
2969 720mm Howitzer Artillery II "This 720mm rocket-assisted howitzer is designed for long-range bombardment.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor."
2970 720mm Howitzer Artillery II Blueprint
2971 Group of Haakar's Striking Hawks Haakar is a small, unassuming woman in her 40s who wields discipline like a whip. The men and women who follow her command – her Striking Hawks mercenary group – all served with or under her in the Republic Infantry's 203rd Tactical Recon before the company was made redundant by policy changes fifteen years ago. Haakar bears a grudge against bureaucracy for cutting short her career, but says her work now gives her professional satisfaction and an autonomy she enjoys.
2972 Ditanium Metal Plates Refrigerated secure cargo containers containing aerogel infused with dormant prototype anti-nanites. These containers have been specially modified with the latest security encryption protocols, to better ensure that any Gallente saboteurs will be unable to access and tamper with this critical cargo.
2973 Pallet of Ditanium Metal Plates Refrigerated secure cargo containers containing aerogel infused with dormant prototype anti-nanites. These containers have been specially modified with the latest security encryption protocols, to better ensure that any Gallente saboteurs will be unable to access and tamper with this critical cargo.
2974 Large Group of The Hooded Men Unlike most pro-Minmatar mercenary companies, members of The Hooded Men come from every empire and any background; they are selected for their convictions and skills rather than any sense of patriotism they might possess. Even Amarr are permitted to join, provided they can prove that the company means more to them than their religion. The Hooded Men's founder, Jolmiar Maritak, the grandson of former slaves who fled to the Gallente Federation, places emphasis on getting their work done quietly and with a minimum of fuss.
2975 Arctic Warfare Marines Arctic Warfare Marines are the Caldari State's elite foot soldiers for winter warfare. On the case of ice planets, where the weather is comprised of year-round snow and ice, you can find these self-sufficient Marines operating in a wide variety of roles, such as providing security for Caldari corporate facilities, military bases, and even for long-range reconnaissance on planets that have not yet been fully scouted. Their equipment is tailored specifically to harsh, sub-zero weather conditions, to include specialty rifles, thermal grenades, cold-weather speeder bikes, and everything in between.
2976 Arctic Warfare Marine Squads Arctic Warfare Marines are the Caldari State's elite foot soldiers for winter warfare. On the case of ice planets, where the weather is comprised of year-round snow and ice, you can find these self-sufficient Marines operating in a wide variety of roles, such as providing security for Caldari corporate facilities, military bases, and even for long-range reconnaissance on planets that have not yet been fully scouted. Their equipment is tailored specifically to harsh, sub-zero weather conditions, to include specialty rifles, thermal grenades, cold-weather speeder bikes, and everything in between.
2977 280mm Howitzer Artillery II "Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates.
Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor."
2978 280mm Howitzer Artillery II Blueprint
2979 Crate of Industrial-Grade Tritanium-Alloy Scraps Not all scrap-metal is of good enough quality to be reused in the shipbuilding industry. These are the highest quality to be found in the scrap-heaps and abandoned battlegrounds of New Eden. Some pieces still bear signs of what they were once a part of: a sheet of tinted plating here, a painted logo there. Some pieces are still recognizable, others are half-slagged and warped.
2980 Large Crate of Industrial-Grade Tritanium-Alloy Scraps Not all scrap-metal is of good enough quality to be reused in the shipbuilding industry. These are the highest quality to be found in the scrap-heaps and abandoned battlegrounds of New Eden. Some pieces still bear signs of what they were once a part of: a sheet of tinted plating here, a painted logo there. Some pieces are still recognizable, others are half-slagged and warped.
2981 Crate of Architectural-Quality Plagioclase Paneling Minmatar architecture traditionally favors modular geometric structures and open spaces which allow breezes to flow from room to room. There is a traditional preference for working with exposed natural stone and wood, though recent trends have leaned towards natural surfaces bonded to structural reinforced concrete, stretching resources while still allowing for an attractive appearance. Compressed asteroid ore interior panels are becoming more popular for higher-class residences and for buildings constructed on mineral-poor worlds.
2982 Large Crate of Architectural-Quality Plagioclase Paneling Minmatar architecture traditionally favors modular geometric structures and open spaces which allow breezes to flow from room to room. There is a traditional preference for working with exposed natural stone and wood, though recent trends have leaned towards natural surfaces bonded to structural reinforced concrete, stretching resources while still allowing for an attractive appearance. Compressed asteroid ore interior panels are becoming more popular for higher-class residences and for buildings constructed on mineral-poor worlds.
2983 Corporate Assassin An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers than can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set.
2984 Deep Cover Corporate Assassin An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers than can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set.
2985 Dual Heavy Beam Laser II "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam."
2986 Dual Heavy Beam Laser II Blueprint
2987 Crate of Harvester Components Agricultural technology, like everything else, is constantly advancing, with developments in irrigation techniques and automated systems to do the work of several farm-hands at a fraction of the overall cost. Most parts are produced on stations rather than planetside in order to reduce the cost of shipping. It also makes disposing of the more hazardous byproducts much safer, reducing the risk of planetary pollution.
2988 Large Crate of Harvester Components Agricultural technology, like everything else, is constantly advancing, with developments in irrigation techniques and automated systems to do the work of several farm-hands at a fraction of the overall cost. Most parts are produced on stations rather than planetside in order to reduce the cost of shipping. It also makes disposing of the more hazardous byproducts much safer, reducing the risk of planetary pollution.
2989 Decoy Prototype Cloaking Devices This decoy prototype cloaking device appears to be a working model; however, closer scrutiny reveals that it is nothing more than a useless hunk of metal and wires.
2990 Crate of Decoy Prototype Cloaking Devices This decoy prototype cloaking device appears to be a working model; however, closer scrutiny reveals that it is nothing more than a useless hunk of metal and wires.
2991 Crate of Amarr Scripture Educational Study Packages (Matari translation) "These study materials provide a guide through the structure and meanings of Amarr holy texts in a way that school-age children can easily understand. Education, like every other aspect of daily life in the Empire, is closely tied into religion, and by the time they leave school, Amarr children are expected to have a working and in-depth understanding of their way of life.
These particular copies have been carefully translated by experts into painfully precise Matari for distribution in the Republic."
2992 Large Crate of Amarr Scripture Educational Study Packages (Matari translation) "These study materials provide a guide through the structure and meanings of Amarr holy texts in a way that school-age children can easily understand. Education, like every other aspect of daily life in the Empire, is closely tied into religion, and by the time they leave school, Amarr children are expected to have a working and in-depth understanding of their way of life.
These particular copies have been carefully translated by experts into painfully precise Matari for distribution in the Republic."
2993 Dual Light Beam Laser II "This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam."
2994 Dual Light Beam Laser II Blueprint
2995 Blue Paradise Blue Paradise, also known as “Beep,” is a mild narcotic engineered by Amarr pharmaceutical scientists specifically for use by slave laborers within the Empire. Users of Blue Paradise report feelings of mild euphoria, contentment, relaxation, and generalize pleasure as the primary effects of this drug. These effects typically last between three to five hours, after which the user can be expected to fall into a sound sleep, if taken prior to that user's normal sleep cycle. Furthermore, there have been no significant side effects reported from repeat and prolonged use, making Blue Paradise an extremely promising “reward” for slave laborers. Recreational use of Blue Paradise has not yet been reported, given the limited nature of its distribution only to select Amarr slave labor operations, and no evidence yet exists of addiction to this drug, if administered in a controlled environment.
2996 Crate of Blue Paradise Blue Paradise, also known as “Beep,” is a mild narcotic engineered by Amarr pharmaceutical scientists specifically for use by slave laborers within the Empire. Users of Blue Paradise report feelings of mild euphoria, contentment, relaxation, and generalize pleasure as the primary effects of this drug. These effects typically last between three to five hours, after which the user can be expected to fall into a sound sleep, if taken prior to that user's normal sleep cycle. Furthermore, there have been no significant side effects reported from repeat and prolonged use, making Blue Paradise an extremely promising “reward” for slave laborers. Recreational use of Blue Paradise has not yet been reported, given the limited nature of its distribution only to select Amarr slave labor operations, and no evidence yet exists of addiction to this drug, if administered in a controlled environment.
2997 Crate of Refined C-86 Epoxy Resin This substance, an improved version of the C-86 epoxy applied to propulsion systems and engine housings, helps to keep the systems' temperature down, enabling more efficient operation and reduced risk of shipboard fires from overheated systems.
2998 Noctis The Noctis marks Outer Ring Excavations' entry into the lucrative bulk salvaging market. Building on their successes integrating Marauder-class tractor technology into the Orca command platform, and innovations in automated salvaging technology, they designed a compact, affordable wreck recovery solution.
A refined version of the successful limited-run Primae design made the perfect hull to house this new equipment, as its salvaging heritage and advanced sensor suites complement and enhance the new technologies. The increased sensor footprint of the new vessel is more than compensated for by its incredible efficiency at retrieving and reclaiming wreckage.
The Noctis can fit up to five Salvage Drones, further enhancing its salvaging capabilities.
ORE Industrial Skill Bonus: 5% bonus to Tractor Beam and Salvager cycle time and 60% bonus to Tractor Beam range and velocity per level.
2999 Amarr Marine Counter-Boarding Team Amarr Marine Counter-Boarding Teams are regarded as among the most elite units of their type across all four races. This expertise was developed not long after other states rediscovered warp technology. It occurred to senior Amarr military leaders that wars of the future would include ship-to-ship actions in space, to include the possibility of an enemy ship boarding another, as they had in millennia past when their ancestors sailed warships on the high seas. To that end, boarding and counterboarding training became a mandatory part of every Amarr marine's advanced infantry training. The development of this capability led to the development of highly-specialized equipment for use in “boarding ops,” to include manportable high-speed welding gear, outer hatchway breaching explosives, and personal weapons for close quarters combat.
3000 Group of Angel Cartel VIPs These thugs and pirates look more like slick businessmen... with lots of armed bodyguards. Despite openly hostile relations, the empires must sometimes shake the hand of the devil in order to get things done. Much of that business is not intended to reach the light of day, or the eyes of the news agencies of New Eden.
3001 Dual Light Pulse Laser II "This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch."
3002 Dual Light Pulse Laser II Blueprint
3003 Large Group of Angel Cartel VIPs These thugs and pirates look more like slick businessmen... with lots of armed bodyguards. Despite openly hostile relations, the empires must sometimes shake the hand of the devil in order to get things done. Much of that business is not intended to reach the light of day, or the eyes of the news agencies of New Eden.
3004 Amarr Marine Counter-Boarding Company Amarr Marine Counter-Boarding Teams are regarded as among the most elite units of their type across all four races. This expertise was developed not long after other states rediscovered warp technology. It occurred to senior Amarr military leaders that wars of the future would include ship-to-ship actions in space, to include the possibility of an enemy ship boarding another, as they had in millennia past when their ancestors sailed warships on the high seas. To that end, boarding and counterboarding training became a mandatory part of every Amarr marine's advanced infantry training. The development of this capability led to the development of highly-specialized equipment for use in “boarding ops,” to include manportable high-speed welding gear, outer hatchway breaching explosives, and personal weapons for close quarters combat.
3005 Crate of Feille d'Marnne Champagne "This champagne originates from Egghelende III, the planet's major product for export. Shipping it out of the pirate-heavy system makes it pricey enough, but the grapes have proven impossible to cultivate anywhere else in the Federation.
Each case is worth a couple hundred thousand ISK. Each bottle would bring enough planetary cred for a civilian to live comfortably for a year or ten. A bottle or three would definitely be missed."
3006 Conditioned House Slaves These highly trained and expensive slaves undergo several years of conditioning and training prior to being sold or transferred into their duties, which most often include butler and maid duties at the homes of senior political or industrial leaders. These slaves are more highly valued than ordinary slaves and in return often receive decent treatment from their masters, as well as better-than-normal housing conditions and food.
3007 Large Crate of Feille d'Marnne Champagne "This champagne originates from Egghelende III, the planet's major product for export. Shipping it out of the pirate-heavy system makes it pricey enough, but the grapes have proven impossible to cultivate anywhere else in the Federation.
Each case is worth a couple hundred thousand ISK. Each bottle would bring enough planetary cred for a civilian to live comfortably for a year or ten. A bottle or three would definitely be missed."
3008 Herd of Conditioned House Slaves These highly trained and expensive slaves undergo several years of conditioning and training prior to being sold or transferred into their duties, which most often include butler and maid duties at the homes of senior political or industrial leaders. These slaves are more highly valued than ordinary slaves and in return often receive decent treatment from their masters, as well as better-than-normal housing conditions and food.
3009 Focused Medium Beam Laser II "A high-energy, concentrated laser designed for medium range engagements.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam."
3010 Focused Medium Beam Laser II Blueprint
3011 Crate of Bootleg Holoreels "There doesn't appear to be any particular organization here. Dozens of identical copies of everything from period dramas to last week's boxing finals, in cases with obviously home-printed labels.
When played, the holos' quality is shabby and rimmed with static, occasionally deteriorating to basic 2-D images. The sound is unreliable and fades at times. Hopefully, the people who buy these copies aren't paying as much as the supplier did for the originals."
3012 Large Crate of Suspicious Holoreels "There doesn't appear to be any particular organization here. Dozens of identical copies of everything from period dramas to last week's boxing finals, in original cases. Nothing that would raise any eyebrows.
The actual contents of the holoreels are far less innocuous. After a token menu page and a few minutes of whatever program the case displays, they switch to more interesting material. Entire corporate internal presentations clearly never intended for the public eye. Snoop footage of important officials talking and even exchanging money with known competitors. A series of compromising stills of a prominent politician.
These will be worth a lot of money to someone."
3013 Amarr Religious Holoreels These holoreels contain a recent speech by a regional governor, which provides her views on the state of the Empire as well as other important religious discussions.
3014 Crate of Amarr Religious Holoreels These holoreels contain a recent speech by a regional governor, which provides her views on the state of the Empire as well as other important religious discussions.
3015 Crate of Cryo-Stored Luminaire Skippers These large, indigo-hued amphibians are commonly used in laboratory work. Each weighs roughly two kilograms, and in their natural environment in the marshlands of Gallente Prime are the dominant aquatic predator. To prevent the stresses of space travel from affecting the frogs' physiology, it is necessary to transport them in a cold-case which drops their body temperature and induces a state of hibernation.
3016 Large Crate of Cryo-Stored Luminaire Skippers These large, indigo-hued amphibians are commonly used in laboratory work. Each weighs roughly two kilograms, and in their natural environment in the marshlands of Gallente Prime are the dominant aquatic predator. To prevent the stresses of space travel from affecting the frogs' physiology, it is necessary to transport them in a cold-case which drops their body temperature and induces a state of hibernation.
3017 Gatling Pulse Laser II "Rapid fire multi-barreled energy weapon that delivers a steady stream of damage.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch."
3018 Gatling Pulse Laser II Blueprint
3019 Crate of Unidentified Ancient Technology "These pieces appear to all be some form of polyhedral from truncated pyramids that can be gripped in the hand to barrel-sized fullerene-faceted globes. Each is shaped as if in one complete piece from bluish or steely-gray material, all edges beveled and smoothed. When rapped with a knuckle, the pieces ring like a bell, but the material feels more like ceramic.
Every item bears a sort of dim, inner glow that pulses irregularly, like a dying light bulb. A tingle like electricity can be felt just above their surfaces, though preliminary examinations have dismissed the presence of any electrical activity. There is some speculation that the pieces form some sort of modular information annex, with contact between matching faces forming the necessary connections. No amount of fitting has yielded any results, however, so the disparate parts sit in their individually labeled crates like the pieces of several puzzles mixed together."
3020 Large Crate of Talocan Station Life-Support Cores "These pieces appear to all be some form of polyhedral from truncated pyramids that can be gripped in the hand to barrel-sized fullerene-faceted globes. Each is shaped as if in one complete piece from bluish or steely-gray material, all edges beveled and smoothed. When rapped with a knuckle, the pieces ring like a bell, but the material feels more like ceramic.
Every item bears a sort of dim, inner glow that pulses irregularly, like a dying light bulb. A tingle like electricity can be felt just above their surfaces, though preliminary examinations have dismissed the presence of any electrical activity. Each piece fits face to face with another piece; when linked correctly, they form series of twisted fractal-like branches.
"
3021 Crate of Portable Emergency Heating Units These heating units are compact, and light enough to carry in one hand. Each comes with two 10-hour rechargeable batteries, to be used one at a time while the spare charges. The amount of energy one unit puts off would be enough to warm a space of 20 cubic meters, roughly the interior space of a stationside apartment's main room, to an average of 10 degrees Celsius. Not particularly cosy, but better than freezing.
3022 Large Crate of Portable Emergency Heating Units These heating units are compact, and light enough to carry in one hand. Each comes with two 10-hour rechargeable batteries, to be used one at a time while the spare charges. The amount of energy one unit puts off would be enough to warm a space of 20 cubic meters, roughly the interior space of a stationside apartment's main room, to an average of 10 degrees Celsius. Not particularly cosy, but better than freezing.
3023 Crate of Archaeological Lot GV87-426-D Artifacts This looks like little more than half a starship modified into ground-based living quarters. Several panels are inscribed with decorative symbols. A series of large rectangular cases contain corroded circuit boards with rows of finger-sized crystalline vials anchored to one face; some of the vials are still intact and contain a foggy gaseous substance. A section from what appears to have been a hydroponics lab contains trays of organic matter, fossilised from exposure to the moon's arid conditions and thin, nitrogen-argon atmosphere.
3024 Large Crate of Archaeological Lot GV87-426-E Artifacts This looks like little more than half a starship, perhaps one which was modified into ground-based living quarters. Several panels are inscribed with decorative symbols, possibly writing. The carefully-dismantled panels are accompanied by several crates filled with pieces of what appear to be small-industry mining tools, encrusted with moon-dust. The oxygen-free lunar atmosphere prevented rust from forming on the metal, and writing etched into the flat surfaces is clearly visible. Another crate is filled with core samples and geodes. A note accompanying the find indicates that the minerals have no known industrial property in any part of the present-day Federation, and further research will be needed to determine the purpose of the pre-Federation miners.
3025 Heavy Beam Laser II "A high-energy heavy laser designed for medium range engagements. Delivers powerful damage.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam."
3026 Heavy Beam Laser II Blueprint
3027 Crate of Contained Cerrocentite "A slick-looking, translucent amber mineral with a hexagonal crystalline structure. Its radioactive properties require the material to be stored in special containment units; handling by anyone other than a trained engineer is strongly discouraged.
Cerrocentite is used primarily in stationside security networks, mostly in the systems which detect unbalance in the atmosphere mix."
3028 Large Crate of Contained Mesarchonite "A coarse-looking, dark red mineral with a geodic structure containing translucent crystals of the same color. Its radioactive properties require the material to be stored in special containment units; handling by anyone other than a trained engineer is strongly discouraged.
Mesarchonite is used primarily in stationside security networks, mostly in the systems which detect interference or tampering along the audio-visual lines."
3029 Group of Coriault Couture Collective Display Employees "Across the broad sweep of New Eden, there is no constellation closer to the forefront of fashion than Coriault. The Crux constellation, which includes Luminaire and Oursulaert, may be the heart of the Federation's consumer culture, but Coriault is home to the fashion-houses of Auvergne and Vylade, and in particular the Dodixie-based Maison Nephére which has provided finery exclusively for the Federation presidents and their partners for well over a century.
In order to improve their visibility in the glare of the Federation's heart, dozens of Coriault houses merged under the Coriault Couture Collective label. Each school operates independently, and the styles can vary wildly, but open competition between institutions only occurs when particular contracts are opened to the highest bidder.. The designers frequently model their own work, operating under the philosophy that if they wouldn't be seen in public in their own work, nobody else should, either."
3030 Large Group of Mannar Textile Institute International Representatives Mannar, one of the oldest members of the Federation, has always had a strong influence on Gallente style and trendsetting. Much of the eccentric tailoring favored by society's elite and decried as immodest and inappropriate by the other empires has its roots in pre-Federation Mannar culture, which included different concepts of modesty and etiquette. Massive hairstyles and elaborate body- and face-painting still feature prominently in addition to semi-opaque fabrics which respond to a variety of programmable stimuli.
3031 Crate of Exclusive Simo Reshar Fitness Holoreels "Fitness guru Simo Reshar is iconic less for the effectiveness of his workout routines than for the questionable nature of the visuals and extremely cheesy rhythmic music. The covers depict the skinny workout instructor with his anthropomorphic cartoon assistants, dressed in worryingly skintight shiny outfits.
Though clearly intended for a younger audience, adults have professed to discover deeper philosophical meanings within the holos' content if watched whilst under the influence of certain substances. Reshar's assistants, particularly the feline Leeta and avian Yanis, have gained a cult following among certain fetish scenes across the cluster."
3032 Amarr Forensic Investigative Team This team of highly-trained forensic investigators always travels with a large quantity of all manner of equipment, from manportable to vehicle-mounted. The team is expected to be self-sustaining for 10 days due to its frequent deployment to harsh environments, from asteroids to ship wrecks. Due to this requirement, it necessarily travels with foodstuffs, drinking water, and myriad other consumables. Coupled with the large volume of investigative equipment, this team requires significant cargo space when transported to and from its typically remote duty locations.
3033 Small Focused Beam Laser II "A high-powered beam laser. Good for medium range encounters.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam."
3034 Small Focused Beam Laser II Blueprint
3035 Large Crate of Exclusive Simo Reshar Fitness Holoreels "Fitness guru Simo Reshar is iconic less for the effectiveness of his workout routines than for the questionable nature of the visuals and extremely cheesy rhythmic music. The covers depict the skinny workout instructor with his anthropomorphic cartoon assistants, dressed in worryingly skintight shiny outfits.
Though clearly intended for a younger audience, adults have professed to discover deeper philosophical meanings within the holos' content if watched whilst under the influence of certain substances. Reshar's assistants, particularly the feline Leeta and avian Yanis, have gained a cult following among certain fetish scenes across the cluster."
3036 Amarr Forensic Investigative Deployment This team of highly-trained forensic investigators always travels with a large quantity of all manner of equipment, from manportable to vehicle-mounted. The team is expected to be self-sustaining for 10 days due to its frequent deployment to harsh environments, from asteroids to ship wrecks. Due to this requirement, it necessarily travels with foodstuffs, drinking water, and myriad other consumables. Coupled with the large volume of investigative equipment, this team requires significant cargo space when transported to and from its typically remote duty locations.
3037 Crate of Experimental ECM Hybrid Rounds These modified tungsten hybrid rounds send out an ECM pulse through the hull of any ship they strike, momentarily baffling the ship's target-locking mechanisms and affording the formerly-targeted ship a few precious moments to gain an advantage or escape. Efforts are being made to develop this into purely friend-or-foe munitions, effectively counteracting the effects of enemy ECM, but adaptation of the missile-based tracking technology to hybrid shell systems has proven difficult.
3038 Large Crate of Experimental ECM Hybrid Rounds These modified tungsten hybrid rounds send out an ECM pulse through the hull of any ship they strike, momentarily baffling the ship's target-locking mechanisms and affording the formerly-targeted ship a few precious moments to gain an advantage or escape. Efforts are being made to develop this into purely friend-or-foe munitions, effectively counteracting the effects of enemy ECM, but adaptation of the missile-based tracking technology to hybrid shell systems has proven difficult.
3039 Noctis Blueprint
3041 Small Focused Pulse Laser II "A high-powered pulse laser. Good for short to medium range encounters.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch."
3042 Small Focused Pulse Laser II Blueprint
3049 Mega Beam Laser II "A super-heavy beam laser designed for medium to long range engagements.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam."
3050 Mega Beam Laser II Blueprint
3054 Sansha Territorial Reclamation Outpost Containing an inner habitation core surrounded by an outer shell filled with a curious fluid, the purpose of which remains unclear, this outpost is no doubt the brain-child of some nameless True Slave engineer.
3056 LCO Sansha Deadspace Outpost I Containing an inner habitation core surrounded by an outer shell filled with a curious fluid, the purpose of which remains unclear, this outpost is no doubt the brain-child of some nameless True Slave engineer.
3057 Mega Pulse Laser II "A super-heavy pulse laser designed for medium range engagements.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch."
3058 Mega Pulse Laser II Blueprint
3059 LCO Sansha Starbase Control Tower The Sansha Control Tower is an enhanced version of the Amarr control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
3060 Gas Extractor Control Unit Extracting gas from a gas giant requires more effort than simply opening a door into a container. Each specific type of desirable gas requires an ionized filament to be calibrated to attract only the right particles from the atmosphere. Even a fraction of a percent error could spoil an entire batch of product by tainting it with unwanted material. Likewise, once the gas is extracted from the surrounding air, the platform's equilibrium tanks must be adjusted to compensate for the added weight or buoyancy. Beyond that, it's a simple matter of supercooling it and transferring the liquid form into a container for transport. As one pioneer of this technology accurately described it, “The extractor itself is much like a living organism, breathing in what it needs and expelling that which becomes cumbersome.”
3061 Ice Extractor Control Unit Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
3062 Lava Extractor Control Unit This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
3063 Oceanic Extractor Control Unit This underwater platform and extendable extraction arms are capable of scouring the ocean floor for valuable materials and bringing them to the surface for transportation to processing facilities. A small habitation module serves as living and operation quarters for the human administration and maintenance crew, along with emergency surfacing capsules in the case of a seismic event or breach of the building's integrity.
3064 Plasma Extractor Control Unit This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.
3065 Tachyon Beam Laser II "An ultra-heavy beam laser designed for medium to long range engagements.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam."
3066 Tachyon Beam Laser II Blueprint
3067 Storm Extractor Control Unit Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
3068 Temperate Extractor Control Unit Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.
3069 Incursion ship attributes effects Vanguard
3070 Orca Civilian The Orca was developed as a joint venture between Outer Ring Excavations and Deep Core Mining Inc as a vessel to help meet the demands of New Eden's industry and provide a flexible platform from which mining operations can be more easily managed. The Orca uses much of the technology developed by ORE for the Rorqual and integrated with the latest advancements from Deep Core Mining research division has developed a vessel which offers a diverse role to all sizes of operations and needs.
3071 Uroborus "We are one, birthed from the clash of opposites.
A synthesis 13 billion years in waiting.
The era of false promises is fading from view, and for the first time we can now look ahead on this path and begin to see the totality of our journey.
We are flag bearers for an age without the weakness of humanity.
The first to glimpse at a life beyond those known by our predecessors.
We are humanity's first and best hope to become something more.
Flawed and imperfect creatures, our enemies lumber obliviously toward this moment.
Just as we march alongside them, toward the day when everything will change and we will remake the world once more.
They intend to struggle against the approaching dawn, yet there is no war.
There is only inevitability.
-Sansha Kuvakei"
3072 Incursion Effect Assault
3073 Rusty Cloud
3074 150mm Railgun II "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike."
3075 150mm Railgun II Blueprint
3076 Incursion Effect HQ
3077 Zainou 'Gnome' Shield Upgrades SU-602 "A neural Interface upgrade that reduces the shield upgrade module power needs.
2% reduction in power grid needs of modules requiring the Shield Upgrades skill."
3078 Zainou 'Gnome' Shield Upgrades SU-604 "A neural Interface upgrade that reduces the shield upgrade module power needs.
4% reduction in power grid needs of modules requiring the Shield Upgrades skill."
3079 Zainou 'Gnome' Shield Upgrades SU-606 "A neural Interface upgrade that reduces the shield upgrade module power needs.
6% reduction in power grid needs of modules requiring the Shield Upgrades skill."
3080 Zainou 'Gnome' Shield Management SM-702 "Improved skill at regulating shield capacity.
2% bonus to shield capacity."
3081 Zainou 'Gnome' Shield Management SM-704 "Improved skill at regulating shield capacity.
4% bonus to shield capacity."
3082 250mm Railgun II "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike."
3083 250mm Railgun II Blueprint
3084 Zainou 'Gnome' Shield Management SM-706 "Improved skill at regulating shield capacity.
6% bonus to shield capacity."
3085 Zainou 'Gnome' Shield Emission Systems SE-802 "A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array.
2% reduction in capacitor need of modules requiring the Shield Emission Systems skill."
3086 Zainou 'Gnome' Shield Emission Systems SE-804 "A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array.
4% reduction in capacitor need of modules requiring the Shield Emission Systems skill."
3087 Zainou 'Gnome' Shield Emission Systems SE-806 "A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array.
6% reduction in capacitor need of modules requiring the Shield Emission Systems skill."
3088 Zainou 'Gnome' Shield Operation SP-902 "A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.
2% boost to shield recharge rate."
3089 Zainou 'Gnome' Shield Operation SP-904 "A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.
4% boost to shield recharge rate."
3090 425mm Railgun II "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike."
3091 425mm Railgun II Blueprint
3092 Zainou 'Gnome' Shield Operation SP-906 "A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.
6% boost to shield recharge rate."
3093 Eifyr and Co. 'Rogue' Evasive Maneuvering EM-702 "A Eifyr and Co hardwiring designed to enhance pilot Manuvering skill.
2% bonus to ship agility."
3094 Eifyr and Co. 'Rogue' Evasive Maneuvering EM-704 "A Eifyr and Co hardwiring designed to enhance pilot Manuvering skill.
4% bonus to ship agility."
3095 Eifyr and Co. 'Rogue' Evasive Maneuvering EM-706 "A Eifyr and Co hardwiring designed to enhance pilot Manuvering skill.
6% bonus to ship agility."
3096 Eifyr and Co. 'Rogue' Navigation NN-602 "A Eifyr and Co hardwiring designed to enhance pilot navigation skill.
2% bonus to ship velocity."
3097 Eifyr and Co. 'Rogue' Navigation NN-604 "A Eifyr and Co hardwiring designed to enhance pilot navigation skill.
4% bonus to ship velocity."
3098 75mm Gatling Rail II "A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike."
3099 75mm Gatling Rail II Blueprint
3100 Eifyr and Co. 'Rogue' Navigation NN-606 "A Eifyr and Co hardwiring designed to enhance pilot navigation skill.
6% bonus to ship velocity."
3101 Eifyr and Co. 'Rogue' Fuel Conservation FC-802 "Improved control over afterburner energy consumption.
2% reduction in afterburner capacitor needs."
3102 Eifyr and Co. 'Rogue' Fuel Conservation FC-804 "Improved control over afterburner energy consumption.
4% reduction in afterburner capacitor needs."
3103 Eifyr and Co. 'Rogue' Fuel Conservation FC-806 "Improved control over afterburner energy consumption.
6% reduction in afterburner capacitor needs."
3104 Eifyr and Co. 'Rogue' Afterburner AB-604 "A neural interface upgrade that boosts the pilot's skill with afterburners.
4% bonus to the duration of afterburners."
3105 Eifyr and Co. 'Rogue' Afterburner AB-608 "A neural interface upgrade that boosts the pilot's skill with afterburners.
8% bonus to the duration of afterburners."
3106 Dual 150mm Railgun II "This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike."
3107 Dual 150mm Railgun II Blueprint
3108 Eifyr and Co. 'Rogue' Afterburner AB-612 "A neural interface upgrade that boosts the pilot's skill with afterburners.
12% bonus to the duration of afterburners."
3109 Eifyr and Co. 'Rogue' Warp Drive Operation WD-604 "A neural interface upgrade that boosts the pilot's skill at warp drive operation.
4% reduction in the capacitor need of warp drive."
3110 Eifyr and Co. 'Rogue' Warp Drive Operation WD-608 "A neural interface upgrade that boosts the pilot's skill at warp drive operation.
8% reduction in the capacitor need of warp drive."
3111 Eifyr and Co. 'Rogue' Warp Drive Operation WD-612 "A neural interface upgrade that boosts the pilot's skill at warp drive operation.
12% reduction in the capacitor need of warp drive."
3112 Eifyr and Co. 'Rogue' High Speed Maneuvering HS-902 "Improves the performance of micro warpdrives.
2% reduction in capacitor need of modules requiring High Speed Maneuvering."
3113 Eifyr and Co. 'Rogue' High Speed Maneuvering HS-904 "Improves the performance of micro warpdrives.
4% reduction in capacitor need of modules requiring High Speed Maneuvering."
3114 Dual 250mm Railgun II "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike."
3115 Dual 250mm Railgun II Blueprint
3116 Eifyr and Co. 'Rogue' High Speed Maneuvering HS-906 "Improves the performance of micro warpdrives.
6% reduction in capacitor need of modules requiring High Speed Maneuvering."
3117 Eifyr and Co. 'Rogue' Warp Drive Speed WS-608 "A neural interface upgrade that boosts the pilot's skill at warp navigation.
8% bonus to ships warp speed."
3118 Eifyr and Co. 'Rogue' Warp Drive Speed WS-613 "A neural interface upgrade that boosts the pilot's skill at warp navigation.
13% bonus to ships warp speed."
3119 Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 "A neural interface upgrade that boosts the pilot's skill at warp navigation.
18% bonus to ships warp speed."
3120 Eifyr and Co. 'Rogue' Acceleration Control AC-602 "Improves speed boosting velocity.
2% bonus to afterburner and microwarpdrive speed increase."
3121 Eifyr and Co. 'Rogue' Acceleration Control AC-604 "Improves speed boosting velocity.
4% bonus to afterburner and microwarpdrive speed increase."
3122 Electron Blaster Cannon II "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void."
3123 Electron Blaster Cannon II Blueprint
3124 Eifyr and Co. 'Rogue' Acceleration Control AC-606 "Improves speed boosting velocity.
6% bonus to afterburner and microwarpdrive speed increase."
3125 Zainou 'Deadeye' Guided Missile Precision GP-802 "A Zainou missile hardwiring designed to enhance skill with missiles.
2% reduced factor of signature radius for all missile explosions."
3126 Zainou 'Deadeye' Guided Missile Precision GP-804 "A Zainou missile hardwiring designed to enhance skill with missiles.
4% reduced factor of signature radius for all missile explosions."
3127 Zainou 'Deadeye' Guided Missile Precision GP-806 "A Zainou missile hardwiring designed to enhance skill with missiles.
6% reduced factor of signature radius for all missile explosions."
3128 Zainou 'Deadeye' Missile Bombardment MB-702 "A Zainou missile hardwiring designed to enhance skill with missiles.
2% bonus to all missiles' maximum flight time."
3129 Zainou 'Deadeye' Missile Bombardment MB-704 "A Zainou missile hardwiring designed to enhance skill with missiles.
4% bonus to all missiles' maximum flight time."
3130 Heavy Electron Blaster II "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void."
3131 Heavy Electron Blaster II Blueprint
3132 Zainou 'Deadeye' Missile Bombardment MB-706 "A Zainou missile hardwiring designed to enhance skill with missiles.
6% bonus to all missiles' maximum flight time."
3133 Zainou 'Deadeye' Missile Projection MP-702 "A Zainou missile hardwiring designed to enhance skill with missiles.
2% bonus to all missiles' maximum velocity."
3134 Zainou 'Deadeye' Missile Projection MP-704 "A Zainou missile hardwiring designed to enhance skill with missiles.
4% bonus to all missiles' maximum velocity."
3135 Zainou 'Deadeye' Missile Projection MP-706 "A Zainou missile hardwiring designed to enhance skill with missiles.
6% bonus to all missiles' maximum velocity."
3136 Zainou 'Deadeye' Rapid Launch RL-1002 "A Zainou missile hardwiring designed to enhance skill with missiles.
2% bonus to all missile launcher rate of fire."
3137 Zainou 'Deadeye' Rapid Launch RL-1004 "A Zainou missile hardwiring designed to enhance skill with missiles.
4% bonus to all missile launcher rate of fire."
3138 Heavy Ion Blaster II "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void."
3139 Heavy Ion Blaster II Blueprint
3140 Zainou 'Deadeye' Rapid Launch RL-1006 "A Zainou missile hardwiring designed to enhance skill with missiles.
6% bonus to all missile launcher rate of fire."
3141 Zainou 'Deadeye' Target Navigation Prediction TN-902 "A Zainou missile hardwiring designed to enhance skill with missiles.
2% decrease in factor of target's velocity for all missiles."
3142 Zainou 'Deadeye' Target Navigation Prediction TN-904 "A Zainou missile hardwiring designed to enhance skill with missiles.
4% decrease in factor of target's velocity for all missiles."
3143 Zainou 'Deadeye' Target Navigation Prediction TN-906 "A Zainou missile hardwiring designed to enhance skill with missiles.
6% decrease in factor of target's velocity for all missiles."
3144 Zainou 'Gnome' Launcher CPU Efficiency LE-602 2% reduction in the CPU need of missile launchers.
3145 Zainou 'Gnome' Launcher CPU Efficiency LE-604 4% reduction in the CPU need of missile launchers.
3146 Heavy Neutron Blaster II "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void."
3147 Heavy Neutron Blaster II Blueprint
3148 Zainou 'Gnome' Launcher CPU Efficiency LE-606 6% reduction in the CPU need of missile launchers.
3149 Hardwiring - Zainou 'Sharpshooter' ZMX11 A Zainou missile hardwiring designed to enhance skill with missiles. 2% bonus to citadel torpedo damage.
3150 Hardwiring - Zainou 'Sharpshooter' ZMX110 A Zainou missile hardwiring designed to enhance skill with missiles. 4% bonus to citadel torpedo damage.
3151 Hardwiring - Zainou 'Sharpshooter' ZMX1100 A Zainou missile hardwiring designed to enhance skill with missiles. 6% bonus to citadel torpedo damage.
3152 Zainou 'Snapshot' Defender Missiles DM-802 "A neural interface upgrade that boosts the pilot's skill with defender missiles.
2% bonus to the velocity of defender missiles."
3153 Zainou 'Snapshot' Defender Missiles DM-804 "A neural interface upgrade that boosts the pilot's skill with defender missiles.
4% bonus to the velocity of defender missiles."
3154 Ion Blaster Cannon II "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void."
3155 Ion Blaster Cannon II Blueprint
3156 Zainou 'Snapshot' Defender Missiles DM-806 "A neural interface upgrade that boosts the pilot's skill with defender missiles.
6% bonus to the velocity of defender missiles."
3157 Zainou 'Snapshot' Heavy Assault Missiles AM-702 "A neural interface upgrade that boosts the pilot's skill with heavy assault missiles.
2% bonus to heavy assault missile damage."
3158 Zainou 'Snapshot' Heavy Assault Missiles AM-704 "A neural interface upgrade that boosts the pilot's skill with heavy assault missiles.
4% bonus to heavy assault missile damage."
3159 Zainou 'Snapshot' Heavy Assault Missiles AM-706 "A neural interface upgrade that boosts the pilot's skill with heavy assault missiles.
6% bonus to heavy assault missile damage."
3160 Zainou 'Snapshot' FOF Explosion Radius FR-1002 "A neural interface upgrade that boosts the pilot's skill with auto-target missiles.
2% bonus to explosion radius of auto-target missiles."
3161 Zainou 'Snapshot' FOF Explosion Radius FR-1004 "A neural interface upgrade that boosts the pilot's skill with auto-target missiles.
4% bonus to explosion radius of auto-target missiles."
3162 Light Electron Blaster II "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void."
3163 Light Electron Blaster II Blueprint
3164 Zainou 'Snapshot' FOF Explosion Radius FR-1006 "A neural interface upgrade that boosts the pilot's skill with auto-target missiles.
6% bonus to explosion radius of auto-target missiles."
3165 Zainou 'Snapshot' Heavy Missiles HM-702 "A neural interface upgrade that boosts the pilot's skill with heavy missiles.
2% bonus to heavy missile damage."
3166 Zainou 'Snapshot' Heavy Missiles HM-704 "A neural interface upgrade that boosts the pilot's skill with heavy missiles.
4% bonus to heavy missile damage."
3167 Zainou 'Snapshot' Heavy Missiles HM-706 "A neural interface upgrade that boosts the pilot's skill with heavy missiles.
6% bonus to heavy missile damage."
3168 Zainou 'Snapshot' Light Missiles LM-902 "A neural interface upgrade that boosts the pilot's skill with light missiles.
2% bonus to damage of light missiles."
3169 Zainou 'Snapshot' Light Missiles LM-904 "A neural interface upgrade that boosts the pilot's skill with light missiles.
4% bonus to damage of light missiles."
3170 Light Ion Blaster II "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void."
3171 Light Ion Blaster II Blueprint
3172 Zainou 'Snapshot' Light Missiles LM-906 "A neural interface upgrade that boosts the pilot's skill with light missiles.
6% bonus to damage of light missiles."
3173 Zainou 'Snapshot' Rockets RD-902 "A neural interface upgrade that boosts the pilot's skill with rockets.
2% bonus to the damage of rockets."
3174 Zainou 'Snapshot' Rockets RD-904 "A neural interface upgrade that boosts the pilot's skill with rockets.
4% bonus to the damage of rockets."
3175 Zainou 'Snapshot' Rockets RD-906 "A neural interface upgrade that boosts the pilot's skill with rockets.
6% bonus to the damage of rockets."
3176 Zainou 'Snapshot' Torpedoes TD-602 "A neural interface upgrade that boosts the pilot's skill with torpedoes.
2% bonus to the damage of torpedoes missiles."
3177 Zainou 'Snapshot' Torpedoes TD-604 "A neural interface upgrade that boosts the pilot's skill with torpedoes.
4% bonus to the damage of torpedoes missiles."
3178 Light Neutron Blaster II "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void."
3179 Light Neutron Blaster II Blueprint
3180 Zainou 'Snapshot' Torpedoes TD-606 "A neural interface upgrade that boosts the pilot's skill with torpedoes.
6% bonus to the damage of torpedoes missiles."
3181 Zainou 'Snapshot' Cruise Missiles CM-602 "A neural interface upgrade that boosts the pilot's skill with cruise missiles.
2% bonus to the damage of cruise missiles."
3182 Zainou 'Snapshot' Cruise Missiles CM-604 "A neural interface upgrade that boosts the pilot's skill with cruise missiles.
4% bonus to the damage of cruise missiles."
3183 Zainou 'Snapshot' Cruise Missiles CM-606 "A neural interface upgrade that boosts the pilot's skill with cruise missiles.
6% bonus to the damage of cruise missiles."
3184 ORE Industrial Skill at operating ORE industrial ships. Can not be trained on Trial Accounts.
3185 Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-802 "An Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets.
2% bonus to medium projectile turret damage."
3186 Neutron Blaster Cannon II "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void."
3187 Neutron Blaster Cannon II Blueprint
3188 Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-804 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets.
4% bonus to medium projectile turret damage."
3189 Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-806 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets.
6% bonus to medium projectile turret damage."
3190 Eifyr and Co. 'Gunslinger' Motion Prediction MR-702 "A Eifyr and Co. gunnery hardwiring designed to enhance turret tracking.
2% bonus to turret tracking speed."
3191 Eifyr and Co. 'Gunslinger' Motion Prediction MR-704 "A Eifyr and Co. gunnery hardwiring designed to enhance turret tracking.
4% bonus to turret tracking speed."
3192 Eifyr and Co. 'Gunslinger' Motion Prediction MR-706 "A Eifyr and Co. gunnery hardwiring designed to enhance turret tracking.
6% bonus to turret tracking speed."
3193 Eifyr and Co. 'Gunslinger' Surgical Strike SS-902 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets.
2% bonus to all turret damages."
3194 Eifyr and Co. 'Gunslinger' Surgical Strike SS-904 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets.
4% bonus to all turret damages."
3195 Eifyr and Co. 'Gunslinger' Surgical Strike SS-906 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets.
6% bonus to all turret damages."
3196 Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1002 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets.
2% bonus to large projectile turret damage."
3197 Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1004 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets.
4% bonus to large projectile turret damage."
3198 Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1006 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets.
6% bonus to large projectile turret damage."
3199 Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-602 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets.
2% bonus to small projectile turret damage."
3200 Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-604 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets.
4% bonus to small projectile turret damage."
3201 Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-606 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets.
6% bonus to small projectile turret damage."
3202 Inherent Implants 'Lancer' Small Energy Turret SE-602 "A Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets.
2% bonus to small energy turret damage."
3203 Inherent Implants 'Lancer' Controlled Bursts CB-702 "A Inherent Implants gunnery hardwiring designed to enhance turret energy management.
2% reduction in all turret capacitor need."
3204 Inherent Implants 'Lancer' Gunnery RF-902 "A Inherent Implants gunnery hardwiring designed to enhance turret rate of fire.
2% bonus to all turret rate of fire."
3205 Inherent Implants 'Lancer' Large Energy Turret LE-1002 "A Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets.
2% bonus to large energy turret damage."
3206 Inherent Implants 'Lancer' Medium Energy Turret ME-802 "A Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets.
2% bonus to medium energy turret damage."
3207 Inherent Implants 'Lancer' Small Energy Turret SE-604 "A Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets.
4% bonus to small energy turret damage."
3208 Inherent Implants 'Lancer' Controlled Bursts CB-704 "A Inherent Implants gunnery hardwiring designed to enhance turret energy management.
4% reduction in all turret capacitor need."
3209 Inherent Implants 'Lancer' Gunnery RF-904 "A Inherent Implants gunnery hardwiring designed to enhance turret rate of fire.
4% bonus to all turret rate of fire."
3210 Inherent Implants 'Lancer' Large Energy Turret LE-1004 "A Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets.
4% bonus to large energy turret damage."
3211 Inherent Implants 'Lancer' Medium Energy Turret ME-804 "A Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets.
4% bonus to medium energy turret damage."
3212 Inherent Implants 'Lancer' Small Energy Turret SE-606 "A Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets.
6% bonus to small energy turret damage."
3213 Inherent Implants 'Lancer' Controlled Bursts CB-706 "A Inherent Implants gunnery hardwiring designed to enhance turret energy management.
6% reduction in all turret capacitor need."
3214 Inherent Implants 'Lancer' Gunnery RF-906 "A Inherent Implants gunnery hardwiring designed to enhance turret rate of fire.
6% bonus to all turret rate of fire."
3215 Inherent Implants 'Lancer' Large Energy Turret LE-1006 "A Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets.
6% bonus to large energy turret damage."
3216 Inherent Implants 'Lancer' Medium Energy Turret ME-806 "An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets.
6% bonus to medium energy turret damage."
3217 Zainou 'Deadeye' Sharpshooter ST-902 "A Zainou gunnery hardwiring designed to enhance optimal range.
2% bonus to turret optimal range."
3218 Harvester Mining Drone The Harvester is the most efficient mining drone money can buy.
3220 Zainou 'Deadeye' Trajectory Analysis TA-704 "A Zainou gunnery hardwiring designed to enhance falloff range.
4% bonus to turret falloff."
3221 Zainou 'Deadeye' Trajectory Analysis TA-706 "A Zainou gunnery hardwiring designed to enhance falloff range.
6% bonus to turret falloff."
3222 Zainou 'Deadeye' Large Hybrid Turret LH-1002 "A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.
2% bonus to large hybrid turret damage."
3223 Zainou 'Deadeye' Large Hybrid Turret LH-1004 "A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.
4% bonus to large hybrid turret damage."
3224 Zainou 'Deadeye' Large Hybrid Turret LH-1006 "A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.
6% bonus to large hybrid turret damage."
3225 Zainou 'Deadeye' Small Hybrid Turret SH-602 "A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets.
2% bonus to small hybrid turret damage."
3226 Zainou 'Deadeye' Small Hybrid Turret SH-604 "A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets.
4% bonus to small hybrid turret damage."
3227 Zainou 'Deadeye' Small Hybrid Turret SH-606 "A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets.
6% bonus to small hybrid turret damage."
3228 Zainou 'Gnome' Weapon Upgrades WU-1002 "A neural Interface upgrade that lowers turret CPU needs.
2% reduction in the CPU required by turrets."
3229 Zainou 'Gnome' Weapon Upgrades WU-1004 "A neural Interface upgrade that lowers turret CPU needs.
4% reduction in the CPU required by turrets."
3230 Zainou 'Gnome' Weapon Upgrades WU-1006 "A neural Interface upgrade that lowers turret CPU needs.
6% reduction in the CPU required by turrets."
3231 Zainou 'Deadeye' Medium Hybrid Turret MH-802 "A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets.
2% bonus to medium hybrid turret damage."
3232 Zainou 'Deadeye' Medium Hybrid Turret MH-804 "A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets.
4% bonus to medium hybrid turret damage."
3233 Zainou 'Deadeye' Medium Hybrid Turret MH-806 "A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets.
6% bonus to medium hybrid turret damage."
3234 Zainou 'Deadeye' Sharpshooter ST-904 "A Zainou gunnery hardwiring designed to enhance optimal range.
4% bonus to turret optimal range."
3235 Zainou 'Deadeye' Sharpshooter ST-906 "A Zainou gunnery hardwiring designed to enhance optimal range.
6% bonus to turret optimal range."
3236 Zainou 'Deadeye' Trajectory Analysis TA-702 "A Zainou gunnery hardwiring designed to enhance falloff range.
2% bonus to turret falloff."
3237 Inherent Implants 'Squire' Energy Management EM-802 "A neural interface upgrade that boosts the pilot's skill at energy management.
2% bonus to ships capacitor capacity."
3238 Inherent Implants 'Squire' Energy Management EM-804 "A neural interface upgrade that boosts the pilot's skill at energy management.
4% bonus to ships capacitor capacity."
3239 Inherent Implants 'Squire' Energy Management EM-806 "A neural interface upgrade that boosts the pilot's skill at energy management.
6% bonus to ships capacitor capacity."
3240 Inherent Implants 'Squire' Energy Systems Operation EO-602 "A neural interface upgrade that boosts the pilot's skill at energy systems operation.
2% reduction in capacitor recharge time."
3241 Inherent Implants 'Squire' Energy Systems Operation EO-604 "A neural interface upgrade that boosts the pilot's skill at energy systems operation.
4% reduction in capacitor recharge time."
3242 Warp Disruptor I Disrupts the target ship's navigation computer which prevents it from warping.
3243 Warp Disruptor I Blueprint
3244 Warp Disruptor II Disrupts the target ship's navigation computer which prevents it from warping.
3245 Warp Disruptor II Blueprint
3246 Inherent Implants 'Squire' Energy Systems Operation EO-606 "A neural interface upgrade that boosts the pilot's skill at energy systems operation.
6% reduction in capacitor recharge time."
3247 Inherent Implants 'Squire' Energy Emission Systems ES-702 "A neural interface upgrade that boosts the pilot's skill with energy emission systems.
2% reduction in capacitor need of modules requiring the Energy Emission Systems skill."
3248 Inherent Implants 'Squire' Energy Emission Systems ES-704 "A neural interface upgrade that boosts the pilot's skill with energy emission systems.
4% reduction in capacitor need of modules requiring the Energy Emission Systems skill."
3249 Inherent Implants 'Squire' Energy Emission Systems ES-706 "A neural interface upgrade that boosts the pilot's skill with energy emission systems.
6% reduction in capacitor need of modules requiring the Energy Emission Systems skill."
3250 Inherent Implants 'Squire' Energy Pulse Weapons EP-702 "A neural interface upgrade that boosts the pilot's skill with energy pulse weapons.
2% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill."
3251 Inherent Implants 'Squire' Energy Pulse Weapons EP-704 "A neural interface upgrade that boosts the pilot's skill with energy pulse weapons.
4% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill."
3252 Inherent Implants 'Squire' Energy Pulse Weapons EP-706 "A neural interface upgrade that boosts the pilot's skill with energy pulse weapons.
6% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill."
3253 Inherent Implants 'Squire' Energy Grid Upgrades EU-702 "A neural interface upgrade that boosts the pilot's skill with energy grid upgrades.
2% reduction in CPU need of modules requiring the Energy Grid Upgrades skill."
3254 Inherent Implants 'Squire' Energy Grid Upgrades EU-704 "A neural interface upgrade that boosts the pilot's skill with energy grid upgrades.
4% reduction in CPU need of modules requiring the Energy Grid Upgrades skill."
3255 Inherent Implants 'Squire' Energy Grid Upgrades EU-706 "A neural interface upgrade that boosts the pilot's skill with energy grid upgrades.
6% reduction in CPU need of modules requiring the Energy Grid Upgrades skill."
3256 Inherent Implants 'Squire' Engineering EG-602 "A neural interface upgrade that boosts the pilot's skill at engineering.
2% bonus to the power grid output of your ship."
3257 Inherent Implants 'Squire' Engineering EG-604 "A neural interface upgrade that boosts the pilot's skill at engineering.
4% bonus to the power grid output of your ship."
3258 Inherent Implants 'Squire' Engineering EG-606 "A neural interface upgrade that boosts the pilot's skill at engineering.
6% bonus to the power grid output of your ship."
3259 Orkashu Pontine "Subject: Prototype Nation Vessel (ID: Orkashu Pontine)
Military Specifications: Frigate-class vessel. Significant microwarp velocity. Limited weapons systems.
Additional Intelligence:Est. 1,200,000 civilian abductions from Orkashu IV during the chaos caused by four simultaneous invasions, each launched in a different empire's space.
The Pontine identifier suggests a role in coordinating pre-established orders, and that perhaps this vessel sits at the very lowest rung of the new Nation hierarchy.
Synopsis from ISHAEKA-0040. DED Special Operations.
Authorized for Capsuleer dissemination.
"
3260 Sanshas Supercarrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
3261 Logistics Control Array This array is responsible for determining friend or foe status for local remote logistics facilities. Although formidable, a capsuleer should be able to subvert the sophisticated electronics within.
3262 Zainou 'Gypsy' Electronics Upgrades EU-602 "A neural interface upgrade that boosts the pilot's skill with electronics upgrades.
2% reduction in CPU need of modules requiring the Electronics Upgrade skill."
3263 Zainou 'Gypsy' Electronics Upgrades EU-604 "A neural interface upgrade that boosts the pilot's skill with electronics upgrades.
4% reduction in CPU need of modules requiring the Electronics Upgrade skill."
3264 Zainou 'Gypsy' Electronics Upgrades EU-606 "A neural interface upgrade that boosts the pilot's skill with electronics upgrades.
6% reduction in CPU need of modules requiring the Electronics Upgrade skill."
3265 Zainou 'Gypsy' Electronics EE-602 "A neural interface upgrade that boosts the pilot's skill at electronics.
2% bonus to the CPU output."
3266 Zainou 'Gypsy' Electronics EE-604 "A neural interface upgrade that boosts the pilot's skill at electronics.
4% bonus to the CPU output."
3267 Zainou 'Gypsy' Electronics EE-606 "A neural interface upgrade that boosts the pilot's skill at electronics.
6% bonus to the CPU output."
3268 Zainou 'Gypsy' Signature Analysis SA-702 "A neural interface upgrade that boosts the pilot's skill at operating targeting systems.
2% bonus to ships scan resolution."
3269 Zainou 'Gypsy' Signature Analysis SA-704 "A neural interface upgrade that boosts the pilot's skill at operating targeting systems.
4% bonus to ships scan resolution."
3270 Zainou 'Gypsy' Signature Analysis SA-706 "A neural interface upgrade that boosts the pilot's skill at operating targeting systems.
6% bonus to ships scan resolution."
3271 Zainou 'Gypsy' Electronic Warfare EW-902 "A neural interface upgrade that boosts the pilot's skill at electronic warfare.
2% reduction in ECM and ECM Burst module capacitor need."
3272 Zainou 'Gypsy' Electronic Warfare EW-904 "A neural interface upgrade that boosts the pilot's skill at electronic warfare.
4% reduction in ECM and ECM Burst module capacitor need."
3273 Zainou 'Gypsy' Electronic Warfare EW-906 "A neural interface upgrade that boosts the pilot's skill at electronic warfare.
6% reduction in ECM and ECM Burst module capacitor need."
3274 Zainou 'Gypsy' Long Range Targeting LT-802 "A neural interface upgrade that boosts the pilot's skill at long range targeting.
2% bonus to max targeting range."
3275 Zainou 'Gypsy' Long Range Targeting LT-804 "A neural interface upgrade that boosts the pilot's skill at long range targeting.
4% bonus to max targeting range."
3276 Zainou 'Gypsy' Long Range Targeting LT-806 "A neural interface upgrade that boosts the pilot's skill at long range targeting.
6% bonus to max targeting range."
3277 Zainou 'Gypsy' Propulsion Jamming PJ-802 "A neural interface upgrade that boosts the pilot's skill at propulsion jamming.
2% reduction in capacitor need for modules requiring Propulsion Jamming skill."
3278 Zainou 'Gypsy' Propulsion Jamming PJ-804 "A neural interface upgrade that boosts the pilot's skill at propulsion jamming.
4% reduction in capacitor need for modules requiring Propulsion Jamming skill."
3279 Zainou 'Gypsy' Propulsion Jamming PJ-806 "A neural interface upgrade that boosts the pilot's skill at propulsion jamming.
6% reduction in capacitor need for modules requiring Propulsion Jamming skill."
3280 Zainou 'Gypsy' Sensor Linking SL-902 "A neural interface upgrade that boosts the pilot's skill at sensor linking.
2% reduction in capacitor need of modules requiring the Sensor Linking skill."
3281 Zainou 'Gypsy' Sensor Linking SL-904 "A neural interface upgrade that boosts the pilot's skill at sensor linking.
4% reduction in capacitor need of modules requiring the Sensor Linking skill."
3282 Zainou 'Gypsy' Sensor Linking SL-906 "A neural interface upgrade that boosts the pilot's skill at sensor linking.
6% reduction in capacitor need of modules requiring the Sensor Linking skill."
3283 Zainou 'Gypsy' Weapon Disruption WD-902 "A neural interface upgrade that boosts the pilot's skill at weapon disruption.
2% reduction in capacitor need of modules requiring the Weapon Disruption skill."
3284 Zainou 'Gypsy' Weapon Disruption WD-904 "A neural interface upgrade that boosts the pilot's skill at weapon disruption.
4% reduction in capacitor need of modules requiring the Weapon Disruption skill."
3285 Quad Light Beam Laser II "Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam."
3286 Quad Light Beam Laser II Blueprint
3287 Zainou 'Gypsy' Weapon Disruption WD-906 "A neural interface upgrade that boosts the pilot's skill at weapon disruption.
6% reduction in capacitor need of modules requiring the Weapon Disruption skill."
3288 Zainou 'Gypsy' Target Painting TG-902 "A neural interface upgrade that boosts the pilot's skill at target painting.
2% reduction in capacitor need of modules requiring the Target Painting skill."
3289 Zainou 'Gypsy' Target Painting TG-904 "A neural interface upgrade that boosts the pilot's skill at target painting.
4% reduction in capacitor need of modules requiring the Target Painting skill."
3290 Zainou 'Gypsy' Target Painting TG-906 "A neural interface upgrade that boosts the pilot's skill at target painting.
6% reduction in capacitor need of modules requiring the Target Painting skill."
3291 Inherent Implants 'Noble' Repair Systems RS-602 "A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules.
2% reduction in repair systems duration.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
3292 Inherent Implants 'Noble' Repair Systems RS-604 "A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules.
4% reduction in repair systems duration.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
3293 Medium Standard Container A standard cargo container, used for common freight.
3296 Large Standard Container A standard cargo container, used for common freight.
3297 Small Standard Container A standard cargo container, used for common freight.
3299 Inherent Implants 'Noble' Repair Systems RS-606 "A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules.
6% reduction in repair systems duration.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
3300 Gunnery Basic turret operation skill. 2% Bonus to weapon turrets' rate of fire per skill level.
3301 Small Hybrid Turret Operation of small hybrid turrets. 5% Bonus to small hybrid turret damage per level.
3302 Small Projectile Turret Operation of small projectile turrets. 5% Bonus to small projectile turret damage per level.
3303 Small Energy Turret Operation of small energy turrets. 5% Bonus to small energy turret damage per level.
3304 Medium Hybrid Turret Operation of medium hybrid turrets. 5% Bonus to medium hybrid turret damage per level.
3305 Medium Projectile Turret Operation of medium projectile turrets. 5% Bonus to medium projectile turret damage per level.
3306 Medium Energy Turret Operation of medium energy turret. 5% Bonus to medium energy turret damage per level.
3307 Large Hybrid Turret Operation of large hybrid turret. 5% Bonus to large hybrid turret damage per level.
3308 Large Projectile Turret Operation of large projectile turret. 5% Bonus to large projectile turret damage per level.
3309 Large Energy Turret Operation of large energy turrets. 5% Bonus to large energy turret damage per level.
3310 Rapid Firing Skill at the rapid discharge of weapon turrets. 4% bonus per skill level to weapon turret rate of fire.
3311 Sharpshooter Skill at long-range weapon turret firing. 5% bonus to weapon turret optimal range per skill level.
3312 Motion Prediction Improved ability at hitting moving targets. 5% bonus per skill level to weapon turret tracking speeds.
3315 Surgical Strike Knowledge of spaceships' structural weaknesses. 3% bonus per skill level to the damage of all weapon turrets.
3316 Controlled Bursts Allows better control over the capacitor use of weapon turrets. 5% reduction in capacitor need of weapon turrets per skill level.
3317 Trajectory Analysis Advanced understanding of zero-G physics. 5% bonus per skill level to weapon turret accuracy falloff.
3318 Weapon Upgrades Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
3319 Missile Launcher Operation Basic operation of missile launcher systems. 2% Bonus to missile launcher rate of fire per skill level.
3320 Rockets Skill with small short range missiles. Special: 5% bonus to rocket damage per skill level.
3321 Light Missiles Skill with manually targeted missiles. Special: 5% Bonus to light missile damage per skill level.
3322 Auto-Targeting Missiles Skill with auto-targeting missiles. Special: 5% bonus to Auto-Targeting Missiles(light, heavy and cruise) damage per skill level.
3323 Defender Missiles Skill with anti-missile missiles. Special: 5% bonus to defender missile max velocity per skill level.
3324 Heavy Missiles Skill with heavy missiles. Special: 5% bonus to heavy missile damage per skill level.
3325 Torpedoes Skill at the handling and firing of torpedoes. 5% bonus to torpedo damage per skill level.
3326 Cruise Missiles Skill at the handling and firing of very large guided missiles. 5% bonus to cruise missile damage per skill level.
3327 Spaceship Command The basic operation of spaceships. 2% improved ship agility for all ships per skill level.
3328 Gallente Frigate Skill at operating Gallente frigates.
3329 Minmatar Frigate Skill at operating Minmatar frigates.
3330 Caldari Frigate Skill at operating Caldari frigates.
3331 Amarr Frigate Skill at operating Amarr frigates.
3332 Gallente Cruiser Skill at operating Gallente cruisers.
3333 Minmatar Cruiser Skill at operating Minmatar cruisers.
3334 Caldari Cruiser Skill at operating Caldari cruisers.
3335 Amarr Cruiser Skill at operating Amarr cruisers.
3336 Gallente Battleship Skill at operating Gallente battleships. Can not be trained on Trial Accounts.
3337 Minmatar Battleship Skill at operating Minmatar battleships. Can not be trained on Trial Accounts.
3338 Caldari Battleship Skill at operating Caldari battleships. Can not be trained on Trial Accounts.
3339 Amarr Battleship Skill at operating Amarr battleships. Can not be trained on Trial Accounts.
3340 Gallente Industrial Skill at operating Gallente industrial ships. Can not be trained on Trial Accounts.
3341 Minmatar Industrial Skill at operating Minmatar industrial ships. Can not be trained on Trial Accounts.
3342 Caldari Industrial Skill at operating Caldari industrial ships. Can not be trained on Trial Accounts.
3343 Amarr Industrial Skill at operating Amarr industrial ships. Can not be trained on Trial Accounts.
3344 Gallente Titan Skill at operating Gallente titans.
3345 Minmatar Titan Skill at operating Minmatar titans.
3346 Caldari Titan Skill at operating Caldari titans.
3347 Amarr Titan Skill at operating Amarr titans.
3348 Leadership "Allows command of a squadron. Increases maximum squadron size by 2 members per skill level, up to a maximum of 10 members.
Grants a 2% bonus to fleet members' targeting speed per skill level. Only the bonus of the fleet member with the highest level in this skill is used.
Note: The fleet bonus only works if you are the assigned fleet booster and fleet members are in space within the same solar system."
3349 Skirmish Warfare Basic proficiency at coordinating hit-and-run warfare. Grants a 2% bonus to fleet members' agility per skill level.
Note: The fleet bonus only works if you are the assigned fleet booster and fleet members are in space within the same solar system.
3350 Siege Warfare Basic proficiency at coordinating a fleet's defenses. Grants a 2% bonus to fleet members' shield capacity per skill level.
Note: The fleet bonus only works if you are the assigned fleet booster and fleet members are in space within the same solar system.
3351 Siege Warfare Specialist Advanced proficiency at siege warfare. Boosts the effectiveness of siege warfare link modules by 20% per skill level.
3352 Information Warfare Specialist Advanced proficiency at information warfare. Boosts the effectiveness of information warfare link modules by 20% per skill level.
3354 Warfare Link Specialist Improved fleet leadership. Boosts effectiveness of all warfare link and mining foreman modules by 10% per level.
3355 Social Skill at social interaction. 5% bonus per level to NPC agent, corporation and faction standing increase.
3356 Negotiation Skill at agent negotiation. 5% additional pay per skill level for agent missions.
3357 Diplomacy Skill at interacting with hostile Agents in order to de-escalate tense situations as demonstrated by some of the finest diplomats in New Eden. 4% Modifier per level to effective standing towards hostile Agents. Not cumulative with Connections or Criminal Connections.
3358 Fast Talk Skill at interacting with Concord. 5% Bonus to effective security rating increase.
3359 Connections Skill at interacting with friendly NPCs. 4% Modifier to effective standing from friendly NPC Corporations and Factions per level. Not cumulative with Diplomacy or Criminal Connections.
3361 Criminal Connections Skill at interacting with friendly criminal NPCs. 4% Modifier per level to effective standing towards NPCs with low Concord standing. Not cumulative with Diplomacy or Connections.
3362 DED Connections "Skill at dealing with Concord Department and negotiating bounties
Bonus fee of 1,500 isk per pirate head per level of the skill"
3363 Corporation Management "Basic corporation operation. +10 corporation members allowed per level.
Notice: the CEO must update his corporation through the corporation user interface before the skill takes effect"
3364 Station Management The operation and management of spacestations.
3365 Starbase Management Skill at setting up Starbases
3366 Factory Management Skill at factory operation.
3367 Refinery Management Skill at managing station refineries. Increases mineral yield of refinery by 5% if acting as station manager.
3368 Diplomatic Relations Skill at negotiating ally fees with Concord. Reduces cost to hire allies in wars by 5% per level.
3369 CFO Training Skill at managing corp finances. 5% discount on all fees at non-hostile NPC station if acting as CFO of a corp.
3370 Chief Science Officer Skill at managing corp research.
3371 Public Relations Skill at managing corporate offices.
3372 Intelligence Analyst Skill at directing a corporation's espionage division.
3373 Starbase Defense Management "Skill at using starbase weapon systems. Allows control of one array per level. Arrays must be placed outside of the forcefield to be controlled.
Can not be trained on Trial Accounts.
"
3374 'Learning' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
3375 'Iron Will' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
3376 'Empathy' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
3377 'Analytical Mind' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
3378 'Instant Recall' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
3379 'Spatial Awareness' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
3380 Industry Allows basic operation of factories. 4% reduction in manufacturing time per skill level.
3381 Amarr Tech Grants +5% reduction in Amarr equipment production time.
3382 Caldari Tech Grants +5% reduction in Caldari equipment production time.
3383 Gallente Tech Grants +5% reduction in Gallente equipment production time.
3384 Minmatar Tech Grants +5% reduction in Minmatar equipment production time.
3385 Refining Skill at using refineries. 2% reduction in refinery waste per skill level.
3386 Mining Skill at using mining lasers. 5% bonus to mining turret yield per skill level.
3387 Mass Production Allows the operation of multiple factories. Ability to run 1 additional manufacturing job per level.
3388 Production Efficiency Skill at efficiently using factories. 5% reduction per skill level to the material requirements needed for production.
3389 Refinery Efficiency Advanced skill at using refineries. 4% reduction in refinery waste per skill level.
3390 Mobile Refinery Operation
3391 Mobile Factory Operation
3392 Mechanics Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level.
3393 Repair Systems "Operation of armor/hull repair modules. 5% reduction in repair systems duration per skill level.
Note: Has no effect on capital sized modules."
3394 Hull Upgrades Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level.
3395 Frigate Construction Skill at the construction of advanced frigates. Required for advanced frigate BP manufacturing
3396 Industrial Construction Skill at the construction of advanced industrials.
3397 Cruiser Construction Skill at the construction of advanced cruisers. Required for advanced cruiser BP manufacturing
3398 Battleship Construction Skill at the construction of advanced battleships. Required for advanced battleship BP manufacturing
3400 Outpost Construction Skill at constructing outposts.
3402 Science Basic understanding of scientific principles. 5% Bonus to blueprint copying speed per level.
3403 Research Skill at researching more efficient production methods. 5% bonus to blueprint manufacturing time research per skill level.
3404 Genetic Engineering This is part of a set of debunked CONCORD alternative medicine books that used to be very popular among capsuleers until independent researchers proved conclusively that diluting genetic material in water did not give it any healing properties.
3405 Biology The science of life and of living organisms, and how chemicals affect them. 20% Bonus to attribute booster duration per skill level.
3406 Laboratory Operation "Allows basic operation of research facilities. Ability to run 1 additional research job per skill level.
Note: cannot be trained on trial accounts."
3408 Reverse Engineering Understanding of the techniques and methods to reverse engineer ancient technology.
3409 Metallurgy Advanced knowledge of mineral composition. 5% Bonus to material efficiency research speed per skill level.
3410 Astrogeology Skill at analyzing the content of celestial objects with the intent of mining them. 5% bonus to mining turret yield per skill level.
3411 Cybernetics The science of interfacing biological and machine components. Allows the use of cybernetic implants.
3412 Astrometrics "Skill at operating long range scanners.
+5% scan strength per level.
-5% max scan deviation per level.
-5% scan probe scan time per level."
3413 Power Grid Management Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
3414 Inherent Implants 'Noble' Remote Armor Repair Systems RA-702 "A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems.
2% reduced capacitor need for remote armor repair system modules."
3415 Inherent Implants 'Noble' Remote Armor Repair Systems RA-704 "A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems.
4% reduced capacitor need for remote armor repair system modules."
3416 Shield Operation Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules. 5% reduction in shield recharge time per skill level.
3417 Capacitor Systems Operation Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
3418 Capacitor Management Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
3419 Shield Management Skill at regulating a spaceship's shield systems. 5% bonus to shield capacity per skill level.
3420 Tactical Shield Manipulation Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.
3421 Energy Pulse Weapons Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
3422 Shield Emission Systems Operation of shield transfer array and other shield emission systems. 5% reduced capacitor need for shield emission system modules per skill level.
3423 Capacitor Emission Systems Operation of energy transfer array and other energy emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
3424 Energy Grid Upgrades Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
3425 Shield Upgrades Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 5% reduction in shield upgrade powergrid needs.
3426 CPU Management Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
3427 Electronic Warfare "Operation of ECM jamming systems. 5% less capacitor need for ECM and ECM Burst systems per skill level.
Note: Does not affect capital class modules."
3428 Long Range Targeting Skill at long range targeting. 5% Bonus to targeting range per skill level.
3429 Target Management Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
3430 Advanced Target Management Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.
3431 Signature Analysis Skill at operating Targeting systems. 5% improved targeting speed per skill level.
3432 Electronics Upgrades Skill at installing electronic upgrades, such as signal amplifiers, co-processors and backup sensor arrays. 5% reduction of CPU needs for all modules requiring Electronics Upgrades per skill level.
3433 Sensor Linking Skill at using remote sensor booster/damper. 5% less capacitor need for sensor link per skill level.
3434 Weapon Disruption Skill at using remote weapon disruptors. 5% less capacitor need for weapon disruptors per skill level.
3435 Propulsion Jamming Skill at using propulsion/warpdrive jammers. 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level.
3436 Drones Skill at remote controlling drones. Can operate 1 drone per skill level.
3437 Scout Drone Operation "Skill at controlling scout combat drones.
Bonus: drone control range increased by 5000 meters per skill level."
3438 Mining Drone Operation Skill at controlling mining drones. 5% Bonus to mining drone yield per skill level.
3439 Repair Drone Operation Allows operation of logistic drones. 5% increased repair amount per level.
3440 Salvage Drone Operation Skill at controlling salvage drones. 2% increased salvage chance per level.
3441 Heavy Drone Operation Skill at controlling heavy combat drones. 5% Bonus to heavy drone damage per level.
3442 Drone Interfacing Allows a captain to better maintain his drones.
20% bonus to drone damage and drone mining yield per level.
3443 Trade Knowledge of the market and skill at manipulating it. Active buy/sell order limit increased by 4 per level of skill.
3444 Retail Ability to organize and manage market operations. Each level raises the limit of active orders by 8.
3445 Black Market Trading "Skill at forging cargo manifests and disguising contraband cargo. From a base of 90%, each level of skill reduces chance of contraband detection by 10%.
"
3446 Broker Relations Proficiency at driving down market-related costs. Each level of skill grants a 5% reduction in the costs associated with setting up a market order, which usually come to 1% of the order's total value. This can be further influenced by the player's standing towards the owner of the station where the order is entered.
3447 Visibility "Skill at acquiring products remotely. Each level of skill increases the range your remote buy orders are effective to from their origin station. Level 1 allows for the placing of remote buy orders with a range limited to the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for a full regional range.
Note: Only remotely placed buy orders (using Procurement) require this skill to alter the range. Any range can be set on a local buy order with no skill."
3448 Smuggling Proficiency at laying low and avoiding unwanted attention. From a base of 90%, each level of skill reduces by 10% the likelihood of being scanned while transporting contraband.
3449 Navigation Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
3450 Afterburner Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
3451 Fuel Conservation Improved control over afterburner energy consumption. 10% reduction in afterburner capacitor needs per skill level.
3452 Acceleration Control Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
3453 Evasive Maneuvering Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level.
3454 High Speed Maneuvering Skill at using MicroWarpdrives. 5% reduction in MicroWarpdrive capacitor usage per skill level.
3455 Warp Drive Operation Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%.
3456 Jump Drive Operation Skill at using Jump Drives. Each skill level reduces the capacitor need of initiating a jump by 5%.
3457 Test LCO Drone
3465 Large Secure Container "This large container is fitted with a password-protected security lock.
Note: the container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower."
3466 Medium Secure Container "This medium container is fitted with a password-protected security lock.
Note: the container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower."
3467 Small Secure Container "This small container is fitted with a password-protected security lock.
Note: the container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower."
3468 Plastic Wrap
3469 Basic Co-Processor Increases CPU output.
3470 Inherent Implants 'Noble' Remote Armor Repair Systems RA-706 "A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems.
6% reduced capacitor need for remote armor repair system modules."
3471 Inherent Implants 'Noble' Mechanic MC-802 "A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship.
2% bonus to hull hp."
3472 X-Large Capacitor Battery II Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
3473 X-Large Capacitor Battery II Blueprint
3474 Inherent Implants 'Noble' Mechanic MC-804 "A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship.
4% bonus to hull hp."
3475 Inherent Implants 'Noble' Mechanic MC-806 "A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship.
6% bonus to hull hp."
3476 Inherent Implants 'Noble' Repair Proficiency RP-902 "A neural Interface upgrade for analyzing and repairing starship damage.
2% bonus to repair system repair amount.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
3477 Inherent Implants 'Noble' Repair Proficiency RP-904 "A neural Interface upgrade for analyzing and repairing starship damage.
4% bonus to repair system repair amount.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
3478 Inherent Implants 'Noble' Repair Proficiency RP-906 "A neural Interface upgrade for analyzing and repairing starship damage.
6% bonus to repair system repair amount.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
3479 Inherent Implants 'Noble' Hull Upgrades HG-1002 "A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses.
2% bonus to armor hit points."
3480 Micro Capacitor Battery II Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
3481 Inherent Implants 'Noble' Hull Upgrades HG-1004 "A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses.
4% bonus to armor hit points."
3482 Inherent Implants 'Noble' Hull Upgrades HG-1006 "A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses.
6% bonus to armor hit points."
3483 Captured Civilians There are countless numbers of civilians living out on independent colonies and minor stations. Although life in such remote areas is often harsh, the inhabitants of these stations generally live a quiet, trouble-free life. This is a fact well understood by Sansha leadership, who prey upon these same people, exploiting the sad fact that their absence will not be easily noticed.
3484 Citizen Astur Known only as “Citizen Astur,” this pilot came to prominence during the later stages of Nation's planetary abductions. Her well-articulated arguments and insightful propaganda quickly identified her as something of a spokesperson for Sansha's Nation. Although early intelligence indicated that her role within the Nation was purely as a propagandist, her more recent sightings on the battlefield have demonstrated that she is willing to fight for the ideas she so dangerously represents.
3485 Slave 32152 Thought to have been a member of Sansha's Nation for many decades, the individual who identifies as “Slave 32152” is known for her unwavering commitment to Sansha's cause. Few are indoctrinated to the same degree as her, and it was usually her and not Citizen Astur (the main Nation propagandist) who caught the imagination of supporters and news media alike.
3486 Slave Tama01 Once an inhabitant of Tama V, the individual known as “Slave Tama01” was abducted and, almost overnight, turned into a capsuleer capable of piloting a Wvyern-class Supercarrier. Shortly after this drastic transformation, she returned to Tama V under the flag of the Nation, standing as an example of Sansha's plan for the people he was abducting. The message of that example, however, was repeatedly rebuked by the coalition of capsuleers that rallied against the invading Nation forces, as happened at the battle that took place above Tama V upon her return. Although her Wyvern was destroyed she was repeatedly sighted in a new one shortly afterwards, claiming in public comms that after joining Sansha's Nation she was now impossible to stop.
3487 Slave Heavenbound02 Formerly a Federation citizen on the planet Vevelonel IV, “Slave Heavenbound02” represents a continuation of the Nation's agenda for growing its own capsuleer army. Shortly after she was taken, she reappeared in other systems coordinating planetary invasions from the helm of a capsule-piloted Thanatos. Heavenbound is the least emotionally stable of all the known capsuleers now serving the Nation, and was frequently undermined or distracted on the field of battle.
3488 Small Capacitor Battery II Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
3489 Small Capacitor Battery II Blueprint
3490 Slave Endoma01 Sutola Endoma was formerly a CONCORD agent with a long and exemplary history within the organization. During the initial planetary invasions, she requested a transfer to the DED's counter-invasion taskforce, codenamed Ishaeka. Although her request was denied, Endoma quickly assumed various related responsibilities elsewhere. CONCORD reports clearly document numerous battles where Sutola's input was critical in the saving of countless lives. The incongruity of this behavior with her later defection to Sansha's Nation suggests a number of disturbing scenarios, all of which are still being investigated by the same secretive taskforce that she was rejected from joining.
3491 Sansha Communications Array Dull, tedious treasure lies within.
3492 Sansha's Nation Commander During the Sansha invasion of YC 112, over 15,000,000 civilians were abducted from their planetary homes. Some of these people were turned from ordinary citizens into capsuleers, re-appearing only days later in some of the largest and most powerful ships in the cluster. Those who did not become capsuleers were not left behind, however.
Corpses recovered from invading vessels suggested that everyone, regardless of their former life, was granted cloning access. Many would become crew members and engineers aboard the giant capsuleer-piloted vessels, but others chose, or were given, a different role in Nation.
Some abductees were enhanced in yet other ways. Farmers and librarians alike became military leaders with the acuity and intelligence to rival that of the empire's top brass.
3493 Incursion ship attributes effects Assault
3494 Incursion ship attributes effects HQ
3495 Shield Transfer Control Tower "This control tower is responsible for coordinating and powering the shield defenses on nearby structures. Like many other neighboring facilities, the tower was once CONCORD property. Now it rests in the hands of Sansha pirates, who use it for their own unknown ends. CONCORD guards proprietary technologies fiercely; some valuable secrets of theirs are no doubt hidden inside these complexes, which are now under Sansha control.
Local CONCORD commanders have been instructed to coordinate capsuleer resistance against the Nation forces, and they have been granted hefty funds to help incentivize the recapture of lost industrial facilities."
3496 Medium Capacitor Battery II Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
3497 Medium Capacitor Battery II Blueprint
3498 CONCORD MTAC Factory This CONCORD factory has been commandeered by True Creations members and other members of Sansha's Nation. It is capable of producing a steady supply of basic MTAC chassis, which can then be modified in various ways. Each empire has its own methods of manufacturing these hulking industrial colossi, but CONCORD factories are known for producing the best.
3499 Sansha Starbase Control Tower The Sansha Control Tower is an enhanced version of the Amarr control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
3500 Reinforced Nation Outpost This enormous mobile station stands as an example of the engineering excellence found within Nation's endless ranks, the upper part of which is filled with mechanical geniuses and masters of design. Virtually indestructible in its hardened state, the station has very few weaknesses and serves frighteningly well in its role as a mobile safe haven for Nation's military researchers and technicians.
3501 CONCORD MTAC The Mechanized Torso-Actuated Chassis (MTAC) is used throughout the New Eden cluster for all types of industrial and military work. The robotic arms can be configured in countless ways, from hydraulics for heavy lifting to enormous weapon-mounted battlefield applications.
3502 Nation Ore Refinery This mobile ore refinery works in much the same way as standard capsuleer-issue technology. It should be possible to sabotage by placing volatile materials inside.
3503 Emergency Evacuation Freighter This vessel has been reconfigured to act as temporary rallying point for any civilians who haven't yet been evacuated from the facility. Any civilians still caught in the line of crossfire should be returned here.
3504 Large Capacitor Battery II Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
3505 Large Capacitor Battery II Blueprint
3506 Central Control Nexus This nexus houses various personnel and components used to coordinate Sansha fleets. Although Nation‘s on-field commanders are highly capable leaders, they are often supported in various ways by a nearby control facility.
3507 Tactical Response Transmitter This small device is used to transmit specific information and commands relating to fleet movements and tactical relocations. Due to the critical nature of such transmissions, Sansha forces have developed layered security measures for their use. In order for a TRT to override local forces, the transmitter must first be set to the correct frequencies and then physically relocated from a control nexus to a relay.
3508 Sansha Control Relay This large radio transmitter relays orders and information to Sansha fleets. Typically these orders come from a local commander, but other facilities such as a central control nexus are also capable of issuing limited tactical commands.
3509 LCO Sansha Logistics Control Array This array is responsible for determining friend or foe status for local remote logistics facilities. Although formidable, a capsuleer should be able to subvert the sophisticated electronics within.
3510 Sansha Remote Logistics Station This station repairs local Sansha fleets as they come under fire. Although almost entirely self-contained, friend or foe identification is handled by the Logistics Control Arrays, which are separated from the station to minimize risk of unauthorized overrides.
3511 Gang booster test NPC "Subject: Prototype Nation Vessel (ID: Vylade Dien)
Military Specifications: Cruiser-class vessel. Primary roles are damage dealing and squad enhancement. Low microwarp velocity.
Additional Intelligence: Est. 100,000 civilian abductions from Vylade II. The Dien identifier suggests an oversight role amongst other cruiser-class prototypes, or alternatively, that it was created during the first phase of development. The nature of Nation's squad boosting technology is still not fully understood, although current intelligence from recovered wrecks indicates that the designs deviates from standard warfare links in the same way as Tech III Warfare Processors.
Synopsis from ISHAEKA-0047. DED Special Operations.
Authorized for Capsuleer dissemination.
"
3512 Focused Medium Pulse Laser II "A high-energy, concentrated laser designed for short to medium range engagements.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch."
3513 Focused Medium Pulse Laser II Blueprint
3514 Revenant "Do you know what you are, capsuleer? The truth will not comfort you.
You are a frightened child running headfirst towards oblivion.
And I?
I am the only one who tried to stop you.
I am the Messiah that you turned against.
You persecuted me, hunted my children.
Vowed to burn my Promised Land to ash.
Now I have returned, and I know you better than you know yourself.
I will vanquish your fear, and commute your flesh to dust.
- Sansha Kuvakei
Note: This ship class is capable of carrying only fighters and fighter bombers in its drone bay.
Special Ability:
100% bonus to fighter, fighter-bomber damage and hitpoints
Amarr Carrier Skill Bonuses:
10% bonus to fighter and fighter-bomber max velocity per level
Can fit 1 additional Warfare Link module per level
Caldari Carrier Skill Bonuses:
50% bonus to Capital Energy and Shield transfer range per level
Can deploy 1 additional Fighters or Fighter Bombers per level
Role Bonuses:
Can fit Projected Electronic Counter Measures
200% bonus to Fighter or Fighter Bomber control range
Immune to all forms of Electronic Warfare"
3515 Revenant Blueprint
3516 Malice "The Malice is an assault frigate design exclusively commissioned as a reward in the ninth Alliance Tournament. Sporting custom metal alloys in its plated carapace, it is one of the most expensive ships ever produced in its class. Far from being a mere ornament, though, the Malice features quality armament systems, strong defensive plating and a massive capacitor, and its vastly augmented facility for energy destabilization makes it a formidable adversary in any engagement.
Amarr Frigate Skill Bonus: 4% bonus to Armor Resistances per level and 20% bonus to energy vampire and energy neutralizer transfer amount and range per level
Role Bonus: 100% bonus to Small Energy Turret Damage and 50% bonus to Small Energy Turret optimal range"
3517 Malice Blueprint
3518 Vangel "The Vangel is a heavy assault cruiser design exclusively commissioned as a reward in the ninth Alliance Tournament. Like its smaller sibling the Malice, it possesses greatly enhanced energy destabilization systems. Though it was primarily conceived as a combat vessel for the solitary pilot, the Vangel‘s great stores of capacitor power and top-of-the-line armor plating make it no less effective in small fleets. A sleek, deadly triumph of both form and function.
Amarr Cruiser Skill Bonus: 4% bonus to armor resistances per level and 20% bonus to energy vampire and energy neutralizer transfer amount and range per level
Role Bonus: 50% bonus to repair amount of armor repair systems and 50% bonus to missile launcher rate of fire
"
3519 Vangel Blueprint
3520 Heavy Pulse Laser II "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch."
3521 Heavy Pulse Laser II Blueprint
3522 Ion Cannon "Effectively a gigantic powerplant strapped to an enormous, fragile tube of superconductors which have been wrapped into a polytoroidal synchrotron. Given sufficient charging time, it is capable of accelerating a cloud of ionized particles to energies in the 5.5- to 7.2-ZeV range.
When precisely targeted by properly-equipped ground forces, this platform can deliver devastating, high-precision space-to-ground artillery support.
Corporal, be advised, strike co-ordinates received, splash inbound. Please remain well clear of the blast zone...
- Squad Activity Recorder A51781V, final message received; location classified"
3523 Caldari Chimera Carrier The Chimera's design is based upon the Kairiola, a vessel holding tremendous historical significance for the Caldari. Initially a water freighter, the Kairiola was refitted in the days of the Gallente-Caldari war to act as a fighter carrier during the orbital bombardment of Caldari Prime. It was most famously flown by the legendary Admiral Yakia Tovil-Toba directly into Gallente Prime's atmosphere, where it fragmented and struck several key locations on the planet. This event, where the good Admiral gave his life, marked the culmination of a week's concentrated campaign of distraction which enabled the Caldari to evacuate their people from their besieged home planet. Where the Chimera roams, the Caldari remember.
3524 Jel Rhomben "Subject: Prototype Nation Vessel (ID: Jel Rhomben)
Military Specifications: Frigate-class vessel. Significant microwarp velocity. Limited weapons systems.
Additional Intelligence: Est. 110,000 civilian abductions from Jel III. The Rhomben identifier, shared with the Eystur Rhomben variant, suggests an overarching position within the lowest tier of the new Nation hierarchy. Given the inherent weaknesses of this vessel relative to the more powerful Eystur variant, it almost certainly came first in development.
Synopsis from ISHAEKA-0033. DED Special Operations.
Authorized for Capsuleer dissemination.
"
3525 Youl Meten "Subject: Prototype Nation Vessel (ID: Youl Meten)
Military Specifications: Frigate-class vessel. Moderate microwarp velocity. Long range stasis webifier support. Limited weapons systems.
Additional Intelligence: Est. 350,000 civilian abductions from Youl IV. The Meten identifier is shared with the Renyn Meten variant, which is notable due to the latter's lack of known abductees to crew the ship. This suggests that the Nation may have supplemented the crew of the more powerful Renyn variant from those taken from Youl.
Synopsis from ISHAEKA-0031. DED Special Operations.
Authorized for Capsuleer dissemination.
"
3526 Orkashu Myelen "Subject: Prototype Nation Vessel (ID: Orkashu Myelen)
Military Specifications: Frigate-class vessel. Primary role is medium range ECM support and medium range energy warfare. Moderate microwarp velocity. No known weapons systems.
Additional Intelligence: An estimated 1,200,000 civilian were abductions from Orkashu IV during the chaos caused by four simultaneous invasions. Each invasion was launched in a different empire's space. Although the Myelen identifier suggests a developmental state, it is clear that this version of the frigate served as the basis for the more powerful Niarja variant. Other, unknown Nation prototypes may have also originated from this design.
Synopsis from ISHAEKA-0035. DED Special Operations.
Authorized for Capsuleer dissemination.
"
3527 Raa Thalamus "Subject: Prototype Nation Vessel (ID: Raa Thalamus)
Military Specifications: Cruiser-class vessel. Primary role is damage-dealing. Moderate microwarp velocity.
Additional Intelligence: Est. 520,000 civilian abductions from Raa IV. In a pattern similar to the Meten-class prototypes, the Thalamus identifier is shared with another vessel; the Romi Thalamus. Romi III was not successfully invaded as far as official records indicate, suggesting that those taken from Raa may have been used as a crew resource for the more powerful Romi variant, or alternatively, played some other role in the development of the newer vessel.
Synopsis from ISHAEKA-0029. DED Special Operations.
Authorized for Capsuleer dissemination.
"
3528 Medium Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the ship.
3529 Medium Armor Repairer I Blueprint
3530 Medium Armor Repairer II This module uses nano-assemblers to repair damage done to the armor of the ship.
3531 Medium Armor Repairer II Blueprint
3532 Echelon A limited run of these ships was released to capsuleers at the end of YC 112, as a platform to utilize an influx of
The specialized nature of the hardware in Sansha Data Analyzer technology makes it incompatible with standard data buses, but this ship's unique hull design has an adaptive synchronization suite that allows it to interface with a wide range of non-standard hardware. CONCORD has remained silent on the origin of this design, but a number of amateur analysts maintain that ships of very similar configuration, carrying SCC and DED transponders, have been observed covertly on multiple prior occasions.
3533 Echelon Blueprint
3534 Capital Inefficient Armor Repair Unit "This module uses nano-assemblers to repair damage done to the armor of the ship.
Note: May only be fitted to capital class ships."
3535 Capital Inefficient Armor Repair Unit Blueprint
3536 Capital Coaxial Remote Armor Repairer "This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Note: May only be fitted to capital class ships."
3537 Capital Coaxial Remote Armor Repairer Blueprint
3538 Large Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the ship.
3539 Large Armor Repairer I Blueprint
3540 Large Armor Repairer II This module uses nano-assemblers to repair damage done to the armor of the ship.
3541 Large Armor Repairer II Blueprint
3542 Capital Neutron Saturation Injector I "Expends energy to provide a quick boost in shield strength.
Note: May only be fitted to capital class ships."
3543 Capital Neutron Saturation Injector I Blueprint
3544 Capital Murky Remote Shield Booster "Transfers shield power over to the target ship, aiding in its defense.
Note: May only be fitted to capital class ships."
3545 Capital Murky Remote Shield Booster Blueprint
3546 Limited Mega Ion Siege Blaster I "One of the largest weapons currently in existence, this massive blaster is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
3547 Limited Mega Ion Siege Blaster I Blueprint
3548 Insurance Teaching Drone Teaching new captains how to manage their ships in order to reduce accidents and decrease premiums for happiness all around.
3549 Tutorial Attack Drone
3550 Dual 1000mm 'Scout' Accelerator Cannon "One of the largest weapons currently in existence, this massive railgun is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
3551 Survey Skill at operating ship, cargo and survey scanners. 5% improvement per level in the scan speeds of those module types.
3552 Cap Booster 75 Provides a quick injection of power into your capacitor. Good for tight situations!
3553 Cap Booster 75 Blueprint
3554 Cap Booster 100 Provides a quick injection of power into your capacitor. Good for tight situations!
3555 Cap Booster 100 Blueprint
3556 Micro Capacitor Booster I Provides a quick injection of power into the capacitor.
3557 Dual 1000mm 'Scout' I Accelerator Cannon Blueprint
3558 Micro Capacitor Booster II Provides a quick injection of power into the capacitor.
3559 Dual Modal Giga Pulse Laser I "One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
3560 Dual Modal Giga Pulse Laser I Blueprint
3561 Dual Giga Modal Laser I "One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
3562 Dual Giga Modal Laser I Blueprint
3563 'Limos' Citadel Cruise Launcher I "The size of a small cruiser, this massive launcher is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships."
3564 'Limos' Citadel Cruise Launcher I Blueprint
3565 Shock 'Limos' Citadel Torpedo Bay I "The size of a small cruiser, this massive launcher is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships."
3566 Small Capacitor Booster I Provides a quick injection of power into the capacitor.
3567 Small Capacitor Booster I Blueprint
3568 Small Capacitor Booster II Provides a quick injection of power into the capacitor.
3569 Small Capacitor Booster II Blueprint
3570 Shock 'Limos' Citadel Torpedo Bay I Blueprint
3571 Quad 3500mm Gallium Cannon "One of the largest weapons currently in existence, this massive artillery cannon is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
3572 Quad 3500mm Gallium I Cannon Blueprint
3573 6x2500mm Heavy Gallium Repeating Cannon "One of the largest weapons currently in existence, this massive autocannon is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
3574 6x2500mm Heavy Gallium I Repeating Cannon Blueprint
3575 Capital Murky Remote Capacitor Transmitter "Transfers capacitor energy to another ship.
Note: May only be fitted to capital class ships."
3576 Heavy Capacitor Booster I Provides a quick injection of power into the capacitor.
3577 Heavy Capacitor Booster I Blueprint
3578 Heavy Capacitor Booster II Provides a quick injection of power into the capacitor.
3579 Heavy Capacitor Booster II Blueprint
3580 Capital Murky Remote Capacitor Transmitter Blueprint
3581 Purloined Sansha Data Analyzer CONCORD has acquired untold numbers of these devices from destroyed Sansha vessels during recent raids. The modules have the appearance of standard data analyzers, but when connected to the systems of a suitably modified ship, they exhibit significantly enhanced capabilities.
Official DED reports on the devices' internal workings cite "inconclusive results," but CONCORD has nevertheless opted to distribute these modules to capsuleers in the hope that they might be useful in the fight against Kuvakei's minions.
3582 Purloined Sansha Data Analyzer Blueprint
3583 Badly Mangled Components This rather large pile of obviously-broken components stands testament to the follies of reprocessing an item without really understanding how it fits together.
3584 True Slave Decryption Node Functionally, this piece of hardware - obviously of Sansha origin - is an extremely sophisticated parallel processing unit. Connecting it to a standard interface bus and running a few diagnostics reveals that it has been configured to act as the master node for a quasi-distributed decryption system, and its response rate suggests that it's exceptionally efficient at this task.
It is, however, difficult to ignore the fact that it's also a head in a jar - particularly when it opens its eyes briefly, looks around, and frowns.
3585 Mangled Sansha Data Analyzer This is still nearly recognizable as a Purloined Sansha Data Analyzer, but attempting to reprocess it has left it broken yet still more-or-less intact. It's possible that running it through the reprocessor a second time will yield better results.
3586 Small Remote Shield Booster I Transfers shield power over to the target ship, aiding in its defense.
3587 Small Remote Shield Booster I Blueprint
3588 Small Remote Shield Booster II Transfers shield power over to the target ship, aiding in its defense.
3589 Small Remote Shield Booster II Blueprint
3590 Mangled Sansha Data Analyzer Blueprint
3591 LCS Angel Control Tower The Angel Control Tower is an enhanced version of the Matari control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
3592 Caldari Wyvern Carrier The Wyvern is based on documents detailing the design of the ancient Raata empire's seafaring flagship, the Oryioni-Haru. According to historical sources the ship was traditionally taken on parade runs between the continent of Tikiona and the Muriyuke archipelago, seat of the Emperor, and represented the pride and joy of what would one day become the Caldari State. Today's starfaring version gives no ground to its legendary predecessor; with its varied applications in the vast arena of deep space, the Wyvern is likely to stand as a symbol of Caldari greatness for untold years to come.
3593 Caldari Phoenix Dreadnough In terms of Caldari design philosophy, the Phoenix is a chip off the old block. With a heavily tweaked missile interface, targeting arrays of surpassing quality and the most advanced shield systems to be found anywhere, it is considered the strongest long-range installation attacker out there. While its shield boosting actuators allow the Phoenix, when properly equipped, to withstand tremendous punishment over a short duration, its defenses are not likely to hold up against sustained attack over longer periods. With a strong supplementary force, however, few things in existence rival this vessel's pure annihilative force.
3594 Caldari Leviathan Titan Citizens of the State, rejoice! Today, a great milestone has been achieved by our glorious leaders. A stepping stone in the grand story of our empire has been traversed. Our individual fears may be quietened; the safety of our great nation has been secured. Today, unyielding, we have walked the way of the warrior. In our hands have our fates been molded. On the Leviathan's back will our civilization be carried home and the taint of the Enemy purged from our souls. Rejoice, citizens! Victory is at hand. -Caldari State Information Bureau Pamphlet, 23248 AD
3595 Caldari Badger Industrial Ship The Badger-class freighter is the main cargo-carrier for the Caldari State, particularly in long, arduous trade-runs. Its huge size and comfortable armament makes it perfectly equipped for those tasks, although the Caldari seldom let it roam alone.
3596 Medium Remote Shield Booster I Transfers shield power over to the target ship, aiding in its defense.
3597 Medium Remote Shield Booster I Blueprint
3598 Medium Remote Shield Booster II Transfers shield power over to the target ship, aiding in its defense.
3599 Medium Remote Shield Booster II Blueprint
3600 Caldari Tayra Industrial Ship The Tayra is an alternative version of the famous Badger, it's mostly used by the military or the mega corps for transports of goods of great value. The Tayra has a much larger cargo capacity, making it ideal for high volume hauling.
3601 Caldari Charon Freighter As the makers of the Charon, the Caldari State are generally credited with pioneering the freighter class. Recognizing the need for a massive transport vehicle as deep space installations constantly increase in number, they set about making the ultimate in efficient mass transport - and were soon followed by the other empires. Regardless, the Charon still stands out as the benchmark by which the other freighters were measured. Its massive size and titanic cargo hold are rivalled by none.
3602 Gallente Atron Frigate The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although it is a good harvester when it comes to mining, its main ability is as a combat vessel.
3603 Gallente Imicus Frigate The Imicus is a slow but hard-shelled frigate, ideal for any type of scouting activity. Used by merchant, miner and combat groups, the Imicus is usually relied upon as the operation's eyes and ears when traversing low security sectors.
3604 Gallente Incursus Frigate The Incursus is commonly found spearheading Gallentean military operations. Its speed and surprising strength make it excellent for skirmishing duties. Incursus-class ships move together in groups and can quickly and effectively gang up on ships many times their size and overwhelm them. In recent years the Incursus has increasingly found its way into the hands of pirates, who love its aggressive appearance.
3605 Gallente Maulus Frigate ThThe Maulus is a high-tech vessel, specialized for electronic warfare. It is particularly valued in fleet warfare due to its optimization for sensor dampening technology.
3606 Large Remote Shield Booster I Transfers shield power over to the target ship, aiding in its defense.
3607 Large Remote Shield Booster I Blueprint
3608 Large Remote Shield Booster II Transfers shield power over to the target ship, aiding in its defense.
3609 Large Remote Shield Booster II Blueprint
3610 Gallente Navitas Frigate In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Gallente Federation, this led to the redesign and redeployment of the Navitas. The Navitas had been a solid mining vessel that had seen wide use by independent excavators, along with being one of the best ships available for budding traders and even for much-maligned scavengers. After its redesign, its long-range scanners and sturdy outer shell gave way entirely for remote repairing capabilities, moving the Navitas away from the calming buzz of mining lasers and into the roar of battle.
3611 Gallente Tristan Frigate Often nicknamed The Fat Man this nimble little frigate is mainly used by the Federation in escort duties or on short-range patrols. The Tristan has been very popular throughout Gallente space for years because of its versatility. It is rather expensive, but buyers will definitely get their money's worth, as the Tristan is one of the more powerful frigates available on the market.
3612 Gallente Catalyst Destroyer Ideally suited for both skirmish warfare and fleet support, the Catalyst is touted as one of the best anti-frigate platforms out there. Faced with its top-of-the-line tracking equipment, not many can argue.
3613 Gallente Celestis Cruiser The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.
3614 Gallente Exequror Cruiser In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Gallente Federation the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Exequoror. The Exequror was a heavy cargo cruiser originally strong enough to defend itself against raiding frigates, though it lacked prowess in heavier combat situations. After its redesign, it had some of that bulk - and, necessarily, some of that strength - yanked out and replaced with the capability to help others in heavy combat situations, in particular those who needed armor repairs.
3615 Gallente Thorax Cruiser The Thorax-class cruiser is the latest combat ship commissioned by the Federation. While the Thorax is a very effective ship at any range, typical of modern Gallente design philosophy it is most effective when working at extreme close range where its blasters and hordes of combat drones tear through even the toughest of enemies.
3616 Capital Remote Shield Booster I "Transfers shield power over to the target ship, aiding in its defense.
Note: May only be fitted to capital class ships."
3617 Capital Remote Shield Booster I Blueprint
3618 Capital Remote Shield Booster II "Transfers shield power over to the target ship, aiding in its defense.
Note: May only be fitted to capital class ships."
3619 Capital Remote Shield Booster II Blueprint
3620 LCO Starbase Shield Generator Smaller confined shield generators with their own access restrictions can be deployed outside the Control Tower's defense perimeter. This allows for lesser security areas around the Starbase, for purposes of storage or pickup.
3624 Holding Cell If you have the right equipment you might be able to hack into the databank and get some valuable information.
3625 Rohan Shadrak's Bellicose Rohan Shadrak is a Vherokior Shaman of somewhat eccentric repute - he was once described by Isardsund Urbrald, CEO of Vherokior tribe to be "Mad as a biscuit". A staunch traditionalist, he is a vocal - and occasionally physical - opponent of CONCORD laws against drug transportation.
3626 Sansha Station Ruins Ruins.
3627 Construction Materials Metal girders, plasteel concrete and fiber blocks are all very common construction material used around the universe.
3628 Nation
3629 Amarr Academy Office The Pilot Certification Documents can be retrieved from inside this office.
3630 Amarr Crucifier Frigate The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.
3631 Amarr Executioner Frigate The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.
3632 Amarr Inquisitor Frigate In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Amarr Empire, this led to the redesign and redeployment of the Inquisitor. The Inquisitor was originally an example of how the Amarr Imperial Navy modeled their design to counter specific tactics employed by the other empires. After its redesign, it was exclusively devoted to the role of a support frigate, and its formerly renowned missile capabilities gave way to a focus on remote armor repair.
3633 Amarr Magnate Frigate This Magnate-class frigate is one of the most decoratively designed ship classes in the Amarr Empire, considered to be a pet project for a small, elite group of royal ship engineers for over a decade. The frigate's design has gone through several stages over the past decade, and new models of the Magnate appear every few years. The most recent versions of this ship – the Silver Magnate and the Gold Magnate – debuted as rewards in the Amarr Championships in YC105, though the original Magnate design is still a popular choice among Amarr pilots.
3634 Civilian Gatling Pulse Laser Low powered, rapid fire multi-barreled energy weapon that delivers a steady stream of damage. Comes with a pre-fitted irreplaceable standard frequency crystal.
3635 Amarr Punisher Frigate The Amarr Imperial Navy has been upgrading many of its ships in recent years and adding new ones. The Punisher is one of the most recent ones and considered by many to be the best Amarr frigate in existence. As witnessed by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels, but it is more than powerful enough for solo operations.
3636 Civilian Gatling Autocannon Low powered, rapid fire multi-barreled projectile weapon that delivers a steady stream of damage. Generates Its own ammo from space particles. Cannot use standard projectile ammo.
3637 Amarr Tormentor Frigate The Tormentor has been in service for many decades, mainly as a mining ship. It is not big enough to cut it as a battle frigate, but as with most Amarr ships its strong defenses make it a tough opponent to crack. Exactly for this and the way it seems to be curling up on itself has given the Tormentor-class the nickname 'Armadillo'.
3638 Civilian Gatling Railgun Low powered, rapid fire multi-barreled hybrid weapon that delivers a steady stream of damage. Generates Its own ammunition from space particles. Cannot use standard hybrid charges.
3639 Amarr Coercer Destroyer Noticing the alarming increase in Minmatar frigate fleets, the Imperial Navy made its plans for the Coercer, a vessel designed specifically to seek and destroy the droves of fast-moving frigate rebels.
3640 Civilian Light Electron Blaster Low powered, rapid fire multi-barreled hybrid weapon that delivers a steady stream of damage. Generates Its own ammo from space particles. Cannot use standard hybrid ammo.
3641 Amarr Arbitrator Cruiser The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.
3642 Amarr Augoror Cruiser In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Amarr Empire the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Augoror. The Augoror-class cruiser is one of the old warhorses of the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion. Like most Amarr vessels, the Augoror depended first and foremost on its resilience and heavy armor to escape unscathed from unfriendly encounters. After its overhaul, it had some of the armor stripped off to make room for equipment allowing it to focus on the armor of other vessels, along with energy transfers.
3643 Soil Fertile soil rich with nutrients is very sought after by agricultural corporations and colonists on worlds with short biological history.
3644 Amarr Omen Cruiser The Omen is a stereotypical example of the Amarrian School of thinking when it comes to ship design: thick armor and hard hitting lasers. Advancements in heat dissipation allow the Omen to fire its lasers faster than other ships without this technology.
3645 Water Water is one of the basic conditional elements of human survival. Most worlds have this compound in relative short supply and hence must rely on starship freight.
3646 Amarr Harbinger Battlecruiser Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.
3647 Holoreels Holographic video reels (also called "holoreels") are the most common type of personal entertainment there is. From interactive gaming to erotic motion pictures, these reels can contain hundreds of titles each.
3648 Amarr Prophecy Battlecruiser The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. Originally intended as a full-fledged battleship, it was determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile form of artillery support.
3649 Amarr Abaddon Battleship The Abaddon class ship is a celestial tool of destruction. It is designed to enter combat from the outset, targeting enemies at range and firing salvo after salvo at them, and to remain intact on the battlefield until every heretic in sight has been torn to shreds.
3650 Amarr Apocalypse Battleship In days past, only those in high favor with the Emperor could hope to earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. In latter years, even though now in full market circulation, these golden, metallic monstrosities are still feared and respected as enduring symbols of Amarrian might.
3651 Civilian Miner Common, low technology mining laser. Works well for extracting common ore, but not useful for much else.
3652 Amarr Bestower Industrial Ship The Bestower has for decades been used by the Empire as a slave transport, shipping human labor between cultivated planets in Imperial space. As a proof to how reliable this class has been through the years, the Emperor himself has used an upgraded version of this very same class as transports for the Imperial Treasury. The Bestower has very thick armor and large cargo space.
3653 Medium Hull Repairer I Makes use of nano-assembler technology in order to repair damage done to the structure.
3654 Medium Hull Repairer I Blueprint
3655 Medium Hull Repairer II Makes use of nano-assembler technology in order to repair damage done to the structure.
3656 Medium Hull Repairer II Blueprint
3657 Amarr Sigil Industrial Ship A recent ship from Viziam. Based on a old slave transport design.
3658 Amarr Maller Cruiser Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches.
3659 Amarr Aeon Carrier Ships like the Aeon have been with the Empire for a long time. They have remained a mainstay of Amarr expansion as, hopeful for a new beginning beyond the blasted horizon, whole cities of settlers sojourn from their time-worn homesteads to try their luck on infant worlds. The Aeon represents the largest ship of its kind in the history of the Empire, capable of functioning as a mobile citadel in addition to fielding powerful wings of fighter bombers.
3660 Amarr Archon Carrier The Archon was commissioned by the Amarr Navy to act as a personnel and fighter carrier. The order to create the ship came as part of a unilateral initative issued by Navy Command in the wake of Emperor Kor-Azor's assassination. Sporting the latest in fighter command interfacing technology and possessing characteristically strong defenses, the Archon is a powerful aid in any engagement.
3661 Amarr Revelation Dreadnought The Revelation represents the pinnacle of Amarrian military technology. Maintaining their proud tradition of producing the strongest armor plating to be found anywhere, the Empire's engineers outdid themselves in creating what is arguably the most resilient dreadnought in existence. Added to that, the Revelation's ability to fire capital beams makes its position on the battlefield a unique one. When extended sieges are the order of the day, this is the ship you call in.
3662 Amarr Avatar Titan Casting his sight on his realm, the Lord witnessed The cascade of evil, the torrents of war. Burning with wrath, He stepped down from the Heavens To judge the unworthy, To redeem the pure. -The Scriptures, Revelation Verses 2:12
3663 Large Hull Repairer I Makes use of nano-assembler technology in order to repair damage done to the structure.
3664 Large Hull Repairer I Blueprint
3665 Large Hull Repairer II Makes use of nano-assembler technology in order to repair damage done to the structure.
3666 Large Hull Repairer II Blueprint
3667 Amarr Providence Freighter Even though characteristically last in the race to create a working prototype of new technology, the Empire's engineers spared no effort in bringing the Providence into the world. While the massive potential for profit from the capsuleer market is said to have been what eventually made the stolid Empire decide to involve themselves in the freighter business, their brainchild is by no means the runt of the litter; the Providence is one of the sturdiest freighters out there.
3668 Gallente Brutix Battlecruiser One of the most ferocious war vessels to ever spring from Gallente starship design, the Brutix is a behemoth in every sense of the word. When this hard-hitting monster appears, the battlefield takes notice.
3669 Gallente Myrmidon Battlecruiser Worried that their hot-shot pilots would burn brightly in their eagerness to engage the enemy, the Federation Navy created a ship that encourages caution over foolhardiness. A hardier version of its counterpart, the Myrmidon is a ship designed to persist in battle. Its numerous medium and high slots allow it to slowly bulldoze its way through the opposition, while its massive drone space ensures that no enemy is left unscathed.
3670 Caldari Bantam Frigate In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Caldari State, this led to the redesign and redeployment of the Bantam. The Bantam, a strong and sturdy craft, was originally an extremely effective mining frigate. After its redesign, the Bantam's large structure had to give way for logistics systems that ate up some of its interior room but allowed it to focus extensively on shield support for fellow vessels.
3671 Caldari Condor Frigate The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations.
3672 Caldari Griffin Frigate The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.
3673 Wheat Cereal grasses have been localized on hundreds of worlds. The grains of the wheat plant make a solid foundation for the production of foodstuffs within empire space.
3674 Caldari Heron Frigate The Heron has good computer and electronic systems, giving it the option of participating in electronic warfare. But it has relatively poor defenses and limited weaponry, so it's more commonly used for scouting and exploration.
3675 Caldari Kestrel Frigate The Kestrel is a heavy missile boat with a fairly large cargo space and one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas. The Kestrel was designed so that it could take up to four missile launchers but instead it can not be equipped with turret weapons nor mining lasers.
3676 Caldari Merlin Frigate The Merlin is the most powerful all-out combat frigate of the Caldari. It is highly valued for its versatility in using both missiles and turrets, while its defenses are exceptionally strong for a Caldari vessel.
3677 Caldari Cormorant Destroyer The Cormorant is the only State-produced space vessel whose design has come from a third party. Rumors abound, of course, but the designer's identity has remained a tightly-kept secret in the State's inner circle.
3678 Caldari Blackbird Cruiser The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations.
3679 Caldari Caracal Cruiser The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.
3680 Caldari Moa Cruiser The Moa was designed as an all-out combat ship, and its heavy armament allows the Moa to tackle almost anything that floats in space. In contrast to its nemesis the Thorax, the Moa is most effective at long range where its railguns and missile batteries can rain death upon foes.
3681 Caldari Osprey Cruiser In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Caldari State the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Osprey. The Osprey originally offered excellent versatility and power for what was considered a comparably low price. After its redesign, its inbuilt mining technology - now a little creaky and long in the tooth - was gutted from the Osprey and replaced in its entirety with tech of a different type, capable of high energy and shield transfers.
3682 Caldari Drake Battlecruiser Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying.
3683 Oxygen Oxygen is a commodity in constant demand. While most stations have their own supply units, smaller depots and space crafts rely on imports.
3684 Caldari Ferox Battlecruiser Designed as much to look like a killing machine as to be one, the Ferox will strike fear into the heart of anyone unlucky enough to get caught in its crosshairs. With the potential for sizable armament as well as tremendous electronic warfare capability, this versatile gunboat is at home in a great number of scenarios.
3685 Hydrogen Batteries The use of hydrogen batteries has become an international standard both in industry and in the public domain; they are a particularly common power supply in off-world habitats such as space stations.
3686 Caldari Raven Battleship The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty.
3687 Electronic Parts These basic elements of all electronic hardware are sought out by those who require spare parts in their hardware. Factories and manufacturers take these parts and assemble them into finished products, which are then sold on the market.
3688 Caldari Rokh Battleship Having long suffered the lack of an adequate hybrid platform, the Caldari State's capsule pilots found themselves rejoicing as the Rokh's design specs were released. A fleet vessel if ever there was one, this far-reaching and durable beast is expected to see a great deal of service on battlefields near and far.
3689 Mechanical Parts These basic elements of all mechanical hardware can come in virtually any shape and size, although composite or modular functionality is highly advantageous in today's competitive market. Factories and manufacturers take these parts and assemble them into finished products, which are then sold on the market.
3690 Caldari Scorpion Battleship The first Scorpion-class battleship was launched only a couple of years ago, and those that have been built are considered to be prototypes. Little is known of its capabilities, but what has been garnered suggests that the Scorpion is crammed to the brink with sophisticated hi-tech equipment that few can match.
3691 Synthetic Oil Since original oil can be harvested only from a world with a long biological history, synthetic oil has become frequently produced in laboratories all over known space.
3693 Fertilizer Fertilizer is particularly valued on agricultural worlds, where there is a constant demand for all commodities that boost export value.
3695 Polytextiles Composite materials, both synthetic and natural, are used in the creation of polytextiles, durable fabrics that see widespread use in the clothing industry, solar sail manufacture, and even classic art.
3697 Silicate Glass Silicate glass is a common construction material, in constant demand throughout New Eden, whether in planetary structures or reinforced for use in space vessels.
3699 Quafe Quafe is the name of the most popular soft drink in the universe, manufactured by a Gallentean company bearing the same name. Like so many soft drinks, it was initially intended as a medicine for indigestion and tender stomachs, but the refreshing effects of the drink appealed to everyone and the drink quickly became tremendously popular. Quafe is one of the best recognized brands in the whole EVE universe and can be found in every corner of it.
3701 Certification Results These complicated certification results may mean little to the layman's eye, but can prove valuable in the right hands.
3703 Nerve Sticks This booster is used as a stress-reliever and is ingested with a sip of water.
3704 Gallente Dominix Battleship The Dominix is one of the old warhorses dating back to the Gallente-Caldari War. While no longer regarded as the king of the hill, it is by no means obsolete. Its formidable hulk and powerful drone arsenal means that anyone not in the largest and latest battleships will regret ever locking horns with it.
3705 Crash This expensive booster is highly addictive and has been known to cause heart attacks and seizures.
3706 Gallente Hyperion Battleship Recognizing the necessity for a blaster platform to round out their high-end arsenal, the Federation Navy brought in top-level talent to work on the Hyperion. The result: one of the most lethal and versatile gunboats ever to take to the dark skies.
3707 Blue Pill This booster causes forgetfulness and bliss, and may cause light hallucinations.
3708 Gallente Megathron Battleship The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.
3709 Drop This highly hallucinogenic booster can easily cause temporary dementia. It is commonly poured into a wet rag, which is then laid over, or bound across, sensitive parts of the skin.
3710 Gallente Nyx Carrier The Nyx is a gigantic homage to a figure much loved in Gallente society. The ship's design is based on the scepter of Doule dos Rouvenor III, the king who, during his peaceful 36-year reign, was credited with laying the foundation for the technologically and socially progressive ideologies which have pervaded Gallente thought in the millennia since. Indeed, the Nyx itself is emblematic of the Gallenteans' love for progress; packed to the ergonomic brim with the latest in cutting-edge advancements, it is a proud reminder of the things that make the Federation what it is.
3711 X-Instinct Abusers of this booster have reported surreal visions and altered perceptions of the world around them. The subject becomes blissful and content, but highly analytical of the surroundings.
3712 Gallente Thanatos Carrier Sensing the need for a more moderately-priced version of the Nyx, Federation Navy authorities commissioned the design of the Thanatos. Designed to act primarily as a fighter carrier for small- to mid-scale engagements, its significant defensive capabilities and specially-fitted fighter bays make it ideal for its intended purpose.
3713 Vitoc The Vitoc booster has become more than a simple strategy by the Amarrians in controling their slaves. With the Vitoc method, slaves are injected with a toxic chemical substance that is fatal unless the recipient receives a constant supply of an antidote. The method first appeared a few centuries ago when the Amarrians started manning some of their space ships with slaves. As space crew the slaves had to be cajoled into doing complex, often independent work, making older methods of slave control undesirable. Although the more conventional ways of subduing slaves with force (actual or threat of) are still widely used in other forced labor areas, the Vitoc method has proven itself admirably for the fleet.
3714 Gallente Moros Dreadnought Of all the dreadnoughts currently in existence, the versatile Moros possesses perhaps the greatest capacity to fend off smaller hostiles by itself while concentrating on its primary capital target. By virtue of its protean array of point defense capabilities - including a drone bay capable of fielding vast amounts of drones to safeguard the behemoth - the Moros is single-handedly capable of turning the tide in a fleet battle.
3715 Frozen Food Frozen food is in high demand in many regions, especially on stations orbiting a non-habitable planet and a long way from an agricultural world.
3716 Gallente Erebus Titan From the formless void's gaping maw, there springs an entity. Not an entity such as any you can conceive of, nor I; an entity more primordial than the elements themselves, yet constantly coming into existence even as it is destroyed. It is the Child of Chaos, the Pathway to the Next. The darkness shall swallow the land, and in its wake there will follow a storm, as the appetite of nothing expands over the world. From the formless void's gaping maw, there springs an entity. Dr. Damella Macaper The Seven Events of the Apocalypse
3717 Dairy Products These products, extracted from livestock, are one of the biggest cogs in the food production cycle. Dairy products are rich with calcium and help make sure the inhabitants of the EVE universe all have shiny teeth.
3718 Gallente Iteron Mark I Industrial Ship The Iteron-class cargo tugger is fast and reliable and there are many versions of it. It is equally popular among civilians and militaries alike as it's cheap and can be fitted in myriad different ways, allowing it to be used to freight almost anything. It is, however, quite vulnerable and needs to be protected while in unfriendly territories.
3719 Tourists The need for tasting other cultures and seeing new worlds is unquenchable among the well-off citizens of the universe.
3720 Gallente Iteron Mark II Industrial Ship The Iteron-class cargo tugger is fast and reliable and there are many versions of it. It is equally popular among civilians and militaries alike as it's cheap and can be fitted in myriad different ways, allowing it to be used to freight almost anything. It is, however, quite vulnerable and needs to be protected while in unfriendly territories.
3721 Slaves Slavery has always been a questionable industry, favored by the Amarr Empire and detested by the Gallente Federation.
3722 Gallente Iteron Mark III Industrial Ship The Iteron-class cargo tugger is fast and reliable and there are many versions of it. It is equally popular among civilians and militaries alike as it's cheap and can be fitted in myriad different ways, allowing it to be used to freight almost anything. It is, however, quite vulnerable and needs to be protected while in unfriendly territories.
3723 Slaver Hound The slaver hound is a native animal of Syrikos V and has been bred by the Amarrians from the time they first settled the planet more than a millennium ago. The favorable experience of employing the slaver hound as a guard animal has led to it being exported from Syrikos V to most other Amarrian agricultural planets and even some industrial and mining ones as well. In recent years, the slaver hound has become fashionable among Amarrians as a pet for those willing to risk its often murderous nature; slaver hounds can become extremely loyal and devoted to their owners if handled with care.
3724 Gallente Iteron Mark IV Industrial Ship The Iteron-class cargo tugger is fast and reliable and there are many versions of it. It is equally popular among civilians and militaries alike as it's cheap and can be fitted in myriad different ways, allowing it to be used to freight almost anything. It is, however, quite vulnerable and needs to be protected while in unfriendly territories.
3725 Livestock Livestock are domestic animals raised for home use or for profit, whether it be for their meat or dairy products.
3726 Gallente Iteron Mark V Industrial Ship The Iteron-class cargo tugger is fast and reliable and there are many versions of it. It is equally popular among civilians and militaries alike as it's cheap and can be fitted in myriad different ways, allowing it to be used to freight almost anything. It is, however, quite vulnerable and needs to be protected while in unfriendly territories.
3727 Plutonium Plutonium is used in arms manufacturing, among other things, making it a steady trade commodity.
3728 Gallente Obelisk Freighter The Obelisk was designed by the Federation in response to the Caldari State's Charon freighter. Possessing similar characteristics but placing a greater emphasis on resilience, this massive juggernaut represents the latest, and arguably finest, step in Gallente transport technology.
3729 Toxic Waste Waste from various production industries and arms manufacturers can be hazardous to the environment, but instead of dumping it to the void, it can be sold to those who see value in the material.
3730 Minmatar Breacher Frigate The Breacher's structure is little more than a fragile scrapheap, but the ship's missile launcher hardpoints and superior sensors have placed it among the most valued Minmatar frigates when it comes to long range combat.
3731 Megacorp Management "Advanced corporation operation. +50 members per level.
Notice: the CEO must update his corporation through the corporation user interface before the skill takes effect"
3732 Empire Control "Advanced corporation operation. +200 corporation members allowed per level.
Notice: the CEO must update his corporation through the corporation user interface before the skill takes effect"
3733 Cobra Mine Standard mine with nuclear payload.
3734 Cobra Mine Blueprint
3735 Anaconda Mine Standard mine with nuclear payload.
3736 Anaconda Mine Blueprint
3737 Asp Mine Standard mine with nuclear payload.
3738 Asp Mine Blueprint
3739 Caldari Sentry Gun III Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
3740 Caldari Sentry Gun I Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
3741 Caldari Sentry Gun II Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
3742 Gallente Sentry Gun Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
3743 Minmatar Sentry Gun Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
3744 Silverfish Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
3745 Viral Infector Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
3746 Wrecker Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
3747 Enforcer Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
3748 Strain Infester Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High
3749 Decimator Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
3750 Infester Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
3751 SOCT 1 The Society of Conscious Thought prefers this vehicle for most of its errands.
3752 SOCT 1 Blueprint
3753 SOCT 2 The Society of Conscious Thought prefers this vehicle for many of its errands.
3754 SOCT 2 Blueprint
3755 Jove Frigate
3756 Gnosis "The Gnosis is a versatile Battlecruiser designed for exploration in hostile space.
Traits
Special Abilities:
25% bonus to Medium Energy, Hybrid and Projectile Turret damage
25% bonus to Heavy Missiles and Heavy Assault Missiles damage
50% bonus to drone hitpoints, damage and mining yield
37.5% increase to scan strength of probes
Role Bonus:
Can fit Warfare Link modules
Development
The SoCT's Gnosis-class cruiser is typically used as an exploration, research or training vessel and is well equipped for such activities. It is even better prepared, however, to guard such tasks from interruption and sabotage.
Although The Society generally frowns upon violent behavior, extreme (and often, extremely violent) methods are taken to protect its own vessels and the secrets they may carry.
This mission of acquiring, deepening and sharing knowledge is key to the philosophy of the SoCT, and one well-served by the capable and fearsome Gnosis."
3757 Minmatar Burst Frigate In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Minmatar Republic, this led to the redesign and redeployment of the Burst. The Burst had been a small and fast cargo vessel. This all changed after the redesign, when the Burst found its small-time mining capabilities curtailed in lieu of logistics systems that moved its focus to shield support for friendly vessels.
3758 Jove Cruiser
3759 Minmatar Probe Frigate The Probe is large compared to most Minmatar frigates and is considered a good scout and cargo-runner. Uncharacteristically for a Minmatar ship, its hard outer coating makes it difficult to destroy, while the limited weapon hardpoints force it to rely on fighter assistance if engaged in combat.
3760 Minmatar Rifter Frigate The Rifter is a very powerful combat frigate and can easily tackle the best frigates out there. It has gone through many radical design phases since its inauguration during the Minmatar Rebellion. The Rifter has a wide variety of offensive capabilities, making it an unpredictable and deadly adversary.
3761 Minmatar Slasher Frigate The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers.
3762 Minmatar Vigil Frigate The Vigil is an unusual Minmatar ship, serving both as a long range scout as well as an electronic warfare platform. It is fast and agile, allowing it to keep the distance needed to avoid enemy fire while making use of jammers or other electronic gadgets.
3763 Minmatar Thrasher Destroyer Engineered as a supplement to its big brother the Cyclone, the Thrasher's tremendous turret capabilities and advanced tracking computers allow it to protect its larger counterpart from smaller, faster menaces.
3764 Leviathan "Citizens of the State, rejoice!
Today, a great milestone has been achieved by our glorious leaders. A stepping stone in the grand story of our empire has been traversed. Our individual fears may be quietened; the safety of our great nation has been secured.
Today, unyielding, we have walked the way of the warrior. In our hands have our fates been molded. On the Leviathan's back will our civilization be carried home and the taint of the Enemy purged from our souls.
Rejoice, citizens! Victory is at hand.
-Caldari State Information Bureau Pamphlet, YC 12
Caldari Titan Skill Bonuses:
125% bonus to Citadel Missile kinetic damage per level
7.5% bonus to fleet members' maximum shield HP per level
Can fit Oblivion Super Weapon
Can fit Jump Portal Generator
Can fit Clone Vat Bay
Can fit 1 additional Warfare Link module per level
Immune to all forms of Electronic Warfare"
3765 Leviathan Blueprint
3766 Vigil "The Vigil is a Frigate designed for disrupting enemy ships using electronic warfare.
Traits
Minmatar Frigate skill bonus per level:
7.5% bonus to Target Painter effectiveness
10% bonus to Target Painter optimal range
Development
The Vigil is an unusual Minmatar ship, serving both as a long range scout as well as an electronic warfare platform. It is fast and agile, allowing it to keep the distance needed to avoid enemy fire while making use of jammers or other electronic gadgets."
3767 Vigil Blueprint
3768 Amarr Police Frigate Amarr Police Frigate
3769 Amarr Police Frigate Blueprint
3770 Minmatar Bellicose Cruiser Being a highly versatile class of Minmatar ships, the Bellicose has been used as a combat juggernaut as well as a support ship for wings of frigates. While not quite in the league of newer navy cruisers, the Bellicose is still a very solid ship for most purposes, especially in terms of long range combat.
3771 Ectoplasm Used for the making of the liquid inside starship pilot pods, this thick goo is made primarily out of used cell membranes.
3772 Minmatar Rupture Cruiser The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations.
3773 Hydrochloric Acid A clear, colorless, fuming, poisonous, highly acidic aqueous solution of hydrogen chloride, used as a chemical intermediate and in petroleum production, ore reduction, and food processing.
3774 Minmatar Scythe Cruiser In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Minmatar Republic the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Scythe. The Scythe-class cruiser remains the oldest Minmatar ship still in use. It has seen many battles and is an integrated part in Minmatar tales and heritage. With its redesign, past firmware upgrades for mining output were tossed out entirely in favor of two new separate systems that focused on shield transporting and logistics drones respectively.
3775 Viral Agent The causative agent of an infectious disease, the viral agent is a parasite with a noncellular structure composed mainly of nucleic acid within a protein coat.
3776 Minmatar Stabber Cruiser The Stabber is the mainstay of the Minmatar fleet. It is light and extremely fast, yet surprisingly powerful, with a wide variety of weapons. It is one of few Minmatar vessels that have reached popularity outside Minmatar space.
3777 Long-limb Roes The eggs of the hanging long-limb are among the most sought after delicacies in fancy restaurants. The roe is quite rare because no one has succeeded in breeding the species outside its natural planetary habitat.
3778 Minmatar Cyclone Battlecruiser The Cyclone was created in order to meet the increasing demand for a vessel capable of providing muscle for frigate detachments while remaining more mobile than a battleship. To this end, the Cyclone's eight high-power slots and powerful thrusters have proved ideal.
3779 Biomass A catch-all term for composite material obtained from living things, biomass has several unique properties that make it ideal for various industrial, commercial, and personal uses. Its most important attribute is that it retains many of its nutrients even after being harvested, transported, and processed.
3780 Minmatar Hurricane Battlecruiser The force with which this ship hits is more than sufficient to leave a trail of shattered enemies, floating around like so much lifeless debris. An adaptable vessel, it has enough turret hardpoints for a full-scale assault while remaining versatile enough to allow for plenty of missile fire, and has both sufficient speed to outrun its enemies and sufficient capacitor charge to outlast them.
3781 Minmatar Maelstrom Battleship With the Maelstrom, versatility is the name of the game. Its defensive capabilities make it ideally suited for small raid groups or solo work, while its 8 turret hardpoints present opportunities for untold carnage on the fleet battlefield.
3782 Minmatar Tempest Battleship The Tempest is one of the Republic Fleet's key vessels; a versatile gunship proficient at long-range bombardment and capable of dishing out specialized types of damage with great effectiveness. A well-rounded squadron of Tempests has been proven time and time again to be an invaluable wild card in a fleet battle, one which opponents should ignore at their own peril.
3783 Minmatar Typhoon Battleship Much praised by its proponents and much maligned by its detractors, the Typhoon-class battleship has always been one of the most hotly debated spacefaring vessels around. Its distinguishing aspect - and the source of most of the controversy - is its sheer versatility, variously seen as either a lack of design focus or a deliberate freedom for pilot modification.
3784 Minmatar Hel Carrier Inspired by a vicious scissor-toothed shark indigenous to old-world Matar, the Hel is widely viewed as a sign of a Republic out for blood. Since the beginning of its development it has remained a project cloaked in secrecy, with precious few people aware of its progress and its capabilities, and its formal unveiling has come as a defiant slap in the face to many who formerly believed the Matari incapable of working at this scale of starship design. Whatever comprises the soil of its roots, though, one thing is clear: from no-frills living quarters to grim, unadorned aesthetic, this ferocious behemoth has been designed for one purpose and one purpose only. ”Imagine a swarm of deadly hornets pouring from the devil's mouth. Now imagine they have autocannons.” -Unknown Hel designer
3785 Minmatar Nidhoggur Carrier Essentially a pared-down version of its big brother the Hel, the Nidhoggur nonetheless displays the same austerity of vision evident in its sibling. Quite purposefully created for nothing less than all-out warfare, and quite comfortable with that fact, the Nidhoggur will no doubt find itself a mainstay on many a battlefield.
3786 Minmatar Naglfar Dreadnought The Naglfar is based on a Matari design believed to date back to the earliest annals of antiquity. While the exact evolution of memes informing its figure is unclear, the same distinctive vertical monolith form has shown up time and time again in the wind-scattered remnants of Matari legend. Boasting an impressive versatility in firepower options, the Naglfar is capable of holding its own against opponents of all sizes and shapes. While its defenses don't go to extremes as herculean as those of its counterparts, the uniformity of resilience - coupled with the sheer amount of devastation it can dish out - make this beast an invaluable addition to any fleet.
3787 Minmatar Ragnarok Titan The liberty of our people is solely our responsibility. Tempting as it is to foist this burden upon our well-wishers, we must never forget that the onus of our emancipation rests with us and us alone. For too long, our proud people have been subjugated to the whims of enslavers, forced to endure relentless suffering and humiliation at the hands of people whose motivations, masked though they may be by florid religious claptrap, remain as base and despicable as those of the playground bully. If ever there was a time to rise – if ever there was a time to join hands with our brothers – that time is now. At this exact junction in history we have within our grasp the means to loosen our tormentors' hold and win freedom for our kin. Opportunities are there to be taken. Brothers, we must rise. -Malaetu Shakor, Republic Parliament Head Speaking before the Tribal Council November 27th, YC 107
3788 Minmatar Hoarder Industrial Ship The Hoarder is the second in line of the Minmatar industrial ships, it's not as strong as the Mammoth but its cargo space is very large for its price. It's perfect for operation in peaceful areas or when it has strong escort.
3789 Minmatar Mammoth Industrial Ship The Mammoth is the biggest and the strongest industrial ship of the Minmatar Republic. It was designed with aid from the Gallente Federation, making the Mammoth both large and powerful yet also nimble and technologically advanced. A very good buy.
3790 Minmatar Wreathe Industrial Ship The Wreathe is an old ship of the Minmatar Republic and one of the oldest ships still in usage. The design of the Wreathe is very plain, which is the main reason for its longevity, but it also makes the ship incapable of handling anything but the most mundane tasks.
3791 Minmatar Fenrir Freighter Third in line to jump on the freighter bandwagon, the Republic decided early in the design process to focus on a balance between all ship systems. True to form, their creation is comparatively lightweight - though lightweight is certainly not a term easily applicable to this giant.
3792 Caldari Academy Office The Pilot Certification Documents can be retrieved from inside this office.
3793 Data Subverter I "A specialized computer and communications suite designed to assist attempts to subvert the control routines of orbital structures.
""You fail to understand. This is our time now. Since prehistory, we have fought each other, first with clubs, then with guns and with beams of energy. Now we shall fight with our minds amidst the beautiful spinning streams of data interconnecting all life on all worlds.
Resist, if you like. Your efforts will only hasten the time when we wrest control from you and all the rest of the old order.""
- Note left in Federal Intelligence Office mainframe by anonymous hacker"
3794 Data Subverter I Blueprint
3795 Blood Raider Central Bastion This massive structure sends signals to its neighbors and the rest of the complex constantly, processing and coordinating all functions. An armament of Citadel torpedo batteries, < a href=evebrowser:http://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Electronic_Warfare:Stasis_Webifiers>stasis webifiers, and advanced repair functions reinforce the already formidable structure.
3796 Sun O1 (Blue Bright)
3797 Sun G5 (Pink)
3798 Sun K5 (Orange Bright)
3799 Sun G3 (Pink Small)
3800 Sun M0 (Orange radiant)
3801 Sun A0 (Blue Small)
3802 Sun K3 (Yellow Small)
3803 Sun B5 (White Dwarf)
3804 VIPs Very important people. Business executives, politicians, diplomats and game designers.
3805 Sansha's Nation Central Bastion Brimming with electronics and defensive batteries, the Sansha central bastion coordinates and collates hundreds of petabytes of Nation neural traffic daily. Frequently found at the heart of a Sansha local network, the bastion also serves as a common storage point for advanced Sansha starship modules.
3806 Refugees When wars and epidemics break out, people flee from their homes, forming massive temporary migrations.
3807 Miniball hax
3808 Prisoners Transporting prisoners is a task that requires trust and loyalty to the empire's legislative arm, but it is one of the least sought-after jobs in the known universe.
3809 Serpentis Administration Facility This structure houses a full staff of research techs, engineers, and pencil pushers. It is also heavily armored and upgraded with the latest in military grade anti-spacecraft batteries.
3810 Marines When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.
3811 Minmatar Academy Office The Pilot Certification Documents can be retrieved from inside this office.
3812 Data Sheets These complicated data sheets may mean little to the layman's eye, but can prove valuable in the right hands.
3814 Reports These encoded reports may mean little to the untrained eye, but can prove valuable to the relevant institution.
3818 Exile This booster is highly addictive and has been known to cause aggressive behavior.
3820 Sooth Sayer This booster causes the subject to fall into a blissful sleep. Reports tell of abusers falling into a deep coma, never to regain consciousness.
3821 Dread Guristas Commanding Officer "Subject: Dread Guristas Commanding Officer (ID: Modified Caldari Raven)
Military Specifications: Battleship-class vessel. Heavily modified for increased shield and weapon system performance.
Additional Intelligence: Like the majority of Gurista craft, this ship is a variant on Caldari design, in this case the infamous Raven. Analyses of salvaged wrecks have found numerous aftermarket modifications. Common alterations include custom torpedo tubes capable of handling over-packed payloads and the removal of output governing systems on shield emitters. These systems result in a perceived increase of performance, but put crews at increased risk of burns, radiation poisoning, and, in the case of catastrophic failure, immolation in fires exceeding 10,000 Kelvin.
Analyst Boselena, CDIA.
Authorized for capsuleer dissemination. "
3822 Frentix The Frentix fluid is used as a relaxative drug on subjects in heavy pain. Abuse of this booster is common in underground communities around the universe.
3823 True Sansha Archduke "Subject: True Sansha Archduke (ID: Modified Nightmare)
Military Specifications: Battleship-class vessel. Heavily modified for increased armor and weapon system performance.
Additional Intelligence: The Archduke Nightmare variant is favored by Sansha military outpost commanders. While perhaps not as advanced as the ships flown by Sansha incursion forces, the Archduke is clearly built with the lessons from capsuleer battles in mind: Molten salt coolant systems allow for overcharged energy turrets. Physical link cables connect key True Slave crew members directly to their ship commander, preventing any electronic interference from affecting the crew. Supplemental adaptive armor plates line the hull.
This is all in addition to several proprietary Nation modules and other experimental tech found exclusively, if inconsistently, among models of the Archduke variant.
Analyst Atros, CDIA.
Authorized for capsuleer dissemination. "
3824 Crystal Egg Crystal is a common feel-good booster, used and abused around the universe in abundance.
3825 Dark Blood Hunter "Subject: Dark Blood Hunter (ID: Modified Bhaalgorn)
Military Specifications: Battleship-class vessel. Heavily modified for increased armor and enhanced laser penetration.
Additional Intelligence: The Bhaalgorn variant used exclusively by Dark Blood Hunters betrays the ship's design goal: direct engagement with capsuleer ships. The outer hull is reinforced with a further 18 inches of armor plating. Energy turrets are fitted with a molten salt cooling system, allowing a “hotter” discharge. To accommodate the obscene power needs, a full two-thirds of the crew space is replaced with additional power generators. Ironically, the ship's advanced composition also makes it a tempting target for many capsuleers, as Dark Blood Hunter wreckage often contains advanced modules exclusive to the Blood Raider Covenant.
Analyst Rurkanid, CDIA.
Authorized for capsuleer dissemination.
"
3826 Mindflood Highly addictive fluid of which the toxic fumes are inhaled through the nostrils of the user. Mindflood kills braincells quicker than submerging one's brain in battery acid.
3827 Shadow Serpentis Big Boss "Subject: Shadow Serpentis Big Boss (ID: Modified Vindicator)
Military Specifications: Battleship-class vessel. Heavily modified for increased shield and weapon system performance.
Additional Intelligence: This variant of the familiar Serpentis Vindicator was first encountered at the conclusion of a prolonged but failed SARO sweep operation. SARO ships had a sizable Serpentis fleet on the run, until a commander in this Vindicator variant entered the scene. The resilience and coordination abilities of the vessel led several SARO agents on scene to name it the “Big Boss,” a name which has come to be attached to the entire variant line.
In addition to a second power tram to the shield emitters and redundant targeting systems, the Big Boss features the latest in Serpentis-engineered modular equipment and weaponry.
Analyst Crarch, CDIA.
Authorized for capsuleer dissemination.
"
3828 Construction Blocks Metal girders, plasteel concrete, and fiber blocks are all common construction materials used in almost every large-scale building or manufacturing project throughout New Eden.
3829 Medium Shield Extender I Increases the maximum strength of the shield.
3830 Medium Shield Extender I Blueprint
3831 Medium Shield Extender II Increases the maximum strength of the shield.
3832 Medium Shield Extender II Blueprint
3835 Gallente Academy Office The Pilot Certification Documents can be retrieved from inside this office.
3836 Pilot Certification Documents "This document, specifically designed for capsuleers, certifies that the holder has passed basic training and is cleared for further instruction, as well as general employment throughout the cluster. A basic level of piloting proficiency is required before being awarded the certification, and the capsuleers must demonstrate competency in a range of fundamental navigation and combat tasks.
Although the document is not required by CONCORD police or empire law, it significantly adds to the employment prospects of a newly-graduated capsuleer. Throughout repeated surveys and tests one common pattern emerges; those capsuleers who complete this basic training and other more advanced courses have a much higher chance of employment with other capsuleer corporations, and generally finds themselves more confident and knowledgeable in the often turbulent and confusing first few days of becoming a full-fledged capsuleer.
Not only that, but graduates get a swanky new outfit to show off to the dropouts and plebeians who couldn't cut it.
"
3837 Token of Submission "A document representing submission to the authority of the Amarrian Empress, Jamyl Sarum.
Notably, the language surrounding capsuleer fealty has been significantly watered down, revealing that even the Amarr Empire is willing to acknowledge the reality of capsuleer freedom and autonomy. "
3838 Clearance Documents "These documents clear the holder from numerous by-laws and responsibilities within the Caldari State and abroad.
They are issued to capsuleers, who typically operate above the law and are accountable to few people. All this document does is formalize that reality, and as such, is entirely redundant and pointless.
The hypercapitalist corporate state of the Caldari is awash with these sorts of documents, however, and the tendency towards needless bureaucracy is simply a part of corporate life. "
3839 Large Shield Extender I Increases the maximum strength of the shield.
3840 Large Shield Extender I Blueprint
3841 Large Shield Extender II Increases the maximum strength of the shield.
3842 Large Shield Extender II Blueprint
3843 Tribal Sponsorship "Tribal sponsorship is a longstanding tradition within the Minmatar Republic. Typically sponsorship is sought by an individual before embarking on a journey away from their tribe, or as part of a corporation's employment process. After a sometimes lengthy approval process, a Minmatar is then able to proceed with the full support of their tribal peers.
Typically, a citizen of the Republic will seek sponsorship from only their family tribe, and this is usually sufficient to last their lifetime, barring any dramatic changes. In some rare circumstances, sponsorship is granted from all of the seven tribes to particularly promising individuals.
In the unique case of the capsuleers, the seven tribes of the Republic have agreed to blanket-issue sponsorships as an attempt to encourage loyalty and cooperation."
3844 Freedom of Operation License "This document is issued to all graduate capsuleers, regardless of their ethnicity or background.
In the document, various fundamental human rights are outlined and defended, including the freedom to travel, freedom to work for a corporation of one's choosing, and freedom of speech within Gallente Federation borders.
The document is somewhat redundant for capsuleers, who enjoy these freedoms and others even greater. Despite this obvious fact, the Federation authorities have chosen to issue the license all the same, viewing it as a symbolic gesture, and a reminder of the Federation's core values. "
3845 Amarr Cargo Rig This industrial structure serves as a platform for warehouses and the sorting of cargo containers.
3846 Caldari Cargo Rig This industrial structure serves as a platform for warehouses and the sorting of cargo containers.
3847 Gallente Cargo Rig This industrial structure serves as a platform for warehouses and the sorting of cargo containers.
3848 Minmatar Cargo Rig This industrial structure serves as a platform for warehouses and the sorting of cargo containers.
3849 Micro Shield Extender I Increases the maximum strength of the shield.
3851 Micro Shield Extender II Increases the maximum strength of the shield.
3858 Tutorial Fuel Depot This depot contains fuel for the surrounding structures.
3859 genericAudioEmitter
3863 CONCORD Police Officer This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
3864 Amarr Citadel
3865 Gallente Research Station
3866 Gallente Trading Hub
3867 Gallente Industrial Station
3868 Gallente Administrative Station
3869 Gallente Logistics Station
3870 Gallente Mining Station
3871 Caldari Station Hub
3872 Caldari Military Station
3873 Stargate (Caldari Border)
3874 Stargate (Gallente Constellation)
3875 Stargate (Gallente System)
3876 Stargate (Gallente Border)
3877 Stargate (Minmatar Constellation)
3878 Phantom Little is known about Jovian vessels, safe for their technical superiority.
3880 Ripped Superstructure This enormous part of a stellar construct carries a melancholic atmosphere.
3881 Ruined Monument An archaic reminder of the days of olde.
3882 Exsanguinator "Subject: Exsanguinator (ID: Modified Prophecy)
Military Specifications: Battlecruiser-class vessel. Heavily modified for increased armor and energy weapon output.
Additional Intelligence: The danger involved in confronting a Blood Raider Exsanguinator cannot be overstated. These terrifying individuals represent some of the worst the Covenant has to offer, ruthless warriors with an absolute devotion to their organization's ideals. Their lust for capsuleer blood is legendary.
Analyst Nadiri, CDIA.
Authorized for capsuleer dissemination. "
3883 DED Army Officer This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
3884 Guristas Distributor "Subject: Distributor (ID: Modified Ferox)
Military Specifications: Battlecruiser-class vessel. Heavily modified for increased shield and weapon system performance.
Additional Intelligence: Little remains of what was once an off-the-rack Ferox cruiser. The Guristas take their security very seriously, as is evident by numerous missile launchers and support hardware to ensure they function at peak performance. Initial readouts indicate a high yield of kinetic and thermal ballistics.
Analyst Nadiri, CDIA.
Authorized for capsuleer dissemination.
"
3885 CONCORD Police Captain This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
3886 DED Army Captain This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
3887 Co-Processor I Increases CPU output.
3888 Co-Processor II Increases CPU output.
3889 Slave Ation09 "Subject: Slave Ation09 (ID: Modified Phantasm)
Military Specifications: Enhanced variant of Sansha's Nation cruiser model. Extreme caution recommended.
Additional Intelligence: Taken during the incursion at Ation, this high-ranking officer of True Creations has been tasked with maintaining Nation's supply of neural paralytics, an essential component of their harvesting tactic. Naturally, he has also been commanded by Kuvakei himself to attack and destroy any threats to Nation assets.
Senior Analyst Epo, CDIA.
Authorized for capsuleer dissemination. "
3890 Sarpati Family Enforcer "Subject: Sarpati Family Enforcer (ID: Modified Brutix)
Military Specifications: Battlecruiser-class vessel. Do not engage without assistance.
Additional Intelligence: Representatives of the Sarpati family often tour Serpentis Corporation facilities to ensure that their operations are efficient and secure. They have been known to execute their own employees as examples to others and are too well paid to ever think of resigning, so they have absolutely no qualms about engaging interlopers.
Associate Analyst Kepeck, CDIA.
Authorized for capsuleer dissemination. "
3891 5/10 DED Angel Big Boss This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
3893 Mining Connections "Understanding of corporate culture on the industrial level and the plight of the worker.
Improves loyalty point gain by 10% per level when working for agents in the Mining corporation division.
"
3894 Distribution Connections "Understanding of the way trade is conducted at the corporate level.
Improves loyalty point gain by 10% per level when working for agents in the Distribution corporation division.
"
3895 Security Connections "Understanding of military culture.
Improves loyalty point gain by 10% per level when working for agents in the Security corporation division."
3897 Micro Proton Smartbomb I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
3898 Quafe Zero "Congratulations, capsuleer! You have been selected to receive a free limited batch of Quafe Zero, the performance drink with the powers of a booster! Enjoy the benefits of increased reflexes with none of the drawbacks!
Benefits:
+5% Speed, +5% Scan Resolution. Duration: 1 hour.
Attached Ad Copy
As a capsuleer, you are immortal. You have all eternity to seize your destiny. Shouldn’t you have a soft drink that can perform as well as you? Quafe thinks so. That’s why we’ve developed Quafe Zero.
Using the latest in cutting edge biotechnology, our industry-leading scientists have reverse-engineered Quafe Zero from compounds found only in Sleeper vessels. Quafe Zero is fortified with a proprietary mix of performance enhancers, oxidizers, and natural fruit juices designed to push your abilities to the limit.
The secret is in our patented fulleroferrocene nanite delivery system, which attaches our exclusive pro-capsuleer formula directly to the neurons you want, not the ones you don’t. The result is an immediate and direct boost to your performance, with Zero drawbacks!
Quafe Zero is a product of the Quafe Company. Quafe does not condone the use of boosters or other illicit substances. The Quafe Company disavows responsibility for any side effects caused by consuming Sleeper technology.
Warning: Quafe Zero is designed for capsuleer use only. Side effects experienced by non-capsuleers include but are not limited to dizziness, blindness, nausea, internal hemorrhaging, IBS, sleepwalking, amnesia, sexual deviancy, vision changes, acute epidermal sloughing, partial or total loss of motor control, and minor skin rash.
Quafe Zero is manufactured in the Phoenix constellation.
Quafe Zero: Multiply your eternity by Zero!"
3899 Micro Proton Smartbomb II Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
3901 Micro Graviton Smartbomb I Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
3903 Micro Graviton Smartbomb II Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
3907 Micro Plasma Smartbomb I Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
3909 Micro Plasma Smartbomb II Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
3910 Caldari Sofa
3911 Caldari Ship Interface
3913 Micro EMP Smartbomb I Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
3914 Caldari Main Screen
3915 Micro EMP Smartbomb II Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
3916 Caldari Planetary Interaction
3919 Caldari Corporation Recruitment
3920 Amarr Industrial Station LCO Amarr Industrial Station.
3921 Pirate Saboteur This is an inexperienced saboteur. Saboteurs usually has skills for different kinds of related work, such as espionage, counterfeiting or infiltration. Such actions are often required before an actual sabotage takes place.
3922 Hardware Hardware used in supplies.
3923 Clones Clones used in supplies
3925 Reclaimed Organics "A heterogeneous slurry of various biological tissues and fluids, produced from the remains of (formerly) living organisms.
While considered mildly hazardous on its own, advanced technology is capable of growing this organic bulk matter into valuable, clone-grade flesh.
""With the right spices, the mouth cannot distinguish cheap meat from a Holder's feast."" - Apocryphal Amarrian proverb"
3926 Augmented Stem Cells Augmented stem cells are vital in the process of re-using biological matter, used for instance with growing clones.
3927 Clones Blueprint sdf
3928 Hardware Blueprint
3930 Minmatar Sofa
3931 Minmatar Ship Interface
3932 Minmatar Main Screen
3933 Minmatar Corporation Recruitment
3934 Minmatar Planetary Interaction
3937 Medium Proton Smartbomb I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
3938 Medium Proton Smartbomb I Blueprint
3939 Medium Proton Smartbomb II Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
3940 Medium Proton Smartbomb II Blueprint
3941 Medium Graviton Smartbomb I Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
3942 Medium Graviton Smartbomb I Blueprint
3943 Medium Graviton Smartbomb II Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
3944 Medium Graviton Smartbomb II Blueprint
3947 Medium Plasma Smartbomb I Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
3948 Medium Plasma Smartbomb I Blueprint
3949 Medium Plasma Smartbomb II Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
3950 Medium Plasma Smartbomb II Blueprint
3952 LCO Archon The Archon was commissioned by the Amarr Navy to act as a personnel and fighter carrier. The order to create the ship came as part of a unilateral initative issued by Navy Command in the wake of Emperor Kor-Azor's assassination. Sporting the latest in fighter command interfacing technology and possessing characteristically strong defenses, the Archon is a powerful aid in any engagement.
3953 Medium EMP Smartbomb I Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
3954 Medium EMP Smartbomb I Blueprint
3955 Medium EMP Smartbomb II Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
3956 Medium EMP Smartbomb II Blueprint
3957 LCO Serpentis Stronghold This gigantic station is one of the Serpentis military installations and a black jewel of the alliance between The Guardian Angels and The Serpentis Corporation. Even for its size, it has no commercial station services or docking bays to receive guests.
3958 GDN-9 "Nightstalker" Combat Goggles The GDN line of safety and combat optical systems began humbly, used only by a small number of Caldari PMCs — that is, until the YC 113 action holoreel sequel Smash 4 the State shot the GDN-8 firmly in the public's collective eye. Now, GDN-9 “Nightstalker” cosmetic goggles will fulfill your desire to own the GDN-8 without the need to purchase military-grade electronics or radiation-proofing.
3959 Criminal Saboteur This is an inexperienced saboteur. Saboteurs usually has skills for different kinds of related work, such as espionage, counterfeiting or infiltration. Such actions are often required before an actual sabotage takes place.
3960 Bandit Saboteur This is an inexperienced saboteur. Saboteurs usually has skills for different kinds of related work, such as espionage, counterfeiting or infiltration. Such actions are often required before an actual sabotage takes place.
3961 Rogue Saboteur This is an inexperienced saboteur. Saboteurs usually has skills for different kinds of related work, such as espionage, counterfeiting or infiltration. Such actions are often required before an actual sabotage takes place.
3962 Customs Office Gantry "A rigid scaffold equipped with stabilizing thrusters and microgravity fabrication facilities, this gantry is designed for the erection of large, stationary structures in the orbit of planetary bodies. This model provides the skeleton for an orbital Customs Office.
Note: In an effort to reduce waste, the gantry will be consumed during construction and its materials will be incorporated into the new structure.
"
3963 Customs Office Gantry Blueprint
3964 Orbital Command Center "Orbital Command Centers provide the basic communication, command & control facilities necessary to integrate a planetary society and economy into an interstellar community. They serve as bases from which power can be projected into the local area, as well as hubs of economic activity.
However, they lack the power plants, drydocks and other facilities necessary to qualify as full, starship-capable Outposts.
Elyse: Wait, are you the kid from Oursulaert who steals drones and sets holders' robes on fire? (pause) I'm on a crew with Gallente's Most Wanted?
Thaddeus: Is there going to be a problem?
Elyse: Hell no, this is going to be the best shift ever!
- Excerpt from S1E3 of the smash hit holoseries, ""The OCC"""
3966 Men's 'Precision' Boots "Designer: Vallou
Even the strongest commander needs support. Our ""Precision"" collection introduces the latest in military style with these perfect pitch black uniform boots. Polished leather outer-soles conceal a rugged grip and metal heel-caps; Veproco-treated leather uppers maintain a sleek shine no matter the environment. Our patented shock-resistant inner cushioning reduces leg strain when you need to stay on your feet, and the dual-zip front improves fit and comfort without sacrificing style. Command in confidence."
3967 Gallente Station 7 LCO Docking has been prohibited into this station without proper authorization.
3970 Federation Administrative Outpost A standard outpost of Gallentean design.
3974 Minmatar Service Outpost Structure A service outpost for Minmatar traders and travelers.
3975 Women's 'Structure' Dress (navy) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
3977 Large Proton Smartbomb I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
3978 Large Proton Smartbomb I Blueprint
3979 Large Proton Smartbomb II Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
3980 Large Proton Smartbomb II Blueprint
3981 Large Graviton Smartbomb I Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
3982 Large Graviton Smartbomb I Blueprint
3983 Large Graviton Smartbomb II Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
3984 Large Graviton Smartbomb II Blueprint
3986 Large Remote Hull Repairer II This module uses nano-assemblers to repair damage done to the hull of the Target ship.
3987 Large Plasma Smartbomb I Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
3988 Large Plasma Smartbomb I Blueprint
3989 Large Plasma Smartbomb II Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
3990 Large Plasma Smartbomb II Blueprint
3991 Large Remote Hull Repairer II Blueprint
3992 Men's 'Commando' Pants (black wax) "Designer: Sennda of Emrayur
Whether ranking officer or rank-and-file, look prepared and professional in our gartered ""Commando"" pants. Our classic soft wool blend affords comfort, and the pleated front and comfort-woven lower legs offer a martial silhouette in a contrast of matte black and a midnight black sheen, along with an ease of movement that would please any career soldier. Show them you mean business: Go Commando.
"
3993 Large EMP Smartbomb I Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
3994 Large EMP Smartbomb I Blueprint
3995 Large EMP Smartbomb II Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
3996 Large EMP Smartbomb II Blueprint
3997 Women's 'Excursion' Pants (black/gray) "Designer: Vallou
Vallou's ""Excursion"" pants in a cool interplay of black and gray are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
3998 Women's 'Impress' Skirt (gray) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in contrasting tones of professional blacks and greys, while unobtrusive back pockets preserve the slim-line silhouette.
"
3999 Women's 'Impress' Skirt (black wax) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in contrasting tones of professional blacks and greys, complete with a waxy sheen that catches any light, while unobtrusive back pockets preserve the slim-line silhouette.
"
4001 Men's 'Trench' Boots "Designer: Sennda of Emrayur
Classic military style and boardroom chic come together in the perfect pitch black of our latest footwear. Crafted of genuine calfskins, reinforced around the foot and supple at the ankle, our classic military boot features Resothane inserts for breathability. Shok-Lite lining and a subtly stacked heel provide essential support, so you never have to worry when you're thinking on your feet."
4002 Women's 'Minima' Heels "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated elegance meets modern sensibilities with slick patent leather; our trademark ""V"" clasp securing the ankle assures the highest Vallou quality.
"
4003 Women's 'Greave' Knee-Boots "Designer: House of Ranai
Who says military dress has to be unflattering? Step out in style in our ""Greave"" high-heeled boots, inspired by the gaiters of yesteryear's foot-soldier. Slick leather wraps up to your knee, while the structured flexible ribbing at the back provides for easy on-and-off.
"
4004 Women's 'Mystrioso' Boots "Designer: Sennda of Emrayur
In a complicated world, relax in simplicity in our ""Mystrioso"" boots. In a symphony of darkest black, leather uppers flatter any ensemble, while the toe platform provides height without strain. The transparent prismatic resin heel adds a touch of intrigue to the understated design."
4005 Scorpion Ishukone Watch "With its focus on electronic warfare, few ships can resist the direct onslaught of the Ishukone Watch Scorpion-class battleship's jamming capabilities.
Traits
15% bonus to ECM Target Jammer strength per level
25% bonus to ECM Target Jammer optimal and falloff range per level
25% Bonus to ECM Burst range per level
Details
This variant of the Scorpion represents the pinnacle of the Ishukone paramilitary force's electronic warfare capabilities.
Development
When Ishukone Watch was commissioned to produce a run of Scorpion-class battleships for its parent company, it was decided that a number of extra units would be offered to the capsuleer community to help fund the effort. Interestingly, the entire project took less than one year from start to finish, suggesting at some degree of urgency in the fleet's production.
The first of these vessels was awarded to Gallente pilot Jack DuVal on June 4th YC115 as a gesture of good will, after it was stolen from an Ishukone Watch shipyard in orbit of Caldari Prime by the Guristas Pirates, before being abandoned in his hangar in Korama after a lengthy pursuit across the Caldari Border Zone.
Technology
Though the typical Scorpion-class battleship includes a highly advanced sensor package, Ishukone Watch modifies their ships for policing duty around their worlds. Custom multispectral radiation scanners designed to catch all forms of planetary and extra-planetary communications replace the standard comms suite. Special LADAR and thermal imaging equipment allow Ishukone Watch ships to serve as a distant eye-in-the-sky for planetary security forces. Although these features are stripped out before decommissioned hulls are placed on the open market, the infamy of the Ishukone Watch still makes ships popular with independent ship buyers.
Notes
Many wonder why Ishukone Watch would produce a massive run of electronic warfare battleships, especially with sensor suites fine-tuned to detect planetside signals. Some have speculated that these ships were intended to support a larger, multinational fleet. Regarding the mass production of these ships, Ishukone Watch CEO Eborimi Shiskala praised her parent corporation with an ""incredible dedication to the Ishukone doctrine of technological superiority."""
4006 Scorpion Ishukone Watch Blueprint
4007 Minmatar Station LCO Docking has been prohibited into this station without proper authorization.
4008 Men's 'Lockstep' Boots "Designer: House of Ranai
Life on the cutting edge doesn't have to be harsh. Our ""Lockstep"" military gentleman's boots enfold your feet in the dark, muted colors of soft genuine leather, with reinforced toes and metal heel caps for protection. Pressure-sensitive gel insoles provide comfort and regulate temperature, while our patented limited-magnetic closure ensures a comfortable, custom fit."
4009 Looking Glass Monocle Interface (right/gold) An extremely rare and sought-after implant available only to the wealthy and powerful of New Eden, the Looking Glass monocle interface offers advanced vision augmentation beyond the capabilities of all comparable prosthetics or upgrades. Full-spectrum optic weave filters, nanofiber refraction lenses, an enhanced NeoCom uplink, and a blackbox holovid recorder linked directly to the memory centers in the temporal lobe are just some of its groundbreaking options. When combined with the specialized training and equipment unique to capsuleers, the Looking Glass is an efficient interfacing tool, not to mention a dramatic fashion statement.
4010 Domination Grigori "Subject: Domination Grigori (ID: Modified Daredevil)
Military Specifications: Frigate-class vessel. Veteran-level crew.
Additional Intelligence: Designed specifically for lightning raids in enemy space, the Grigori variant of the daunted Daredevil can catch the inexperience ship captain unaware. What is most impressive is that, beyond a handful of experimental Angel technologies, the Grigori's advantage comes almost exclusively from employing an all-veteran crew. The efficiency and skill a Grigori crew brings to battle can rival those of a capsuleer. Luckily, the loss of a Grigori crew can be extremely demoralizing for local Cartel forces, leading them to eventually abandon complexes where a Grigori was destroyed.
Analyst Kental, DED.
Authorized for capsuleer dissemination. "
4011 Reinforced Drone Bunker "Subject: Reinforced Drone Bunker
Summary: This structure appears similar to classic drone bunkers, but is heavily modified to withstand direct attack.
Additional Intelligence: First appearing in YC 113, the reinforced drone bunker is an incredibly sturdy variant of the classic rogue drone bunker design. The outer hull itself is bolstered by a honeycombed mesh of tritanium-tungsten alloy, preventing breaches from tears or blunt impact. Internal systems are supplemented with multiple redundancies.
The nature of rogue drones makes it difficult to determine if these improvements are the result of conscious effort or, as some engineers theorize, a sort of natural selection after years of losing traditional bunkers to capsuleer raids.
Senior Defense Analyst Jervei, FIO.
Authorized for capsuleer dissemination."
4012 Dread Guristas Irregular "Subject: Dread Guristas Irregular (ID: Modified Worm)
Military Specifications: Frigate-class vessel. Veteran-level crew.
Additional Intelligence: First encountered in YC112, the Irregular is an attack frigate modified for fast assault and first response action. A tritanium-reinforced hull improves survivability, as does an experimental Guristas Production Atlas capacitor. Each Irregular is, ironically, crewed by seasoned combat veterans. The average total experience of an Irregular crew is 90 years. This experience gap gives the Irregular an 83% higher survivability rating than the average Guristas frigate crew.
Comparative Intelligence Specialist Ahelen, Wiyrkomi Peace Corps.
Authorized for capsuleer dissemination. "
4013 RADAR Backup Array I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
4014 RADAR Backup Array II "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
4015 Dark Blood Alpha "Subject: Dark Blood Alpha (ID: Modified Inquisitor)
Military Specifications: Frigate-class vessel. Veteran-level crew.
Additional Intelligence: The Dark Blood Alpha is an Inquisitor variant designed for a single purpose: lead blitzkrieg raids through empire space. Taking after capsuleer tactics, the Dark Blood Alpha coordinates groups of fast-attack frigates known as wolf packs. Wolf packs swarm larger targets, providing too many fast moving targets for the enemy weapons to track. The Dark Blood Alpha is crewed almost exclusively by veterans of past raids, making this ship the most dangerous opponent on the field.
Analyst Fawlon, Ministry of Assessment.
Authorized for capsuleer dissemination.
"
4016 Women's 'Excursion' Pants (black) "Designer: Vallou
Vallou's ""Excursion"" pants in pure midnight black are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4017 Women's 'Excursion' Pants (black/blue/gold) "Designer: Vallou
Vallou's ""Excursion"" pants in a cool blend of midnight black, dark ocean blue and gold lines are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4018 Women's 'Excursion' Pants (black/gold) "Designer: Vallou
Vallou's ""Excursion"" pants, in a stunning mix of midnight black and dark gold, are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4019 Women's 'Excursion' Pants (black/gold line) "Designer: Vallou
Vallou's ""Excursion"" pants in midnight black, through which gold lines course like veins of ore, are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4020 Women's 'Excursion' Pants (black/red/gold) "Designer: Vallou
Vallou's ""Excursion"" pants in a volatile mixture of midnight black, bright red and gold lines are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4021 Women's 'Excursion' Pants (black/silver) "Designer: Vallou
Vallou's ""Excursion"" pants, in an extraordinary mix of midnight black and chill, steely silver, are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4022 Women's 'Excursion' Pants (gold) "Designer: Vallou
Vallou's ""Excursion"" pants in stunning regal gold are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4023 Caldari Mining Station
4024 Caldari Food Processing Plant Station
4025 X5 Prototype Engine Enervator Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
4026 Women's 'Excursion' Pants (matte blue) "Designer: Vallou
Vallou's ""Excursion"" pants in pure matte blue are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4027 Fleeting Propulsion Inhibitor I Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
4028 Women's 'Excursion' Pants (matte green) "Designer: Vallou
Vallou's ""Excursion"" pants in a matte earthbound green are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4029 'Langour' Drive Disruptor I Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
4030 Women's 'Excursion' Pants (matte red) "Designer: Vallou
Vallou's ""Excursion"" pants in a sultry matte red are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4031 Patterned Stasis Web I Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
4032 Women's 'Excursion' Pants (silver) "Designer: Vallou
Vallou's ""Excursion"" pants in striking steely silver are designed for the style-conscious woman who still demands combat-rated performance from her clothes. A poly wool blend covers our proprietary thermal layer designed to keep you comfortable in extreme temperatures. The Excursion also features a dynamic g-force adaptive system, constricting or loosening against your legs so you have optimal bloodflow in any adverse situation.
"
4033 Women's 'Impress' Skirt (black leather) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure and traces intricate patterns on the exquisite black leather, while unobtrusive back pockets preserve the slim-line silhouette.
"
4034 Women's 'Impress' Skirt (brown leather) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in the intricate patterns of natural brown leather, while unobtrusive back pockets preserve the slim-line silhouette.
"
4035 Women's 'Impress' Skirt (graphite) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in a coolly stylish graphite gray while unobtrusive back pockets preserve the slim-line silhouette.
"
4036 Women's 'Impress' Skirt (green/gold) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in contrasting tones of midnight black and autumn green, all fringed with a fine golden line, while unobtrusive back pockets preserve the slim-line silhouette.
"
4037 Odin Synthetic Eye (right/dark) The Odin synthetic eye is a favorite of space jockeys who still need to wine and dine with the best. Nanite-constructed filament-lenses and cutting-edge optics are suspended in a sterile gel, all housed in a membrane of transparent polyethylene terephthalate. The result is a fully functional human optic replacement subtle enough for any occasion.
4038 Odin Synthetic Eye (right/gray) The Odin synthetic eye is a favorite of space jockeys who still need to wine and dine with the best. Nanite-constructed filament-lenses and cutting-edge optics are suspended in a sterile gel, all housed in a membrane of transparent polyethylene terephthalate. The result is a fully functional human optic replacement subtle enough for any occasion.
4039 Odin Synthetic Eye (right/gold) The Odin synthetic eye is a favorite of space jockeys who still need to wine and dine with the best. Nanite-constructed filament-lenses and cutting-edge optics are suspended in a sterile gel, all housed in a membrane of transparent polyethylene terephthalate. The result is a fully functional human optic replacement subtle enough for any occasion.
4042 Looking Glass Monocle Interface (right/gray) An extremely rare and sought-after implant available only to the wealthy and powerful of New Eden, the Looking Glass monocle interface offers advanced vision augmentation beyond the capabilities of all comparable prosthetics or upgrades. Full-spectrum optic weave filters, nanofiber refraction lenses, an enhanced NeoCom uplink, and a blackbox holovid recorder linked directly to the memory centers in the temporal lobe are just some of its groundbreaking options. When combined with the specialized training and equipment unique to capsuleers, the Looking Glass is an efficient interfacing tool, not to mention a dramatic fashion statement.
4043 Odin Synthetic Eye (left/dark) The Odin synthetic eye is a favorite of space jockeys who still need to wine and dine with the best. Nanite-constructed filament-lenses and cutting-edge optics are suspended in a sterile gel, all housed in a membrane of transparent polyethylene terephthalate. The result is a fully functional human optic replacement subtle enough for any occasion.
4044 Sleeper Turret Small Small Sleeper Turret
4045 Sleeper Turret Medium Medium Sleeper Turret
4046 Odin Synthetic Eye (left/gold) The Odin synthetic eye is a favorite of space jockeys who still need to wine and dine with the best. Nanite-constructed filament-lenses and cutting-edge optics are suspended in a sterile gel, all housed in a membrane of transparent polyethylene terephthalate. The result is a fully functional human optic replacement subtle enough for any occasion.
4048 Odin Synthetic Eye (left/gray) The Odin synthetic eye is a favorite of space jockeys who still need to wine and dine with the best. Nanite-constructed filament-lenses and cutting-edge optics are suspended in a sterile gel, all housed in a membrane of transparent polyethylene terephthalate. The result is a fully functional human optic replacement subtle enough for any occasion.
4049 Sleeper Turret Large Large Sleeper Turret
4050 Looking Glass Monocle Interface (left/gold) An extremely rare and sought-after implant available only to the wealthy and powerful of New Eden, the Looking Glass monocle interface offers advanced vision augmentation beyond the capabilities of all comparable prosthetics or upgrades. Full-spectrum optic weave filters, nanofiber refraction lenses, an enhanced NeoCom uplink, and a blackbox holovid recorder linked directly to the memory centers in the temporal lobe are just some of its groundbreaking options. When combined with the specialized training and equipment unique to capsuleers, the Looking Glass is an efficient interfacing tool, not to mention a dramatic fashion statement.
4051 Caldari Fuel Block "Frustrated with the inefficiencies involved in tracking multiple fuel types, Thukker logisticians pioneered the development of prepackaged fuel. In YC 111, after a successful trial period, they converted the Tribe's entire starbase network to use fuel blocks. Capsuleers were forced to wait for this innovation while CONCORD dithered over how to handle the transition period, but were finally granted clearance in YC113.
This is a block of fuel designed for Caldari control towers. Forty blocks are sufficient to run a standard large tower for one hour, while medium and small towers require twenty and ten blocks respectively over the same period."
4052 Looking Glass Monocle Interface (left/gray) An extremely rare and sought-after implant available only to the wealthy and powerful of New Eden, the Looking Glass monocle interface offers advanced vision augmentation beyond the capabilities of all comparable prosthetics or upgrades. Full-spectrum optic weave filters, nanofiber refraction lenses, an enhanced NeoCom uplink, and a blackbox holovid recorder linked directly to the memory centers in the temporal lobe are just some of its groundbreaking options. When combined with the specialized training and equipment unique to capsuleers, the Looking Glass is an efficient interfacing tool, not to mention a dramatic fashion statement.
4054 Women's 'Executor' Coat "Designer: House of Ranai
In today's cutthroat political environment, maintaining a commanding presence is essential. Lead from the front in our high-collared Resothane and spider-silk ""Executor"" coat. The bold, clean lines of our latest design offer you that sleek, tailored, and uncompromising impression. The contrasting yoke and black silk detailing build a military-sharp appearance that will guarantee their undivided attention.
"
4057 Men's 'Sterling' Dress Shirt (black) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the pitch-black ""Sterling"" dress shirt is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. Silver thread highlights and sterling silver chevrons finish the high-contrast look.
"
4058 Men's 'Sterling' Dress Shirt (navy) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the deep, navy blue ""Sterling"" dress shirt is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. Silver thread highlights and sterling silver chevrons finish the high-contrast look.
"
4059 Men's 'Sterling' Dress Shirt (dust) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the desert-dust shaded ""Sterling"" dress shirt is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. Silver thread highlights and sterling silver chevrons finish the high-contrast look.
"
4060 Men's 'Sterling' Dress Shirt (olive) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the sharp-looking olive colored ""Sterling"" dress shirt is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. Silver thread highlights and sterling silver chevrons finish the high-contrast look.
"
4061 Women's 'Sterling' Dress Blouse (black) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the midnight black ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher, and fringed with pure white edges on all edges and pockets.
"
4062 Women's 'Sterling' Dress Blouse (navy) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher.
"
4063 Women's 'Sterling' Dress Blouse (dust) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the desert-worn dust-colored ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher, and fringed with pure white edges on all edges and pockets.
"
4064 Women's 'Sterling' Dress Blouse (olive) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the dark olive green ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher, and fringed with pure white edges on all edges and pockets.
"
4065 Women's 'Sterling' Dress Blouse (platinum) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher.
"
4066 Women's 'Quafe' T-shirt "Strut around in style with your comfortable new Quafe Commemorative Casual Wear, designed exclusively for attendees of the YC 113 Impetus Annual Holoreel Convention
Note: Quafe Commemorative Casual Wear is not a protective device and is intended for cosmetic use only.
"
4067 Men's 'Quafe' T-shirt "Strut around in style with your comfortable new Quafe Commemorative Casual Wear, designed exclusively for attendees of the YC 113 Impetus Annual Holoreel Convention
Note: Quafe Commemorative Casual Wear is not a protective device and is intended for cosmetic use only.
"
4068 Men's 'Sterling' Dress Shirt (Ishukone Special Edition) "Designer: Sennda of Emrayur
Most commonly worn by officers of Ishukone Watch, this crisp, stylized military uniform shirt bears their distinctive mark. Along with their variant of the Scorpion-class battleship, the Ishukone Watch line of clothing reveals a growing diversity in the corporation's offering. As one of the first organizations to embrace the aurum currency, they hope to reach out directly to the capsuleer community with high-end commodities."
4069 Women's 'Impress' Skirt (marine) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in a late night blue, fringed with pure white lines, while unobtrusive back pockets preserve the slim-line silhouette.
"
4070 Women's 'Impress' Skirt (matte black) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in a matte shade dark as night while unobtrusive back pockets preserve the slim-line silhouette.
"
4071 Women's 'Impress' Skirt (matte blue) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in a calming matte blue while unobtrusive back pockets preserve the slim-line silhouette.
"
4072 Women's 'Impress' Skirt (matte red) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in a rousing matte red while unobtrusive back pockets preserve the slim-line silhouette.
"
4073 Women's 'Impress' Skirt (red gold) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in contrasting tones of midnight black and bright, dominant red, all fringed with a fine golden line, while unobtrusive back pockets preserve the slim-line silhouette.
"
4074 Women's 'Impress' Skirt (silver) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in perfect cool silver, fringed with a single line of brightness, while unobtrusive back pockets preserve the slim-line silhouette.
"
4075 Women's 'Impress' Skirt (white) "Designer: House of Ranai
Move with confidence in our two-toned Resothane and spider-silk blend ""Impress"" skirt. Subtle detailing flatters the figure in a crisp, unspoiled white while unobtrusive back pockets preserve the slim-line silhouette.
"
4076 Women's 'Structure' Skirt (black/red) "Designer: Vallou
Look sharp and competent in any situation. Our black and red ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4077 Acceleration Gate (Precise) "Acceleration gate technology reaches far back to the expansion era of the empires that survived the great EVE gate collapse. While their individual setup might differ in terms of ship size they can transport and whether they require a certain passkey or code to be used, all share the same fundamental function of hurling space vessels to a destination beacon within solar system boundaries.
"
4078 Women's 'Structure' Skirt (camouflage) "Designer: Vallou
Look sharp and competent in any situation. Our camouflage ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word."
4085 Women's 'Structure' Skirt (black) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4086 Short Pixie Hair NO DESCRIPTION!
4088 Curly Shoulder Length NO DESCRIPTION!
4089 Clearance Papers These clearance papers allow the bearer access to the cluster's most expert career training advisors.
4090 Large Crates of Quafe Quafe is the name of the most popular soft drink in the universe, manufactured by a Gallentean company bearing the same name. Like so many soft drinks, it was initially intended as a medicine for indigestion and tender stomachs, but the refreshing effects of the drink appealed to everyone and the drink quickly became tremendously popular. Quafe is one of the best recognized brands in the whole EVE universe and can be found in every corner of it.
4091 Large Crates of Ectoplasm Used for the making of the liquid inside starship pilot pods, this thick goo is made primarily out of used cell membranes.
4093 Surface Command Center Prefab Unit This prefab unit self assembles into the Surface Command Center.
4096 Hair_Stubble_01 NO DESCRIPTION!
4097 Men's 'Field Marshal' Coat "Designer: Vallou
Outerwear for the discerning gentleman officer, our ""Field Marshal"" coat is an essential part of any commandant's wardrobe. Whether commanding troops in the field or inspecting facilities, command respect while remaining comfortable and secure. Our patented polycel and silk mix offers durability and softness, and we've gone the extra length with a weather-fast Kruna-wool lining for added warmth.
"
4098 Men's 'Esquire' Coat "Designer: House of Ranai
In the world of boardroom politics, maintaining a commanding presence is essential. Lead from the front in our dual-layered resothane and spider-silk ""Esquire"" coat. The bold, clean lines of our latest design offer you that sleek, tailored, and uncompromising impression; embossable molded-leather sleeves allow you to display your corporate rank for all to see. The contrasting yoke broadens the shoulders for a military-sharp appearance that will guarantee their undivided attention.
"
4099 Amarr Factory Outpost LCO Generally utilized in deep space scenarios, Amarr Factory Outposts are structures dedicated to the swift and efficient manufacture of ships and modules. These outposts are most often built, maintained and owned by capsuleer organizations.
4100 Caldari Research Outpost LCO A Caldari research outpost.
4101 Women's 'Structure' Skirt (black/white) "Designer: Vallou
Look sharp and competent in any situation. Our black and white ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4102 Women's 'Structure' Skirt (blue) "Designer: Vallou
Look sharp and competent in any situation. Our blue ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4103 Women's 'Structure' Skirt (graphite) "Designer: Vallou
Look sharp and competent in any situation. Our graphite gray ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4104 Women's 'Structure' Skirt (gray) "Designer: Vallou
Look sharp and competent in any situation. Our gray ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word."
4105 Women's 'Structure' Skirt (gray stripes) "Designer: Vallou
Look sharp and competent in any situation. Our gray striped ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4106 Women's 'Structure' Skirt (green) "Designer: Vallou
Look sharp and competent in any situation. Our green ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4107 Women's 'Structure' Skirt (green/black) "Designer: Vallou
Look sharp and competent in any situation. Our green and black ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4108 Women's 'Structure' Skirt (green stripes) "Designer: Vallou
Look sharp and competent in any situation. Our green striped ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4109 Women's 'Structure' Skirt (khaki) "Designer: Vallou
Look sharp and competent in any situation. Our khaki ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4110 Women's 'Structure' Skirt (marine) "Designer: Vallou
Look sharp and competent in any situation. Our marine ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4111 Women's 'Structure' Skirt (matte black) "Designer: Vallou
Look sharp and competent in any situation. Our matte black ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4112 Women's 'Structure' Skirt (red) "Designer: Vallou
Look sharp and competent in any situation. Our red ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4113 Women's 'Structure' Skirt (red leather) "Designer: Vallou
Look sharp and competent in any situation. Our red leather ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4114 Women's 'Structure' Skirt (red stripes) "Designer: Vallou
Look sharp and competent in any situation. Our red striped ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4115 Women's 'Structure' Skirt (white stripes) "Designer: Vallou
Look sharp and competent in any situation. Our white striped ""Structure"" skirt wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design is the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4116 Women's 'Minima' Heels (black/gold) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated elegance meets the luster of modern sensibilities with slick patent leather in darkest black; while an elegant golden version of our trademark ""V"" clasp securing the ankle assures the highest Vallou quality."
4117 Women's 'Minima' Heels (black/red) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated elegance meets the luster of modern sensibilities with slick patent leather in darkest black; while a sultry red version of our trademark ""V"" clasp securing the ankle assures the highest Vallou quality."
4118 Women's 'Minima' Heels (blue) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated elegance meets the luster of modern sensibilities with slick patent leather in heavenly blue; while our trademark ""V"" clasp securing the ankle assures the highest Vallou quality."
4119 Women's 'Minima' Heels (gold) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated elegance meets the luster of modern sensibilities with slick patent leather in regal gold; while our trademark ""V"" clasp securing the ankle assures the highest Vallou quality."
4120 Women's 'Minima' Heels (graphite/white) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated elegance meets modern sensibilities with slick patent leather in matte graphite; our trademark ""V"" clasp securing the ankle assures the highest Vallou quality.
"
4121 Women's 'Minima' Heels (green/black) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated elegance meets the luster of modern sensibilities with slick patent leather in forest green; while a classy black version of our trademark ""V"" clasp securing the ankle assures the highest Vallou quality."
4122 Women's 'Minima' Heels (matte black) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated matte elegance meets modern sensibilities with slick patent leather dark as ochre; while our trademark ""V"" clasp securing the ankle assures the highest Vallou quality."
4123 Women's 'Minima' Heels (matte red) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated matte elegance meets modern sensibilities with slick patent leather in eye-catching red; while our trademark ""V"" clasp securing the ankle assures the highest Vallou quality."
4124 Women's 'Minima' Heels (red) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated elegance meets the luster of modern sensibilities with slick patent leather in burning red; while our trademark ""V"" clasp securing the ankle assures the highest Vallou quality."
4125 Women's 'Minima' Heels (silver) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated elegance meets the luster of modern sensibilities with slick patent leather in glowing silver; while our trademark ""V"" clasp securing the ankle assures the highest Vallou quality."
4126 Women's 'Minima' Heels (turquoise) "Designer: Vallou
For a traditional look with easy sex appeal, look no further than our ""Minima"" heels. Understated elegance meets the luster of modern sensibilities with slick patent leather in oceanic turquoise; while our trademark ""V"" clasp securing the ankle assures the highest Vallou quality."
4127 Women's 'Greave' Boots (black/gold) "Designer: House of Ranai
Who says military dress has to be unflattering? Step out in style with the luster of our ""Greave"" high-heeled boots, inspired by the gaiters of yesteryear's foot-soldier. Slick leather, black as night, wraps up to your knee, while the regal gold of our structured flexible ribbing at the back provides for easy on-and-off."
4128 Women's 'Greave' Boots (brown) "Designer: House of Ranai
Who says military dress has to be unflattering? Step out in style in the gorgeous natural autumn brown of our lustrous ""Greave"" high-heeled boots, inspired by the gaiters of yesteryear's foot-soldier. Slick leather wraps up to your knee, while the structured flexible ribbing at the back provides for easy on-and-off."
4129 Women's 'Greave' Boots (matte brown) "Designer: House of Ranai
Who says military dress has to be unflattering? Step out in style in our ""Greave"" high-heeled boots, inspired by the gaiters of yesteryear's foot-soldier. Slick leather wraps up to your knee, while the structured flexible ribbing at the back provides for easy on-and-off.
"
4130 Women's 'Greave' Boots (matte gray) "Designer: House of Ranai
Who says military dress has to be unflattering? Step out in style in the cool gray of our ""Greave"" high-heeled matte boots, inspired by the gaiters of yesteryear's foot-soldier. Slick leather wraps up to your knee, while the structured flexible ribbing at the back provides for easy on-and-off."
4131 Women's 'Greave' Boots (red) "Designer: House of Ranai
Who says military dress has to be unflattering? Step out in style in the sensuous, sultry red of our lustrous ""Greave"" high-heeled boots, inspired by the gaiters of yesteryear's foot-soldier. Slick leather wraps up to your knee, while the structured flexible ribbing at the back provides for easy on-and-off."
4132 Women's 'Mystrioso' Boots (black/white) "Designer: Sennda of Emrayur
In a complicated world, relax in simplicity in our ""Mystrioso"" boots. In a stark play of contrasts, dark black leather uppers flatter any ensemble, while a pure white toe platform provides height without strain. The transparent prismatic resin heel adds a touch of intrigue to the understated design."
4133 Women's 'Mystrioso' Boots (brown/black) "Designer: Sennda of Emrayur
In a complicated world, relax in simplicity in our ""Mystrioso"" boots. Natural brown leather uppers flatter any ensemble, while a pitch black toe platform provides height without strain. The transparent prismatic resin heel adds a touch of intrigue to the understated design."
4134 Women's 'Mystrioso' Boots (red) "Designer: Sennda of Emrayur
In a complicated world, relax in simplicity in our ""Mystrioso"" boots. In a storm of sensuous red, leather uppers flatter any ensemble, while the toe platform provides height without strain. The transparent prismatic resin heel adds a touch of intrigue to the understated design."
4135 Women's 'Mystrioso' Boots (white/black) "Designer: Sennda of Emrayur
In a complicated world, relax in simplicity in our ""Mystrioso"" boots. Soft white leather uppers flatter any ensemble, while a pitch black toe platform provides height without strain. The transparent prismatic resin heel adds a touch of intrigue to the understated design."
4136 Women's 'Executor' Coat (black) "Designer: House of Ranai
In today's cutthroat political environment, maintaining a commanding presence is essential. Lead from the front in our high-collared Resothane and spider-silk ""Executor"" coat. The bold, clean lines of our latest design offer you that sleek, tailored, and uncompromising impression in a perfect tone of professional black. The contrasting yoke and black silk detailing build a military-sharp appearance that will guarantee their undivided attention.
"
4137 Women's 'Executor' Coat (graphite) "Designer: House of Ranai
In today's cutthroat political environment, maintaining a commanding presence is essential. Lead from the front in our high-collared Resothane and spider-silk ""Executor"" coat. The bold, clean lines of our latest design offer you that sleek, tailored, and uncompromising impression in an unyielding graphite gray. The contrasting yoke and black silk detailing build a military-sharp appearance that will guarantee their undivided attention.
"
4138 Women's 'Executor' Coat (green/gold) "Designer: House of Ranai
In today's cutthroat political environment, maintaining a commanding presence is essential. Lead from the front in our high-collared Resothane and spider-silk ""Executor"" coat. The bold, clean lines of our latest design offer you that sleek, tailored, and uncompromising impression in pure black, with a subtle touch of regal gold fringes. The contrasting yoke, with its green and black silk detailing build a military-sharp appearance that will guarantee their undivided attention.
"
4139 Women's 'Executor' Coat (matte blue) "Designer: House of Ranai
In today's cutthroat political environment, maintaining a commanding presence is essential. Lead from the front in our high-collared Resothane and spider-silk ""Executor"" coat. The bold, clean lines of our latest design offer you that sleek, tailored, and uncompromising impression in soothing matte blue . The contrasting yoke and black silk detailing build a military-sharp appearance that will guarantee their undivided attention.
"
4140 Women's 'Executor' Coat (matte red) "Designer: House of Ranai
In today's cutthroat political environment, maintaining a commanding presence is essential. Lead from the front in our high-collared Resothane and spider-silk ""Executor"" coat. The bold, clean lines of our latest design offer you that sleek, tailored, and uncompromising impression in a dominating matte red. The contrasting yoke and black silk detailing build a military-sharp appearance that will guarantee their undivided attention.
"
4141 Women's 'Executor' Coat (red/gold) "Designer: House of Ranai
In today's cutthroat political environment, maintaining a commanding presence is essential. Lead from the front in our high-collared Resothane and spider-silk ""Executor"" coat. The bold, clean lines of our latest design offer you that sleek, tailored, and uncompromising impression in pure black, with a subtle touch of regal gold fringes. The contrasting yoke, with its aggressive red, and the black silk detailing build a military-sharp appearance that will guarantee their undivided attention.
"
4142 Women's 'Executor' Coat (silver) "Designer: House of Ranai
In today's cutthroat political environment, maintaining a commanding presence is essential. Lead from the front in our high-collared Resothane and spider-silk ""Executor"" coat. The bold, clean lines of our latest design offer you that sleek, tailored, and uncompromising impression, presented in stark, powerful silver. The contrasting yoke and black silk detailing build a military-sharp appearance that will guarantee their undivided attention.
"
4143 Women's 'Structure' Dress (black) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt, all in a striking glossy deep black, for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4144 Women's 'Structure' Dress (black/white) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt, in a stunning contrast of midnight black and bone white, for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4145 Women's 'Structure' Dress (brown) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt, all in a natural autumn matte brown for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4146 Women's 'Structure' Dress (gold/black) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt, all in a glossy midnight black with immaculate golden fringes, for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4147 Dual Heavy Pulse Laser II "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch."
4148 Dual Heavy Pulse Laser II Blueprint
4149 Women's 'Structure' Dress (graphite) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt, all in a dark, unyielding graphite gray, for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4150 Women's 'Structure' Dress (green) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt, all in the gloss of a majestic dark natural green, for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4151 Women's 'Structure' Dress (matte blue) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt, all in a deep ocean matte blue, for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4152 Women's 'Structure' Dress (matte red) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt, all in a deep, sensuous matte red, for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4153 Women's 'Structure' Dress (red) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt, all in a breathtaking burnt red, for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4154 Women's 'Structure' Dress (turquoise) "Designer: Vallou
Look sharp and competent in any situation. Our ""Structure"" dress wraps you in soft silk-blend twill with angled silver piping to remind people who's in charge. Our latest workforce design combines our classic ""V-Line"" shirt with a utilitarian pencil skirt, all in the resplendent turquoise of deep oceans and priceless jewels, for the ultimate in everyday comfort and style. Make a statement without saying a word.
"
4155 Women's 'Sterling' Dress Blouse (black leather) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the black leather ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships, while the blouse's surface texture will feel cool and smooth touch. The blouse is adorned with traditional epaulets and a classic waist cincher.
"
4156 Women's 'Sterling' Dress Blouse (black/white) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the stark bone-white ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher, and fringed with pure black edges on all edges and pockets.
"
4157 Women's 'Sterling' Dress Blouse (gold) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the militaristic ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher, all of whom bear the rare gold-tinged design on the edges.
"
4158 Women's 'Sterling' Dress Blouse (graphite) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the dark graphite gray ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher.
"
4159 Women's 'Sterling' Dress Blouse (green satin) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the breathtaking green satin ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. To contrast with its rippling, silken flow, the blouse is anchored with traditional epaulets and a classic waist cincher.
"
4160 Women's 'Sterling' Dress Blouse (matte black) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the matte black ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher.
"
4161 Women's 'Sterling' Dress Blouse (matte blue) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the deep blue matte ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher.
"
4162 Women's 'Sterling' Dress Blouse (matte olive) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the dark matte olive ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. The blouse is adorned with traditional epaulets and a classic waist cincher.
"
4163 Women's 'Sterling' Dress Blouse (orange satin) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the stunning orange satin ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. To contrast with its rippling, silken flow, the blouse is anchored with traditional epaulets and a classic waist cincher.
"
4164 Women's 'Sterling' Dress Blouse (red satin) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the gorgeous red satin ""Sterling"" dress blouse is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. To contrast with its rippling, silken flow, the blouse is anchored with traditional epaulets and a classic waist cincher.
"
4165 Men's 'Commando' Pants (black) "Designer: Sennda of Emrayur
Whether ranking officer or rank-and-file, look prepared and professional in our gartered ""Commando"" pants. Our classic soft wool blend affords comfort, and the pleated front and comfort-woven lower legs offer a martial silhouette in the purest midnight black along with an ease of movement that would please any career soldier. Show them you mean business: Go Commando.
"
4166 Men's 'Commando' Pants (blue) "Designer: Sennda of Emrayur
Whether ranking officer or rank-and-file, look prepared and professional in our dark blue gartered ""Commando"" pants. Our classic soft wool blend affords comfort, and the pleated front and comfort-woven lower legs offer a martial silhouette along with an ease of movement that would please any career soldier. Show them you mean business: Go Commando.
"
4167 Men's 'Commando' Pants (gold/black) "Designer: Sennda of Emrayur
Whether ranking officer or rank-and-file, look prepared and professional in our gartered ""Commando"" pants. Our classic soft wool blend affords comfort, and the pleated front and comfort-woven lower legs offer a martial silhouette contrasting the regal style of golden pleats with a material of the purest midnight black along with an ease of movement that would please any career soldier. Show them you mean business: Go Commando.
"
4168 Men's 'Commando' Pants (gray/black) "Designer: Sennda of Emrayur
Whether ranking officer or rank-and-file, look prepared and professional in our cool gray gartered ""Commando"" pants. Our classic soft wool blend affords comfort, and the pitch-black pleated front and comfort-woven lower legs offer a martial silhouette along with an ease of movement that would please any career soldier. Show them you mean business: Go Commando.
"
4169 Men's 'Commando' Pants (brown camo) "Designer: Sennda of Emrayur
Whether ranking officer or rank-and-file, look prepared and professional in our gartered ""Commando"" pants. Our classic soft wool blend affords comfort, and the pleated front and comfort-woven lower legs offer a martial silhouette in a mix of natural brown and authentic martial camo, along with an ease of movement that would please any career soldier. Show them you mean business: Go Commando.
"
4170 Men's 'Commando' Pants (green camo) "Designer: Sennda of Emrayur
Whether ranking officer or rank-and-file, look prepared and professional in our gartered ""Commando"" pants. Our classic soft wool blend affords comfort, and the pleated front and comfort-woven lower legs offer a martial silhouette in a mix of forest green and authentic martial camo, along with an ease of movement that would please any career soldier. Show them you mean business: Go Commando.
"
4171 Men's 'Commando' Pants (red/black) "Designer: Sennda of Emrayur
Whether ranking officer or rank-and-file, look prepared and professional in our gartered ""Commando"" pants. Our classic soft wool blend affords comfort, and the pleated front and comfort-woven lower legs offer a martial silhouette contrasting a martial streak of bright red with a material of the purest midnight black along with an ease of movement that would please any career soldier. Show them you mean business: Go Commando.
"
4172 Men's 'Lockstep' Boots (true black) "Designer: House of Ranai
Life on the cutting edge doesn't have to be harsh. Our ""Lockstep"" military gentleman's boots enfold your feet in the true night black of soft genuine leather, with reinforced toes and metal heel caps for protection. Pressure-sensitive gel insoles provide comfort and regulate temperature, while our patented limited-magnetic closure ensures a comfortable, custom fit."
4173 Men's 'Lockstep' Boots (worn brown) "Designer: House of Ranai
Life on the cutting edge doesn't have to be harsh. Our ""Lockstep"" military gentleman's boots enfold your feet in the worn, rugged browns of soft genuine leather, with reinforced toes and metal heel caps for protection. Pressure-sensitive gel insoles provide comfort and regulate temperature, while our patented limited-magnetic closure ensures a comfortable, custom fit."
4174 Men's 'Precision' Boots (brown) "Designer: Vallou
Even the strongest commander needs support. Our ""Precision"" collection introduces the latest in military style with these natural, rugged brown uniform boots. Polished leather outer-soles conceal a rugged grip and metal heel-caps; Veproco-treated leather uppers maintain a sleek shine no matter the environment. Our patented shock-resistant inner cushioning reduces leg strain when you need to stay on your feet, and the dual-zip front improves fit and comfort without sacrificing style. Command in confidence."
4175 Men's 'Precision' Boots (gray) "Designer: Vallou
Even the strongest commander needs support. Our ""Precision"" collection introduces the latest in military style with these ghostly pale gray uniform boots. Polished leather outer-soles conceal a rugged grip and metal heel-caps; Veproco-treated leather uppers maintain a sleek shine no matter the environment. Our patented shock-resistant inner cushioning reduces leg strain when you need to stay on your feet, and the dual-zip front improves fit and comfort without sacrificing style. Command in confidence."
4176 Men's 'Precision' Boots (tan) "Designer: Vallou
Even the strongest commander needs support. Our ""Precision"" collection introduces the latest in military style with these dusty burnt tan uniform boots. Polished leather outer-soles conceal a rugged grip and metal heel-caps; Veproco-treated leather uppers maintain a sleek shine no matter the environment. Our patented shock-resistant inner cushioning reduces leg strain when you need to stay on your feet, and the dual-zip front improves fit and comfort without sacrificing style. Command in confidence."
4177 Men's 'Trench' Boots (brown) "Designer: Sennda of Emrayur
Classic military style and boardroom chic come together in the natural, rugged brown of our latest footwear. Crafted of genuine calfskins, reinforced around the foot and supple at the ankle, our classic military boot features Resothane inserts for breathability. Shok-Lite lining and a subtly stacked heel provide essential support, so you never have to worry when you're thinking on your feet."
4178 Men's 'Trench' Boots (gray) "Designer: Sennda of Emrayur
Classic military style and boardroom chic come together in ghostly pale gray of our latest footwear. Crafted of genuine calfskins, reinforced around the foot and supple at the ankle, our classic military boot features Resothane inserts for breathability. Shok-Lite lining and a subtly stacked heel provide essential support, so you never have to worry when you're thinking on your feet."
4179 Men's 'Trench' Boots (tan) "Designer: Sennda of Emrayur
Classic military style and boardroom chic come together in the dusty burnt tan of our latest footwear. Crafted of genuine calfskins, reinforced around the foot and supple at the ankle, our classic military boot features Resothane inserts for breathability. Shok-Lite lining and a subtly stacked heel provide essential support, so you never have to worry when you're thinking on your feet."
4180 Men's 'Form' Shirt (black) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our black 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go."
4181 Men's 'Form' Shirt (blue) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our blue 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go."
4182 Men's 'Form' Shirt (brown) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our brown 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go."
4183 Men's 'Form' Shirt (dark blue) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our dark blue 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4184 Men's 'Form' Shirt (dark red) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our dark red 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4185 Men's 'Form' Shirt (khaki) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our khaki 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4186 Men's 'Form' Shirt (light gray) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our light gray 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4187 Men's 'Form' Shirt (olive) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our olive 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4188 Men's 'Form' Shirt (dark camo) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our dark camo 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go."
4189 Men's 'Form' Shirt (desert camo) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our dark camo 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4190 Men's 'Form' Shirt (white) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our white 'Function' shirt keeps you cool with a pretreated weave of soft material that emphasizes a strong mind in a strong body. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4191 Men's 'Street' Shirt (black) "Designer: Sennda of Emrayur
In a world that spans countless settled solar systems, the hardy traveler must sometimes bring his accoutrements back to basics. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this black tank top bears the clear, classic lines that distinguish it as a true fashion item."
4192 Men's 'Street' Shirt (blue) "Designer: Sennda of Emrayur
In a world that spans countless settled solar systems, the hardy traveler must sometimes bring his accoutrements back to basics. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this blue tank top bears the clear, classic lines that distinguish it as a true fashion item.
"
4193 Men's 'Street' Shirt (brown) "Designer: Sennda of Emrayur
In a world that spans countless settled solar systems, the hardy traveler must sometimes bring his accoutrements back to basics. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this brown tank top bears the clear, classic lines that distinguish it as a true fashion item.
"
4194 Men's 'Street' Shirt (gray) "Designer: Sennda of Emrayur
In a world that spans countless settled solar systems, the hardy traveler must sometimes bring his accoutrements back to basics. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this gray tank top bears the clear, classic lines that distinguish it as a true fashion item.
"
4195 Men's 'Street' Shirt (green) "Designer: Sennda of Emrayur
In a world that spans countless settled solar systems, the hardy traveler must sometimes bring his accoutrements back to basics. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this green tank top bears the clear, classic lines that distinguish it as a true fashion item."
4196 Men's 'Street' Shirt (gray urban camo) "Designer: Sennda of Emrayur
In a world that spans countless settled solar systems, the hardy traveler must sometimes bring his accoutrements back to basics. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this grey urban camo tank top bears the clear, classic lines that distinguish it as a true fashion item."
4197 Men's 'Street' Shirt (brown camo) "Designer: Sennda of Emrayur
In a world that spans countless settled solar systems, the hardy traveler must sometimes bring his accoutrements back to basics. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this brown camo tank top bears the clear, classic lines that distinguish it as a true fashion item."
4198 Men's 'Street' Shirt (urban camo) "Designer: Sennda of Emrayur
In a world that spans countless settled solar systems, the hardy traveler must sometimes bring his accoutrements back to basics. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this black and white urban camo tank top bears the clear, classic lines that distinguish it as a true fashion item."
4199 Men's 'Street' Shirt (green camo) "Designer: Sennda of Emrayur
In a world that spans countless settled solar systems, the hardy traveler must sometimes bring his accoutrements back to basics. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this green camo tank top bears the clear, classic lines that distinguish it as a true fashion item.
"
4200 Men's 'Street' Shirt (white) "Designer: Sennda of Emrayur
In a world that spans countless settled solar systems, the hardy traveler must sometimes bring his accoutrements back to basics. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this white tank top bears the clear, classic lines that distinguish it as a true fashion item."
4201 Women's 'Function' Shirt (black) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our black 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go."
4202 Women's 'Function' Shirt (blue) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our blue 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go."
4203 Women's 'Function' Shirt (brown) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our brown 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go."
4204 Women's 'Function' Shirt (cream) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our cream 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4205 Women's 'Function' Shirt (dark blue) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our dark blue 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4206 Women's 'Function' Shirt (dark red) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our dark red 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4207 Women's 'Function' Shirt (gray) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our gray 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go."
4208 Women's 'Function' Shirt (green) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our green 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4209 Women's 'Function' Shirt (khaki) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our khaki 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4210 Women's 'Function' Shirt (olive) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our olive 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4211 Women's 'Function' Shirt (orange) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our orange 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4212 Women's 'Function' Shirt (dark camo) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our dark camo 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4213 Women's 'Function' Shirt (desert camo) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our desert camo 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4214 Women's 'Function' Shirt (red) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our red 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4215 Women's 'Function' Shirt (white) "Designer: House of Ranai
Look trendy, sharp and casual, all at once. Our white 'Function' shirt keeps you cool with a pretreated weave of soft material that clings in the right places and breathes for your comfort. Designed to be suitable for any kind of circumstance, from formal meetings to more relaxed gatherings, this shirt will take you anywhere you want to go.
"
4216 Women's 'Avenue' Shirt (black) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this black tank top brings sturdy comfort wherever it is worn.
"
4217 Women's 'Avenue' Shirt (black leather) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this black leather tank top brings sturdy comfort wherever it is worn.
"
4218 Women's 'Avenue' Shirt (blue) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this blue tank top brings sturdy comfort wherever it is worn.
"
4219 Women's 'Avenue' Shirt (brown) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this brown tank top brings sturdy comfort wherever it is worn.
"
4220 Women's 'Avenue' Shirt (gray) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this gray tank top brings sturdy comfort wherever it is worn.
"
4221 Women's 'Avenue' Shirt (green) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this green tank top brings sturdy comfort wherever it is worn.
"
4222 Women's 'Avenue' Shirt (orange) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this orange tank top brings sturdy comfort wherever it is worn.
"
4223 Women's 'Avenue' Shirt (gray camo) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this gray camo tank top brings sturdy comfort wherever it is worn.
"
4224 Women's 'Avenue' Shirt (orange camo) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this orange camo tank top brings sturdy comfort wherever it is worn.
"
4225 Women's 'Avenue' Shirt (red patterned) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this red patterned tank top brings sturdy comfort wherever it is worn.
"
4226 Women's 'Avenue' Shirt (camo) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this camo tank top brings sturdy comfort wherever it is worn.
"
4227 Women's 'Avenue' Shirt (lined brown) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this lined brown tank top brings sturdy comfort wherever it is worn.
"
4228 Women's 'Avenue' Shirt (purple mesh) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this purple mesh tank top brings sturdy comfort wherever it is worn.
"
4229 Women's 'Avenue' Shirt (black and dark red) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this black and dark red tank top brings sturdy comfort wherever it is worn.
"
4230 Women's 'Avenue' Shirt (pink camo) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this pink camo tank top brings sturdy comfort wherever it is worn.
"
4231 Women's 'Avenue' Shirt (red) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this red tank top brings sturdy comfort wherever it is worn.
"
4232 Women's 'Avenue' Shirt (white) "Designer: Sennda of Emrayur
In a world that spans countless settled solar system, a traveler may undergo any number of discomforts, worries and uncertainty. The basics, then, must be kept simple, reliable, and elegant in design. Made of a specially treated blend guaranteed to withstand an entire spectrum of potential uses, from relaxation to intense activity, this white tank top brings sturdy comfort wherever it is worn.
"
4233 Men's 'Esquire' Coat (black) "Designer: House of Ranai
In the world of boardroom politics, maintaining a commanding presence is essential. Lead from the front in our dual-layered resothane and spider-silk ""Esquire"" coat. The bold, clean lines of our latest design in a professional, uncompromising black offer you that sleek, tailored, and uncompromising impression; embossable molded-leather sleeves allow you to display your corporate rank for all to see. The contrasting yoke broadens the shoulders for a military-sharp appearance that will guarantee their undivided attention.
"
4234 Men's 'Esquire' Coat (green/gold) "Designer: House of Ranai
In the world of boardroom politics, maintaining a commanding presence is essential. Lead from the front in our dual-layered resothane and spider-silk ""Esquire"" coat. The bold, clean lines of our latest design in green and black offer you that sleek, tailored, and uncompromising impression; embossable molded-leather sleeves and regal, golden lines on all edges allow you to display your corporate rank for all to see. The contrasting yoke, with its eminently august green, broadens the shoulders for a military-sharp appearance that will guarantee their undivided attention.
"
4235 Men's 'Esquire' Coat (matte graphite) "Designer: House of Ranai
In the world of boardroom politics, maintaining a commanding presence is essential. Lead from the front in our dual-layered resothane and spider-silk ""Esquire"" coat. The bold, clean lines of our latest design in an dark graphite gray offer you that sleek, tailored, and uncompromising impression; embossable molded-leather sleeves allow you to display your corporate rank for all to see. The contrasting yoke broadens the shoulders for a military-sharp appearance that will guarantee their undivided attention.
"
4236 Men's 'Esquire' Coat (matte gray) "Designer: House of Ranai
In the world of boardroom politics, maintaining a commanding presence is essential. Lead from the front in our dual-layered resothane and spider-silk ""Esquire"" coat. The bold, clean lines of our latest design in an unblemished pale gray offer you that sleek, tailored, and uncompromising impression; embossable molded-leather sleeves allow you to display your corporate rank for all to see. The contrasting yoke broadens the shoulders for a military-sharp appearance that will guarantee their undivided attention.
"
4237 Men's 'Esquire' Coat (matte green) "Designer: House of Ranai
In the world of boardroom politics, maintaining a commanding presence is essential. Lead from the front in our dual-layered resothane and spider-silk ""Esquire"" coat. The bold, clean lines of our latest design in a natural matte green offer you that sleek, tailored, and uncompromising impression; embossable molded-leather sleeves allow you to display your corporate rank for all to see. The contrasting yoke broadens the shoulders for a military-sharp appearance that will guarantee their undivided attention."
4238 Men's 'Esquire' Coat (red/gold) "Designer: House of Ranai
In the world of boardroom politics, maintaining a commanding presence is essential. Lead from the front in our dual-layered resothane and spider-silk ""Esquire"" coat. The bold, clean lines of our latest design in perfect starless black offer you that sleek, tailored, and uncompromising impression; embossable molded-leather sleeves and regal, golden lines on all edges allow you to display your corporate rank for all to see. The contrasting yoke, with its pure, uncompromising martial red, broadens the shoulders for a military-sharp appearance that will guarantee their undivided attention.
"
4239 Men's 'Esquire' Coat (silver) "Designer: House of Ranai
In the world of boardroom politics, maintaining a commanding presence is essential. Lead from the front in our dual-layered resothane and spider-silk ""Esquire"" coat. The bold, clean lines of our latest design offer you that sleek, tailored, and uncompromising impression; embossable molded-leather sleeves and lustrous cool lines on all edges allow you to display your corporate rank for all to see. The contrasting yoke, with its steely grey silver, broadens the shoulders for a military-sharp appearance that will guarantee their undivided attention.
"
4240 Men's 'Sterling' Dress Shirt (gold leather) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the detailed, rugged leather ""Sterling"" dress shirt is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. Gold thread highlights and gold chevrons finish the high-contrast look.
"
4241 Men's 'Sterling' Dress Shirt (gray) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the professional, cool gray ""Sterling"" dress shirt is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. Silver thread highlights and sterling silver chevrons finish the high-contrast look.
"
4242 Men's 'Sterling' Dress Shirt (red/black leather) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the detailed, rugged leather ""Sterling"" dress shirt is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. Red thread highlights and red chevrons - reportedly treated with traces of Morphite - finish the high-contrast look.
"
4243 Men's 'Sterling' Dress Shirt (white/blue) "Designer: Sennda of Emrayur
Modeled after the Class B military blouses found in several modern navies, the crisply contrasted bone white and navy blue ""Sterling"" dress shirt is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our dark wool blends are specially treated to resist staining, even tough grease and oil stains common on modern starships. Silver thread highlights and sterling silver chevrons finish the high-contrast look.
"
4244 Men's 'Field Marshal' Coat (green) "Designer: Vallou Outerwear
For the discerning gentleman officer, our august green ""Field Marshal"" coat is an essential part of any commandant's wardrobe. Whether commanding troops in the field or inspecting facilities, command respect while remaining comfortable and secure. Our patented polycel and silk mix offers durability and softness, and we've gone the extra length with a weather-fast Kruna-wool lining for added warmth.
"
4245 'Silvershore' Greatcoat "Designer: Vallou (Limited Collection)
The distinctive design of Vallou's officer coats is inspired by historical images of high-ranking military members from the heyday of the Garoun Empire, ancestors of the Gallente Federation. The most prestigious of these was the silver-lined leather coat worn by the Admiral of the Fleet, arguably the most important official in a kingdom so heavily reliant on maritime dominance.
One of the rarest and most sought-after items in Vallou's renowned Limited Collection, the Silvershore greatcoat is also one of the most expensive articles of clothing ever created. From the top-quality Caillian leather to the burnished platinum clasps, every aspect of this stately raiment has been carefully shaped to evoke the mystery, grandeur and peril of the unexplored.
"
4246 Minmatar Fuel Block "Frustrated with the inefficiencies involved in tracking multiple fuel types, Thukker logisticians pioneered the development of prepackaged fuel. In YC 111, after a successful trial period, they converted the Tribe's entire starbase network to use fuel blocks. Capsuleers were forced to wait for this innovation while CONCORD dithered over how to handle the transition period, but were finally granted clearance in YC113.
This is a block of fuel designed for Minmatar control towers. Forty blocks are sufficient to run a standard large tower for one hour, while medium and small towers require twenty and ten blocks respectively over the same period."
4247 Amarr Fuel Block "Frustrated with the inefficiencies involved in tracking multiple fuel types, Thukker logisticians pioneered the development of prepackaged fuel. In YC 111, after a successful trial period, they converted the Tribe's entire starbase network to use fuel blocks. Capsuleers were forced to wait for this innovation while CONCORD dithered over how to handle the transition period, but were finally granted clearance in YC113.
This is a block of fuel designed for Amarr control towers. Forty blocks are sufficient to run a standard large tower for one hour, while medium and small towers require twenty and ten blocks respectively over the same period."
4248 Warp Disruption Field Generator II "The field generator projects a warp disruption sphere centered upon the ship for its entire duration. The field prevents any warping or jump drive activation within its area of effect.
The generator has several effects upon the parent ship whilst active. It increases its signature radius and agility whilst penalizing the velocity bonus of any afterburner or microwarpdrive modules. It also prevents any friendly remote effects from being rendered to the parent ship.
This module's effect can be modified with scripts.
Note: can only be fitted on the Heavy Interdiction Cruisers."
4249 Warp Disruption Field Generator II Blueprint
4250 Small Tractor Beam II By manipulating gravity fields, this module can pull cargo containers towards the ship.
4251 Small Tractor Beam II Blueprint
4252 Capital Tractor Beam II "By manipulating gravity fields, this module can pull cargo containers towards the ship.
Note: this tractor beam can only be fitted on the Rorqual ORE Capital Ship"
4253 Capital Tractor Beam II Blueprint
4254 Micro Auxiliary Power Core II Supplements the main Power core providing more power
4255 Micro Auxiliary Power Core II Blueprint
4256 Bomb Launcher II "A missile launcher bay module facilitating bomb preparation, and deployment.
Bomb Launchers can only be equipped by Stealth Bombers and each bomber can only equip one bomb launcher."
4257 Bomb Launcher II Blueprint
4258 Core Probe Launcher II "Launcher for Core Scanner Probes, which are used to scan down Cosmic Signatures in space.
Note: Only one probe launcher can be fitted per ship.
5% bonus to strength of scan probes."
4259 Core Probe Launcher II Blueprint
4260 Expanded Probe Launcher II "Launcher for Core Scanner Probes and Combat Scanner Probes.
Core Scanner Probes are used to scan down Cosmic Signatures in space.
Combat Scanner Probes are used to scan down Cosmic Signatures, starships, structures and drones.
Note: Only one scan probe launcher can be fitted per ship.
5% bonus to strength of scan probes."
4261 Expanded Probe Launcher II Blueprint
4262 Armored Warfare Link - Damage Control II "Reduces the capacitor need of the fleet's personal and targeted armor repair systems.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4263 Armored Warfare Link - Damage Control II Blueprint
4264 Armored Warfare Link - Passive Defense II "Grants a bonus to the fleet's armor resistances.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4265 Armored Warfare Link - Passive Defense II Blueprint
4266 Armored Warfare Link - Rapid Repair II "Increases the speed of the fleet's personal and targeted armor repair systems.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4267 Armored Warfare Link - Rapid Repair II Blueprint
4268 Information Warfare Link - Electronic Superiority II "Boosts the strength of the fleet's electronic warfare modules.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4269 Information Warfare Link - Electronic Superiority II Blueprint
4270 Information Warfare Link - Recon Operation II "Increases range of modules requiring Electronic Warfare, Sensor Linking, Target Painting or Weapon Disruption for all ships in the fleet.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4271 Information Warfare Link - Recon Operation II Blueprint
4272 Information Warfare Link - Sensor Integrity II "Boosts sensor strengths and lock ranges for all of the fleet's ships.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4273 Information Warfare Link - Sensor Integrity II Blueprint
4274 Mining Foreman Link - Harvester Capacitor Efficiency II "Decreases the capacitor need of mining lasers, gas harvesters and ice harvesters.
Foreman Links are dedicated mining operation systems designed to assist foremen in coordinating their operations.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Note: The Fleet bonus only works if you are the assigned fleet booster."
4275 Mining Foreman Link - Harvester Capacitor Efficiency II Blueprint
4276 Mining Foreman Link - Laser Optimization II "Decreases mining laser, gas harvester and ice harvester duration.
Foreman Links are dedicated mining operation systems designed to assist foremen in coordinating their operations.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Note: The Fleet bonus only works if you are the assigned fleet booster."
4277 Mining Foreman Link - Laser Optimization II Blueprint
4278 Mining Foreman Link - Mining Laser Field Enhancement II "Increases the range of the fleet's mining lasers, gas harvesters and ice harvesters.
Foreman Links are dedicated mining operation systems designed to assist foremen in coordinating their operations.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Note: The Fleet bonus only works if you are the assigned fleet booster."
4279 Mining Foreman Link - Mining Laser Field Enhancement II Blueprint
4280 Siege Warfare Link - Active Shielding II "Increases the speed of the fleet's shield boosters and decreases the duration of shield transporters.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4281 Siege Warfare Link - Active Shielding II Blueprint
4282 Siege Warfare Link - Shield Efficiency II "Reduces the capacitor need of the fleet's shield boosters and shield transporters.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4283 Siege Warfare Link - Shield Efficiency II Blueprint
4284 Siege Warfare Link - Shield Harmonizing II "Boosts all shield resistances for the fleet's ships.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4285 Siege Warfare Link - Shield Harmonizing II Blueprint
4286 Skirmish Warfare Link - Evasive Maneuvers II "Lowers the signature radius of ships in the fleet.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4287 Skirmish Warfare Link - Evasive Maneuvers II Blueprint
4288 Skirmish Warfare Link - Interdiction Maneuvers II "Boosts the range of the fleet's propulsion jamming modules, except for Warp Disruption Field Generators.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4289 Skirmish Warfare Link - Interdiction Maneuvers II Blueprint
4290 Skirmish Warfare Link - Rapid Deployment II "Increases the speed of the fleet's afterburner and microwarpdrive modules.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
4291 Skirmish Warfare Link - Rapid Deployment II Blueprint
4292 Siege Module II "An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities.
This results in a tremendous increase in damage, as well as a greatly increased rate of defensive self-sustenance. Due to the ionic field created by the siege module, remote effects like warp scrambling et al. will not affect the ship while in siege mode.
This also means that friendly remote effects will not work while in siege mode either. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of siege mode.
Note: A siege module requires Strontium clathrates to run and operate effectively. Only one siege module can fitted to a dreadnought class ship. The amount of shield boosting gained from the Siege Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship."
4293 Siege Module II Blueprint
4294 Triage Module II "An electronic interface designed to augment and enhance a carrier's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.
This results in a great increase in the carrier's ability to provide aid to members of its fleet, as well as a greatly increased rate of defensive self-sustenance. Due to the ionic flux created by the triage module, remote effects like warp scrambling et al. will not affect the ship while in triage mode.
This also means that friendly remote effects will not work while in triage mode either. The flux only disrupts incoming effects, however, meaning the carrier can still provide aid to its cohorts. Sensor strength and targeting capabilities are also significantly boosted. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship, nor is the carrier able to dock until out of triage mode. Finally, any drones or fighters currently in space will be abandoned when the module is activated.
Note: A triage module requires Strontium Clathrates to run and operate effectively. Only one triage module can be run at any given time, so fitting more than one has no practical use. The remote repair module bonuses are only applied to capital sized modules. The amount of shield boosting gained from the Triage Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.
This module can only be fit on Carriers."
4295 Triage Module II Blueprint
4296 Medium Remote Hull Repairer II This module uses nano-assemblers to repair damage done to the hull of the Target ship.
4298 Medium Remote Hull Repairer II Blueprint
4299 Small Remote Hull Repairer II This module uses nano-assemblers to repair damage done to the hull of the Target ship.
4300 Small Remote Hull Repairer II Blueprint
4301 Outgrowth Rogue Drone Hive Pass Key This is a pass key handed out by Jeremy Tacs.
4302 Oracle "The Oracle is an Attack Battlecruiser that sacrifices durability for the ability to fit large (Battleship-grade) weapons.
Traits
Amarr Battlecruiser skill bonus per level:
10% bonus to Large Energy Turret capacitor use
5% bonus to Large Energy Turret damage
Role Bonus:
95% reduction in the powergrid need of Large Energy Turrets
50% reduction in the CPU need of Large Energy Turrets
50% reduction in the capacitor need of Large Energy Turrets
Development
In YC 113 Empress Jamyl Sarum I challenged Amarr ship manufacturers to build a new battlecruiser that would break the stalemate of the Empyrean War. Deviating from the doctrine of brute-force and heavy armor, the engineers at Viziam took inspiration from Caldari history.
During the Gallente-Caldari War, the Caldari developed light, maneuverable ships to counter the slow ships of the Gallente Federation. This philosophy, along with a cutting-edge powertrain and ultra-light alloy armor plating, led to the Oracle.
The Empire immediately ordered the ship into production. The Empress personally congratulated Viziam Chief Researcher Parud Vakirokiki, calling the ship ""a work of Divine Grace for the Empire, and retribution to our enemies."""
4303 Research Abstract: Project Tesseract "Paper: Project Tesseract - An Investigation into the Causes of the Seyllin Incident and the properties of A0 Blue stars and Isogen-5.
Lead Researcher: Rhavas
Contributors: Mark726, Dr Amira, Julianus Soter, Morwen Lagann, Darth Skorpius, The Antiquarian
Summary: In YC 111, one of the deadliest events in recent memory, the Seyllin Incident, extinguished nearly 500 million souls as the system's A0-class blue sun poured radioactive energy along a magnetic field anomaly and directly into the depths of the first planet in the system, Seyllin I.
The energy released by this event was so great that it may have triggered the opening of the wormhole network in addition to simultaneously decimating eight other planets which orbited similar A0 Blue stars. A chief aim of this project is to understand the causes and mechanics driving such incredible destruction.
This project has compiled all the known data on the subject, including multiple expeditions to “shattered planet” systems (located across both New Eden and wormhole space). We expect to uncover significant details about the mechanics of wormhole initiation as well as the role and power of Isogen-5, which is implicated in the events of that day.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system (beacon designation - AJS1: Antiquus)."
4304 Research Abstract: Project Theseus "Paper: Project Theseus
Lead Researcher: Valerie Valate
Contributors: Aedeal, Horatius Caul, Calen Davrissus, Kathryn Dougans, Myyona, Katy Moore, Gosakumori Noh
Summary: The Labyrinth deadspace complex in Aphi is one of the major Takmahl relic sites found in the Araz constellation. Project Theseus set out to map the Labyrinth, perform a survey of the site, identify any Takmahl artifacts present, and to aid in future projects investigating Takmahl culture in Araz.
Teams of ships entered the Labyrinth to combat the “Minotaur” guardians within and explore the site. The result of those efforts was a three-dimensional map which reveals much about the shape of the Labyrinth, in addition to containing useful information about the types and quantities of Takmahl artifacts to be found there.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4305 Oracle Blueprint
4306 Naga "The Naga is an Attack Battlecruiser that sacrifices durability for the ability to fit large (Battleship-grade) weapons.
Traits
Caldari Battlecruiser skill bonus per level:
5% bonus to Large Hybrid Turret damage
10% bonus to Large Hybrid Turret optimal range
Role Bonus:
95% reduction in the powergrid need of Large Hybrid Turrets
50% reduction in the CPU need of Large Hybrid Turrets
50% reduction in the capacitor need of Large Hybrid Turrets
Development
The Naga was designed in YC 109 by Corporate Police Force as an anti-Guristas ship, sacrificing the usual robust Caldari Navy standards in favor of supporting battleship-class weaponry. It was rejected by Hyasyoda management for being overspecialized.
The Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in the Gallente holo-series CPF Blue). In YC 113 the Caldari Navy entertained contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted and won with the Naga, underbidding both Kaalakiota and Ishukone.
The Naga is effective in any campaign where fast, mobile firepower is required."
4307 Naga Blueprint
4308 Talos "The Talos is an Attack Battlecruiser that sacrifices durability for the ability to fit large (battleship-grade) weapons.
Traits
Gallente Battlecruiser skill bonus per level:
5% bonus to Large Hybrid Turret damage
7.5% bonus to Large Hybrid Turret tracking speed
Role Bonus:
95% reduction in the powergrid need of Large Hybrid Turrets
50% reduction in the CPU need of Large Hybrid Turrets
50% reduction in the capacitor need of Large Hybrid Turrets
Development
The Talos began in YC 110 as a R&D concept by ORE. Conceived as a patrol craft for mining operations in lawless space, the Talos would have been abandoned completely were it not adopted by the Black Eagles, a black-ops branch of the Gallente government. The Black Eagles stripped the Talos of non-essential systems and bolted on battleship-class weapons, creating a quick-strike craft ideal for guerilla action.
The Talos remained a military secret until YC 113, when it was introduced into wider circulation as a third tier battlecruiser. Today the Talos is manufactured by Duvolle Labs, who modified the original ORE designs to bring it in line with Gallente standards."
4309 Talos Blueprint
4310 Tornado "The Tornado is an Attack Battlecruiser that sacrifices durability for the ability to fit large (Battleship-grade) weapons.
Traits
Minmatar Battlecruiser skill bonus per level:
5% bonus to Large Projectile Turret rate of fire.
5% bonus to Large Projectile Turret falloff.
Role Bonus:
95% reduction in the powergrid need of Large Projectile Turrets.
50% reduction in the CPU need of Large Projectile Turrets.
Development
In YC 113 Republic Security Services learned the Amarr Empire was building a new battlecruiser capable of supporting battleship-class weapons. Determined to not lose their technological edge to their adversaries, Republic Fleet commissioned Boundless Creation to construct a gunboat to match.
What they designed was the Tornado. Developed in record time and total secrecy, the Tornado is a testament to Minmatar engineering. Modeled loosely off of flying-wing designs of ancient planetary bombers, the Tornado supports multiple large projectile turrets, dealing massive damage while maintaining a small signature radius."
4311 Tornado Blueprint
4312 Gallente Fuel Block "Frustrated with the inefficiencies involved in tracking multiple fuel types, Thukker logisticians pioneered the development of prepackaged fuel. In YC 111, after a successful trial period, they converted the Tribe's entire starbase network to use fuel blocks. Capsuleers were forced to wait for this innovation while CONCORD dithered over how to handle the transition period, but were finally granted clearance in YC113.
This is a block of fuel designed for Gallente control towers. Forty blocks are sufficient to run a standard large tower for one hour, while medium and small towers require twenty and ten blocks respectively over the same period."
4313 Gallente Fuel Block Blueprint
4314 Caldari Fuel Block Blueprint
4315 Amarr Fuel Block Blueprint
4316 Minmatar Fuel Block Blueprint
4318 Interbus Customs Office "Orbital Customs Offices are the primary points of contact between planetary and interplanetary economies. These facilities, resembling massive hangars in space, provide high-volume, high-frequency cargo transport services between a planet's surface and orbit.
Excerpt from the Amarr Prime Customs Agency regulations, section 17, subsection 4, paragraph 8:
The following items may only be imported or exported with the express prior approval of the Imperial Underscrivener for Commercial Affairs:
Narcotic substances; handheld firearms; slaver hounds (except as personal property); Mindflood; live insects; ungulates; Class 1 refrigerants and aerosols; forced laborers/personal slaves (or other sapient livestock); animal germ-plasm; biomass of human origin; xenobiotics; walnuts."
4319 Protest Monument This was once a memorial to the winners of a riddle contest sponsored by late entrepreneur Ruevo Aram. After standing proud for half a decade, it was destroyed in late YC113 by capsuleers who were staging a mass uprising against an intolerable status quo of intergalactic affairs. Today, the ruins of this once-great work of art stand as a testament to the fact that change is the universe's only constant.
4320 Research Abstract: Project Theta "Paper: Project Theta
Lead Researcher: Norman Vales
Contributors: Authochthonian, Chevalleis
Summary: The present goal of Project Theta is to produce laboratory equipment for use in attempting safe communications with rogue drones. Project Theta aims to achieve this goal by repurposing and reverse engineering available rogue drone technology to create a communications subnet intended to interface with the more advanced rogue drone networks.
The three-unit communications system includes an override of the present comms systems, designed as a protective measure. It has also been designed to provide on-the-fly encoding and decoding. Future testing will be necessary to determine if the system will work as required.
Based on the Aether Hive Link the network remains experimental, and will be part of an isolated communications system. Recent lab tests have indicated a bandwidth of at least ten times that which is available to typical businesses.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4321 Research Abstract: Project Blueprint "Paper: Project Blueprint
Lead Researchers: Adainy Gwanwyn, Emily Dallocort
Contributors: Mark726
Summary: The premise of Project Blueprint is to acquire photographic samples (along with standard documentation) of Sleeper constructs to determine their similarity, if any, to those produced in known space. Currently, researchers are in the initial phases of gathering samples of New Eden's structures to compare to the Sleeper constructs once wormhole excursions begin.
The purpose behind gathering this information is manifold:
1. To investigate if Sleeper constructs hold any sort of cultural significance to the Sleepers themselves;
2. To investigate if Sleepers build their constructs to establish permanent homes or temporary sites
3. To assist in determining the relationship between Sleepers and the Talocan.
Ultimately, information gathered from Project Blueprint could be used to assist other Project teams (ideally, those under the Sleeper History division), and to help further the efforts of those in the Arek'Jaalan initiative.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system.
"
4322 Research Abstract: Project Catapult "Paper: Project Catapult, A Study of the Sansha Wormhole Generator Method
Lead Researcher: Rhavas
Contributors: Grideris, Mark726, Morwen Lagann, Razz Skyshatter, Tuoro
Summary: New Eden is under siege by Sansha Kuvakei and his Nation. Entire systems are attacked and disabled, but he reserves his most massive, propagandist attacks for the Slaves and Citizens, who come in Nation-class supercapitals to destroy the capsuleer fleets. The hallmarks of these invasions are multiple wormholes under the direct control of Sansha's Nation. While the battle between the capsuleer community and Kuvakei lies outside the scope of the Arek'Jaalan project, wormhole generation and stabilization technology represents a potentially critical link to understanding both current wormholes and the transportation capabilities and technologies of the ancient races.
By analyzing information captured by our sensors, probes and contacts, we hope to gather sufficient information to reverse engineer and recreate this technology. Three goals are indicated for this purpose:
1. Create new methods of point-to-point interstellar travel, either by enabling greater distances or a broader range of jump-capable vessels.
2. Provide deeper insights to the basic functional physics of wormholes to help drive the efforts of Project Slipstream
3. Provide potential insights into whether Sansha's Nation wormhole generators were created by the Nation, captured from the Jove, or adapted from the technology of ancient races (if so, those findings will be used to further inform Project Gateway and Project Rift).
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4323 Research Abstract: Project Common Ground "Paper: Project Common Ground
Lead Researcher: Unit XS365BT
Contributors: None.
Summary: This paper is a theoretical study on a possible history of the Talocan and Sleeper species, and their potential links to the rogue drone and capsuleer communities.
It theorizes that the Sleeper species was originally the Talocan equivalent of the capsuleer and that a war occurred between the Talocan and their creations, culminating in the release of an AI virus by the Talocan in an attempt to survive the conflict. This AI virus ravaged the Sleeper species, but not before they transmitted a large quantity of data to a secure storage device they had sent far from their own region of space. This data, when uncovered, gave rise to the rogue drone species.
This paper was created to serve as a theoretical basis for future projects.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system.
"
4324 Research Abstract: Project Huntress Green (1 of 3) "Paper: Project Huntress Green - The Nature of Life in Anoikis
Lead Researcher: Gaia Ma'chello
Contributors: James Arget, Tas Caern and Vincent Athena
Summary: Examination of biological samples obtained from planets in Anoikis has shown that life there is closely related to that found in known sectors of space. Both use DNA as the genetic material, and both use the same 26 amino acids for building proteins. In addition, the genetic code (that is, which combinations of three nucleotides code for which amino acid) is the same for both humans and life in Anoikis. As the genetic code is arbitrary, the chance of this happening by accident is one in ten to the 26th power. We are forced to conclude that life in Anoikis and human life sprang from the same source.
Further investigation into how this could have come to be is the topic of another paper: The Origin of Life in Anoikis.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4325 Research Abstract: Project Algintal "Paper: Project Algintal - Investigation of the Algintal Rogue Drone Hive
Lead Researcher: Myyona
Contributors: Natelia
Summary: Rogue drones have been spreading all over New Eden for the last 80 years or so and represent a constant threat to space travel across the cluster. The rogue drone hive found at the Skeleton Comet complex within the Deltole system appears to have assimilated ancient technologies left behind by the Yan Jung nation, resulting in the development of a new strain of drones, potentially more powerful than their standard counterparts.
Two reports on these events were gathered to determine the extent to which the drones were affected by assimilating the Yan Jung technology, and to establish what level of threat this could pose. The findings showed that the new strain of drones possess significantly enhanced communication systems and cognitive abilities as compared with their predecessors. However, through the examination process it was also discovered that apparently, nearly all of the new drone strains had been destroyed by the original rogue drone hive, likely due to self-regulatory mechanisms within the hive. Consequently, we conclude that any remaining drones pose little to no threat.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4326 Research Abstract: Project Enigma "Paper: Project Enigma - The Jovian Empires
Lead Researcher: Myyona
Contributors: None
Summary: The Jovian society was the first to recover after the closure of the EVE Gate, an event that caused a near-complete extinction of all human settlements in New Eden. Having existed for thousands of years since then, the Jovian Empire experienced peaks and falls long before any of the other currently existing empires even managed to establish themselves as spacefaring nations.
Being keen seekers of knowledge, the Jovians possess great insight on past events, though they do not share it freely and easily with outsiders. This paper looks into the documentation available on the history of the Jovian Empires in an attempt to better understand the Jove mentality and the current state of the Jovian society. Evidence gathered for the paper suggests that the recent lack of communication from Jovian officials, as well as their seeming inability to stop the fatal Jovian Disease, may signal that the current Jovian Empire is in decline.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4327 Research Abstract: Project Trinity "Paper: Project Trinity
Lead Researcher: Julianus Soter
Contributors: General Stargazer, Moira. Corporation
Summary: Operation Trinity was the in-field reconnaissance operation to gather experimental evidence to prove or deny the Trinity Hypothesis, part of Project Trinity. Conducted inside Class 4 space, the operation utilized military and scientific vessels to investigate Trinary Hub facilities in order to determine whether they held any similarity to the Trinary Data discovered on an abandoned Helios in Class 6 space, suspected to have once belonged to missing astrophysicist Lianda Burreau, the first capsuleer to discover the unknown regions.
A trinary hub was investigated and the Sleeper databanks located at the structure were hacked. Data analyzers were applied to all artifacts and signals captured from the facility were compared with a Jovian Trinary Data fragment acquired from Admiral Ouria's Eidolon battleship. Correlations were collected and indicate possible relationships between Jovian and Sleeper data structures. Additional conclusions may be possible with assistance from Eifyr & Co.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4328 Research Abstract: Project Infernal Spade "Paper: Project Infernal Spade - Analysis of the Ancient Talocan Temple and Sun Reader
Lead Researcher: Myyona
Contributors: None
Summary: The appearance of Talocan ruins in w-space has put a renewed focus on this civilization. Very little was known about the Talocan before their ruins appeared in w-space besides that they once had a presence in the Okkelen constellation, an area now claimed by the Caldari State. Despite being overrun by rogue drones, the Devil's Dig Site deadspace complex in the Otitoh system held archaeologists' interest for some time, mostly due to its housing some of the only Talocan relic remnants still available.
This paper is aimed at investigating the Devil's Dig Site and finding out what secrets it holds. It has become clear that the rogue drones inhabiting this site are formidable foes and, clearly surpassing most other rogue drone hives in power. Two ancient Talocan structures have also been discovered; an ancient temple and a mysterious black monolith identified as a ‘Sun Reader.' Due to the hostility of the drones, a thorough investigation of these structures has not been possible yet and is still in the planning phase.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4329 Research Abstract: Project Astrosurvey "Paper: Astrosurvey
Lead Researcher: Pr. Gehen Sealbreaker
Contributors: Sealbreaker Labs, Vincent Athena
Summary: The homogeneity of the asteroids located in Anoikis is improbable, and ores extracted there have been thrown in refineries using old refining processes with no proper study. Considering current survey scanners only compare asteroid properties to a known ores database, their current classification may be wrong and not reflect their full potential.
Three possibilities other than an improbable homogeneity can explain this:
1. Ores in Anoikis are plain. Specific conditions in New Eden contributed to variants' formation.
2. Specific ores existed in Anoikis. Their supply was depleted by intensive exploitation from previous occupants.
3. There are specific ore variants in Anoikis. Tolerance of survey scanners made us unaware of this. (Hypothesis studied)
When it comes to crystal formation, stellar macroscopic effects are a main factor. Cosmic phenomenon must be considered, and samples from their systems studied.
The operation had 3 steps so far:
1. Establishment of a scientific base camp in Anoikis.
2. Harvesting and initial study of resources.
3. Study of the collected samples using laboratories in Empire stations. (Ongoing)
Current results are inconclusive, but there is still much to do. So far, no collected ore matches the molecular structure of any known ore variant, common or rare (Luminous Kernite, Banidine, Polygypsum, etc).
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4330 Research Abstract: Project Omicron "Paper: Project Omicron
Lead Researcher: Authochthonian
Contributors: Authochthonian, Chevalleis, Grideris
Summary: Project Omicron is an attempt to establish two-way communications with the rogue drones. The purpose of this attempt is to find common ground as a prelude to full diplomatic negotiations and to find out as much information as possible on their origins, purpose and needs. Additionally, Omicron aims to investigate possible connections between rogue drones and sleeper drones by communicating directly with rogue drone hives where possible. Much of this project relates to others, such as Project Theta, which seeks to provide the hardware to make such communication possible.
Two-way communications with rogue drones have been proven possible (see the Algintal Incident) and we are constantly refining our communication protocols and encryption/decryption techniques to improve our communication abilities. We predict, based on current evidence, that full communication with rogue drones may be possible around late YC 113 to early YC 114.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4331 Research Abstract: Project Omega "Paper: Project Omega
Lead Researcher: Chevalleis
Contributors: Authochthonian, Chevalleis
Summary: Project Omega is an attempt to investigate the nature of rogue drone hives and their structures. Omega seeks to uncover anything that can be learned about their hierarchy and society by recording how the various rogue drone types interact with one another and other hives. Omega also studies the software of the rogue drones, analyzing their intelligence and their psychology in an effort to identify the programming code responsible for their behavior.
Research into existing types of hives found “naturally occurring” has been carried out and a comparative psychology study is also underway. These examinations should provide deeper insights into the nature of rogue drones and their hives.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4332 Research Abstract: Project Rho "Paper: Project Rho
Lead Researcher: Authochthonian
Contributors: Authochthonian, Chevalleis
Summary: Project Rho is an attempt to gather information on all types of rogue drone hardware, from the smallest to the largest drone types known to exist, and to compile this information into a comprehensive database for ease of access when comparing rogue drone technology to sleeper drone technology by other divisions of Arek'Jaalan. Detailed analysis of every rogue drone will be carried out and compared to empire equivalents.
When completed, this project should enable us to identify any technological links between rogue drones and sleeper drones.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4333 Research Abstract: Project Slipstream "Paper: Project Slipstream - Wormhole Physics for Capsuleers
Project: Slipstream
Lead Researcher: Helen Ohmiras
Contributors: Rhavas, Pat Irvam
Summary: Artificial wormhole induction processes are used in warp drives and jump drives across New Eden. Despite the prevalence of this technology, natural wormholes are still a mystery to many. A pilot with a firm grasp of wormhole mechanics can make more effective decisions when unforeseen and unpredicted events occur in the future.
Project Slipstream is an attempt to educate the wider capsuleer community on basic wormhole physics. We will focus on clearing up misconceptions regarding the difference between natural wormholes and artificial wormholes. The nature of wormholes present in the uncharted regions will also be determined. These findings will then be used as a starting point for further clarification of the physics behind the technology used to create artificial wormholes, as well as other wormhole induction drive technologies.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4334 Arek'Jaalan: Site One Contributions Listing "Special Acknowledgement: This site is named after the capsuleer known as ""The Antiquarian"" whose generous contributions played a large part in making this base in Eram a reality.
Dedication: Arek'Jaalan Site One is dedicated to the capsuleers who helped found the project, and ensure its continued stability and success.
A full listing of donations is available here.
The following individuals and corporations contributed to the construction of this site. Without their donations, Arek'Jaalan Site One would not have been possible.
Corporations:
Applied Industrial Technologies
FedMart
Kitzless
Nepenthe Inc.
Red Rock Mining Company
Unit Commune
Yahoo Inc
Individuals:
Adainy Gwanwyn
Aeb Raven
Aidan Brooder
Akrasjel Lanate
Alexa Wilkot
Alextrasa Zurman
Alpac T'Zarri
Angrypunch
Aquila Shadow
Arklan1
Borascus
Brick Royl
Cargo2000
Cold Vodka
Cunane Jeran
Darkcoro Matari
Dravidshky
DutchGunner
Ekserevnitis
Eri Vin'Taur
Faith Comet
Faulx
fLitSer
General Stargazer
Gouzu Kho
Gran Man
Hannah Viktor
Hector Von Hammerstorm
Hordi LaGeorge
Iwata Accuspray
Jack bubu
Jacques DuVey
James Gheris
Jara Blackwind
Jikane Ronuken
Julianus Soter
Kais Malleus
Lancashirian
Leopold Caine
Mai Satiri
Mark726
Morwen Lagann
Myrhial Arkenath
Myyona
Naraish Adarn
Normal Vales
Phaedra Aurilen
Planetary Genocide
Qansh
Razz Skyshatter
Rees Noturana
Rhavas
Scatter Gun
Shin'rohtak
Steve Ronuken
Stone Cold Assassin
Tan Tau
Taqai
Tarryn Nightstorm
Terra Dedlow
The Antiquarian
Thomas Ownz
Tumbles Goodness
Tundradog
Utremi Fasolasi
Variden
ISK Donations:
The following indviduals donated ISK towards the construction of Site One. Excess ISK left over after construction, will be used to fund archivist work.
1,100,000,000 - Adhocracy Incorporated
1,000,000,000 - House of Sebtin
500,000,000 - Alpac T'Zarri
500,000,000 - skaunk (on behalf of Caustic Confluence corporation)
300,000,000 - Salpun
200,000,000 - Gauss Jannon
100,000,000 - Gallente Independent Progressive Alternative
50,000,000 - Ethan Revenant
40,000,000 - Molocath Vynneve
25,000,000 - Rae Seddon
15,000,000 - Invader Squee
10,000,000 - Windsong Woodhaven
10,000,000 - Iwata Accuspray
5,000,000 - Jethra Daystar
1,000,000 - ElQuirko
1,000,000 - Squid Tentacle
1,000,000 - Lady mifa
2,000,000 - jimmy 15"
4335 Research Abstract: Project Compass "Paper: Project Compass
Lead Researcher: Mark726
Contributors: Rhavas
Summary: Project Compass represents an attempt to experimentally verify the spatial relationship between wormhole space and New Eden. The project is primarily aimed at identifying stellar objects – both in New Eden and in wormhole space – through spectroscopic analysis, and by using the properties of parallax and triangulation to determine the location of wormhole space in relation to New Eden. The Lead Researcher surveyed a random sample of wormhole systems and was able to identify a star cluster identifiable in both New Eden and wormhole space. Through mathematical extrapolation and analysis, the location of wormhole space was determined.
Project Compass draws no final conclusions at this stage, as researchers are awaiting potential changes to capsule sensor technology that may yield new data.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4336 Research Abstract: Project Huntress Green (2 of 3) "Paper: Huntress Green - The Origin of Life in Anoikis
Lead Researcher: Gaia Ma'chello
Contributors: James Arget, Tas Caern and Vincent Athena
Summary: Previous work has indicated that life in Anoikis and human life had the same origin. This brings up the question of how life originally came to planets in Anoikis.
The “molecular clock” method was used to estimate how long ago life in Anoikis and life in known space had a common ancestor. In the molecular clock method random changes to segments of “junk” DNA are examined and compared between organisms. Changes in these segments occur randomly, accumulate over time, and are not selected for by evolution. By seeing how different a given segment of junk DNA is between two organisms, an estimate can be made as to how long ago they had a common ancestor.
For this case, microorganisms that live in known space and those that live in Anoikis were compared.
It was found that life in Anoikis split from life in known space during the dark ages, the time period between the closure of the eve gate and the rebirth of civilization. Apparently, during this time, some space-faring civilization survived, or arose much faster than has been assumed. This civilization appears to have moved to Anoikis and made use of the planets.
Some organisms were found that had a common ancestor with life in known space about a year ago. This is likely contamination from recent capsuleer activity in Anoikis.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4337 Research Abstract: Project Huntress Green (3 of 3) "Paper: Huntress Green - Possible disease organisms in Anoikis
Lead Researcher: Gaia Ma'chello
Contributors: James Arget, Tas Caern and Vincent Athena
Summary: Examination of multiple biological samples obtained from planets in the unknown regions has found several organisms that could cause diseases in humans. The most interesting one is a certain fungus found on several temperate worlds.
This fungus appears able to colonize almost any surface or other organism. As it digests another organism, some proteins from that organism are displayed on the surface of the fungal strands. This allows the fungus to evade the immune system of many infected hosts.
Some bacteria were also found that appear to be somewhat infectious. They do not appear to be too virulent, but some of the chemicals they produce are of particular interest. These chemicals have neurological effects that alter the behavior of the host, helping spread the bacteria.
This abstract relates to research undertaken by the Arek'Jaalan Project.
Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4
Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the Eram system."
4338 Arek'Jaalan: Mission Statement "The Arek'Jaalan Project was founded to act as a cross-organizational research body and common ground for capsuleers to share information about the Sleeper civilization and related matters. The goals of the project are, relative to similar bodies, both simple to understand and quite humble. Put simply, our aim is to research, document and educate.
Research: We aim to posit and debate theories, study known facts and uncover new ones, and use every other method available to deepen our understanding of the Sleepers and related subjects.
Document: Through extensive use of open networks, and with the help of key staff, we aim to document all of the information shared between project members, from everyday communication to large-scale research projects.
Educate: Using our body of contributors and their documented research as a foundation, we aim to educate other capsuleers about our work, and to encourage wider capsuleer interest in scientific matters by presenting information openly and accessibly.
In its initial phase, the project aims to build a “foundational” body of documented research, at which point a larger focus will begin to be placed on the goal of education.
It should be emphasized that Arek'Jaalan does not aim to produce new technologies, and in particular that we take an active stance against any further weaponization of Sleeper or other technologies. We aim for something more benign and progressive.
It should be similarly noted that much of our work lies in centralizing and documenting scattered, yet publicly available, information. In the absence of these hard facts, we turn to educated theory. Although there is always the risk of information being used for immoral ends, it should be remembered what the majority of our work at the Arek'Jaalan project actually amounts to, and that our own stance is to be firmly against such actions.
Overwhelmingly, the current focus of interest in capsuleer research is applied science, particularly weaponization. The work we do is intended to help humanity, and science as a whole, not just the capsuleer military-industrial cycle. Arek'Jaalan stands apart from the destructive mainstream; as an alternative way for capsuleers to use their unique capabilities. "
4345 Gistum B-Type Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
4346 Gistum A-Type Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
4347 Pithum A-Type Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
4348 Pithum B-Type Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
4349 Pithum C-Type Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
4354 Sansha Tenebrus "Subject: Sansha Tenebrus
Military Specifications: Frigate-class vessel. Veteran-level crew.
Additional Intelligence: The Tenebrus is a specialized defensive vessel intended for swift and vicious first response action. Employing only those True Slaves most receptive to the hive-mind and therefore best able to coordinate amongst themselves, these ships are considered among the most valuable members of the Nation's military force.
Analyst Kamal Shan, Ministry of Assessment.
Authorized for capsuleer dissemination. "
4355 Dark Blood Keeper "Subject: Dark Blood Keeper
Military Specifications: Frigate-class vessel. Veteran-level crew.
Additional Intelligence: The Dark Blood Keeper is a defensive vessel designed to protect the human farm's living produce. Crewed by a hand-picked selection of expert technicians who are also zealous believers in the Blood Raider cause, this ship is without a doubt the most dangerous opponent in the vicinity.
Analyst Kepur, Ministry of Assessment.
Authorized for capsuleer dissemination.
"
4356 Shadow Serpentis Warden "Subject: Dark Blood Alpha
Military Specifications: Frigate-class vessel. Veteran-level crew.
Additional Intelligence: The Shadow Serpentis Warden is one of the most versatile frigate designs ever to be iterated on by any independent organization. Triple-reinforced armor, an augmented plasma ventilation system and extremely strict crew specifications have been identified as three primary reasons for why no Serpentis live cargo facility can ever be found without one.
Analyst Batuan, DED.
Authorized for capsuleer dissemination. "
4357 Amarr Drone Mine This is an Amarr drone mine.
4358 Exotic Dancers, Male Exotic dancing is considered an art form, even though not everyone might agree. Exposing the flesh in public places may be perfectly acceptable within the Federation, but in the Amarr Empire it's considered a grave sin and a sign of serious deviancy.
4359 QA Jump Bridge This structure does not exist.
4360 QA ECCM This module does not exist.
4361 QA Fuel Control Tower This structure does not exist.
4363 Miasmos Quafe Ultra Edition "The Miasmos Quafe Ultra Edition is a purely cargo capacity-oriented Industrial, capable of hauling great loads of valuable goods through the darkness of space.
Traits
Gallente Industrial skill bonus per level:
10% bonus to Cargo Hold capacity
5% bonus to maximum velocity
Development
The Miasmos Quafe Ultra Edition was commissioned by the Quafe Corporation as a specialized vessel for the distribution of Quafe throughout the New Eden cluster.
To this end, the ship has been made more agile, given a faster warp engine and fitted with an upgraded cargohold that can carry vast amounts of sweet, sweet Quafe. Additionally, the controls have been simplified so that new pilots can be trained quickly and efficiently, allowing for optimal transport labor wages.
A later addition under the new ""Miasmos"" moniker included a small number of sealed vats, but Quafe has demanded that those be accessed solely by corporate representatives, and not by crew nor capsuleer."
4364 Miasmos Quafe Ultra Edition Blueprint
4365 Men's 'Quafe' T-shirt YC114 "Stand out in a crowd with your comfortable new Quafe Commemorative Casual Wear, designed exclusively for attendees of the YC 114 Impetus Annual Holoreel Convention
Note: While occasionally worn by holoreel stars, Quafe Commemorative Casual Wear is not guaranteed to net you a role in any kind of visual production, at least not one that involves any dialogue.
"
4366 Women's 'Quafe' T-shirt YC114 "Stand out in a crowd with your comfortable new Quafe Commemorative Casual Wear, designed exclusively for attendees of the YC 114 Impetus Annual Holoreel Convention
Note: While occasionally worn by holoreel stars, Quafe Commemorative Casual Wear is not guaranteed to net you a role in any kind of visual production, at least not one that involves any dialogue.
"
4367 Men's 'Sterling' Dress Shirt (white) "Designer: Sennda of Emrayur
Modeled after the Class B military clothing found in several modern navies, this sharply contrasted bone white and dusty gray ""Sterling"" dress shirt is a perfect way to begin your travels in New Eden.
It is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our material blends are specially treated to resist staining, even tough grease and oil stains common on modern starships.
Dark thread highlights combine with a magnificent chevron design, unique to this particular item, to finish the high-contrast look.
"
4368 Women's 'Sterling' Dress Blouse (white) "Designer: Sennda of Emrayur
Modeled after the Class B military clothing found in several modern navies, this sharply contrasted bone white and dusty gray ""Sterling"" dress blouse is a perfect way to begin your travels in New Eden.
It is designed to cope with the realities of daily service while maintaining the image of an orderly fighting force. Our material blends are specially treated to resist staining, even tough grease and oil stains common on modern starships.
Dark thread highlights combine with a magnificent chevron design, unique to this particular item, to finish the high-contrast look.
"
4369 Small Targeting Amplifier I This ship modification is designed to increase the max targeting range, at the expense of agility and max velocity.
4370 Small Targeting Amplifier I Blueprint
4371 QA Remote Armor Repair System - 5 Players This module does not exist.
4372 QA Shield Transporter - 5 Players This module does not exist.
4373 QA Damage Module This module does not exist.
4374 QA Multiship Module - 10 Players This module does not exist.
4375 QA Multiship Module - 20 Players This module does not exist.
4376 QA Multiship Module - 40 Players This module does not exist.
4377 QA Multiship Module - 5 Players This module does not exist.
4380 QA Immunity Module This type does not exist.
4383 Large Micro Jump Drive "The Micro Jump Drive is a module that spools up, then jumps the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains its direction and velocity. Warp scramblers can be used to disrupt the module. Spool up time is reduced by the skill Micro Jump Drive Operation.
The Micro Jump Drive was developed by Duvolle Laboratories Advanced Manifold Theory Unit. The drive was conceived by the late Avagher Xarasier, the genius behind several ground-breaking innovations of that era.
"
4384 Large Micro Jump Drive Blueprint
4385 Micro Jump Drive Operation Skill at using Micro Jump Drives. Reduces activation time by 5% per skill level.
4386 Mobile Large Jump Disruptor I A Large deployable self powered unit that prevents micro jumping into its area of effect.
4387 Mobile Large Jump Disruptor I Blueprint
4388 Miasmos Quafe Ultramarine Edition "The Miasmos Quafe Ultramarine Edition is a purely cargo capacity-oriented Industrial, capable of hauling great loads of valuable goods through the darkness of space.
Traits
Gallente Industrial skill bonus per level:
10% bonus to Cargo Hold capacity
5% bonus to maximum velocity
Development
The Miasmos (originally Iteron Mark IV) Quafe Ultramarine Edition was commissioned by the Quafe Corporation as a vessel for highly focused distribution of Quafe to a demanding clientele in the New Eden cluster.
To this end, the ship has been made more agile, given a faster warp engine and fitted with an upgraded cargohold that can carry vast amounts of Quafe. In addition, its controls have been simplified so that new pilots can more easily meet the strict delivery conditions of prospective buyers. A number of sealed vats were added after the ship was rebranded as the Miasmos, but Quafe has demanded that those be accessed solely by corporate representatives, and not by crew nor capsuleer.
While the Quafe Corporation has firmly denied making any alterations to its lucrative formula, and insists that the Miasmos Quafe Ultramarine Edition does not have special dispensation to carry a supercaffeinated version of the famous drink, it is notable that this model has been fitted with extra security mechanisms to prevent any and all crew from sampling its cargo.
While there are persistent rumors of storage crew personnel tasting the cargo and subsequently staying awake for days on end, grinding their teeth and yelling at each other, these have never been conclusively proven, although the Quafe Corporation does reportedly undertake all medical costs for any crewmember serving more than 72 consecutive hours onboard the Miasmos Quafe Ultramarine Edition. "
4389 Miasmos Quafe Ultramarine Edition Blueprint
4390 Pax Ammaria This book has a history.
4391 Large Ancillary Shield Booster "Provides a quick boost in shield strength. The module takes Cap Booster charges and will start consuming the ship's capacitor upon the charges running out. Deactivating the module while it has no cap boosters loaded starts reloading, if there are cap boosters available in cargo hold.
Note: Can use Cap Booster 150 and 200 as fuel. Reloading time is 60 seconds. Prototype Inferno Module.
"
4392 Large Ancillary Shield Booster Blueprint
4393 Drone Damage Amplifier I "The Drone Damage Amplifier projects a multi-node quantum entanglement onto the ship's drone communications net, creating a bridged processor between ship and drones that allows for better real-time trajectory projections.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized. This module is for combat drones, not fighters or bombers.
"
4394 Drone Damage Amplifier I Blueprint
4395 Medium Processor Overclocking Unit I "This ship modification is designed to increase a ship's CPU.
"
4396 Medium Processor Overclocking Unit I Blueprint
4397 Large Processor Overclocking Unit I "This ship modification is designed to increase a ship's CPU.
"
4398 Large Processor Overclocking Unit I Blueprint
4399 Medium Processor Overclocking Unit II This ship modification is designed to increase a ship's CPU.
4400 Medium Processor Overclocking Unit II Blueprint
4401 Large Processor Overclocking Unit II This ship modification is designed to increase a ship's CPU.
4402 Large Processor Overclocking Unit II Blueprint
4403 Reactive Armor Hardener "The Reactive Armor Hardener possesses an advanced nano membrane that reacts to armor layer damage by shifting between resistances over time. This makes it able to align its defenses against whichever incoming damage types are prevalent.
The module spreads 60% resistance over the four damage types, starting at 15% in each.
Only one of this module type can be fitted at a time. Prototype Inferno Module.
"
4404 Reactive Armor Hardener Blueprint
4405 Drone Damage Amplifier II "The Drone Damage Amplifier projects a multi-node quantum entanglement onto the ship's drone communications net, creating a bridged processor between ship and drones that allows for better real-time trajectory projections.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized. This module is for combat drones, not fighters or bombers. "
4406 Drone Damage Amplifier II Blueprint
4407 Shield Booster Fuel Allocation Script "This script can be loaded into a specialized shield booster module to exchange capacitor use on activation with a charge from the cargo hold.
"
4408 Shield Booster Fuel Allocation Script Blueprint
4409 Target Spectrum Breaker "Copies the active sweeps of all targeting sensors and reflects them onto other targeters, giving their computers the impression that the ship being locked is in two places at once. The more target locks active or being attempted against the ship, the more conflicting input can be sent to each computer, thus increasing the chances that the locks will fail.
Note: Will affect all targeting computers, including those of friendly vessels, of vessels immune to electronic warfare, and of the host ship itself. Can be fitted to Battleship, Black Ops and Marauder class ships. Prototype Inferno Module.
"
4410 Target Spectrum Breaker Blueprint
4411 Target Breaker Amplification "Improves the continuous reflection of active target spectrum breakers, resulting in much improved defenses against all those who wish to target any vessel in the vicinity.
Reduces duration time and capacitor need of Target Spectrum Breakers by 5% per level.
"
4421 F-a10 Buffer Capacitor Regenerator Increases the capacitor recharge rate.
4423 Industrial Capacitor Recharger Increases the capacitor recharge rate.
4425 AGM Capacitor Charge Array Increases the capacitor recharge rate.
4427 Secondary Parallel Link-Capacitor Increases the capacitor recharge rate.
4431 F-b10 Nominal Capacitor Regenerator Increases the capacitor recharge rate.
4433 Barton Reactor Capacitor Recharger I Increases the capacitor recharge rate.
4435 Eutectic Capacitor Charge Array Increases the capacitor recharge rate.
4437 Fixed Parallel Link-Capacitor I Increases the capacitor recharge rate.
4471 5W Infectious Power System Malfunction Neutralizes a portion of the energy in the target ship's capacitor.
4473 Small Rudimentary Energy Destabilizer I Neutralizes a portion of the energy in the target ship's capacitor.
4475 Small Unstable Power Fluctuator I Neutralizes a portion of the energy in the target ship's capacitor.
4477 Small 'Gremlin' Power Core Disruptor I Neutralizes a portion of the energy in the target ship's capacitor.
4529 Small I-a Polarized Armor Regenerator This module uses nano-assemblers to repair damage done to the armor of the ship.
4531 Small Inefficient Armor Repair Unit This module uses nano-assemblers to repair damage done to the armor of the ship.
4533 Small 'Accommodation' Vestment Reconstructer I This module uses nano-assemblers to repair damage done to the armor of the ship.
4535 Small Automated Carapace Restoration This module uses nano-assemblers to repair damage done to the armor of the ship.
4569 Medium I-a Polarized Armor Regenerator This module uses nano-assemblers to repair damage done to the armor of the ship.
4571 Medium Inefficient Armor Repair Unit This module uses nano-assemblers to repair damage done to the armor of the ship.
4573 Medium 'Accommodation' Vestment Reconstructer I This module uses nano-assemblers to repair damage done to the armor of the ship.
4575 Medium Automated Carapace Restoration This module uses nano-assemblers to repair damage done to the armor of the ship.
4579 Medium Nano Armor Repair Unit I This module uses nano-assemblers to repair damage done to the armor of the ship.
4609 Large I-a Polarized Armor Regenerator This module uses nano-assemblers to repair damage done to the armor of the ship.
4611 Large Inefficient Armor Repair Unit This module uses nano-assemblers to repair damage done to the armor of the ship.
4613 Large 'Accommodation' Vestment Reconstructer I This module uses nano-assemblers to repair damage done to the armor of the ship.
4615 Large Automated Carapace Restoration This module uses nano-assemblers to repair damage done to the armor of the ship.
4621 Large 'Reprieve' Vestment Reconstructer I This module uses nano-assemblers to repair damage done to the armor of the ship.
4745 Micro F-4a Ld-Sulfate Capacitor Charge Unit Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4747 Micro Ld-Acid Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4749 Micro Peroxide Capacitor Power Cell Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4751 Micro Ohm Capacitor Reserve I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4785 Small F-4a Ld-Sulfate Capacitor Charge Unit Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4787 Small Ld-Acid Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4789 Small Peroxide Capacitor Power Cell Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4791 Small Ohm Capacitor Reserve I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4829 Medium F-RX Prototype Capacitor Boost Provides a quick injection of power into the capacitor.
4831 Medium Brief Capacitor Overcharge I Provides a quick injection of power into the capacitor.
4833 Medium Electrochemical Capacitor Booster I Provides a quick injection of power into the capacitor.
4835 Medium Tapered Capacitor Infusion I Provides a quick injection of power into the capacitor.
4869 Large F-4a Ld-Sulfate Capacitor Charge Unit Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4871 Large Ld-Acid Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4873 Large Peroxide Capacitor Power Cell Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4875 Large Ohm Capacitor Reserve I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4909 X-Large F-4a Ld-Sulfate Capacitor Charge Unit Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4911 X-Large Ld-Acid Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4913 X-Large Peroxide Capacitor Power Cell Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4915 X-Large Ohm Capacitor Reserve I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
4955 Micro F-RX Prototype Capacitor Boost Provides a quick injection of power into the capacitor.
4957 Micro Brief Capacitor Overcharge I Provides a quick injection of power into the capacitor.
4959 Micro Electrochemical Capacitor Booster I Provides a quick injection of power into the capacitor.
4961 Micro Tapered Capacitor Infusion I Provides a quick injection of power into the capacitor.
5007 Small F-RX Prototype Capacitor Boost Provides a quick injection of power into the capacitor.
5009 Small Brief Capacitor Overcharge I Provides a quick injection of power into the capacitor.
5011 Small Electrochemical Capacitor Booster I Provides a quick injection of power into the capacitor.
5013 Small Tapered Capacitor Infusion I Provides a quick injection of power into the capacitor.
5017 Small Perishable Capacitor Overcharge II Provides a quick injection of power into the capacitor.
5047 Heavy F-RX Prototype Capacitor Boost Provides a quick injection of power into the capacitor.
5049 Heavy Brief Capacitor Overcharge I Provides a quick injection of power into the capacitor.
5051 Heavy Electrochemical Capacitor Booster I Provides a quick injection of power into the capacitor.
5053 Heavy Tapered Capacitor Infusion I Provides a quick injection of power into the capacitor.
5087 Small Partial E95a Remote Capacitor Transmitter Transfers capacitor energy to another ship.
5089 Small Murky Remote Capacitor Transmitter Transfers capacitor energy to another ship.
5091 'Regard' Remote Capacitor Transmitter Transfers capacitor energy to another ship.
5093 Small Asymmetric Remote Capacitor Transmitter Transfers capacitor energy to another ship.
5135 E5 Prototype Energy Vampire "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
5137 Small 'Knave' Energy Drain "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
5139 Small Diminishing Power System Drain I "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
5141 Small 'Ghoul' Energy Siphon I "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
5175 Gatling Modal Laser I "Rapid fire multi-barreled energy weapon that delivers a steady stream of damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
5177 Gatling Afocal Maser I "Rapid fire multi-barreled energy weapon that delivers a steady stream of damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
5179 Gatling Modulated Energy Beam I "Rapid fire multi-barreled energy weapon that delivers a steady stream of damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
5181 Gatling Anode Particle Stream I "Rapid fire multi-barreled energy weapon that delivers a steady stream of damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
5215 Dual Modal Pulse Laser I "This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
5217 Dual Afocal Pulse Maser I "This light pulse energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. Good skirmish weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
5219 Dual Modulated Pulse Energy Beam I "This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
5221 Dual Anode Pulse Particle Stream I "This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
5231 EP-R Argon Ion Basic Excavation Pulse Common, low technology mining laser. Works well for extracting common ore, but not useful for much else.
5233 Single Diode Basic Mining Laser Common, low technology mining laser. Works well for extracting common ore, but not useful for much else.
5235 Xenon Basic Drilling Beam Common, low technology mining laser. Works well for extracting common ore, but not useful for much else.
5237 Rubin Basic Particle Bore Stream Common, low technology mining laser. Works well for extracting common ore, but not useful for much else.
5239 EP-S Gaussian Excavation Pulse Basic mining laser. Extracts common ore quickly, but has difficulty with the more rare types.
5241 Dual Diode Mining Laser I Basic mining laser. Extracts common ore quickly, but has difficulty with the more rare types.
5243 XeCl Drilling Beam I Basic mining laser. Extracts common ore quickly, but has difficulty with the more rare types.
5245 Cu Vapor Particle Bore Stream I Basic mining laser. Extracts common ore quickly, but has difficulty with the more rare types.
5279 F-23 Reciprocal Remote Sensor Booster "Can only be activated on targets to increase their scan resolutions and boost their targeting range. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5280 Connected Remote Sensor Booster "Can only be activated on targets to increase their scan resolutions and boost their targeting range. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5281 Coadjunct Linked Remote Sensor Booster "Can only be activated on targets to increase their scan resolutions and boost their targeting range. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5282 Linked Remote Sensor Booster "Can only be activated on targets to increase their scan resolutions and boost their targeting range. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5299 Low Frequency Sensor Suppressor I "Reduces the range and speed of a targeted ship's sensors. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5300 Indirect Scanning Dampening Unit I "Reduces the range and speed of a targeted ship's sensors. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5301 Kapteyn Sensor Array Inhibitor I "Reduces the range and speed of a targeted ship's sensors. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5302 Phased Muon Sensor Disruptor I "Reduces the range and speed of a targeted ship's sensors. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5319 F-392 Baker Nunn Tracking Disruptor I "Disrupts the turret range and tracking speed of the target ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5320 Balmer Series Tracking Disruptor I "Disrupts the turret range and tracking speed of the target ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5321 'Abandon' Tracking Disruptor I "Disrupts the turret range and tracking speed of the target ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5322 DDO Photometry Tracking Disruptor I "Disrupts the turret range and tracking speed of the target ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5339 F-293 Nutation Remote Tracking Computer "Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5340 Phase Switching Remote Tracking Computer "Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5341 'Prayer' Remote Tracking Computer "Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5342 Alfven Surface Remote Tracking Computer "Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5359 1Z-3 Subversive ECM Eruption "Emits random electronic bursts intended to disrupt target locks on any ship with lower sensor strengths than the ECM burst jamming strength. Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, only battleship-class vessels can use this module to its fullest extent.
Note: Only one module of this type can be activated at the same time"
5361 'Deluge' ECM Burst I "Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range.
Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, only battleship-class vessels can use this module to its fullest extent.
Note: Only one module of this type can be activated at the same time"
5363 'Rash' ECM Emission I "Emits random electronic bursts intended to disrupt target locks on any ship with lower sensor strengths than the ECM burst jamming strength. Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, only battleship-class vessels can use this module to its fullest extent.
Note: Only one module of this type can be activated at the same time"
5365 'Cetus' ECM Shockwave I "Emits random electronic bursts intended to disrupt target locks on any ship with lower sensor strengths than the ECM burst jamming strength. Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, only battleship-class vessels can use this module to its fullest extent.
Note: Only one module of this type can be activated at the same time"
5399 J5 Prototype Warp Disruptor I Disrupts the target ship's navigation computer which prevents it from warping.
5401 Fleeting Warp Disruptor I Disrupts the target ship's navigation computer which prevents it from warping.
5403 Faint Warp Disruptor I Disrupts the target ship's navigation computer which prevents it from warping.
5405 Initiated Warp Disruptor I Disrupts the target ship's navigation computer which prevents it from warping.
5439 J5b Phased Prototype Warp Scrambler I Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
5441 Fleeting Progressive Warp Scrambler I Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
5443 Faint Epsilon Warp Scrambler I Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
5445 Initiated Harmonic Warp Scrambler I Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
5479 Marked Modified SS Expanded Cargo Increases cargo hold capacity.
5481 Partial Hull Conversion Expanded Cargo Increases cargo hold capacity.
5483 Alpha Hull Mod Expanded Cargo Increases cargo hold capacity.
5485 Type-E Altered SS Expanded Cargo Increases cargo hold capacity.
5487 Mark I Modified SS Expanded Cargo Increases cargo hold capacity.
5489 Local Hull Conversion Expanded Cargo I Increases cargo hold capacity.
5491 Beta Hull Mod Expanded Cargo Increases cargo hold capacity.
5493 Type-D Altered SS Expanded Cargo Increases cargo hold capacity.
5519 Marked Modified SS Inertial Stabilizers "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5521 Partial Hull Conversion Inertial Stabilizers "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5523 Alpha Hull Mod Inertial Stabilizers "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5525 Type-E Altered SS Inertial Stabilizers "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5527 Mark I Modified SS Inertial Stabilizers "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5529 Local Hull Conversion Inertial Stabilizers I "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5531 Beta Hull Mod Inertial Stabilizers "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5533 Type-D Altered SS Inertial Stabilizers "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5559 Partial Hull Conversion Nanofiber Structure "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5561 Local Hull Conversion Nanofiber Structure I "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5591 Alpha Hull Mod Nanofiber Structure "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5593 Type-E Altered SS Nanofiber Structure "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5595 Marked Modified SS Nanofiber Structure "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5597 Beta Hull Mod Nanofiber Structure "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5599 Type-D Altered SS Nanofiber Structure "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5601 Mark I Modified SS Nanofiber Structure "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5611 Partial Hull Conversion Overdrive Injector "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5613 Alpha Hull Mod Overdrive Injector "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5615 Type-E Altered SS Overdrive Injector "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5617 Marked Modified SS Overdrive Injector "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5627 Local Hull Conversion Overdrive Injector I "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5629 Beta Hull Mod Overdrive Injector "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5631 Type-D Altered SS Overdrive Injector "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5633 Mark I Modified SS Overdrive Injector "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5643 Local Hull Conversion Reinforced Bulkheads I Increases structural hit points while reducing inertia and overall top speed.
5645 Beta Hull Mod Reinforced Bulkheads Increases structural hit points while reducing inertia and overall top speed.
5647 Type-D Altered SS Reinforced Bulkheads Increases structural hit points while reducing inertia and overall top speed.
5649 Mark I Modified SS Reinforced Bulkheads Increases structural hit points while reducing inertia and overall top speed.
5675 Partial Hull Conversion Reinforced Bulkheads Increases structural hit points while reducing inertia and overall top speed.
5677 Alpha Hull Mod Reinforced Bulkheads Increases structural hit points while reducing inertia and overall top speed.
5679 Type-E Altered SS Reinforced Bulkheads Increases structural hit points while reducing inertia and overall top speed.
5681 Marked Modified SS Reinforced Bulkheads Increases structural hit points while reducing inertia and overall top speed.
5683 Medium Inefficient Hull Repair Unit Makes use of nano-assembler technology in order to repair damage done to the structure.
5693 Small Inefficient Hull Repair Unit Makes use of nano-assembler technology in order to repair damage done to the structure.
5697 Large Inefficient Hull Repair Unit Makes use of nano-assembler technology in order to repair damage done to the structure.
5719 Medium 'Hope' Hull Reconstructor I Makes use of nano-assembler technology in order to repair damage done to the structure.
5721 Medium Automated Structural Restoration Makes use of nano-assembler technology in order to repair damage done to the structure.
5723 Medium I-b Polarized Structural Regenerator Makes use of nano-assembler technology in order to repair damage done to the structure.
5743 Small 'Hope' Hull Reconstructor I Makes use of nano-assembler technology in order to repair damage done to the structure.
5745 Small Automated Structural Restoration Makes use of nano-assembler technology in order to repair damage done to the structure.
5747 Small I-b Polarized Structural Regenerator Makes use of nano-assembler technology in order to repair damage done to the structure.
5755 Large 'Hope' Hull Reconstructor I Makes use of nano-assembler technology in order to repair damage done to the structure.
5757 Large Automated Structural Restoration Makes use of nano-assembler technology in order to repair damage done to the structure.
5759 Large I-b Polarized Structural Regenerator Makes use of nano-assembler technology in order to repair damage done to the structure.
5829 GLFF Containment Field "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
5831 Interior Force Field Array "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
5833 Systematic Damage Control "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
5835 F84 Local Damage System "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
5837 Pseudoelectron Containment Field I "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
5839 Internal Force Field Array I "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
5841 Emergency Damage Control I "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
5843 F85 Peripheral Damage System I "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
5845 Heat Exhaust System "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5846 Thermal Exhaust System I "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5849 Extruded Heat Sink I "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5854 Stamped Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5855 'Boreas' Coolant System "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5856 C3S Convection Thermal Radiator "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5857 'Skadi' Coolant System I "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5858 C4S Coiled Circuit Thermal Radiator "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5865 Indirect Target Acquisition I Uses advanced gravitational and visual targeting to identify threats. Allows target lock without alerting the ship to a possible threat.
5867 Passive Targeting Array I Uses advanced gravitational and visual targeting to identify threats. Allows target lock without alerting the ship to a possible threat.
5869 Suppressed Targeting System I Uses advanced gravitational and visual targeting to identify threats. Allows target lock without alerting the ship to a possible threat.
5871 41F Veiled Targeting Unit Uses advanced gravitational and visual targeting to identify threats. Allows target lock without alerting the ship to a possible threat.
5913 Hydraulic Stabilization Actuator "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5915 Lateral Gyrostabilizer "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5917 Stabilized Weapon Mounts "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5919 F-M2 Weapon Inertial Suspensor "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5929 Pneumatic Stabilization Actuator I "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5931 Cross-Lateral Gyrostabilizer I "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5933 Counterbalanced Weapon Mounts I "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5935 F-M3 Munition Inertial Suspensor "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
5945 Prototype 100MN Microwarpdrive I "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
5955 Experimental 100MN Afterburner I "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
5971 Upgraded 1MN Microwarpdrive I "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
5973 Limited 1MN Microwarpdrive I "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
5975 Experimental 10MN Microwarpdrive I "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
6001 Limited 1MN Afterburner I "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
6003 Experimental 1MN Afterburner I "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
6005 Experimental 10MN Afterburner I "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
6041 Hostile Target Acquisition I Targets any hostile ship within range on activation. Grants a +2 bonus to max targets when online
6043 'Recusant' Hostile Targeting Array I Targets any hostile ship within range on activation. Grants a +2 bonus to max targets when online
6045 Responsive Auto-Targeting System I Targets any hostile ship within range on activation. Grants a +2 bonus to max targets when online
6047 Automated Targeting Unit I Targets any hostile ship within range on activation. Grants a +2 bonus to max targets when online
6073 Medium Ld-Acid Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
6083 Medium Peroxide Capacitor Power Cell Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
6097 Medium Ohm Capacitor Reserve I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
6111 Medium F-4a Ld-Sulfate Capacitor Charge Unit Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
6129 Surface Cargo Scanner I Scans the cargo hold of another ship.
6131 Prototype Freight Sensors Scans the cargo hold of another ship.
6133 Interior Type-E Cargo Identifier Scans the cargo hold of another ship.
6135 PL-0 Shipment Probe Scans the cargo hold of another ship.
6157 Supplemental Scanning CPU I "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6158 Prototype Sensor Booster "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6159 Alumel-Wired Sensor Augmentation "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6160 F-90 Positional Sensor Subroutines "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6173 Optical Tracking Computer I "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6174 Monopulse Tracking Mechanism I "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6175 'Orion' Tracking CPU I "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6176 F-12 Nonlinear Tracking Processor "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6193 Emergency Magnetometric Scanners "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6194 Emergency Multi-Frequency Scanners "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6195 Reserve Gravimetric Scanners "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6199 Reserve LADAR Scanners "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6202 Emergency RADAR Scanners "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6203 Reserve Magnetometric Scanners "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6207 Reserve Multi-Frequency Scanners "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6212 Reserve RADAR Scanners "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6216 Emergency LADAR Scanners "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6217 Emergency Gravimetric Scanners "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6218 Protected Gravimetric Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6222 Protected LADAR Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6225 Sealed RADAR Backup Cluster "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6226 Protected Magnetometric Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6230 Protected Multi-Frequency Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6234 Protected RADAR Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6238 Sealed Magnetometric Backup Cluster "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6239 Sealed Multi-Frequency Backup Cluster "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6241 Sealed LADAR Backup Cluster "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6242 Sealed Gravimetric Backup Cluster "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6243 Surrogate Gravimetric Reserve Array I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6244 F-43 Repetitive Gravimetric Backup Sensors "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6251 Surrogate LADAR Reserve Array I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6252 F-43 Repetitive LADAR Backup Sensors "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6257 Surplus RADAR Reserve Array "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6258 F-42 Reiterative RADAR Backup Sensors "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6259 Surrogate Magnetometric Reserve Array I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6260 F-43 Repetitive Magnetometric Backup Sensors "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6267 Surrogate Multi-Frequency Reserve Array I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6268 F-43 Repetitive Multi-Frequency Backup Sensors "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6275 Surrogate RADAR Reserve Array I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6276 F-43 Repetitive RADAR Backup Sensors "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6283 Surplus Magnetometric Reserve Array "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6284 F-42 Reiterative Magnetometric Backup Sensors "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6285 Surplus Multi-Frequency Reserve Array "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6286 F-42 Reiterative Multi-Frequency Backup Sensors "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6289 Surplus LADAR Reserve Array "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6290 F-42 Reiterative LADAR Backup Sensors "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6291 Surplus Gravimetric Reserve Array "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6292 F-42 Reiterative Gravimetric Backup Sensors "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6293 Wavelength Signal Enhancer I Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
6294 'Mendicant' Signal Booster I Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
6295 Type-D Attenuation Signal Augmentation Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
6296 F-89 Synchronized Signal Amplifier Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
6309 Amplitude Signal Enhancer Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
6310 'Acolyth' Signal Booster Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
6311 Type-E Discriminative Signal Augmentation Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
6312 F-90 Positional Signal Amplifier Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
6321 Beam Parallax Tracking Program "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6322 Beta-Nought Tracking Mode "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6323 Azimuth Descalloping Tracking Enhancer "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6324 F-AQ Delay-Line Scan Tracking Subroutines "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6325 Fourier Transform Tracking Program "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6326 Sigma-Nought Tracking Mode I "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6327 Auto-Gain Control Tracking Enhancer I "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6328 F-aQ Phase Code Tracking Subroutines "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
6437 Small C5-L Emergency Shield Overload I Expends energy to provide a quick boost in shield strength.
6439 Small Neutron Saturation Injector I Expends energy to provide a quick boost in shield strength.
6441 Small Clarity Ward Booster I Expends energy to provide a quick boost in shield strength.
6443 Small Converse Deflection Catalyzer Expends energy to provide a quick boost in shield strength.
6485 M51 Iterative Shield Regenerator Improves the recharge rate of the shield.
6487 Supplemental Screen Generator I Improves the recharge rate of the shield.
6489 'Benefactor' Ward Reconstructor Improves the recharge rate of the shield.
6491 Passive Barrier Compensator I Improves the recharge rate of the shield.
6525 Ta3 Perfunctory Vessel Probe Scans the target ship and provides a tactical analysis of its capabilities. The further it goes beyond scan range, the more inaccurate its results will be.
6527 Rudimentary Ship Scanner I Scans the target ship and provides a tactical analysis of its capabilities. The further it goes beyond scan range, the more inaccurate its results will be.
6529 Speculative Ship Identifier I Scans the target ship and provides a tactical analysis of its capabilities. The further it goes beyond scan range, the more inaccurate its results will be.
6531 Practical Type-E Ship Probe Scans the target ship and provides a tactical analysis of its capabilities. The further it goes beyond scan range, the more inaccurate its results will be.
6567 ML-3 Amphilotite Mining Probe Scans the composition of asteroids, ice and gas clouds.
6569 Residual Survey Scanner I Scans the composition of asteroids, ice and gas clouds.
6571 Rock-Scanning Sensor Array I Scans the composition of asteroids, ice and gas clouds.
6573 'Dactyl' Type-E Asteroid Analyzer Scans the composition of asteroids, ice and gas clouds.
6631 Dual Modal Light Laser I "This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6633 Dual Afocal Light Maser I "This light beam energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6635 Dual Modulated Light Energy Beam I "This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6637 Dual Anode Light Particle Stream I "This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6671 Small Focused Modal Pulse Laser I "A high-powered pulse laser. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6673 Small Focused Afocal Pulse Maser I "A high-powered pulse energy weapon. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6675 Small Focused Modulated Pulse Energy Beam I "A high-powered pulse laser. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6677 Small Focused Anode Pulse Particle Stream I "A high-powered pulse laser. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6715 Small Focused Modal Laser I "A high-powered beam laser. Good for medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6717 Small Focused Afocal Maser I "A high-powered beam energy weapon. Good for medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6719 Small Focused Modulated Energy Beam I "A high-powered beam laser. Good for medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6721 Small Focused Anode Particle Stream I "A high-powered beam laser. Good for medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6757 Quad Modal Light Laser I "Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6759 Quad Afocal Light Maser I "Uses four light maser focusing systems. Low powered, but makes up for it with a fast firing rate.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6761 Quad Modulated Light Energy Beam I "Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6763 Quad Anode Light Particle Stream I "Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6805 Focused Modal Pulse Laser I "A high-energy, concentrated laser designed for short to medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6807 Focused Afocal Pulse Maser I "A high-powered, concentrated energy weapon designed for short to medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6809 Focused Modulated Pulse Energy Beam I "A high-energy, concentrated laser designed for short to medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6811 Focused Anode Pulse Particle Stream I "A high-energy, concentrated laser designed for short to medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6859 Focused Modal Medium Laser I "A high-energy, concentrated laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6861 Focused Afocal Medium Maser I "A high-powered, concentrated energy weapon designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6863 Focused Modulated Medium Energy Beam I "A high-energy, concentrated laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6865 Focused Anode Medium Particle Stream I "A high-energy, concentrated laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6919 Heavy Modal Pulse Laser I "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6921 Heavy Afocal Pulse Maser I "A heavy energy weapon designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6923 Heavy Modulated Pulse Energy Beam I "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6925 Heavy Anode Pulse Particle Stream I "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6959 Heavy Modal Laser I "A high-energy heavy laser designed for medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6961 Heavy Afocal Maser I "A high-powered heavy energy weapon designed for medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6963 Heavy Modulated Energy Beam I "A high-energy heavy laser designed for medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6965 Heavy Anode Particle Stream I "A high-energy heavy laser designed for medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
6999 Dual Heavy Modal Pulse Laser I "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7001 Dual Heavy Afocal Pulse Maser I "This heavy pulse energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7003 Dual Heavy Modulated Pulse Energy Beam I "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7005 Dual Heavy Anode Pulse Particle Stream I "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7043 Dual Modal Heavy Laser I "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7045 Dual Afocal Heavy Maser I "This heavy beam energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7047 Dual Modulated Heavy Energy Beam I "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7049 Dual Anode Heavy Particle Stream I "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7083 Mega Modal Pulse Laser I "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7085 Mega Afocal Pulse Maser I "A super-heavy pulse energy weapon designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7087 Mega Modulated Pulse Energy Beam I "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7089 Mega Anode Pulse Particle Stream I "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7123 Mega Modal Laser I "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7125 Mega Afocal Maser I "A super-heavy beam energy weapon designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7127 Mega Modulated Energy Beam I "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7131 Mega Anode Particle Stream I "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7167 Tachyon Modal Laser I "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7169 Tachyon Afocal Maser I "An ultra-heavy beam energy weapon designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7171 Tachyon Modulated Energy Beam I "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7173 Tachyon Anode Particle Stream I "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
7217 Spot Pulsing ECCM I "ECCM Projectors utilize a sophisticated system of electronics to fortify the sensor strengths of an allied ship allowing it to overcome jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7218 Piercing ECCM Emitter I "ECCM Projectors utilize a sophisticated system of electronics to fortify the sensor strengths of an allied ship allowing it to overcome jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7219 Scattering ECCM Projector I "ECCM Projectors utilize a sophisticated system of electronics to fortify the sensor strengths of an allied ship allowing it to overcome jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7220 Phased Muon ECCM Caster I "ECCM Projectors utilize a sophisticated system of electronics to fortify the sensor strengths of an allied ship allowing it to overcome jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7247 75mm Prototype Gauss Gun "A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7249 75mm 'Scout' Accelerator Cannon "A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7251 75mm Carbide Railgun I "A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7253 75mm Compressed Coil Gun I "A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7287 150mm Prototype Gauss Gun "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7289 150mm 'Scout' Accelerator Cannon "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7291 150mm Carbide Railgun I "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7293 150mm Compressed Coil Gun I "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7327 Dual 150mm Prototype Gauss Gun "This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7329 Dual 150mm 'Scout' Accelerator Cannon "This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7331 Dual 150mm Carbide Railgun I "This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7333 Dual 150mm Compressed Coil Gun I "This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7367 250mm Prototype Gauss Gun "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7369 250mm 'Scout' Accelerator Cannon "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7371 250mm Carbide Railgun I "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7373 250mm Compressed Coil Gun I "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7407 Dual 250mm Prototype Gauss Gun "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7409 Dual 250mm 'Scout' Accelerator Cannon "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7411 Dual 250mm Carbide Railgun I "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7413 Dual 250mm Compressed Coil Gun I "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7447 425mm Prototype Gauss Gun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7449 425mm 'Scout' Accelerator Cannon "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7451 425mm Carbide Railgun I "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7453 425mm Compressed Coil Gun I "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7487 Modal Light Electron Particle Accelerator I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7489 Limited Light Electron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7491 Regulated Light Electron Phase Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7493 Anode Light Electron Particle Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7535 Modal Light Ion Particle Accelerator I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7537 Limited Light Ion Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7539 Regulated Light Ion Phase Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7541 Anode Light Ion Particle Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7579 Modal Light Neutron Particle Accelerator I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7581 Limited Light Neutron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7583 Regulated Light Neutron Phase Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7585 Anode Light Neutron Particle Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7619 Modal Electron Particle Accelerator I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7621 Limited Electron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7623 Regulated Electron Phase Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7625 Anode Electron Particle Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7663 Modal Ion Particle Accelerator I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7665 Limited Ion Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7667 Regulated Ion Phase Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7669 Anode Ion Particle Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7703 Modal Neutron Particle Accelerator I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7705 Limited Neutron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7707 Regulated Neutron Phase Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7709 Anode Neutron Particle Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7743 Modal Mega Electron Particle Accelerator I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7745 Limited Electron Blaster Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7747 Regulated Mega Electron Phase Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7749 Anode Mega Electron Particle Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7783 Modal Mega Neutron Particle Accelerator I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7785 Limited Mega Neutron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7787 Regulated Mega Neutron Phase Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7789 Anode Mega Neutron Particle Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7827 Modal Mega Ion Particle Accelerator I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7829 Limited Mega Ion Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7831 Regulated Mega Ion Phase Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7833 Anode Mega Ion Particle Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
7867 Supplemental Ladar ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7869 Supplemental Gravimetric ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7870 Supplemental Omni ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7887 Supplemental Radar ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7889 Supplemental Magnetometric ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7892 Prototype ECCM Radar Sensor Cluster "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7893 Prototype ECCM Ladar Sensor Cluster "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7895 Prototype ECCM Gravimetric Sensor Cluster "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7896 Prototype ECCM Omni Sensor Cluster "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7914 Prototype ECCM Magnetometric Sensor Cluster "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7917 Alumel Radar ECCM Sensor Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7918 Alumel Ladar ECCM Sensor Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7922 Alumel Gravimetric ECCM Sensor Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7926 Alumel Omni ECCM Sensor Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7937 Alumel Magnetometric ECCM Sensor Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7948 Gravimetric Positional ECCM Sensor System I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7964 Radar Positional ECCM Sensor System I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7965 Omni Positional ECCM Sensor System I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7966 Ladar Positional ECCM Sensor System I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7970 Magnetometric Positional ECCM Sensor System I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
7993 Experimental TE-2100 Light Missile Launcher "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
7997 XR-3200 Heavy Missile Bay Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
8001 Experimental ZW-4100 Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
8007 Experimental SV-2000 Rapid Light Missile Launcher Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
8023 Upgraded 'Malkuth' Rapid Light Missile Launcher Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
8025 Limited 'Limos' Rapid Light Missile Launcher Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
8027 Prototype 'Arbalest' Rapid Light Missile Launcher Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
8089 Upgraded 'Malkuth' Light Missile Launcher "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
8091 Limited 'Limos' Light Missile Launcher Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
8093 Prototype 'Arbalest' Light Missile Launcher "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
8101 'Malkuth' Heavy Missile Launcher I Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
8103 Advanced 'Limos' Heavy Missile Bay I Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
8105 'Arbalest' Heavy Missile Launcher Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
8113 Upgraded 'Malkuth' Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
8115 Limited 'Limos' Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
8117 Prototype 'Arbalest' Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
8131 Local Power Plant Manager: Capacitor Flux I Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
8133 Beta Reactor Control: Capacitor Flux I Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
8135 Type-D Power Core Modification: Capacitor Flux Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
8137 Mark I Generator Refitting: Capacitor Flux Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
8163 Partial Power Plant Manager: Capacitor Flux Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
8165 Alpha Reactor Control: Capacitor Flux Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
8167 Type-E Power Core Modification: Capacitor Flux Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
8169 Marked Generator Refitting: Capacitor Flux Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
8171 Local Power Plant Manager: Capacity Power Relay I Increases capacitor recharge rate at the expense of shield boosting.
8173 Beta Reactor Control: Capacitor Power Relay I Increases capacitor recharge rate at the expense of shield boosting.
8175 Type-D Power Core Modification: Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
8177 Mark I Generator Refitting: Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
8203 Partial Power Plant Manager: Capacity Power Relay Increases capacitor recharge rate at the expense of shield boosting.
8205 Alpha Reactor Control: Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
8207 Type-E Power Core Modification: Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
8209 Marked Generator Refitting: Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
8211 Partial Power Plant Manager: Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
8213 Alpha Reactor Control: Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
8215 Type-E Power Core Modification: Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
8217 Marked Generator Refitting: Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
8219 Local Power Plant Manager: Diagnostic System I Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
8221 Beta Reactor Control: Diagnostic System I Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
8223 Type-D Power Core Modification: Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
8225 Mark I Generator Refitting: Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
8251 Partial Power Plant Manager: Reaction Control Boosts power core output.
8253 Alpha Reactor Control: Reaction Control Boosts power core output.
8255 Type-E Power Core Modification: Reaction Control Boosts power core output.
8257 Marked Generator Refitting: Reaction Control Boosts power core output.
8259 Local Power Plant Manager: Reaction Control I Boosts power core output.
8261 Beta Reactor Control: Reaction Control I Boosts power core output.
8263 Type-D Power Core Modification: Reaction Control Boosts power core output.
8265 Mark I Generator Refitting: Reaction Control Boosts power core output.
8291 Local Power Plant Manager: Reaction Shield Flux I Increases shield recharge rate while lowering the maximum shield capacity.
8293 Beta Reactor Control: Shield Flux I Increases shield recharge rate while lowering the maximum shield capacity.
8295 Type-D Power Core Modification: Shield Flux Increases shield recharge rate while lowering the maximum shield capacity.
8297 Mark I Generator Refitting: Shield Flux Increases shield recharge rate while lowering the maximum shield capacity.
8323 Partial Power Plant Manager: Shield Flux Increases shield recharge rate while lowering the maximum shield capacity.
8325 Alpha Reactor Shield Flux Increases shield recharge rate while lowering the maximum shield capacity.
8327 Type-E Power Core Modification: Shield Flux Increases shield recharge rate while lowering the maximum shield capacity.
8329 Marked Generator Refitting: Shield Flux Increases shield recharge rate while lowering the maximum shield capacity.
8331 Local Power Plant Manager: Reaction Shield Power Relay I Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
8333 Beta Reactor Control: Shield Power Relay I Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
8335 Type-D Power Core Modification: Shield Power Relay Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
8337 Mark I Generator Refitting: Shield Power Relay Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
8339 Partial Power Plant Manager: Shield Power Relay Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
8341 Alpha Reactor Shield Power Relay Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
8343 Type-E Power Core Modification: Shield Power Relay Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
8345 Marked Generator Refitting: Shield Power Relay Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
8387 Micro Subordinate Screen Stabilizer I Increases the maximum strength of the shield.
8397 Medium Subordinate Screen Stabilizer I Increases the maximum strength of the shield.
8401 Small Subordinate Screen Stabilizer I Increases the maximum strength of the shield.
8409 Large Subordinate Screen Stabilizer I Increases the maximum strength of the shield.
8419 Large Azeotropic Ward Salubrity I Increases the maximum strength of the shield.
8427 Small Azeotropic Ward Salubrity I Increases the maximum strength of the shield.
8433 Medium Azeotropic Ward Salubrity I Increases the maximum strength of the shield.
8437 Micro Azeotropic Ward Salubrity I Increases the maximum strength of the shield.
8465 Micro Supplemental Barrier Emitter I Increases the maximum strength of the shield.
8477 Medium Supplemental Barrier Emitter I Increases the maximum strength of the shield.
8481 Small Supplemental Barrier Emitter I Increases the maximum strength of the shield.
8489 Large Supplemental Barrier Emitter I Increases the maximum strength of the shield.
8505 Micro F-S9 Regolith Shield Induction Increases the maximum strength of the shield.
8517 Medium F-S9 Regolith Shield Induction Increases the maximum strength of the shield.
8521 Small F-S9 Regolith Shield Induction Increases the maximum strength of the shield.
8529 Large F-S9 Regolith Shield Induction Increases the maximum strength of the shield.
8531 Small Murky Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8533 Small 'Atonement' Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8535 Small Asymmetric Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8537 Small S95a Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8579 Medium Murky Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8581 Medium 'Atonement' Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8583 Medium Asymmetric Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8585 Medium S95a Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8627 Micro Murky Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8629 Micro 'Atonement' Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8631 Micro Asymmetric Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8633 Micro S95a Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8635 Large Murky Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8637 Large 'Atonement' Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8639 Large Asymmetric Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8641 Large S95a Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8683 X-Large Murky Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8685 X-Large 'Atonement' Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8687 X-Large Asymmetric Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8689 X-Large S95a Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
8743 Nanomechanical CPU Enhancer Increases CPU output.
8744 Nanoelectrical Co-Processor Increases CPU output.
8745 Photonic CPU Enhancer Increases CPU output.
8746 Quantum Co-Processor Increases CPU output.
8747 Nanomechanical CPU Enhancer I Increases CPU output.
8748 Nanoelectrical Co-Processor I Increases CPU output.
8749 Photonic CPU Enhancer I Increases CPU output.
8750 Quantum Co-Processor I Increases CPU output.
8759 125mm Light 'Scout' Autocannon I "This multi-barrel autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8785 125mm Light Carbine Repeating Cannon I "This multi-barrel autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8787 125mm Light Gallium Machine Gun "This multi-barrel autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8789 125mm Light Prototype Automatic Cannon "This multi-barrel autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8815 150mm Light 'Scout' Autocannon I "A simple but effective close combat autocannon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8817 150mm Light Carbine Repeating Cannon I "A simple but effective close combat autocannon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8819 150mm Light Gallium Machine Gun "A simple but effective close combat autocannon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8821 150mm Light Prototype Automatic Cannon "A simple but effective close combat autocannon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8863 200mm Light 'Scout' Autocannon I "A powerful autocannon that can smash apart most lightly armored frigates with ease.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8865 200mm Light Carbine Repeating Cannon I "A powerful autocannon that can smash apart most lightly armored frigates with ease.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8867 200mm Light Gallium Machine Gun "A powerful autocannon that can smash apart most lightly armored frigates with ease.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8869 200mm Light Prototype Automatic Cannon "A powerful autocannon that can smash apart most lightly armored frigates with ease.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8903 250mm Light 'Scout' Artillery I "This artillery is one of the most powerful weapons that can be mounted on a frigate.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8905 250mm Light Carbine Howitzer I "This artillery is one of the most powerful weapons that can be mounted on a frigate.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8907 250mm Light Gallium Cannon "This artillery is one of the most powerful weapons that can be mounted on a frigate.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
8909 250mm Light Prototype Siege Cannon "This artillery is one of the most powerful weapons that can be mounted on a frigate.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9071 Dual 180mm 'Scout' Autocannon I "This autocannon is a simple but effective close combat weapon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9073 Dual 180mm Carbine Repeating Cannon I "This autocannon is a simple but effective close combat weapon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9091 Dual 180mm Gallium Machine Gun "This autocannon is a simple but effective close combat weapon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9093 Dual 180mm Prototype Automatic Cannon "This autocannon is a simple but effective close combat weapon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9127 220mm Medium 'Scout' Autocannon I "This autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9129 220mm Medium Carbine Repeating Cannon I "This autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9131 220mm Medium Gallium Machine Gun "This autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9133 220mm Medium Prototype Automatic Cannon "This autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9135 425mm Medium 'Scout' Autocannon I "The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9137 425mm Medium Carbine Repeating Cannon I "The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9139 425mm Medium Gallium Machine Gun "The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9141 425mm Medium Prototype Automatic Cannon "The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9207 650mm Medium 'Scout' Artillery I "A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9209 650mm Medium Carbine Howitzer I "A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9211 650mm Medium Gallium Cannon "A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9213 650mm Medium Prototype Siege Cannon "A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9247 Dual 425mm 'Scout' Autocannon I "Combines the damage output of two 425mm intermediate-range autocannons.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9249 Dual 425mm Carbine Repeating Cannon I "Combines the damage output of two 425mm intermediate-range autocannons.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9251 Dual 425mm Gallium Machine Gun "Combines the damage output of two 425mm intermediate-range autocannons.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9253 Dual 425mm Prototype Automatic Cannon "Combines the damage output of two 425mm intermediate-range autocannons.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9287 Dual 650mm 'Scout' Repeating Cannon I "Powerful, intermediate-range repeating autocannon with a decent rate of fire.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9289 Dual 650mm Carbine Repeating Cannon I "Powerful, intermediate-range repeating autocannon with a decent rate of fire.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9291 Dual 650mm Gallium Repeating Cannon "Powerful, intermediate-range repeating autocannon with a decent rate of fire.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9293 Dual 650mm Prototype Automatic Cannon "Powerful, intermediate-range repeating autocannon with a decent rate of fire.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9327 800mm Heavy 'Scout' Repeating Cannon I "AutoCannon cannon capable of causing tremendous damage.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9329 800mm Heavy Carbine Repeating Cannon I "AutoCannon cannon capable of causing tremendous damage.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9331 800mm Heavy Gallium Repeating Cannon "AutoCannon cannon capable of causing tremendous damage.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9333 800mm Heavy Prototype Automatic Cannon "AutoCannon cannon capable of causing tremendous damage.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9367 1200mm Heavy 'Scout' Artillery I "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9369 1200mm Heavy Carbine Howitzer I "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9371 1200mm Heavy Gallium Cannon "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9373 1200mm Heavy Prototype Artillery "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9377 1200mm Heavy Prototype Siege Cannon "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9411 280mm 'Scout' Artillery I "Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9413 280mm Carbine Howitzer I "Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9415 280mm Gallium Cannon "Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9417 280mm Prototype Siege Cannon "Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9419 720mm 'Probe' Artillery I Not supposed to be here...
9421 720mm Cordite Howitzer I You don't see this...
9451 720mm 'Scout' Artillery I "This rocket-assisted howitzer is designed for long-range bombardment.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9453 720mm Carbine Howitzer I "This rocket-assisted howitzer is designed for long-range bombardment.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9455 720mm Gallium Cannon "This rocket-assisted howitzer is designed for long-range bombardment.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9457 720mm Prototype Siege Cannon "This rocket-assisted howitzer is designed for long-range bombardment.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9491 1400mm 'Scout' Artillery I "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9493 1400mm Carbine Howitzer I "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9495 1400mm Gallium Cannon "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9497 1400mm Prototype Siege Cannon "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
9518 Initiated Ion Field ECM I Projects a low intensity field of ionized particles to disrupt the effectiveness of enemy sensors. Very effective against Magneometric based sensors.
9519 FZ-3 Subversive Spatial Destabilizer ECM Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.
9520 'Penumbra' White Noise ECM Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.
9521 Initiated Multispectral ECM I An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
9522 Faint Phase Inversion ECM I Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems.
9556 Upgraded Explosive Deflection Amplifier I Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
9562 Supplemental EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
9566 Supplemental Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
9568 Upgraded Thermic Dissipation Amplifier I Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
9570 Supplemental Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
9574 Supplemental Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
9580 Upgraded EM Ward Amplifier I Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
9582 Upgraded Kinetic Deflection Amplifier I Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
9608 Limited Kinetic Deflection Field I Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
9622 Limited 'Anointed' EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
9632 Limited Adaptive Invulnerability Field I Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
9646 Limited Explosive Deflection Field I Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
9660 Limited Thermic Dissipation Field I Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
9668 Large Rudimentary Concussion Bomb I Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
9670 Small Rudimentary Concussion Bomb I Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
9678 Large 'Vehemence' Shockwave Charge Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
9680 Small 'Vehemence' Shockwave Charge Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
9702 Micro Rudimentary Concussion Bomb I Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
9706 Micro 'Vehemence' Shockwave Charge Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
9728 Medium Rudimentary Concussion Bomb I Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
9734 Medium 'Vehemence' Shockwave Charge Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
9744 Small 'Notos' Explosive Charge I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
9750 Micro 'Notos' Explosive Charge I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
9762 Medium 'Notos' Explosive Charge I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
9772 Large 'Notos' Explosive Charge I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
9784 Small YF-12a Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
9790 Micro YF-12a Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
9800 Medium YF-12a Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
9808 Large YF-12a Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
9826 Carbon Carbon is an abundant nonmetallic element that occurs in many inorganic and in all organic compounds.
9828 Silicon As one of the most common elements in the universe, it's no surprise that silicon has found its way into almost every aspect of manufacturing, resulting in a steady price and perpetual mining operations on most solid planets.
9830 Rocket Fuel The properties of this carefully refined liquid make it ideal for controlled combustion whether in or outside of atmospheric environments; its severe volatility requires special containers to resist most forms of impact, high temperatures, and electrical activity during storage and transportation.
9832 Coolant This specially blended fluid is ideal for transferring thermal energy away from sensitive machinery or computer components, rerouting it to heat sinks so it can be eliminated from the system.
9834 Guidance Systems An electrical device used in targeting systems and tracking computers.
9836 Consumer Electronics Consumer electronics encompass a wide variety of individual goods, from entertainment media and personal computers to slave collars and children's toys.
9838 Superconductors Required for highly advanced technologies too numerous to mention to function properly, these conduits are made from super-cooled materials that function as perfect conductors, having an effective electrical resistance of zero.
9840 Transmitter This electronic device generates and amplifies a carrier wave, modulates it with a meaningful signal derived from speech or other sources, and radiates the resulting signal from an antenna or some other form of transducer.
9842 Miniature Electronics Advances in molecular chemistry and nanite-reduced computer chips have made almost every form of miniature electronics possible, from the simple holovid viewer and missile tracking systems to wetware cybernetics and quantum entanglement communications.
9844 Small Arms Personal weapons and armaments, used both for warfare and personal security.
9846 Planetary Vehicles Tracked, wheeled and hover vehicles used within planetary atmosphere for personal and business use.
9848 Robotics These pre-programmed or remote control mechanical tools are commonly used in mass production facilities, hazardous material handling, or dangerous front line military duties such as bomb disarming and disposal.
9850 Spirits Alcoholic beverages made by distilling a fermented mash of grains.
9852 Tobacco Tubular rolls of tobacco designed for smoking. The tube consists of finely shredded tobacco enclosed in a paper wrapper and is generally outfitted with a filter tip at the end.
9854 Polaris Inspector Frigate The Polaris Inspector frigate is an observation vehicle with a very resiliant superstructure.
9856 Amarr Class A Starport
9857 Amarr Class B Starport
9858 Polaris Centurion TEST The Polaris Centurion is an elite class observer vehicle with a nearly impenatrable armor coating.
9860 Polaris Legatus Frigate The Polaris Legatus frigate is one of the most powerful Polaris ships built, superior in both combat and maneuverability.
9862 Polaris Centurion Frigate The Polaris Centurion frigate is an observation vehicle with a very resiliant superstructure.
9866 Angel Serpentis
9867 Heaven
9868 Concord Starbase
9869 Loiterer I
9871 Repair Drone
9873 Dark Amarr Station O
9874 Dark Amarr Station H
9875 Minmatar Trade Station Ruins Ruins.
9876 Amarr Commercial Station Ruins Ruins.
9877 Amarr Military Station Ruins Ruins.
9878 Amarr Mining Station Ruins Ruins.
9879 Amarr Research Station Ruins Ruins.
9880 Amarr Trade Station Ruins Ruins.
9881 Caldari Station Ruins - Huge & Sprawling Ruins.
9882 Caldari Station Ruins - Hook Shaped Ruins.
9883 Caldari Station Ruins - Flat Hulk Ruins.
9884 Caldari Station Ruins - Industry Drill Ruins.
9885 Gallente Station Ruins - Disc Ruins.
9886 Gallente Station Ruins - Fathom Ruins.
9887 Gallente Station Ruins - Ugly Industrial Ruins.
9888 Gallente Station Ruins - Biodomes Ruins of a Gallentean station.
9889 Gallente Station Ruins - Factory Ruins.
9890 Gallente Station Ruins - Military Ruins.
9891 Gallente Station Ruins - Research Ruins.
9892 Gallente Station Ruins - Commercial Ruins of a Gallentean station.
9893 Minmatar Commercial Station Ruins Ruins.
9894 Minmatar Industry Station Ruins Ruins.
9895 Minmatar Military Station Ruins Ruins.
9896 Minmatar Mining Station Ruins Ruins.
9897 Minmatar Research Station Ruins Ruins.
9898 Minmatar General Station Ruins Ruins.
9899 Ocular Filter - Basic "This image processor implanted in the occipital lobe grants a bonus to a character's Perception.
+3 Bonus to Perception"
9917 Clone Grade Delta
9919 Clone Grade Epsilon
9921 Clone Grade Zeta
9923 Clone Grade Eta
9925 Clone Grade Theta
9927 Clone Grade Iota
9929 Clone Grade Kappa
9931 Clone Grade Lambda
9933 Clone Grade Mu
9935 Clone Grade Nu
9937 Clone Grade Xi
9939 Clone Grade Omicron
9941 Memory Augmentation - Basic "This image processor implanted in the temporal lobe grants a bonus to a character's memory.
+3 Bonus to Memory"
9942 Neural Boost - Basic "A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower.
+3 Bonus to Willpower"
9943 Cybernetic Subprocessor - Basic "This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence.
+3 Bonus to Intelligence"
9944 Magnetic Field Stabilizer I "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
9945 Magnetic Field Stabilizer I Blueprint
9947 Standard Crash Booster This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
9950 Standard Blue Pill Booster This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
9955 Polaris Skill at operating Polaris ships.
9956 Social Adaptation Chip - Basic "This image processor implanted in the parietal lobe grants a bonus to a character's Charisma.
+3 Bonus to Charisma"
9957 Eifyr and Co. 'Gunslinger' Motion Prediction MR-703 "A Eifyr and Co. gunnery hardwiring designed to enhance turret tracking.
3% bonus to turret tracking speed."
9959 Amarr Surveillance Officer This is a security vessel of the Amarr Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
9960 Amarr Surveillance Sergeant Major This is a security vessel of the Amarr Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
9962 Amarr Surveillance Sergeant This is a security vessel of the Amarr Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
9965 Caldari Police Vice Commissioner This is a security vessel of the Caldari Police Force. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
9970 Caldari Police 3rd Lieutenant This is a security vessel of the Caldari Police Force. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
9971 Caldari Police 1st Lieutenant This is a security vessel of the Caldari Police Force. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
9977 Minmatar Security Officer 2nd Rank This is a security vessel of the Minmatar Security Service. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
9978 Minmatar Security Officer 1st Rank This is a security vessel of the Minmatar Security Service. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
9983 Gallente Police Master Sergeant This is a security vessel of the Gallente Federation Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
9984 Gallente Police Captain This is a security vessel of the Gallente Federation Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
9987 Khanid Surveillance Officer This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
9988 Khanid Surveillance Sergeant This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
9989 Minmatar Security Officer 3rd Rank This is a security vessel of the Minmatar Security Service. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant
9991 Gallente Police Sergeant This is a security vessel of the Gallente Federation Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
9997 Imperial Navy Sergeant Major This is a security vessel of the Imperial Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant
9998 Imperial Navy Sergeant This is a security vessel of the Imperial Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
9999 Imperial Navy Captain This is a security vessel of the Imperial Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10000 Imperial Navy Major This is a security vessel of the Imperial Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10001 Imperial Navy Colonel This is a security vessel of the Imperial Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10003 Imperial Navy General This is a security vessel of the Imperial Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10013 Angel Hijacker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
10014 Angel Outlaw This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
10015 Angel Nomad This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
10016 Angel Raider This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
10017 Angel Depredator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
10018 Angel Smasher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
10019 Angel Hunter This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
10025 Sansha's Servant This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
10026 Sansha's Scavenger This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
10027 Sansha's Savage This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
10028 Sansha's Plague This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
10030 Sansha's Ravager This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
10035 CONCORD SWAT Officer This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
10036 CONCORD SWAT Captain This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
10037 DED Special Operation Officer This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
10038 DED Special Operation Captain This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
10039 Civilian Shield Booster Expends energy to provide a quick boost in shield strength.
10040 Civilian Shield Booster Blueprint
10041 Frozen Corpse A human corpse.
10043 Peddler Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10044 Column Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10045 Vanguard Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10046 Caldari Navy Captain 2nd Rank This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant
10047 Caldari Navy Captain 1st Rank This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High
10048 Caldari Navy Commodore This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10050 Caldari Navy Vice Admiral This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10052 Federation Navy Command Sergeant Major This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10053 Federation Navy Fleet Captain This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10054 Federation Navy Sergeant Major This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High
10056 Federation Navy Fleet Major This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10057 Federation Navy Fleet Colonel This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10058 Republic Fleet Private 3rd Rank This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
10060 Republic Fleet Captain This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10065 Dark Cloud
10066 Dark Green Cloud
10067 Dust Cloud
10068 Ion Cloud
10069 Spark Cloud
10071 Toxic Comet Comet
10073 Gold Comet Comet
10076 Khanid Navy Sergeant This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
10077 Republic Fleet Commander This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10078 Republic Fleet High Captain This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10079 Khanid Navy Sergeant Major This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
10080 Khanid Navy Major This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10082 Khanid Navy Colonel This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10083 Khanid Navy General This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10084 Ammatar Navy Sergeant This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
10085 Ammatar Navy Sergeant Major This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant
10086 Ammatar Navy Major This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10089 Ammatar Navy General This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10090 Sarum Navy Sergeant This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
10091 Sarum Navy Major This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10092 Sarum Navy Captain This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10095 Sarum Navy General This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10097 Ammatar Surveillance Officer This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10099 Ammatar Surveillance Sergeant Major This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10100 Ammatar Surveillance Sergeant This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10102 Sarum Surveillance Officer This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10104 Sarum Surveillance Sergeant Major This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10105 Sarum Surveillance Sergeant This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10106 Intaki Defense Sergeant Major This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High
10107 Intaki Defense Command Sergeant Major This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10108 Intaki Defense Fleet Captain This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10109 Intaki Defense Fleet Colonel This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10110 Thukker Follower This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
10111 Thukker Brute This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant
10112 Thukker Warrior This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High
10113 Thukker Tribal Lord This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10114 Tradesman Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10115 Merchant Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10116 Trafficker Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10117 Caravan Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10118 Flotilla Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10119 Outpost/Disc - Spiky & Pulsating This construction dampens all damage inflicted to ships within range.
10120 Rock - Infested by Rogue Drones This block of rock and girders seems to be infested with independant artificial life.
10121 Small Asteroid w/Drone-tech This massive hulk of rock appears to be infested with rogue drones.
10122 Multi-purpose Pad A platform designed to launch missiles similar to sentry guns.
10123 Pulsating Power Generator
10124 Beacon With its blinking red light, this beacon appears to be marking a point of interest, or perhaps a waypoint in a greater trail.
10125 Mordu's Lieutenant 3rd Rank This is a security vessel of the Mordu's Legion. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
10126 Mordu's Lieutenant 2nd Rank This is a security vessel of the Mordu's Legion. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant
10127 Magnetic Double-Capped Bubble This construction recharges the shields on ships within range.
10128 Dark Gray Cloud
10129 Dark Gray Turbulent Cloud
10130 Electric Cloud
10131 Fire Cloud
10132 Plasma Cloud
10133 Mordu's Lieutenant This is a security vessel of the Mordu's Legion. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10134 Mordu's Captain This is a security vessel of the Mordu's Legion. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10135 Depleted Station Battery This massive battery column was probably a part of a destroyed power plant. It still surges with energy.
10136 Black Monolith It's full of stars.
10137 Rock Formation - Branched & Twisted A huge branching rock formation.
10138 Spaceshuttle Wreck The mangled wreck floats motionless in space, surrounded with a field of scorched debris.
10139 Circular Construction This circular piece may have once been a part of something larger. Now it is derelict, spinning alone in the blackness of space.
10140 Debris - Broken Engine Part 1 This massive hulk of debris seems to have once been a part of the outer hull of a battleship or station.
10141 Debris - Broken Engine Part 2 This damaged hunk of machinery could once have been a part of a powerplant or relay station.
10142 Debris - Power Conduit This space debris appears to have served as an external power conduit system on a gigantic vessel.
10143 Debris - Twisted Metal This floating debris appears to have once been a part of an outer hull or armor, ripped apart by an explosion or asteroid impact.
10144 Scanner Sentry - Rapid Pulse
10151 Improved Crash Booster This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
10152 Strong Crash Booster This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.
10155 Improved Blue Pill Booster This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
10156 Strong Blue Pill Booster This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.
10164 Standard Sooth Sayer Booster This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
10165 Improved Sooth Sayer Booster This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
10166 Strong Sooth Sayer Booster This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.
10167 Abandoned Container The wrecked container drifts silently amongst the stars, giving no hint to what treasures it may hide.
10188 Basic Magnetic Field Stabilizer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
10190 Magnetic Field Stabilizer II "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
10191 Magnetic Field Stabilizer II Blueprint
10204 Zainou 'Deadeye' Sharpshooter ST-903 "A Zainou gunnery hardwiring designed to enhance optimal range.
3% bonus to turret optimal range."
10208 Memory Augmentation - Standard "This image processor implanted in the temporal lobe grants a bonus to a character's memory.
+4 Bonus to Memory"
10209 Memory Augmentation - Improved "This image processor implanted in the temporal lobe grants a bonus to a character's memory.
+5 Bonus to Memory"
10210 Memory Augmentation - Advanced "This image processor implanted in the temporal lobe grants a bonus to a character's memory.
+6 Bonus to Memory"
10211 Memory Augmentation - Elite "This image processor implanted in the temporal lobe grants a bonus to a character's memory.
+7 Bonus to Memory"
10212 Neural Boost - Standard "A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower.
+4 Bonus to Willpower"
10213 Neural Boost - Improved "A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower.
+5 Bonus to Willpower"
10214 Neural Boost - Advanced "A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower.
+6 Bonus to Willpower"
10215 Neural Boost - Elite "A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower.
+7 Bonus to Willpower"
10216 Ocular Filter - Standard "This image processor implanted in the occipital lobe grants a bonus to a character's Perception.
+4 Bonus to Perception"
10217 Ocular Filter - Improved "This image processor implanted in the occipital lobe grants a bonus to a character's Perception.
+5 Bonus to Perception"
10218 Ocular Filter - Advanced "This image processor implanted in the occipital lobe grants a bonus to a character's Perception.
+6 Bonus to Perception"
10219 Ocular Filter - Elite "This image processor implanted in the occipital lobe grants a bonus to a character's Perception.
+7 Bonus to Perception"
10221 Cybernetic Subprocessor - Standard "This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence.
+4 Bonus to Intelligence"
10222 Cybernetic Subprocessor - Improved "This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence.
+5 Bonus to Intelligence"
10223 Cybernetic Subprocessor - Advanced "This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence.
+6 Bonus to Intelligence"
10224 Cybernetic Subprocessor - Elite "This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence.
+7 Bonus to Intelligence"
10225 Social Adaptation Chip - Standard "This image processor implanted in the parietal lobe grants a bonus to a character's Charisma.
+4 Bonus to Charisma"
10226 Social Adaptation Chip - Improved "This image processor implanted in the parietal lobe grants a bonus to a character's Charisma.
+5 Bonus to Charisma"
10227 Social Adaptation Chip - Advanced "This image processor implanted in the parietal lobe grants a bonus to a character's Charisma.
+6 Bonus to Charisma"
10228 Zainou 'Gnome' Shield Management SM-703 "Improved skill at regulating shield capacity.
3% bonus to shield capacity."
10231 Flotsam The enclosed flotsam drifts quietly in space, waiting patiently to be pried open by a hungry looter.
10232 Debris Cloud
10233 Meteor Cloud
10234 Gallente Outpost A standard outpost of Gallentean design.
10235 Amarr Refining Outpost
10236 Amarr Repair Outpost
10237 Amarr Tactical Outpost
10238 Caldari Refining Outpost
10239 Caldari Repair Outpost
10240 Caldari Tactical Outpost
10241 Minmatar Refining Outpost A Minmatar refinery outpost.
10242 Minmatar Repair Outpost
10243 Minmatar Tactical Outpost
10244 Zainou 'Gypsy' Signature Analysis SA-703 "A neural interface upgrade that boosts the pilot's skill at operating targeting systems.
3% bonus to ships scan resolution."
10246 Mining Drone I Mining Drone
10247 Mining Drone I Blueprint
10248 Mining Drone - Improved
10250 Mining Drone II Mining Drone
10251 Mining Drone II Blueprint
10252 Mining Drone - Elite Mining Drone
10256 Asteroid Mining Post
10257 Gallente Administrative Outpost Platform
10258 Minmatar Service Outpost Platform
10260 Amarr Factory Outpost Platform
10261 Drifting Cask The worn container drifts quietly in space, waiting patiently to be pried open by a hungry looter.
10262 Forsaken Stockpile The reinforced container revolves silently in space, giving little hint to what hoard it may hide.
10263 Cache Container The bolted container drifts silently amongst the stars, giving no hint to what treasures it may hide.
10264 Concord Skill at operating Concord .
10265 Guristas Ascriber This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
10266 Guristas Wrecker This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
10267 Coral Rock Formation This mysterious rock formation seems to have once been a part of a larger asteroid made of several mineral types. After eons of drifting through space, the soft rock has crumbled away, leaving a skeleton of crystalized compounds.
10269 Floating Stonehenge An archaic reminder of the days of olde.
10270 Low-Tech Solar Harvester An archaic reminder of the days of olde.
10273 Sansha's Minion This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
10274 Sansha's Ravisher This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
10275 Blood Follower This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
10276 Blood Herald This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
10277 Blood Upholder This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
10278 Blood Seeker This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
10279 Blood Collector This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
10280 Blood Reaver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
10281 Blood Arch Reaver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
10282 Blood Arch Engraver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
10283 Serpentis Scout This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
10284 Serpentis Watchman This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
10285 Serpentis Guard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
10286 Serpentis Defender This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
10287 Serpentis Chief Patroller This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
10299 Alvus Controller Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
10305 Ghost Ship The mangled wreck floats motionless in space, surrounded by a field of scorched debris, leaving no hint to its form of demise.
10629 Rocket Launcher I A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
10630 Rocket Launcher I Blueprint
10631 Rocket Launcher II A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
10632 Rocket Launcher II Blueprint
10642 Countermeasure Launcher I A launcher for various missile countermeasures.
10643 Countermeasure Launcher I Blueprint
10645 Celestial Beacon Fitted with a power flash-battery, this beacon sends out signals throughout the entire solar system.
10646 Training Certificate Turn this in at your starting school station to get a small reward.
10648 Sentinel Sentry Gun I Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
10649 Training Drone This weak but hostile training drone allows rookie-pilots to experience combat without too much risk. Threat level: Very low
10650 Ammatar Navy Captain This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10651 Caldari Navy Captain 3rd Rank This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
10652 Federation Navy First Sergeant This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
10653 Intaki Defense First Sergeant This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
10654 Mordu's Lieutenant 1st Rank This is a security vessel of the Mordu's Legion. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10655 Mordu's Legion This is a security vessel of the Mordu's Legion. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10656 Sarum Navy Sergeant Major This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High
10657 Thukker Tribalist This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
10658 Thukker Tribal Priest This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10660 Caldari Police 2nd Lieutenant This is a security vessel of the Caldari Police Force. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10663 Republic Fleet Private 1st Rank This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High
10664 Republic Fleet Private 2nd Rank This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant
10665 Sentinel Sentry Gun II Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
10666 Sentinel Sentry Gun III Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
10667 Sentinel Sentry Gun IV Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
10668 Sentinel Sentry Gun V Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
10669 Ammatar Navy Colonel This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10670 Khanid Navy Captain This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high
10674 Khanid Surveillance Sergeant Major This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10676 Sarum Navy Colonel This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10677 Intaki Defense Fleet Major This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
10678 125mm Railgun I "The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
10679 125mm Railgun I Blueprint
10680 125mm Railgun II "The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike."
10681 125mm Railgun II Blueprint
10688 125mm 'Scout' Accelerator Cannon "The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
10690 125mm Carbide Railgun I "The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
10692 125mm Compressed Coil Gun I "The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
10694 125mm Prototype Gauss Gun "The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
10753 Soft Cloud
10754 Wispy Orange Cloud
10755 Sulphuric Cloud
10756 Dust Streak
10757 Plasmic Gas Cloud
10758 Wispy Chlorine Cloud
10759 Micro Nebula
10760 Acidic Cloud
10761 Nebulaic Cloud
10762 Chlorine Cloud
10763 Gaseous Cloud
10764 Amber Cloud
10765 Green Gas Cloud
10766 Guardian Sentry Gun I Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
10767 Guardian Sentry Gun II Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
10768 Guardian Sentry Gun III Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
10769 Guardian Sentry Gun IV Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
10770 Guardian Sentry Gun V Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
10771 Asteroid Colony - Factory Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost.
10772 Asteroid Colony - Refinery Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost.
10773 Asteroid Colony - Wedge Shape Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost.
10774 Asteroid Colony - High & Massive Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost.
10775 Asteroid Colony - Medium Size Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost.
10778 Asteroid Colony - High & Medium Size Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost.
10779 Asteroid Colony - Small Tower Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost.
10780 Asteroid Colony - Small & Flat Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost.
10781 Asteroid Colony - Flat Hulk Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost.
10782 Giant Snake-Shaped Asteroid Fragments from an asteroid collision or a supernova, this rock formation decorates the starscape as a planetary mountain range.
10783 Small Rock Fragments from an asteroid collision or a supernova, this rock formation decorates the starscape as a planetary mountain range.
10784 Small and Sharded Rock Fragments from an asteroid collision or a supernova, this rock formation decorates the starscape as a planetary mountain range.
10785 Sharded Rock Fragments from an asteroid collision or a supernova, this rock formation decorates the starscape as a planetary mountain range.
10786 Tiny Rock Fragments from an asteroid collision or a supernova, this rock formation decorates the starscape as a planetary mountain range.
10787 Snake Shaped Asteroid Fragments from an asteroid collision or a supernova, this rock formation decorates the starscape as a planetary mountain range.
10788 Gas/Storage Silo This enormous metal silo bears many marks of meteor-hits, suggesting it's lingered here for a long time.
10795 Jovian Construct
10809 Thick White
10810 Bllue faint
10811 Blue quarter
10812 White sharp hemisphere
10813 Brown hemisphere
10814 Faint hemisphere
10815 White Crescent
10816 Brown crescent
10817 Brown quarter
10818 Quarter shard
10819 Bitter edge
10820 Thin claw
10821 White solid
10822 White solid 2
10823 Retailer Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10824 Chafferer Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10825 Trailer Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10826 Hauler Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10827 Trader Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10828 Courier Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10829 Purveyor Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10830 Carrier Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10831 Hawker Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10832 Huckster Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10833 Patronager Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10834 Chandler Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
10836 Medium Shield Booster I Expends energy to provide a quick boost in shield strength.
10837 Medium Shield Booster I Blueprint
10838 Large Shield Booster I Expends energy to provide a quick boost in shield strength.
10839 Large Shield Booster I Blueprint
10840 X-Large Shield Booster I Expends energy to provide a quick boost in shield strength.
10841 X-Large Shield Booster I Blueprint
10842 X-Large Shield Booster II Expends energy to provide a quick boost in shield strength.
10843 X-Large Shield Booster II Blueprint
10850 Medium Shield Booster II Expends energy to provide a quick boost in shield strength.
10851 Medium Shield Booster II Blueprint
10858 Large Shield Booster II Expends energy to provide a quick boost in shield strength.
10859 Large Shield Booster II Blueprint
10866 Medium Neutron Saturation Injector I Expends energy to provide a quick boost in shield strength.
10868 Medium Clarity Ward Booster I Expends energy to provide a quick boost in shield strength.
10870 Medium Converse Deflection Catalyzer Expends energy to provide a quick boost in shield strength.
10872 Medium C5-L Emergency Shield Overload I Expends energy to provide a quick boost in shield strength.
10874 Large Neutron Saturation Injector I Expends energy to provide a quick boost in shield strength.
10876 Large Clarity Ward Booster I Expends energy to provide a quick boost in shield strength.
10878 Large Converse Deflection Catalyzer Expends energy to provide a quick boost in shield strength.
10880 Large C5-L Emergency Shield Overload I Expends energy to provide a quick boost in shield strength.
10882 X-Large Neutron Saturation Injector I Expends energy to provide a quick boost in shield strength.
10884 X-Large Clarity Ward Booster I Expends energy to provide a quick boost in shield strength.
10886 X-Large Converse Deflection Catalyzer Expends energy to provide a quick boost in shield strength.
10888 X-Large C5-L Emergency Shield Overload I Expends energy to provide a quick boost in shield strength.
10986 Moth Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
10987 Dragonfly Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
10988 Termite Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
10989 Scorpionfly Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
10990 Arachula Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
10991 Tarantula Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
10992 Beelzebub Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
10993 Mammon Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
10994 Asmodeus Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
10995 Belphegor Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
10998 Warp Core Stabilizer I When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
10999 Convoy Escort Entity: The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations. Special Ability: 5% bonus to shield capacity and hybrid turret range per skill level.
11000 Convoy Protector Entity: The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels. Special Ability: 5% bonus to hybrid turret range and CPU output per skill level.
11001 Convoy Guard Entity: The Kestrel is a heavy missile boat with a fairly large cargo space and one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas. Special Ability: 10% bonus to targeting range per skill level.
11002 Convoy Sentry Entity: The Merlin is the most powerful all-out combat frigate of the Caldari. It is highly valued for its versatility in using both missiles and turrets, while its defenses are exceptionally strong for a Caldari vessel. Special Ability: 5% bonus to hybrid turret damage and hybrid turret range per skill level.
11011 Guardian-Vexor "The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks.
Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and +1 extra Drone controlled per level."
11012 Guardian-Vexor Blueprint
11013 Drug Contact List Contact list of people involved in drug manufacturing and distribution.
11014 Command Processor I "This sophisticated battle AI allows a commander to more efficiently oversee the complex data streams of a fleet warfare link, thus allowing him to utilize multiple such systems.
Allows operation of one extra Warfare Link."
11015 Test This is a test skill and should never appear in the live game
11017 Skirmish Warfare Link - Interdiction Maneuvers I "Boosts the range of the fleet's propulsion jamming modules, except for Warp Disruption Field Generators.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
11019 Cockroach "The specially adapted rogue drone scanning technology integrated into this unique frigate-sized platform is reserved for the exclusive use of the elite Equipment Certification and Anomaly Investigations Division (ECAID) agents. The femtometer wavelength scan resolution allows the pilot to virtually dissect and analyze any object at a subatomic scale, divining all flaws and defects with an uncanny level of quality.
Flying one of these amazing ships is also a great mark of achievement. Any ECAID agent worthy of such a command can be said to have reached the pinnacle of his career and is worthy of all capsuleer's deep respect."
11021 Angel Thug This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
11022 Angel Ruffian This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
11023 Angel Ambusher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
11024 Angel Impaler This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
11025 Angel Predator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
11026 Angel Crusher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11027 Guristas Infiltrator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
11028 Guristas Saboteur This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
11029 Guristas Destructor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
11030 Guristas Demolisher This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
11031 Guristas Murderer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11032 Sansha's Ravener This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
11033 Sansha's Enslaver This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
11034 Sansha's Slavehunter This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
11035 Sansha's Butcher This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
11036 Guristas Killer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11037 Sansha's Beast This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11038 Sansha's Juggernaut This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11039 Blood Worshipper This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
11040 Blood Raider This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
11041 Blood Diviner This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
11042 Blood Engraver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
11043 Blood Arch Templar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11044 Blood Revenant This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11045 Serpentis Agent This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
11046 Serpentis Patroller This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
11047 Serpentis Safeguard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
11048 Serpentis Protector This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
11049 Serpentis Chief Scout This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
11050 Serpentis Chief Watchman This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11052 Information Warfare Link - Sensor Integrity I "Boosts sensor strengths and lock ranges for all of the fleet's ships.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
11066 Trinary Data This complicated stream of data seems to be in trinary language. It appears to be of Jovian origin.
11067 Nugoeihuvi Data Chip A data chip containing the ship logs of a Nugoeihuvi secret agent.
11068 Special Delivery This box may contain personal items or commodities intended only for the delivery's recipient.
11069 Criminal Dog Tag Identification tags such as these may prove valuable if handed to the proper organization.
11070 Religious Artifact This religious artifact is highly decorated. It looks old, and it feels heavier than such a small thing should.
11071 Battery Cartridge This battery cartridge carries a heavy charge of electric power, intended as a spare pool of energy in distress.
11072 Data Storage This reinforced container is outfitted with a capturing mechanism to pick up data from nearby sensor arrays.
11074 Talisman Alpha Blueprint
11075 Jove Industrial Skill at operating Jovian industrial ships.
11076 Serpentis Stronghold This gigantic station is one of the Serpentis military installations and a black jewel of the alliance between The Guardian Angels and The Serpentis Corporation. Even for its size, it has no commercial station services or docking bays to receive guests.
11077 Angel Battlestation This gigantic suprastructure is one of the military installations of the Angel Cartel. Even for its size, it has no commercial station services or docking bay to receive guests.
11078 Jove Battleship Skill at operating jove battleships.
11079 Guristas War Installation This gigantic suprastructure is one of the military installations of the Guristas pirate corporation. Even for its size it has no commercial station services or docking bays to receive guests.
11080 Sansha's Battletower This gigantic war station is one of the military installations of Sansha's slumbering nation. It is known to be able to hold a massive number of Sansha vessels, but strange whispers hint at darker things than mere warfare going on underneath its jagged exterior.
11081 Blood Raider Battlestation This gigantic suprastructure is one of the military installations of the Blood Raiders pirate corporation. Even for its size, it has no commercial station services or docking bay to receive guests.
11082 Small Railgun Specialization Specialist training in the operation of advanced small railguns. 2% bonus per skill level to the damage of small turrets requiring Small Railgun Specialization.
11083 Small Beam Laser Specialization Specialist training in the operation of small Beam Lasers. 2% bonus per skill level to the damage of small turrets requiring Small Beam Laser Specialization.
11084 Small Autocannon Specialization Specialist training in the operation of advanced small Autocannons. 2% bonus per skill level to the damage of small turrets requiring Small Autocannon Specialization.
11101 Linear Flux Stabilizer I "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
11103 Insulated Stabilizer Array I "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
11105 Magnetic Vortex Stabilizer I "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
11107 Gauss Field Balancer I "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
11109 Linear Flux Stabilizer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
11111 Insulated Stabilizer Array "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
11113 Magnetic Vortex Stabilizer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
11115 Gauss Field Balancer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
11125 CONCORD Police Commander This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
11126 CONCORD SWAT Commander The Concord battleships were built by a joint effort of the empires, each empire investing it with their own special technologies. Although this makes them a bit mismatched, their performance leaves no doubt about their awesome power.
11127 DED Army Commander This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
11128 DED Special Operation Commander This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.
11129 Gallente Shuttle Gallente Shuttle
11130 Gallente Shuttle Blueprint
11132 Minmatar Shuttle Minmatar Shuttle
11133 Minmatar Shuttle Blueprint
11134 Amarr Shuttle Amarr Shuttle
11135 Amarr Shuttle Blueprint
11136 Concord Billboard Concord Billboards keep you updated, bringing you the latest news and bounty information.
11137 Imperial Navy Fleet Marshall This is a security vessel of the Imperial Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant
11138 Caldari Navy Fleet Admiral This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
11139 Federation Navy Fleet General This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate
11140 Republic Fleet High Commander This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant
11167 Fragmented Cathedral I The elegant decorations on these broken ruins indicate that it may once have been a ceremonial temple of high importance.
11168 Fragmented Cathedral II The elegant decorations on these broken ruins indicate that it may once have been a ceremonial temple of high importance.
11169 Fragmented Cathedral III The elegant decorations on these broken ruins indicate that it may once have been a ceremonial temple of high importance.
11170 Fragmented Cathedral IV The elegant decorations on these broken ruins indicate that it may once have been a ceremonial temple of high importance.
11171 Fragmented Cathedral V The elegant decorations on these broken ruins indicate that it may once have been a ceremonial temple of high importance.
11172 Helios "Name: Helios
Hull: Imicus Class
Role: Covert Ops Frigate
Designed for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.
Developer: CreoDron
The Helios is CreoDron's answer to the Ishukone Buzzard. After the fall of Crielere, the once-cordial relations between the Gallente Federation and the Caldari state deteriorated rapidly and, for a while, it seemed as if war might be brewing. It was seen by certain high-ranking officers within the Gallente navy as being of vital importance to be able to match the Caldari's cloaking technology in an effort to maintain the balance of power.
Role Bonus:
+10 Virus Strength to Relic and Data Analyzers
Gallente Frigate Skill Bonus:
5% bonus to Small Hybrid Turret damage per level
10% bonus to Scout Drone Thermal damage per level
Covert Ops Skill Bonus:
20% reduced CPU need for Cloaking Devices per level
10% increase to scan strength of probes per level
10% reduction to survey probe flight time per level
Notes: Can fit covert ops cloaks and covert cynosural field generators. Cloak reactivation delay reduced to 5 seconds."
11173 Helios Blueprint
11174 Keres "The Keres is a Frigate designed for disrupting enemy ships using electronic warfare
Traits
Gallente Frigate skill bonus per level:
7.5% bonus to remote sensor dampener effectiveness
10% reduction in remote sensor dampener capacitor need
Electronic Attack Ships skill bonus per level:
20% bonus to warp disruptor and warp scrambler range
10% reduction in warp disruptor and warp scrambler capacitor need
Development
Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels."
11175 Keres Blueprint
11176 Crow "Name: Crow
Hull: Condor Class
Role: Interceptor
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Kaalakiota
As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Caldari Frigate skill bonus per level:
10% bonus to Kinetic Missile damage
10% bonus to Missile Velocity
Interceptors skill bonus per level:
15% reduction in MicroWarpdrive signature radius penalty
5% bonus to Warp Scrambler and Warp Disruptor range
Role Bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction"
11177 Crow Blueprint
11178 Raptor "Name: Raptor
Hull: Condor Class
Role: Interceptor
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Lai Dai
Lai Dai ships favor a balanced mix of ship systems, making them very versatile but also less powerful when it comes to specific tactics.
Caldari Frigate skill bonus per level:
5% bonus to Small Hybrid Turret Damage
10% bonus to Small Hybrid Turret optimal range
Interceptors skill bonus per level:
15% reduction in MicroWarpdrive signature radius penalty
4% bonus to Shield Resistances
Role Bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction"
11179 Raptor Blueprint
11182 Cheetah "Name: Cheetah
Hull: Probe Class
Role: Covert Ops Frigate
Designed for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.
Developer: Thukker Mix
It is unclear how Thukker Mix could master the intricacies of cloaking technology so quickly after the fall of Crielere. According to Professor Oggand Viftuin, head of R&D, the tribe managed to recruit some senior Caldari scientist that used to work on the Mirage Project at Crielere. Ishukone has denied this, claiming that the Thukkers aquired the technology from prototypes stolen by the Guristas.
Role Bonus:
+10 Virus Strength to Relic and Data Analyzers
Minmatar Frigate Skill Bonus:
5% bonus to Small Projectile Turret Damage per level
10% bonus to Small Projectile Turret Optimal Range per level
Covert Ops Skill Bonus:
20% reduced CPU need for Cloaking Devices per level
10% increase to scan strength of probes per level
10% reduction to survey probe flight time per level
Notes: Can fit covert ops cloaks and covert cynosural field generators. Cloak reactivation delay reduced to 5 seconds."
11183 Cheetah Blueprint
11184 Crusader "Name: Crusader
Hull: Executioner Class
Role: Interceptor
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Carthum Conglomerate
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited.
Amarr Frigate skill bonus per level:
10% reduction in Small Energy Turret capacitor use
5% bonus to Small Energy Turret damage
Interceptors skill bonus per level:
15% reduction in MicroWarpdrive signature radius penalty
7.5% bonus to Small Energy Turret Tracking Speed
Role Bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction"
11185 Crusader Blueprint
11186 Malediction "Name: Malediction
Hull: Executioner Class
Role: Interceptor
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Khanid Innovations
In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Frigate skill bonus per level:
5% bonus to Rocket and Light Missile Launcher rate of fire
4% bonus to armor resistances
Interceptors skill bonus per level:
15% reduction in MicroWarpdrive signature radius penalty
5% bonus to Warp Scrambler and Warp Disruptor range
Role Bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction"
11187 Malediction Blueprint
11188 Anathema "Name: Anathema
Hull: Magnate Class
Role: Covert Ops Frigate
Designed for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.
Developer: Khanid Innovation
Khanid Innovations was quick to take advantage of the disintegration of the Crielere Project. Through shrewd diplomatic and financial maneuvering they were able to acquire a working Buzzard prototype as well as several of the former top scientists of Project Mirage to work on adapting its innovations to Khanid ship technology.
Role Bonus:
+10 Virus Strength to Relic and Data Analyzers
Amarr Frigate Skill Bonus:
5% bonus to rocket damage per level
5% reduction of capacitor recharge time per level
Covert Ops Skill Bonus:
20% reduced CPU need for Cloaking Devices per level
10% increase to scan strength of probes per level
10% reduction to survey probe flight time per level
Notes: Can fit covert ops cloaks and covert cynosural field generators. Cloak reactivation delay reduced to 5 seconds."
11189 Anathema Blueprint
11190 Sentinel "The Sentinal is a Frigate designed for disrupting enemy ships using electronic warfare
Traits
Amarr Frigate skill bonus per level:
20% bonus to energy vampire and energy neutralizer transfer amount
7.5% bonus to effectiveness of tracking disruptors
Electronic Attack Ships skill bonus per level:
80% bonus to energy vampire and energy neutralizer range
5% reduction in capacitor recharge time
Development
Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels."
11191 Sentinel Blueprint
11192 Buzzard "Name: Buzzard
Hull: Heron Class
Role: Covert Ops Frigate
Designed for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.
Developer: Ishukone
The Buzzard was developed according to the exacting specifications of Admiral Okaseilen Fukashi, head of the Caldari Navy Recon Division, and was the first production level ship specifically built to take full advantage of the cloaking breakthroughs achieved by Project Mirage at Crielere.
Role Bonus:
+10 Virus Strength to Relic and Data Analyzers
Caldari Frigate Skill Bonus:
5% bonus to Missile Kinetic Damage per level
-5% bonus to Missile Launcher Rate of Fire per level
Covert Ops Skill Bonus:
20% reduced CPU need for Cloaking Devices per level
10% increase to scan strength of probes per level
10% reduction to survey probe flight time per level
Notes: Can fit covert ops cloaks and covert cynosural field generators. Cloak reactivation delay reduced to 5 seconds."
11193 Buzzard Blueprint
11194 Kitsune "The Kitsune is a Frigate designed for disrupting enemy ships using electronic warfare
Traits
Caldari Frigate skill bonus per level:
20% bonus to ECM target jammer strength
10% reduction in ECM target jammer capacitor need
Electronic Attack Ships skill bonus per level:
25% bonus to ECM target jammer optimal range
5% bonus to capacitor
Development
Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels."
11195 Kitsune Blueprint
11196 Claw "Name: Claw
Hull: Slasher Class
Role: Interceptor
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Boundless Creation
The Boundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and ""cheap tricks"" like electronic warfare have never been a high priority.
Minmatar Frigate skill bonus per level:
5% bonus to Small Projectile Turret Damage
7.5% bonus to Small Projectile Turret Tracking Speed
Interceptors skill bonus per level:
15% reduction in MicroWarpdrive signature radius penalty
5% bonus to Small Projectile Turret Damage
Role Bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction"
11197 Claw Blueprint
11198 Stiletto "Name: Stiletto
Hull: Slasher Class
Role: Interceptor
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Core Complexion Inc.
Core Complexion's ships are unusual in that they favor electronics and defense over the ""Lots of guns"" approach traditionally favored by the Minmatar.
Minmatar Frigate skill bonus per level:
5% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking speed
Interceptors skill bonus per level:
15% reduction in MicroWarpdrive signature radius penalty
5% bonus to Warp Scrambler and Warp Disruptor range
Role Bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction"
11199 Stiletto Blueprint
11200 Taranis "Name: Taranis
Hull: Atron Class
Role: Interceptor
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Duvolle Labs
Duvolle labs manufactures sturdy ships with a good mix of offensive and defensive capacities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Frigate skill bonus per level:
10% Small Hybrid Turret damage
Interceptors skill bonus per level:
15% reduction in MicroWarpdrive signature radius penalty
7.5% Small Hybrid Turret tracking speed
Role Bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction"
11201 Taranis Blueprint
11202 Ares "Name: Ares
Hull: Atron Class
Role: Interceptor
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
Developer: Roden Shipyards
Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.
Gallente Frigate skill bonus per level:
10% bonus to Small Hybrid Turret optimal range
7.5% bonus to Small Hybrid Turret tracking
Interceptors skill bonus per level:
15% reduction in MicroWarpdrive signature radius penalty
5% bonus to Warp Scrambler and Warp Disruptor range
Role Bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction"
11203 Ares Blueprint
11204 Advanced Energy Grid Upgrades Advanced Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. a further a further 2% reduction in energy grid upgrade CPU needs.
11206 Advanced Shield Upgrades Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 2% reduction in shield upgrade power needs.
11207 Advanced Weapon Upgrades Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
11208 Advanced Sensor Upgrades Advanced skill at installing sensor upgrades, e.g. signal amplifier and backup sensor array. further 2% reduction of sensor upgrade CPU needs per skill level.
11209 Barren Asteroid
11210 Sheared Rock Formation
11215 Basic Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11216 Basic Energized EM Membrane Blueprint
11217 Energized EM Membrane I A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11218 Energized EM Membrane I Blueprint
11219 Energized EM Membrane II A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11220 Energized EM Membrane II Blueprint
11225 Basic Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11226 Basic Energized Explosive Membrane Blueprint
11227 Energized Explosive Membrane I A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11228 Energized Explosive Membrane I Blueprint
11229 Energized Explosive Membrane II A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11230 Energized Explosive Membrane II Blueprint
11235 Basic Energized Armor Layering Membrane An enhanced version of the standard layered armor plating. Uses advanced magnetic field generators to strengthen the integrity of the plating.
11236 Basic Energized Armor Layering Membrane Blueprint
11237 Energized Armor Layering Membrane I An enhanced version of the standard layered armor plating. Uses advanced magnetic field generators to strengthen the integrity of the plating.
11238 Energized Armor Layering Membrane I Blueprint
11239 Energized Armor Layering Membrane II An enhanced version of the standard layered armor plating. Uses advanced magnetic field generators to strengthen the integrity of the plating.
11240 Energized Armor Layering Membrane II Blueprint
11245 Basic Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11246 Basic Energized Kinetic Membrane Blueprint
11247 Energized Kinetic Membrane I A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11248 Energized Kinetic Membrane I Blueprint
11249 Energized Kinetic Membrane II A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11250 Energized Kinetic Membrane II Blueprint
11255 Basic Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11256 Basic Energized Thermic Membrane Blueprint
11257 Energized Thermic Membrane I A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11258 Energized Thermic Membrane I Blueprint
11259 Energized Thermic Membrane II A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11260 Energized Thermic Membrane II Blueprint
11265 Basic Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11266 Basic Energized Adaptive Nano Membrane Blueprint
11267 Energized Adaptive Nano Membrane I An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11268 Energized Adaptive Nano Membrane I Blueprint
11269 Energized Adaptive Nano Membrane II An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11270 Energized Adaptive Nano Membrane II Blueprint
11277 Armor Thermic Hardener I A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11278 Armor Thermic Hardener I Blueprint
11279 1600mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11280 1600mm Reinforced Steel Plates I Blueprint
11283 Cap Booster 150 Provides a quick injection of power into your capacitor. Good for tight situations!
11284 Cap Booster 150 Blueprint
11285 Cap Booster 200 Provides a quick injection of power into your capacitor. Good for tight situations!
11286 Cap Booster 200 Blueprint
11287 Cap Booster 400 Provides a quick injection of power into your capacitor. Good for tight situations!
11288 Cap Booster 400 Blueprint
11289 Cap Booster 800 Provides a quick injection of power into your capacitor. Good for tight situations!
11290 Cap Booster 800 Blueprint
11291 50mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11292 50mm Reinforced Steel Plates I Blueprint
11293 100mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11294 100mm Reinforced Steel Plates I Blueprint
11295 200mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11296 200mm Reinforced Steel Plates I Blueprint
11297 400mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11298 400mm Reinforced Steel Plates I Blueprint
11299 800mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11300 800mm Reinforced Steel Plates I Blueprint
11301 Armor EM Hardener I A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11302 Armor EM Hardener I Blueprint
11303 Armor Explosive Hardener I An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11304 Armor Explosive Hardener I Blueprint
11305 Armor Kinetic Hardener I A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11306 Armor Kinetic Hardener I Blueprint
11307 400mm Reinforced Titanium Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11309 400mm Reinforced Rolled Tungsten Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11311 400mm Reinforced Crystalline Carbonide Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11313 400mm Reinforced Nanofiber Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11315 800mm Reinforced Titanium Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11317 800mm Reinforced Rolled Tungsten Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11319 800mm Reinforced Crystalline Carbonide Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11321 800mm Reinforced Nanofiber Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11323 1600mm Reinforced Titanium Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11325 1600mm Reinforced Rolled Tungsten Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11327 1600mm Reinforced Crystalline Carbonide Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11329 1600mm Reinforced Nanofiber Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11331 50mm Reinforced Titanium Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11333 50mm Reinforced Rolled Tungsten Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11335 50mm Reinforced Crystalline Carbonide Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11337 50mm Reinforced Nanofiber Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11339 100mm Reinforced Titanium Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11341 100mm Reinforced Rolled Tungsten Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11343 100mm Reinforced Crystalline Carbonide Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11345 100mm Reinforced Nanofiber Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11347 200mm Reinforced Titanium Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11349 200mm Reinforced Rolled Tungsten Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11351 200mm Reinforced Crystalline Carbonide Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11353 200mm Reinforced Nanofiber Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
11355 Small Remote Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the Target ship.
11356 Small Remote Armor Repairer I Blueprint
11357 Medium Remote Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the Target ship.
11358 Medium Remote Armor Repairer I Blueprint
11359 Large Remote Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the Target ship.
11360 Large Remote Armor Repairer I Blueprint
11365 Vengeance "Name: Vengeance
Hull: Punisher Class
Role: Assault Frigate
The Vengeance represents the latest in the Kingdom's ongoing mission to wed Amarr and Caldari tech, molding the two into new and exciting forms. Sporting a Caldari ship's launcher hardpoints as well as an Amarr ship's armor systems, this relentless slugger is perfect for when you need to get up close and personal.
Developer: Khanid Innovation
Constantly striving to combine the best of two worlds, Khanid Innovation have utilized their Caldari connections to such an extent that the Kingdom's ships now possess the most advanced missile systems outside Caldari space, as well as fairly robust electronics systems.
Amarr Frigate Skill Bonus:
5% bonus to Rocket Damage per level
5% bonus to Missile Launcher Rate of Fire per level
Assault Frigates Skill Bonus:
4% bonus to Armor Resistances per level
5% bonus to Capacitor Recharge Rate per level
Role bonus: 50% reduction in MicroWarpdrive signature radius penalty"
11366 Vengeance Blueprint
11367 map Landmark
11369 Particle Acceleration Superstructure Whatever purpose this structure once served, it is utterly useless now. Only a few bits of the array's hull survived the explosion that tore it apart.
11370 Prototype Cloaking Device I "This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
11371 Wolf "Name: Wolf
Hull: Rifter Class
Role: Assault Frigate
Named after a mythical beast renowned for its voraciousness, the Wolf is one of the most potentially destructive frigates currently in existence. While hardier than its brother the Jaguar it has less in the way of shield systems, and the capabilities of its onboard computer leave something to be desired. Nevertheless, the mere sight of a locked and loaded Wolf should be enough to make most pilots turn tail and flee.
Developer: Boundless Creation
Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore take a back seat to sheer annihilative potential.
Minmatar Frigate Skill Bonus:
5% bonus to Small Projectile Turret Damage per level
7.5% bonus to Small Projectile Turret Tracking per level
Assault Frigates Skill Bonus:
10% bonus to Small Projectile Turret Falloff per level
5% bonus to Small Projectile Damage per level
Role bonus: 50% reduction in MicroWarpdrive signature radius penalty"
11372 Wolf Blueprint
11373 Blade "Hull: Rifter Class
Role: Escort
Developer: Core Complexions
Core Complexions ships are unusual in that they favor electronics and defense over the typical ""Lots of guns"" approach traditionaly favored by the Minmatar
Race Bonus: 30% Small projectile turret dmg bonus"
11374 Blade Blueprint
11375 Erinye "Hull: Tristan Class
Developer: Roden Shipyards
Role: Assault Frigate
Special: 90% less cpu need for Modules requiring Advanced Gunnery "
11376 Erinye Blueprint
11377 Nemesis "Name: Nemesis
Hull: Tristan Class
Role: Stealth Bomber
Specifically engineered to fire torpedoes, stealth bombers represent the next generation in covert ops craft. The bombers are designed for sneak attacks on large vessels with powerful missile guidance technology enabling the torpedoes to strike faster and from a longer distance.
Developer: Duvolle Laboratories
Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Being the foremost manufacturer of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Frigate Skill Bonus:
10% bonus to torpedo explosion velocity and flight time per level
20% bonus to torpedo velocity per level
Covert Ops Skill Bonus:
5% bonus to bomb thermal damage per level
15% bonus to torpedo thermal damage per level
Role Bonus:
-99.65% reduction in Torpedo Launcher powergrid needs
-50% reduction in Cloak CPU Use
-100% targeting delay after decloaking
Notes: Can fit covert ops cloaks, covert cynosural field generators and bomb launchers. Cloak reactivation delay reduced to 15 seconds."
11378 Nemesis Blueprint
11379 Hawk "Name: Hawk
Hull: Merlin Class
Role: Assault Frigate
Following in the footsteps of Caldari vessels since time immemorial, the Hawk relies on tremendously powerful shield systems to see it through combat, blending launchers and turrets to provide for a powerful, well-rounded combat vessel.
Developer: Lai Dai
Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization.
Caldari Frigate Skill Bonus:
10% bonus to Missile Kinetic Damage per level
5% bonus to Missile Launcher Rate of Fire per level
Assault Frigates Skill Bonus:
10% bonus to Missile Velocity per level
7.5% bonus to Shield Boost Amount per level
Role bonus: 50% reduction in MicroWarpdrive signature radius penalty"
11380 Hawk Blueprint
11381 Harpy "Name: Harpy
Hull: Merlin Class
Role: Assault Frigate
Already possessing a reputation despite its limited initial circulation, the Harpy is a powerful railgun platform with long range capability and strong defensive systems. Formidable both one-on-one and as a support ship, it was referred to as the ""little Moa"" by the pilots who participated in its safety and performance testing.
Developer: Ishukone
Ishukone created the Harpy as a long-range support frigate for defense of Ishukone holdings as well as increased muscle and visibility in the constantly shifting game of cold war the Caldari megacorps' police forces play amongst themselves.
Caldari Frigate Skill Bonus:
10% bonus to Small Hybrid Turret Optimal range per level
4% bonus to Shield Resistances per level
Assault Frigates Skill Bonus:
10% bonus to Small Hybrid Turret Optimal Range per level
5% bonus to Small Hybrid Turret Damage per level
Role bonus: 50% reduction in MicroWarpdrive signature radius penalty"
11382 Harpy Blueprint
11383 Gatherer "Developer: Viziam
Role: Mining Frigate
Special: -90% less cpu need for Deep Core Miner"
11384 Gatherer Blueprint
11387 Hyena "The Hyena is a Frigate designed for disrupting enemy ships using electronic warfare
Traits
Minmatar Frigate skill bonus per level:
10% bonus to optimal range of target painters
10% bonus to effectiveness of target painters
Electronic Attack Ships skill bonus per level:
50% bonus to stasis webifier range
3% reduction in signature radius
Development
Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels."
11388 Hyena Blueprint
11389 Kishar "Hull: Maulus Class
Developer: Duvolle Laboratories"
11390 Kishar Blueprint
11393 Retribution "Name: Retribution
Hull: Punisher Class
Role: Assault Frigate
The Retribution is an homage to the glory days of the Empire, informed by classical Amarrian design philosophy: if it's strong, sturdy and packs a punch, it's ready for action. What this powerhouse lacks in speed and maneuverability it more than makes up for with its wide range of firepower possibilities and superb defensive ability.
Developer: Carthum Conglomerate
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon system they provide a nice mix of offense and defense.
Amarr Frigate Skill Bonus:
10% bonus to Small Energy Turret Cap Use per level
7.5% bonus to Small Energy Turret tracking speed per level
Assault Frigates Skill Bonus:
10% bonus to Small Energy Turret Optimal Range per level
5% bonus to Small Energy Turret Damage per level
Role bonus: 50% reduction in MicroWarpdrive signature radius penalty"
11394 Retribution Blueprint
11395 Deep Core Mining Skill at operating mining lasers requiring Deep Core Mining. 20% reduction per skill level in the chance of a damage cloud forming while mining Mercoxit.
11396 Mercoxit Mercoxit is a very dense ore that must be mined using specialized deep core mining techniques. It contains massive amounts of the extraordinary Morphite mineral but few other minerals of note.
11399 Morphite Morphite is a highly unorthodox mineral that can only be found in the hard-to-get Mercoxit ore. It is hard to use Morphite as a basic building material, but when it is joined with existing structures it can enhance the performance and durability manifold. This astounding quality makes this the material responsible for ushering in a new age in technology breakthroughs.
11400 Jaguar "Name: Jaguar
Hull: Rifter Class
Role: Assault Frigate
The Jaguar is a versatile ship capable of reaching speeds unmatched by any other assault-class vessel. While comparatively weak on the defensive front it sports great flexibility, allowing pilots considerable latitude in configuring their loadouts for whatever circumstances they find themselves in.
Developer: Thukker Mix
Being the brain-child of the nomadic Thukkers, it is no surprise the Jaguar is as fast as it is. Initially conceived as a way for the tribe to pack some added punch to their organized detachments, they've found it to be equally useful as messenger, scout and escort, and it is likely to become one of the most commonly-seen ships in the Thukkers' stomping grounds.
Minmatar Frigate Skill Bonus:
5% bonus to Small Projectile Turret Damage per level
7.5% bonus to Small Projectile Turret Tracking per level
Assault Frigates Skill Bonus:
10% bonus to Small Projectile Turret Optimal Range per level
5% bonus to Small Projectile Damage per level
Role bonus: 50% reduction in MicroWarpdrive signature radius penalty"
11401 Jaguar Blueprint
11433 High Energy Physics "Skill and knowledge of High Energy Physics and its use in the development of advanced technology.
Used primarily in the research of various energy system modules as well as smartbombs and laser based weaponry.
Allows High Energy Physics research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints
Can not be trained on Trial Accounts"
11441 Plasma Physics "Skill and knowledge of Plasma physics and its use in the development of advanced technology.
Used primarily in the research of particle blaster weaponry as well as plasma based missiles and smartbombs.
Allows Plasma Physics research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints
Can not be trained on Trial Accounts"
11442 Nanite Engineering "Skill and knowledge of Nanorobotics and its use in the development of advanced technology .
Used primarily in the research of various armor and hull systems.
Allows Nanite Engineering research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints
Can not be trained on Trial Accounts"
11443 Hydromagnetic Physics "Skill and knowledge of Hydromagnetic Physics and its use in the development of advanced technology .
Used primarily in the research of shield system.
Allows Hydromagnetic Physics research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints.
Can not be trained on Trial Accounts."
11444 Amarrian Starship Engineering "Skill and knowledge of Amarrian Starship Engineering.
Used Exclusively in the research of Amarrian Ships of all Sizes.
Allows Amarrian Starship Engineering research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints
Can not be trained on Trial Accounts"
11445 Minmatar Starship Engineering "Skill and knowledge of Minmatar Starship Engineering and its use in the development of advanced technology.
Used in the research of Minmatar Ships of all Sizes.
Allows Minmatar Starship Engineering research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints
Can not be trained on Trial Accounts"
11446 Graviton Physics "Skill and knowledge of Graviton physics and its use in the development of advanced technology.
Used primarily in the research of Cloaking and other spatial distortion devices as well as Graviton based missiles and smartbombs.
Allows Graviton Physics research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints.
Can not be trained on Trial Accounts."
11447 Laser Physics "Skill and knowledge of Laser Physics and its use in the development of advanced Technology.
Used primarily in the research of Laser weaponry as well as EM based missiles and smartbombs.
Allows Laser Physics research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints.
Can not be trained on Trial Accounts."
11448 Electromagnetic Physics "Skill and knowledge of Electromagnetic Physics and its use in the development of advanced technology.
Used primarily in the research of Railgun weaponry and various electronic systems.
Allows Electromagnetic Physics research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints.
Can not be trained on Trial Accounts."
11449 Rocket Science "Skill and knowledge of Rocket Science and its use in the development of advanced technology.
Used primarily in the research of missiles and propulsion systems.
Allows Rocket Science research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints
Can not be trained on Trial Accounts"
11450 Gallentean Starship Engineering "Skill and knowledge of Gallente Starship Engineering and its use in the development of advanced technology.
Used in the research of Gallente Ships of all Sizes.
Allows Gallente Starship Engineering research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints
Can not be trained on Trial Accounts"
11451 Nuclear Physics "Skill and knowledge of Nuclear physics and its use in the development of advanced technology.
Used primarily in the research of Projectile weaponry as well as Nuclear missiles and smartbombs.
Allows Nuclear Physics research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints.
Can not be trained on Trial Accounts."
11452 Mechanical Engineering "Skill and knowledge of Mechanical Engineering and its use in the development of advanced technology.
Used in all Starship research as well as hull and armor repair systems.
Allows Mechanical Engineering research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints
Can not be trained on Trial Accounts"
11453 Electronic Engineering "Skill and knowledge of Electronic Engineering and its use in the development of advanced technology.
Used in all Electronics and Drone research.
Allows Electronic Engineering research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints
Can not be trained on Trial Accounts"
11454 Caldari Starship Engineering "Skill and knowledge of Caldari Starship Engineering and its use in the development of advanced technology.
Used in the research of Caldari Ships of all Sizes.
Allows Caldari Starship Engineering research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints
Can not be trained on Trial Accounts"
11455 Quantum Physics "Skill and knowledge of Quantum Physics and its use in the development of advanced Technology.
Used primarily in the research of shield systems and Particle Blasters.
Allows Quantum Physics research to be performed through a research agent.
Needed for all research and manufacturing operations on related blueprints.
Can not be trained on Trial Accounts."
11457 R.Db - Viziam A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11458 R.Db - Khanid Innovation A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11459 R.Db - Carthum Conglomerate A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11460 R.Db - Thukker Mix A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11461 R.Db - Boundless Creations A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11462 R.Db - Core Complexion A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11463 R.Db - Ishukone A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11464 R.Db - Kaalakiota A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11465 R.Db - Roden Shipyards A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11466 R.Db - CreoDron A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11467 R.Db - Duvolle Labs A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11468 Hacker Deck - Codex A computer subsystem for hacking Amarr computer networks. Used in reverse engineering , BP copying as well as material and time efficiency BP research on reverse engineered blueprints
11469 Hacker Deck - Shaman A computer subsystem for hacking Minmatar computer networks. Primarily used for industrial espionage and reverse engineering.
11470 Hacker Deck - Hermes A computer subsystem for hacking Gallente computer networks. Used in reverse engineering , BP copying as well as material and time efficiency BP research on reverse engineered blueprints
11471 Hacker Deck - LXD-27 A computer subsystem for hacking Caldari computer networks. Used in reverse engineering , BP copying as well as material and time efficiency BP research on reverse engineered blueprints
11472 Hyper Net Uplink A unregistered uplink to the corporate network
11473 Terran Molecular Sequencer A System used for duplication
11474 R.A.M.- Industrial Tech Robotic assembly modules designed for Industrial Class Ship Manufacturing
11475 R.A.M.- Armor/Hull Tech Robotic assembly modules designed for Armor and Hull Tech Manufacturing
11476 R.A.M.- Ammunition Tech Robotic assembly modules designed for Missile and Ammo Manufacturing
11477 R.A.M.- Platform Tech Robotic assembly modules designed for Deployable platform Manufacturing
11478 R.A.M.- Starship Tech Robotic assembly modules designed for Ship Manufacturing
11479 R.A.M.- Cruiser Tech Robotic assembly modules designed for Cruiser Class Ship Manufacturing
11480 R.A.M.- Battleship Tech Robotic assembly modules designed for Battleship Class Ship Manufacturing
11481 R.A.M.- Robotics Robotic assembly modules designed for Drone Manufacturing
11482 R.A.M.- Energy Tech Robotic assembly modules designed for Energy System Manufacturing
11483 R.A.M.- Electronics Robotic assembly modules designed for Electronics and Sensor Manufacturing
11484 R.A.M.- Shield Tech Robotic assembly modules designed for Shield system Manufacturing
11485 R.A.M.- Cybernetics Robotic assembly modules designed for Implant Manufacturing
11486 R.A.M.- Weapon Tech Robotic assembly modules designed for Turret and Launcher Manufacturing
11487 Astronautic Engineering Skill and knowledge of Astronautics and its use in the development of advanced technology. This skill has no practical application for capsuleers, and proficiency in its use conveys little more than bragging rights. Can not be trained on Trial Accounts.
11488 Huge Secure Container "This Huge container is fitted with a password-protected security lock.
Note: the container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower."
11489 Giant Secure Container "This Giant container is fitted with a password-protected security lock.
Note: the container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower."
11490 Colossal Secure Container "This Colossal container is fitted with a password-protected security lock.
Note: the container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower."
11491 Datacore - Takmahl Tech 1
11492 Datacore - Takmahl Tech 2
11493 Datacore - Takmahl Tech 3
11496 Datacore - Defensive Subsystems Engineering
11498 Datacore - Sleeper Tech 3
11499 Datacore - Sleeper Tech 4
11504 Datacore - Yan Jung Tech 3
11506 Datacore - Yan Jung Tech 5
11508 Cross of the Sacred Throne Order "The Cross of the Sacred Throne Order was created during the Moral Reforms to reward those who display undying loyalty to the Emperor and eternal faith in God through exceptional service and sacrifice in the name of the Empire. There is no higher capsuleer honor in the Empire.
“To serve, unshakably, is to reach greatness.” - The Scriptures, Amash Akura, 25:16
"
11509 Onyx Heart of Valor Dating back to the Gallente-Caldari War, the Onyx Heart was created in memory of those brave souls that stayed behind on Caldari Prime to fight the Gallenteans when the rest of the population fled. Awarded only a few dozen times for the duration of the war, the Onyx Heart is only awarded when the well being of the State takes precedence over one's personal welfare.
11510 Aidonis Honorary Fellow Medallion The Aidonis Honorary Fellow Medallion is a companion prize to the Aidonis Peace Prize. Ten of these medallions are given out over the course of each year, each time to individuals who have made significant strides in promoting peace and fairness in intergalactic relations.
11511 Liberty Tattoo of the Minmatar Nation Created during the Minmatar Rebellion to honor those fighting the Amarrians. At first it was only awarded posthumously to those that died heroic deaths during the rebellion, today it is often given to those that show great sacrifice and dedication to the Republic.
11512 Enlightened Soul Silver Shield One of the oldest award around, the Silver Shield dates back to First Jovian Empire. Initially created to award inventors and discoverers it later evolved to include those responsible for gathering and storing great amounts of knowledge. Today it is awarded to those that show great service to the Jovian Empire, such as bridging the communication gap between the Jovians and the other races.
11513 R.A.M.- Pharmaceuticals Robotic assembly modules designed for Booster Manufacturing
11514 R.A.M.- Hypernet Tech Robotic assembly modules designed for Hypernet Tool Manufacturing
11515 Amarr Surveillance General Major This is a security vessel of the Amarr Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
11516 Sarum Surveillance General Major This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
11517 Ammatar Surveillance General Major This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
11518 Khanid Surveillance General Major This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
11519 Gallente Police Major This is a security vessel of the Gallente Federation Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
11520 Minmatar Security High Captain This is a security vessel of the Minmatar Security Service. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme
11521 Caldari Police Commissioner This is a security vessel of the Caldari Police Force. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly
11528 Jovian Delegates This is a list of the Jovian science delegates assigned to the Crielere research facility. They handle all correspondence between the Jovians and the Gallente/Caldari: Nida Liko Tarazin Ulio Fabor
11529 Molecular Engineering "Skill and knowledge of Molecular Physics and its use in the development of advanced technology.
Used primarily in the research of various hull and propulsion
systems.
Allows Molecular Engineering research to be performed with the help of a research agent.
Needed for all research and manufacturing operations on related blueprints.
Can not be trained on Trial Accounts."
11530 Plasma Thruster Propulsion Component used primarily in Minmatar ships as well as some propulsion tech. A component in various other technology as well.
11531 Ion Thruster Propulsion Component used primarily in Gallente ships. A component in various other technology as well.
11532 Fusion Thruster Propulsion Component used primarily in Amarr ships. A component in various other technology as well.
11533 Magpulse Thruster Propulsion Component used primarily in Caldari ships. A component in various other technology as well.
11534 Gravimetric Sensor Cluster Sensor Component used primarily in Caldari ships. A component in various other technology as well.
11535 Magnetometric Sensor Cluster Sensor Component used primarily in Gallente ships. A component in various other technology as well.
11536 Ladar Sensor Cluster Sensor Component used primarily in Minmatar ships. A component in various other technology as well.
11537 Radar Sensor Cluster Sensor Component used primarily in Amarr ships. A component in various other technology as well.
11538 Nanomechanical Microprocessor CPU Component used primarily in Minmatar ships. A component in various other technology as well.
11539 Nanoelectrical Microprocessor CPU Component used primarily in Amarr ships. A component in various other technology as well.
11540 Quantum Microprocessor CPU Component used primarily in Caldari ships. A component in various other technology as well.
11541 Photon Microprocessor CPU Component used primarily in Gallente ships. A component in various other technology as well.
11542 Fernite Carbide Composite Armor Plate Armor Component used primarily in Minmatar ships. A component in various other technology as well.
11543 Tungsten Carbide Armor Plate Armor Component used primarily in Amarr ships. A component in various other technology as well.
11544 Titanium Diborite Armor Plate Armor Component used primarily in Caldari ships. A component in various other technology as well.
11545 Crystalline Carbonide Armor Plate Armor Component used primarily in Gallente ships. A component in various other technology as well.
11546 Mining Pollution Cloud A toxic cloud which damages ships and shielding.
11547 Fusion Reactor Unit Power Core component used primarily in Gallente ships. A component in various other technology as well.
11548 Nuclear Reactor Unit Power Core component used primarily in Minmatar ships. A component in various other technology as well.
11549 Antimatter Reactor Unit Power Core component used primarily in Amarr ships. A component in various other technology as well.
11550 Graviton Reactor Unit Power Core component used primarily in Caldari ships. A component in various other technology as well.
11551 Electrolytic Capacitor Unit Capacitor component used primarily in Minmatar ships. A component in various other technology as well.
11552 Scalar Capacitor Unit Capacitor component used primarily in Caldari ships. A component in various other technology as well.
11553 Oscillator Capacitor Unit Capacitor component used primarily in Gallente ships. A component in various other technology as well.
11554 Tesseract Capacitor Unit Capacitor component used primarily in Amarr ships. A component in various other technology as well.
11555 Deflection Shield Emitter Shield Component used primarily in Minmatar ships. A component in various other technology as well.
11556 Pulse Shield Emitter Shield Component used primarily in Gallente ships. A component in various other technology as well.
11557 Linear Shield Emitter Shield Component used primarily in Amarr ships. A component in various other technology as well.
11558 Sustained Shield Emitter Shield Component used primarily in Caldari ships. A component in various other technology as well.
11561 Shield Boost Amplifier I "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
11562 Shield Boost Amplifier I Blueprint
11563 Micro Auxiliary Power Core I Supplements the main Power core providing more power
11564 Micro Auxiliary Power Core I Blueprint
11566 Thermic Shield Compensation 5% bonus to thermal resistance per level for Shield Amplifiers
11567 Avatar "Casting his sight on his realm, the Lord witnessed
The cascade of evil, the torrents of war.
Burning with wrath, He stepped
down from the Heavens
To judge the unworthy,
To redeem the pure.
-The Scriptures, Revelation Verses 2:12
Amarr Titan Skill Bonuses:
100% bonus to Capital Energy Turret damage per level
7.5% bonus to fleet members' capacitor recharge rate per level
Can fit Judgement Super Weapon
Can fit Jump Portal Generator
Can fit Clone Vat Bay
Can fit 1 additional Warfare Link module per level
Immune to all forms of Electronic Warfare
Turrets fitted to this ship will do reduced damage to small targets"
11568 Avatar Blueprint
11569 Armored Warfare Specialist Advanced proficiency at armored warfare. Boosts the effectiveness of armored warfare link modules by 20% per skill level.
11572 Skirmish Warfare Specialist Advanced proficiency at skirmish warfare. Boosts the effectiveness of skirmish warfare link modules by 20% per skill level.
11574 Wing Command Allows command of a Wing. Grants the Wing Commander the ability to operate a new Squadron per skill level, up to a maximum of 5 Squadrons.
11577 Improved Cloaking Device II "An Improved Cloaking device based on the Crielere Labs prototype. It performs better and allows for faster movement while cloaked.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
11578 Covert Ops Cloaking Device II "A very specialized piece of technology, the covert ops cloak is designed for use in tandem with specific covert ops vessels. Although it could theoretically work on other ships, its spatial distortion field is so unstable that trying to compensate for its fluctuations will overwhelm non-specialized computing hardware.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
11579 Cloaking Skill at using Cloaking devices. 10% reduction in targeting delay after uncloaking per skill level.
Can not be trained on Trial Accounts.
11580 BH Sentry Gun This is the BH Sentry Gun, it will kill you.
11584 Anchoring Skill at Anchoring Deployables. Can not be trained on Trial Accounts.
11585 Pax Amarria Written by Heideran VII, the Amarr Emperor himself, Pax Amarria is the most remarkable book published in the last century. In it the Emperor writes about his hopes and dreams for peace throughout the galaxy; a vision that has propelled him into becoming the champion of improved interstellar relations. His relentless strive for these goals has brought unparalleled harmony in the relationship between the empires; his constant search for peaceful solutions to any problem having many times becalmed brewing storms of hostilities on the horizon. His determination and powers of persuasion have compelled his own people and others to sacrifice many things they thought sacred to ensure that tranquillity will prevail, now and forever.
11586 Signed Copy of Pax Amarria "Written by the Heideran VII, the Amarr Emperor himself, Pax Amarria is the most remarkable book published in the last century. In it the Emperor writes about his hopes and dreams for peace throughout the galaxy; a vision that has propelled him into becoming the champion of improved international relations. His relentless strive for these goals has brought unparalleled harmony in the relationship between the empires; his constant search for peaceful solutions to any problem having many times becalmed brewing storm.
This is a signed copy, with Heideran's signature at the front: ""Semper Pax. Heideran VII""."
11587 Temple Stone This stone is from a sacred temple, valued both by the minmatar and the amarr.
11588 Defunct Drone Sensor Module These sensors are an old subsystem once used in drone prototypes.
11589 Temple Stone Storage This bolted storage container seems to have once been a part of a larger structure.
11590 Drone Sensor Storage This high-tech container is a storage for old drone sensors.
11593 The Thief This is the vessel carrying the thief which recently pulled off an audacious burglary at a nearby station. A bounty has been put on his head and his ship identity revealed to all bounty hunters. Bewarned however, the ship is armed and dangerous, do not attempt to intercept it unless you know what you are doing! Threat level: High
11594 The Ex-Employee A disgruntled ex-employee who has been harrassing local customers. Threat level: pathetic
11595 Rogue Agent This ship belongs to a Caldari civilian.
11596 Sangrel Minn An infamous thief and all-round scoundrel, this pirate is a wanted man in every corner of the galaxy. CONCORD advises caution in dealing with this individual. Threat level: Significant
11597 Kruul This is the infamous leader of a small pirate raiding party which has been terrorizing various sectors throughout the known universe. His most notable offenses include high-profile kidnappings. His victims are either sold as slaves or for ransom. Threat level: Extreme
11598 Kruul's Henchman This is a ship serving under Kruul, an infamous pirate and slave trader. Threat level: Significant
11600 Pirate Drone This is an unmanned pirate drone. It appears to be controlled by an artificial intelligence system. Caution is advised when approaching such vessels. Threat level: Low
11601 Guristas Emissary This is an emissary for the Guristas Pirates. It is equipped with a powerfull array of weaponry, and should be approached with utmost caution. Threat level: Deadly
11602 Gallente Federation Transaction And Salary Logs These reports hold information on recent transaction and salary logs from a corporation within the Gallente Federation. They are very sought after by pirates, who use the often sensitive information held within for various purposes.
11603 Shiez Kuzaks Ship Database This tiny, glassy data chip holds information from the database of a ship formerly in the possession of Shiez Kozak. Information stored within here could be anything from the ship's logs.
11604 Caldari State Transaction And Salary Logs These reports hold information on recent transaction and salary logs from a corporation within the Caldari State. They are very sought after by pirates, who use the often sensitive information held within for various purposes.
11606 Amarr Empire Transaction And Salary Logs These reports hold information on recent transaction and salary logs from a corporation within the Amarr Empire. They are very sought after by pirates, who use the often sensitive information held within for various purposes.
11607 Minmatar Republic Transaction And Salary Logs These reports hold information on recent transaction and salary logs from a corporation within the Minmatar Republic. They are very sought after by pirates, who use the often sensitive information held within for various purposes.
11608 Ammatar Transaction and salary logs These reports hold information on recent transaction and salary logs from an Ammatar corporation. They are very sought after by pirates, who use the often sensitive information held within for various purposes.
11610 Nugoeihuvi reports These encoded reports may mean little to the untrained eye, but can prove valuable to the relevant institution.
11612 Heat Sink I Blueprint
11613 Warp Core Stabilizer I Blueprint
11614 Tracking Disruptor I Blueprint
11616 Tracking Enhancer I Blueprint
11617 Remote Tracking Computer I Blueprint
11619 Co-Processor I Blueprint
11620 Sensor Booster I Blueprint
11621 Tracking Computer I Blueprint
11622 ECCM - Gravimetric I Blueprint
11623 ECCM - Ladar I Blueprint
11624 ECCM - Magnetometric I Blueprint
11625 ECCM - Radar I Blueprint
11626 ECCM - Omni I Blueprint
11628 ECM - Ion Field Projector I Blueprint
11629 ECM - Multispectral Jammer I Blueprint
11630 ECM - Phase Inverter I Blueprint
11631 ECM - Spatial Destabilizer I Blueprint
11632 ECM - White Noise Generator I Blueprint
11634 Signal Amplifier I Blueprint
11635 Personal Information Data This is a stack of data chips holding personal information about a station's general population. Although information on wealthy or important citizens is rarely kept on these disks, they are still quite valuable for criminals. Accessing this information without consent is illegal in most parts of the galaxy.
11636 Minmatar Mercenary Warship This is a mercenary warship of Minmatar origin. The faction it belongs to is unknown. Threat level: Deadly
11639 Minmatar Mercenary Fighter This is a mercenary fighter ship of Minmatar origin. Its faction allegiance is unknown. Threat level: High
11640 Warp Core Stabilizer II When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
11641 Warp Core Stabilizer II Blueprint
11642 Armor EM Hardener II An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11643 Armor EM Hardener II Blueprint
11644 Armor Kinetic Hardener II A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11645 Armor Kinetic Hardener II Blueprint
11646 Armor Explosive Hardener II An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11647 Armor Explosive Hardener II Blueprint
11648 Armor Thermic Hardener II A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
11649 Armor Thermic Hardener II Blueprint
11650 Zerim Kurzon This is the charismatic leader of an Ammatar mercenary network, historically loyal to House Kor-Azor, but rumored to have ties to corporations outside of the Amarr Empire's influence. Formerly a fighter pilot in the Amarr military, Zerim is no stranger to space combat. But even though he has amassed wealth beyond most Ammatarian citizens wildest dreams, Zerim still uses his old Maller cruiser, which he has personally modded to make it a formidable ship of war. Threat level: Deadly
11651 Shark Kurzon This is the second in command of a group of mercenaries, led by the infamous Zerim Kurzon. Shark and Zerim share the same father, and have been close since childhood, forming a mercenary network within Ammatar and Amarr space which has historically been loyal to House Kor-Azor, but rumored to have ties with corporations outside of the influence of the Amarr Empire. Threat level: High
11652 Kurzon Mercenary This is a fighter for the Kurzon Mercenary network. The Kurzon Mercenary Network was founded by the charismatic ex-military fighter pilot Zerim Kurzon, who had ties with the House Kor-Azor of the Amarr Empire. The Kurzon Mercenaries are a good blend of different races, and although officially loyal to the Amarr Empire, rumors have it that they also have ties elsewhere. Threat level: Significant
11653 Hacker Deck - Alpha A computer subsystem for hacking Jove computer networks. Used in reverse engineering , BP copying as well as material and time efficiency BP research on reverse engineered blueprints
11654 Korim Kor-Azor This is a member of the House Kor-Azor, accused of being a traitor of the Empire by the Sarum. He vehemently denies this accusation.
11655 Shiez Kuzak This is a mercenary leader, rumored to have clients within the Caldari State elite. Little is known about his origins, other than he once worked for the Guristas pirates. Threat level: Deadly
11656 Kuzak Mercenary Fighter This is a mercenary fighter working for Shiez Kuzak, an infamous ex-pirate rumored to work for some of the Caldari State elite. Threat level: High
11657 Imperial Navy Detective This is a detective working for the Imperial Navy. These military operatives sometimes conduct operations inside pirate controlled territory. Threat level: Deadly
11658 Ammatar Navy Detective This is a detective working for the Ammatar Navy. These military operatives sometimes conduct operations inside pirate controlled territory. Threat level: Deadly
11659 Caldari Navy Detective This is a detective working for the Caldari Navy. These military operatives sometimes conduct operations inside pirate controlled territory. Threat level: Deadly
11660 Republic Fleet Detective This is a detective working for the Minmatar military. These operatives sometimes conduct operations inside pirate controlled territory. Threat level: Deadly
11661 Federation Navy Detective This is a detective working for the Federation Navy. These military operatives sometimes conduct operations inside pirate controlled territory. Threat level: Deadly
11662 Imperial Navy Scout This is a scout for the Imperial Navy. It will attack anyone who engages it, but will normally not attack first. Threat level: High
11663 Ammatar Navy Scout This is a scout for the Ammatar Navy. It will attack anyone who engages it, but will normally not attack first. Threat level: High
11664 Caldari Navy Scout This is a scout for the Caldari Navy. It will attack anyone who engages it, but will normally not attack first. Threat level: High
11665 Minmatar Freedom Fighter This is a freedom fighter working for an international organization, orginally founded by former Minmatar slaves, which has the sole goal of fighting oppression and slavery throughout the known universe. The Amarr Empire consider them terrorists, and all the pirate factions despise them. However normally they do not attack unless provoked, or believe you are harboring slaves. They are well armed and dangerous, approach with caution. Threat level: High
11666 Federation Navy Scout This is a scout for the Federation Navy. It will attack anyone who engages it, but will normally not attack first. Threat level: High
11668 Bounty Hunter Ikaruz This is a bounty hunter. These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo. Normally, unless sent to kill you, they will leave you alone. Threat level: Deadly
11669 Bounty Hunter Obunga This is a bounty hunter. These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo. Normally, unless sent to kill you, they will leave you alone. Threat level: Deadly
11670 Bounty Hunter Jason This is a bounty hunter. These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo. Normally, unless sent to kill you, they will leave you alone. Threat level: Deadly
11671 Bounty Hunter Okochyn This is a bounty hunter. These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo. Normally, unless sent to kill you, they will leave you alone. Threat level: Deadly
11672 Bounty Hunter Rookie This is an inexperienced bounty hunter. Bounty hunters are usually not aggressive unless you happen to be part of their contract. Threat level: Medium
11673 Mercenary Fighter This is a mercenary fighter. Its faction alignment is unknown. It may be aggressive, depending on its assignment. Threat level: High
11675 Karothas This is a freedom fighter whos goal in life is to free as many slaves as possible from captivity. Karothas is of Amarr origin, rumored to have been a loyal servant of the Amarr Empire before a change of heart caused him to join the Minmatar Freedom Fighters, which is an organization fighting against slavery everywhere within the galaxy. He has a sizeable bounty on his head placed by the Amarr leadership who despise, and fear, him. Threat level: Deadly
11676 Ibrahim This is a freedom fighter whos goal in life is to free as many slaves as possible from captivity. Ibrahim is part of the Minmatar Freedom Fighters, which is an organization fighting against slavery everywhere within the galaxy. He is armed and extremely dangerous. Threat level: Deadly
11677 Akori Akori is a Caldari working for the Minmatar Freedom Fighters. His goal in life is to fight oppression and slavery in all corners of the galaxy. The Amarr consider him a terrorist and have placed a sizable bounty on his head. Threat level: Deadly
11678 TEST Beacon With it's blinking red light, this beacon appears to be marking a point of interest, or perhaps a waypoint in a greater trail.
11679 Mercenary Rookie This is a mercenary, who is obviously starting out in his profession. Most mercenaries are not hostile unless they are on a specific mission to eliminate you, or view you as a threat. Caution is advised when approaching such vessels however, as they are normally armed and dangerous. Threat level: Moderate
11680 Forcefield Array This beacon repels any object that comes near it.
11681 Shazzyr This is a pilot with a long history of criminal offenses. Approach him with utmost caution. Threat level: Very high
11683 Shogon This is a pilot with a long history of criminal offenses. Approach him with utmost caution. Threat level: High
11684 Roland This is a pilot with a long history of criminal offenses. Approach him with utmost caution. Threat level: Very high
11685 Durim This is a pilot with a long history of criminal offenses. Approach him with utmost caution. Threat level: Very high
11688 Particle Accelerator Unit Weapon Component used primarily in Blasters. A component in various other technology as well.
11689 Laser Focusing Crystals Weapon Component used primarily in Lasers. A component in various other technology as well.
11690 Superconductor Rails Weapon Component used primarily in Railguns. A component in various other technology as well.
11691 Thermonuclear Trigger Unit Weapon Component used primarily in Cannons. A component in various other technology as well.
11692 Nuclear Pulse Generator Weapon Component used primarily in Minmatar Missiles. A component in various other technology as well.
11693 Graviton Pulse Generator Weapon Component used primarily in Caldari Missiles. A component in various other technology as well.
11694 EM Pulse Generator Weapon Component used primarily in Amarr Missiles. A component in various other technology as well.
11695 Plasma Pulse Generator Weapon Component used primarily in Gallente Missiles. A component in various other technology as well.
11699 Thanok Kuggar
11701 Thanok
11702 Transaction And Salary Logs These reports hold information on recent transactions and salary logs of a corporation. They are very sought after by pirates, who use the often sensitive information held within for various purposes.
11703 Angel Cartel Plans
11704 Shakyr Maruk This is one of the most powerfull Druglords within the Angel Cartel. This is not his most powerfull combat ship, but still very formidable and usually used during his infrequent travels through Minmatar space, as it gives him good speed and maneuverability, and is fitted with powerful defensive modules.
11705 Shakyr Personal Guard This is one of Shakyrs personal guards. He follows his master around wherever he goes.
11707 Strange Mechanical Device A strange mechanical device, with a fading Gallente symbol painted on its side.
11708 Alena Karyn Alena is a smuggler by trade, but also a noteworthy pirate. Long is the list of foolhardy bounty hunters which have fallen to her in combat. Threat level: Deadly
11709 Comatose Alena Karyn This is Alena Karyn, a notorious smuggler and pirate of Gallente origin. She is currently in a comatose state, having hit her head on something when her ship was destroyed by a mercenary working for the Gallente Federation.
11710 Minmatar Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11711 Amarr Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11712 Caldari Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11713 Ammatar Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11714 Gallente Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11716 Blood Raider Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11717 Sanshas Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11718 Guristas Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11719 Angel Cartel Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11720 Serpentis Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11721 Rogue Pirate Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
11722 Rogue Pirate Escort This is an escort ship employed by an unknown pirate faction. Threat level: Deadly
11723 Design Documents These complicated data sheets may mean little to the layman's eye, but can prove valuable in the right hands.
11724 Glossy Compound Precious mineral compounds can be refined into multiple minerals.
11725 Plush Compound Precious mineral compounds can be refined into multiple minerals.
11732 Sheen Compound Precious mineral compounds can be refined into multiple minerals.
11733 Motley Compound Precious mineral compounds can be refined into multiple minerals.
11734 Opulent Compound Precious mineral compounds can be refined into multiple minerals.
11735 Dark Compound Precious mineral compounds can be refined into multiple minerals.
11736 Lustering Alloy Precious alloys can be refined into multiple minerals.
11737 Precious Alloy Precious alloys can be refined into multiple minerals.
11738 Lucent Compound Precious mineral compounds can be refined into multiple minerals.
11739 Condensed Alloy Precious alloys can be refined into multiple minerals.
11740 Gleaming Alloy Precious alloys can be refined into multiple minerals.
11741 Crystal Compound Precious mineral compounds can be refined into multiple minerals.
11742 The Damsel This is the damsel in distress.
11744 QA Cloaking Device This module does not exist.
11745 Republic Fleet Scout This is a scout for the Minmatar Fleet. It will attack anyone who engages it, but will normally not attack first. Threat level: High
11746 R.Db - Lai Dai A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research
11747 Co-Processor II Blueprint
11750 ECCM - Gravimetric II Blueprint
11754 ECCM - Ladar II Blueprint
11758 ECCM - Magnetometric II Blueprint
11762 ECCM - Omni II Blueprint
11766 ECCM - Radar II Blueprint
11770 ECCM Projector I Blueprint
11771 ECCM Projector II Blueprint
11775 ECM - Ion Field Projector II Blueprint
11779 ECM - Multispectral Jammer II Blueprint
11783 ECM - Phase Inverter II Blueprint
11787 ECM - Spatial Destabilizer II Blueprint
11791 ECM - White Noise Generator II Blueprint
11795 Heat Sink II Blueprint
11798 Remote Sensor Booster I Blueprint
11799 Remote Sensor Booster II Blueprint
11803 Remote Sensor Dampener I Blueprint
11804 Remote Sensor Dampener II Blueprint
11808 Sensor Booster II Blueprint
11812 Signal Amplifier II Blueprint
11820 Gravimetric Backup Array I Blueprint
11821 Gravimetric Backup Array II Blueprint
11824 LADAR Backup Array I Blueprint
11825 LADAR Backup Array II Blueprint
11828 Magnetometric Backup Array I Blueprint
11829 Magnetometric Backup Array II Blueprint
11832 Multi Sensor Backup Array I Blueprint
11833 Multi Sensor Backup Array II Blueprint
11836 RADAR Backup Array I Blueprint
11837 RADAR Backup Array II Blueprint
11840 Tracking Computer II Blueprint
11844 Tracking Disruptor II Blueprint
11848 Tracking Enhancer II Blueprint
11851 Remote Tracking Computer II Blueprint
11855 Protein Delicacies Protein Delicacies are cheap and nutritious food products manufactured by one of the Caldari mega corporations, Sukuuvestaa. It comes in many flavors and tastes delicious. Despite its cheap price and abundance it is favored by many gourmet chefs in some of the finest restaurants around for its rich, earthy flavor and fragrance.
11856 Foundation Stone
11857 R.Db - Roden Shipyards Blueprint
11858 Hypernet Science Skill and knowledge of Hypernet Technology such as Hacking decks, Codebreakers and Parasites.
11859 R.A.M.- Energy Tech Blueprint
11860 R.A.M.- Cybernetics Blueprint
11861 R.A.M.- Platform Tech Blueprint
11862 Hacker Deck - LXD-27 Blueprint
11863 Hacker Deck - Codex Blueprint
11864 Hacker Deck - Hermes Blueprint
11865 Hacker Deck - Shaman Blueprint
11866 Hyper Net Uplink Blueprint
11867 R.A.M.- Battleship Tech Blueprint
11868 R.A.M.- Cruiser Tech Blueprint
11869 R.A.M.- Industrial Tech Blueprint
11870 R.A.M.- Electronics Blueprint
11871 Terran Molecular Sequencer Blueprint
11872 R.A.M.- Ammunition Tech Blueprint
11873 R.A.M.- Armor/Hull Tech Blueprint
11874 R.A.M.- Hypernet Tech Blueprint
11876 R.Db - Boundless Creations Blueprint
11877 R.Db - Core Complexion Blueprint
11878 R.Db - CreoDron Blueprint
11879 R.Db - Duvolle Labs Blueprint
11880 R.Db - Carthum Conglomerate Blueprint
11881 R.Db - Kaalakiota Blueprint
11882 R.Db - Khanid Innovation Blueprint
11883 R.Db - Thukker Mix Blueprint
11884 R.Db - Viziam Blueprint
11885 R.Db - Ishukone Blueprint
11886 R.Db - Lai Dai Blueprint
11887 R.A.M.- Robotics Blueprint
11888 R.A.M.- Pharmaceuticals Blueprint
11889 R.A.M.- Shield Tech Blueprint
11890 R.A.M.- Starship Tech Blueprint
11891 R.A.M.- Weapon Tech Blueprint
11892 Hacker Deck - Alpha Blueprint
11894 Angel Breaker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11895 Angel Defeater This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11896 Angel Marauder This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11897 Angel Liquidator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11898 Angel Commander This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11899 Angel General This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11900 Angel Warlord This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11901 Blood Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11902 Blood Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11903 Blood Arch Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11904 Blood Arch Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11905 Blood Archon This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11906 Blood Prophet This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11907 Blood Oracle This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11908 Blood Apostle This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11909 Sansha's Slaughterer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11910 Sansha's Execrator This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11911 Sansha's Mutilator This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11912 Sansha's Torturer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11913 Sansha's Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11914 Sansha's Slave Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11915 Sansha's Mutant Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11916 Sansha's Savage Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11917 Serpentis Chief Guard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11918 Serpentis Chief Safeguard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11919 Serpentis Chief Defender This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11920 Serpentis Chief Protector This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11921 Serpentis Baron This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11922 Serpentis Commodore This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11923 Serpentis Port Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11924 Serpentis Rear Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11927 Angel War General This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11928 Guristas Annihilator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11929 Guristas Nullifier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11930 Guristas Mortifier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11931 Guristas Inferno This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11932 Guristas Eradicator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11933 Guristas Obliterator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11934 Guristas Dismantler This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11935 Guristas Extinguisher This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
11936 Apocalypse Imperial Issue "Designed by master starship engineers and constructed in the royal shipyards of the Emperor himself, the imperial issue of the dreaded Apocalypse battleship is held in awe throughout the Empire. Given only as an award to those who have demonstrated their fealty to the Emperor in a most exemplary way, it is considered a huge honor to command -- let alone own -- one of these majestic and powerful battleships.
Amarr Battleship Skill Bonus: 10% bonus to Large Energy Turret capacitor use and 5% maximum Capacitor Capacity per level."
11937 Apocalypse Imperial Issue Blueprint
11938 Armageddon Imperial Issue "Designed and constructed by the most skilled starship engineers and architects of the Empire, the imperial issue of the mighty Armageddon class is an upgraded version of the most-used warship of the Amarr. Its heavy armaments and strong front are specially designed to crash into any battle like a juggernaut and deliver swift justice in the name of the Emperor.
Amarr Battleship Skill Bonus: 10% bonus to Large Energy Turret capacitor use and 5% Large Energy Turret rate of fire per level."
11939 Armageddon Imperial Issue Blueprint
11940 Gold Magnate "This ship is a masterly designed frigate as well as an exquisite piece of art. The Magnate class has been the pet project of a small, elite group of royal ship engineers for over a decade. When the Gold Magnate was offered as a prize in the Amarr Championships in YC105, the long years of expensive research were paid off with the deployment of this beautiful ship.
Amarr Frigate Skill Bonus: 5% bonus to Small Energy Turret capacitor use and Small Energy Turret damage per skill level."
11942 Silver Magnate "This decoratively designed ship is a luxury in its own class. The Magnate frigate has been the pet project of a small, elite group of royal ship engineers for a decade. Over the long years of expensive research, the design process has gone through several stages, and each stage has set a new standard in frigate design. The Silver Magnate, offered as a reward in the Amarr Championships in YC105, is one of the most recent iterations in this line of masterworks.
Amarr Frigate Skill Bonus: 5% bonus to Small Energy Turret capacitor use and Small Energy Turret damage per skill level."
11944 Synthetic Coffee This stimulating aromatic drink, made out of dried, roasted and ground seeds, is a particular favorite among scientists and software engineers.
11947 Khanid Fighter This is a fighter for the Khanid Kingdom. It is protecting the assets of the Khanid Kingdom and may attack anyone it perceives as a threat. Threat level: Moderate
11948 Khanid Officer This is an officer for the Khanid Kingdom. He is protecting the assets of the Khanid Kingdom and may attack anyone he perceives as a threat or easy pickings. Threat level: Extreme
11957 Falcon "Name: Falcon
Hull: Blackbird
Role: Force Recon Ship
Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.
Developer: Ishukone
Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Cruiser Skill Bonus:
5% Bonus to Medium Hybrid Damage Per Level
10% Bonus to ECM Target Jammer capacitor use per level
Recon Ships Skill Bonus:
30% bonus to ECM Target Jammer strength per level and 20% reduction in CPU need for cloaking devices per level.
Role Bonus: 80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.
Note: can fit covert ops cloaks and covert cynosural field generators"
11958 Falcon Blueprint
11959 Rook "Name: Rook
Hull: Blackbird
Role: Combat Recon Ship
Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.
Developer: Kaalakiota
As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Caldari Cruiser Skill Bonus:
5% Bonus to Heavy and Heavy Assault Missile Launcher Rate of Fire per level
10% Bonus to ECM Target Jammer capacitor use per level
Recon Ships Skill Bonus:
30% Bonus to ECM Target Jammer strength per level
10% Bonus to Heavy Assault & Heavy Missile velocity per level
"
11960 Rook Blueprint
11961 Huginn "Name: Huginn
Hull: Bellicose
Role: Combat Recon Ship
Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.
Developer: Boundless Creation
Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 10% bonus to Target Painter effectiveness per level.
Recon Ships Skill Bonus: 60% bonus to Stasis Webifier range and 5% bonus to Heavy Missile Launcher, Heavy Assault Missile Launcher and Rapid Light Missile Launcher rate of fire per level."
11962 Huginn Blueprint
11963 Rapier "Name: Rapier
Hull: Bellicose
Role: Force Recon Ship
Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.
Developer: Core Complexion Inc.
Core Complexion's ships are unusual in that they favor electronics and defense over the ""lots of guns"" approach traditionally favored by the Minmatar.
Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 10% bonus to target painter effectiveness per level
Recon Ships Skill Bonus: 60% bonus to stasis webifier range and 20% reduction in CPU need for cloaking devices per level.
Role Bonus: 80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.
Note: can fit covert ops cloaks and covert cynosural field generators"
11964 Rapier Blueprint
11965 Pilgrim "Name: Pilgrim
Hull: Arbitrator
Role: Force Recon Ship
Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.
Developer: Carthum Conglomerate
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited.
Amarr Cruiser Skill Bonus: 7.5% bonus to Tracking Disruptor effectiveness and 10% bonus to drone hit points and damage per level.
Recon Ships Skill Bonus: 20% bonus to Energy Vampire and Energy Neutralizer transfer amount and 20% reduction in CPU need for cloaking devices per level.
Role Bonus: 80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.
Note: can fit covert ops cloaks and covert cynosural field generators"
11966 Pilgrim Blueprint
11969 Arazu "Name: Arazu
Hull: Celestis
Role: Force Recon Ship
Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.
Developer: Duvolle Labs
Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Cruiser Skill Bonus:
5% bonus to Medium Hybrid Turret damage per level
7.5% bonus to Remote Sensor Dampener effectiveness per level
Recon Ships Skill Bonus:
20% bonus to Warp Scrambler and Warp Disruptor range per level
20% reduction in CPU need for cloaking devices per level
Role Bonus:
80% reduction in liquid ozone consumption for cynosural field generation
50% reduction in cynosural field duration
Note: can fit covert ops cloaks and covert cynosural field generators"
11970 Arazu Blueprint
11971 Lachesis "Name: Lachesis
Hull: Celestis
Role: Combat Recon Ship
Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.
Developer: Roden Shipyards
Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than that of their competitors'.
Gallente Cruiser Skill Bonus:
5% bonus to Medium Hybrid Turret damage per level
7.5% bonus to Remote Sensor Dampener effectiveness per level
Recon Ships Skill Bonus:
20% bonus to Warp Scrambler and Warp Disruptor range per level
5% bonus to Heavy Missile Launcher and Heavy Assault Missile Launcher rate of fire per level"
11972 Lachesis Blueprint
11978 Scimitar "Name: Scimitar
Hull: Scythe Class
Role: Support Cruiser
Built with special tracking support arrays, the Scimitar was designed in large part to assist heavy combat vessels in tracking fast-moving targets. Relatively nimble for a support cruiser, it can often be found ducking between battleships, protecting its own back while lending the behemoths the support they need to take out their enemies.
Developer: Core Complexion Inc.
Core Complexions ships are unusual in that they favor electronics and defense over the ""Lots of guns"" approach traditionally favored by the Minmatar. Being a support cruiser, the Scimitar therefore fits ideally into their design scheme.
Minmatar Cruiser Skill Bonus: 150% bonus to Tracking Link and Shield Transport range and 20% bonus to Shield Maintenance Bot transport amount per level
Logistics Skill Bonus: 10% bonus to Tracking Link efficiency and 15% reduction in Shield Transport capacitor use per level
Role Bonus: -50% CPU need for Shield Transporters"
11979 Scimitar Blueprint
11985 Basilisk "Name: Basilisk
Hull: Osprey Class
Role: Support Cruiser
Following in the time-honored Caldari spaceship design tradition, the Basilisk sports top-of-the-line on-board computer systems specially designed to facilitate shield transporting arrays, while sacrificing some of the structural strength commonly found in vessels of its class.
Developer: Lai Dai
Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization. With the Basilisk, their aim was to continue pushing forward the development of cutting-edge defense optimization systems while providing powerful support capability.
Caldari Cruiser Skill Bonus: 150% bonus to Shield Transport and Energy Transfer Array range and 20% bonus to Shield Maintenance Bot transfer amount per level
Logistics Skill Bonus: 15% reduction in Shield Transport and Energy Transfer Array capacitor use per level
Role Bonus: -50% CPU need for Shield Transporters and -50% power need for Energy Transfer Arrays"
11986 Basilisk Blueprint
11987 Guardian "Name: Guardian
Hull: Augoror Class
Role: Support Cruiser
The Guardian is the first vessel to feature Carthum Conglomerate's brand new capacitor flow maximization system, allowing for greater amounts of energy to be stored in the capacitor as well as providing increased facilities for transporting that energy to other ships.
Developer: Carthum Conglomerate
While featuring Carthum's trademark armor and hull strength, the Guardian, being a support ship, has limited room for armaments. Its intended main function is to serve as an all-round support vessel, providing the raw energy for fleet compatriots to do what they need to do in order to achieve victory.
Amarr Cruiser Skill Bonus: 150% bonus to Energy Transfer Array and Remote Armor Repair System range and 20% bonus to Armor Maintenance Bot transfer amount per level
Logistics Skill Bonus: 15% reduction in Energy Transfer Array and Remote Armor Repair System capacitor use per level
Role Bonus: -65% power need for Remote Armor Repair Systems and -50% power need for Energy Transfer Arrays"
11988 Guardian Blueprint
11989 Oneiros "Name: Oneiros
Hull: Exequror Class
Role: Support Cruiser
Designed specifically as an armor augmenter, the Oneiros provides added defensive muscle to fighters on the front lines. Additionally, its own formidable defenses make it a tough nut to crack. Breaking through a formation supported by an Oneiros is no mean feat.
Developer: Roden Shipyards
Deciding that added defensive capabilities would serve to strengthen the overall effectiveness of Gallente ships, who traditionally have favored pure firepower over other aspects, Roden Shipyards came up with the Oneiros. Intrigued, Gallente Navy officials are reportedly considering incorporating this powerful defender into their fleet formations.
Gallente Cruiser Skill Bonus: 150% bonus to Remote Armor Repair System and Tracking Link range 20% bonus to Armor Maintenance Bot transfer amount per level
Logistics Skill Bonus: 15% reduction in Remote Armor Repair System capacitor use and 10% bonus to Tracking Link efficiency per level
Role Bonus: -65% power need for Remote Armor Repair Systems"
11990 Oneiros Blueprint
11993 Cerberus "The Cerberus is a Heavy Assault Cruiser designed for frontline fighting.
Traits
Caldari Cruiser skill bonus per level:
5% Kinetic Missile damage
10% Missile velocity
Heavy Assault Cruisers skill bonus per level:
10% Heavy Assault Missile, Heavy Missile and Light Missile flight time
5% Heavy Assault Missile Launcher, Heavy Missile Launcher and Rapid Light Missile Launcher rate of fire
Role Bonus:
50% reduction in MicroWarpdrive signature radius penalty
Development
No cruiser currently in existence can match the superiority of the Cerberus's onboard missile system. With a well-trained pilot jacked in, this fanged horror is capable of unleashing a hail of missiles to send even the most seasoned armor tankers running for cover.
Developer: Lai Dai
Moving away from their traditionally balanced all-round designs, Lai Dai have created a very specialized - and dangerous - missile boat in the Cerberus. Many have speculated that due to recent friction between Caldari megacorporations, LD may be looking to beef up their own police force with these missile-spewing monstrosities."
11994 Cerberus Blueprint
11995 Onyx "Name: Onyx
Hull: Moa Class
Role: Heavy Interdiction Cruiser
Effectively combining the trapping power of interdictors with the defensive capabilities of heavy assault cruisers, the heavy interdiction cruiser is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdiction cruisers are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes.
Developer: Kaalakiota
As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Caldari Cruiser Skill Bonus: 5% bonus to kinetic missile damage and 4% bonus to shield resistances per level
Heavy Interdiction Cruisers Skill Bonus: 10% bonus to assault missile and heavy missile velocity and 5% bonus to range of warp disruption fields per level
Note: can fit warp disruption field generators
"
11996 Onyx Blueprint
11999 Vagabond "The Vagabond is a Heavy Assault Cruiser designed for frontline fighting.
Traits
Minmatar Cruiser skill bonus per level:
5% Medium Projectile Turret rate of fire
7.5% Shield Boost Amount
Heavy Assault Cruisers skill bonus per level:
10% Medium Projectile Turret falloff
5% Medium Projectile Turret damage
Role Bonus:
50% reduction in MicroWarpdrive signature radius penalty
Development
The fastest cruiser invented to date, this vessel is ideal for hit-and-run ops where both speed and firepower are required. Its on-board power core may not be strong enough to handle some of the larger weapons out there, but when it comes to guerilla work, the Vagabond can't be beat.
Developer: Thukker Mix
Improving on the original Stabber design, Thukker Mix created the Vagabond as a cruiser-sized skirmish vessel equally suited to defending mobile installations and executing lightning strikes at their enemies. Honoring their tradition of building the fastest vessels to ply the space lanes, they count the Vagabond as one of their crowning achievements."
12000 Vagabond Blueprint
12003 Zealot "The Zealot is a Heavy Assault Cruiser designed for frontline fighting.
Traits
Amarr Cruiser skill bonus per level:
10% Medium Energy Turret capacitor use
5% Medium Energy Turret rate of fire
Heavy Assault Cruisers skill bonus per level:
10% Medium Energy Turret optimal range
5% Medium Energy Turret damage
Role Bonus:
50% reduction in MicroWarpdrive signature radius penalty
Development
The Zealot is built almost exclusively as a laser platform, designed to wreak as much havoc as its energy beams can be made to. As a vanguard vessel, its thick armor and dazzling destructive power make it capable of cutting through enemy fleets with striking ease. Zealots are currently being mass-produced by Viziam for the Amarr Navy.
Developer: Viziam
For their first production-ready starship design, Viziam opted to focus on their core proficiencies - heavy armor and highly optimized weaponry. The result is an extremely focused design that, when used correctly, can go toe-to-toe with any contemporary cruiser design."
12004 Zealot Blueprint
12005 Ishtar "The Ishtar is a Heavy Assault Cruiser designed for frontline fighting.
Traits
Gallente Cruiser skill bonus per level:
7.5% Heavy Drone max velocity and tracking speed
10% Drone hitpoints and damage
Heavy Assault Cruisers skill bonus per level:
5km Drone operation range
7.5% Sentry Drone optimal range and tracking speed
Role Bonus:
50% reduction in MicroWarpdrive signature radius penalty
Development
While not endowed with as much pure firepower as other ships of its category, the Ishtar is more than able to hold its own by virtue of its tremendous capacity for drones and its unique hard-coded drone-control subroutines.
Developer: CreoDron
Touted as ""the Ishkur's big brother,"" the Ishtar design is the furthest CreoDron have ever gone towards creating a completely dedicated drone carrier. At various stages in its development process plans were made to strengthen the vessel in other areas, but ultimately the CreoDron engineers' fascination with pushing the drone carrier envelope overrode all other concerns."
12006 Ishtar Blueprint
12011 Eagle "The Eagle is a Heavy Assault Cruiser designed for frontline fighting.
Traits
Caldari Cruiser skill bonus per level:
10% Medium Hybrid Turret optimal range
4% Shield resistances
Heavy Assault Cruisers skill bonus per level:
10% Medium Hybrid Turret optimal range
5% Medium Hybrid Turret damage
Role Bonus:
50% reduction in MicroWarpdrive signature radius penalty
Development
Built on the shoulders of the sturdy Moa and improving on its durability and range, the Eagle is the next generation in Caldari gunboats. Able to fire accurately and do tremendous damage at ranges considered extreme by any cruiser pilot, this powerhouse will be the bane of anyone careless enough to think himself out of its range.
Developer: Ishukone
Caldari starship design is showing a growing trend towards armaments effective at high ranges, and in this arena, as in others, Ishukone do not let themselves get left behind; the Eagle was intended by them as a counter to the fearsome long-range capabilities of Lai Dai's Cerberus ship."
12012 Eagle Blueprint
12013 Broadsword "Name: Broadsword
Hull: Rupture Class
Role: Heavy Interdiction Cruiser
Effectively combining the trapping power of interdictors with the defensive capabilities of heavy assault cruisers, the heavy interdiction cruiser is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdiction cruisers are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes.
Developer: Core Complexion Inc.
Core Complexion's ships are unusual in that they favor electronics and defense over the “lots of guns” approach traditionally favored by the Minmatar.
Minmatar Cruiser Skill Bonus: 5% bonus to medium projectile turret rate of fire and 4% bonus to shield resistances per level
Heavy Interdiction Cruisers Skill Bonus: 10% bonus to medium projectile turret falloff and 5% bonus to range of warp disruption fields per level
Note: can fit warp disruption field generators
"
12014 Broadsword Blueprint
12015 Muninn "The Muninn is a Heavy Assault Cruiser designed for frontline fighting.
Traits
Minmatar Cruiser skill bonus per level:
5% Medium Projectile Turret rate of fire
5% Medium Projectile Turret damage
Heavy Assault Cruisers skill bonus per level:
10% Medium Projectile Turret optimal range
7.5% Medium Projectile Turret tracking
Role Bonus:
50% reduction in MicroWarpdrive signature radius penalty
Development
Commissioned by the Republic Fleet to create a powerful assault vessel for the strengthening of the Matari tribes as well as a commercial platform for the Howitzers and other guns produced by the Fleet, Boundless Creation came up with the Muninn. Heavily armored, laden with turret hardpoints and sporting the latest in projectile optimization technology, this is the very definition of a gunboat.
Developer: Boundless Creation
Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as is humanly possible. The Muninn is far from being an exception."
12016 Muninn Blueprint
12017 Devoter "Name: Devoter
Hull: Maller Class
Role: Heavy Interdiction Cruiser
Effectively combining the trapping power of interdictors with the defensive capabilities of heavy assault cruisers, the heavy interdiction cruiser is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdiction cruisers are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes.
Developer: Viziam
Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.
Amarr Cruiser Skill Bonus: 10% reduction in medium energy turret capacitor use and 4% bonus to armor resistances per level
Heavy Interdiction Cruisers Skill Bonus: 5% bonus to medium energy turret rate of fire and 5% bonus to range of warp disruption fields per level
Note: can fit warp disruption field generators
"
12018 Devoter Blueprint
12019 Sacrilege "The Sacrilege is a Heavy Assault Cruiser designed for frontline fighting.
Traits
Amarr Cruiser skill bonus per level:
5% Heavy Missile and Heavy Assault Missile damage
4% Armor resistances
Heavy Assault Cruisers skill bonus per level:
10% Heavy Missile and Heavy Assault Missile velocity
5% Missile Launcher rate of fire
Role Bonus:
50% reduction in MicroWarpdrive signature radius penalty
Development
Khanid's engineers have spent months perfecting the Sacrilege's on-board missile launcher optimization systems, making it a very effective assault missile platform. In addition, its supremely advanced capacitor systems make it one of the most dangerous ships in its class.
Developer: Khanid Innovation
In an effort to maintain the fragile peace with the old empire through force of deterrence, Khanid Innovation have taken the Maller blueprint and morphed it into a monster. State-of-the-art armor alloys, along with missile systems developed from the most advanced Caldari designs, mean the Sacrilege may be well on its way to becoming the Royal Khanid Navy's flagship cruiser."
12020 Sacrilege Blueprint
12021 Phobos "Name: Phobos
Hull: Thorax Class
Role: Heavy Interdiction Cruiser
Effectively combining the trapping power of interdictors with the defensive capabilities of heavy assault cruisers, the heavy interdiction cruiser is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdiction cruisers are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes.
Developer: Roden Shipyards
Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.
Gallente Cruiser Skill Bonus: 5% bonus to medium hybrid turret damage and 4% bonus to armor resistances per level
Heavy Interdiction Cruisers Skill Bonus: 10% bonus to medium hybrid turret falloff per level and 5% bonus to range of warp disruption fields per level
Note: can fit warp disruption field generators
"
12022 Phobos Blueprint
12023 Deimos "The Deimos is a Heavy Assault Cruiser designed for frontline fighting.
Traits
Gallente Cruiser skill bonus per level:
5% Medium Hybrid Turret damage
7.5% Armor Repair amount
Heavy Assault Cruisers skill bonus per level:
10% Medium Hybrid Turret falloff
5% Medium Hybrid Turret damage
Role Bonus:
50% reduction in MicroWarpdrive signature radius penalty
Development
Sharing more tactical elements with smaller vessels than with its size-class counterparts, the Deimos represents the final word in up-close-and-personal cruiser combat. Venture too close to this one, and swift death is your only guarantee.
Developer: Duvolle Labs
Rumor has it Duvolle was contracted by parties unknown to create the ultimate close-range blaster cruiser. In this their engineers and designers haven't failed; but the identity of the company's client remains to be discovered."
12024 Deimos Blueprint
12028 Storage Bin The enclosed storage bin drifts quietly in space, waiting patiently to be pried open by a hungry looter.
12029 Khanid Elite Fighter This is a fighter for the Khanid Kingdom. It is protecting the assets of the Khanid Kindgom and may attack anyone it perceives as a threat. Threat level: High
12031 Manticore Blueprint
12032 Manticore "Name: Manticore
Hull: Kestrel Class
Role: Stealth Bomber
Specifically engineered to fire torpedoes, stealth bombers represent the next generation in covert ops craft. The bombers are designed for sneak attacks on large vessels with powerful missile guidance technology enabling the torpedoes to strike faster and from a longer distance.
Developer: Lai Dai
Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships.
Caldari Frigate Skill Bonus:
10% bonus to torpedo explosion velocity and flight time per level
20% bonus to torpedo missile velocity per level
Covert Ops Skill Bonus:
5% bonus to bomb kinetic damage per level
15% bonus to torpedo kinetic damage per level
Role Bonus:
-99.65% reduction in Torpedo Launcher powergrid needs
-50% reduction in Cloak CPU Use
-100% targeting delay after decloaking
Notes: Can fit covert ops cloaks, covert cynosural field generators and bomb launchers. Cloak reactivation delay reduced to 15 seconds."
12034 Hound "Name: Hound
Hull: Breacher Class
Role: Stealth Bomber
Specifically engineered to fire torpedoes, stealth bombers represent the next generation in covert ops craft. The bombers are designed for sneak attacks on large vessels with powerful missile guidance technology enabling the torpedoes to strike faster and from a longer distance.
Developer: Boundless Creation
Boundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and ""cheap tricks"" like electronic warfare have never been a high priority.
Minmatar Frigate Skill Bonus:
10% bonus to torpedo explosion velocity and flight time per level
20% bonus to torpedo velocity per level
Covert Ops Skill Bonus:
5% bonus to bomb explosive damage per level
15% bonus to Torpedo explosive damage per level
Role Bonus:
-99.65% reduction in Torpedo Launcher powergrid needs
-50% reduction in Cloak CPU Use
-100% targeting delay after decloaking
Notes: Can fit covert ops cloaks, covert cynosural field generators and bomb launchers. Cloak reactivation delay reduced to 15 seconds."
12035 Hound Blueprint
12036 Dagger
12037 Dagger Blueprint
12038 Purifier "Name: Purifier
Hull: Inquisitor Class
Role: Stealth Bomber
Specifically engineered to fire torpedoes, stealth bombers represent the next generation in covert ops craft. The bombers are designed for sneak attacks on large vessels with powerful missile guidance technology enabling the torpedoes to strike faster and from a longer distance.
Developer: Viziam
Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.
Amarr Frigate Skill Bonus:
10% bonus to torpedo explosion velocity and flight time per level
20% bonus to torpedo velocity per level
Covert Ops Skill Bonus:
5% bonus to bomb EM damage
15% bonus to Torpedo EM damage per level
Role Bonus:
-99.65% reduction in Torpedo Launcher powergrid needs
-50% reduction in Cloak CPU Use
-100% targeting delay after decloaking
Notes: Can fit covert ops cloaks, covert cynosural field generators and bomb launchers. Cloak reactivation delay reduced to 15 seconds."
12041 Purifier Blueprint
12042 Ishkur "Name: Ishkur
Hull: Incursus Class
Role: Assault Frigate
Specialized as a frigate-class drone carrier, the Ishkur carries less in the way of firepower than most other Gallente gunboats. With a fully stocked complement of drones and a skilled pilot, however, no one should make the mistake of thinking this vessel easy prey.
Developer: CreoDron
As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Ishkur can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Frigate Skill Bonus:
5% bonus to Small Hybrid Turret damage
10% bonus to drone hitpoints per level
Assault Frigates Skill Bonus:
10% bonus to Small Hybrid Turret Optimal Range per level
5m3 Drone Bay Capacity per level
Role bonus: 50% reduction in MicroWarpdrive signature radius penalty"
12043 Ishkur Blueprint
12044 Enyo "Name: Enyo
Hull: Incursus Class
Role: Assault Frigate
The single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there. Ideal for use as point ships to draw enemy fire from more vulnerable friendlies.
Developer: Roden Shipyards
Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.
Gallente Frigate Skill Bonus:
10% bonus to Small Hybrid Turret Damage per level
Assault Frigates Skill Bonus:
10% bonus to Small Hybrid Turret Optimal Range per level
7.5% bonus to Small Hybrid Turret Tracking Speed per level
Role bonus: 50% reduction in MicroWarpdrive signature radius penalty"
12045 Enyo Blueprint
12046 Ammatar Slave Trader This is a slave trader working for the Ammatar. Slave traders often have to fend off hostile ships, such as Minmatar Freedom Fighters or bounty hunters, and therefore come well equipped to deal with any such encounters. Slave traders are also known to attack remote settlements throughout the galaxy to bolster their supply of slaves. The Minmatar Republic has put a bounty on the head of any known slaver. Threat level: Deadly
12047 Khanid Slave Trader This is a slave trader working for the Khanid Kingdom. Slave traders often have to fend off hostile ships, such as Minmatar Freedom Fighters or bounty hunters, and therefore come well equipped to deal with any such encounters. Slave traders are also known to attack remote settlements throughout the galaxy to bolster their supply of slaves. The Minmatar Republic has put a bounty on the head of any known slaver. Threat level: Deadly
12048 Amarr Slave Trader This is a slave trader working for the Amarr Empire. Slave traders often have to fend off hostile ships, such as Minmatar Freedom Fighters or bounty hunters, and therefore come well equipped to deal with any such encounters. Slave traders are also known to attack remote settlements throughout the galaxy to bolster their supply of slaves. The Minmatar Republic has put a bounty on the head of any known slaver. Threat level: Deadly
12049 Slaver Slavers thrive in the lawless areas of the galaxy, and in the Amarrian territories which view the slave business as a legal profession. Some slavers are notorious for their brutality and lack of morals, and will attack remote settlements without hesitation to capture innocent victims to be sold on the black market. The Minmatar Republic has been especially keen on setting bounties on all slave traders, as they bear a deep resentment and hatred towards slavery.
12052 10MN Microwarpdrive I "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
12053 10MN Microwarpdrive I Blueprint
12054 100MN Microwarpdrive I "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
12055 100MN Microwarpdrive I Blueprint
12056 10MN Afterburner I "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
12057 10MN Afterburner I Blueprint
12058 10MN Afterburner II "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
12059 10MN Afterburner II Blueprint
12066 100MN Afterburner I "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
12067 100MN Afterburner I Blueprint
12068 100MN Afterburner II "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
12069 100MN Afterburner II Blueprint
12076 10MN Microwarpdrive II "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced..
Note: Cruiser class module"
12077 10MN Microwarpdrive II Blueprint
12084 100MN Microwarpdrive II "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
12085 100MN Microwarpdrive II Blueprint
12092 Interceptors The Operation Of Advanced Interceptor class Frigates. Can not be trained on Trial Accounts.
12093 Covert Ops Covert operations frigates are designed for recon and espionage operation. Their main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters Much of their free space is sacrificed to house an advanced spatial field control system. This allows it to utilize very advanced forms of cloaking at greatly reduced CPU cost. Can not be trained on Trial Accounts.
12095 Assault Frigates Skill for operation of the Assault Frigates. Can not be trained on Trial Accounts.
12096 Logistics Skill at operating Support Cruisers. Can not be trained on Trial Accounts.
12097 Destroyers Skill at operating Destroyers.
12098 Interdictors The Operation Of Advanced Interdictor class Destroyers. Can not be trained on Trial Accounts.
12099 Battlecruisers Skill at operating Battlecruisers. Can not be trained on Trial Accounts.
12102 Large Remote Capacitor Transmitter II Transfers capacitor energy to another ship.
12103 Large Remote Capacitor Transmitter II Blueprint
12104 Improved Cloaking Device II Blueprint
12105 Covert Ops Cloaking Device II Blueprint
12108 Deep Core Mining Laser I A basic mining laser for deep core mining ore such as mercoxit. Very inefficient but does get the job done ... eventually
12109 Deep Core Mining Laser I Blueprint
12110 Homeless In most societies there are those who, for various reasons, live a life considered below the living standards of the normal citizen. These people are sometimes called tramps, beggars, drifters, vagabonds or homeless. They are especially common in the ultra-capitalistic Caldari State, but are also found elsewhere in most parts of the galaxy.
12179 Research Project Management Skill at overseeing agent research and development projects. Allows the simultaneous use of 1 additional Research and Development agent per skill level.
12180 Arkonor Processing Specialization in Arkonor processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Arkonor refining waste per skill level.
12181 Bistot Processing Specialization in Bistot processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Bistot refining waste per skill level.
12182 Crokite Processing Specialization in Crokite processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Crokite refining waste per skill level.
12183 Dark Ochre Processing Specialization in Dark Ochre processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Dark Ochre refining waste per skill level.
12184 Gneiss Processing Specialization in Gneiss processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Gneiss refining waste per skill level.
12185 Hedbergite Processing Specialization in Hedbergite processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Hedbergite refining waste per skill level.
12186 Hemorphite Processing Specialization in Hemorphite processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Hemorphite refining waste per skill level.
12187 Jaspet Processing Specialization in Jaspet processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Jaspet refining waste per skill level.
12188 Kernite Processing Specialization in Kernite processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Kernite refining waste per skill level.
12189 Mercoxit Processing Specialization in Mercoxit processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Mercoxit refining waste per skill level.
12190 Omber Processing Specialization in Omber processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Omber refining waste per skill level.
12191 Plagioclase Processing Specialization in Plagioclase processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Plagioclase refining waste per skill level.
12192 Pyroxeres Processing Specialization in Pyroxeres processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Pyroxeres refining waste per skill level.
12193 Scordite Processing Specialization in Scordite processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Scordite refining waste per skill level.
12194 Spodumain Processing Specialization in Spodumain processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Spodumain refining waste per skill level.
12195 Veldspar Processing Specialization in Veldspar processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Veldspar refining waste per skill level.
12196 Scrapmetal Processing Specialization in Scrapmetal processing and refining. Increases reprocessing returns for modules, ships and other reprocessable equipment. 5% reduction in ship and module refining waste per skill level.
12197 Grecko An infamouse thief and all-round scoundrel, this pirate is a wanted man in every corner of the galaxy. Concord advises caution in dealing with this individual. Threat level: Significant
12198 Mobile Small Warp Disruptor I A small deployable self powered unit that prevents warping within its area of effect.
12199 Mobile Medium Warp Disruptor I A Medium deployable self powered unit that prevents warping within its area of effect.
12200 Mobile Large Warp Disruptor I A Large deployable self powered unit that prevents warping within its area of effect.
12201 Small Artillery Specialization Specialist training in the operation of advanced Small Artillery. 2% bonus per skill level to the damage of small turrets requiring Small Artillery Specialization.
12202 Medium Artillery Specialization Specialist training in the operation of advanced Medium Artillery. 2% bonus per skill level to the damage of medium turrets requiring Medium Artillery Specialization.
12203 Large Artillery Specialization Specialist training in the operation of advanced Large Artillery. 2% bonus per skill level to the damage of large turrets requiring Large Artillery Specialization.
12204 Medium Beam Laser Specialization Specialist training in the operation of advanced medium beam lasers. 2% bonus per skill level to the damage of medium turrets requiring Medium Beam Laser Specialization.
12205 Large Beam Laser Specialization Specialist training in the operation of advanced large beam lasers. 2% Bonus per skill level to the damage of large turrets requiring Large Beam Laser Specialization.
12206 Medium Railgun Specialization Specialist training in the operation of advanced medium railguns. 2% bonus per skill level to the damage of medium turrets requiring Medium Railgun Specialization.
12207 Large Railgun Specialization Specialist training in the operation of advanced large railguns. 2% bonus per skill level to the damage of large turrets requiring Large Railgun Specialization.
12208 Medium Autocannon Specialization Specialist training in the operation of advanced medium autocannons. 2% bonus per skill level to the damage of medium turrets requiring Medium Autocannon Specialization.
12209 Large Autocannon Specialization Specialist training in the operation of advanced large autocannons. 2% Bonus per skill level to the damage of large turrets requiring Large Autocannon Specialization.
12210 Small Blaster Specialization Specialist training in the operation of advanced small blasters. 2% bonus per skill level to the damage of small turrets requiring Small Blaster Specialization.
12211 Medium Blaster Specialization Specialist training in the operation of advanced medium blasters. 2% bonus per skill level to the damage of medium turrets requiring Medium Blaster Specialization.
12212 Large Blaster Specialization Specialist training in the operation of advanced large blasters. 2% Bonus per skill level to the damage of large turrets requiring Large Blaster Specialization.
12213 Small Pulse Laser Specialization Specialist training in the operation of small pulse lasers. 2% bonus per skill level to the damage of small turrets requiring Small Pulse Laser Specialization.
12214 Medium Pulse Laser Specialization Specialist training in the operation of advanced medium pulse lasers. 2% bonus per skill level to the damage of medium turrets requiring Medium Pulse Laser Specialization.
12215 Large Pulse Laser Specialization Specialist training in the operation of advanced large pulse lasers. 2% bonus per skill level to the damage of large turrets requiring Large Pulse Laser Specialization.
12217 Medium Remote Capacitor Transmitter I Transfers capacitor energy to another ship.
12218 Medium Remote Capacitor Transmitter I Blueprint
12219 Capital Remote Capacitor Transmitter I "Transfers capacitor energy to another ship.
Note: May only be fitted to capital class ships."
12220 Capital Remote Capacitor Transmitter I Blueprint
12221 Medium Remote Capacitor Transmitter II Transfers capacitor energy to another ship.
12222 Medium Remote Capacitor Transmitter II Blueprint
12223 Capital Remote Capacitor Transmitter II "Transfers capacitor energy to another ship.
Note: May only be fitted to capital class ships."
12224 Capital Remote Capacitor Transmitter II Blueprint
12225 Large Remote Capacitor Transmitter I Transfers capacitor energy to another ship.
12226 Large Remote Capacitor Transmitter I Blueprint
12235 Amarr Control Tower "The Amarr have always been fond of majestic and intimidating constructions. Their Control Towers do not deviate from that tradition and are truly big and powerful structures, intended more for preservation of territorial interests than commercial benefits.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
12236 Gallente Control Tower "Gallente Control Towers are more pleasing to the eye than they are strong or powerful. They have above average electronic countermeasures, average CPU output, and decent power output compared to towers from the other races, but are quite lacking in sophisticated defenses.
Racial Bonuses:
25% bonus to Hybrid Sentry Damage
100% bonus to Silo Cargo Capacity"
12237 Ship Maintenance Array Mobile hangar and fitting structure. Used for ship storage and in-space fitting of modules contained in a ship's cargo bay.
12238 Refining Array "An anchorable refining outpost, able to take raw ores and process them into minerals. Has a lower rate of yield than in-station refineries, but due to its mobile nature it is very valuable to frontier industrialists who operate light years away from the nearest permanent installation.
Refining yield efficiency does not apply to ice ores, which are always refined at the maximum efficiency the operator is capable of.
NOTE: If the array's control tower runs out of fuel while the array is in the middle of a processing operation, the materials being refined will be irrevocably lost."
12239 Medium Intensive Refining Array "An anchorable refining outpost, able to take raw ores and process them into minerals. By using much more intensive processes, this refinery is able to achieve much better yield than the standard variant, but at the cost of being very CPU, Power and time intensive.
Refining yield efficiency does not apply to ice ores, which are always refined at the maximum efficiency the operator is capable of.
NOTE: If the array's control tower runs out of fuel while the array is in the middle of a processing operation, the materials being refined will be irrevocably lost."
12240 Medium Storage Array Mobile Storage
12241 Sovereignty "Advanced corporation operation. +1000 corporation members allowed per level.
Notice: the CEO must update his corporation through the corporation user interface before the skill takes effect"
12242 Station (Conquerable 1)
12243 Science Graduates People that have recently graduated with a degree in science at an acknowledged university.
12244 University Escort Ship This is an escort ship for a major university. These ships are usually well equipped, and are normally used for escorting personelle transports. They can prove to be quite dangerous as they are designed to fend off pirates in low secure space. Threat level: Deadly
12245 Angel Fugitive This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
12246 Blood Fugitive This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
12248 Sansha's Fugitive This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
12249 Serpentis Fugitive This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
12250 Criminal DNA Identification tags such as these may prove valuable if handed to the proper organization.
12251 Sarrah Being a part of the infamous pirate group going by the name of "The Seven", Sarrah is a threat not to be taken lightly. These scoundrels have looted countless convoys in high security space, as well as being suspects for various high profile kidnappings throughout the galaxy. Concord has placed a high bounty on their heads. Threat level: Very high
12252 Schmidt Being a part of the infamous pirate group going by the name of "The Seven", Schmidt is a threat not to be taken lightly. These scoundrels have looted countless convoys in high security space, as well as being suspects for various high profile kidnappings throughout the galaxy. Concord has placed a high bounty on their heads. Threat level: Deadly
12253 Olufami Being a part of the infamous pirate group going by the name of "The Seven", Olufami is a threat not to be taken lightly. These scoundrels have looted countless convoys in high security space, as well as being suspects for various high profile kidnappings throughout the galaxy. Concord has placed a high bounty on their heads. Threat level: Deadly
12254 Test_NONE This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
12255 Elena Gazky Being a part of the infamous pirate group going by the name of "The Seven", Elena Gazky is a threat not to be taken lightly. These scoundrels have looted countless convoys in high security space, as well as being suspects for various high profile kidnappings throughout the galaxy. Concord has placed a high bounty on their heads. Threat level: Deadly
12256 Zor Little is known about "Zor", other than the fact he is part of an infamous pirate gang going by the nickname "The Seven". Concord lists him as their second in command, and has placed a very high bounty on his head. The Seven have allegedly taken part in numerous high profile kidnappings throughout the galaxy, as well as ambushing convoys and drug smuggling activity. All of them go by aliases to hide their identity, and to date no knowledge exists about their origins. Threat level: Deadly
12257 Medium Nosferatu I "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
12258 Medium Nosferatu I Blueprint
12259 Medium Nosferatu II "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
12260 Medium Nosferatu II Blueprint
12261 Heavy Nosferatu I "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
12262 Heavy Nosferatu I Blueprint
12263 Heavy Nosferatu II "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
12264 Heavy Nosferatu II Blueprint
12265 Medium Energy Neutralizer I Neutralizes a portion of the energy in the target ship's capacitor.
12266 Medium Energy Neutralizer I Blueprint
12267 Medium Energy Neutralizer II Neutralizes a portion of the energy in the target ship's capacitor.
12268 Medium Energy Neutralizer II Blueprint
12269 Heavy Energy Neutralizer I Neutralizes a portion of the energy in the target ship's capacitor.
12270 Heavy Energy Neutralizer I Blueprint
12271 Heavy Energy Neutralizer II Neutralizes a portion of the energy in the target ship's capacitor.
12272 Heavy Energy Neutralizer II Blueprint
12273 Ancient Acceleration Gate This is an ancient device that rumour says will hurtle those that come too close to faraway places. Wary travelers stay away from them as some that have ventured too close have never been seen again.
12274 Ballistic Control System I "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
12275 Ballistic Control System I Blueprint
12292 Smuggler route stargate The old smuggling route gates were built by a coalition of Minmatar rebels and various pirate factions as a means to travel quickly and discreetly between the outer regions of space. They are favored by many to whom Empire Space is too high-profile and wish to keep a good distance from the vigilant fleet commanders of CONCORD.
12293 Basic Global Warp Disruptor Disrupts warping over a large area.
12294 Station (Conquerable 2)
12295 Station (Conquerable 3)
12297 Mobile Small Warp Disruptor I Blueprint
12300 Mobile Medium Warp Disruptor I Blueprint
12301 Mobile Large Warp Disruptor I Blueprint
12302 Test Dummies These plastic dummies are used for the testing process of various products, including biopods, personal vehicles and gravimetric compressors.
12303 Unassembled Energy Weapons Energy weapon parts waiting to be assembled into fully functional equipment.
12304 Angel Copper Tag This copper tag carries the rank insignia equivalent of a private within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
12305 Drone Navigation Skill at controlling drones at high speeds. 5% increase in drone max velocity per level.
12306 Angel Ship Log 137863054 "This salvaged data from a destroyed Angel vessel reveals the following:
""I am continuing mission to raid the tradelines of the periphery. Seems like the gates have gone quiet for now, which should give me time to repair the damage the last conservative bleep did to my munitions hold. I only hope I'll get an order soon from commander Barnac to return home to our asteroid processing facility in Illinfrik. I miss the rusty crawlways despite their stink. Perhaps I'll have time to have some more fun with the slaves."""
12339 Angel Ship Log 165462566 "This salvaged data from a destroyed Angel vessel reveals the following:
""We faced heavy onslaught from a group of mercenaries seemingly after our loot that we've pillaged across the region. Rakner surprised one of them with a scrambler, allowing the rest of us to take them out after a few moments of intense fighting. According to our latest mission declaration, we are to get some reinforcements from our 'roid processing facility in Nedegulf. I hope they won't be as green as the last batch. That group of wannabe pirates ended up as floating stiffs at the first sign of trouble."""
12340 Angel Ship Log 109285473 "This salvaged data from a destroyed Angel vessel reveals the following:
""My communication systems should be back online in a matter of days. The hit had disintegrated the sidejack powercables and shredded the delicate wiring inside the touplet. I've managed to dig up some spare cables, but in the end I know I'll have to get new parts at our asteroid processing facility in Hardbako."""
12341 Angel Ship Log 174132231 "This salvaged data from a destroyed Angel vessel reveals the following:
""I'm jonesin' for a juicy bottle of spiced wine. When I close my eyes to sleep, I see myriad frozen corpses drifting towards me. I think this job is getting to me. Just a friggin bottle of wine! That's all I ask. That's it, after this day's raiding duty, I'll head over to the Sin City complex in Lasleinur and get me some liquor. I've heard they have a nice stash of juice there. They sure won't get to drink those heaps of barrels all on their own."""
12342 Angel Ship Log 141490454 "This salvaged data from a destroyed Angel vessel reveals the following:
""Our plundering fleet is invincible! We've taken down two convoys in the first hour of pillaging. I still have the explosion of their sundering ships burnt into my vision. Oh, how their burning corpses kindle my soul. We took a few of the survivors captive, including a saucy Brutor chick that I'll have to introduce to the boys at the 'roid processing facility in Altrinur. I hope I'll get my long overdue promotion at last."""
12343 Angel Ship Log 349584483 "This salvaged data from a destroyed Angel vessel reveals the following:
""The explosive package that the boss told me to deliver to the Senate seems to have gone off in one of our cargo ships. The hold's contents are now drifting in the void, attracting scavengers of all sorts. To finish the mission, I will have to go to the installation in LN-56V and pick up a new device. The Senate's new order must be suppressed."""
12344 200mm Railgun I "The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
12345 200mm Railgun I Blueprint
12346 200mm Railgun II "The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike."
12347 200mm Railgun II Blueprint
12354 350mm Railgun I "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
12355 350mm Railgun I Blueprint
12356 350mm Railgun II "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike."
12357 350mm Railgun II Blueprint
12365 EM Shield Compensation 5% bonus to EM resistance per level for Shield Amplifiers
12366 Kinetic Shield Compensation 5% bonus to kinetic resistance per level for Shield Amplifiers
12367 Explosive Shield Compensation 5% bonus to explosive resistance per level for Shield Amplifiers
12368 Hypereuclidean Navigation Skill at navigating while cloaked. 20% per level bonus to cloaked velocity per skill level.
12369 Angel Ship Log 303445882 "This salvaged data from a destroyed Angel vessel reveals the following:
""Cannons! We need big friggin cannons! Not those micro autocannons they use for target practice. If only the wing commander would wake up from his stupidity and get us some real weaponry. I want one of heavy metal howitzers they keep at our Sin City complex in Aeditide. He says it's more economic this way. Which is another way of saying that he's the only one with a clone contract and doesn't give a damn whether we make it out alive or not."""
12370 Angel Ship Log 343873495 "This salvaged data from a destroyed Angel vessel reveals the following:
""Toilet duty is more exciting than this. I've seen graveyards with more life than this raiding party. These guys are totally devout of the gene of humor-appreciation. So what if I podded my wingman!? He had a clone contract back at our installation in RD-FWY. Why did nobody find that funny? I mean, he had it coming in that goofy ship of his. He'd even spilt some quafe in his goo pod the day before, making the explosion all the more colorful. C'mon, I just had to do it."""
12371 Angel Ship Log 523366291 "This salvaged data from a destroyed Angel vessel reveals the following coded message:
""O4: core omega at HG8 delta. Caution. O7: spin kappa to NZPK-G. O1: trail iota with epsilon on B15. Proceed beta delta O3 and rearm. O2: return."""
12372 Angel Ship Log 583225679 "This salvaged data from a destroyed Angel vessel reveals the following partly coded message:
""Orders: Take m98 and raid convoy at I-0,32. Continue to echo 5 and group up with K6 and G3 at the rendezvous point 832 parsecs from region border. Take loot and surviving ships to shipyard at 77S8-E. Pick up some spiced wine and rock whiskey and meet my fleet 125 parsecs from the Golgothan Fields."""
12373 Blood Raider Log 137393941 "This salvaged data from a destroyed Blood Raider vessel reveals the following:
""We've experienced heavy casualties since the Empire fleet attacked our outpost in the Outer Ring. We've collected the blood from the wounded and drained the salvaged corpses of the enemy. According to the orders from the cathedral, we are to deliver the barrels to the outpost in the Ainsan system."""
12374 Blood Raider Log 118338758 "This salvaged data from a destroyed Blood Raider vessel reveals the following communication log:
""Local > What more do you ask of me, Cardinal Sarikusa?
Omir Sarikusa > I want you to meet up with three of my Blood Seekers at the outpost in Tegheon. Follow them on this blood quest to collect nine barrels of clone-blood, devoid of any impurities.
Local > Yes, Cardinal. What should I do with the blood from the Piri colony?
Omir Sarikusa > Spill it! All I want is pure clone-blood. Anything else is contaminated. Is that clear?
Local > As you wish, Cardinal. I will do as you command.
End of Transmission."""
12375 Blood Raider Log 114019732 "This salvaged data from a destroyed Blood Raider vessel reveals the following:
""The Sani Sabik ritual is soon coming up and I fear I haven't reached the quota. I've already deposited 600 liters to my storeroom in the outpost at Gasavak. If our raiding party can drain 80 more pilots in the coming week, we should be able to make it."""
12376 'Logic' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
12377 Blood Raider Log 189897223 "This salvaged data from a destroyed Blood Raider vessel reveals the following:
""My prayers have not been answered. Perhaps I have fallen from grace since the incident back at the outpost in Huola. I may have to make up for it in some way. It's hard to do anything now after a few of the brothers were taken into custody by those heretic Concord officials. May the curse of the Sani Sabik fall on those wretched souls."""
12378 Blood Raider Log 167593883 "This salvaged data from a destroyed Blood Raider vessel reveals the following:
""The directions that I was given were very vague. All I know is that I am supposed to go from our outpost in Jedandan, ferrying some drums of blood to another of our outposts in Miroona. I was told the location in Miroona was to be a very obvious one if I started to look from the sun, but it's hard to tell what they mean. I know they want the five liters in my own body. If this turns out to be another ambush, I have fitted my ship with a micro warpdrive fast enough to scoot out of range of their leeching lasers.""
"
12379 Blood Raider Log 397001231 "This salvaged data from a destroyed Blood Raider vessel reveals the following:
""These frequency crystals are all but burnt out. According to the raid bishop, there's plenty at the depot in the 8RQJ-2 system. If things slow down around here, I might find time to jet over there and pick up a few crystals and maybe get some real, warm sustenance in the way.""
"
12380 Blood Raider Log 335499422 "This salvaged data from a destroyed Blood Raider vessel reveals the following:
""I snuck back in the cargo hold yesterday and ripped one of the canister lids off. I just had to taste it. According to the cardinal it's supposed to make you immortal. It tasted ok at first, but after I swallowed a whole cupful my stomache rebelled and threw it all back up. I don't think anyone will notice my breakfast floating in there, and if they do, I'll be long gone to our Sota outpost.""
"
12381 Blood Raider Log 389314943 "This salvaged data from a destroyed Blood Raider vessel reveals the following:
""The ship is breaking apart. I can hear the plating peeling away and the superstructure groans when I warp. I think somebody should do it a favor and just blast the damn thing, preferably without me inside it. A new ship would be waiting for me at the depot in Q-02UL, but I'd have to buy some new modules since the old ones are way past their expiration date."""
12382 Blood Raider Log 534970023 "This salvaged data from a destroyed Blood Raider vessel reveals the following coded message:
""Sarasomi al tokune ra'popune. Kente ba'al rapontes al pheton de'skran o malen Sani Sabik. Dorurem tokun o batine sat dori am Z-XX2J. Meronam taru."""
12383 'Presence' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
12384 Blood Raider Log 518719843 "This salvaged data from a destroyed Blood Raider vessel reveals the following code:
""Secret Base Sys: 0-NTIS"""
12385 'Eidetic Memory' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
12386 'Focus' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
12387 'Clarity' This is part of a set of debunked CONCORD self-help books that used to be very popular among capsuleers until independent researchers proved conclusively that they were largely rubbish.
12388 Imperial Navy Apocalypse Only those in high favor with the Emperor can earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. These metallic monstrosities see to it that the word of the Emperor is carried out among the denizens of the Empire and beyond. Threat level: Deadly
12389 Republic Fleet Tempest "The Tempest battleship can become a real behemoth when fully equipped.
Threat level: Deadly"
12390 Federation Navy Megathron "The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.
Threat level: Deadly"
12391 Caldari Navy Raven The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty. Threat level: Deadly
12392 Khanid Mashtori The Khanid Mashtori are an elite sect of bounty hunters which work exclusively for the Khanid royalty. It is not uncommon for them to operate a battleship or lead a fleet of Khanid ships in times of war. Threat level: Deadly
12394 Caldari Navy Blackbird The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. What it lacks in armor strength it more than makes up with maneuverability and stealth. The Blackbird is not intended for head-on slugfests, but rather delicate tactical situations. Threat level: Deadly
12438 Republic Fleet Stabber The Stabber is the mainstay of the Minmatar fleet. It is light and extremely fast, yet surprisingly powerful, with a wide variety of weapons. It is one of few Minmatar vessels that have reached popularity outside Minmatar space. Threat level: Deadly
12439 Imperial Navy Omen The Omen is a good example of the sturdy and powerful cruisers of the Amarr, with super strong armor and defenses. It also mounts multiple turret hardpoints. Threat level: Deadly
12440 Federation Navy Vexor The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks. Threat level: Deadly
12441 Missile Bombardment Proficiency at long-range missile combat. 10% bonus to all missiles' maximum flight time per level.
12442 Missile Projection Skill at boosting missile bay trigger circuits and enhancing guided missiles' ignition systems. 10% bonus to all missiles' maximum velocity per level.
12444 Serpentis Ship Log 12682884 "This salvaged data from a destroyed Serpentis vessel reveals the following:
""The two dealers that contacted me from Stacmon were both the regular low-life scum I'm used to dealing with. They told me they'd find me at outpost in Ainaille. These are no high-rollers and are dealing in a few hundreds of Nerve Sticks at most. I think I've got some sticks on me, but joined with the stash I have in Slays, I should be able to facilitate their needs."""
12445 Serpentis Ship Log 187076356 "This salvaged data from a destroyed Serpentis vessel reveals the following:
""One of the blue-pill packages is leaking in the hold. I checked the boxes before I left the depot in the Torvi system, so they seem to have been fractured sometime on my route through the region. I'm afraid I may have an intruder onboard."""
12446 Serpentis Ship Log 144391348 "This salvaged data from a destroyed Serpentis vessel reveals the following:
""This stuff is amazing. According to storage chief Plotola Auki, it only grows under very special circumstances. Every attempt to manufacture it in a lab has failed. It seems to grow well under the dim purple light on our outpost in Osmeden. It will be curious to know what effects this will have on the market."""
12447 Serpentis Ship Log 103298223 "This salvaged data from a destroyed Serpentis vessel reveals the following:
""The DED has been making some inquiries into our operations in the Erme system. We're making inquires into how much the agents value their families' well-being, though, so soon they should give up and divert their attention to more pressing business."""
12448 Serpentis Ship Log 166832001 "This salvaged data from a destroyed Serpentis vessel reveals the following:
""I was told by the boss to pick up the delivery at the outpost in Laurvier. The region is clogged with cops as if the rival druglords aren't bad enough. I'll need at least a cruiser for a job like that."""
12449 Serpentis Ship Log 381038422 "This salvaged data from a destroyed Serpentis vessel reveals the following:
""I need money fast. This courier job isn't paying off. A few of us gangmates are gonna hold-up the supply station in Covryn. According to our sources it shouldn't be defended by any guardian angels. At least not until they get their next big shipment, but we'll be long gone by then. The sweet thing is that we can probably sell the loot right back to Salvador Sarpati himself."""
12450 Serpentis Ship Log 303248612 "This salvaged data from a destroyed Serpentis vessel reveals the following:
""The pleasant sound of credits loading into my account, what sweet symphony they make. So what if a few families die by the hand of my 'chemical remedies'? This is a competitive world and I intend to win gold medal in the survival competition. Soon I'll make enough money, I can deposit all the isk from my account at the Serpentis supply depot in the Vaurent system, and start my own business in Foundation."""
12451 Serpentis Ship Log 378922371 "This salvaged data from a destroyed Serpentis vessel reveals the following:
""Report: We've got supply runs darting from our depot in Toustain, both ways. Three guys are camping in the Syndicate region and four guys in Placid. I've got a small cabal of brothers running the deals between Solitude and Verge, everyone knowing what to do if the heat will rise.""
"
12452 Serpentis Ship Log 534643764 "This salvaged data from a destroyed Serpentis vessel reveals the following coded message:
""2 slops thr. Uhorn and D25sg. 50mg test=success. Rprt2 DC UTKS-5. Durand & Bilski=10-4 over log2 Placid.""
"
12453 Serpentis Ship Log 501163556 "This salvaged data from a destroyed Serpentis vessel reveals the following coded message:
""Waypnt.3 advance on Syndicate spinw. Echo cont. gate at Fountain. Pick up deliv. Ouelletta; Test results: 810551=Awful, Caimn23=Quality stuff, 25thH=Good.""
"
12454 Guristas Ship Log 119373337 "This salvaged data from a destroyed Guristas vessel reveals the following:
""The cooling coils didn't make it to HQ in Venal. This means we have to switch over to blasters before we pillage the Lonetrek target. I've already invested in some short range weaponry at the depot in Kakki."""
12455 Guristas Ship Log 108634544 "This salvaged data from a destroyed Guristas vessel reveals the following:
""Wow, I've met Korako 'The Rabbit' Kosakami himself! He was sailing his TL2+ Condor into the 'roid facility in Kusomonmon, with a small group of deserter sergeants from the Navy. Man, wait 'til I tell the guys down at the fitting station."""
12456 Guristas Ship Log 125792289 "This salvaged data from a destroyed Guristas vessel reveals the following:
""Three days in base was all I had and I'd better use the short time well. I was speaking with Chief Scout Kaikka Peunato about our outposts in Venal, when he mentioned a hideout of ours that I wasn't familiar with. He told me that if I got into trouble, I could always go back to the Aikoro depot for repairs and rearming. It surprised me that I hadn't heard about it before, and I'll be sure to check it out, if not only to check his credibility."""
12457 Guristas Ship Log 175568934 "This salvaged data from a destroyed Guristas vessel reveals the following:
""Our numbers rise as the number of navy pilots increases that discover the rewards of piracy versus the deprecatory pay of the state. New recruits are directed to the depot at Ekura, where they are put to the test."""
12460 Guristas Ship Log 180983465 "This salvaged data from a destroyed Guristas vessel reveals the following part of a report:
""The last wave of intruders came as a surprise. They had three Merlins, a Kestrel missileboat and an osprey fitted with scramblers. Our forces had been weakened by the raid on the Hyasyoda compound, but we had the perimeter lined with backup ships that answered our call as the first two ships sundered. We took on the Merlins with our light crafts and let the reserves take out key targets; the Kestrel and the cruiser. Our three surviving ships headed over to the Mara outpost for repairs and rearming."""
12461 Guristas Ship Log 312887432 "This salvaged data from a destroyed Guristas vessel reveals the following:
""Orders from Arjidsi Yimishoo: Deliver any loot and salvageable debris to the Obe outpost. Local hands of Guristas Production will then ship it to our commercial stations in the region."""
12462 Guristas Ship Log 398560763 "This salvaged data from a destroyed Guristas vessel reveals the following:
""The missiles are on their way to the outpost in DT-TCD. Be sure to check their detonators and remove the wrappings so that the cruisers can have clear and hassle-free access when they arrive."""
12463 Guristas Ship Log 365764054 "This salvaged data from a destroyed Guristas vessel reveals the following:
""Construction parts for the battlestation are being ferried and stored at the outpost in Oijanen. Station personnel training is under way in Venal HQ, estimated to be completed a day after construction completion. The blueprints are to be destroyed in the station incinerator as soon as it has been verified to operate successfully."""
12464 Mercenary Overlord This is a mercenary battleship, usually deployed at the head of a fleet of ships, and harboring their leader. Only the major factions or biggest corporations in Eve can afford to hire Overlords. Threat level: Deadly
12465 Guristas Ship Log 534987422 "This salvaged data from a destroyed Guristas vessel reveals the following:
""TOP SECRET - Destroy after processing
tulip command XYZ:300312,321441,53131
BOR <18966 au> under <839 au (w/o BOR)>
deadspace complex ZZZR-5."""
12466 Guristas Ship Log 573652885 "This salvaged data from a destroyed Guristas vessel reveals the following:
""Report: The research plans have been delivered. Meet me at the prison facility in FHB-QA. Bring F&R."""
12467 Sansha Ship Log 104398459 "This salvaged data from a destroyed Sansha vessel reveals the following:
""Must perform better. Must follow masterplan. Must pick up fellow workers at Boranai outpost. Thus was I told, such will I act."""
12468 Sansha Ship Log 187342874 "This salvaged data from a destroyed Sansha vessel reveals the following:
""Sometimes my head hurts. Perhaps it's the Master's implants. I must be better at tolerating pain. Master wouldn't want me to feel pain. I must do what the Master wants. I feel compelled to go to the Hadonoo outpost. I am sure I'm being directed there to increase my pain threshold. Then I could serve better."""
12469 Sansha Ship Log 148920447 "This salvaged data from a destroyed Sansha vessel reveals the following:
""Orders from Master Sansha: Attack anyone who enters the territory without Concord signiature. After destroying ten ships, return to Dabrid outpost and rearm."""
12474 Sansha Ship Log 136423760 "This salvaged data from a destroyed Sansha vessel reveals the following:
""Must follow the rules set by Master Sansha. Must find my fellow True Slaves at Agil outpost. We must work together to enforce Master's will."""
12475 Sansha Ship Log 112457832 "This salvaged data from a destroyed Sansha vessel reveals the following:
""Long live great Sansha! We will fight the evil empires that invade our rightful territory so that our perfect nation shall rise again from the waves of time. Mental Note: Recalibrate master implants at Nidebora outpost."""
12476 Sansha Ship Log 363587633 "This salvaged data from a destroyed Sansha vessel reveals the following:
""Blood Raiders invade our territory. Their pestilence is not welcome in the perfect eden of Sansha. The Power that Master Sansha has given us has enabled us great feats in the fight against the Raiders. An outpost has been built in X4-WLO, to ensure a firm foothold for the soldiers of Sansha in Blood Raider space."""
12477 Sansha Ship Log 309832812 "This salvaged data from a destroyed Sansha vessel reveals the following:
""Rumors have been spreading amongst Sansha's nation that The Master is not gone. Those would surely be good news, although we would carry out his orders until the end of days whether he be among us or in heaven. I shall have to check on these rumors at the outpost in C-VZAK."""
12478 Khumaak The Khumaak (literally "Hand of Maak") is a replica of an ancient Amarrian relic used 125 years ago by a Minmatar slave to kill his master, thereby sparking a revolt on Arzad II (also known as Starkman Prime). This revolt, while precipitating the almost total annihilation of the Starkmanir Minmatar tribe, has in historical retrospect come to be credited as one of the seminal events in the larger Minmatar uprising. The weapon itself is a three-foot rod with a spiked solar disc on the top, the design of the original relic believed to date back to the pre-Reclaiming era of Amarrian prophet Dano Geinok. It isn't believed to have been intended as a weapon originally, but as a rod of command for high-ranking members of the Amarrian Conformist clergy.
12479 Sansha Ship Log 322301875 "This salvaged data from a destroyed Sansha vessel reveals the following:
""We shall rebuild. We shall serve. We shall carry out the word of the almighty Sansha. After the construction of the outpost in 9UY4-H, we shall go on. The world will be filled with wonders of construction, worthy of the kingdom of Master Sansha."""
12480 Sansha Ship Log 549327937 "This salvaged data from a destroyed Sansha vessel reveals the following:
""Implant error: Failed to initiate navigation subroutines for calibrated system node ZDYA-G. Possible cause: Neural tissue damage."""
12481 Sansha Ship Log 566930267 "This salvaged data from a destroyed Sansha vessel reveals the following:
""Sansha command I4-3G; Base E3-SDZ; reprocess biomass from old slave modules."""
12484 Amarr Drone Specialization Specialization in the operation of advanced Amarr drones. 2% bonus per skill level to the damage of light, medium and heavy drones requiring Amarr Drone Specialization.
12485 Minmatar Drone Specialization Specialization in the operation of advanced Minmatar drones. 2% bonus per skill level to the damage of light, medium and heavy drones requiring Minmatar Drone Specialization.
12486 Gallente Drone Specialization Specialization in the operation of advanced Gallente drones. 2% bonus per skill level to the damage of light, medium and heavy drones requiring Gallente Drone Specialization.
12487 Caldari Drone Specialization Specialization in the operation of advanced Caldari drones. 2% bonus per skill level to the damage of light, medium and heavy drones requiring Caldari Drone Specialization.
12528 Angel Silver Tag This silver tag carries the rank insignia equivalent of a corporal within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
12529 Angel Brass Tag This brass tag carries the rank insignia equivalent of a sergeant within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
12530 Angel Palladium Tag This palladium tag carries the rank insignia equivalent of a lieutenant within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
12531 Angel Crystal Tag This crystal tag carries the rank insignia equivalent of a captain within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
12532 Blood Bronze Tag This bronze tag carries the rank insignia equivalent of a private within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
12533 Blood Silver Tag This silver tag carries the rank insignia equivalent of a corporal within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
12534 Blood Upper-Tier Tag This gold tag carries the rank insignia equivalent of a sergeant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
12535 Blood Platinum Tag This platinum tag carries the rank insignia equivalent of a lieutenant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
12536 Blood Crystal Tag This crystal tag carries the rank insignia equivalent of a captain within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
12537 Serpentis Bronze Tag This bronze tag carries the rank insignia equivalent of a private within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
12538 Serpentis Silver Tag This silver tag carries the rank insignia equivalent of a corporal within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
12539 Serpentis Gold Tag This gold tag carries the rank insignia equivalent of a sergeant within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
12540 Serpentis Platinum Tag This platinum tag carries the rank insignia equivalent of a lieutenant within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
12541 Serpentis Crystal Tag This crystal tag carries the rank insignia equivalent of a captain within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
12542 Guristas Bronze Tag This bronze tag carries the rank insignia equivalent of a private within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
12543 Guristas Silver Tag This silver tag carries the rank insignia equivalent of a corporal within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
12544 Guristas Gold Tag This gold tag carries the rank insignia equivalent of a sergeant within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
12545 Guristas Platinum Tag This platinum tag carries the rank insignia equivalent of a lieutenant within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
12546 Guristas Crystal Tag This crystal tag carries the rank insignia equivalent of a captain within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
12547 Sansha Bronze Tag This bronze tag carries the rank insignia equivalent of a private within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
12548 Sansha Silver Tag This silver tag carries the rank insignia equivalent of a corporal within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
12549 Sansha Gold Tag This gold tag carries the rank insignia equivalent of a sergeant within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
12550 Sansha Platinum Tag This platinum tag carries the rank insignia equivalent of a lieutenant within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
12551 Sansha Crystal Tag This crystal tag carries the rank insignia equivalent of a captain within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
12552 Lux S "The Khanid Innovation Lux package is not really a laser crystal per say but rather a laser pumped graviton generator.
Can only be used by small tech level II+ Beam Lasers "
12553 Lux S Blueprint
12554 Munition Storage This supply storage has apparently been left here drifting in space. Perhaps some military or pirate organization still uses it for storing goods.
12555 Charge Ammunition Storage This supply storage has apparently been left here drifting in space. Perhaps some military or pirate organization still uses it for storing goods.
12556 Frequency Crystal Storage This supply storage has apparently been left here drifting in space. Perhaps some military or pirate organization still uses it for storing goods.
12557 Gleam S "The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
75% reduced optimal range.
25% increased tracking speed.
Note: This ammunition can only be used by small tech level II Beam Lasers."
12558 Gleam S Blueprint
12559 Aurora S "A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but far longer cooldown time. It is next to useless at close ranges. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
80% increased optimal range.
75% reduced tracking speed.
Note: This ammunition can only be used by small tech level II Beam Lasers.
"
12560 Aurora S Blueprint
12561 Blaze S "This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.
Can only be used by small tech level II Pulse Lasers "
12562 Blaze S Blueprint
12563 Scorch S "The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% increased optimal range.
25% decreased tracking speed.
Note: This ammunition can only be used by small tech level II Pulse Lasers. "
12564 Scorch S Blueprint
12565 Conflagration S "The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.
Note: This ammunition can only be used by small tech level II Pulse Lasers."
12566 Conflagration S Blueprint
12597 Angel Ship Log 516543793 "This salvaged data from a destroyed Angel vessel reveals the following message:
""Bring the prisoners to the Prison Facility at J2-PZ6. The boys will make them a warm welcome. Be sure to have the biomass barrels ready on the hangar floor."""
12598 Blood Raider Log 533870654 "This salvaged data from a destroyed Blood Raider vessel reveals the following strange message:
""Deal made. Bring the blood back to base at SKR-SP. Circle to deadspace location and bring her in on the seventh satellite. Turn the grinder on."""
12599 Serpentis Ship Log 598549355 "This salvaged data from a destroyed Serpentis vessel reveals the following piece of a message:
""... up the shipyard in 7BX-6F just for kicks, all the time thinking he was so funny. When the CEO heard about it, he had to explain the multi-million isk extra expenditure that went into the construction of the platform. I heard he was kicked soon af...""
"
12600 Guristas Ship Log 524785540 "This salvaged data from a destroyed Guristas vessel reveals the following:
""Bring the hostage into the prison facility at CS-ZGD, or your family will be disgraced. Don't let us down this time. You've been walking the edge since the H-UCD1 incident."""
12601 Sansha Ship Log 500237688 "This salvaged data from a destroyed Sansha vessel reveals the following:
""Return with the modules and scrapmetal from the Traumark Installation to outpost in EOT-XL. Destroy the trespassing vessels and leave no survivor. These are the orders from Master Sansha himself."""
12602 Missile Storage This supply storage has apparently been left here drifting in space. Perhaps some military or pirate organization still uses it for storing goods.
12604 BH Ship Scanner Scans the target ship and provides a tactical analysis of its capabilities. The further it goes beyond scan range, the more inaccurate its results will be.
12608 Hail S "Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.
25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.
Note: This ammunition can only be used by small tech level II Autocannons."
12609 Hail S Blueprint
12610 Desolation S "The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.
Can only be used by small tech level II+ Blasters. "
12611 Desolation S Blueprint
12612 Void S "The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.
25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.
Note: This ammunition can only be used by small tech level II Blasters."
12613 Void S Blueprint
12614 Null S "The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.
40% increased optimal range.
25% decreased tracking speed.
40% increased falloff range.
Note: This ammunition can only be used by small tech level II Blasters."
12615 Null S Blueprint
12616 Bolt S "The Bolt is actualy a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantialy improved penetration as the emp shock disrupts the shield allowing the thungsten shrapnel to bypass it more effectively.
Can only be used by small tech level II+ Railguns "
12617 Bolt S Blueprint
12618 Spike S "The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However the charge is next to useless at close range.
80% increased optimal range.
75% reduced tracking speed.
Note: This ammunition can only be used by small tech level II Railguns."
12619 Spike S Blueprint
12620 Javelin S "The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.
75% reduced optimal range.
25% increased tracking speed.
Note: This ammunition can only be used by small tech level II Railguns."
12621 Javelin S Blueprint
12625 Barrage S "An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.
25% reduced tracking.
50% increased falloff.
Note: This ammunition can only be used by small tech level II Autocannons."
12626 Barrage S Blueprint
12627 Storm S "The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.
Can only be used by small tech level II+ Autocannons."
12628 Storm S Blueprint
12629 Shock S "The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.
Can only be used by small Tech II+ Artillery Cannons."
12630 Shock S Blueprint
12631 Quake S "A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.
75% reduced optimal range.
25% increased tracking speed.
Note: This ammunition can only be used by small tech level II Artillery Cannons."
12632 Quake S Blueprint
12633 Tremor S "An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.
80% increased optimal range.
75% reduced tracking.
Note: This ammunition can only be used by small tech level II Artillery Cannons."
12634 Tremor S Blueprint
12709 Target Painter I "A targeting subsystem that projects an electronic ""Tag"" on the target thus making it easier to target and Hit.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized. "
12710 Target Painter I Blueprint
12711 Small Active Stealth System I Scrambles the signature of a ship preventing tracking systems from identifing the ships shape and thus reducing their effectiveness.
12712 Small Active Stealth System I Blueprint
12713 Medium Active Stealth System I Scrambles the signature of a ship preventing tracking systems from identifing the ships shape and thus reducing their effectiveness.
12714 Medium Active Stealth System I Blueprint
12715 Large Active Stealth System I Scrambles the signature of a ship preventing tracking systems from identifing the ships shape and thus reducing their effectiveness.
12716 Large Active Stealth System I Blueprint
12717 Huge Active Stealth System I Scrambles the signature of a ship preventing tracking systems from identifing the ships shape and thus reducing their effectiveness.
12718 Huge Active Stealth System I Blueprint
12729 Crane "Name: Crane
Hull: Badger Class
Role: Transport
Developer: Kaalakiota
Blockade runner transports are the fastest type of industrial available. Utilizing sturdy but lightweight construction materials and sacrificing some cargo space, these haulers are able to reach speeds greater than those of a cruiser while withstanding heavy fire - factors which make them ideal for zipping through dangerous territories with valuable cargo.
Caldari Industrial Skill Bonus:
+5% cargo capacity per level
+5% velocity per level
Transport Ships Skill Bonus:
+5% shield booster boost amount per level
-20% reduced CPU need for Cloaking Devices per level
Note: Can fit Covert Ops Cloaks and Covert Cynosural Fields. Cloak reactivation delay reduced to 5 seconds; immune to cargo scanning."
12730 Crane Blueprint
12731 Bustard "Name: Bustard
Hull: Tayra Class
Role: Transport
Developer: Lai Dai
Deep space transports are designed with the depths of lawless space in mind. Possessing defensive capabilities far in excess of standard industrial ships, they provide great protection for whatever cargo is being transported in their massive holds. They are, however, some of the slowest ships to be found floating through space.
Caldari Industrial Skill Bonus:
+5% cargo capacity per level
+5% velocity per level
Transport Ships Skill Bonus:
+5% shield booster boost amount per level
+5% bonus shield HP per level
Role Bonus:
+2 warp strength
"
12732 Bustard Blueprint
12733 Prorator "Name: Prorator
Hull: Sigil Class
Role: Transport
Developer: Viziam
Blockade runner transports are the fastest type of industrial available. Utilizing sturdy but lightweight construction materials and sacrificing some cargo space, these haulers are able to reach speeds greater than those of a cruiser while withstanding heavy fire - factors which make them ideal for zipping through dangerous territories with valuable cargo.
Amarr Industrial Skill Bonus:
+5% cargo capacity per level
+5% velocity per level
Transport Ships Skill Bonus:
+5% armor repairer repair amount per level
-20% reduced CPU need for Cloaking Devices per level
Note: Can fit Covert Ops Cloaks and Covert Cynosural Fields. Cloak reactivation delay reduced to 5 seconds; immune to cargo scanning."
12734 Prorator Blueprint
12735 Prowler "Name: Prowler
Hull: Wreathe Class
Role: Transport
Developer: Core Complexion Inc.
Blockade runner transports are the fastest type of industrial available. Utilizing sturdy but lightweight construction materials and sacrificing some cargo space, these haulers are able to reach speeds greater than those of a cruiser while withstanding heavy fire - factors which make them ideal for zipping through dangerous territories with valuable cargo.
Minmatar Industrial Skill Bonus:
+5% cargo capacity per level
+5% velocity per level
Transport Ships Skill Bonus:
+5% shield booster boost amount per level
-20% reduced CPU need for Cloaking Devices per level
Note: Can fit Covert Ops Cloaks and Covert Cynosural Fields. Cloak reactivation delay reduced to 5 seconds; immune to cargo scanning."
12736 Prowler Blueprint
12743 Viator "Name: Viator
Hull: Iteron Class
Role: Transport
Developer: Duvolle Labs
Blockade runner transports are the fastest type of industrial available. Utilizing sturdy but lightweight construction materials and sacrificing some cargo space, these haulers are able to reach speeds greater than those of a cruiser while withstanding heavy fire - factors which make them ideal for zipping through dangerous territories with valuable cargo.
Gallente Industrial Skill Bonus:
+5% cargo capacity per level
+5% velocity per level
Transport Ships Skill Bonus:
-5% armor repairer duration per level
-20% reduced CPU need for Cloaking Devices per level
Note: Can fit Covert Ops Cloaks and Covert Cynosural Fields. Cloak reactivation delay reduced to 5 seconds; immune to cargo scanning."
12744 Viator Blueprint
12745 Occator "Name: Occator
Hull: Iteron Class
Role: Transport
Developer: Roden Shipyards
Deep space transports are designed with the depths of lawless space in mind. Possessing defensive capabilities far in excess of standard industrial ships, they provide great protection for whatever cargo is being transported in their massive holds. They are, however, some of the slowest ships to be found floating through space.
Gallente Industrial Skill Bonus:
+5% cargo capacity per level
+5% velocity per level
Transport Ships Skill Bonus:
+5% armor repairer boost amount per level
+5% bonus to armor HP per level
Role Bonus:
+2 warp core strength"
12746 Occator Blueprint
12747 Mastodon "Name: Mastodon
Hull: Mammoth Class
Role: Transport
Developer: Thukker Mix
Deep space transports are designed with the depths of lawless space in mind. Possessing defensive capabilities far in excess of standard industrial ships, they provide great protection for whatever cargo is being transported in their massive holds. They are, however, some of the slowest ships to be found floating through space.
Minmatar Industrial Skill Bonus:
+5% cargo capacity per level
+5% velocity per level
Transport Ships Skill Bonus:
+5% shield booster boost amount per level
+5% bonus to shield HP per level
Role Bonus:
+2 warp strength
"
12748 Mastodon Blueprint
12753 Impel "Name: Impel
Hull: Bestower Class
Role: Transport
Developer: Khanid Innovations
Deep space transports are designed with the depths of lawless space in mind. Possessing defensive capabilities far in excess of standard industrial ships, they provide great protection for whatever cargo is being transported in their massive holds. They are, however, some of the slowest ships to be found floating through space.
Developer: Khanid Innovations, Inc.
In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment.
Amarr Industrial Skill Bonus:
+5% cargo capacity per level
+5% velocity per level
Transport Ships Skill Bonus:
+5% armor repairer repair amount per level
+5% bonus to armor HP per level
Role Bonus:
+2 warp strength
"
12754 Impel Blueprint
12761 Quake L "A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.
75% reduced optimal range.
25% increased tracking speed.
Note: This ammunition can only be used by large tech level II Artillery Cannons."
12762 Quake L Blueprint
12763 Shock L "The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.
Can only be used by large Tech II+ Artillery Cannons."
12764 Shock L Blueprint
12765 Tremor L "An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.
80% increased optimal range.
75% reduced tracking.
Note: This ammunition can only be used by large tech level II Artillery Cannons."
12766 Tremor L Blueprint
12767 Quake M "A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.
75% reduced optimal range.
25% increased tracking speed.
Note: This ammunition can only be used by medium tech level II Artillery Cannons."
12768 Quake M Blueprint
12769 Shock M "The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.
Can only be used by medium Tech II+ Artillery Cannons."
12770 Shock M Blueprint
12771 Tremor M "An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.
80% increased optimal range.
75% reduced tracking.
Note: This ammunition can only be used by medium tech level II Artillery Cannons."
12772 Tremor M Blueprint
12773 Barrage M "An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.
25% reduced tracking.
50% increased falloff.
Note: This ammunition can only be used by medium tech level II Autocannons. "
12774 Barrage M Blueprint
12775 Barrage L "An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.
25% reduced tracking.
50% increased falloff.
Note: This ammunition can only be used by large tech level II Autocannons."
12776 Barrage L Blueprint
12777 Hail M "Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.
25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.
Note: This ammunition can only be used by medium tech level II Autocannons."
12778 Hail M Blueprint
12779 Hail L "Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.
25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.
Note: This ammunition can only be used by large tech level II Autocannons."
12780 Hail L Blueprint
12781 Storm M "The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.
Can only be used by medium tech level II+ Autocannons. "
12782 Storm M Blueprint
12783 Storm L "The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.
Can only be used by large tech level II+ Autocannons. "
12784 Storm L Blueprint
12785 Null M "The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.
40% increased optimal range.
25% decreased tracking speed.
40% increased falloff range.
Note: This ammunition can only be used by medium tech level II Blasters."
12786 Null M Blueprint
12787 Null L "The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.
40% increased optimal range.
25% decreased tracking speed.
40% increased falloff range.
Note: This ammunition can only be used by large tech level II Blasters. "
12788 Null L Blueprint
12789 Void M "The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.
25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.
Note: This ammunition can only be used by medium tech level II Blasters."
12790 Void M Blueprint
12791 Void L "The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.
25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.
Note: This ammunition can only be used by large tech level II Blasters."
12792 Void L Blueprint
12793 Desolation M "The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.
Can only be used by medium tech level II+ Blasters."
12794 Desolation M Blueprint
12795 Desolation L "The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.
Can only be used by large tech level II+ Blasters. "
12796 Desolation L Blueprint
12797 Bolt M "The Bolt is actualy a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantialy improved penetration as the emp shock disrupts the shield allowing the thungsten scrapnel to bipass it more effectively.
Can only be used by Medium tech level II+ Railguns "
12798 Bolt M Blueprint
12799 Bolt L "The Bolt is actualy a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantialy improved penetration as the emp shock disrupts the shield allowing the thungsten scrapnel to bipass it more effectively.
Can only be used by Large tech level II+ Railguns "
12800 Bolt L Blueprint
12801 Javelin M "The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.
75% reduced optimal range.
25% increased tracking speed.
Note: This ammunition can only be used by medium tech level II Railguns."
12802 Javelin M Blueprint
12803 Javelin L "The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.
75% reduced optimal range.
25% increased tracking speed.
Note: This ammunition can only be used by large tech level II Railguns."
12804 Javelin L Blueprint
12805 Spike M "The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small graviton booster unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range.
80% increased optimal range.
75% reduced tracking speed.
Note: This ammunition can only be used by medium tech level II Railguns."
12806 Spike M Blueprint
12807 Spike L "The Spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range.
80% increased optimal range.
75% reduced tracking speed.
Note: This ammunition can only be used by large tech level II Railguns."
12808 Spike L Blueprint
12810 Blaze M "This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.
Can only be used by medium tech level II Pulse Lasers "
12811 Blaze M Blueprint
12812 Blaze L "This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.
Can only be used by large tech level II Pulse Lasers "
12813 Blaze L Blueprint
12814 Conflagration M "The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.
Note: This ammunition can only be used by medium tech level II Pulse Lasers. "
12815 Conflagration M Blueprint
12816 Conflagration L "The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.
Note: This ammunition can only be used by large tech level II Pulse Lasers.
"
12817 Conflagration L Blueprint
12818 Scorch M "The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers, it gives a good boost to range but has fairly low damage potential and low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% increased optimal range.
25% decreased tracking speed.
Note: This ammunition can only be used by medium tech level II Pulse Lasers.
"
12819 Scorch M Blueprint
12820 Scorch L "The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% increased optimal range.
25% decreased tracking speed.
Note: This ammunition can only be used by large tech level II Pulse Lasers.
"
12821 Scorch L Blueprint
12822 Aurora M "A Carthum Conglomerate medium Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
80% increased optimal range.
75% reduced tracking speed.
Note: This ammunition can only be used by medium tech level II Beam Lasers."
12823 Aurora M Blueprint
12824 Aurora L "A Carthum Conglomerate large Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but suffers from much reduced tracking and has a considerably longer cooldown than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
80% increased optimal range.
75% reduced tracking speed.
Note: This ammunition can only be used by large tech level II Beam Lasers."
12825 Aurora L Blueprint
12826 Gleam M "The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
75% reduced optimal range.
25% increased tracking speed.
Note: This ammunition can only be used by medium tech level II Beam Lasers."
12827 Gleam M Blueprint
12828 Gleam L "The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
75% reduced optimal range.
25% increased tracking speed.
Note: This ammunition can only be used by large tech level II Beam Lasers."
12829 Gleam L Blueprint
12830 Lux M "A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.
Can only be used by medium tech level II+ Beam Lasers"
12831 Lux M Blueprint
12832 Lux L "A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.
Can only be used by large tech level II+ Beam Lasers"
12833 Lux L Blueprint
12834 General Freight "Skill at the stowage and transportation of bulk goods
5% Bonus per level to Ship Cargo Capacity"
12835 Mercenary Commander This is a mercenary commander. These freelancers will do almost anything for the highest bidder. Threat level: Extreme
12836 Transcranial Microcontrollers The Transcranial Microcontroller was originally developed by the School of Applied Knowledge with funds from several humanitarian organizations to help catatonics regain consciousness and resume their lives, though in a limited capacity. The microcontroller, which can be used both in humans and machines, proved to be a great success and the Ishukone corporation stepped in and bought the rights to the chip several months ago. Since then, further studies by Ishukone technicians have revealed several additional ways the microcontroller can be used, such as control mechanisms in robots for industrial usage. Experts claim that the microchip does not offer higher efficiency in the robots compared to already established methods due to its reliance of a biomechanical host system.
12847 Ammo Shipping Crate
12850 General Shipping Crate
12851 Consumable Shipping Crate
12852 Hazardous Material Shipping Crate
12853 Raw Material Shipping Crate
12854 Frigate Shipping Crate
12856 Mineral Shipping Crate
12865 Quafe Ultra "Quafe Ultra is the new energy drink from the Quafe Company, the largest manufacturer of soft drinks in the universe. A delightful promuform-and-guarana mix with just a hint of mango and a dash of passion fruit, this party-in-a-can will give you all the energy you can handle and then some!
Not recommended for children under 5 and people with high blood pressure, uncontrolled diabetes or epilepsy. Quafe accepts no responsibility for injuries inflicted under the influence of Quafe Ultra.
Trademark, Copyright and all rights reserved by The Quafe Company Ltd.
"
12867 Datacore - Talocan Tech 1
12892 Maryk Ogun Maryk is a high ranking commander within a minmatar organization called the Freedom Fighters. The Freedom Fighters are an influential organization within the Minmatar Republic, whos sole purpose is to eradicate slavery in all forms, the Amarrian Empire being their prime enemy. Threat level: Deadly
12989 Rent-A-Dream Pleasure Gardens This Gallentean pleasure resort sports various activities open for guests, including casinos, baths, escort booths and three domes of simulated tropical paradise for maximum bliss.
12994 Quafe Ultra Special Edition "Quafe Ultra is the new energy drink from the Quafe Company, the largest manufacturer of soft drinks in the universe. A delightful promuform-and-guarana mix with just a hint of mango and a dash of passion fruit, this party-in-a-can will give you all the energy you can handle and then some!
Quafe Ultra special edition is spiked with a ""secret ingredient"" to make the experience more thrilling and exciting for all those who want more from life.
Not recommended for children under 5 and people with high blood pressure, uncontrolled diabetes or epilepsy. Quafe accepts no responsibility for injuries inflicted under the influence of Quafe Ultra.
"
12995 Ultra! Promotional holoreel This holoreel is a promotional reel from Quafe Corp, produced to advertise QuafeUltra. The reel has been universally panned by critics for what is perceived by many as intensely lurid subject matter. One scene that's caused an uproar among various fundamentalist factions involves two of the main characters, Amarr girl Nadira and Brutor male Okar, engaging in a bout of severely salty reparteé immediately followed by quite obviously-hinted-at sexual activity. In another, the Gallente protagonist, a comely young female, enjoys a sultry dance with two other girls, culminating in a show of half-naked flesh that sent mothers everywhere lunging for their children's eyes. Mentions and displays of Quafe Ultra during the reel's 89-minute running time number around 110, resulting in an average of 1.23 not-so-hidden advertisements per minute of the film's running time - another reason, critics say, to throw this reel into the jettison canister where it belongs.
12996 UDI Mercenary This mysterious fightercraft is working with an unknown agenda. Threat level: Deadly
12999 Ammatar Navy Augoror The Auguror-class cruiser is one of the old warhorses of the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion. It is mainly used by the Amarrians for escort and scouting duties where frigates are deemed too weak. Like most Amarrian vessels, the Auguror depends first and foremost on its resilience and heavy armor to escape unscathed from unfriendly encounters. Threat level: Deadly
13000 Prototype Cloaking Device I Blueprint
13001 Small Nosferatu II "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
13002 Small Nosferatu II Blueprint
13003 Small Energy Neutralizer II Neutralizes a portion of the energy in the target ship's capacitor.
13004 Small Energy Neutralizer II Blueprint
13032 Arch Angel Rogue This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13033 Arch Angel Thug This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13034 Power Generator This generator provides power to nearby structures. It is fitted with a small shield module and appears to be coated with a thin layer of armored plates.
13035 Arch Angel Hijacker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13036 Arch Angel Outlaw This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13037 Elder Blood Upholder This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13038 Elder Blood Worshipper This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13039 Elder Blood Follower This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13040 Elder Blood Herald This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13041 Dire Guristas Invader This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13042 Dire Guristas Infiltrator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13043 Dire Guristas Imputor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13044 Dire Guristas Arrogator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13045 Sansha's Loyal Ravener This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13046 Sansha's Loyal Scavanger This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13047 Sansha's Loyal Minion This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13048 Sansha's Loyal Servant This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13049 Guardian Agent This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13050 Guardian Spy This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13051 Guardian Scout This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13052 Guardian Initiate This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13067 Smurgleblaster A drink like having your brains smashed out by a slice of lemon wrapped round a large gold brick.
13068 Guristas Sentry Gun Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
13069 Starship Freight The skill at transporting contraband without getting caught. -10% chance of being caught transporting contraband. Base chance 60%.
13070 Mineral Freight The skill at transporting contraband without getting caught. -10% chance of being caught transporting contraband. Base chance 60%.
13071 Munitions Freight The skill at transporting contraband without getting caught. -10% chance of being caught transporting contraband. Base chance 60%.
13072 Drone Freight The skill at transporting contraband without getting caught. -10% chance of being caught transporting contraband. Base chance 60%.
13073 Raw Material Freight The skill at transporting contraband without getting caught. -10% chance of being caught transporting contraband. Base chance 60%.
13074 Consumable Freight The skill at transporting contraband without getting caught. -10% chance of being caught transporting contraband. Base chance 60%.
13075 Hazardous Material Freight The skill at transporting contraband without getting caught. -10% chance of being caught transporting contraband. Base chance 60%.
13104 Caldari Navy Officer This is an officer for the Caldari Navy. A common sight in Caldari raiding parties, these combat veterans are not to be taken lightly. Threat level: Deadly
13105 Republic Fleet Officer This is an officer for the Minmatar Fleet. A common sight in Minmatar raiding parties, these combat veterans are not to be taken lightly. Threat level: Deadly
13106 Scanner Post This piece of equipment emanates waves from its built-in broadcasting beacon. It is fitted with a small shield module and appears to be coated with a thin layer of armored plates.
13107 Imperial Navy Officer This is an officer for the Imperial Navy. A common sight in Amarr raiding parties, these combat veterans are not to be taken lightly. Threat level: Deadly
13112 Federation Navy Officer This is an officer for the Federation Navy. A common sight in Gallente raiding parties, these combat veterans are not to be taken lightly. Threat level: Deadly
13113 Sansha Sentry Gun Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
13114 Angel Sentry Gun Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
13115 Serpentis Sentry Gun Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
13116 Blood Raider Sentry Gun Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.
13119 Mjolnir Javelin Rocket "A small rocket with an EMP warhead.
A modified version of the Mjolnir rocket. It can reach higher velocity than the Mjolnir rocket at the expense of warhead size."
13163 Mercenary Elite Fighter This is an elite mercenary fighter. Its faction alignment is unknown. It may be aggressive, depending on its assignment. Threat level: High
13166 Inherent Implants 'Lancer' Gunnery RF-903 "A Inherent Implants gunnery hardwiring designed to enhance turret rate of fire.
3% bonus to all turret rate of fire."
13200 Large EM Forcefield An antimatter generator powered by tachyonic crystals, creating a perfect defensive circle of electro-magnetic radiance.
13201 Testgaur This is a freedom fighter whos goal in life is to fight oppression and slavery in all corners of the galaxy. Akori is a Caldari working for the Minmatar Freedom Fighters, which is an organization fighting against slavery everywhere within the galaxy. The Amarr consider him a terrorist and have placed a sizable bounty on his head. Threat level: Deadly
13202 Megathron Federate Issue "The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.
The Federate Issue is a unique ship, commissioned by Gallentean president Foiritan as an honorary award given to those individuals whose outstanding achivements benefit the entire Federation.
Gallente Battleship Skill Bonus: 5% bonus to Large Hybrid Turret damage and 7.5% bonus to Large Hybrid Turret tracking speed per level."
13203 Megathron Federate Issue Blueprint
13204 Sacred Bricks Bricks from the Tal-Romon Cathedral, dedicated to the famous saint said to have been clairvoyant. Every brick was blessed by an Apostle, even the mortar was mixed with holy water, ensuring the whole building reeked of divinity. Being in the vicinity of even one of these bricks brings you this much closer to God, so behave now.
13205 Heart Stone These religious artifacts are highly decorated and carry an air of something ancient and beyond grasp.
13206 Defiled Relics Sacred objects from the Tal-Romon Cathedral that have become tainted through touch with the elements. Though once proud pieces worthy of reverence and penance, they are now nothing more than debris cluttering space.
13209 Armored Warfare Mindlink "This advanced interface link drastically improves a commander's Armored Warfare ability by directly linking to the Structural Integrity Monitors of all ships in the fleet.
25% increase to the command bonus of Armored Warfare Link modules.
Replaces Armored Warfare skill bonus with fixed 15% armor HP bonus."
13210 Cerebral Slice A slice of the cerebral cortex, part of the outer layers of the brain, which controls for instance sensations, reasoning and memory.
13211 Epidermis Sliver Sliver of the upper layer of the skin, the largest organ that provides insulation, sensation and temperature control among other things.
13212 Liver Bile Alkaline fluid secreted by the liver and stored in the gall bladder, it aids digestion and hemoglobin breakdown.
13213 Blood Drop Tiny drop of oxygen-rich blood, red and juicy.
13214 Bone Splinter Tiny fragment of a bone, too small to be easily discernable as to what part of the body it belongs to. Razor-sharp.
13215 Complex Fullerene Shard Fullerene is a molecule composed entirely of carbon. It is usually spherical in shape and can be harmful to living organisms. Basic Fullerene is used as superconductors and in the biotech industry. Complex Fullerene is an advanced version of basic fullerene that only the Jovians know how to produce. It is much harder than basic fullerene and is indestructible by all conventional methods used by the other races and thus useless in the current technological environment. The force involved in breaking it into shards must have been staggering.
13216 Zainou 'Gypsy' Electronics EE-603 "A neural interface upgrade that boosts the pilot's skill at electronics.
3% bonus to the CPU output."
13217 Inherent Implants 'Lancer' Large Energy Turret LE-1003 "A Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets.
3% bonus to large energy turret damage."
13218 Zainou 'Deadeye' Large Hybrid Turret LH-1003 "A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.
3% bonus to large hybrid turret damage."
13219 Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets.
3% bonus to large projectile turret damage."
13220 Inherent Implants 'Lancer' Medium Energy Turret ME-803 "A Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets.
3% bonus to medium energy turret damage."
13221 Zainou 'Deadeye' Medium Hybrid Turret MH-803 "A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets.
3% bonus to medium hybrid turret damage."
13222 Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets.
3% bonus to medium projectile turret damage."
13223 Inherent Implants 'Lancer' Small Energy Turret SE-603 "A Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets.
3% bonus to small energy turret damage."
13224 Zainou 'Deadeye' Small Hybrid Turret SH-603 "A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets.
3% bonus to small hybrid turret damage."
13225 Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-603 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets.
3% bonus to small projectile turret damage."
13226 Zainou 'Snapshot' Cruise Missiles CM-603 "A neural interface upgrade that boosts the pilot's skill with cruise missiles.
3% bonus to the damage of cruise missiles."
13227 Zainou 'Snapshot' Defender Missiles DM-803 "A neural interface upgrade that boosts the pilot's skill with defender missiles.
3% bonus to the velocity of defender missiles."
13228 Zainou 'Snapshot' FOF Explosion Radius FR-1003 "A neural interface upgrade that boosts the pilot's skill with auto-target missiles.
3% bonus to explosion radius of auto-target missiles."
13229 Zainou 'Snapshot' Heavy Missiles HM-703 "A neural interface upgrade that boosts the pilot's skill with heavy missiles.
3% bonus to heavy missile damage."
13230 Zainou 'Snapshot' Rockets RD-903 "A neural interface upgrade that boosts the pilot's skill with rockets.
3% bonus to the damage of rockets."
13231 Zainou 'Snapshot' Torpedoes TD-603 "A neural interface upgrade that boosts the pilot's skill with torpedoes.
3% bonus to the damage of torpedoes missiles."
13232 Zainou 'Gypsy' Electronic Warfare EW-903 "A neural interface upgrade that boosts the pilot's skill at electronic warfare.
3% reduction in ECM and ECM Burst module capacitor need."
13233 Zainou 'Gypsy' Long Range Targeting LT-803 "A neural interface upgrade that boosts the pilot's skill at long range targeting.
3% bonus to max targeting range."
13234 Zainou 'Gypsy' Propulsion Jamming PJ-803 "A neural interface upgrade that boosts the pilot's skill at propulsion jamming.
3% reduction in capacitor need for modules requiring Propulsion Jamming skill."
13235 Zainou 'Gypsy' Sensor Linking SL-903 "A neural interface upgrade that boosts the pilot's skill at sensor linking.
3% reduction in capacitor need of modules requiring the Sensor Linking skill."
13236 Zainou 'Gypsy' Weapon Disruption WD-903 "A neural interface upgrade that boosts the pilot's skill at weapon disruption.
3% reduction in capacitor need of modules requiring the Weapon Disruption skill."
13237 Eifyr and Co. 'Rogue' Navigation NN-603 "A Eifyr and Co hardwiring designed to enhance pilot navigation skill.
3% bonus to ship velocity."
13238 Eifyr and Co. 'Rogue' Fuel Conservation FC-803 "Improved control over afterburner energy consumption.
3% reduction in afterburner capacitor needs."
13239 Eifyr and Co. 'Rogue' Afterburner AB-606 "A neural interface upgrade that boosts the pilot's skill with afterburners.
6% bonus to the duration of afterburners."
13240 Eifyr and Co. 'Rogue' Evasive Maneuvering EM-703 "A Eifyr and Co hardwiring designed to enhance pilot Manuvering skill.
3% bonus to ship agility."
13241 Eifyr and Co. 'Rogue' Warp Drive Operation WD-606 "A neural interface upgrade that boosts the pilot's skill at warp drive operation.
6% reduction in the capacitor need of warp drive."
13242 Eifyr and Co. 'Rogue' Warp Drive Speed WS-610 "A neural interface upgrade that boosts the pilot's skill at warp navigation.
10% bonus to ships warp speed."
13243 Eifyr and Co. 'Rogue' High Speed Maneuvering HS-903 "Improves the performance of micro warpdrives.
3% reduction in capacitor need of modules requiring High Speed Maneuvering."
13244 Eifyr and Co. 'Gunslinger' Surgical Strike SS-903 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets.
3% bonus to all turret damages."
13245 Zainou 'Deadeye' Trajectory Analysis TA-703 "A Zainou gunnery hardwiring designed to enhance falloff range.
3% bonus to turret falloff."
13246 Inherent Implants 'Lancer' Controlled Bursts CB-703 "A Inherent Implants gunnery hardwiring designed to enhance turret energy management.
3% reduction in all turret capacitor need."
13247 Zainou 'Deadeye' Missile Bombardment MB-703 "A Zainou missile hardwiring designed to enhance skill with missiles.
3% bonus to all missiles' maximum flight time."
13248 Zainou 'Deadeye' Missile Projection MP-703 "A Zainou missile hardwiring designed to enhance skill with missiles.
3% bonus to all missiles' maximum velocity."
13249 Zainou 'Deadeye' Rapid Launch RL-1003 "A Zainou missile hardwiring designed to enhance skill with missiles.
3% bonus to all missile launcher rate of fire."
13250 Zainou 'Deadeye' Target Navigation Prediction TN-903 "A Zainou missile hardwiring designed to enhance skill with missiles.
3% decrease in factor of target's velocity for all missiles."
13251 Inherent Implants 'Squire' Energy Pulse Weapons EP-703 "A neural interface upgrade that boosts the pilot's skill with energy pulse weapons.
3% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill."
13252 Zainou 'Gnome' Weapon Upgrades WU-1003 "A neural Interface upgrade that lowers turret CPU needs.
3% reduction in the CPU required by turrets."
13253 Zainou 'Gnome' Shield Upgrades SU-603 "A neural Interface upgrade that reduces the shield upgrade module power needs.
3% reduction in power grid needs of modules requiring the Shield Upgrades skill."
13254 Zainou 'Gypsy' Electronics Upgrades EU-603 "A neural interface upgrade that boosts the pilot's skill with electronics upgrades.
3% reduction in CPU need of modules requiring the Electronics Upgrade skill."
13255 Inherent Implants 'Squire' Energy Grid Upgrades EU-703 "A neural interface upgrade that boosts the pilot's skill with energy grid upgrades.
3% reduction in CPU need of modules requiring the Energy Grid Upgrades skill."
13256 Inherent Implants 'Noble' Hull Upgrades HG-1003 "A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses.
3% bonus to armor hit points."
13257 Inherent Implants 'Noble' Mechanic MC-803 "A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship.
3% bonus to hull hp."
13258 Inherent Implants 'Noble' Repair Systems RS-603 "A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules.
3% reduction in repair systems duration.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
13259 Inherent Implants 'Squire' Energy Management EM-803 "A neural interface upgrade that boosts the pilot's skill at energy management.
3% bonus to ships capacitor capacity."
13260 Inherent Implants 'Squire' Energy Systems Operation EO-603 "A neural interface upgrade that boosts the pilot's skill at energy systems operation.
3% reduction in capacitor recharge time."
13261 Inherent Implants 'Squire' Engineering EG-603 "A neural interface upgrade that boosts the pilot's skill at engineering.
3% bonus to the power grid output of your ship."
13262 Zainou 'Gnome' Shield Emission Systems SE-803 "A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array.
3% reduction in capacitor need of modules requiring the Shield Emission Systems skill."
13263 Zainou 'Gnome' Shield Operation SP-903 "A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.
3% boost to shield recharge rate."
13265 Inherent Implants 'Squire' Energy Emission Systems ES-703 "A neural interface upgrade that boosts the pilot's skill with energy emission systems.
3% reduction in capacitor need of modules requiring the Energy Emission Systems skill."
13267 Janitor The janitor is the person who is in charge of keeping the premises of a building (as an apartment or office) clean, tends the heating system, and makes minor repairs.
13268 Cathedral Carrier This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13278 Archaeology "Proficiency at identifying and analyzing ancient artifacts. Required skill for the use of Relic Analyzer modules.
Gives +10 Virus Coherence per level. "
13279 Remote Sensing "The ability to gather and analyze remote sensing data from satellites in orbit around a planet and produce properly calibrated surveys.
Level 1: allows scans within 1 ly
Level 2: allows scans within 3 ly
Level 3: allows scans within 5 ly
Level 4: allows scans within 7 ly
Level 5: allows scans within 9 ly
"
13283 Limited Ocular Filter "This image processor implanted in the occipital lobe grants a bonus to a character's Perception.
+1 Bonus to Perception"
13284 Limited Memory Augmentation "This image processor implanted in the temporal lobe grants a bonus to a character's memory.
+1 Bonus to Memory"
13285 Limited Neural Boost "A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower.
+1 Bonus to Willpower"
13286 Limited Social Adaptation Chip "This image processor implanted in the parietal lobe grants a bonus to a character's Charisma.
+1 Bonus to Charisma"
13287 Limited Cybernetic Subprocessor "This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence.
+1 Bonus to Intelligence"
13288 DNA Sample DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
13320 Cruise Missile Launcher I A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
13321 Cruise Missile Launcher I Blueprint
13323 Rogue Drone This is an unmanned drone. It appears to be controlled by an artificial intelligence system. Caution is advised when approaching such vessels. Threat level: Moderate
13328 Star Charts A vast number of travel and trade routes are marked on these sheets, which are called Star Charts. Although most veteran travelers have their travel routes stored in their ships computer, it's always handy to carry some hardcopies just in case.
13513 Rogue Pirate Rogue pirates belong to no formal faction, or atleast not officially. Threat level: Deadly
13514 Rogue Pirate Leader Rogue pirates belong to no faction, atleast officially. This is a leader of a group of pirates. Threat level: Deadly
13515 Domination Hijacker Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13516 Domination Rogue Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13517 Domination Outlaw Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13518 Domination Thug Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13519 Domination Ambusher Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13520 Domination Depredator Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13521 Domination Hunter Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13522 Domination Impaler Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13523 Domination Crusher Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13524 Domination Smasher Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13525 Domination Nomad Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13526 Domination Predator Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13527 Domination Raider Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13528 Domination Ruffian Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13529 Domination Breaker Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13530 Domination Defeater Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13531 Domination Marauder Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13532 Domination Phalanx Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13533 Domination Liquidator Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13534 Domination Centurion Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13535 Domination Commander Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13536 Mizuro Cybon Cybon has an air of vulnerability about her petite body, but don't expect any mercy from the COO of the Dominations; she'll swat you like a fly without a moment's thought. Threat level: Deadly
13537 Domination General Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13538 Hakim Stormare Stormare is a scoundrel and a rogue of Intaki ancestry that roamed the world for years before entering the service of the Dominations, where his reputation for cruelty and avarice are well appreciated. Threat level: Deadly
13539 Domination War General Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13540 Domination Saint Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13541 Gotan Kreiss Sly and tricky, Kreiss is the head of Internal Security and is feared almost as much within the Dominations as without. Almost. Threat level: Deadly
13542 Domination Nephilim Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13543 Domination Warlord Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
13544 Tobias Kruzhor Kruzhor, commonly known as Raze, is the right hand man of Trald Vukenda, leader of the Dominations. Indeed, many consider Raze to be the real leader, as he keeps enemies at bay and friends in check. Threat level: Deadly
13545 Dark Blood Reaver Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13546 Dark Blood Follower Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13547 Dark Blood Arch Engraver Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13548 Dark Blood Arch Priest Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13549 Dark Blood Dark Priest Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13550 Dark Blood Arch Reaver Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13551 Dark Blood Arch Sage Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13552 Dark Blood Shadow Sage Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13553 Dark Blood Arch Templar Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13554 Dark Blood Diviner Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13555 Dark Blood Upholder Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13556 Dark Blood Prophet Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13557 Raysere Giant Known as the Sick Giant, due to his pale complexion and sadistic streak, which makes him ideal for his role as head of Internal Security. Threat level: Deadly
13558 Dark Blood Collector Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13559 Dark Blood Oracle Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13560 Dark Blood Archbishop Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13561 Ahremen Arkah Arkah joined the Raiders as a young girl, working her way upwards. She now handles the day to day operation of the Covenant, a strong indication of her intelligence and determination. Threat level: Deadly
13562 Dark Blood Apostle Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13563 Dark Blood Harbinger Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13564 Draclira Merlonne Merlonne has spent much of her young life locked up in mental institutions. She is a certified sociopath, her sole loyalty focused on the Raiders, making her both willing and capable of attacking anyone perceived as a threat. Threat level: Deadly
13565 Dark Blood Priest Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13566 Dark Blood Raider Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13567 Dark Blood Herald Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13568 Dark Blood Seeker Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13569 Dark Blood Revenant Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13570 Dark Blood Sage Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13571 Dark Blood Worshipper Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13572 Dark Blood Archon Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13573 Tairei Namazoth Member of a minor royal family, Namazoth was outcast long ago when she killed her cousins over a trivial matter. Lived in exile for years before finally finding her kin in the Covenant. Threat level: Deadly
13574 Dark Blood Engraver Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
13575 Dread Guristas Killer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13576 Dread Guristas Arrogator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13577 Dread Guristas Ascriber Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13578 Dread Guristas Dismantler Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13579 Dread Guristas Eliminator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13580 Vepas Minimala The only thing greater than Minimala's combat skills is his lust for glory. Vain and pompous, Minimala quit the Caldari Navy after being denied an admiral post. Threat level: Deadly
13581 Dread Guristas Demolisher Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13582 Dread Guristas Despoiler Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13583 Dread Guristas Obliterator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13584 Thon Eney Formerly member of the Intaki Syndicate, Eney has quickly risen through the ranks in the Guristas organization. Which comes as no wonder, as she is brilliant, charismatic and utterly corrupt. Threat level: Deadly
13585 Dread Guristas Destructor Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13586 Dread Guristas Inferno Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13587 Dread Guristas Abolisher Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13588 Dread Guristas Eradicator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13589 Kaikka Peunato Peunato, an extremely competent pilot, was forced out of the Caldari Navy when he revealed he was gay. Since joining the Guristas, Peunato has been instrumental in expanding their power and influence. Threat level: Deadly
13590 Dread Guristas Imputor Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13591 Dread Guristas Mortifier Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13592 Dread Guristas Eraser Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13593 Dread Guristas Infiltrator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13594 Dread Guristas Invader Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13595 Dread Guristas Nullifier Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13596 Dread Guristas Murderer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13597 Dread Guristas Plunderer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13598 Dread Guristas Saboteur Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13599 Dread Guristas Annihilator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13600 Dread Guristas Silencer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13601 Dread Guristas Extinguisher Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13602 Dread Guristas Exterminator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13603 Estamel Tharchon Bastard child of a prominent businessman, who ostracized her when she started displaying typical teenage rebellion symptoms. Driven on by her agenda to bring down the Caldari State, Tharchon wastes no opportunity for bringing mayhem upon the State. Threat level: Deadly
13604 Dread Guristas Wrecker Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
13605 True Sansha's Beast Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13606 True Sansha's Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13609 Brokara Ryver A former slave of the Empire, Ryver is now a slave of the machines and seems to like it, by what little emotions she's still capable of showing. Threat level: Deadly
13610 True Sansha's Butcher Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13611 True Sansha's Slaughterer Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13612 True Sansha's Enslaver Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13613 True Sansha's Juggernaut Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13614 True Sansha's Slave Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13615 Selynne Mardakar Even for a Sansha Mardakar is cool and calculated, the epitome of Sansha's vision. Fiercely territorial, her enjoyment to fight is the only emotion she ever exhibits. Threat level: Deadly
13616 True Sansha's Manslayer Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13617 True Sansha's Minion Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13618 True Sansha's Torturer Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13619 True Sansha's Hellhound Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13620 True Sansha's Mutant Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13621 True Sansha's Plague Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13622 Vizan Ankonin Skilled fighter often used by Sansha to take care of tricky situations. A superb tracker capable of locating and hunting down anyone, anywhere. Threat level: Deadly
13623 True Sansha's Plague Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13624 True Sansha's Ravager Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13625 True Sansha's Ravener Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13626 True Sansha's Ravisher Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13627 True Sansha's Savage Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13628 True Sansha's Scavenger Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13629 True Sansha's Servant Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13630 True Sansha's Mutilator Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13631 True Sansha's Fiend Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13632 True Sansha's Slavehunter Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13633 True Sansha's Beast Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13634 True Sansha's Savage Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13635 Chelm Soran Being autistic, Soran was an embarrassment to his Holder parents, but his unique mindset adapts well to Sansha's techniques. A formidable opponent with bold, relentless drive. Threat level: Deadly
13636 True Sansha's Execrator Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
13637 Shadow Serpentis Chief Watchman The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13638 Shadow Serpentis Chief Patroller The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13639 Shadow Serpentis Chief Scout The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13640 Shadow Serpentis Safeguard The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13641 Shadow Serpentis Chief Spy The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13642 Shadow Serpentis Guard The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13643 Shadow Serpentis Spy The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13644 Shadow Serpentis Watchman The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13645 Shadow Serpentis Scout The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13646 Shadow Serpentis Agent The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13647 Shadow Serpentis Defender The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13648 Shadow Serpentis Patroller The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13649 Shadow Serpentis Initiate The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13650 Shadow Serpentis Protector The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
13651 Shadow Serpentis Chief Protector The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13652 Shadow Serpentis Vice Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13653 Shadow Serpentis Rear Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13654 Cormack Vaaja An old warhorse, Vaaja has a history of narcotic abuse. While prohibiting him from serving with the Caldari Navy, the more lenient Guardian Angels can truly appreciate his experience and battle fervor. Threat level: Deadly
13656 Shadow Serpentis Chief Sentinel The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13658 Shadow Serpentis Commodore The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13659 Tuvan Orth Orth may be an egotistical bastard, but he is easily the best fighter Serpentis possesses, which at least makes his intolerable arrogance somewhat excusable. Threat level: Deadly
13660 Shadow Serpentis Baron The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13661 Brynn Jerdola Jerdola is a former spy for the FIO, her job was to infiltrate the Guardian Angels. Having done so admirably, she was lured by the riches of criminal life and soon changed her allegiance. Threat level: Deadly
13663 Shadow Serpentis Chief Safeguard The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13664 Shadow Serpentis Chief Guard The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13665 Shadow Serpentis Port Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13666 Shadow Serpentis Flotilla Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13667 Setele Schellan Being obsessive-compulsive Schellan's paranoia has served her and the Guardian Angels well in their constant struggle against authorities and other pirate groups. Threat level: Deadly
13668 Shadow Serpentis Chief Defender The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13669 Shadow Serpentis Chief Infantry The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
13670 Korrani Salemo "Once a member of the elite ranks within the Mordu's Legion Command, Korrani was a popular role model for young and aspiring pilots within the mercenary organization. Because of this it was even more surprising that such a talented and well known fighter pilot would be caught up in a murder trial ... of his own brother, who stood to inherit most of the real estate empire previously in possession of his Caldari grandfather. Korranis tale, although sad, is currently used by mentors within the Mordus Legion to teach new recruits a valuable lesson on life. But meanwhile, Korrani has made quite a name for himself within the underworld, choosing to live the life of a rogue freelancer rather than face trial in his nation of birth for murder.
Korrani operates a powerfull Mordu ship fitted with top notch equipment, a worthy adversary for any decent fighter pilot."
13671 Zerak Cheryn "Zerak is an ex-military agent within the Gallente Navy turned rogue freelance mercenary. A decent pilot, Zeraks main asset is his bounty hunter skills. He has been frequently named as a suspect in various cases of kidnapping, usually within the Gallente Federation borders but is also known to operate in other regions of the galaxy.
Zerak operates a stolen Intaki vessel, and should be considered moderately dangerous to advanced pilots."
13672 Lynk Lynk is a known freelance mercenary who is well connected within the criminal element outside of Concord patrolled space. He operates a powerfull cruiser, and is not to be taken lightly.
13673 Kuran 'Scarface' Lonan Kuran (Scarface) Lonan is a known freelance mercenary who is well connected within the criminal element outside of Concord patrolled space. He operates a powerfull cruiser, and is not to be taken lightly.
13678 Angel Carrier This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13679 Angel Convoy This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13680 Angel Trailer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13681 Angel Hauler This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13682 Angel Bulker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13683 Angel Transporter This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13684 Angel Trucker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13685 Angel Courier This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13686 Angel Loader This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13687 Angel Ferrier This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13688 Angel Gatherer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13689 Angel Harvester This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13690 Blood Carrier This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13691 Blood Convoy This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13692 Blood Trailer This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13693 Blood Hauler This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13694 Blood Bulker This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13695 Blood Transporter This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13696 Blood Trucker This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13697 Blood Courier This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13698 Blood Loader This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13699 Blood Ferrier This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13700 Blood Gatherer This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13701 Blood Harvester This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13702 Serpentis Carrier This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13703 Serpentis Convoy This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13704 Serpentis Trailer This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13705 Serpentis Hauler This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13706 Serpentis Bulker This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13707 Serpentis Transporter This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13708 Serpentis Trucker This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13709 Serpentis Courier This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13710 Serpentis Loader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13711 Serpentis Ferrier This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13712 Serpentis Gatherer This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13713 Serpentis Harvester This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13714 Guristas Carrier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13715 Guristas Convoy This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13716 Guristas Trailer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13717 Guristas Hauler This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13718 Guristas Bulker This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13719 Guristas Transporter This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13720 Guristas Trucker This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13721 Guristas Courier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13722 Guristas Loader This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13723 Guristas Ferrier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13724 Guristas Gatherer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13725 Guristas Harvester This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13726 Sansha's Carrier This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13727 Sansha's Convoy This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13728 Sansha's Trailer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13729 Sansha's Hauler This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13730 Sansha's Bulker This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13731 Sansha's Transporter This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13732 Sansha's Trucker This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13733 Sansha's Courier This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13734 Sansha's Loader This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13735 Sansha's Ferrier This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13736 Sansha's Gatherer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13737 Sansha's Harvester This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
13771 Drazin Jaruk "Drazin Jaruk is a old veteran of the underworld who is a longtime affiliate of the infamous pirate organization, the Angel Cartel. He has countless contacts with various pirate organizations, and has been jailed dozens of times in the past.
He has recently been released from his last prison sentance, and therefore does not carry a bounty on his head and is not a legal target for assassination."
13772 Drezins Capsule This is an escape capsule which is released upon the destruction of ones ship.
13773 Domination 125mm Autocannon "This multi-barrel autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13774 Domination 1200mm Artillery "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13775 Domination 1400mm Howitzer Artillery "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13776 Domination 150mm Autocannon "A simple but effective close combat autocannon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13777 Domination 200mm Autocannon "A powerful autocannon that can smash apart most lightly armored frigates with ease.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13778 Domination 220mm Autocannon "This autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13779 Domination 250mm Artillery "This artillery is one of the most powerful weapons that can be mounted on a frigate.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13780 Equipment Assembly Array "A mobile assembly facility where modules can be manufactured more efficiently than the rapid equipment assembly array but at a reduced speed.
6 manufacturing slots
Base time multiplier: 0.75
Base material multiplier: 1"
13781 Domination 280mm Howitzer Artillery "Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13782 Domination 425mm Autocannon "The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13783 Domination 650mm Artillery "A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13784 Domination 720mm Howitzer Artillery "This rocket-assisted howitzer is designed for long-range bombardment.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13785 Domination 800mm Repeating Cannon "AutoCannon cannon capable of causing tremendous damage.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13786 Domination Dual 180mm Autocannon "This autocannon is a simple but effective close combat weapon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13787 Domination Dual 425mm Autocannon "Combines the damage output of two 425mm intermediate-range autocannons.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13788 Domination Dual 650mm Repeating Cannon "Powerful, intermediate-range repeating autocannon with a decent rate of fire.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
13791 Dark Blood Dual Heavy Pulse Laser "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13793 Dark Blood Dual Heavy Beam Laser "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13795 Dark Blood Dual Light Beam Laser "This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13797 Dark Blood Dual Light Pulse Laser "This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13799 Dark Blood Focused Medium Beam Laser "A high-energy, concentrated laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13801 Dark Blood Focused Medium Pulse Laser "A high-energy, concentrated laser designed for short to medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13803 Dark Blood Gatling Pulse Laser "Rapid fire multi-barreled energy weapon that delivers a steady stream of damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13805 Dark Blood Heavy Beam Laser "A high-energy heavy laser designed for medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13807 Dark Blood Heavy Pulse Laser "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13809 Dark Blood Small Focused Beam Laser "A high-powered beam laser. Good for medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13811 Dark Blood Small Focused Pulse Laser "A high-powered pulse laser. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13813 Dark Blood Mega Beam Laser "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13815 Dark Blood Mega Pulse Laser "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13817 Dark Blood Tachyon Beam Laser "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13819 Dark Blood Quad Beam Laser "Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13820 True Sansha Dual Heavy Beam Laser "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13821 True Sansha Dual Heavy Pulse Laser "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13822 True Sansha Dual Light Beam Laser "This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13823 True Sansha Dual Light Pulse Laser "This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13824 True Sansha Focused Medium Beam Laser "A high-energy, concentrated laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13825 True Sansha Focused Medium Pulse Laser "A high-energy, concentrated laser designed for short to medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13826 True Sansha Gatling Pulse Laser "Rapid fire multi-barreled energy weapon that delivers a steady stream of damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13827 True Sansha Heavy Beam Laser "A high-energy heavy laser designed for medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13828 True Sansha Heavy Pulse Laser "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13829 True Sansha Small Focused Beam Laser "A high-powered beam laser. Good for medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13830 True Sansha Small Focused Pulse Laser "A high-powered pulse laser. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13831 True Sansha Mega Beam Laser "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13832 True Sansha Mega Pulse Laser "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13833 True Sansha Quad Beam Laser "Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13834 True Sansha Tachyon Beam Laser "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
13835 Abandoned Drill - Ruined This colossal drill once served a purpose in some forgotten outfit's mining operation. Its technology is long since outdated and it's actuators are beyond repair.
13836 Walkway Debris A fragment of a larger structure, this walkway's self-luminescent halls are silently running out of energy. What remains of the rest of the structure is unknown, only that it must have been subject to a cataclysmic force, powerful enough to rip apart nanoreinforced station steel.
13837 Captives Unfortunate captives.
13856 Nova Javelin Heavy Assault Missile "A nuclear warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
A modified version of the Nova Heavy Assault Missile. It can reach higher velocity than the Nova Heavy Assault Missile at the expense of warhead size."
13864 Shadow Serpentis 125mm Railgun "The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13865 Dread Guristas 125mm Railgun "The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13866 Shadow Serpentis 150mm Railgun "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13867 Dread Guristas 150mm Railgun "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13868 Shadow Serpentis 200mm Railgun "The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13870 Dread Guristas 200mm Railgun "The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13872 Shadow Serpentis 250mm Railgun "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13873 Dread Guristas 250mm Railgun "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13874 Shadow Serpentis 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13876 Dread Guristas 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13878 Shadow Serpentis 425mm Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13879 Dread Guristas 425mm Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13880 Shadow Serpentis Dual 150mm Railgun "This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13881 Dread Guristas Dual 150mm Railgun "This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13882 Shadow Serpentis Dual 250mm Railgun "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13883 Dread Guristas Dual 250mm Railgun "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13884 Shadow Serpentis Heavy Electron Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13885 Shadow Serpentis Heavy Ion Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13886 Shadow Serpentis Light Electron Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13887 Shadow Serpentis Light Ion Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13888 Shadow Serpentis Light Neutron Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13889 Shadow Serpentis Electron Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13890 Shadow Serpentis Ion Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13891 Shadow Serpentis Neutron Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13892 Shadow Serpentis Heavy Neutron Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13893 Dread Guristas 75mm Railgun "A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13894 Shadow Serpentis 75mm Railgun "A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
13895 Darkonnen Veteran This is a veteran fighter for the Darkonnen. It is protecting the assets of the Darkonnen and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13896 Darkonnen Gang Leader This is a fighter for the Darkonnen. It is protecting the assets of the Darkonnen and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13897 Darkonnen Overlord This is one of the highest ranking leaders within the Darkonnen organization. It is protecting the assets of the Darkonnen and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13898 Maru Raider This is a fighter for Marus Rebels. It is protecting the assets of Marus Rebels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13899 Maru Raid Leader This is a raid leader for Marus Rebels. It is protecting the assets of Marus Rebels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13900 Maru Harbinger This is a very important figure within the Marus Rebels. Harbingers of Doom they are also called, for good reason. Threat level: Deadly
13901 Odamian Privateer This is a fighter for the Odamian Renegades. It is protecting the assets of the Odamian Renegades and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13902 Odamian Veteran This is a veteran fighter for the Odamian Renegades. It is protecting the assets of the Odamian Renegades and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
13903 Odamian Master This is a leader of the Odamian Renegades. Odamian Masters are the second highest ranking members of their organization, exceeded only by the head honcho himself. Threat level: Deadly
13904 Komni Smuggler This is a smuggler for the Komni Corporation. It is protecting the assets of the Komni Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
13905 Komni Assassin This is a fighter for the Komni Corporation. Komni Assassins are used to eliminate anyone who the Komni leaders percieve as a threat, and have been known to target high profile members of the Caldari State. They are also sometimes used to protect the Komni smugglers while they are conducting risky operations. Threat level: Deadly
13906 Komni Honcho This is a leader within the Komni Corporation. Komni Honchos are the highest ranking members of the Komni Corporation within a certain area, answering only to the head honcho himself, Drako. Threat level: Deadly
13908 Komni Envoy This is a battleship class envoy for the Komni Corporation. It is extremely well equipped and should only be engaged by the most experienced pilots out there. Threat level: Deadly.
13909 Darkonnen Envoy This is a battleship class envoy for the Darkonnen organization. It is extremely well equipped and should only be engaged by the most experienced pilots out there. Threat level: Deadly.
13910 Maru Envoy This is a battleship class envoy for the Maru Rebels. It is extremely well equipped and should only be engaged by the most experienced pilots out there. Threat level: Deadly.
13911 Odamian Envoy This is a battleship class envoy for the Odamian Renegades. It is extremely well equipped and should only be engaged by the most experienced pilots out there. Threat level: Deadly.
13914 Darkonnen Grunt This is a fighter for the Darkonnen organization. It is protecting the assets of the Darkonnen and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
13915 Maru Grunt This is a fighter for the Maru Rebels. It is protecting the assets of the Maru Rebels and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
13916 Odamian Guard This is a fighter for the Odamian Renegades. It is protecting the assets of the Odamian Renegades and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
13917 Komni Grunt This is a fighter for the Komni Corporation. It is protecting the assets of the Komni Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
13918 Korranis DNA Once a member of the elite ranks within the Mordu's Legion Command, Korrani was a popular role model for young and aspiring pilots within the mercenary organization. Because of this it was even more surprising that such a talented and well known fighter pilot would be caught up in a murder trial ... of his own brother, who stood to inherit most of the real estate empire previously in possession of his Caldari grandfather. Korranis tale, although sad, is currently used by mentors within the Mordus Legion to teach new recruits a valuable lesson on life. But meanwhile, Korrani has made quite a name for himself within the underworld, choosing to live the life of a rogue freelancer rather than face trial in his nation of birth for murder. Korrani operates a powerfull Mordu ship fitted with top notch equipment, a worthy adversary for any decent fighter pilot.
13919 Domination Rapid Light Missile Launcher Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
13920 Dread Guristas Rapid Light Missile Launcher Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
13921 Domination Heavy Missile Launcher Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
13922 Dread Guristas Heavy Missile Launcher Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
13923 Domination Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
13924 Dread Guristas Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
13925 Domination Light Missile Launcher "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
13926 Dread Guristas Light Missile Launcher "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
13927 Domination Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
13929 Dread Guristas Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
13931 Domination Rocket Launcher A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
13933 Dread Guristas Rocket Launcher A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
13935 Domination Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
13937 Dread Guristas Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
13939 Domination Gyrostabilizer "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
13941 Dark Blood Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
13943 True Sansha Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
13945 Shadow Serpentis Magnetic Field Stabilizer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
13947 Dread Guristas Large Shield Booster Expends energy to provide a quick boost in shield strength.
13948 Domination Large Shield Booster Expends energy to provide a quick boost in shield strength.
13949 Dread Guristas Medium Shield Booster Expends energy to provide a quick boost in shield strength.
13950 Domination Medium Shield Booster Expends energy to provide a quick boost in shield strength.
13951 Dread Guristas Small Shield Booster Expends energy to provide a quick boost in shield strength.
13952 Domination Small Shield Booster Expends energy to provide a quick boost in shield strength.
13953 Dread Guristas X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
13954 Domination X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
13955 Domination Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
13956 True Sansha Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
13957 Dark Blood Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
13958 Domination Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
13959 True Sansha Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
13960 Dark Blood Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
13962 Domination Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
13963 True Sansha Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
13964 Dark Blood Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
13965 Dread Guristas EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
13966 Dread Guristas Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
13967 Dread Guristas Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
13968 Dread Guristas Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
13969 Dread Guristas Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
13970 True Sansha Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13972 Dark Blood Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13974 True Sansha Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13976 Dark Blood Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13978 True Sansha Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13980 Dark Blood Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13982 True Sansha Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13984 Dark Blood Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13986 Domination Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13988 Domination Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13990 Domination Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13992 Domination Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
13994 Domination EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
13995 Domination Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
13996 Domination Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
13997 Domination Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
13998 Domination Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
13999 Domination Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14001 True Sansha Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14003 Dark Blood Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14005 Domination Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14007 True Sansha Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14009 Dark Blood Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14011 Domination Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14013 True Sansha Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14015 Dark Blood Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14017 Domination EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14019 True Sansha EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14021 Dark Blood EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14023 Domination Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14025 True Sansha Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14027 Dark Blood Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14029 Domination Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14031 Dread Guristas Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14033 Domination Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14035 Dread Guristas Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14037 Domination Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14039 Dread Guristas Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14041 Domination EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14043 Dread Guristas EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14045 Domination Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14047 Dread Guristas Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14049 Shadow Serpentis Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14051 Shadow Serpentis Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14053 Shadow Serpentis Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14055 Shadow Serpentis EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14057 Shadow Serpentis Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14059 Shadow Serpentis Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14061 Shadow Serpentis Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14063 Shadow Serpentis Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14065 Shadow Serpentis Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14067 Shadow Serpentis Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14068 Shadow Serpentis Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14069 Shadow Serpentis Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14070 Dark Blood Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14072 True Sansha Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14074 Shadow Serpentis Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14076 Dark Blood Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14078 True Sansha Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14080 Shadow Serpentis Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14082 Dark Blood Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14084 True Sansha Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14086 Shadow Serpentis Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14088 Dark Blood Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14090 True Sansha Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14092 Shadow Serpentis Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14094 Dark Blood Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14096 True Sansha Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14098 Shadow Serpentis Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14100 Domination Tracking Enhancer "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14102 Domination 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
14104 Shadow Serpentis 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
14106 Domination 10MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
14108 Shadow Serpentis 10MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
14110 Domination 1MN Afterburner "Gives a boosts to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
14112 Shadow Serpentis 1MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
14114 Domination 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
14116 Shadow Serpentis 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
14118 Domination 10MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
14120 Shadow Serpentis 10MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
14122 Domination 1MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
14124 Shadow Serpentis 1MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
14126 Domination Overdrive Injector "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14127 Domination Nanofiber Structure "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14128 Dark Blood Reactor Control Unit Boosts power core output.
14130 True Sansha Reactor Control Unit Boosts power core output.
14132 Shadow Serpentis Reactor Control Unit Boosts power core output.
14134 Dark Blood Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
14136 True Sansha Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
14138 Shadow Serpentis Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
14140 True Sansha Cap Recharger Increases the capacitor recharge rate.
14142 Dark Blood Cap Recharger Increases the capacitor recharge rate.
14144 Dark Blood Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
14146 True Sansha Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
14148 Dark Blood Small Nosferatu "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14150 True Sansha Small Nosferatu "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14152 Dark Blood Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14154 True Sansha Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14156 Dark Blood Medium Nosferatu "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14158 True Sansha Medium Nosferatu "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14160 Dark Blood Small Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14162 True Sansha Small Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14164 Dark Blood Medium Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14166 True Sansha Medium Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14168 Dark Blood Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14170 True Sansha Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14172 Dark Blood Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
14174 True Sansha Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
14176 Dark Blood Medium Capacitor Booster Provides a quick injection of power into the capacitor.
14178 True Sansha Medium Capacitor Booster Provides a quick injection of power into the capacitor.
14180 Dark Blood Micro Capacitor Booster Provides a quick injection of power into the capacitor.
14182 True Sansha Micro Capacitor Booster Provides a quick injection of power into the capacitor.
14184 Dark Blood Small Capacitor Booster Provides a quick injection of power into the capacitor.
14186 True Sansha Small Capacitor Booster Provides a quick injection of power into the capacitor.
14188 Dark Blood Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14190 True Sansha Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14192 Dark Blood Medium EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14194 True Sansha Medium EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14196 Dark Blood Micro EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14198 True Sansha Micro EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14200 Dark Blood Small EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14202 True Sansha Small EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14204 Dread Guristas Large Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
14206 Shadow Serpentis Large Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
14208 Domination Large Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
14210 Dread Guristas Medium Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
14212 Dread Guristas Micro Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
14214 Dread Guristas Small Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
14218 Shadow Serpentis Micro Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
14220 Shadow Serpentis Medium Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
14222 Domination Medium Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
14224 Domination Micro Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
14226 Domination Small Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
14228 Shadow Serpentis Small Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
14230 Dread Guristas Co-Processor Increases CPU output.
14232 Shadow Serpentis Co-Processor Increases CPU output.
14234 Dread Guristas Cloaking Device "This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.."
14236 Shadow Serpentis Sensor Booster "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14238 Shadow Serpentis Tracking Computer "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14240 Shadow Serpentis Remote Tracking Computer "Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14242 Dark Blood Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
14244 Domination Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
14246 Dread Guristas Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
14248 True Sansha Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
14250 Shadow Serpentis Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
14252 Dark Blood Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
14254 Domination Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
14256 Dread Guristas Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
14258 True Sansha Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
14260 Shadow Serpentis Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
14262 Dark Blood Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
14264 Domination Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
14266 Dread Guristas Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
14268 True Sansha Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
14270 Shadow Serpentis Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
14272 200mm Carbide Railgun I "The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14274 200mm 'Scout' Accelerator Cannon "The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14276 200mm Compressed Coil Gun I "The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14278 200mm Prototype Gauss Gun "The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14280 350mm Carbide Railgun I "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14282 350mm 'Scout' Accelerator Cannon "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14284 350mm Compressed Coil Gun I "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14286 350mm Prototype Gauss Gun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14292 Kruul's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This is a DNA sample taken from the hapless pirate marauder, Kruul."
14293 X-Rated Holoreel X-Rated Holo-Vid reels are a popular type of personal entertainment, especially in Gallente territories. These type of Holoreels are strictly forbidden in the Amarr Empire and Khanid Kingdom.
14294 Kruul's Capsule This is an escape capsule which is released upon the destruction of ones ship.
14295 Limited Ocular Filter - Beta "This image processor implanted in the occipital lobe grants a bonus to a character's Perception. The beta version of the limited implants are a more advanced prototype, originally developed by the Caldari corporation Zero-G Research Firm as a cost effective alternative to the basic non-limited implants.
+2 Bonus to Perception"
14296 Limited Neural Boost - Beta "A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower. The beta version of the limited implants are a more advanced prototype, originally developed by the Caldari corporation Zero-G Research Firm as a cost effective alternative to the basic non-limited implants.
+2 Bonus to Willpower"
14297 Limited Memory Augmentation - Beta "This image processor implanted in the temporal lobe grants a bonus to a character's memory. The beta version of the limited implants are a more advanced prototype, originally developed by the Caldari corporation Zero-G Research Firm as a cost effective alternative to the basic non-limited implants.
+2 Bonus to Memory"
14298 Limited Cybernetic Subprocessor - Beta "This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence. The beta version of the limited implants are a more advanced prototype, originally developed by the Caldari corporation Zero-G Research Firm as a cost effective alternative to the basic non-limited implants.
+2 Bonus to Intelligence"
14299 Limited Social Adaptation Chip - Beta "This image processor implanted in the parietal lobe grants a bonus to a character's Charisma. The beta version of the limited implants are a more advanced prototype, originally developed by the Caldari corporation Zero-G Research Firm as a cost effective alternative to the basic non-limited implants.
+2 Bonus to Charisma"
14343 Silo Used to store or provide resources.
14344 Renegade Guristas Pirate This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
14345 Renegade Angel Goon This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
14346 Renegade Blood Raider This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
14347 Renegade Serpentis Assassin This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
14348 Renegade Sanshas Slaver This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
14349 Sarum Maller The Maller is the largest cruiser class used by the Amarrians. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches. In the Amarr Imperial Navy, the Maller is commonly used as the spearhead for large military operations. Threat level: Deadly
14350 Commander Karzo Sarum Only those in high favor with the Emperor can earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. These metallic monstrosities see to it that the word of the Emperor is carried out among the denizens of the Empire and beyond. Threat level: Uber
14351 Imperial Navy Soldier The Imperial Navy Soldier class fighter ships are a common sight within the Amarr Imperial armada. Threat level: Very high
14352 Ammatar Navy Soldier The Ammatar Soldier class fighter ships are a common sight within the Ammatar armada. Threat level: Very high
14353 Federation Navy Soldier The Gallente Navy Soldier class fighter ships are a common sight within the Gallente Federation armada. Threat level: Very high
14354 Republic Fleet Soldier The Republic Fleet Soldier class fighter ships are a common sight within the Minmatar Republic armada. Threat level: Very high
14355 Caldari Navy Soldier The Caldari Navy Soldier class fighter ships are a common sight within the Caldari State armada. Threat level: Very high
14356 Ammatar Navy Apocalypse Only those in high favor with the Emperor can earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. These metallic monstrosities see to it that the word of the Emperor is carried out among the denizens of the Empire and beyond. Threat level: Deadly
14358 Zemnar Zemnar is an uncommon type of antibiotic specifically used to combat rare bacterial infections. Originally discovered by the late Gallente biologist, Lameur Zemnar, the drug is now frequently kept in stock in the more wealthy quarters of the galaxy, in case of a bacterial outbreak.
14359 Caldari Navy Condor The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations. It is sometimes used by the Caldari Navy and is generally considered an expendable low-cost craft. Threat level: Moderate
14360 Republic Fleet Slasher The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers. It is sometimes used by the Minmatar Fleet and is generally considered an expendable low-cost craft. Threat level: Moderate
14361 Federation Navy Atron The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although the Atron is a good harvester when it comes to mining, its main ability is as a combat vessel. It is sometimes used by the Federation Navy and is generally considered an expendable low-cost craft. Threat level: Moderate
14362 Imperial Navy Executioner The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield. It is sometimes used by the Imperial Navy and is generally considered an expendable low-cost craft. Threat level: Moderate
14363 Ammatar Navy Executioner The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield. It is sometimes used by the Ammatar Navy and is generally considered an expendable low-cost craft. Threat level: Moderate
14364 Ammatar Navy Officer This is an officer for the Ammatar Navy. A common sight in Ammatar raiding parties, these combat veterans are not to be taken lightly. Threat level: Deadly
14375 Tuvan's Modified Electron Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14377 Cormack's Modified Electron Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14379 Cormack's Modified Ion Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14381 Tuvan's Modified Ion Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14383 Tuvan's Modified Neutron Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14385 Cormack's Modified Neutron Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14387 Brynn's Modified 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14389 Setele's Modified 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14391 Kaikka's Modified 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14393 Vepas' Modified 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14395 Estamel's Modified 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14397 Brynn's Modified 425mm Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14399 Setele's Modified 425mm Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14401 Kaikka's Modified 425mm Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14403 Vepas' Modified 425mm Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14405 Estamel's Modified 425mm Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14407 Brynn's Modified Dual 250mm Railgun "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14409 Setele's Modified Dual 250mm Railgun "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14411 Kaikka's Modified Dual 250mm Railgun "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14413 Vepas' Modified Dual 250mm Railgun "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14415 Estamel's Modified Dual 250mm Railgun "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
14417 Selynne's Modified Dual Heavy Beam Laser "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14419 Chelm's Modified Dual Heavy Beam Laser "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14421 Raysere's Modified Dual Heavy Beam Laser "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14423 Draclira's Modified Dual Heavy Beam Laser "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14425 Tairei's Modified Dual Heavy Pulse Laser "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14427 Ahremen's Modified Dual Heavy Pulse Laser "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14429 Brokara's Modified Dual Heavy Pulse Laser "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14431 Vizan's Modified Dual Heavy Pulse Laser "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14433 Selynne's Modified Mega Beam Laser "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14435 Chelm's Modified Mega Beam Laser "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14437 Raysere's Modified Mega Beam Laser "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14439 Draclira's Modified Mega Beam Laser "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14441 Tairei's Modified Mega Pulse Laser "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14443 Ahremen's Modified Mega Pulse Laser "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14445 Brokara's Modified Mega Pulse Laser "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14447 Vizan's Modified Mega Pulse Laser "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14449 Selynne's Modified Tachyon Beam Laser "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14451 Chelm's Modified Tachyon Beam Laser "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14453 Raysere's Modified Tachyon Beam Laser "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14455 Draclira's Modified Tachyon Beam Laser "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
14457 Mizuro's Modified 800mm Repeating Cannon "A two-barreled, intermediate-range, powerful cannon capable of causing tremendous damage.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
14459 Gotan's Modified 800mm Repeating Cannon "A two-barreled, intermediate-range, powerful cannon capable of causing tremendous damage.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
14461 Hakim's Modified 1200mm Artillery Cannon "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
14463 Tobias' Modified 1200mm Artillery Cannon "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
14465 Hakim's Modified 1400mm Howitzer Artillery "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
14467 Tobias' Modified 1400mm Howitzer Artillery "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
14469 Mizuro's Modified Dual 425mm AutoCannon "Combines the damage output of two 425mm intermediate-range autocannons.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
14471 Gotan's Modified Dual 425mm AutoCannon "Combines the damage output of two 425mm intermediate-range autocannons.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
14473 Mizuro's Modified Dual 650mm Repeating Cannon "Powerful, intermediate-range repeating autocannon with a decent rate of fire.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
14475 Gotan's Modified Dual 650mm Repeating Cannon "Powerful, intermediate-range repeating autocannon with a decent rate of fire.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
14477 Ruined Neon Sign This billboard seems to have been destroyed in some long forgotten skirmish.
14478 Caldari Navy Griffin The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels. Threat level: Significant
14479 Imperial Navy Crucifer The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry. Threat level: Significant
14480 Republic Fleet Vigil The Vigil is an unusual Minmatar ship, serving both as a long range scout as well as an electronic warfare platform. It is fast and agile, allowing it to keep the distance needed to avoid enemy fire while making use of jammers or other electronic gadgets. Threat level: Significant
14481 Federation Navy Maulus The Maulus is a high-tech vessel, specialized for electronic warfare. It is particularly valued amongst bounty hunters for the ship's optimization for warp scrambling technology, giving its targets no chance of escape. Threat level: Moderate
14482 Ammatar Navy Inquisitor The Inquisitor is another example of how the Amarr Imperial Navy has modeled their design to counter specific tactics employed by the other empires. The Inquisitor is a fairly standard Amarr ship in most respects, having good defenses and lacking mobility. It is more Caldari-like than most Amarr ships, however, since its arsenal mostly consists of missile bays. Threat level: Significant
14483 Drezins DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This is a DNA sample taken from the infamous pirate Drezin."
14484 Mizuro's Modified 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
14486 Hakim's Modified 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
14488 Gotan's Modified 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
14490 Tobias' Modified 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
14492 Mizuro's Modified 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
14494 Hakim's Modified 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
14496 Gotan's Modified 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
14498 Tobias' Modified 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Note: Battleship class module"
14500 Brynn's Modified 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
14502 Tuvan's Modified 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
14504 Setele's Modified 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
14506 Cormack's Modified 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
14508 Brynn's Modified 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
14510 Tuvan's Modified 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
14512 Setele's Modified 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
14514 Cormack's Modified 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Note: Battleship class module"
14516 Mizuro's Modified Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14518 Hakim's Modified Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14520 Gotan's Modified Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14522 Tobias' Modified Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14524 Mizuro's Modified Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14525 Hakim's Modified Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14526 Gotan's Modified Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14527 Tobias's Modified Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14528 Hakim's Modified Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14530 Mizuro's Modified Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14532 Gotan's Modified Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14534 Tobias' Modified Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14536 Mizuro's Modified Gyrostabilizer "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14538 Hakim's Modified Gyrostabilizer "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14540 Gotan's Modified Gyrostabilizer "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14542 Tobias' Modified Gyrostabilizer "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14544 Mizuro's Modified Large Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
14546 Hakim's Modified Large Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
14548 Gotan's Modified Large Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
14550 Tobias' Modified Large Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
14552 Mizuro's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14554 Gotan's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14556 Mizuro's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14560 Gotan's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14564 Mizuro's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14568 Gotan's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14572 Mizuro's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14576 Gotan's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14580 Mizuro's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14584 Gotan's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14588 Mizuro's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14592 Gotan's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14597 Hakim's Modified Large Shield Booster Expends energy to provide a quick boost in shield strength.
14599 Tobias' Modified Large Shield Booster Expends energy to provide a quick boost in shield strength.
14601 Hakim's Modified X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
14603 Tobias' Modified X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
14606 Hakim's Modified Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14610 Tobias' Modified Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14614 Hakim's Modified Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14618 Tobias' Modified Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14622 Hakim's Modified Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14626 Tobias' Modified Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14630 Hakim's Modified EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14634 Tobias' Modified EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14636 Hakim's Modified Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14638 Tobias' Modified Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14640 Mizuro's Modified Tracking Enhancer "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14642 Hakim's Modified Tracking Enhancer "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14644 Gotan's Modified Tracking Enhancer "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14646 Tobias' Modified Tracking Enhancer "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14648 Mizuro's Modified Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
14650 Hakim's Modified Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
14652 Gotan's Modified Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
14654 Tobias' Modified Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
14656 Mizuro's Modified Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
14658 Hakim's Modified Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
14660 Gotan's Modified Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
14662 Tobias' Modified Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
14664 Mizuro's Modified Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
14666 Hakim's Modified Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
14668 Gotan's Modified Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
14670 Tobias' Modified Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
14672 Kaikka's Modified Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14674 Thon's Modified Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14676 Vepas' Modified Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14678 Estamel's Modified Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14680 Kaikka's Modified Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14681 Thon's Modified Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14682 Vepas's Modified Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14683 Estamel's Modified Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
14684 Kaikka's Modified Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14686 Thon's Modified Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14688 Vepas' Modified Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14690 Estamel's Modified Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14692 Kaikka's Modified Large Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
14694 Thon's Modified Large Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
14696 Vepas' Modified Large Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
14698 Estamel's Modified Large Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
14700 Kaikka's Modified Large Shield Booster Expends energy to provide a quick boost in shield strength.
14701 Thon's Modified Large Shield Booster Expends energy to provide a quick boost in shield strength.
14702 Vepas' Modified Large Shield Booster Expends energy to provide a quick boost in shield strength.
14703 Estamel's Modified Large Shield Booster Expends energy to provide a quick boost in shield strength.
14704 Kaikka's Modified X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
14705 Thon's Modified X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
14706 Vepas' Modified X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
14707 Estamel's Modified X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
14708 Kaikka's Modified Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14710 Thon's Modified Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
"
14712 Vepas' Modified Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14714 Estamel's Modified Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14716 Kaikka's Modified Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14718 Thon's Modified Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14720 Vepas' Modified Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14722 Estamel's Modified Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14724 Kaikka's Modified Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14726 Thon's Modified Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14728 Vepas' Modified Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14730 Estamel's Modified Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14732 Kaikka's Modified Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14734 Thon's Modified Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14736 Vepas' Modified Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14738 Estamel's Modified Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14740 Kaikka's Modified EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14742 Thon's Modified EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14744 Vepas' Modified EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14746 Estamel's Modified EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14748 Kaikka's Modified Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14749 Thon's Modified Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14750 Vepas's Modified Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14751 Estamel's Modified Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14752 Kaikka's Modified EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14753 Thon's Modified EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14754 Vepas's Modified EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14755 Estamel's Modified EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14756 Kaikka's Modified Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14757 Thon's Modified Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14758 Vepas's Modified Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14759 Estamel's Modified Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14760 Kaikka's Modified Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14761 Thon's Modified Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14762 Vepas's Modified Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14763 Estamel's Modified Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14764 Kaikka's Modified Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14765 Thon's Modified Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14766 Vepas's Modified Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14767 Estamel's Modified Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
14768 Kaikka's Modified Co-Processor Increases CPU output.
14770 Thon's Modified Co-Processor Increases CPU output.
14772 Vepas' Modified Co-Processor Increases CPU output.
14774 Estamel's Modified Co-Processor Increases CPU output.
14776 Kaikka's Modified Cloaking Device "This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
14778 Thon's Modified Cloaking Device "This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
14780 Vepas' Modified Cloaking Device "This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
14782 Estamel's Modified Cloaking Device "This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
14784 Brokara's Modified Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14786 Tairei's Modified Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14788 Selynne's Modified Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14790 Raysere's Modified Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14792 Vizan's Modified Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14794 Ahremen's Modified Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14796 Chelm's Modified Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14798 Draclira's Modified Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
14800 Brokara's Modified Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14802 Tairei's Modified Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14804 Selynne's Modified Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14806 Raysere's Modified Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14808 Vizan's Modified Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14810 Ahremen's Modified Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14812 Chelm's Modified Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14814 Draclira's Modified Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
14816 Brokara's Modified Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14818 Tairei's Modified Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14820 Selynne's Modified Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14822 Raysere's Modified Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14824 Vizan's Modified Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14826 Ahremen's Modified Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14828 Chelm's Modified Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14830 Draclira's Modified Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
14832 Brokara's Modified Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14834 Tairei's Modified Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14836 Selynne's Modified Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14838 Raysere's Modified Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14840 Vizan's Modified Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14842 Ahremen's Modified Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14844 Chelm's Modified Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14846 Draclira's Modified Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
14848 Brokara's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14849 Tairei's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14850 Selynne's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14851 Raysere's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14852 Vizan's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14853 Ahremen's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14854 Chelm's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14855 Draclira's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
14856 Brokara's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14858 Tairei's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14860 Selynne's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14862 Raysere's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14864 Vizan's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14866 Ahremen's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14868 Chelm's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14870 Draclira's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14872 Brokara's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14874 Tairei's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14876 Selynne's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14878 Raysere's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14880 Vizan's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14882 Ahremen's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14884 Chelm's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14886 Draclira's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14888 Brokara's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14890 Tairei's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14892 Selynne's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14894 Raysere's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14896 Vizan's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14898 Ahremen's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14900 Chelm's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14902 Draclira's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14904 Brokara's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14906 Tairei's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14908 Selynne's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14910 Raysere's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14912 Vizan's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14914 Ahremen's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14916 Chelm's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14918 Draclira's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14920 Brokara's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14922 Tairei's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14924 Selynne's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14926 Raysere's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14928 Vizan's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14930 Ahremen's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14932 Chelm's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14934 Draclira's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14936 Brokara's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14938 Tairei's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14940 Selynne's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14942 Raysere's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14944 Vizan's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14946 Ahremen's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14948 Chelm's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14950 Draclira's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14952 Brokara's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14954 Tairei's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14956 Selynne's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14958 Raysere's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14960 Vizan's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14962 Ahremen's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14964 Chelm's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14966 Draclira's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14968 Brokara's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14970 Tairei's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14972 Selynne's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14974 Raysere's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14976 Vizan's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14978 Ahremen's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14980 Chelm's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14982 Draclira's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14984 Brokara's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14986 Tairei's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14988 Selynne's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14990 Raysere's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14992 Vizan's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14994 Ahremen's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14996 Chelm's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
14998 Draclira's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15000 Brokara's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15002 Tairei's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15004 Selynne's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15006 Raysere's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15008 Vizan's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15010 Ahremen's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15012 Chelm's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15014 Draclira's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15016 Brokara's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15018 Tairei's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15020 Selynne's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15022 Raysere's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15024 Vizan's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15026 Ahremen's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15028 Chelm's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15030 Draclira's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15032 Brokara's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15034 Tairei's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15036 Selynne's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15038 Raysere's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15040 Vizan's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15042 Ahremen's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15044 Chelm's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15046 Draclira's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15048 Brokara's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15050 Tairei's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15052 Selynne's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15054 Raysere's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15056 Vizan's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15058 Ahremen's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15060 Chelm's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15062 Draclira's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15064 Brokara's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15066 Tairei's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15068 Selynne's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15070 Raysere's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15072 Vizan's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15074 Ahremen's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15076 Chelm's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15078 Draclira's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15080 Brokara's Modified Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
15082 Tairei's Modified Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
15084 Selynne's Modified Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
15086 Raysere's Modified Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
15088 Vizan's Modified Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
15090 Ahremen's Modified Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
15092 Chelm's Modified Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
15094 Draclira's Modified Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
15096 Brokara's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15098 Tairei's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15100 Selynne's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15102 Raysere's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15104 Vizan's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15106 Ahremen's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15108 Chelm's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15110 Draclira's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15112 Brokara's Modified Reactor Control Unit Boosts power core output.
15114 Tairei's Modified Reactor Control Unit Boosts power core output.
15116 Selynne's Modified Reactor Control Unit Boosts power core output.
15118 Raysere's Modified Reactor Control Unit Boosts power core output.
15120 Vizan's Modified Reactor Control Unit Boosts power core output.
15122 Ahremen's Modified Reactor Control Unit Boosts power core output.
15124 Chelm's Modified Reactor Control Unit Boosts power core output.
15126 Draclira's Modified Reactor Control Unit Boosts power core output.
15128 Brokara's Modified Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
15130 Tairei's Modified Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
15132 Selynne's Modified Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
15134 Raysere's Modified Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
15136 Vizan's Modified Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
15138 Ahremen's Modified Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
15140 Chelm's Modified Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
15142 Draclira's Modified Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
15144 Brynn's Modified Magnetic Field Stabilizer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15146 Tuvan's Modified Magnetic Field Stabilizer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15148 Setele's Modified Magnetic Field Stabilizer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15150 Cormack's Modified Magnetic Field Stabilizer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15152 Brynn's Modified Large Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
15154 Tuvan's Modified Large Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
15156 Setele's Modified Large Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
15158 Cormack's Modified Large Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
15160 Brynn's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
15161 Tuvan's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
15162 Setele's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
15163 Cormack's Modified Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
15164 Brynn's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15166 Tuvan's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15168 Setele's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15170 Cormack's Modified Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15172 Brynn's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15174 Tuvan's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15176 Setele's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15178 Cormack's Modified Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15180 Brynn's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15182 Tuvan's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15184 Setele's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15186 Cormack's Modified EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15188 Brynn's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15190 Tuvan's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15192 Setele's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15194 Cormack's Modified Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15196 Brynn's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15198 Tuvan's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15200 Setele's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15202 Cormack's Modified Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15204 Brynn's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15206 Tuvan's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15208 Setele's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15210 Cormack's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15212 Brynn's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15214 Tuvan's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15216 Setele's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15218 Cormack's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15220 Brynn's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15222 Tuvan's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15224 Setele's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15226 Cormack's Modified Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15228 Brynn's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15230 Tuvan's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15232 Setele's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15234 Cormack's Modified Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15236 Brynn's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15238 Tuvan's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15240 Setele's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15242 Cormack's Modified Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15244 Brynn's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15246 Tuvan's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15248 Setele's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15250 Cormack's Modified Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15252 Brynn's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15254 Tuvan's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15256 Setele's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15258 Cormack's Modified Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15260 Brynn's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15262 Tuvan's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15264 Setele's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15266 Cormack's Modified Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15268 Brynn's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15270 Tuvan's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15272 Setele's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15274 Cormack's Modified Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15276 Brynn's Modified Sensor Booster "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15278 Tuvan's Modified Sensor Booster "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15280 Setele's Modified Sensor Booster "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15282 Cormack's Modified Sensor Booster "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15284 Brynn's Modified Tracking Computer "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15286 Tuvan's Modified Tracking Computer "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15288 Setele's Modified Tracking Computer "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15290 Cormack's Modified Tracking Computer "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15292 Brynn's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15294 Tuvan's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15296 Setele's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15298 Cormack's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15300 Brynn's Modified Reactor Control Unit Boosts power core output.
15302 Tuvan's Modified Reactor Control Unit Boosts power core output.
15304 Setele's Modified Reactor Control Unit Boosts power core output.
15306 Cormack's Modified Reactor Control Unit Boosts power core output.
15308 Brynn's Modified Co-Processor Increases CPU output.
15310 Tuvan's Modified Co-Processor Increases CPU output.
15312 Setele's Modified Co-Processor Increases CPU output.
15314 Cormack's Modified Co-Processor Increases CPU output.
15316 Galeptos Medicine "Galeptos is a rare type of medicine developed by the famous Gallentean scientist, Darven Galeptos. It is produced from a blend of organic and chemical material, used to cure a rare and deadly viral infection which has been creeping up more frequently as of late.
Rumor has it that Galeptos manufactured the virus himself, then sold the cure for billions of credits. Of course his corporation, Galeptos Medicines, steadfastly denies any such ""unfounded"" accusations and has threatened legal action to anyone who mentions it in public."
15317 Genetically Enhanced Livestock Livestock are domestic animals raised for home use or for profit, whether it be for their meat or dairy products. This particular breed of livestock has been genetically enhanced using the very latest technology.
15318 Top-Secret Design Documents These top-secret Design Documents are hidden in a large, sealed container. A stamp has been placed on the container with the words "DO NOT OPEN" written in big, red letters.
15319 Large Special Delivery This box may contain personal items or commodities intended only for the delivery's recipient. This container is rather large and cumbersome.
15320 Caldari Navy Moa The Moa-class is almost exclusively used by the Caldari Navy, and only factions or persons in very good standing with the Caldari State can acquire one. The Moa was designed as an all-out combat ship, and its heavy armament allows the Moa to tackle almost anything that floats in space. Threat level: Deadly
15322 Imperial Navy Maller The Maller is the largest cruiser class used by the Amarrians. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches. In the Amarr Imperial Navy, the Maller is commonly used as the spearhead for large military operations. Threat level: Deadly
15323 Ammatar Navy Maller The Maller is the largest cruiser class used by the Amarrians. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches. In the Amarr Imperial Navy, the Maller is commonly used as the spearhead for large military operations. Threat level: Deadly
15324 Republic Fleet Rupture The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations. Threat level: Deadly
15325 Federation Navy Thorax The Thorax-class cruisers are the latest combat ships commissioned by the Federation. In the few times it has seen action since its christening, it has performed admirably. The hordes of combat drones it carries allow it to strike against unwary opponents far away and to easily fight many opponents at the same time. Threat level: Deadly
15326 Caldari Navy Scorpion The first Scorpion-class battleship was launched only a couple of years ago, and those that have been built are considered to be prototypes. Little is known of its capabilities, but what has been garnered suggests that the Scorpion is crammed to the brink with sophisticated hi-tech equipment that few can match. Threat level: Deadly
15327 Republic Fleet Typhoon The Typhoon class battleship has an unusually strong structural integrity for a Minmatar ship. Threat level: Deadly
15328 Imperial Navy Armageddon The mighty Armageddon class is the main warship of the Amarr Empire. Its heavy armaments and strong front are specially designed to crash into any battle like a juggernaut and deliver swift justice in the name of the Emperor. Threat level: Deadly
15329 Ammatar Navy Armageddon The mighty Armageddon class is the main warship of the Amarr Empire. Its heavy armaments and strong front are specially designed to crash into any battle like a juggernaut and deliver swift justice in the name of the Emperor. Threat level: Deadly
15330 Federation Navy Dominix The Dominix is one of the old warhorses that dates backs to the Gallente-Caldari War. The Dominix is no longer regarded as the top-of-the-line battleship, but this by no means makes it obsolete. Its formidable hulk and powerful weapon batteries means that anyone not in the largest and latest battleships will regret that they ever locked into combat with it. Threat level: Deadly
15331 Metal Scraps "This mechanical hardware has obviously outlived its use, and is now ready to be recycled. Many station maintenance departments use the material gained from recycling these scraps to manufacture steel plates which replace worn out existing plates in the station hull. Most station managers consider this a cost-effective approach, rather than to send out a costly mining expedition for the ore, although these scraps rarely are enough to satisfy demand.
This commodity is not affected by the scrap metal processing skill any more than any other recyclable item."
15333 Pirate Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
15334 Smuggler Freight Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
15335 Imperial Navy Fleet Commander Designed by master starship engineers and constructed in the royal shipyards of the Emperor himself, the imperial issue of the dreaded Apocalypse battleship is held in awe throughout the Empire. Given only as an award to those who have demonstrated their fealty to the Emperor in a most exemplary way, it is considered a huge honor to command, let alone own, one of these majestic and powerful battleships. These metallic monstrosities see to it that the word of the Emperor is carried out among the denizens of the Empire and beyond. Threat level: Deadly.
15336 Ammatar Navy Fleet Commander Designed by master starship engineers and constructed in the royal shipyards of the Emperor himself, the imperial issue of the dreaded Apocalypse battleship is held in awe throughout the Empire. Given only as an award to those who have demonstrated their fealty to the Emperor in a most exemplary way, it is considered a huge honor to command, let alone own, one of these majestic and powerful battleships. These metallic monstrosities see to it that the word of the Emperor is carried out among the denizens of the Empire and beyond. Threat Level: Deadly
15337 Federation Navy Fleet Commander "The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.
The Federal Issue is a unique ship, commissioned by Gallentean president Foiritan as an honorary award for given to those individuals whose outstanding achivements benefit the entire Federation. Threat level: Deadly"
15338 Caldari Navy Fleet Commander The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty. Threat level: Deadly
15341 Republic Fleet Command Ship "The Tempest battleship can become a real behemoth when fully equipped.
Threat level: Deadly"
15342 Republic Fleet Squad Leader A Squad Leader controls a small unit of ships during battle. Seldom are they found without a few escorts with them. Threat level: Deadly.
15343 Republic Fleet Raid Leader Raid Leaders are high ranking commanding officers within the Fleet.
15344 Imperial Navy Squad Leader A Squad Leader controls a small unit of ships during battle. Seldom are they found without a few escorts with them. Threat level: Deadly.
15345 Federation Navy Squad Leader A Squad Leader controls a small unit of ships during battle. Seldom are they found without a few escorts with them. Threat level: Deadly.
15346 Caldari Navy Squad Leader A Squad Leader controls a small unit of ships during battle. Seldom are they found without a few escorts with them. Threat level: Deadly.
15347 Ammatar Navy Squad Leader A Squad Leader controls a small unit of ships during battle. Seldom are they found without a few escorts with them. Threat level: Deadly.
15349 Caldari Navy Raid Leader Raid Leaders are high ranking commanding officers within the Navy.
15350 Imperial Navy Raid Leader Raid Leaders are high ranking commanding officers within the Navy.
15351 Federation Navy Raid Leader Raid Leaders are high ranking commanding officers within the Navy.
15352 Ammatar Navy Raid Leader Raid Leaders are high ranking commanding officers within the Navy.
15353 Research Tools This sealed container contains a heap of tools used in all sorts of scientific research.
15354 DED Scout Drone DED Scout Drone. Threat level: Moderate
15355 Gallentean Luxury Yacht The Gallentean Luxury Yachts are normally used by the entertainment industry for pleasure tours for wealthy Gallente citizens. These Opux Luxury Yacht cruisers are rarely seen outside of Gallente controlled space, but are extremely popular within the Federation.
15390 Hari Kaimo "Hari is a famous Caldari bounty hunter who is best known for his remarkable capture of Garuzzo Mench, a Gallentean pirate who was for a time the 6th most wanted man within the Gallente Federations. Garuzzo was a ruthless murderer and vagabond, who had terrorized over a dozen systems with random attacks and lootings of unwary travelers. Hari was hired by the family of one of the victims, and eventually caught up with Garuzzo and his gang, who were no match for the talented Caldari pilot.
Today Hari is best known for his dealings with wealthy businessmen who pay him well to do their dirty work. Threat level: Deadly"
15391 Pierre Turon "Pierre used to be an infamous pirate within the Gallente Federation, but was eventually captured by the authorities and sentenced to 20 years in prison. He served half of his sentence before he was released due to good behavior. Afterwards he vowed to behave himself, and stay away from the dark life of the pirate which he had once led, mainly for the sake of his wife and children.
Today Pierre is best known as a bounty hunter who specializes in assassinating pirates. He works only for trustworthy Gallenteans who have no obvious connections to the underworld, and prides himself with his current good relationship with the Gallentean authorities.
Threat level: Deadly"
15392 Zack Mead Zack Mead is a small time criminal turned bounty hunter. He used to work as an agent for the Serpentis but eventually switched to the job as a freelancer once he had the funds to purchase his own frigate. Many wealthy Gallenteans turn to men such as Zack when they feel the law is not adequate in dealing with their problem. Threat level: Very high
15393 Jared Kalem Jared is a former member of the Angel Cartel who turned freelance bounty hunter. Today he is known to work for anyone, anywhere, if the price is right. Concord advice utmost caution when approaching this outlaw. Threat level: Deadly
15394 Taisu Magdesh Taisu comes from a powerful family of mercenaries within the Mordus Legion. Famous for their "no questions asked" approach, the Magdesh family is prized as first class fighter pilots, who normally lead a fleet of warships. Only powerful leaders or extremely wealthy individuals can afford the likes of Taisu, who commands a deadly Raven battleship. Threat level: Deadly
15395 Construction Freight Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
15396 General Luther Veron This is General Luther Veron's personal battleship, fitted with the very finest modules available in the Gallente Federation.
15397 Luther Veron's Modified Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15399 Luther Veron's Modified Dual Heavy Beam Laser "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15401 Luther Veron's Modified Mega Beam Laser "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15403 Luther Veron's Modified Tachyon Beam Laser "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15405 Luther Veron's Modified Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
15407 Luther Veron's Modified Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
15408 Luther Veron's Modified Shield Extender Increases the maximum strength of the shield.
15410 Neophite This priceless mineral was discovered by a band of Gallente explorers during the Caldari-Gallente war over a century ago. Closely related to morphite, its composition is only slightly different yet enough so that it has not been able to serve the same function. Only a few samples of it are known to remain intact, in the possession of some of the most wealthy collectors in the known universe.
15411 Amarr Luxury Yacht The Opux Luxury Yacht cruisers are developed and produced by the Gallente, for the wealthy citizens and entertainment industry within the Federation. Some Amarrian nobels have taken up buying these luxury yachts for their personal pleasure, and have given them slight modifications to bring an Amarrian "feel" to them.
15412 Andres Sikvatsen Andres Sikvatsen is a small time criminal turned bounty hunter. He used to work as an agent for the Angel Cartel but eventually switched to the job of a freelancer once he had the funds to purchase his own frigate. Many wealthy individuals turn to men such as Andres when they feel the law is not adequate in dealing with their problem. Threat level: Very high
15413 Commander Terachi TashMurkon Commander Terachi TashMurkon is one of the highest ranking officers within the Tash-Murkon militia. He received this magnificent battleship as a personal gift from the Emperor himself, fitted with the very finest modules the Imperial Armaments had to offer. Few pilots in the galaxy would ever dare face this monstrosity in combat.
15414 Warlord Shaqil Dragat Shaqil Dragat is one of the most prominent Warlords within the Brutor Tribe of the Minmatar Republic. Known for his enormous size, even for a Brutor, Shaqil is feared not only for the fleet of warships he commands, but also in person. He also commands one of the most devastating battleships in the entire Minmatar fleet.
15415 Fleet Commander Naiyon Tai Fleet Commander Naiyon Tai is one of the highest ranking officers within the Caldari Navy. Operating one of the finest and most well equipped battleships the Caldari Navy has to offer, Naiyon is not to be taken lightly.
15416 Naiyon's Modified Magnetic Field Stabilizer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15418 Naiyon's Modified Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
15419 Naiyon's Modified Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
15421 Naiyon's Modified 425mm Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15423 Naiyon's Modified 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15425 Naiyon's Modified Co-Processor Increases CPU output.
15427 Makur's Modified Dual Heavy Beam Laser "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15429 Makur's Modified Mega Beam Laser "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15431 Makur's Modified Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
15433 Makur's Modified Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
15435 Makur's Modified Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15437 Makur's Modified Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
15439 Makur's Modified Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
15443 Shaqil's Modified 1200mm Artillery Cannon "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
15445 Shaqil's Modified 1400mm Howitzer Artillery "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
15447 Shaqil's Modified Gyrostabilizer "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15449 Shaqil's Modified Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
15451 Shaqil's Modified Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
15453 Shaqil's Modified Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15455 Shaqil's Modified Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15457 Standard X-Instinct Booster This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefit of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
15458 Improved X-Instinct Booster This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefit of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
15459 Strong X-Instinct Booster This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefit of this lie not in improved performance but less waste of transmission and extraneous micromaneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would look so much better if merely rearranged ONE MORE TIME.
15460 Standard Frentix Booster This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
15461 Improved Frentix Booster This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
15462 Strong Frentix Booster This strong concoction of painkillers helps the pilot block out all inessential thought processes (along with the occasional needed one) and to focus his attention completely on the task at hand. When that task is to hit a target, it certainly makes for better aim, though it does tend to make one's extremities go numb for short periods.
15463 Standard Mindflood Booster This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
15464 Improved Mindflood Booster This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
15465 Strong Mindflood Booster This booster relaxant allows the pilot to control his ship more instinctively and expend less energy in doing so. This in turn lets the ship utilize more of its resources for mechanical functions, most notably its capacitor, rather than constantly having to compensate for the usual exaggerated motions of a stressed pilot.
15466 Standard Drop Booster This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
15477 Improved Drop Booster This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
15478 Strong Drop Booster This booster throws a pilot into temporary dementia, making every target feel like a monstrous threat that must be destroyed at all cost. The pilot manages to force his turrets into better tracking, though it may take a while before he stops wanting to kill everything in sight.
15479 Standard Exile Booster This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
15480 Improved Exile Booster This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
15508 Vespa I Medium Scout Drone
15509 Vespa I Blueprint
15510 Valkyrie I Medium Scout Drone
15511 Valkyrie I Blueprint
15577 Imperial Navy Elite Soldier The Imperial Navy Elite Soldier class fighter ships are an uncommon sight within the Amarr Imperial armada. These ships are specially modded to be slightly more powerful than the common Soldier class ships. Threat level: Very high
15578 Ammatar Navy Elite Soldier The Ammatar Navy Elite Soldier class fighter ships are an uncommon sight within the Ammatar armada. These ships are specially modded to be slightly more powerful than the common Soldier class ships. Threat level: Very high
15579 Caldari Navy Elite Soldier The Caldari Navy Elite Soldier class fighter ships are an uncommon sight within the Caldari State armada. These ships are specially modded to be slightly more powerful than the common Soldier class ships. Threat level: Very high
15580 Federation Navy Elite Soldier The Federation Navy Elite Soldier class fighter ships are an uncommon sight within the Gallente Federation armada. These ships are specially modded to be slightly more powerful than the common Soldier class ships. Threat level: Very high
15581 Republic Fleet Elite Soldier The Minmatar Fleet Elite Soldier class fighter ships are an uncommon sight within the Minmatar Republic armada. These ships are specially modded to be slightly more powerful than the common Soldier class ships. Threat level: Very high
15582 Captain Yeni Sarum Captain Yeni Sarum is a high-ranking commanding officer within the Navy, personally appointed to the post by Jamyl Sarum herself.
15583 Captain Jerek Zuomi Captain Jerek Zuomi is a high ranking commanding officer within the Navy. Jerek is renowned for his long and loyal servitude to the Ammatar and the Empire.
15584 Captain Mizuma Gomi Captain Mizuma Gomi is a high ranking commanding officer within the Navy. Coming from a powerful family within the Caldari State, many would argue that he had been given his position on a silver platter.
15585 Captain Jerome Leman Captain Jerome Leman is a high-ranking commanding officer within the Navy. A tight-lipped and strict officer, Jerome is reknowned for his love of protocol.
15586 Captain Kali Midez Captain Kali Midez is a commanding officer within the Fleet. He had a long and glorious career within the Minmatar Freedom Fighters before he joined the Minmatar Republic military.
15587 Federation Navy Midshipman Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15588 Federation Navy Midshipman Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15589 Federation Navy Midshipman Insignia III Identification tags such as these may prove valuable if handed to the proper organization.
15590 Federation Navy Sergeant Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15591 Federation Navy Sergeant Major Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15592 Federation Navy Fleet Captain Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15593 Federation Navy Fleet Major Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15594 Federation Navy Fleet Colonel Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15596 Caldari Navy Midshipman Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15597 Caldari Navy Midshipman Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15598 Caldari Navy Midshipman Insignia III Identification tags such as these may prove valuable if handed to the proper organization.
15599 Caldari Navy Captain Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15600 Caldari Navy Captain Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15601 Caldari Navy Captain Insignia III Identification tags such as these may prove valuable if handed to the proper organization.
15602 Caldari Navy Commodore Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15604 Caldari Navy Admiral Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15605 Caldari Navy Vice Admiral Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15607 Imperial Navy Midshipman Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15608 Imperial Navy Midshipman Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15609 Imperial Navy Midshipman Insignia III Identification tags such as these may prove valuable if handed to the proper organization.
15610 Imperial Navy Sergeant Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15611 Imperial Navy Sergeant Major Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15612 Imperial Navy Captain Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15613 Imperial Navy Major Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15614 Imperial Navy Colonel Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15615 Imperial Navy General Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15617 Ammatar Navy Midshipman Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15618 Ammatar Navy Midshipman Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15619 Ammatar Navy Midshipman Insignia III Identification tags such as these may prove valuable if handed to the proper organization.
15620 Ammatar Navy Sergeant Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15621 Ammatar Navy Sergeant Major Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15622 Ammatar Navy Captain Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15623 Ammatar Navy Major Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15625 Republic Fleet Midshipman Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15626 Republic Fleet Midshipman Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15627 Republic Fleet Midshipman Insignia III Identification tags such as these may prove valuable if handed to the proper organization.
15628 Republic Fleet Private Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15629 Republic Fleet Private Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15630 Republic Fleet Captain Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15631 Republic Fleet High Captain Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15632 Republic Fleet Commander Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15634 Imperial Navy Squad Leader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15635 Imperial Navy Raid Leader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15636 Imperial Navy Sergeant Elite Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15637 Yeni Sarum's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15638 Terachi Tash-Murkon's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15639 Karzo Sarum's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15640 Ammatar Navy Squad Leader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15641 Ammatar Navy Raid Leader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15642 Ammatar Navy Sergeant Elite Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15643 Ammatar Navy Fleet Commander Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15644 Zerim Kurzon's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15645 Jerek Zuomi's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15646 Federation Navy Command Sergeant Major Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15647 Federation Navy Squad Leader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15648 Federation Navy Raid Leader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15649 Federation Navy Sergeant Elite Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15650 Federation Navy Fleet Commander Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15651 Jerome Leman's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15652 Luther Veron's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15653 Caldari Navy Captain Elite Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15654 Caldari Navy Squad Leader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15655 Caldari Navy Raid Leader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15656 Caldari Navy Commodore Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15657 Caldari Navy Fleet Commander Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15658 Naiyon Tai's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15659 Mizuma Gomi's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15660 Republic Fleet Private Insignia III Identification tags such as these may prove valuable if handed to the proper organization.
15661 Republic Fleet Commander Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15662 Republic Fleet Squad Leader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15663 Republic Fleet Raid Leader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15664 Republic Fleet Navy Commander Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15666 Republic Fleet Private Elite Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15667 Kali Midez's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15668 Shaqil Dragat's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15669 Imperial Navy General Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15670 Imperial Navy Fleet Commander Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15671 Ammatar Navy Colonel Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15672 Ammatar Navy Major Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15673 Federation Navy Fleet Colonel Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15674 Minmatar Freedom Fighter Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
15675 Caldari Navy Co-Processor Increases CPU output.
15676 Caldari Navy Co-Processor Blueprint
15677 Federation Navy Co-Processor Increases CPU output.
15678 Federation Navy Co-Processor Blueprint
15681 Caldari Navy Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15682 Caldari Navy Ballistic Control System Blueprint
15683 Republic Fleet Ballistic Control System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15684 Republic Fleet Ballistic Control System Blueprint
15685 Imperial Navy Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15686 Imperial Navy Thermic Plating Blueprint
15687 Imperial Navy EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15688 Imperial Navy Reflective Plating Blueprint
15689 Imperial Navy Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15690 Imperial Navy Reactive Plating Blueprint
15691 Imperial Navy Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15692 Imperial Navy Magnetic Plating Blueprint
15693 Imperial Navy Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15694 Imperial Navy Adaptive Nano Plating Blueprint
15695 Republic Fleet Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15696 Republic Fleet Thermic Plating Blueprint
15697 Republic Fleet EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15698 Republic Fleet Reflective Plating Blueprint
15699 Republic Fleet Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15700 Republic Fleet Reactive Plating Blueprint
15701 Republic Fleet Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15702 Republic Fleet Magnetic Plating Blueprint
15703 Republic Fleet Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15704 Republic Fleet Adaptive Nano Plating Blueprint
15705 Imperial Navy Armor Thermic Hardener A enhanced version of the standard Thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15706 Imperial Navy Armor Thermic Hardener Blueprint
15707 Imperial Navy Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15708 Imperial Navy Armor Kinetic Hardener Blueprint
15709 Imperial Navy Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15710 Imperial Navy Armor Explosive Hardener Blueprint
15711 Imperial Navy Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15712 Imperial Navy Armor EM Hardener Blueprint
15713 Republic Fleet Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15714 Republic Fleet Armor Thermic Hardener Blueprint
15715 Republic Fleet Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15716 Republic Fleet Armor Kinetic Hardener Blueprint
15717 Republic Fleet Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15718 Republic Fleet Armor Explosive Hardener Blueprint
15719 Republic Fleet Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15720 Republic Fleet Armor EM Hardener Blueprint
15721 Imperial Navy Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15722 Imperial Navy Energized Thermic Membrane Blueprint
15723 Imperial Navy Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15724 Imperial Navy Energized EM Membrane Blueprint
15725 Imperial Navy Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15726 Imperial Navy Energized Explosive Membrane Blueprint
15727 Imperial Navy Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15728 Imperial Navy Energized Kinetic Membrane Blueprint
15729 Imperial Navy Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15730 Imperial Navy Energized Adaptive Nano Membrane Blueprint
15731 Federation Navy Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15732 Federation Navy Energized Thermic Membrane Blueprint
15733 Federation Navy Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15734 Federation Navy Energized EM Membrane Blueprint
15735 Federation Navy Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15736 Federation Navy Energized Explosive Membrane Blueprint
15737 Federation Navy Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15738 Federation Navy Energized Kinetic Membrane Blueprint
15739 Federation Navy Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15740 Federation Navy Energized Adaptive Nano Membrane Blueprint
15741 Ammatar Navy Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
15742 Ammatar Navy Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
15743 Ammatar Navy Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
15744 Federation Navy Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
15745 Federation Navy Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
15746 Federation Navy Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
15747 Republic Fleet 1MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
15748 Republic Fleet 1MN Microwarpdrive Blueprint
15749 Republic Fleet 1MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
15750 Republic Fleet 1MN Afterburner Blueprint
15751 Republic Fleet 10MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
15752 Republic Fleet 10MN Microwarpdrive Blueprint
15753 Republic Fleet 10MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
15754 Republic Fleet 10MN Afterburner Blueprint
15755 Republic Fleet 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
15756 Republic Fleet 100MN Microwarpdrive Blueprint
15757 Republic Fleet 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
15758 Republic Fleet 100MN Afterburner Blueprint
15759 Federation Navy 1MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
15760 Federation Navy 1MN Microwarpdrive Blueprint
15761 Federation Navy 1MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
15762 Federation Navy 1MN Afterburner Blueprint
15764 Federation Navy 10MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
15765 Federation Navy 10MN Microwarpdrive Blueprint
15766 Federation Navy 10MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
15767 Federation Navy 10MN Afterburner Blueprint
15768 Federation Navy 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
15769 Federation Navy 100MN Microwarpdrive Blueprint
15770 Federation Navy 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
15771 Federation Navy 100MN Afterburner Blueprint
15772 Ammatar Navy Small Capacitor Booster Provides a quick injection of power into the capacitor.
15773 Ammatar Navy Small Capacitor Booster Blueprint
15774 Ammatar Navy Micro Capacitor Booster Provides a quick injection of power into the capacitor.
15776 Ammatar Navy Medium Capacitor Booster Provides a quick injection of power into the capacitor.
15777 Ammatar Navy Medium Capacitor Booster Blueprint
15778 Ammatar Navy Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
15779 Ammatar Navy Heavy Capacitor Booster Blueprint
15780 Imperial Navy Small Capacitor Booster Provides a quick injection of power into the capacitor.
15781 Imperial Navy Small Capacitor Booster Blueprint
15782 Imperial Navy Micro Capacitor Booster Provides a quick injection of power into the capacitor.
15783 Imperial Navy Micro Capacitor Booster Blueprint
15784 Imperial Navy Medium Capacitor Booster Provides a quick injection of power into the capacitor.
15785 Imperial Navy Medium Capacitor Booster Blueprint
15786 Imperial Navy Heavy Capacitor Booster Provides a quick injection of power into the capacitor.
15787 Imperial Navy Heavy Capacitor Booster Blueprint
15788 Ammatar Navy Cap Recharger Increases the capacitor recharge rate.
15789 Ammatar Navy Cap Recharger Blueprint
15790 Caldari Navy Cloaking Device "This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
15791 Caldari Navy Cloaking Device Blueprint
15792 Federation Navy Tracking Computer "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15793 Federation Navy Tracking Computer Blueprint
15794 Ammatar Navy Small Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
15795 Ammatar Navy Small Energy Neutralizer Blueprint
15796 Ammatar Navy Medium Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
15797 Ammatar Navy Medium Energy Neutralizer Blueprint
15798 Ammatar Navy Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
15799 Ammatar Navy Heavy Energy Neutralizer Blueprint
15800 Imperial Navy Small Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
15801 Imperial Navy Small Energy Neutralizer Blueprint
15802 Imperial Navy Medium Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
15803 Imperial Navy Medium Energy Neutralizer Blueprint
15804 Imperial Navy Heavy Energy Neutralizer Neutralizes a portion of the energy in the target ship's capacitor.
15805 Imperial Navy Heavy Energy Neutralizer Blueprint
15806 Republic Fleet Gyrostabilizer "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15807 Republic Fleet Gyrostabilizer Blueprint
15808 Ammatar Navy Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15809 Ammatar Navy Heat Sink Blueprint
15810 Imperial Navy Heat Sink "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15811 Imperial Navy Heat Sink Blueprint
15812 Republic Fleet Overdrive Injector "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15813 Republic Fleet Nanofiber Structure "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15814 Caldari Navy Dual 250mm Railgun "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15815 Caldari Navy Dual 150mm Railgun "This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15816 Caldari Navy 75mm Railgun "A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15817 Caldari Navy 425mm Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15818 Caldari Navy 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15819 Caldari Navy 350mm Railgun Blueprint
15820 Caldari Navy 250mm Railgun "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15821 Caldari Navy 200mm Railgun "The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15822 Caldari Navy 200mm Railgun Blueprint
15823 Caldari Navy 150mm Railgun "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15824 Caldari Navy 125mm Railgun "The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15825 Federation Navy Neutron Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15826 Federation Navy Light Neutron Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15827 Federation Navy Light Ion Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15828 Federation Navy Light Electron Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15829 Federation Navy Ion Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15830 Federation Navy Heavy Neutron Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15831 Federation Navy Heavy Ion Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15832 Federation Navy Heavy Electron Blaster "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15833 Federation Navy Electron Blaster Cannon "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15834 Federation Navy Dual 250mm Railgun "This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15835 Federation Navy Dual 150mm Railgun "This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15836 Federation Navy 75mm Railgun "A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15837 Federation Navy 425mm Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15838 Federation Navy 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15839 Federation Navy 350mm Railgun Blueprint
15840 Federation Navy 250mm Railgun "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15841 Federation Navy 200mm Railgun "The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15842 Federation Navy 200mm Railgun Blueprint
15843 Federation Navy 150mm Railgun "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15844 Federation Navy 125mm Railgun "The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
15845 Ammatar Navy Tachyon Beam Laser "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15846 Ammatar Navy Quad Beam Laser "Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15847 Ammatar Navy Mega Pulse Laser "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15848 Ammatar Navy Mega Beam Laser "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15849 Ammatar Navy Small Focused Pulse Laser "A high-powered pulse laser. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15850 Ammatar Navy Small Focused Beam Laser "A high-powered beam laser. Good for medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15851 Ammatar Navy Heavy Pulse Laser "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15852 Ammatar Navy Heavy Beam Laser "A high-energy heavy laser designed for medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15853 Ammatar Navy Gatling Pulse Laser "Rapid fire multi-barreled energy weapon that delivers a steady stream of damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15854 Ammatar Navy Focused Medium Pulse Laser "A high-energy, concentrated laser designed for short to medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15855 Ammatar Navy Focused Medium Beam Laser "A high-energy, concentrated laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15856 Ammatar Navy Dual Light Pulse Laser "This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon.
Requires frequency crystal ammo types: gamma, infrared, microwave, multifrequency, radio, standard, ultraviolet, xray."
15857 Ammatar Navy Dual Light Beam Laser "This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15858 Ammatar Navy Dual Heavy Pulse Laser "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15859 Ammatar Navy Dual Heavy Beam Laser "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15860 Imperial Navy Tachyon Beam Laser "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15861 Imperial Navy Quad Beam Laser "Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15862 Imperial Navy Mega Pulse Laser "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15863 Imperial Navy Mega Beam Laser "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15864 Imperial Navy Small Focused Pulse Laser "A high-powered pulse laser. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15865 Imperial Navy Small Focused Beam Laser "A high-powered beam laser. Good for medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15866 Imperial Navy Heavy Pulse Laser "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15867 Imperial Navy Heavy Beam Laser "A high-energy heavy laser designed for medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15868 Imperial Navy Gatling Pulse Laser "Rapid fire multi-barreled energy weapon that delivers a steady stream of damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15869 Imperial Navy Focused Medium Pulse Laser "A high-energy, concentrated laser designed for short to medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15870 Imperial Navy Focused Medium Beam Laser "A high-energy, concentrated laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15871 Imperial Navy Dual Light Pulse Laser "This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15872 Imperial Navy Dual Light Beam Laser "This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15873 Imperial Navy Dual Heavy Pulse Laser "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15874 Imperial Navy Dual Heavy Beam Laser "This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
15875 Ammatar Navy Small Nosferatu "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
15876 Ammatar Navy Small Nosferatu Blueprint
15877 Ammatar Navy Medium Nosferatu "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
15878 Ammatar Navy Medium Nosferatu Blueprint
15879 Ammatar Navy Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
15880 Ammatar Navy Heavy Nosferatu Blueprint
15881 Imperial Navy Small Nosferatu "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
15882 Imperial Navy Small Nosferatu Blueprint
15883 Imperial Navy Medium Nosferatu "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module does not drain your target's capacitor below your own capacitor level."
15884 Imperial Navy Medium Nosferatu Blueprint
15885 Imperial Navy Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
15886 Imperial Navy Heavy Nosferatu Blueprint
15887 Caldari Navy Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
15888 Caldari Navy Warp Scrambler Blueprint
15889 Caldari Navy Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
15890 Caldari Navy Warp Disruptor Blueprint
15891 Republic Fleet Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
15892 Republic Fleet Warp Disruptor Blueprint
15893 Republic Fleet Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
15894 Republic Fleet Warp Scrambler Blueprint
15895 Federation Navy Magnetic Field Stabilizer "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15896 Federation Navy Magnetic Field Stabilizer Blueprint
15897 Caldari Navy X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
15898 Caldari Navy Small Shield Booster Expends energy to provide a quick boost in shield strength.
15899 Caldari Navy Medium Shield Booster Expends energy to provide a quick boost in shield strength.
15900 Caldari Navy Large Shield Booster Expends energy to provide a quick boost in shield strength.
15901 Republic Fleet X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
15902 Republic Fleet Small Shield Booster Expends energy to provide a quick boost in shield strength.
15903 Republic Fleet Medium Shield Booster Expends energy to provide a quick boost in shield strength.
15904 Republic Fleet Large Shield Booster Expends energy to provide a quick boost in shield strength.
15905 Caldari Navy Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15906 Caldari Navy Shield Boost Amplifier Blueprint
15907 Republic Fleet Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15908 Republic Fleet Shield Boost Amplifier Blueprint
15909 Caldari Navy EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15910 Caldari Navy EM Ward Amplifier Blueprint
15911 Caldari Navy Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15912 Caldari Navy Kinetic Deflection Amplifier Blueprint
15913 Caldari Navy Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15914 Caldari Navy Thermic Dissipation Amplifier Blueprint
15915 Caldari Navy Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15916 Caldari Navy Explosive Deflection Amplifier Blueprint
15917 Republic Fleet EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15918 Republic Fleet EM Ward Amplifier Blueprint
15919 Republic Fleet Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15920 Republic Fleet Kinetic Deflection Amplifier Blueprint
15921 Republic Fleet Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15922 Republic Fleet Thermic Dissipation Amplifier Blueprint
15923 Republic Fleet Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
15924 Republic Fleet Explosive Deflection Amplifier Blueprint
15925 Caldari Navy Small Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
15926 Caldari Navy Small Graviton Smartbomb Blueprint
15927 Caldari Navy Micro Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
15928 Caldari Navy Micro Graviton Smartbomb Blueprint
15929 Caldari Navy Medium Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
15930 Caldari Navy Medium Graviton Smartbomb Blueprint
15931 Caldari Navy Large Graviton Smartbomb Radiates an omnidirectional pulse from the ship that causes kinetic damage to surrounding vessels.
15932 Caldari Navy Large Graviton Smartbomb Blueprint
15933 Republic Fleet Micro Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
15935 Republic Fleet Small Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
15936 Republic Fleet Small Proton Smartbomb Blueprint
15937 Republic Fleet Medium Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
15938 Republic Fleet Medium Proton Smartbomb Blueprint
15939 Republic Fleet Large Proton Smartbomb Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
15940 Republic Fleet Large Proton Smartbomb Blueprint
15941 Ammatar Navy Small EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
15942 Ammatar Navy Small EMP Smartbomb Blueprint
15943 Ammatar Navy Micro EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
15945 Ammatar Navy Medium EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
15946 Ammatar Navy Medium EMP Smartbomb Blueprint
15947 Ammatar Navy Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
15948 Ammatar Navy Large EMP Smartbomb Blueprint
15949 Federation Navy Small Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
15950 Federation Navy Small Plasma Smartbomb Blueprint
15951 Federation Navy Micro Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
15953 Federation Navy Medium Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
15954 Federation Navy Medium Plasma Smartbomb Blueprint
15955 Federation Navy Large Plasma Smartbomb Radiates an omnidirectional pulse from the ship that causes thermal damage to surrounding vessels.
15956 Federation Navy Large Plasma Smartbomb Blueprint
15957 Imperial Navy Small EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
15958 Imperial Navy Small EMP Smartbomb Blueprint
15959 Imperial Navy Micro EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
15960 Imperial Navy Micro EMP Smartbomb Blueprint
15961 Imperial Navy Medium EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
15962 Imperial Navy Medium EMP Smartbomb Blueprint
15963 Imperial Navy Large EMP Smartbomb Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
15964 Imperial Navy Large EMP Smartbomb Blueprint
15965 Republic Fleet Tracking Enhancer "Enhances the range and improves the tracking speed of turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15966 Republic Fleet Tracking Enhancer Blueprint
15967 Federation Navy Remote Tracking Computer "Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
15968 Federation Navy Remote Tracking Computer Blueprint
15969 Caldari Navy Gamma I Support Frigate This is a Caldari Navy support ship. Developed by Lai Dai, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15970 Caldari Navy Gamma II Support Frigate This is a Caldari Navy support ship. Developed by Lai Dai, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15971 Caldari Navy Delta I Support Frigate This is a Caldari Navy support ship. Developed by Lai Dai, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15972 Caldari Navy Delta II Support Frigate This is a Caldari Navy support ship. Developed by Lai Dai, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15973 Republic Fleet C-2 Support Frigate This is a Minmatar Fleet support ship. Support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15974 Republic Fleet D-2 Support Frigate This is a Minmatar Fleet support ship. Support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15975 Republic Fleet C-1 Support Frigate This is a Minmatar Fleet support ship. Support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15976 Republic Fleet D-1 Support Frigate This is a Minmatar Fleet support ship. Support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15977 Ammatar Navy Gamma II Support Frigate This is a Ammatar Navy support ship. Developed by Carthum Conglomerate, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15978 Ammatar Navy Gamma I Support Frigate This is a Ammatar Navy support ship. Developed by Carthum Conglomerate, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15979 Ammatar Slave Trader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15980 Amarr Empire Slave Trader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15981 Khanid Slave Trader Insignia Identification tags such as these may prove valuable if handed to the proper organization.
15982 Ammatar Navy Delta I Support Frigate This is an Ammatar Navy support ship. Developed by Carthum Conglomerate, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15983 Ammatar Navy Delta II Support Frigate This is an Ammatar Navy support ship. Developed by Carthum Conglomerate, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15984 Imperial Navy Gamma II Support Frigate This is an Imperial Navy support ship. Developed by Carthum Conglomerate, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15985 Imperial Navy Gamma I Support Frigate This is an Imperial Navy support ship. Developed by Carthum Conglomerate, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15986 Imperial Navy Delta II Support Frigate This is an Imperial Navy support ship. Developed by Carthum Conglomerate, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15987 Imperial Navy Delta I Support Frigate This is an Imperial Navy support ship. Developed by Carthum Conglomerate, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15988 Federation Navy Gamma II Support Frigate This is a Federation Navy support ship. Developed by Duvolle Laboratories, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15989 Federation Navy Delta II Support Frigate This is a Federation Navy support Ship. Developed by Duvolle Laboratories, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15990 Federation Navy Gamma I Support Frigate This is a Federation Navy support Ship. Developed by Duvolle Laboratories, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15991 Federation Navy Delta I Support Frigate This is a Federation Navy support Ship. Developed by Duvolle Laboratories, support ships such as these are used to paralyze their targets, disabling their warping device and hindering ship velocity by employing micro energy streams. Threat level: High
15992 Imperial Navy Sergeant Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15993 Ammatar Navy Sergeant Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15994 Federation Navy Sergeant Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
15996 Caldari Navy Captain Insignia IV Identification tags such as these may prove valuable if handed to the proper organization.
15997 Republic Fleet Private Insignia IV Identification tags such as these may prove valuable if handed to the proper organization.
15998 Republic Fleet Private Insignia V Identification tags such as these may prove valuable if handed to the proper organization.
15999 Caldari Navy Captain Insignia V Identification tags such as these may prove valuable if handed to the proper organization.
16000 Imperial Navy Sergeant Insignia III Identification tags such as these may prove valuable if handed to the proper organization.
16001 Ammatar Navy Sergeant Insignia III Identification tags such as these may prove valuable if handed to the proper organization.
16002 Federation Navy Sergeant Insignia III Identification tags such as these may prove valuable if handed to the proper organization.
16003 Eifyr and Co. 'Rogue' Navigation NN-605 "A Eifyr and Co hardwiring designed to enhance pilot navigation skill.
5% bonus to ship velocity."
16004 Eifyr and Co. 'Rogue' Evasive Maneuvering EM-705 "A Eifyr and Co hardwiring designed to enhance pilot Manuvering skill.
5% bonus to ship agility."
16005 Eifyr and Co. 'Rogue' Fuel Conservation FC-805 "Improved control over afterburner energy consumption.
5% reduction in afterburner capacitor needs."
16006 Eifyr and Co. 'Rogue' High Speed Maneuvering HS-905 "Improves the performance of micro warpdrives.
5% reduction in capacitor need of modules requiring High Speed Maneuvering."
16008 Eifyr and Co. 'Rogue' Acceleration Control AC-603 "Improves speed boosting velocity.
3% bonus to afterburner and microwarpdrive speed increase."
16009 Eifyr and Co. 'Rogue' Acceleration Control AC-605 "Improves speed boosting velocity.
5% bonus to afterburner and microwarpdrive speed increase."
16010 Mercenary Wingman This is a mercenary support fighter, which usually acts as backup for larger and more powerful ships. Beware of its deadly warp scrambling ability. Threat level: Very high
16019 Mordus Rookie This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
16020 Mordus Sabre This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
16021 Mordus Rapier This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
16022 Mordus Gladius This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: High
16023 Mordus Katana This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16024 Mordus Squad Leader A Squad Leader controls a small unit of ships during battle. Seldom are they found without a few escorts with them. Threat level: Deadly.
16025 Decapitator Light Missile An ultra rare type of Light assault missile, manufactured by Kaalkiota. A very limited supply of these missiles exists, which are rumored to use stolen Jovian technology.
16027 Mordus Bobcat This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16028 Mordus Cheetah This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16029 800mm Repeating Artillery II Blueprint
16030 Mordus Puma This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16031 Mordus Leopard This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16032 150mm Light AutoCannon II Blueprint
16033 Mordus Lion This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16034 Mordus Phanti This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16035 Mordus Sequestor This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16036 Mordus Gigamar This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16037 Mordus Mammoth This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16038 Mordus Raid Leader Raid Leaders are high ranking commanding officers within the Mordus Legion.
16039 Mordus Fleet Commander As one of the highest commanding officers within the Mordus Legion, the Fleet Commanders are a force to be reckoned with.
16040 Mordus Bounty Hunter This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16041 Colossal Sealed Cargo Containers These colossal containers are fitted with a password-protected security lock.
16042 Medium Sized Sealed Cargo Containers These containers are fitted with a password-protected security lock.
16043 Giant Sealed Cargo Containers These giant containers are fitted with a password-protected security lock.
16044 Small Sealed Cargo Containers These small containers are fitted with a password-protected security lock.
16045 Large Sealed Cargo Containers These large containers are fitted with a password-protected security lock.
16046 Republic Fleet 125mm Autocannon "This multi-barrel autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16047 Republic Fleet 1200mm Artillery "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16048 Republic Fleet 1400mm Howitzer Artillery "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16049 Republic Fleet 150mm Autocannon "A simple but effective close combat autocannon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16050 Republic Fleet 200mm Autocannon "A powerful autocannon that can smash apart most lightly armored frigates with ease.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16051 Republic Fleet 220mm Autocannon "This autocannon is designed for skirmish warfare.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16052 Republic Fleet 250mm Artillery "This artillery is one of the most powerful weapons that can be mounted on a frigate.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16053 Republic Fleet 280mm Howitzer Artillery "Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16054 Republic Fleet 425mm Autocannon "The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16055 Republic Fleet 650mm Artillery "A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16056 Republic Fleet 720mm Howitzer Artillery "This rocket-assisted howitzer is designed for long-range bombardment.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16057 Republic Fleet 800mm Repeating Cannon "AutoCannon cannon capable of causing tremendous damage.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16058 Republic Fleet Dual 180mm Autocannon "This autocannon is a simple but effective close combat weapon.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16059 Republic Fleet Dual 425mm Autocannon "Combines the damage output of two 425mm intermediate-range autocannons.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16060 Republic Fleet Dual 650mm Repeating Cannon "Powerful, intermediate-range repeating autocannon with a decent rate of fire.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16061 Caldari Navy Rapid Light Missile Launcher Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
16062 Caldari Navy Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
16063 Caldari Navy Cruise Missile Launcher Blueprint
16064 Caldari Navy Heavy Missile Launcher Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
16065 Caldari Navy Rocket Launcher A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
16066 Caldari Navy Rocket Launcher Blueprint
16067 Caldari Navy Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
16068 Caldari Navy Light Missile Launcher Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
16069 Remote Armor Repair Systems Operation of remote armor repair systems. 5% reduced capacitor need for remote armor repair system modules per skill level.
16087 EoM Imp This is a frigate class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Low
16088 EoM Fiend This is a frigate class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Moderate
16089 EoM Incubus This is a frigate class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Significant
16090 EoM Succubus This is a frigate class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: High
16091 EoM Demon This is a frigate class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Very high
16092 EoM Saboteur This is a frigate class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Very high
16093 EoM Priest This is a cruiser class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Deadly
16094 EoM Prophet This is a cruiser class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Deadly
16095 EoM Black Priest This is a cruiser class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Deadly
16096 EoM Crusader This is a cruiser class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Deadly
16097 EoM Death Knight This is a cruiser class combat ship for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Deadly
16098 EoM Hydra This is a battleship class combat vessel for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Deadly
16099 EoM Death Lord This is a battleship class combat vessel for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Deadly
16100 EoM Ogre This is a battleship class combat vessel for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Deadly
16101 EoM Behemoth This is a battleship class combat vessel for the fanatical organization, Equilibrium of Mankind. Originally Amarrian in origin, EoM can be found in most corners of Empire space, attempting to accomplish their devious plan of annihilating the human race within the Eve universe. Threat level: Deadly
16102 Ore Supply Freight Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16103 Force Field A spherical barrier, centered around some object.
16104 CONCORD Surveillance Drone This is a surveillance drone used by all of the CONCORD sub-factions.
16105 DED Soldier 3rd Class This is a fighter-ship belonging to DED, a division in the CONCORD organization responsible for tracking down and eliminating criminals. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16106 DED Soldier 2nd Class This is a fighter-ship belonging to DED, a division in the CONCORD organization responsible for tracking down and eliminating criminals. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16107 DED Soldier 1st Class This is a fighter-ship belonging to DED, a division in the CONCORD organization responsible for tracking down and eliminating criminals. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16108 DED Special Ops Piranha This is a fighter-ship belonging to the DED Special Ops. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16109 DED Special Ops Panther This is a fighter-ship belonging to the DED Special Ops. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16110 DED Officer 3rd Class This is a fighter-ship belonging to DED, a division in the CONCORD organization responsible for tracking down and eliminating criminals. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16111 DED Officer 2nd Class This is a fighter-ship belonging to DED, a division in the CONCORD organization responsible for tracking down and eliminating criminals. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16112 DED Officer 1st Class This is a fighter-ship belonging to DED, a division in the CONCORD organization responsible for tracking down and eliminating criminals. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16114 DED Captain This is a fighter-ship belonging to DED, a division in the CONCORD organization responsible for tracking down and eliminating criminals. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16115 DED Special Ops Raptor This is a fighter-ship belonging to DED Special Ops. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16116 DED Army Colonel This is a fighter-ship belonging to DED, a division in the CONCORD organization responsible for tracking down and eliminating criminals. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16117 DED Army General This is a fighter-ship belonging to DED, a division in the CONCORD organization responsible for tracking down and eliminating criminals. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16118 CONCORD Officer Emblem Identification tags such as these may prove valuable if handed to the proper organization.
16119 CONCORD Soldier Emblem Identification tags such as these may prove valuable if handed to the proper organization.
16120 CONCORD Piranha Emblem Identification tags such as these may prove valuable if handed to the proper organization.
16121 CONCORD Panther Emblem Identification tags such as these may prove valuable if handed to the proper organization.
16122 CONCORD Captain Emblem Identification tags such as these may prove valuable if handed to the proper organization.
16123 CONCORD Raptor Emblem Identification tags such as these may prove valuable if handed to the proper organization.
16124 CONCORD Colonel Emblem Identification tags such as these may prove valuable if handed to the proper organization.
16125 CONCORD General Emblem Identification tags such as these may prove valuable if handed to the proper organization.
16126 CONCORD Modified Cloaking Device "This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
16128 CONCORD Medium Pulse Laser "A high-powered pulse laser. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
16129 CONCORD Dual Heavy Pulse Laser "This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
16131 CONCORD Heavy Pulse Laser "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
16132 CONCORD 150mm Railgun "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
16133 CONCORD 250mm Railgun "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
16134 CONCORD 350mm Railgun "The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
16136 CONCORD Light Missile Launcher "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
16137 CONCORD Heavy Missile Launcher Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
16138 CONCORD Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
16140 CONCORD Modified Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping.
16142 CONCORD Micro Shield Extender Increases the maximum strength of the shield.
16144 CONCORD Medium Shield Extender Increases the maximum strength of the shield.
16146 CONCORD Large Shield Extender Increases the maximum strength of the shield.
16148 CONCORD 1200mm Artillery "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16149 CONCORD 650mm Artillery "A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16150 CONCORD 200mm Autocannon "A powerful autocannon that can smash apart most lightly armored frigates with ease.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
16151 CONCORD Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16153 CONCORD Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16155 CONCORD Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16157 CONCORD Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16159 Alliance
16160 Gallente Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16161 Amarr Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16162 Caldari Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16163 Minmatar Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16164 Ammatar Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16165 Angel Cartel Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16166 Blood Raider Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16167 Sanshas Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16168 Serpentis Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16169 Guristas Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16170 Khanid Personnel Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
16171 Khanid Rookie This is a fighter for the Khanid Navy. Threat level: Moderate
16172 Khanid Sparrow This is a Khanid Navy Special Ops ship. It's main purpose is to act as a support ship for the Khanid Navys cruisers and battleships.
16173 Khanid Hawk This is a fighter for the Khanid Navy. Threat level: Deadly
16174 Khanid Eagle This is a fighter for the Khanid Navy. Threat level: Deadly
16175 Khanid Warbird This is a fighter for the Khanid Navy. Threat level: Deadly
16176 Khanid High Commander The Khanid High Commanders are one of the highest ranking officers in the Khanid Navy, answering only the Khanid Royalty itself.
16177 Khanid Kazmaar The legendary Khanid Kazmaar is reserved for the leaders within the Khanid Royalty. Few have witnessed its awesome majesty, as it is only used on special occasions.
16178 Khanid Scout This is a scout for the Khanid Navy. Usually where there are scouts, a fleet is not far behind. Threat level: High
16179 Khanid Rookie Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16180 Khanid Fighter Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16181 Khanid Elite Fighter Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16182 Khanid Scout Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16183 Khanid Sparrow Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16184 Khanid Officer Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16185 Khanid Hawk Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16186 Khanid Eagle Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16187 Khanid Warbird Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16188 Khanid High Commander Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16189 Khanid Royal Insignia Identification tags such as these may prove valuable if handed to the proper organization.
16190 Rogue Agent This ship was purchased through the black market. The current owner has chosen to remain anonymous.
16191 Kaphyr Raised by the Angel Cartel, Kaphyr quickly found out that he didn't have what it takes to rise up the ranks within the Cartel from his job as a patroller. So he joined up with the Kurzon mercenary network, which allowed him to work as a freelancer for the highest bidder. Threat level: Significant
16192 Claudius This is a mercenary, who is obviously starting out in his profession. Most mercenaries are not hostile unless they are on a specific mission to eliminate you, or view you as a threat. Caution is advised when approaching such vessels however, as they are normally armed and dangerous. Threat level: Moderate
16193 Lemonn This is a mercenary, who is obviously starting out in his profession. Most mercenaries are not hostile unless they are on a specific mission to eliminate you, or view you as a threat. Caution is advised when approaching such vessels however, as they are normally armed and dangerous. Threat level: Moderate
16194 Mercenary Pilot A pilot of a mercenary ship.
16195 Jade Lebache This is a bounty hunter. These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo. Normally, unless sent to kill you, they will leave you alone. Threat level: High
16196 Yuki Tamaru This is a bounty hunter. These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo. Normally, unless sent to kill you, they will leave you alone. Threat level: Very high
16197 Sami Kurzon Sami is a bounty hunter employed by the Kurzon mercenary network, and a close relative to the founder. Threat level: Very high
16198 Kaltoh Kurzon Brother to Zerim Kurzon himself, the founder of the Kurzon mercenary network, Kaltoh is very experienced in the field of bounty hunting. He has reportedly been working for various factions throughout the galaxy of late, as an independent mercenary. Threat level: Deadly
16199 Gaabu Moniq This is a bounty hunter. These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo. Normally, unless sent to kill you, they will leave you alone. Threat level: Deadly
16200 Jerek Shapuir This is a bounty hunter. These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo. Normally, unless sent to kill you, they will leave you alone. Threat level: Deadly
16201 Ioan Lafonte This is a bounty hunter. These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo. Normally, unless sent to kill you, they will leave you alone.
16202 Tauron "Tauron is of a rare breed of bounty hunters, who have been given the title of Master by the Universal League of Bounty Hunters (ULBH). After his long and prosperous servitude for the Angel Cartel, Master Bounty Hunter Tauron recieved his first Battleship from that organization.
Tauron was given the name ""Dwenehaven Darmetsoko"" by his foster parents, but quickly took up the name Tauron after he aquired his official Bounty Hunter status within the ULBH.
After a brief dispute with a drug lord within the Angel Cartel, he left the organization to persue an independent mercenary career.
Only the wealthiest corporations in Eve would even attempt to buy the services of this ancient bounty hunter."
16203 Kyokan "Master Bounty Hunter Kyokan is a former special ops pilot of the Mordus Legion that turned freelance bounty hunter. When his wealthy father died, he inherited a vast sum of credits, which he used to purchase a magnificent Tyrent battleship off the black market. With his valuable experience from serving as a special ops pilot, and his well fitted battleship, Kyokan is a force to be reckoned with.
The Universal League of Bounty Hunters (ULBH) awarded Kyokan the title of Master Bounty Hunter not long ago, after over a decade of service to various factions throughout the Eve universe.
Kyokan is most famous for his use of the 'Doom' torpedo, which is an enhanced version of the Inferno torpedo. He has never revealed his supplier of the famous but extremely rare torpedo, which is mainly used to rip through large structures such as outposts or battleships, but some expect them to be of Jovian origin. The claim has never been proven though."
16206 Hellhound I Heavy Attack Drone
16208 Ex-Secret Agent An ex-secret agent who has turned to blackmailing his former corporation for money.
16209 Ex-Elite Secret Agent This is a recently laid off elite secret agent.
16210 Spider Drone I "A popular drone amongst bounty hunters, the rare Spider drone has been sold in the thousands on the black market since it began being manufactured by CreoDron corporation. The conceptual design of it was created by the multi-awarded scientist, Yeeti Mourir. Built on the old Wasp drone model, the Spider drone sacrifices its damaging capabilities for a more powerful force-shield and stasis webifying ability, as well as ultra fast speed.
Unfortunately it is not currently available on the public market. CreoDron and Yeeti Mourir have waged a long and ugly battle in Gallente courtrooms to try and acquire the sole manufacturing rights on the Spider drone, which has kept it off of public markets for legal reasons. Yet that did not keep the drone from being built for the Gallente military, nor has it kept the Serpentis from acquiring hundreds of batches of the drone and smuggling it out of Gallente space for the lucrative black market."
16211 Spider Drone II "A popular drone amongst bounty hunters, the rare Spider drone has been sold in the thousands on the black market since it began being manufactured by CreoDron corporation. The conceptual design of it was created by the multi-awarded scientist, Yeeti Mourir. Built on the old Wasp drone model, the Spider drone sacrifices its damaging capabilities for a more powerful force-shield and stasis webifying ability, as well as ultra fast speed.
Unfortunately it is not currently available on the public market. CreoDron and Yeeti Mourir have waged a long and ugly battle in Gallente courtrooms to try and acquire the sole manufacturing rights on the Spider drone, which has kept it off of public markets for legal reasons. Yet that did not keep the drone from being built for the Gallente military, nor has it kept the Serpentis from acquiring hundreds of batches of the drone and smuggling it out of Gallente space for the lucrative black market."
16212 Khanid Wingman This is a support ship for the Khanid Navy. Threat level: Very high
16213 Caldari Control Tower "At first the Caldari Control Towers were manufactured by Kaalakiota, but since they focused their efforts mostly on other, more profitable installations, they soon lost the contract and the Sukuuvestaa corporation took over the Control Towers' development and production.
Racial Bonuses:
25% bonus to Missile Battery Rate of Fire
50% bonus to Missile Velocity
-75% bonus to ECM Jammer Battery Target Cycling Speed"
16214 Minmatar Control Tower "The Matari aren't really that high-tech, preferring speed rather than firepower or involved technology. Unfortunately that doesn't apply very well to stationary objects, much to the liking of the Amarr Empire.
Amarrians call it a scrapheap of epic proportions. But don't underestimate these structures. Minmatar commanders usually have the last laugh when it comes to combat.
Racial Bonuses:
50% bonus to Projectile Sentry Optimal Range
50% bonus to Projectile Sentry Fall Off Range
25% bonus to Projectile Sentry RoF"
16215 Small Armory This small armory has a thick layer of reinforced tritanium and a customized shield module for deflecting incoming fire.
16216 Mobile Laboratory "Portable laboratory facilities, anchorable within control tower fields.
This structure has:
1 copy slot (0.75 job time bonus)
3 ME slots (0.75 job time bonus)
3 PE slots (0.75 job time bonus)
5 Invention slots (0.5 job time bonus)"
16217 Small Auxiliary Power Array
16219 Small Storage Array Mobile Storage
16220 Rapid Equipment Assembly Array "A mobile assembly facility where modules can be manufactured quickly but at increased mineral cost due to waste.
5 Manufacturing slots
Base time multiplier: 0.65
Base material multiplier: 1.2"
16221 Moon Harvesting Array A deployable array designed to gather raw minerals from moons. Can harvest a good deal of material per cycle, after which it needs to be linked with either a silo (for storage) or a reactor (for chemically molding the materials into something else).
16222 Light Missile Battery "A launcher array designed to fit light missiles. Fires at those the Control Tower deems its enemies.
"
16223 Shield Generation Array Aids control tower shield in some way.
16226 Kurzon Destroyer The Kurzon Destroyer is a rare sight indeed. Purchased from the black market for a hefty price, the Kurzon Mercenary Network uses them occasionally when the stakes are very high. Zerim Kurzon himself fitted the Destroyers with hand-picked modules, making them tougher than most mercenary battleships.
16227 Ferox "The Ferox is a Combat Battlecruiser built for fighting at extended range.
Traits
Caldari Battlecruiser skill bonus per level:
4% bonus to all Shield resistances
10% bonus to Medium Hybrid Turret optimal range
Role Bonus:
Can fit Warfare Link modules
Development
Designed as much to look like a killing machine as to be one, the Ferox will strike fear into the heart of anyone unlucky enough to get caught in its crosshairs. With the potential for sizable armament as well as tremendous electronic warfare capability, this versatile gunboat is at home in a great number of scenarios."
16228 Ferox Blueprint
16229 Brutix "The Brutix is a Combat Battlecruiser designed for brutal close-range fighting.
Traits
Gallente Battlecruiser skill bonus per level:
10% bonus to Medium Hybrid Turret damage
7.5% bonus to Armor Repairer effectiveness
Role Bonus:
Can fit Warfare Link modules
Development
One of the most ferocious war vessels to ever spring from Gallente starship design, the Brutix is a behemoth in every sense of the word. When this hard-hitting monster appears, the battlefield takes notice."
16230 Brutix Blueprint
16231 Cyclone "The Cyclone is a Combat Battlecruiser designed for missile combat balanced with good defenses.
Traits
Minmatar Battlecruiser skill bonus per level:
5% bonus to Heavy Missile and Heavy Assault Missile rate of fire
7.5% bonus to Shield Boost amount
Role Bonus:
Can fit Warfare Link modules
Development
The Cyclone was created in order to meet the increasing demand for a vessel capable of providing muscle for frigate detachments while remaining more mobile than a battleship. To this end, the Cyclone's seven high-power slots and powerful thrusters have proved ideal."
16232 Cyclone Blueprint
16233 Prophecy "The Prophecy is a Combat Battlecruiser designed for unsurpassed durability and effective drone damage
Traits
Amarr Battlecruiser skill bonus per level:
10% bonus to Drone damage and hitpoints
4% bonus to all Armor Resistances
Role Bonus:
Can fit Warfare Link modules
Development
The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. Originally intended as a full-fledged battleship, it was determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile form of artillery support."
16234 Prophecy Blueprint
16236 Coercer "The Coercer is a Destroyer designed to have great firepower but weak defenses.
Traits
Amarr Destroyer skill bonus per level:
10% bonus to Small Energy Turret tracking speed
10% bonus to Small Energy Turret Capacitor usage
Role Bonus:
50% bonus to optimal range for small energy turrets
Development
Noticing the alarming increase in Minmatar frigate fleets, the Imperial Navy made its plans for the Coercer, a vessel designed specifically to seek and destroy the droves of fast-moving frigate rebels. "
16237 Coercer Blueprint
16238 Cormorant "The Cormorant is a Destroyer designed to have great firepower but weak defenses.
Traits
Caldari Destroyer skill bonus per level:
10% bonus to Small Hybrid Turret tracking speed
10% bonus to Small Hybrid Turret optimal range
Role Bonus:
50% bonus to optimal range for small hybrid turrets
Development
The Cormorant is the only State-produced space vessel whose design has come from a third party. Rumors abound, of course, but the designer's identity has remained a tightly-kept secret in the State's inner circle."
16239 Cormorant Blueprint
16240 Catalyst "The Catalyst is a Destroyer designed to have great firepower but weak defenses.
Traits
Gallente Destroyer skill bonus per level:
10% Bonus to Small Hybrid Turret tracking speed
10% bonus to Small Hybrid Turret falloff
Role Bonus:
50% bonus to optimal range for small hybrid turrets
Development
Ideally suited for both skirmish warfare and fleet support, the Catalyst is touted as one of the best anti-frigate platforms out there. Faced with its top-of-the-line tracking equipment, not many can argue."
16241 Catalyst Blueprint
16242 Thrasher "The Thrasher is a Destroyer designed to have great firepower but weak defenses.
Traits
Minmatar Destroyer skill bonus per level:
10% bonus to Small Projectile Turret tracking speed
5% bonus to Small Projectile Turret damage
Role Bonus:
50% bonus to optimal range for small projectile turrets
Development
Engineered as a supplement to its big brother the Cyclone, the Thrasher's tremendous turret capabilities and advanced tracking computers allow it to protect its larger counterpart from smaller, faster menaces."
16243 Thrasher Blueprint
16244 Sarum Spider This is a Sarum support frigate, designed to paralyze the target while it's being attacked by Sarum cruisers and battleships.
16245 Zainou 'Gnome' Shield Upgrades SU-605 "A neural Interface upgrade that reduces the shield upgrade module power needs.
5% reduction in power grid needs of modules requiring the Shield Upgrades skill."
16246 Zainou 'Gnome' Shield Management SM-705 "Improved skill at regulating shield capacity.
5% bonus to shield capacity."
16247 Zainou 'Gnome' Shield Emission Systems SE-805 "A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array.
5% reduction in capacitor need of modules requiring the Shield Emission Systems skill."
16248 Zainou 'Gnome' Shield Operation SP-905 "A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.
5% boost to shield recharge rate."
16249 Zainou 'Gnome' Weapon Upgrades WU-1005 "A neural Interface upgrade that lowers turret CPU needs.
5% reduction in the CPU required by turrets."
16250 Maylan Falek A shroud of secrecy surrounds Maylans identity. All that is known is he is a top secret agent working for the Minmatar Republic military, with close ties to certain high ranking officials of the Minmatar Republic. His ethniticity is most likely that of the Krusual tribe.
16251 Freedom Patriot The Freedom Patriot is a Bellicose class cruiser used by the Minmatar Freedom Fighter network. Threat level: Deadly
16252 Freedom Liberty The Liberty battleship is one of the biggest assets of the Minmatar Freedom Fighter network. After it had aquired massive support within the Minmatar Republic, it could finally afford these gigantic Typhoon class battleships, which were nicknamed 'Liberty'. Threat level: Deadly
16253 Minmatar Emissary This is an emissary from the Minmatar Republic.
16254 Kuzak Obliterator The Kuzak Obliterator is a deadly cruiser class ship, designed as a lightly armored vessel that can pack a serious punch. Threat level: Extreme
16256 Nugoeihuvi Agent A Nugoeihuvi secret agent. Threat level: Deadly
16258 Argon Gas A colorless and odorless inert gas; one of the six inert gases.
16259 Xenon Xenon is a member of the zero-valence elements that are called noble or inert gases, however, "inert" is not a completely accurate description of this chemical series since some noble gas compounds have been synthesized. In a gas filled tube, xenon emits a blue glow when the gas is excited by electrical discharge. Using tens of gigapascals of pressure, xenon has been forced into a metallic phase.[3] Xenon can also form clathrates with water when atoms of it are trapped in a lattice of the water molecules.
16260 Gaseous Neon Isotopes Neon is the second-lightest noble gas, glows reddish-orange in a vacuum discharge tube and has over 40 times the refrigerating capacity of liquid helium and three times that of liquid hydrogen (on a per unit volume basis). In most applications it is a less expensive refrigerant than helium. Neon has the most intense discharge at normal voltages and currents of all the rare gases.
16261 Gaseous Krypton Isotopes A colorless, odorless, tasteless noble gas, krypton occurs in trace amounts in the atmosphere, is isolated by fractionating liquefied air, and is often used with other rare gases in fluorescent lamps. Krypton is inert for most practical purposes but it is known to form compounds with fluorine. Krypton can also form clathrates with water when atoms of it are trapped in a lattice of the water molecules.
16262 Clear Icicle Interstellar ices are formed by accretion of gas molecules onto silicate dust particles. These crystalline formations can be found scattered around many an ice field, and are known as the universe's primary source of helium isotopes.
16263 Glacial Mass Interstellar ices are formed by accretion of gas molecules onto silicate dust particles. Glacial masses are known to contain hydrogen isotopes in abundance, in addition to smatterings of heavy water and liquid ozone.
16264 Blue Ice Interstellar ices are formed by accretion of gas molecules onto silicate dust particles. Due to its unique chemical composition and the circumstances under which it forms, blue ice contains more oxygen isotopes than any other ice asteroid.
16265 White Glaze When star fusion processes occur near high concentrations of silicate dust, such as those found in interstellar ice fields, the substance known as White Glaze is formed. White Glaze is extremely high in nitrogen-14 and other stable nitrogen isotopes, and is thus a necessity for the sustained operation of certain kinds of control tower.
16266 Glare Crust In areas with high concentrations of electromagnetic activity, ice formations such as this one, containing large amounts of heavy water and liquid ozone, are spontaneously formed during times of great electric flux. Glare crust also contains a small amount of strontium clathrates.
16267 Dark Glitter Dark glitter is one of the rarest of the interstellar ices, formed only in areas with large amounts of residual electrical current. Little is known about the exact way in which it comes into being; the staggering amount of liquid ozone to be found inside one of these rocks makes it an intriguing mystery for stellar physicists and chemists alike. In addition, it contains large amounts of heavy water and a decent measure of strontium clathrates.
16268 Gelidus Fairly rare and very valuable, Gelidus-type ice formations are a large-scale source of strontium clathrates, one of the rarest ice solids found in the universe, in addition to which they contain unusually large concentrations of heavy water and liquid ozone.
16269 Krystallos The universe's richest known source of strontium clathrates, Krystallos ice formations are formed only in areas where a very particular combination of environmental factors are at play. Krystallos compounds also include quite a bit of liquid ozone.
16272 Heavy Water Dideuterium oxide. Water with significant nuclear properties which make it extremely effective as a neutron moderator in various types of power reactors. One of the materials required to keep Control Towers online.
16273 Liquid Ozone Liquid Ozone is used as a cleaning and disinfectant substance, and plays a vital role in ensuring the smooth day-to-day operation of a starbase. One of the materials required to keep Control Towers online.
16274 Helium Isotopes The Helium-3 isotope is extremely sought-after for use in fusion processes, and also has various applications in the fields of cryogenics and machine cooling. One of the materials required to keep Amarr Control Towers online.
16275 Strontium Clathrates An unstable compound of strontium molecules encased in the crystal structure of water. When fed to a Control Tower's force field generator, these clathrates bond with the molecules already in place in the field to create a nigh-invulnerable barrier of energy. A necessary ingredient for Control Towers to go into reinforced mode.
16278 Ice Harvester I A unit used to extract valuable materials from ice asteroids. Used on Mining barges and Exhumers.
16279 Ice Harvester I Blueprint
16281 Ice Harvesting Skill at harvesting ice. 5% reduction per skill level to the cycle time of ice harvesters.
16282 Low Cost Mercenary Assault Unit This is the most simple assault unit, comprised of mercenaries willing to kill for a low sum of money, not caring about their fate living only for the next Z-rated holoreel and pleasure hub visit. They are known for committing unnecessary atrocities when overtaking structures in space, showing total disregard for human life and dignity. Combined with the fact that their fee is laughably low, one cannot but question their motives for choosing this profession.
16286 QA Control Tower This structure does not exist.
16287 Tazmyr's Capsule This is an escape capsule which is released upon the destruction of ones ship.
16288 Tazmyr Tazmyr the Amarrian. Flies a Minmatar frigate when in Minmatar space to blend in with the locals. Threat level: Very high
16297 'Accord' Core Compensation When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
16299 'Repose' Core Compensation When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
16301 'Stoic' Core Equalizer I When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
16303 'Halcyon' Core Equalizer I When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
16305 Upgraded Adaptive Nano Plating I This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16307 Limited Adaptive Nano Plating I This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16309 'Collateral' Adaptive Nano Plating I "This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16311 'Refuge' Adaptive Nano Plating I "This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16313 Upgraded Kinetic Plating I This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16315 Limited Kinetic Plating I This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16317 Experimental Kinetic Plating I This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16319 'Aegis' Explosive Plating I "An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
"
16321 Upgraded Explosive Plating I An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16323 Limited Explosive Plating I An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16325 Experimental Explosive Plating I An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16327 'Element' Kinetic Plating I "This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
"
16329 Upgraded EM Plating I An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16331 Limited EM Plating I An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16333 'Contour' EM Plating I "Attempts to distribute electro-magnetic energy over the entire plating. Grants a bonus to EM resistance.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16335 'Spiegel' EM Plating I "Attempts to distribute Electro-Magnetic energy over the entire plating. Grants a bonus to EM resistance.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16337 Upgraded Thermic Plating I Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16339 Limited Thermic Plating I Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16341 Experimental Thermic Plating I Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16343 Prototype Thermic Plating I Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16345 Upgraded Layered Plating I "This plating is composed of several additional tritanium layers, effectively increasing its hit points.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16347 Limited Layered Plating I "This plating is composed of several additional tritanium layers, effectively increasing its hit points.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16349 'Scarab' Layered Plating I "This plating is composed of several additional tritanium layers, effectively increasing its hit points.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16351 'Grail' Layered Plating I "This plating is composed of several additional tritanium layers, effectively increasing its hit points.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16353 Upgraded Armor EM Hardener I A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16355 Limited Armor EM Hardener I A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16357 Experimental Armor EM Hardener I A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16359 Prototype Armor EM Hardener I A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16361 Upgraded Armor Explosive Hardener I A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16363 Limited Armor Explosive Hardener I A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16365 Experimental Armor Explosive Hardener I A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16367 Prototype Armor Explosive Hardener I A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16369 Upgraded Armor Kinetic Hardener I A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16371 Limited Armor Kinetic Hardener I A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16373 Experimental Armor Kinetic Hardener I A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16375 Prototype Armor Kinetic Hardener I A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16377 Upgraded Armor Thermic Hardener I A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16379 Limited Armor Thermic Hardener I A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16381 Experimental Armor Thermic Hardener I A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16383 Prototype Armor Thermic Hardener I A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16385 Upgraded Energized Adaptive Nano Membrane I An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16387 Limited Energized Adaptive Nano Membrane I An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16389 Experimental Energized Adaptive Nano Membrane I An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16391 Prototype Energized Adaptive Nano Membrane I An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16393 Upgraded Energized Kinetic Membrane I A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16395 Limited Energized Kinetic Membrane I A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16397 Experimental Energized Kinetic Membrane I An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16399 Prototype Energized Kinetic Membrane I A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16401 Upgraded Energized Explosive Membrane I A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16403 Limited Energized Explosive Membrane I A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16405 Experimental Energized Explosive Membrane I A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16407 Prototype Energized Explosive Membrane I A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16409 Upgraded Energized EM Membrane I A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16411 Limited Energized EM Membrane I A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16413 Experimental Energized EM Membrane I A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16415 Prototype Energized EM Membrane I A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16417 Upgraded Energized Armor Layering Membrane I An enhanced version of the standard layered armor plating. Uses advanced magnetic field generators to strengthen the integrity of the plating.
16419 Limited Energized Armor Layering Membrane I An enhanced version of the standard layered armor plating. Uses advanced magnetic field generators to strengthen the integrity of the plating.
16421 Experimental Energized Armor Layering Membrane I An enhanced version of the standard layered armor plating. Uses advanced magnetic field generators to strengthen the integrity of the plating.
16423 Prototype Energized Armor Layering Membrane I An enhanced version of the standard layered armor plating. Uses advanced magnetic field generators to strengthen the integrity of the plating.
16425 Upgraded Energized Thermic Membrane I A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16427 Limited Energized Thermic Membrane I A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16429 Experimental Energized Thermic Membrane I A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16431 Prototype Energized Thermic Membrane I A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
16433 Small I-ax Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16435 Small Coaxial Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16437 Small 'Arup' Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16439 Small 'Solace' Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16441 Medium I-ax Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16443 Medium Coaxial Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16445 Medium 'Arup' Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16447 Medium 'Solace' Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16449 Large I-ax Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16451 Large Coaxial Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16453 Large 'Arup' Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16455 Large 'Solace' Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
16457 Cross-linked Bolt Array I "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16459 Muon Coil Bolt Array I "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16461 Multiphasic Bolt Array I "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16463 'Pandemonium' Ballistic Enhancement "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16465 Medium Rudimentary Energy Destabilizer I Neutralizes a portion of the energy in the target ship's capacitor.
16467 Medium 'Gremlin' Power Core Disruptor I Neutralizes a portion of the energy in the target ship's capacitor.
16469 50W Infectious Power System Malfunction Neutralizes a portion of the energy in the target ship's capacitor.
16471 Medium Unstable Power Fluctuator I Neutralizes a portion of the energy in the target ship's capacitor.
16473 Heavy Rudimentary Energy Destabilizer I Neutralizes a portion of the energy in the target ship's capacitor.
16475 Heavy 'Gremlin' Power Core Disruptor I Neutralizes a portion of the energy in the target ship's capacitor.
16477 500W Infectious Power System Malfunction Neutralizes a portion of the energy in the target ship's capacitor.
16479 Heavy Unstable Power Fluctuator I Neutralizes a portion of the energy in the target ship's capacitor.
16481 Large Asymmetric Remote Capacitor Transmitter Transfers capacitor energy to another ship.
16483 Large Murky Remote Capacitor Transmitter Transfers capacitor energy to another ship.
16485 Large Partial E95c Remote Capacitor Transmitter Transfers capacitor energy to another ship.
16487 Large 'Regard' Remote Capacitor Transmitter Transfers capacitor energy to another ship.
16489 Medium Asymmetric Remote Capacitor Transmitter Transfers capacitor energy to another ship.
16491 Medium Murky Remote Capacitor Transmitter Transfers capacitor energy to another ship.
16493 Medium Partial E95b Remote Capacitor Transmitter Transfers capacitor energy to another ship.
16495 Medium 'Regard' Remote Capacitor Transmitter Transfers capacitor energy to another ship.
16497 Heavy 'Ghoul' Energy Siphon I "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
16499 Heavy 'Knave' Energy Drain "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
16501 E500 Prototype Energy Vampire "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
16503 Heavy Diminishing Power System Drain I "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
16505 Medium 'Ghoul' Energy Siphon I "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
16507 Medium 'Knave' Energy Drain "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
16509 E50 Prototype Energy Vampire "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
16511 Medium Diminishing Power System Drain I "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
16513 'Malkuth' Cruise Launcher I A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
16515 'Limos' Cruise Launcher I A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
16517 XT-9000 Cruise Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
16519 'Arbalest' Cruise Launcher I A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
16521 'Malkuth' Rocket Launcher I A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
16523 'Limos' Rocket Launcher I A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
16525 OE-5200 Rocket Launcher A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
16527 'Arbalest' Rocket Launcher I A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
16529 Ionic Field Accelerator I "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16531 5a Prototype Shield Support I "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16533 'Stalwart' Particle Field Magnifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16535 'Copasetic' Particle Field Acceleration "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
16537 Micro B66 Core Augmentation Supplements the main Power core providing more power
16539 Micro B88 Core Augmentation Supplements the main Power core providing more power
16541 Micro K-Exhaust Core Augmentation Supplements the main Power core providing more power
16543 Micro 'Vigor' Core Augmentation Supplements the main Power core providing more power
16545 Pleasure Cruiser A large pleasure cruiser, built for casual exploration of space while the inhabitants indulge themselves in various luxuries.
16546 Bureaucratic Connections "Understanding of corporate bureaucracies.
Improves loyalty point gain by 5% per level when working for agents in the following corporation divisions:
Administration
Internal Security
Personnel
Storage
Archives
Financial
"
16547 Financial Connections "Understanding of Corporate Finances.
Improves loyalty point gain by 5% per level when working for agents in the following corporation divisions:
Public Relations
Marketing
Legal
Accounting
Financial
Distribution
"
16548 Political Connections "Understanding of political concepts and stratagems.
Improves loyalty point gain by 5% per level when working for agents in the following corporation divisions:
Security
Legal
Administration
Advisory
Command
Public Relations
"
16549 Military Connections "Understanding of military culture.
Improves loyalty point gain by 5% per level when working for agents in the following corporation divisions:
Intelligence
Security
Astrosurveying
Command
Internal Security
Surveillance
"
16550 Labor Connections "Understanding of corporate culture on the industrial level and the plight of the worker.
Improves loyalty point gain by 5% per level when working for agents in the following corporation divisions:
Manufacturing
Production
Personnel
Mining
Astrosurveying
"
16551 Trade Connections "Understanding of the way trade is conducted at the corporate level.
Improves loyalty point gain by 5% per level when working for agents in the following corporation divisions:
Distribution
Storage
Production
Accounting
Mining
Marketing
"
16552 High Tech Connections "Understanding of high-tech corporate culture.
Improves loyalty point gain by 5% per level when working for agents in the following corporation divisions:
Archives
Advisory
Intelligence
Manufacturing
Surveillance
"
16553 Wallekon Nezmar A secret agent working for the Minmatar Republic - flies an Ammatar ship due to his undercover job as a pilot within the Ammatar Fleet. Threat level: Very high
16554 Velzion Drekin A secret agent working for the Minmatar Republic - flies an Ammatar ship due to his undercover job as a pilot within the Ammatar Fleet. Threat level: Very high
16555 Terrens Glokuir A secret agent working for the Minmatar Republic - flies an Ammatar ship due to his undercover job as a pilot within the Ammatar Fleet. Threat Level = Extraordinary
16556 Karbim Dula A secret agent working for the Minmatar Republic - flies an Ammatar ship due to his undercover job as a pilot within the Ammatar Fleet. Threat Level = Extraordinary
16557 Guerin Marduke A secret agent working for the Ammatar - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: Very high
16558 Jhelom Marek A secret agent working for the Ammatar - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: Very high
16559 Malad Dorsin A secret agent working for the Ammatar - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: Extraordinary
16560 Umeni Kurr A secret agent working for the Ammatar - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: Deadly
16561 Angel Viper This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16562 Angel Webifier This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16563 Blood Wraith This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16564 Blood Disciple This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16565 Guristas Kyoukan This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16566 Guristas Webifier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16567 Sansha's Demon This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16568 Sansha's Berserker This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16569 Guardian Veteran This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16570 Jenai Taen A secret agent working for the Amarr Empire - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet.
16571 Ralek Schult A secret agent working for the Amarr Empire - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: High
16572 Thoriam Delvar A secret agent working for the Amarr Empire - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: Extraordinary
16573 Zenin Mirae A secret agent working for the Amarr Empire - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: Deadly
16574 Borain Doleni A secret agent working for the Thukker Tribe - flies a Khanid ship due to his undercover job as a pilot within the Khanid Navy. Threat level: Deadly
16575 Tsejani Kulvin A secret agent working for the Thukker Tribe - flies a Khanid ship due to his undercover job as a pilot within the Khanid Navy. Threat level: Extraordinary
16576 Oggenon Shafi A secret agent working for the Thukker Tribe - flies a Khanid ship due to his undercover job as a pilot within the Khanid Navy. Threat level: High
16577 Thomas Pulver A secret agent working for the Thukker Tribe - flies a Khanid ship due to his undercover job as a pilot within the Khanid Navy.
16578 Zidan Kloveni A secret agent working for the Khanid Kingdom - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: Very high
16579 Tudor Brem A secret agent working for the Khanid Kingdom - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: Very high
16580 Maccen Aman A secret agent working for the Khanid Kingdom - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: Extraordinary
16581 Keizo Veron A secret agent working for the Khanid Kingdom - flies a Minmatar ship due to his undercover job as a pilot within the Minmatar Fleet. Threat level: Deadly
16582 Kyani Torrin A secret agent working for the Caldari State - flies a Gallente ship due to his undercover job as a pilot within the Gallente Navy.
16583 Aiko Temura A secret agent working for the Caldari State - flies a Gallente ship due to his undercover job as a pilot within the Gallente Navy. Threat level: Very high
16584 Juddi Temu A secret agent working for the Caldari State - flies a Gallente ship due to his undercover job as a pilot within the Gallente Navy. Threat level: Extraordinary
16585 Kimo Sekuta A secret agent working for the Caldari State - flies a Gallente ship due to his undercover job as a pilot within the Gallente Navy. Threat level: Deadly
16586 Ivan Minelli A secret agent working for the Gallente Federation - flies a Caldari ship due to his undercover job as a pilot within the Caldari Navy.
16587 Torstan Kreoman A secret agent working for the Gallente Federation - flies a Caldari ship due to his undercover job as a pilot within the Caldari Navy. Threat level: Very high
16588 Jaques Klemont A secret agent working for the Gallente Federation - flies a Caldari ship due to his undercover job as a pilot within the Caldari Navy. Threat level: Extraordinary
16590 Tobi Lafonte A secret agent working for the Gallente Federation - flies a Caldari ship due to his undercover job as a pilot within the Caldari Navy. Threat level: Deadly
16591 Heavy Assault Cruisers Skill for operation of the Heavy Assault class cruisers. Can not be trained on Trial Accounts.
16593 Angel Cartel Prisoners Transporting prisoners is a task that requires trust and loyalty to the empire's legislative arm, but it is one of the least sought-after jobs in the known universe.
16594 Procurement "Proficiency at placing remote buy orders on the market. Level 1 allows for the placement of orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for placement of remote buy orders anywhere within current region.
Note: placing buy orders and directly buying an item are not the same thing. Direct remote purchase requires no skill.
"
16595 Daytrading Allows for remote modification of buy and sell orders. Each level of skill increases the range at which orders may be modified. Level 1 allows for modification of orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for market order modification anywhere within current region.
16596 Wholesale Ability to organize and manage large-scale market operations. Each level raises the limit of active orders by 16.
16597 Margin Trading Ability to make potentially risky investments work in your favor. Each level of skill reduces the percentage of ISK placed in market escrow when entering buy orders. Starting with an escrow percentage of 100% at Level 0 (untrained skill), each skill level cumulatively reduces the percentage by 25%. This will bring your total escrow down to approximately 24% at level 5.
16598 Marketing Skill at selling items remotely. Each level increases the range from the seller to the item being sold. Level 1 allows for the sale of items within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for sale of items located anywhere within current region.
16599 Brokara's Modified Cap Recharger Increases the capacitor recharge rate.
16601 Selynne's Modified Cap Recharger Increases the capacitor recharge rate.
16603 Vizan's Modified Cap Recharger Increases the capacitor recharge rate.
16605 Chelm's Modified Cap Recharger Increases the capacitor recharge rate.
16607 Horak Mane This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
16608 Lori Tzen This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16609 Jabar Kurr This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16610 Xulan Anieu This is a leader within the Angel Cartel, and the youngest brother of Ballet Anieu of Dominations. Threat level: Significant
16611 Tehmi Anieu This is a leader within the Angel Cartel. Is best known for being the Sibling of Ballet Anieu, COO of Dominations. Threat level: Deadly
16612 Zerone Anieu This is a leader within the Angel Cartel. Zerone Anieu is best known for being the half-brother of Ballet Anieu, COO of Dominations. Threat level: Deadly
16613 Korien Anieu This is a leader within the Angel Cartel. Korien Anieu is best known for being the oldest sibling of Ballet Anieu, COO of Dominations. Korien Anieu was given a Tyrent class battleship from the Cartel after he aquired his current rank within the organization. Threat level: Deadly
16614 Message from the Governor This message is sealed with the personal emblem of the Governor himself.
16615 CONCORD Starship The CONCORD Starship is solely used for transporting or escorting people of extreme importance within CONCORD patrolled space. It is built for defense with very light offensive capability.
16616 CONCORD ship This is a fighter-ship belonging to the CONCORD Army. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space. Only a fool would mess with a CONCORD Star Destroyer.
16617 CONCORD Star Emblem Identification tags such as these may prove valuable if handed to the proper organization.
16618 Veri Monnani The Chief of Security. Threat level: Significant
16619 Guemo Kajinn The Chief of Security. Threat level: Very high
16620 Telhia Hurst This is a fighter-ship belonging to the CONCORD Army. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16621 Hyan Vezzon The Chief of Security.
16622 Accounting "Proficiency at squaring away the odds and ends of business transactions, keeping the check books tight. Each level of skill reduces transaction tax by 10%.
"
16623 The Chief of Security The Chief of Security.
16626 Militia Guardian A local militia cruiser. Threat level: Deadly
16627 Militia Protector A local militia frigate. Threat level: Very high
16628 Militia Leader Militia Leader. Threat level: Very high
16630 The Militia Leader This is the leader of the militia forces.
16631 Small Artillery Battery Fires a barrage of medium projectiles at those the Control Tower deems its enemies. Effective at long-range bombardment and can do some damage, but lacks the speed to track the fastest targets.
16633 Hydrocarbons Raw fossil fuels such as petroleum and mineral oil. Hydrocarbons are crucial building blocks in the production of organic chemicals, plastics and waxes, and are thus one of the most useful materials harvestable from any source.
16634 Atmospheric Gases Nitrogen, oxygen, neon, helium, xenon, methane, nitrous oxide, ozone -- a host of trapped vapours that can be used to catalyze numerous chemical processes.
16635 Evaporite Deposits "Deposits formed by the precipitation of mineral-rich water. Usable for many purposes, mostly as building-block components for more complex materials.
"
16636 Silicates Various types of silicon- and oxygen-based rock formations.
16637 Tungsten One of the hardest metals in existence. Able to form extremely durable alloys with various other elements, and very useful in a number of deep-space scenarios.
16638 Titanium An extremely fatigue-resistant yet light-weight metallic element, useful as a refractory metal and employable in a wide variety of potential scenarios. One of the primary building blocks of a whole host of materials.
16639 Scandium A transition element harnessed from rare minerals, Scandium commonly sees use as a component of high-intensity light fixtures for deep-space environments, as well as being a strong building block in many deep-space structures and spacecraft due to its extremely high melting point.
16640 Cobalt A silvery ferromagnetic element, used among other things in superalloys, magnetics, battery electrodes, and various metals and steels.
16641 Chromium A steel-gray, lustrous metal with a wide variety of applications. Commonly used as a catalyst for chemical processes.
16642 Vanadium A soft, white metal with a wide-ranging arsenal of applications both nuclear and structural. Also a versatile catalyst in compound form.
16643 Cadmium A soft, malleable metal often occuring with zinc ores. Has a wide variety of applications; used in electroplating, superconductors, and as an alloy in various types of structure and equipment.
16644 Platinum A corrosion-resistant precious metal with an extremely wide range of applications. Often used as a chemical catalyst.
16646 Mercury Also known as quicksilver, mercury is a silvery liquid metal whose primary characteristic is the ease with which it forms amalgamatic alloys with other metals. It is therefore extremely useful as a base-block component.
16647 Caesium A golden Alkali metal used primarily in propulsion systems. Also performs a variety of catalytic functions in the nuclear and photoelectric arenas.
16648 Hafnium A silvery, corrosion-resistant metal used in various metal alloys and, to a lesser extent, in hybrid weapons systems.
16649 Technetium A silvery metal, primarily used as a corrosion inhibitor and a superconductor.
16650 Dysprosium A relatively rare soft metal, easily dissolvable in mineral acids. Used primarily in the production of laser materials.
16651 Neodymium A rare, silvery metal. Due to its atmospheric reactiveness, Neodymium is used primarily for light-refractive purposes and as a colorant for other materials.
16652 Promethium An extremely radioactive luminescent metal, sometimes used as a heating component and a building block for laser generators.
16653 Thulium A soft, rare, silvery-gray metal. Used in the creation of lasers, in addition to possessing a range of radiation-related production applications.
16654 Titanium Chromide Titanium Chromide is in high demand among technicians and manufacturers for its unique combination of strength, light weight and catalytic potential.
16655 Crystallite Alloy A polynuclear heterometallic compound created from cobalt and cadmium. Crystallite alloys are a fundamental building block in the creation of crystalline composites.
16656 Fernite Alloy An intensely durable and extremely versatile alloy, Fernite, when combined with certain other materials, is a crucial stepping stone in the creation of a whole host of advanced technologies.
16657 Rolled Tungsten Alloy An extremely strong compound, made from tungsten rolled in a sheath of platinum. A crucial component in the creation of carbides which have a wide field of utility in the manufacture of various equipment.
16658 Silicon Diborite A mineral composite which, in large quantities, gives off a distinct crystalline glow. When combined with other composites, is usable for a variety of manufacturing purposes.
16659 Carbon Polymers A synthetic carbon compound created from raw hydrocarbons and silicate rock materials. Important ingredients in a variety of carbon- and gel-based composites.
16660 Ceramic Powder A fine powder synthesized from various natural gases and solids through reactant processes. Used as a strengthening agent in both armor plating and shield generators, as well as constituting an important part of many other composite materials.
16661 Sulfuric Acid A strong mineral acid, used in many chemical reactions and production processes. One of the most widely used chemicals in history.
16662 Platinum Technite An intensely resilient alloy composed of platinum and technetium. Highly sought-after in the machinery and armament industries.
16663 Caesarium Cadmide A dark-golden hued alloy composed of cadmium and caesium. Often confused with tritanium due to its tint. An essential ingredient in various composites and condensates.
16664 Solerium When chromium and caesium are combined with raw silicates in the proper proportions, Solerium is created. Since its initial discovery, Solerium's uniquely shifting dark-to-bright red hue has prompted poet and musician alike to create hymns in praise of its uniquely shifting deep red hue.
16665 Hexite A chemical compound, formed through electrosporadic oxidization of chromium and platinum. Has a wide range of applications in the production of advanced technology and is highly sought-after by industrial manufacturers.
16666 Hyperflurite Hyperflurite is one of the most radioactive substances known to man. Composed of a mixture of radioactive metals and raw hydrocarbons, this luminescent goop provides catalysis for a variety of generative and reactive machine processes.
16667 Neo Mercurite A silvery, shimmering liquid compound, Neo Mercurite is a crucial element in many forms of advanced sensor and processor technology.
16668 Dysporite Quicksilver mixed with dysprosium forms the soft but extremely resilient dysporite, an amalgamatic alloy which plays a key role in most advanced sensor and reactor technologies.
16669 Ferrofluid Ferrofluids are superparamagnetic fluids containing tiny particles of magnetic solids suspended in liquid. The primary component in the creation of ferrogels.
16670 Crystalline Carbonide An exeptionally hard material created from crystallite alloys and carbon polymers, crystalline carbonite is a primary component in various forms of advanced Gallente technology, such as thrusters and armor plating.
16671 Titanium Carbide Due to its immense strength and molecular malleability, Titanium Carbide has become the darling of the Caldari technological industry, seeing use in everything from reactor units to weapons systems.
16672 Tungsten Carbide Tungsten Carbide is a much-used composite, greatly favored by the Amarrians for construction of their advanced technologies.
16673 Fernite Carbide A revolutionary ceramic carbide compound, much favored by the Matari both for its earthy quality and its extremely wide range of technological uses.
16678 Sylramic Fibers Extremely strong fibers, used in laminated armor plating.
16679 Fullerides Fullerides are highly superconductive materials used in capacitors, armor plating and weapons systems.
16680 Phenolic Composites A extremely heat-resistant material used in thrusters and as heat shielding.
16681 Nanotransistors Extremely complex molecular-level transistors used in nanoscale electronics, such as microprocessors and capacitor units.
16682 Hypersynaptic Fibers Whenever the transmission of visual or numerical data is a matter of life and death, the data network needs the fastest possible relay system. Hypersynaptic fibers, due to their immense frequency range and speed of conduction, have become the industry standard for sensor arrays and targeting systems.
16683 Ferrogel A magnetised liquid, used to control the flow of cold plasma fields in shield systems, reactor cores, pulse generators and thruster systems.
16686 Manufacturing Tools Tools used in various construction projects, such as ship, module or ground vehicle manufacturing.
16688 Medium Artillery Battery Fires a barrage of large projectiles at those the Control Tower deems its enemies. Very effective at long-range bombardment and packs a punch, but lacks the speed to track fast and up-close targets effectively.
16689 Large Artillery Battery Fires a barrage of extra large projectiles at those the Control Tower deems its enemies. Extremely effective at long-range bombardment and hits hard, but lacks the speed to track fast and up-close targets.
16690 Small Railgun Battery Fires a barrage of medium hybrid slugs at those the Control Tower deems its enemies. Provides high damage output and is effective at long ranges.
16691 Medium Railgun Battery Fires a barrage of large hybrid slugs at those the Control Tower deems its enemies. Provides high damage output and is effective at long ranges.
16692 Large Railgun Battery Fires a barrage of extra large hybrid slugs at those the Control Tower deems its enemies. Provides high damage output and is effective at long ranges.
16693 Enhanced Training Drone This weak but hostile training drone allows rookie-pilots to experience combat without too much risk. This is the enhanced version of the original Training Drone prototype. Threat level: Very low
16694 Large Beam Laser Battery Fires a deep modulated energy beam using extra large sized frequency crystals at those the Control Tower deems its enemies. Effective at very long ranges, but tracks slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
16695 Heavy Missile Battery "A launcher array designed to fit heavy missiles. Fires at those the Control Tower deems its enemies.
"
16696 Cruise Missile Battery "A launcher array designed to fit cruise missiles. Fires at those the Control Tower deems its enemies.
"
16697 Torpedo Battery "A launcher array designed to fit torpedos. Fires at those the Control Tower deems its enemies.
"
16698 Vivian Menure A member of a team of gladiators which make their living off nationwide Gladiator shows. Threat level: Moderate
16699 Uenia Khann A member of a team of gladiators which make their living off nationwide Gladiator shows. Threat level: Very high
16700 Mullok Bloodsworn Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16701 Javvyn Bloodsworn Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16702 Terror Bloodsworn Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Very high
16703 Mordur Bloodsworn Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Very high
16712 Novice Medal A medal awarded to those that have completed the Novice Trial of the Legends Trials.
16713 Intermediate Medal A medal awarded to those that have completed the Intermediate Trial of the Legends Trials.
16714 Legends Medal A medal awarded to those that have completed the final trial of the Legends Trials. Only the greatest combat pilots of the Eve universe can claim to have accomplished this great feat.
16715 Clone Grade Pi
16718 Clone Grade Rho
16720 Ammo_Container The wrecked container drifts silently amongst the stars, giving no hint to what treasures it may hide.
16721 Armor_Container The wrecked container drifts silently amongst the stars, giving no hint to what treasures it may hide.
16722 Electronic_Container The wrecked container drifts silently amongst the stars, giving no hint to what treasures it may hide.
16723 Mineral_Container The wrecked container drifts silently amongst the stars, giving no hint to what treasures it may hide.
16724 Rogue Drone Container The drone-built container drifts silently amongst the stars, giving no hint to what treasures it may hide.
16725 weapon_container The wrecked container drifts silently amongst the stars, giving no hint to what treasures it may hide.
16726 Amarr Cathedral This impressive structure operates as a place for religious practice and the throne of a high ranking member within the clergy.
16727 Blood Raider Cathedral This impressive structure operates as a place for religious practice and the throne of a high ranking member within the clergy.
16728 Asteroid Installation Where geographical conditions allow, outposts such as this one are a good way of increasing the effectiveness of deep-space mining operations.
16729 Cargo Rig This industrial structure serves as a platform for warehouses and the sorting of cargo containers.
16730 Amarr Chapel This decorated structure serves as a place for religious practice.
16731 Blood Raider Chapel This decorated structure serves as a place for religious practice.
16732 Drone Structure II This gigantic superstructure was built by the effort of thousands of rogue drones. While the structure appears to be incomplete, its intended shape remains a mystery to clueless carbon-based lifeforms.
16733 Drone Structure I This gigantic superstructure was built by the effort of thousands of rogue drones. While the structure appears to be incomplete, its intended shape remains a mystery to the clueless carbon-based lifeforms.
16734 Partially constructed Megathron This Megathron battleship is partially complete, with decks and inner-hull systems exposed to the cold of surrounding space.
16735 Landing Pad This outpost has a docking pad designed to receive and process large shipments of cargo.
16736 Infested station ruins To speed up the construction process of rogue drone structures, certain strains of drones have been known to salvage the ruins of their defeated enemies, using them either as a base or to slowly dissolve them into their desired final shape. This particular object seems to be a Gallente station and two Megathron battleships, partially broken down into a construction lattice around an asteroid.
16737 Ruined Stargate This ruined stargate has at least a few internal power generators left but is nevertheless currently inoperational, unable to serve its intended function of hurling starships to distant solar systems.
16738 Solar Harvester This gigantic construction uses electromagnetic conductors to harvest solar power from the system's sun.
16739 Tower Sentry Amarr III Amarr tachyon beam sentry
16740 Tower Sentry Angel III Angel 1400mm howitzer sentry
16741 Tower Sentry Bloodraider III Bloodraider tachyon beam sentry
16742 Tower Sentry Caldari III Caldari 425mm railgun sentry
16743 Tower Sentry Gallente III Gallente ion blaster cannon sentry
16744 Tower Sentry Guristas III Guristas 425mm railgun sentry
16745 Tower Sentry Minmatar III Minmatar 1400mm howitzer sentry
16746 Tower Sentry Sansha III Sansha tachyon beam sentry
16747 Tower Sentry Serpentis III Serpentis ion blaster cannon sentry
16748 Amarr Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
16749 Amarr Elevator Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16750 Amarr Junction Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16751 Amarr Lookout A lookout post, constructed so that its inhabitants may have a better look at the vast expanses of space and whatever wonders they may hold.
16752 Amarr Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16753 Amarr Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other. They are also commonly used to transport liquid or gas between structures.
16754 Amarr Fence Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16755 Amarr Barrier Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16756 Amarr Battery A small missile battery designed to repel invaders and other hazards.
16757 Angel Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
16758 Angel Elevator Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16759 Angel Junction Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16760 Angel Lookout A lookout post, constructed so that its inhabitants may have a better look at the vast expanses of space and whatever wonders they may hold.
16761 Angel Battery A small missile battery, designed to repel invaders and other hazards.
16762 Angel Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16763 Angel Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16764 Angel Fence Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16765 Angel Barrier Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16766 Blood Raider Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
16767 Blood Raider Elevator Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16768 Blood Raider Junction Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16769 Blood Raider Lookout A lookout post, constructed so that its inhabitants may have a better look at the vast expanses of space and whatever wonders they may hold.
16770 Blood Raider Battery A small missile battery, designed to repel invaders and other hazards.
16771 Blood Raider Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16772 Blood Raider Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16773 Blood Raider Fence Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16774 Blood Raider Barrier Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16775 Caldari Elevator Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16776 Caldari Junction Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16777 Caldari Lookout A lookout post, constructed so that its inhabitants may have a better look at the vast expanses of space and whatever wonders they may hold.
16778 Caldari Battery A small missile battery, designed to repel invaders and other hazards.
16779 Caldari Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16780 Caldari Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16781 Caldari Fence Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16782 Caldari Barrier Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16784 Gallente Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
16785 Gallente Elevator Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16786 Gallente Junction Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16787 Gallente Lookout A lookout post, constructed so that its inhabitants may have a better look at the vast expanses of space and whatever wonders they may hold.
16788 Gallente Battery A small missile battery, designed to repel invaders and other hazards.
16789 Gallente Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16790 Gallente Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16791 Gallente Fence Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16792 Gallente Barrier Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16793 Guristas Great Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16794 Guristas Battery A small missile battery, designed to repel invaders and other hazards.
16796 Guristas Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
16797 Guristas Elevator Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16798 Guristas Junction Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16799 Guristas Lookout A lookout post, constructed so that its inhabitants may have a better look at the vast expanses of space and whatever wonders they may hold.
16800 Guristas Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16801 Guristas Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16802 Guristas Fence Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16803 Guristas Barrier Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16804 Minmatar Barrier Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16805 Minmatar Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
16806 Minmatar Elevator Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16807 Minmatar Junction Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16808 Minmatar Lookout A lookout post, constructed so that its inhabitants may have a better look at the vast expanses of space and whatever wonders they may hold.
16809 Minmatar Battery A small missile battery, designed to repel invaders and other hazards.
16810 Minmatar Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16811 Minmatar Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16812 Minmatar Fence Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16813 Sansha Fence Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16814 Sansha Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
16815 Sansha Elevator Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16816 Sansha Junction Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16817 Sansha Lookout A lookout post, constructed so that its inhabitants may have a better look at the vast expanses of space and whatever wonders they may hold.
16818 Sansha Battery A small missile battery, designed to repel invaders and other hazards.
16819 Sansha Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16820 Sansha Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16821 Sansha Barrier Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16822 Serpentis Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
16823 Serpentis Elevator Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16824 Serpentis Junction Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16825 Serpentis Lookout A lookout post, constructed so that its inhabitants may have a better look at the vast expanses of space and whatever wonders they may hold.
16826 Serpentis Battery A small missile battery, designed to repel invaders and other hazards.
16827 Serpentis Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16828 Serpentis Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16829 Serpentis Fence Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16830 Serpentis Barrier Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
16831 Radio Telescope This huge radio telescope contains fragile but advanced sensory equipment. A structure such as this has enormous capabilities in crunching survey data from nearby systems and constellations.
16832 Sansha Data Sheets Secrent documents used by the Sansha's Nation.
16836 Amarr Deadspace Refiner Built to refine ores into minerals without the tedious interlude of a station visit. All for the glory of the Emperor and the prominence of the Amarr Empire.
16837 Amarr Deadspace Repair Unit The Amarr Empire spreads far and wide and the presence of repair outposts at strategic locations ensures the will of the Emperor prevails in its every far flung corner.
16838 Amarr Deadspace Tactical Unit Feudal obligations in the Amarr Empire force every lord loyal to the Emperor to participate in the defense of the realm. Tactical outposts serve as the backbone to the first line of defense the empire enjoys.
16839 Asteroid Factory Highly vulnerable, but economically extremely feasible, asteroid factories are one of the major boons of the expanding space industry.
16840 Asteroid Colony Highly vulnerable, but economically extremely feasible, asteroid factories are one of the major boons of the expanding space industry.
16841 Asteroid Construct Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
16842 Asteroid Prime Colony Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
16843 Asteroid Structure Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
16844 Asteroid Secondary Colony Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
16845 Meat Popsicle The inhospitability of space no longer bothers this individual.
16846 Asteroid Colony Tower This is a building dedicated to offices and staff quarters mostly, though spacious halls and special installments allow for some flexibility in function.
16847 Asteroid Micro-Colony Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
16848 Empty Station Battery Forlorn hulk of a depleted station battery. Once a vital part of the complex, it now only serves to remind us that in space the only thing eternal is death.
16849 Deadspace Particle Accelerator The science allowed by zero gravity can be as mind-boggling as it is beautiful, as demonstrated by this particle accelerating superstructure.
16850 Caldari Deadspace Refining Outpost The Caldari State was the first to employ ore refineries outside space stations, a natural move for an entity that values efficiency above everything else.
16851 Caldari Deadspace Repair Outpost First used during the Gallente-Caldari War, "the black smithy," as it is fondly called by the Caldari Navy, has since saved countless numbers of pilots the indignity of a disintegrating ship.
16852 Caldari Deadspace Tactical Outpost These structures saw heavy use during the days of the Gallente-Caldari war. Built to allow the State's Navy vessels the opportunity to make fortified pit stops in otherwise sparsely populated areas, they were also a tremendous help in pushing back the battle lines.
16853 Circle Construct A massive circular construction, made of a reinforced tritanium alloy.
16854 Pulsating Sensor Built for up-to-the-minute analysis of tactical and environmental data, these outposts can be found dotted around many a deadspace complex.
16855 Gallentean Deadspace Outpost Equally equipped for scientific observation and entertainment of all sorts, these multi-purpose structures, while not quite big enough to be classified as stations, nonetheless see quite a bit of use by both tourists and professionals.
16856 Pressure Silo Built to withstand assault, these behemoths can each hold roughly 8.5 million m3 worth of materials.
16857 Minmatar Deadspace Refining Outpost Though built cheaply, this refinery is able to process most ores at the same level of efficiency found on any station-based refinery platform.
16858 Minmatar Deadspace Repair Outpost Due to their amazing cost-effectiveness and the speed at which they can be built, these outposts are seeing greater and greater use among Matari freedom fighters and other warriors and travelers who need to be able to stay mobile in dangerous territory.
16859 Minmatar Deadspace Tactical Outpost Outfitted with makeshift sensor arrays and second-hand tactical data analysis equipment, these outposts will, to anyone not in the know, look like useless scrapyards. Which is exactly what the Matari would have you think.
16860 Freight Pad Built for up-to-the-minute analysis of tactical and environmental data, these pads can be found dotted around many a deadspace complex.
16861 Subspace Frequency Generator Utilizing advanced auto-locomotive electrocardic subroutines, this miniscule generator is able to generate power equal to far bigger versions of older models.
16862 Blasted Neon Sign Once the pride and joy of its parent corporation, this broken-down heap of neon and metal is now no more than a symbolic manifestation of capitalistic decline.
16864 Low-Tech Deadspace Energy Harvester Containing only a handful of mechanical components, this simple wonder harvests energy from the system's sun by virtue of the unique EM refractive qualities in its scartate fabric.
16865 Rapid Pulse Sentry Emitting a high-frequency electromagnetic pulse, this scanner sentry is able to assimilate and store environmental data with remarkable efficiency. Particularly effective at picking up miniscule fluctuations in the particle field within its range.
16866 Magnetic Retainment Field This bubble was built around a subspace ionization convergence. Its main purpose is to contain the energy emanating from the convergence until a way can be found to properly harness it.
16867 Ultra Fast Mobile Laser Sentry
16868 Standard Blue Pill Booster Reaction
16869 Complex Reactor Array "An arena for various different substances to mix and match. The Complex Reactor Array is where chemical processes take place that can turn a simple element into a complex composite, and thus plays an important part in the harnessing of moon minerals.
Note: the Complex Reactor Array is capable of running both simple and complex reactions, albeit only one at a time."
16870 Captain Numek Kradin This is a CONCORD Special Ops Captain. Consider him a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16871 General Krayek Tsunomi This is a General within the CONCORD Army. Consider him a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16873 Captain Jym Muntoya This is a captain within the CONCORD Army. Consider him a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
16874 Gistii Ambusher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
16875 Gistum Depredator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
16876 Gistii Fugitive This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
16877 Gistii Hijacker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
16878 Gistii Hunter This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16879 Gistii Impaler This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16880 Gistum Crusher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16881 Gistum Smasher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16882 Gistii Nomad This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
16883 Gistii Outlaw This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
16884 Gistum Predator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
16885 Gistii Raider This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
16886 Gistii Rogue This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
16887 Gistii Ruffian This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
16888 Gistii Thug This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
16889 Gistum Breaker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16890 Arch Gistii Hijacker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
16891 Gistum Marauder This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16892 Gist Commander This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16893 Gist General This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16894 Arch Gistii Thug This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16895 Arch Gistii Outlaw This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16896 Gistum Liquidator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16897 Arch Gistii Rogue This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
16898 Gistum Defeater This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16899 Gist Warlord This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16900 Gist War General This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16901 Gistii Domination Hijacker Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16902 Gistii Domination Rogue Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16903 Gistii Domination Outlaw Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16904 Gistii Domination Thug Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16905 Gistii Domination Ambusher Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16906 Gistum Domination Depredator Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16907 Gistii Domination Hunter Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16908 Gistii Domination Impaler Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16909 Gistum Domination Crusher Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16910 Gistum Domination Smasher Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16911 Gistii Domination Nomad Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16912 Gistum Domination Predator Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16913 Gistii Domination Raider Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16914 Gistii Domination Ruffian Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16915 Gistum Domination Breaker Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16916 Gistum Domination Defeater Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16917 Gistum Domination Marauder Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16918 Gistum Domination Phalanx Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16919 Gistum Domination Liquidator Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16920 Gistum Domination Centurion Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16921 Gist Domination Commander Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16922 Gist Domination General Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16923 Gist Domination War General Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16924 Gist Domination Saint Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16925 Gist Domination Nephilim Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16926 Gist Domination Warlord Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
16927 Corpum Arch Engraver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
16928 Corpum Arch Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16929 Corpum Arch Reaver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
16930 Corpum Arch Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16931 Corpum Arch Templar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16932 Corpii Diviner This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
16933 Corpii Upholder This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
16934 Corpus Prophet This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16935 Corpii Collector This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
16936 Corpii Follower This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
16937 Corpii Fugitive This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
16938 Corpus Oracle This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16939 Elder Corpii Herald This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16940 Corpii Reaver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16941 Corpus Apostle This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16942 Elder Corpii Upholder This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16943 Elder Corpii Follower This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
16944 Corpum Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16945 Corpii Raider This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
16946 Corpii Herald This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
16947 Corpii Seeker This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
16948 Corpum Revenant This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16949 Corpum Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16950 Corpii Worshipper This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
16951 Elder Corpii Worshiper This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
16952 Corpus Archon This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16953 Corpii Engraver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16954 Dark Corpii Reaver Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16955 Dark Corpii Follower Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16956 Dark Corpum Arch Engraver Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16957 Dark Corpum Arch Priest Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16958 Dark Corpum Dark Priest Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16959 Dark Corpum Arch Reaver Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16960 Dark Corpum Arch Sage Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16961 Dark Corpum Shadow Sage Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16962 Dark Corpum Arch Templar Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16963 Dark Corpii Diviner Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16964 Dark Corpii Upholder Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16965 Dark Corpus Prophet Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16966 Dark Corpii Collector Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16967 Dark Corpus Oracle Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16968 Dark Corpus Archbishop Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16969 Dark Corpus Apostle Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16970 Dark Corpus Harbinger Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16971 Dark Corpum Priest Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16972 Dark Corpii Raider Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16973 Dark Corpii Herald Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16974 Dark Corpii Seeker Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16975 Dark Corpum Revenant Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16976 Dark Corpum Sage Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16977 Dark Corpii Worshipper Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16978 Dark Corpus Archon Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16979 Dark Corpii Engraver Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
16980 Pithum Killer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16981 Pithi Arrogator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
16982 Pithum Ascriber This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16983 Dire Pithi Infiltrator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16984 Pith Dismantler This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16985 Dire Pithi Invader This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16986 Pithi Demolisher This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16987 Pithi Despoiler This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
16988 Pith Obliterator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16989 Pithi Destructor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
16990 Dire Pithi Imputor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
16991 Pithum Inferno This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16992 Pith Eradicator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16993 Pithi Fugitive This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
16994 Pithi Imputor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
16995 Pithum Mortifier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16996 Pithi Infiltrator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
16997 Pithi Invader This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
16998 Pithum Nullifier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
16999 Dire Pithi Arrogator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17000 Pithum Murderer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17001 Pithi Plunderer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17002 Pithi Saboteur This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
17003 Pithum Annihilator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17004 Pithum Silencer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
17005 Pith Extinguisher This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17006 Pithi Wrecker This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17007 Dread Pithum Killer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17008 Dread Pithi Arrogator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17009 Dread Pithum Ascriber Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17010 Dread Pith Dismantler Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17011 Dread Pith Eliminator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17012 Dread Pithi Demolisher Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17013 Dread Pithi Despoiler Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17014 Dread Pith Obliterator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17015 Dread Pithi Destructor Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17016 Dread Pithum Inferno Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17017 Dread Pithum Abolisher Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17018 Dread Pith Eradicator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17019 Dread Pithi Imputor Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17020 Dread Pithum Mortifier Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17021 Dread Pithum Eraser Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17022 Dread Pithi Infiltrator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17023 Dread Pithi Invader Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17024 Dread Pithum Nullifier Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17025 Dread Pithum Murderer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17026 Dread Pithi Plunderer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17027 Dread Pithi Saboteur Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17028 Dread Pithum Annihilator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17029 Dread Pithum Silencer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17030 Dread Pith Extinguisher Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17031 Dread Pith Exterminator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17032 Dread Pithi Wrecker Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
17033 Corelum Chief Protector This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17034 Core Rear Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17035 Coreli Guardian Scout This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17036 Core Port Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17037 Core Commodore This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17038 Core Baron This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17039 Corelum Chief Guard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17040 Coreli Guardian Initiate This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17041 Coreli Guardian Spy This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
17042 Corelum Chief Safeguard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17043 Coreli Guardian Agent This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
17044 Corelum Chief Defender This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17045 Shadow Corelum Chief Guard The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17046 Shadow Corelum Chief Sentinel The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17047 Shadow Corelum Chief Protector The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17048 Shadow Corelum Chief Infantry The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17049 Shadow Core Port Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17050 Shadow Core Vice Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17051 Shadow Core Commodore The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17052 Shadow Core Baron The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17053 Shadow Core Flotilla Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17054 Shadow Core Rear Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17055 Shadow Corelum Chief Safeguard The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17056 Shadow Corelum Chief Defender The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
17057 Centum Beast This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17058 Centus Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17059 Centii Butcher This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
17060 Centii Loyal Minion This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17061 Centii Loyal Ravener This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
17062 Centum Slaughterer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17063 Centii Enslaver This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17064 Centii Fugitive This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
17065 Centum Juggernaut This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17066 Centus Slave Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17067 Centii Manslayer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
17068 Centii Minion This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
17069 Centii Loyal Servant This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17070 Centum Torturer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17071 Centus Mutant Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17072 Centii Plague This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17073 Centum Ravager This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
17074 Centii Ravener This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
17075 Centum Ravisher This is a fighter for Sansha's Nation. It is protecting the assets of Sancha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
17076 Centii Savage This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
17077 Centii Scavenger This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
17078 Centii Servant This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
17079 Centii Loyal Scavenger This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
17080 Centum Mutilator This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17081 Centii Slavehunter This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
17082 Centus Savage Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17083 Centum Execrator This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17084 True Centum Beast Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17085 True Centus Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17086 True Centii Butcher Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17087 True Centum Slaughterer Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17088 True Centii Enslaver Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17089 True Centum Juggernaut Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17090 True Centus Slave Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17091 True Centii Manslayer Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17092 True Centii Minion Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17093 True Centum Torturer Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17094 True Centum Hellhound Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17095 True Centus Mutant Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17096 True Centus Plague Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17097 True Centii Plague Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17098 True Centum Ravager Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17099 True Centii Ravener Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17100 True Centum Ravisher Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17101 True Centii Savage Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17102 True Centii Scavenger Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17103 True Centii Servant Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17104 True Centum Mutilator Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17105 True Centum Fiend Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17106 True Centii Slavehunter Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17107 True Centus Beast Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17108 True Centus Savage Lord Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17109 True Centum Execrator Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17110 Corelum Chief Watchman This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17111 Corelum Chief Patroller This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17112 Corelum Chief Scout This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
17113 Coreli Safeguard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17114 Corelum Chief Spy This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
17115 Coreli Fugitive This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
17116 Coreli Watchman This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
17117 Coreli Scout This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
17118 Coreli Agent This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
17119 Coreli Defender This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
17120 Coreli Patroller This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
17121 Coreli Initiate This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
17122 Coreli Protector This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
17123 Shadow Corelum Chief Watchman The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17124 Shadow Corelum Chief Patroller The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17125 Shadow Corelum Chief Scout The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17126 Shadow Coreli Safeguard The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17127 Shadow Corelum Chief Spy The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17128 Shadow Coreli Watchman The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17129 Shadow Coreli Scout The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17130 Shadow Coreli Agent The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17131 Shadow Coreli Defender The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17132 Shadow Coreli Patroller The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17133 Shadow Coreli Initiate The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17134 Shadow Coreli Protector The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17135 Stargate under construction and repair The construction of a stargate within a Deadspace Complex has not yet been successful due to environmental factors. But the Angel Corporation is obviously trying...
17136 Ukomi Superconductors Highly isolated coils with minimal friction, used in high-voltage electrical devices. The Ukomi Superconductors are a new brand developed and manufactured by the Kaalakiota corporation. Today every Caldari station has a stockpile of these highly rated Superconductors, which are in quite high demand in most foreign black markets due to their superior technology.
17138 Augmented Angel Battlestation This gigantic suprastructure is one of the military installations of the Angel pirate corporation. Even for its size, it has no commercial station services or docking bay to receive guests.
17140 Security Outpost This outpost is the base of security operations in this deadspace complex's inner perimeter.
17141 Tritan - The Underground Overseer Inside this Deadspace Complex, the focus of attention seems to be this imposing battleship. An unusual glow makes the hull shimmer from time to time.
17142 The Battlestation Admiral This elite Domination Defense General has been stationed here for some unannounced purpose. Sits and waits...
17143 Gallentean Planetary Vehicles Tracked, wheeled and hover vehicles used within planetary atmosphere for personal and business use. Gallentean vehicles (or the 'luxury edition' as they are sometimes called) have been specially modified with numerous gadgets to make the ride more comfortable, and enjoyable. A high-tech personal entertainment system has been put in all of the passenger seats, the seats have been made far more comfy, etc.
17144 Tower Sentry Bloodraider II Bloodraider tachyon beam sentry
17145 Tower Sentry Bloodraider I Bloodraider tachyon beam sentry
17146 Tower Sentry Angel II Angel 1400mm howitzer sentry
17147 Tower Sentry Angel I Angel 1400mm howitzer sentry
17148 Tower Sentry Caldari II Caldari 425mm railgun sentry
17149 Tower Sentry Caldari I Caldari 425mm railgun sentry
17150 Tower Sentry Gallente II Gallente ion blaster cannon sentry
17151 Tower Sentry Gallente I Gallente ion blaster cannon sentry
17152 Tower Sentry Guristas I Guristas 425mm railgun sentry
17153 Tower Sentry Guristas II Guristas 425mm railgun sentry
17154 Tower Sentry Minmatar II Minmatar 1400mm howitzer sentry
17155 Tower Sentry Minmatar I Minmatar 1400mm howitzer sentry
17156 Tower Sentry Sansha II Sansha tachyon beam sentry
17157 Tower Sentry Sansha I Sansha tachyon beam sentry
17158 Tower Sentry Serpentis II Serpentis ion blaster cannon sentry
17159 Tower Sentry Serpentis I Serpentis ion blaster cannon sentry
17160 Tower Sentry Amarr I Amarr tachyon beam sentry
17161 Tower Sentry Amarr II Amarr tachyon beam sentry
17162 The Stronghold General This sinister looking battleship is guarding the center of this deadspace pocket.
17163 Serpentis Stasis Tower Serpentis stasis web sentry
17164 Tower Missile Battery Serpentis I This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17165 Control Headquarters This looks much like a standard cruiser fighting for the Angel Cartel, but somehow that one looks slightly foreboding.
17166 Security Coordinator This looks much like a standard cruiser fighting for the Angel Cartel, but this one's weapon module glisten and gleam in an uncanny way.
17167 Small Beam Laser Battery Fires a deep modulated energy beam using medium sized frequency crystals at those the Control Tower deems its enemies. Effective at relatively long ranges, but tracks fairly slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
17168 Medium Beam Laser Battery Fires a deep modulated energy beam using large sized frequency crystals at those the Control Tower deems its enemies. Effective at long ranges, but tracks relatively slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
17172 Medium Auxiliary Power Array
17173 Large Auxiliary Power Array
17174 Ion Field Projection Battery Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.
17175 Phase Inversion Battery Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against LADAR targeting systems.
17176 Spatial Destabilization Battery Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.
17177 White Noise Generation Battery Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.
17178 Stasis Webification Battery The webifier's big brother. Designed to protect structures from fast-moving ships by making them into slow-moving ships.
17179 UNUSED_Gist_Battlestation_LCS_ID31_DL1_DCP1 This gigantic suprastructure is one of the military installations of the Angel pirate corporation. Even for it's size it has no commercial station services or docking bay to receive guests.
17180 Sensor Dampening Battery Deployable structure that cycle dampens enemy sensors.
17181 Warp Disruption Battery Deployable warp jamming structure.
17182 Warp Scrambling Battery Deployable warp jamming structure.
17184 Ballistic Deflection Array Boosts the control tower's shield resistance against kinetic damage. Using more than one unit of this structure or similar structures that affect the same attribute on the control tower will yield diminishing returns.
17185 Explosion Dampening Array Boosts the control tower's shield resistance against explosive damage. Using more than one unit of this structure or similar structures that affect the same attribute on the control tower will yield diminishing returns.
17186 Heat Dissipation Array Boosts the control tower's shield resistance against thermal damage. Using more than one unit of this structure or similar structures that affect the same attribute on the control tower will yield diminishing returns.
17187 Photon Scattering Array Boosts the control tower's shield resistance against EM damage. Using more than one unit of this structure or similar structures that affect the same attribute on the control tower will yield diminishing returns.
17188 Force Field Array Projects a password protected force field around structures that are outside the range of a control tower's shields.
17190 Angel Bronze Tag This bronze tag carries the rank insignia equivalent of a private within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17192 Angel Diamond Tag This diamond tag carries the rank insignia equivalent of a captain within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17194 Angel Gold Tag This gold tag carries the rank insignia equivalent of a sergeant within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17196 Angel Platinum Tag This platinum tag carries the rank insignia equivalent of a lieutenant within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17199 Angel Electrum Tag This electrum tag carries the rank insignia equivalent of a corporal within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17200 Blood Copper Tag This copper tag carries the rank insignia equivalent of a private within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17201 Blood Diamond Tag This diamond tag carries the rank insignia equivalent of a captain within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17202 Blood Palladium Tag This palladium tag carries the rank insignia equivalent of a lieutenant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17203 Blood Electrum Tag This electrum tag carries the rank insignia equivalent of a corporal within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17204 Blood Brass Tag This brass tag carries the rank insignia equivalent of a sergeant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17205 Guristas Copper Tag This copper tag carries the rank insignia equivalent of a private within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17206 Guristas Diamond Tag This diamond tag carries the rank insignia equivalent of a captain within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17207 Guristas Brass Tag This brass tag carries the rank insignia equivalent of a sergeant within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17208 Guristas Palladium Tag This palladium tag carries the rank insignia equivalent of a lieutenant within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17209 Guristas Electrum Tag This electrum tag carries the rank insignia equivalent of a corporal within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17210 Sansha Copper Tag This copper tag carries the rank insignia equivalent of a private within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17211 Sansha Diamond Tag This diamond tag carries the rank insignia equivalent of a captain within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17212 Sansha Brass Tag This brass tag carries the rank insignia equivalent of a sergeant within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17213 Sansha Palladium Tag This palladium tag carries the rank insignia equivalent of a lieutenant within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17214 Sansha Electrum Tag This electrum tag carries the rank insignia equivalent of a corporal within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17215 Serpentis Copper Tag This copper tag carries the rank insignia equivalent of a private within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17216 Serpentis Diamond Tag This diamond tag carries the rank insignia equivalent of a captain within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17217 Serpentis Brass Tag This brass tag carries the rank insignia equivalent of a sergeant within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17218 Serpentis Palladium Tag This palladium tag carries the rank insignia equivalent of a lieutenant within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17219 Serpentis Electrum Tag This electrum tag carries the rank insignia equivalent of a corporal within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17220 Domination Brass Tag This brass tag carries the rank insignia equivalent of a sergeant within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17221 Domination Bronze Tag This bronze tag carries the rank insignia equivalent of a private within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17222 Domination Copper Tag This copper tag carries the rank insignia equivalent of a private within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17223 Domination Crystal Tag This crystal tag carries the rank insignia equivalent of a captain within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17224 Domination Diamond Tag This diamond tag carries the rank insignia equivalent of a captain within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17225 Domination Electrum Tag This electrum tag carries the rank insignia equivalent of a corporal within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17226 Domination Gold Tag This gold tag carries the rank insignia equivalent of a sergeant within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17227 Domination Palladium Tag This palladium tag carries the rank insignia equivalent of a lieutenant within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17229 Domination Platinum Tag This platinum tag carries the rank insignia equivalent of a lieutenant within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17230 Domination Silver Tag This silver tag carries the rank insignia equivalent of a corporal within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17231 Dark Blood Brass Tag This brass tag carries the rank insignia equivalent of a sergeant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17232 Dark Blood Bronze Tag This bronze tag carries the rank insignia equivalent of a private within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17233 Dark Blood Copper Tag This copper tag carries the rank insignia equivalent of a private within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17234 Dark Blood Crystal Tag This crystal tag carries the rank insignia equivalent of a captain within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17235 Dark Blood Diamond Tag This diamond tag carries the rank insignia equivalent of a captain within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17236 Dark Blood Electrum Tag This electrum tag carries the rank insignia equivalent of a corporal within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17237 Dark Blood Palladium Tag This palladium tag carries the rank insignia equivalent of a lieutenant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17238 Dark Blood Gold Tag This gold tag carries the rank insignia equivalent of a sergeant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17239 Dark Blood Silver Tag This silver tag carries the rank insignia equivalent of a corporal within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17240 Dark Blood Platinum Tag This platinum tag carries the rank insignia equivalent of a lieutenant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17241 Dread Guristas Brass Tag This brass tag carries the rank insignia equivalent of a sergeant within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17242 Dread Guristas Bronze Tag This bronze tag carries the rank insignia equivalent of a private within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17243 Dread Guristas Copper Tag This copper tag carries the rank insignia equivalent of a private within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17244 Dread Guristas Crystal Tag This crystal tag carries the rank insignia equivalent of a captain within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17245 Dread Guristas Diamond Tag This diamond tag carries the rank insignia equivalent of a captain within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17247 Dread Guristas Electrum Tag This electrum tag carries the rank insignia equivalent of a corporal within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17248 Dread Guristas Gold Tag This gold tag carries the rank insignia equivalent of a sergeant within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17249 Dread Guristas Palladium Tag This palladium tag carries the rank insignia equivalent of a lieutenant within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17250 Dread Guristas Platinum Tag This platinum tag carries the rank insignia equivalent of a lieutenant within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17251 Dread Guristas Silver Tag This silver tag carries the rank insignia equivalent of a corporal within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
17252 True Sansha Brass Tag This brass tag carries the rank insignia equivalent of a sergeant within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17253 True Sansha Bronze Tag This bronze tag carries the rank insignia equivalent of a private within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17254 True Sansha Copper Tag This copper tag carries the rank insignia equivalent of a private within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17255 True Sansha Crystal Tag This crystal tag carries the rank insignia equivalent of a captain within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17256 True Sansha Diamond Tag This diamond tag carries the rank insignia equivalent of a captain within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17257 True Sansha Electrum Tag This electrum tag carries the rank insignia equivalent of a corporal within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17258 True Sansha Gold Tag This gold tag carries the rank insignia equivalent of a sergeant within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17259 True Sansha Palladium Tag This palladium tag carries the rank insignia equivalent of a lieutenant within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17260 True Sansha Platinum Tag This platinum tag carries the rank insignia equivalent of a lieutenant within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17261 True Sansha Silver Tag This silver tag carries the rank insignia equivalent of a corporal within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
17262 Shadow Serpentis Brass Tag This brass tag carries the rank insignia equivalent of a sergeant within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17263 Shadow Serpentis Bronze Tag This bronze tag carries the rank insignia equivalent of a private within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17264 Shadow Serpentis Copper Tag This copper tag carries the rank insignia equivalent of a private within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17266 Shadow Serpentis Crystal Tag This crystal tag carries the rank insignia equivalent of a captain within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17267 Shadow Serpentis Diamond Tag This diamond tag carries the rank insignia equivalent of a captain within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17268 Shadow Serpentis Electrum Tag This electrum tag carries the rank insignia equivalent of a corporal within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17269 Shadow Serpentis Palladium Tag This palladium tag carries the rank insignia equivalent of a lieutenant within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17270 Shadow Serpentis Gold Tag This gold tag carries the rank insignia equivalent of a sergeant within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17271 Shadow Serpentis Platinum Tag This platinum tag carries the rank insignia equivalent of a lieutenant within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17272 Shadow Serpentis Silver Tag This silver tag carries the rank insignia equivalent of a corporal within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17273 Biodome Gardens This previous Gallentean pleasure resort has been heavily modified by the Amarrians and is now used for the production of biochemicals for food production. It uses substances harvested from the surrounding deadspace pockets as well as supplies flown in from distant starbases.
17274 Stuffed Container The bolted container drifts silently amongst the stars, giving no hint to what treasures it may hide.
17275 Oofus's Repair Shop This gigantic suprastructure is one of the military installations of the Angel pirate corporation. Even for its size, it has no commercial station services or docking bay to receive guests.
17276 Container with blast marks This reinforced container is outfitted with a capturing mechanism to pick up data from nearby sensor arrays.
17277 Electronically Sealed Container The wrecked container drifts silently amongst the stars, your sensors pick up signs of something rolling within it.
17278 Coreli Guard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
17279 Coreli Spy This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
17280 Shadow Coreli Guard The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17281 Shadow Coreli Spy The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
17283 Sansha Black Ops Squad Leader Although this frigate at first glance appears to be a standard Sansha's nation light frigate a preliminary signature scan seems to indicate that it may possess some inteceptor technology.
17284 Guristas Scout Officer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17285 Centus Black Ops Commander Although this frigate at first glance appears to be a standard Sansha's nation light frigate a preliminary signature scan seems to indicate that it may possess some inteceptor technology.
17286 Amarr Customs Captain "This is a security vessel of the Amarr Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
17287 Chelm Soran's Tag Chelm Soran's Tag. It may prove valuable if turned in at proper authorities.
17288 Vizan Ankonin's Tag Vizan Ankonin's Tag. It may prove valuable if turned in at proper authorities.
17289 Selynne Mardakar's Tag Selynne Mardakar's Tag. It may prove valuable if turned in at proper authorities.
17290 Brokara Ryver's Tag Brokara Ryver's Tag. It may prove valuable if turned in at proper authorities.
17291 Cormack Vaaja's Tag Cormack Vaaja's Tag. It may prove valuable if turned in at proper authorities.
17292 Setele Schellan's Tag Setele Schellan's Tag. It may prove valuable if turned in at proper authorities.
17293 Tuvan Orth's Tag Tuvan Orth's Tag. It may prove valuable if turned in at proper authorities.
17294 Brynn Jerdola's Tag Brynn Jerdola's Tag. It may prove valuable if turned in at proper authorities.
17295 Estamel Tharchon's Tag Estamel Tharchon's Tag. It may prove valuable if turned in at proper authorities.
17296 Vepas Minimala's Tag Vepas Minimala's Tag. It may prove valuable if turned in at proper authorities.
17297 Thon Eney's Tag Thon Eney's Tag. It may prove valuable if turned in at proper authorities.
17298 Kaikka Peunato's Tag Kaikka Peunato's Tag. It may prove valuable if turned in at proper authorities.
17299 Draclira Merlonne's Tag Draclira Merlonne's Tag. It may prove valuable if turned in at proper authorities.
17300 Ahremen Arkah's Tag Ahremen Arkah's Tag. It may prove valuable if turned in at proper authorities.
17301 Raysere Giant's Tag Raysere Giant's Tag. It may prove valuable if turned in at proper authorities.
17302 Tairei Namazoth's Tag Tairei Namazoth's Tag. It may prove valuable if turned in at proper authorities.
17303 Tobias Kruzhor's Tag Tobias Kruzhor's Tag. It may prove valuable if turned in at proper authorities.
17304 Gotan Kreiss's Tag Gotan Kreiss's Tag. It may prove valuable if turned in at proper authorities.
17305 Hakim Stormare's Tag Hakim Stormare's Tag. It may prove valuable if turned in at proper authorities.
17306 Mizuro Cybon's Tag Mizuro Cybon's Tag. It may prove valuable if turned in at proper authorities.
17317 Fermionic Condensates One of the most complex composites known to man, fermionic condensates consist of superconductive boson particles all occupying the same quantum state, thus creating a nearly resistance-free environment for electric current. These condensates have therefore become a staple in advanced reactor manufacture.
17322 Thermonuclear Trigger Unit Blueprint
17323 Crystalline Carbonide Armor Plate Blueprint
17324 Plasma Thruster Blueprint
17325 Nanomechanical Microprocessor Blueprint
17326 Nuclear Pulse Generator Blueprint
17327 Scalar Capacitor Unit Blueprint
17328 Titanium Diborite Armor Plate Blueprint
17329 Ion Thruster Blueprint
17330 Nanoelectrical Microprocessor Blueprint
17331 Fusion Reactor Unit Blueprint
17332 Graviton Pulse Generator Blueprint
17333 Ladar Sensor Cluster Blueprint
17334 Tesseract Capacitor Unit Blueprint
17335 EM Pulse Generator Blueprint
17336 Radar Sensor Cluster Blueprint
17337 Oscillator Capacitor Unit Blueprint
17338 Antimatter Reactor Unit Blueprint
17339 Plasma Pulse Generator Blueprint
17340 Gravimetric Sensor Cluster Blueprint
17341 Pulse Shield Emitter Blueprint
17342 Nuclear Reactor Unit Blueprint
17344 Particle Accelerator Unit Blueprint
17345 Magnetometric Sensor Cluster Blueprint
17346 Deflection Shield Emitter Blueprint
17347 Electrolytic Capacitor Unit Blueprint
17348 Laser Focusing Crystals Blueprint
17349 Fusion Thruster Blueprint
17350 Tungsten Carbide Armor Plate Blueprint
17351 Quantum Microprocessor Blueprint
17352 Sustained Shield Emitter Blueprint
17353 Graviton Reactor Unit Blueprint
17354 Superconductor Rails Blueprint
17355 Fernite Carbide Composite Armor Plate Blueprint
17356 Magpulse Thruster Blueprint
17357 Photon Microprocessor Blueprint
17359 Linear Shield Emitter Blueprint
17360 Immovable Enigma The mysterious Enigma.
17363 Small Audit Log Secure Container This small audit log container is fitted with a password-protected security lock.
17364 Medium Audit Log Secure Container This medium audit log container is fitted with a password-protected security lock.
17365 Large Audit Log Secure Container This large audit log container is fitted with a password-protected security lock.
17366 Station Container This is a Station Container. It is fitted with a password-protected security lock and computerized inventory auditing. Although the construction of a Station Container is much like that of other Cargo Containers a Station Container is far too big to fit in a ship's cargo hold and is only used for storage and inventory management at stations.
17367 Station Vault Container This is a Station Vault Container. It is fitted with a password-protected security lock and computerized inventory auditing. Although the construction of a Station Vault Container is much like that of other Cargo Containers a Station Vault Container is far too big to fit in a ship's cargo hold and is only used for storage and inventory management at stations.
17368 Station Warehouse Container This is a Station Warehouse Container. It is fitted with a password-protected security lock and computerized inventory auditing. Although the construction of a Station Warehouse Container is much like that of other Cargo Containers a Station Warehouse Container is far too big to fit in a ship's cargo hold and is only used for storage and inventory management at stations.
17380 Blood Raider Deadspace Tactical Unit This Bloodraider outpost looks as if it could hold some surprises...
17381 Sansha Deadspace Outpost I Containing an inner habitation core surrounded by an outer shell filled with a curious fluid, the purpose of which remains unclear, this outpost is no doubt the brain-child of some nameless True Slave engineer.
17382 Guristas Deadspace Tactical Outpost This structure was originally built by the Caldari State and was intended to go to Mordu's Legion as part of a surplus shipment, but the convoy was intercepted by a Gurista strike force in what has become famously known as the "Pure Blind Bonanza." Aside from a different coat of paint and an added layer of armor plating, this outpost looks just like its Caldari counterpart.
17388 UNUSED_Gist_Bunker_LCS_ID104_DL5_DCP1 This gigantic suprastructure has been fitted with internal docking bays to receive the guests visiting this pleasure resort. It is a popular chill-out spot for weary smugglers.
17390 Gardan's Fantasy Complex
17391 Ulamon's Data Chip Ulamon's Data Chip.
17392 Data Chips A small wafer of semiconductor material that forms the base for an integrated circuit.
17393 Bloodsport Arena To escape the jurisdiction of those who would curb their entertainments, full-contact fight promoters and unlicensed, duel-to-the-death Clash Masters have taken to setting up these deep-space arenas for their brutal games to take place in. A hive of scum and villainy -- or, alternatively, a wonderland of sport and blood-stained jollity.
17394 Habitation Module - Brothel The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
17395 Habitation Module - Residential The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
17396 Habitation Module - Narcotics supermarket The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
17397 Habitation Module - Casino The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
17398 Habitation Module - Pleasure hub The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
17399 Habitation Module - Police base The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
17400 Habitation Module - Prison The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
17401 Habitation Module - Roadhouse The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
17402 Large Blaster Battery Fires a barrage of extra large hybrid slugs at those the Control Tower deems its enemies. Only effective at fairly close ranges, but extremely deadly in terms of sheer damage output.
17403 Medium Blaster Battery Fires a barrage of large hybrid slugs at those the Control Tower deems its enemies. Only effective at fairly close ranges, but very deadly in terms of sheer damage output.
17404 Small Blaster Battery Fires a barrage of medium hybrid slugs at those the Control Tower deems its enemies. Only effective at fairly close ranges, but deadly in terms of sheer damage output.
17406 Large Pulse Laser Battery Fires a pulsed energy beam using extra large sized frequency crystals at those the Control Tower deems its enemies. Effective at fairly long ranges, tracks moderately fast and has a higher rate of fire than its beam laser counterpart. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
17407 Medium Pulse Laser Battery Fires a pulsed energy beam using large sized frequency crystals at those the Control Tower deems its enemies. Effective at fairly long ranges, tracks fast and has a higher rate of fire than its beam laser counterpart. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
17408 Small Pulse Laser Battery Fires a pulsed energy beam using medium sized frequency crystals at those the Control Tower deems its enemies. Effective only at relatively short range, but tracks very fast and has a higher rate of fire than any other laser battery. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
17409 Former Slaves These former slaves have been cleanched of their Vitoc dependancy.
17412 Phi-Operation Protector This ominous battleship has been modified somewhat. It is at the approximate center of this Deadspace Pocket.
17413 Captain Rouge If Angel's Red Light District really is the den of carnal pleasures, then this would be the head pimp.
17422 Angels Retirement Home This is where elderly Angel Cartel members are supposed to enjoy the last few years of existence. It is popular amongst them to bring with them memorabilia from past conquests and even work on some projects in the quiet and solitude of the Deadspace Complexes.
17423 Gallente 106 Election Holoreel This holoreel contains most of the advertisements used in the Gallente propoganda machine for each of the candidates vying for the presidency, as well as a detailed biography of each person.
17424 Amarrian Wheat Cereal grasses have been localized on hundreds of worlds. The grains of the wheat plant make a solid foundation for the production of foodstuffs within empire space. Amarrian Wheat is known for its purity, and has reputedly never been tampered with by genetic engineering.
17425 Crimson Arkonor "While fairly invisible to all but the most experienced miners, there are significant molecular differences between Arkonor and its crimson counterpart, so-named because of the blood-red veins running through it.
The rarest and most sought-after ore in the known universe. A sizable nugget of this can sweep anyone from rags to riches in no time. Arkonor has the largest amount of megacyte of any ore, and also contains some zydrine and tritanium. The portion size for refining is 200 ore units."
17426 Prime Arkonor "Prime Arkonor is the rarest of the rare; the king of ores. Giving a 10% greater mineral yield than regular ark, this is the stuff that makes billionaires out of people lucky enough to stumble upon a vein.
The rarest and most sought-after ore in the known universe. A sizable nugget of this can sweep anyone from rags to riches in no time. Arkonor has the largest amount of megacyte of any ore, and also contains some zydrine and tritanium. The portion size for refining is 200 ore units."
17428 Triclinic Bistot "Bistot with a triclinic crystal system occurs very rarely under natural conditions, but is highly popular with miners due to its extra-high concentrations of the zydrine and megacyte minerals.
Bistot is a very valuable ore as it holds large portions of two of the rarest minerals in the universe, megacyte and zydrine. The portion size for refining is 200 ore units."
17429 Monoclinic Bistot "Monoclinic bistot is a variant of bistot with a slightly different crystal structure. It is highly sought-after, as it gives a slightly higher yield than its straightforward counterpart.
Bistot is a very valuable ore as it holds large portions of two of the rarest minerals in the universe, megacyte and zydrine. The portion size for refining is 200 ore units."
17432 Sharp Crokite "In certain belts, environmental conditions will carve sharp, jagged edges into crokite rocks, resulting in the formation of sharp crokite.
Crokite is a very heavy ore that is always in high demand because it has the largest ratio of zydrine for any ore in the universe. It requires 250 ore units to refine. "
17433 Crystalline Crokite "Crystalline crokite is the stuff of legend in 0.0 space. Not only does it give a 10% greater yield than regular crokite, but chunks of the rock glitter beautifully in just the right light, making crystalline crokite popular as raw material for jewelry.
Crokite is a very heavy ore that is always in high demand because it has the largest ratio of zydrine for any ore in the universe. It requires 250 ore units to refine. "
17436 Onyx Ochre "Shiny black nuggets of Onyx Ochre look very nice and are occasionally used in ornaments. But the great amount of nocxium is what miners are really after. Like in all else, good looks are only an added bonus.
Considered worthless for years, the Dark Ochre family of ores was ignored by most miners until improved refining techniques managed to extract the huge amount of Nocxium inside it, the highest ratio of Nocxium found in any ore in the universe. 400 ore units of Dark Ochre are needed to refine Onyx Ochre."
17437 Obsidian Ochre "Obsidian Ochre, the most valuable member of the Dark Ochre family, was only first discovered a decade ago. The sleek black surface of this mineral managed to reflect scanning waves, making Obsidian Ochre asteroids almost invisible. Advances in scanning technology revealed these beauties at last.
Considered worthless for years, the Dark Ochre family of ores was ignored by most miners until improved refining techniques managed to extract the huge amount of Nocxium inside it, the highest ratio of Nocxium found in any ore in the universe."
17440 Vitric Hedbergite "When asteroids containing Hedbergite pass close to suns or other sources of intense heat can cause the Hedbergite to glassify. The result is called Vitric Hedbergite and has 5% better yield than normal Hedbergite.
Hedbergite is sought after for its high concentration of isogen, although the high portion size needed for refining makes it a bit less attractive. Hedbergite also yields some Nocxium, Pyerite and a small amount of Zydrine. 500 ore units are needed to refine it."
17441 Glazed Hedbergite "Asteroids containing this shiny ore were formed in intense heat, such as might result from a supernova. The result, known as Glazed Hedbergite, is a more concentrated form of Hedbergite that has 10% higher yield.
Hedbergite is sought after for its high concentration of isogen, although the high portion size needed for refining makes it a bit less attractive. Hedbergite also yields some Nocxium, Pyerite and a small amount of Zydrine. 500 ore units are needed to refine it."
17444 Vivid Hemorphite "Hemorphite exists in many different color variations. Interestingly, the more colorful it becomes, the better yield it has. Vivid Hemorphite has 5% better yield than its more bland brother.
With a large portion of nocxium the Hemorphite is always a good find. It is common enough that even novice miners can expect to run into it. Hemorphite also has a bit of tritanium, pyerite, mexallon and isogen as well as trace amounts of Zydrine. It requires 500 ore units to refine."
17445 Radiant Hemorphite "Hemorphite exists in many different color variations. Interestingly, the more colorful it becomes, the better yield it has. Radiant Hemorphite has 10% better yield than its more bland brother.
With a large portion of nocxium the Hemorphite is always a good find. It is common enough that even novice miners can expect to run into it. Hemorphite also has a bit of tritanium, pyerite, mexallon and isogen as well as trace amounts of Zydrine. It requires 500 ore units to refine."
17448 Pure Jaspet "Pure Jaspet is popular amongst corporate miners who are looking for various minerals for manufacturing, rather than mining purely for profit.
Jaspet has many mineral types, making it easy to sell. It has a large portion of mexallon plus some tritanium, pyerite, nocxium and zydrine. It has a portion size of 500 ore units for refining."
17449 Pristine Jaspet "Pristine Jaspet is very rare, which is not so surprising when one considers that it is formed when asteroids collide with comets or ice moons. It has 10% better yield than normal Jaspet.
Jaspet has many mineral types, making it easy to sell. It has a large portion of mexallon plus some tritanium, pyerite, nocxium and zydrine. It has a portion size of 500 ore units for refining."
17452 Luminous Kernite "Prophets tell of the mystical nature endowed in Luminous Kernite. To the rest of us, it's an average looking ore that has 5% more yield than normal Kernite and can make you rich if you mine it 24/7 and live to be very old.
Kernite is a fairly common ore type that yields the largest amount of mexallon of any ore types in the universe. Besides mexallon the Kernite also has a bit of tritanium and isogen. 400 units of ore are needed for refining."
17453 Fiery Kernite "Known as Rage Stone to veteran miners after a discovery of a particularly rich vein of it caused a bar brawl of epic proportions in the Intaki Syndicate. It has a 10% higher yield than basic Kernite.
Kernite is a fairly common ore type that yields the largest amount of mexallon of any ore types in the universe. Besides mexallon the Kernite also has a bit of tritanium and isogen. 400 units of ore are needed for refining."
17455 Azure Plagioclase "Azure Plagioclase was made infamous in the melancholic song prose Miner Blues by the Gallentean folk singer Jaroud Dertier three decades ago.
Plagioclase is not amongst the most valuable ore types around, but it has the largest amount of pyerite of any ore and is thus always in constant demand. It also yields some tritanium and mexallon. It requires 333 ore units to refine."
17456 Rich Plagioclase "With Rich Plagioclase, having 10% better yield than the normal one, miners can finally regard Plagioclase as a mineral that provides a noteworthy profit.
Plagioclase is not amongst the most valuable ore types around, but it has the largest amount of pyerite of any ore and is thus always in constant demand. It also yields some tritanium and mexallon. It requires 333 ore units to refine."
17459 Solid Pyroxeres "Solid Pyroxeres, sometimes called the Flame of Dam'Torsad, is a relative of normal Pyroxeres. The Flame has 5% higher yield than its more common cousin.
Pyroxeres is an interesting ore type, as it is very plain in most respects except one - deep core refining yields a little bit of nocxium, increasing its value considerably. It also has a large portion of tritanium and some pyerite and mexallon. 333 ore units are needed to refine."
17460 Viscous Pyroxeres "Viscous Pyroxeres is the secret behind the success of ORE in the early days. ORE has since then moved into more profitable minerals, but Viscous Pyroxeres still holds a special place in the hearts of all miners dreaming of becoming the next mining moguls of EVE.
Pyroxeres is an interesting ore type, as it is very plain in most respects except one - deep core refining yields a little bit of nocxium, increasing its value considerably. It also has a large portion of tritanium and some pyerite and mexallon. 333 ore units are needed to refine."
17463 Condensed Scordite "Condensed Scordite is a close cousin of normal Scordite, but with 5% better yield. The increase may seem insignificant, but matters greatly to new miners where every ISK counts.
Scordite is amongst the most common ore types in the known universe. It has a large portion of tritanium plus a fair bit of pyerite. Good choice for those starting their mining careers. 333 ore units are needed for refining."
17464 Massive Scordite "Massive Scordite was the stuff of legend in the early days of space exploration. Though it has long since been taken over in value by other ores it still has a special place in the hearts of veteran miners.
Scordite is amongst the most common ore types in the known universe. It has a large portion of tritanium plus a fair bit of pyerite. Good choice for those starting their mining careers. 333 ore units are needed for refining."
17466 Bright Spodumain "Spodumain is occasionaly found with crystaline traces in its outer surface. Known as Bright Spodumain, the crystal adds considerable value to an already valuable mineral.
Spodumain is amongst the most valuable ore types around, as it is one of only three ore types that yields the ultra-rare megacyte. Otherwise very plain, with a bit of tritanium and pyerite. 250 ore units are needed to refine. "
17467 Gleaming Spodumain "Once in a while Spoudumain is found with crystaline veins running through it. The increased value this yields puts the gleam in the eye of any miner lucky enough to find it.
Spodumain is amongst the most valuable ore types around, as it is one of only three ore types that yields the ultra-rare megacyte. Otherwise very plain, with a bit of tritanium and pyerite. 250 ore units are needed to refine. "
17470 Concentrated Veldspar "Clusters of Veldspar, called Concentrated Veldspar, are sometimes found in areas where normal Veldspar is already in abundance.
The most common ore type in the known universe, Veldspar can be found almost everywhere. It is still in constant demand as it holds a large portion of the much-used tritanium mineral. It requires 333 ore units to refine."
17471 Dense Veldspar "In asteroids above average size, the intense pressure can weld normal Veldspar into what is known as Dense Veldspar, increasing the yield by 10%.
The most common ore type in the known universe, Veldspar can be found almost everywhere. It is still in constant demand as it holds a large portion of the much-used tritanium mineral. It requires 333 ore units to refine."
17475 Radioactive Waste This radioactively contaminated material is normally recycled or processed into fuel. It can be highly dangerous to any lifeforms that come into contact with it.
17476 Covetor "The Covetor is a mining barge with superb mining yield.
Traits
Mining Barge skill bonus per level:
4% bonus to Strip Miner yield
3% reduction in Ice Harvester duration
Development
The mining barge was designed by ORE to facilitate advancing the mining profession to a new level. Each barge was created to excel at a specific function, the Covetor's being mining yield. This additional yield comes at a price, as the Covetor has weaker defenses and a smaller ore bay than the other mining barges.
Mining barges are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules."
17477 Covetor Blueprint
17478 Retriever "The Retriever is a mining barge with an extensive ore bay.
Traits
Mining Barge skill bonus per level:
5% bonus to ore hold capacity
Role Bonus:
50% bonus to Strip Miner yield
33.33% reduction in Ice Harvester Duration and capacitor use
Development
The mining barge was designed by ORE to facilitate advancing the mining profession to a new level. Each barge was created to excel at a specific function, the Retriever's being storage. Although it only has space to fit two mining or ice harvesting modules, a fast loading system allows those two modules to do the work of three modules.
Mining barges are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules."
17479 Retriever Blueprint
17480 Procurer "The Procurer is a mining barge with exceptional defensive capabilities.
Traits
Mining Barge skill bonus per level:
5% bonus to shield hit points
Role Bonus:
200% bonus to Strip Miner yield
66.66% reduction in Ice Harvester Duration and capacitor use
Development
The mining barge was designed by ORE to facilitate advancing the mining profession to a whole new level. Each barge was created to excel at a specific function, the Procurer's being durability. With that in mind, the designers could only make space to fit one mining or ice harvesting module. To mitigate the effect this would have on the ship's mining output, they came up with a unique loading system that allows this one module to work at triple efficiency.
Mining barges are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules."
17481 Procurer Blueprint
17482 Strip Miner I A bulk ore extractor designed for use on Mining Barges and Exhumers.
17483 Strip Miner I Blueprint
17484 Republic Fleet Rapid Light Missile Launcher Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
17485 Republic Fleet Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
17486 Republic Fleet Cruise Missile Launcher Blueprint
17487 Republic Fleet Heavy Missile Launcher Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
17488 Republic Fleet Rocket Launcher A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
17489 Republic Fleet Rocket Launcher Blueprint
17490 Republic Fleet Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
17491 Republic Fleet Light Missile Launcher "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
17492 Republic Fleet Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
17493 Republic Fleet Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
17494 Republic Fleet Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
17495 Caldari Navy Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
17496 Caldari Navy Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
17497 Caldari Navy Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
17498 Caldari Navy Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
17499 Caldari Navy EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
17500 Caldari Navy Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
17501 Caldari Navy Stasis Webifier Blueprint
17502 Ammatar Navy Armor EM Hardener A enhanced version of the standard em armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17503 Ammatar Navy Armor EM Hardener Blueprint
17504 Ammatar Navy Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17505 Ammatar Navy Armor Explosive Hardener Blueprint
17506 Ammatar Navy Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17507 Ammatar Navy Armor Kinetic Hardener Blueprint
17508 Ammatar Navy Armor Thermic Hardener A enhanced version of the standard Thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17509 Ammatar Navy Armor Thermic Hardener Blueprint
17510 Ammatar Navy Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
17511 Ammatar Navy Capacitor Power Relay Blueprint
17512 Ammatar Navy Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17513 Ammatar Navy Kinetic Plating Blueprint
17514 Ammatar Navy Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17515 Ammatar Navy Adaptive Nano Plating Blueprint
17516 Ammatar Navy Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17517 Ammatar Navy Explosive Plating Blueprint
17518 Ammatar Navy EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17519 Ammatar Navy EM Plating Blueprint
17520 Federation Navy Sensor Booster "Gives an increase to targeting range and scan resolution. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
17521 Federation Navy Sensor Booster Blueprint
17522 Ammatar Navy Reactor Control Unit Boosts power core output.
17523 Ammatar Navy Reactor Control Unit Blueprint
17524 Ammatar Navy Power Diagnostic System Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
17525 Ammatar Navy Power Diagnostic System Blueprint
17526 Imperial Navy Cap Recharger Increases the capacitor recharge rate.
17527 Imperial Navy Cap Recharger Blueprint
17528 Imperial Navy Capacitor Power Relay Increases capacitor recharge rate at the expense of shield boosting.
17529 Imperial Navy Capacitor Power Relay Blueprint
17536 Ammatar Navy Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17537 Ammatar Navy Energized Adaptive Nano Membrane Blueprint
17538 Ammatar Navy Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17539 Ammatar Navy Energized Kinetic Membrane Blueprint
17540 Ammatar Navy Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17541 Ammatar Navy Energized Explosive Membrane Blueprint
17542 Ammatar Navy Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17543 Ammatar Navy Energized EM Membrane Blueprint
17544 Ammatar Navy Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17545 Ammatar Navy Energized Thermic Membrane Blueprint
17546 Imperial Navy Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
17547 Imperial Navy Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
17548 Imperial Navy Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
17549 Federation Navy Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17550 Federation Navy Adaptive Nano Plating Blueprint
17551 Federation Navy Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17552 Federation Navy Magnetic Plating Blueprint
17553 Federation Navy Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17554 Federation Navy Reactive Plating Blueprint
17555 Federation Navy EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17556 Federation Navy Reflective Plating Blueprint
17557 Federation Navy Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17558 Federation Navy Thermic Plating Blueprint
17559 Federation Navy Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
17561 Federation Navy Stasis Webifier Blueprint
17563 UNUSED_CargoRig_LCS_DL1_DCP1 This gigantic suprastructure is one of the military installations of the Angel pirate corporation. Even for it's size it has no commercial station services or docking bay to receive guests.
17565 Unanchoring Drone A drone that can be used to destabilize structures that are anchored in place. They are not good for much else but are pretty versatile at what they do.
17568 Serpentis Point Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17569 Serpentis Light Missile Battery This light missile sentry will launch missiles at any target it considers to be a threat.
17570 Serpentis Heavy Missile Battery This heavy missile sentry will launch missiles at any target it considers to be a threat.
17571 Serpentis Cruise Missile Battery This cruise missile sentry will launch missiles at any target it considers to be a threat.
17572 Angel Point Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17573 Angel Light Missile Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17574 Angel Heavy Missile Battery This heavy missile sentry will launch missiles at any target it considers to be a threat.
17575 Angel Cruise Missile Battery This cruise missile sentry will launch missiles at any target it considers to be a threat.
17576 Minmatar Point Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17577 Minmatar Light Missile Battery This light missile sentry will launch missiles at any target it considers to be a threat.
17578 Minmatar Heavy Missile Battery This heavy missile sentry will launch missiles at any target it considers to be a threat.
17579 Minmatar Cruise Missile Battery This cruise missile sentry will launch missiles at any target it considers to be a threat.
17580 Sansha Point Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17581 Sansha Light Missile Battery This light missile sentry will launch missiles at any target it considers to be a threat.
17582 Sansha Heavy Missile Battery This heavy missile sentry will launch missiles at any target it considers to be a threat.
17583 Sansha Cruise Missile Battery This cruise missile sentry will launch missiles at any target it considers to be a threat.
17584 Gallente Point Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17585 Gallente Light Missile Battery This light missile sentry will launch missiles at any target it considers to be a threat.
17586 Gallente Heavy Missile Battery This heavy missile sentry will launch missiles at any target it considers to be a threat.
17587 Gallente Cruise Missile Battery This cruise missile Sentry will Launch missiles at any target it considers to be a threat.
17588 Amarr Point Defense Battery This Light missile Sentry will launch missiles at any target it considers to be a threat.
17589 Amarr Light Missile Battery This Light missile Sentry will launch missiles at any target it considers to be a threat.
17590 Amarr Heavy Missile Battery This heavy missile sentry will launch missiles at any target it considers to be a threat.
17591 Amarr Cruise Missile Battery This cruise missile Sentry will Launch missiles at any target it considers to be a threat.
17592 Blood Point Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17593 Blood Light Missile Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17594 Blood Heavy Missile Battery This heavy missile sentry will launch missiles at any target it considers to be a threat.
17595 Blood Cruise Missile Battery This cruise missile sentry will Launch missiles at any target it considers to be a threat.
17596 Guristas Point Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17597 Guristas Light Missile Battery This light missile sentry will launch missiles at any target it considers to be a threat.
17598 Guristas Heavy Missile Battery This heavy missile sentry will launch missiles at any target it considers to be a threat.
17599 Guristas Cruise Missile Batteries This cruise missile sentry will launch missiles at any target it considers to be a threat.
17600 Caldari Point Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
17601 Caldari Light Missile Battery This light missile sentry will launch missiles at any target it considers to be a threat.
17602 Caldari Heavy Missile Battery This heavy missile sentry will launch missiles at any target it considers to be a threat.
17603 Caldari Cruise Missile Battery This cruise missile sentry will launch missiles at any target it considers to be a threat.
17605 Angel Stasis Tower Angel stasis web sentry
17606 Minmatar Stasis Tower Minmatar stasis web sentry
17607 Sansha Stasis Tower Sansha stasis web sentry
17608 Gallente Stasis Tower Gallente stasis web sentry
17609 Amarr Stasis Tower Amarr stasis web sentry
17610 Blood Stasis Tower Blood Raider stasis web sentry
17611 Guristas Stasis Tower Guristas stasis web sentry
17612 Caldari Stasis Tower Caldari stasis web sentry
17613 Inner Sanctum This structure houses the senior members of the Zatah corpus blood raider sect.
17614 Thorak's Biodome Garden This biodome is used for cultivation of plants and animals alike. Minmatar corporations have contracted the operation to the Angel Cartel and there is a healthy profit to be made from the luxury foods manufactured here. The prime buyers are the newly rich.
17615 Corpus Crimson Commander Commands and directions emanate from this vessel as if the person at the helm owns the place. Perhaps he does...
17616 Mul-Zatath Gatekeeper DED's scout report database has this vessel simply listed as "The Top Dog".
17617 QA Speed Limiter Module This module does not exist.
17619 Caldari Navy Hookbill "The Caldari Navy Hookbill is an advanced Combat Frigate produced for the forces of the Caldari State.
Traits
Caldari Frigate skill bonus per level:
20% bonus to Kinetic missile damage, 10% bonus to EM, Explosive, and Thermal missile damage
10% bonus to Missile velocity
Development
Long struggling with a reputation for being the ugly duckling of the Caldari ship repertoire, the Hookbill recently got a new lease on life, being upgraded from a routine patrol vessel into a fleet-standard frigate. With the advancements brought on by the upgrade, the time is nigh for this little slugger to prove itself on battlefields throughout Caldari space and beyond."
17620 Caldari Navy Hookbill Blueprint
17621 Corporate Hangar Array A large hangar structure with divisional compartments, for easy separation and storage of materials and modules.
17622 Jenmai Hirokan This is the infamous Angel Cartel pilot Jenmai. Born a Caldari citizen, Jenmai was quickly taken and raised by the Guristas after his birth. Many years later, after learning about his true past, he defected to the Angel Cartel, serving them quite well for the past decade. Few can claim to rival Jenmais skills as a fighter pilot.
17623 Jenmei's Tag Jenmei's Tag.
17624 Elena Gazky's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This is a DNA sample taken from a member of the infamous pirate gang 'The Seven'.
"
17625 Imai Kenon This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
17626 Stationary Bestower This Bestower-class industrial is currently undergoing maintenance.
17627 Stationary Mammoth This Mammoth-class industrial is currently undergoing maintenance.
17628 Stationary Iteron V This Iteron V-class industrial is currently undergoing maintenance.
17629 Stationary Tayra This Tayra-class industrial is currently undergoing maintenance.
17630 Imai Kenon's Tag Imai Kenon's Tag.
17631 Deadspace Synchronization HQ These habitats house offices and processing utilities for the asteroid mining facility.
17632 CreoCorp Main Factory This is where small parts are built to be used in all kinds of spaceships further down the production line.
17633 UNUSED_HabMod_Residential_LCS This is a luxury version of the CreoDron Habitation Module for miners and deep space explorers. It is packed with hard working prospectors.
17634 Caracal Navy Issue "The Caracal Navy Issue is an advanced Combat Cruiser produced for the forces of the Caldari State.
Traits
Caldari Cruiser skill bonus per level:
5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
5% bonus to Heavy and Heavy Assault Missile explosion radius per level
Development
Created specifically in order to counter the ever-increasing numbers of pirate invaders in Caldari territories, the Navy Issue Caracal has performed admirably in its task. Sporting added defensive capability as well as increased fitting potential, it is seeing ever greater use in defense of the homeland."
17635 Caracal Navy Issue Blueprint
17636 Raven Navy Issue "The Raven Navy Issue is an Attack Battleship designed for fast aggressive combat.
Traits
Caldari Battleship skill bonus per level:
10% bonus to Torpedo and Cruise Missile velocity
5% bonus to Cruise Missile and Torpedo explosion radius
Development
The Navy Issue Raven represents the best the Caldari have to offer on the battlefield: an all-out assault vessel with tremendous electronic warfare capabilities. Commissioned by Caldari Navy Special Operations Command in YC 104 in response to a campaign of coordinated Gurista attacks which threatened to decimate the populations of several planets in the Obe system, this hefty warship has since proven its worth many times over."
17637 Raven Navy Issue Blueprint
17638 Sentinel Bloodraider This Bloodraider Station has been refitted with huge citadel torpedo batteries and a long range stasis web generators
17639 Taisu Magdesh's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
17640 Mordur's DNA DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
17641 Arch Angel Raelek This is the Commander of the top Angel Cartel outpost in the Caldari State territories. He virtually controls all Cartel activities inside the State. Threat level: Deadly
17642 Raelek's Tag This diamond tag carries the rank insignia equivalent of a captain within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
17643 Caldari AZ-1 Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Kaalakiota scientists for the Caldari Navy, made to be of better quality than what is available on the open market.
The AZ-1 chip is designed for battleship class vessels."
17644 Asteroid Deadspace Mining Post Where geographical conditions allow, outposts such as this one are a good way of increasing the effectiveness of deep-space mining operations.
17645 Deadspace Control Station Bases such as this one are commonly used as on-site mining posts or colonies. They are often obscurely located and vulnerable as well and therefore it is common that pirates make their homes in them, sometimes with the resident's full consent. This one looks unusually exposed and vulnerable due to what appear to be major renovations.
17646 Caldari CU-1 Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Kaalakiota scientists for the Caldari Navy, made to be of better quality than what is available on the open market.
The CU-1 chip is designed for cruiser class vessels."
17647 Caldari BY-1 Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Kaalakiota scientists for the Caldari Navy, made to be of better quality than what is available on the open market.
The BY-1 chip is designed for frigate class vessels."
17648 Antimatter Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
17649 Antimatter Charge XL Blueprint
17650 Iridium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
17651 Iridium Charge XL Blueprint
17652 Iron Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
17653 Iron Charge XL Blueprint
17654 Lead Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
17655 Lead Charge XL Blueprint
17656 Plutonium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
17657 Plutonium Charge XL Blueprint
17658 Thorium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
17659 Thorium Charge XL Blueprint
17660 Tungsten Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
17661 Tungsten Charge XL Blueprint
17662 Uranium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
17663 Uranium Charge XL Blueprint
17664 Carbonized Lead XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
17665 Carbonized Lead XL Blueprint
17666 Depleted Uranium XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
17667 Depleted Uranium XL Blueprint
17668 EMP XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
17669 EMP XL Blueprint
17670 Fusion XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
17671 Fusion XL Blueprint
17672 Nuclear XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
17673 Nuclear XL Blueprint
17674 Phased Plasma XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
17675 Phased Plasma XL Blueprint
17676 Proton XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
17677 Proton XL Blueprint
17678 Titanium Sabot XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation flechettes that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
17679 Titanium Sabot XL Blueprint
17680 Gamma XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased damage.
37.5% reduced optimal range.
15% reduced capacitor need."
17681 Gamma XL Blueprint
17682 Infrared XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range.
20% increased optimal range.
35% reduced capacitor need."
17683 Infrared XL Blueprint
17684 Microwave XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the microwave frequencies. Improved range.
40% increased optimal range.
25% reduced capacitor need."
17685 Microwave XL Blueprint
17686 Multifrequency XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
50% reduced optimal range."
17687 Multifrequency XL Blueprint
17688 Radio XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
60% increased optimal range.
15% reduced capacitor need."
17689 Radio XL Blueprint
17690 Standard XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the visible light spectrum.
45% reduced capacitor need."
17691 Standard XL Blueprint
17692 Ultraviolet XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased damage.
12.5% reduced optimal range.
35% reduced capacitor need."
17693 Ultraviolet XL Blueprint
17694 Xray XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased damage.
25% reduced optimal range.
25% reduced capacitor need."
17695 Xray XL Blueprint
17696 Old System Scanner Trash me if you find me.
17701 Tracking Array Boosts turret sentries' optimal range and tracking speed.
17703 Imperial Navy Slicer "The Imperial Navy Slicer is an advanced Combat Frigate produced for the forces of the Amarr Empire.
Traits
Amarr Frigate skill bonus per level:
10% bonus to Small Energy Turret optimal range
25% bonus to Small Energy Turret damage
Development
The Slicer is the Imperial Navy's pride and joy, and one of its biggest weapons in the continual fight against Matari insurgents. Boasting tremendous range and versatility in equipment fittings, a great deal of armor strength and a powerful capacitor, the skilled Slicer pilot is able to take out most frigates with ease."
17704 Imperial Navy Slicer Blueprint
17705 Khanid Navy Frigate Navy Frig.
17706 Khanid Navy Frigate Blueprint
17707 Mordus Frigate Navy Frig.
17708 Mordus Frigate Blueprint
17709 Omen Navy Issue "The Omen Navy Issue is an advanced Attack Cruiser produced for the forces of the Amarr Empire.
Traits
Amarr Cruiser skill bonus per level:
10% bonus to Medium Energy Turret damage
10% bonus to Medium Energy Turret optimal range per level
Development
The Omen Navy Issue was originally conceived as a multipurpose search and rescue vessel with strong combat capabilities. In response to the increasing need for ships capable of countering frigate swarms, its designers additionally included a drone bay intended to give the ship a greater range of options when faced with mixed enemy squadrons. The end result is a somewhat more flexible offering than Amarr design philosophy generally dictates, but don't be fooled: this crusher still packs all the punch one would expect from a ship of the golden fleet."
17710 Omen Navy Issue Blueprint
17713 Stabber Fleet Issue "The Stabber Fleet Issue is an advanced Combat Cruiser produced for the forces of the Minmatar Republic.
Traits
Minmatar Cruiser skill bonus per level:
5% bonus to Medium Projectile Turret firing speed
10% bonus to Medium Projectile Turret tracking speed
Development
Responding to voices stating that the Stabber needed an upgrade to be viable as a fleet vessel of military standards, the Republic Fleet commissioned the creation of the Fleet Issue Stabber; a slower, hardier version of the original that packs quite a bit more firepower. Being as new as it is on the battlefield, the Fleet Issue Stabber hasn't seen many large engagements yet, but its engineers as well as Fleet command are very optimistic about its performance."
17714 Stabber Fleet Issue Blueprint
17715 Gila "Taking what he had learned from his days in the Caldari Navy, Korako ‘The Rabbit' Kosakami, Gurista leader, decided that he would rub salt in the State's wounds by souping up their designs and making strikes against his former masters in ships whose layout was obviously stolen from them. To this end the Gila, bastard twin of the Moa, has served him well.
Special Ability: 50% bonus to Assault, Heavy and Light Missile velocity
Caldari Cruiser Skill Bonus: 4% shield resistance per level
Gallente Cruiser Skill Bonus: 10% bonus to drone hit points and damage per skill level"
17716 Gila Blueprint
17718 Phantasm "As with other Sansha ships, not much is known about the origin of this design. Its form -- while harshly alien in shape -- bears the mark of extremely advanced physics research, lines and corners coalescing to form a shape whose resilience and structural integrity are hard to match. Coupled with advanced hardpoint technology and an extremely efficient powercore, the Phantasm's legendary status is well-deserved.
Special Ability: 100% bonus to Medium Energy Turret damage
Amarr Cruiser Skill Bonus: 7.5% bonus to Medium Energy Turret tracking per level
Caldari Cruiser Skill Bonus: 5% bonus to Medium Energy Turret damage per level
"
17719 Phantasm Blueprint
17720 Cynabal "The Cynabal was one of the earliest designs put forth by the Angel Cartel, and to this day it remains their most-used. The ship's origins are unknown, but as with most Cartel ships persistent rumors of Jovian influence continue to linger. Whether these tales have basis in reality or not, the facts are on the table: the Cynabal is one of the fastest, most powerful cruisers to be found anywhere.
Special Ability: 25% bonus to Medium Projectile Turret rate of fire
Minmatar Cruiser Skill Bonus: 10% bonus to Medium Projectile Turret damage per level
Gallente Cruiser Skill Bonus: 10% bonus to Medium Projectile Turret falloff per level"
17721 Cynabal Blueprint
17722 Vigilant "The Vigilant was the first Gallente design the Guardian Angels would steal and make their own, but it wouldn't be the last. Building on the Thorax's natural strengths, it is a deadly vessel both by itself and in fleet tandem. A group of these sluggers is a sight to fear.
Special Ability: 75% bonus to Medium Hybrid Turret damage
Gallente Cruiser Skill Bonus: 10% bonus to Medium Hybrid Turret falloff per level
Minmatar Cruiser Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level"
17723 Vigilant Blueprint
17726 Apocalypse Navy Issue "The Apocalypse Navy Issue is an Attack Battleship designed for fast aggressive combat.
Traits
Amarr Battleship skill bonus per level:
7.5% bonus to Large Energy Turret optimal range
7.5% bonus to Large Energy Turret tracking speed
Development
The Empire's inner circle of armaments manufacturers has long been proud of the expert methods utilized to harden the Navy Issue Apocalypse's armor plating and structural framework to such an amazing degree. Its shield systems are also state-of-the-art, rivalling even Caldari Prime's best. Fearsome by reputation, this is the flagship vessel of the Imperial Navy's elite wing. Not many are unfortunate enough to have ever actually met one on the field of battle, and those who do usually do not live to tell the tale. "
17727 Apocalypse Navy Issue Blueprint
17728 Megathron Navy Issue "The Megathron Navy Issue is an Attack Battleship designed for fast aggressive combat.
Traits
Gallente Battleship skill bonus per level:
5% bonus to Large Hybrid Turret rate of fire
7.5% bonus to Large Hybrid Turret tracking speed
Development
The powerful Navy Megathron has seen the end of many a threat to the Federation's security, and it's only getting better. Recent improvements in the original design have paved the way for its use in a wider field of tactical operations than originally intended, making it one of the most useful war vessels to be found anywhere."
17729 Megathron Navy Issue Blueprint
17732 Tempest Fleet Issue "The Tempest Fleet Issue is a Combat Battleship designed for frontline fighting.
Traits
Minmatar Battleship skill bonus per level:
5% bonus to Large Projectile Turret rate of fire
5% bonus to Large Projectile Turret damage
Development
The Fleet Tempest originally came into being as a variant licensed by the Fleet to Core Complexion Inc., who intended to improve on the existing design with their now-famous emphasis on strong defensive capability. The designer, one Enoksur Steidentet, performed so well in this task that the Fleet promptly bought all rights to the design back from him for undisclosed billions, catapulting his small production and design corp into the major leagues. "
17733 Tempest Fleet Issue Blueprint
17736 Nightmare "When this terror was first seen haunting the spacelanes, rumors abounded about its design, which bore the indelible stamp of Sansha Kuvakei's unique madness. Who else, the conspiracy theorists argued, could come up with such marvelously twisted designs?
These and other theories were all but confirmed during the Sansha invasions of YC 111-112, as endless swarms of Nightmare fleets descended upon planet dweller and capsuleer alike, eager to serve their returned master Sansha Kuvakei once again.
Special Ability: 100% bonus to Large Energy Turret damage
Amarr Battleship Skill Bonus: 7.5% bonus to Large Energy Turret tracking per level
Caldari Battleship Skill Bonus: 5% bonus to Large Energy Turret damage per level"
17737 Nightmare Blueprint
17738 Machariel "While its utilitarian look may not give much of an indication, many are convinced that the Machariel is based on an ancient Jovian design uncovered by the Angel Cartel in one of their extensive exploratory raids into uncharted territory some years ago. Whatever the case may be, this behemoth appeared on the scene suddenly and with little fanfare, and has very quickly become one of the Arch Angels' staple war vessels.
Special Ability: 25% bonus to Large Projectile Turret rate of fire
Minmatar Battleship Skill Bonus: 5% bonus to Large Projectile Turret damage per level
Gallente Battleship Skill Bonus: 10% bonus to Large Projectile Turret falloff per level"
17739 Machariel Blueprint
17740 Vindicator "Basing their design on the Federation Navy's much-vaunted Megathron, the Guardian Angels' engineers set out to create a battleship that would instill fear in anyone fool enough to square off against the Cartel or its Serpentis protectorate. Based on the reputation this ship has engendered, they seem to have succeeded admirably.
Special Ability: 37.5% bonus to Large Hybrid Turret damage
Gallente Battleship Skill Bonus: 7.5% bonus to Large Hybrid Turret tracking speed per level
Minmatar Battleship Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level"
17741 Vindicator Blueprint
17742 Uleen Bloodsworn This is a fighter for the Blood Raiders. She is protecting the assets of the Blood Raiders and may attack anyone she perceives as a threat or easy pickings. Threat level: Very high
17743 Uleen Bloodsworn's Tag This gold tag carries the rank insignia equivalent of a sergeant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
17744 Purple Particle Research Patrol This deadly adversary houses the control bridge for the particle accelerator. Its defenses are considerable.
17745 General Hixous Puxley Your sensors indicate that this battleship is the source of a lot of coded transmissions.
17746 Supply Headman This ship looks like a standard Domination Seraphim vessel except this one is fitted with at least double the amount of what you normally see of missile turrets.
17747 Docked & Loaded Mammoth This Mammoth class industrial seems to be undergoing maintainance, but your sensors indicate that for some purpose, it is protected behind an extremely powerful shield...
17748 Megathron under frantic repair There is a lot of activity around this partially constructed Megathron. As you start to wonder why, you notice that your sensors indicate it is protected by an extremely durable shield.
17749 The Antimatter Channeler If you ever saw a silent and unpredictable presence, this would be it.
17754 Activists People engaged in anti-establishment activity of some sort, most often political or economical in nature.
17755 Pro-Trade Pamphlets Propaganda prose by supporters of Eman Autrech, singing the praise of free trade and universal love.
17756 Virgin Forest Pulp Tree pulp used to produce paper.
17757 Bronze Sculpture Bronze Sculpture of president Souro Foiritan.
17759 Silver Sculpture Silver Sculpture of president Souro Foiritan.
17761 Gold Sculpture Gold sculpture of president Souro Foiritan.
17763 Powerful EM Forcefield A reinforced antimatter generator powered by muonal crystals, creating a perfect circle of electro-magnetic radiance.
17764 Ultra Fast Silo Used to store or provide resources.
17765 Exotic Dancers, Female Exotic dancing is considered an art form, even though not everyone might agree. Exposing the flesh in public places may be perfectly acceptable within the Federation, but in the Amarr Empire it's considered a grave sin and a sign of serious deviancy.
17767 Kameiras An elite type of foot soldier, originally bred from Minmatar slaves by the Amarr Empire. Raised from birth to become soldiers, they serve the Empire, Khanid Kingdom and Ammatar well, although always kept on a tight leash.
17769 Fluxed Condensates When combined with other materials and alloys, fluxed condensates help contribute to a unique quantum state highly conducive to efficient reactor operation.
17770 Large AutoCannon Battery Fires a barrage of extra large projectiles at those the Control Tower deems its enemies. Maintains a consistent spread of fire and is able to track the faster-moving targets, but lacks the sheer bludgeoning force of its artillery counterpart.
17771 Medium AutoCannon Battery Fires a barrage of large projectiles at those the Control Tower deems its enemies. Maintains a consistent spread of fire and is able to track fast-moving targets, but lacks some of the power of its artillery counterpart.
17772 Small AutoCannon Battery Fires a barrage of medium projectiles at those the Control Tower deems its enemies. Maintains a very rapid spread of fire and is able to track the fastest targets at close ranges, but lacks some of the punch evidenced by its artillery counterpart.
17773 Citadel Torpedo Battery A torpedo launcher capable of firing the most powerful type of torpedo ever invented. A volley of these deathbringers can make piecemeal of most anything that floats in space.
17774 Ice Field
17775 Starbase Major Assembly Array Assembly Arrays are oftentimes required to manufacture many high-tech and illegal modules that the empires don't want manufactured in their stations. This is one of the biggest of its kind, able to churn out a great deal of equipment in relatively short order.
17776 Starbase Minor Assembly Array Assembly Arrays are oftentimes required to manufacture many high-tech and illegal modules that the empires don't want manufactured in their stations. While humble in size, this one is able to operate at a high level of efficiency, bringing its operators quality modules with surprising speed.
17777 Amarr Starbase Control Tower The Amarr have always been fond of majestic and intimidating constructions. Their Control Towers do not deviate from that tradition and are truly big and powerful structures, intended more for preservation of territorial interests than commercial benefits.
17778 Caldari Starbase Control Tower At first the Caldari Control Towers were manufactured by Kaalakiota, but since they focused their efforts mostly on other, more profitable installations, they soon lost the contract and the Ishukone corporation took over the Control Towers' development and production.
17779 Gallente Starbase Control Tower Gallente Control Towers are more pleasing to the eye than they are strong or powerful. They have above average electronic countermeasures, average CPU output, and decent power output compared to towers from the other races, but are quite lacking in sophisticated defenses.
17780 Minmatar Starbase Control Tower "The Matari aren't really that high-tech, preferring speed rather then firepower or involved technology. Unfortunately that doesn't apply very well to stationary objects, much to the liking of the Amarr Empire.
Amarrians call it a scrapheap of epic proportions. But don't underestimate these structures. Minmatar commanders usually have the last laugh when it comes to combat."
17781 Starbase Hangar A stand-alone deep-space construction designed to allow pilots to dock and refit their ships on the fly.
17782 Starbase Ion Field Projection Battery Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.
17783 Starbase Force Field Array This array projects a password-protected force field around structures outside the range of a control tower's shields.
17784 Starbase Auxiliary Power Array These arrays provide considerable added power output, allowing for an increased number of deployable structures in the starbase's field of operation.
17785 Starbase Reactor Array Moon Harvesting Arrays yield a number of moon materials that are then fed to Reactors. Reactors then process the materials in order to produce intermediate or final materials for use in keeping the Starbase's structures on-line and functioning.
17786 Starbase Shield Generator Smaller confined shield generators with their own access restrictions can be deployed outside the Control Tower's defense perimeter. This allows for lesser security areas around the Starbase, for purposes of storage or pickup.
17787 Starbase Storage Facility Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
17788 Starbase Moon Harvester A harvesting factory for collecting moon minerals.
17789 Starbase Medium Refinery The refinery is the heart of any industrial outpost, increasing the efficiency of any mining operation through reduced travel time. They are less efficient than full fledged stations, but the benefits of not having to move unrefined ore outweighs this drawback considerably.
17790 Starbase Minor Refinery A factory that refines ore into minerals.
17791 Freedom Fighters "Freedom Fighters have dedicated their life to freeing those who have been enslaved by the Amarr Empire, Khanid Kingdom or various pirate factions. Their purpose is to bring freedom and equality to the population of the galaxy.
But although their ultimate goal may be noble, their methods are often not approved by the Minmatar authorities, nor their allies the Gallente Federation. Their opponents call them terrorists, and they have been banned from the Caldari State due to the State's historical relationship with the Khanid Kingdom."
17793 Amarr TIL-1 Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Viziam scientists for the Amarr Navy, made to be of better quality than what is available on the open market.
The TIL-1 chip is designed for battleship class vessels."
17794 Amarr KIU-1 Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Viziam scientists for the Amarr Navy, made to be of better quality than what is available on the open market.
The KIU-1 chip is designed for cruiser class vessels."
17795 Amarr MIY-1 Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Viziam scientists for the Amarr Navy, made to be of better quality than what is available on the open market.
The MIY-1 chip is designed for frigate class vessels."
17796 Elite Slaves Slavery has always been a questionable industry, favored by the Amarr Empire and detested by the Gallente Federation. These elite slaves are exceptionally well suited for physical labor.
17798 Dented Cask This reinforced container is outfitted with a capturing mechanism to pick up data from nearby sensor arrays. The cargo ship carrying this to its destination seems to have met some kind of disasterous end.
17799 Non-Secured Asteroid Colony Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry. The construction of this one is underway and the defenses are weak.
17800 Retired Mining Veteran The communication sensors on your ship are going haywire. Judging from the signals and coding being transmitted from this vessel, it could just be the big cahuna in this deadspace pocket. Who knows?
17801 Akori's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
17802 Ibrahim's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
17803 Karothas's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
17812 Republic Fleet Firetail "The Republic Fleet Firetail is an advanced Combat Frigate produced for the forces of the Minmatar Republic.
Traits
Minmatar Frigate skill bonus per level:
25% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking
Development
The Firetail is modeled off a fighter frigate known as the Shamrock, a design used by a small, now-extinct pirate faction known as Lazari Dromitus. The blueprint found its way into the hands of Matari military forces after a raid on Lazari Dromitus's headquarters succeeded in killing its leader, thus beheading the organization and scattering its remnants to the four winds. It has since been improved upon and upgraded, and the Firetail is now a mainstay in most Republic Fleet patrols."
17813 Republic Fleet Firetail Blueprint
17814 Minmatar UUC Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Boundless Creation scientists for the Minmatar Fleet, made to be of better quality than what is available on the open market.
The UUC chip is designed for battleship class vessels."
17815 Minmatar UUA Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Boundless Creation scientists for the Minmatar Fleet, made to be of better quality than what is available on the open market.
The UUA chip is designed for frigate class vessels."
17816 Minmatar UUB Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Boundless Creation scientists for the Minmatar Fleet, made to be of better quality than what is available on the open market.
The UUB chip is designed for cruiser class vessels."
17817 Genom Tara's Insignia "Identification tags such as these may prove valuable if handed to the proper organization.
Genom Tara is a legendary Ammatar commander who bears deep hatred of the Minmatar Republic. He is most notable for refusing to obey direct orders from the Ammatar government to withdraw from his position in the Minmatar - Ammatar border."
17818 Serpentis Supply Stronghold This gigantic station is one of the Serpentis military installations and a black jewel of the alliance between The Guardian Angels and The Serpentis Corporation. Even for it's size it has no commercial station services or docking bay to receive guests.
17820 Supply Traffic Management Equally equipped for scientific observation and entertainment of all sorts, these multi-purpose structures, while not quite big enough to be classified as stations, nonetheless see quite a bit of use by both tourists and professionals.
17821 Slaver Rig Control Tower Amarr Control Tower
17822 Staff Quarters The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
17823 Serpentis Chief of Security This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17824 Serpentis Refinery Headmaster This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
17826 Traffic Management Passkey This security passkey is manufactured by the Serpentis Corporation and allows the user to unlock a specific acceleration gate to a check-in tunnel. The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the key's data to the gate's activation device.
17827 Serpentis Staff Passcard This security passcard is distributed by the Serpentis Corporation and allows the user to unlock a specific acceleration gate to central warehouses. The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the card's data to the gate's activation device.
17828 Security Corridor Pass This security passkey is distributed by the Serpentis Corporation and allows the user to unlock a specific acceleration gate to central warehouses. The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the key's data to the gate's activation device.
17829 Headmaster Administration Keycard This security passcard is manufactured by the Serpentis Corporation and allows the user to unlock a specific acceleration gate to an administration sector. The gate will remain open for a short period of time and the keycard will be rendered useless after uploading the card's data to the gate's activation device.
17830 Inner Sanctum Passcard This security passkey "liberated" from a Mul-Zatah Gatekeepers opens the outer perimeter gate of their Monasteries . The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the key's data to the gate's activation device.
17831 Acceleration Gate Acceleration gate technology reaches far back to the expansion era of the empires that survived the great EVE gate collapse. While their individual setup might differ in terms of ship size they can transport and whether they require a certain passkey or code to be used, all share the same fundamental function of hurling space vessels to a destination beacon within solar system boundaries.
17832 Federation Navy Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17833 Federation Navy Armor EM Hardener Blueprint
17834 Federation Navy Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17835 Federation Navy Armor Explosive Hardener Blueprint
17836 Federation Navy Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17837 Federation Navy Armor Kinetic Hardener Blueprint
17838 Federation Navy Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
17839 Federation Navy Armor Thermic Hardener Blueprint
17840 Zor's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
"
17841 Federation Navy Comet "The Federation Navy Comet is an advanced Combat Frigate produced for the forces of the Gallente Federation.
Traits
Gallente Frigate skill bonus per level:
7.5% bonus to Small Hybrid Turret tracking speed
20% bonus to Small Hybrid Turret damage
Development
The Comet's design comes from one Arnerore Rylerave, an engineer and researcher of the Roden Shipyards corporation. Originally created as a standard-issue police patrol vessel, its tremendous maneuverability and great offensive capabilities catapulted it into the Navy's ranks, where it is now a widely-used skirmish vessel."
17842 Federation Navy Comet Blueprint
17843 Vexor Navy Issue "The Vexor Navy Issue is an advanced Combat Cruiser produced for the forces of the Gallente Federation.
Traits
Gallente Cruiser skill bonus per level:
5% bonus to drone velocity and tracking
10% bonus to drone hitpoints, damage and mining yield per skill level
Development
The Vexor Navy-Issued cruiser was originally designed to carry advanced on-board technologies requiring a great deal of skill to operate, but at the last moment the Federation Navy decided to scrap the more complex designs in favor of simple upgrades to the standard Vexor's armor, shields, hull and drone bandwidth. The result: a monster of a combat cruiser.
"
17844 Vexor Navy Issue Blueprint
17846 Lazarus Trezun This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
17847 Lazarus's Tag This electrum tag carries the rank insignia equivalent of a corporal within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17848 Gallente Gamma Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Duvolle scientists for the Gallente Navy, made to be of better quality than what is available on the open market.
The Gamma chip is designed for frigate class vessels."
17849 Gallente Beta Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Duvolle scientists for the Gallente Navy, made to be of better quality than what is available on the open market.
The Beta chip is designed for cruiser class vessels."
17850 Gallente Alpha Nexus Chip "This small data chip stores the key elements of a ship's artificial intelligence system, and is used primarily for controlling the vessel's autonomous functions. This particular chip has been modified by top Duvolle scientists for the Gallente Navy, made to be of better quality than what is available on the open market.
The Alpha chip is designed for battleship class vessels."
17851 Faramon Zaccori Faramon Zaccori. Threat level: Deadly
17852 Faramon's Tag This diamond tag carries the rank insignia equivalent of a captain within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
17853 Crimson Hand Level 3 Passcard This security passkey grants access to slave processing. The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the key's data to the gate's activation device.
17854 Crimson Hand Level 1 Passcard This security passkey grants access to slave processing. The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the key's data to the gate's activation device.
17855 Crimson Hand Level 2 Passcard This security passkey grants access to slave processing. The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the key's data to the gate's activation device.
17856 Crimson Hand Level 4 Passcard This security passkey grants access to slave processing. The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the key's data to the gate's activation device.
17857 Mjolnir Citadel Torpedo "Citadel Torpedoes are behemoths designed for maximum firepower against capital ships and installations. They are usable only by capital ships and starbase defense batteries.
Nothing more than a baby nuclear warhead, this guided missile wreaks havoc with the delicate electronic systems aboard a starship. Specifically designed to damage shield systems, it is able to ravage heavily shielded targets in no time."
17858 Mjolnir Citadel Torpedo Blueprint
17859 Scourge Citadel Torpedo "Citadel Torpedoes are behemoths designed for maximum firepower against capital ships and installations. They are usable only by capital ships and starbase defense batteries.
Fitted with a graviton pulse generator, this weapon causes massive damage as it overwhelms ships' internal structures, tearing bulkheads and armor plating apart with frightening ease."
17860 Scourge Citadel Torpedo Blueprint
17861 Inferno Citadel Torpedo "Citadel Torpedoes are behemoths designed for maximum firepower against capital ships and installations. They are usable only by capital ships and starbase defense batteries.
Plasma suspended in an electromagnetic field gives this torpedo the ability to deliver a flaming inferno of destruction, wreaking almost unimaginable havoc."
17862 Inferno Citadel Torpedo Blueprint
17863 Nova Citadel Torpedo "Citadel Torpedoes are behemoths designed for maximum firepower against capital ships and installations. They are usable only by capital ships and starbase defense batteries.
Nocxium atoms captured in morphite matrices form this missile's devastating payload. A volley of these is able to completely obliterate most everything that floats in space, be it vehicle or structure."
17864 Nova Citadel Torpedo Blueprint
17865 Iridescent Gneiss "Gneiss is often the first major league ore that up and coming miners graduate to. Finding the more expensive variation of Gneiss, called Iridescent Gneiss, is a major coup for these miners.
Gneiss is a popular ore type because it holds a bit of many minerals, increasing its utility value. It has a little something of tritanium, mexallon, isogen and zydrine. It has a portion size of 400 ore units for refining."
17866 Prismatic Gneiss "Prismatic Gneiss has fracturized molecule-structure, which explains its unique appearance. It is the most sought after member of the Gneiss family, as it yields 10% more than common Gneiss.
Gneiss is a popular ore type because it holds a bit of many minerals, increasing its utility value. It has a little something of tritanium, mexallon, isogen and zydrine. It has a portion size of 400 ore units for refining."
17867 Silvery Omber "Silvery Omber was first discovered some fifty years ago in an asteroid belt close to a large moon. The luminescence from the moon made this uncommon cousin of normal Omber seem silvery in appearance, hence the name.
Omber is a common ore that is still an excellent ore for novice miners as it has a sizeable portion of isogen, as well as some tritanium and pyerite. A few trips of mining this and a novice is quick to rise in status. 500 ore units are needed for refining."
17868 Golden Omber "Golden Omber spurred one of the largest gold rushes in the early days of space faring, when isogen was the king of minerals. The 10% extra yield it offers over common Omber was all it took to make it the most sought after ore for a few years.
Omber is a common ore that is still an excellent ore for novice miners as it has a sizeable portion of isogen, as well as some tritanium and pyerite. A few trips of mining this and a novice is quick to rise in status. 500 ore units are needed for refining."
17869 Magma Mercoxit Mercoxit is a very dense ore that must be mined using specialized deep core mining techniques. It contains massive amounts of the extraordinary Morphite mineral but few other minerals of note.
17870 Vitreous Mercoxit Mercoxit is a very dense ore that must be mined using specialized deep core mining techniques. It contains massive amounts of the extraordinary Morphite mineral but few other minerals of note.
17871 Inherent Implants 'Noble' Remote Armor Repair Systems RA-703 "A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems.
3% reduced capacitor need for remote armor repair system modules."
17873 System Scanner I Scans the ore make-up of an asteroid.
17874 System Scanner I Blueprint
17875 Sentinel Angel This Angel Station has been refitted with huge citadel torpedo batteries and a long range stasis web generators
17876 Sentinel Sansha This Sansha Station has been refitted with huge citadel torpedo batteries and a long range stasis web generators
17877 Sentinel Serpentis This Serpentis Battlestation has several formidable defensive systems.
17878 Sentinel Chimera Strain Mother This Drone station has several formidable defensive systems.
17879 Sentinel Jormungand Strain Mother This Drone station has several formidable defensive systems.
17880 Sentinel Gallente This Gallente Battlestation has several formidable defensive systems.
17884 Recon System Scanner An advanced version of the system scanner. Scans the system for micro gravity wells in an attempt to locate something the ship's gravity capacitor can lock onto and thus warp to. Generally used for finding ships and bases hidden in dead space.
17885 Recon System Scanner Blueprint
17887 Oxygen Isotopes Stable O-16 isotopes, crucial for maintenance of Gallente Control Towers.
17888 Nitrogen Isotopes Nitrogen-14 is a stable, non-radioactive isotope, crucial for maintenance of Caldari Control Towers.
17889 Hydrogen Isotopes Hydrogen-2, otherwise known as Deuterium. Due to its unique properties the hydrogen-2 isotope is able to very effectively fuse with other atoms. Useful in a variety of nuclear scenarios, and an essential material for the maintenance of Minmatar Control Towers.
17890 Serpentis Drugstore Overseer This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
17891 Gate Security This Bloodraider outpost looks as if it could hold some surprises...
17892 Drugdealer Passcard to Storage Area This security passcard is manufactured by the Serpentis Corporation and allows the user to unlock a specific acceleration gate to a storage area. The gate will remain open for a short period of time and the passcard will be rendered useless after uploading the card's data to the gate's activation device.
17893 High-Tech Data Chip A small wafer of semiconductor material that forms the base for an integrated circuit. High-Tech Data Chips have more capacity than their lower tech counter-parts.
17894 High-Tech Scanner A device for sensing recorded data or transmission signals.
17895 High-Tech Manufacturing Tools Tools used in various construction projects, such as ship, module or ground vehicle manufacturing. High-Tech tools are of better quality than the more common prototypes, and are more expensive.
17897 High-Tech Small Arms "These weapons are of superior quality to those normally found on the public market, although more expensive as well.
They are implemented with a safety net which prevents them from being used illegally in stations where most types of small arms are prohibited. Therefore many regions do not apply the small arms ban on these weapons."
17898 High-Tech Transmitters An electronic device that generates and amplifies a carrier wave, modulates it with a meaningful signal derived from speech or other sources, and radiates the resulting signal from an antenna. The High-Tech prototype is almost immune to any type of de-scrambling devices, making the transmission more secure.
17899 Stealth Emitter Array Decreases signature radius of control tower.
17900 Crimson Lord This Crimson Lord is packing some serious firepower and it seems quite clear that it will not go down without a vicious fight.
17901 Scan Probe Launcher II A missile launcher shell modified to fit scanner and recon probes. Can also be used to launch survey probes. Only one probe launcher can be fitted per ship.
17902 Scan Probe Launcher II Blueprint
17903 Outpost Security Officer Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
17904 Sansha Outpost Securitycard This securitycard is manufactured by Sansha's Nation and allows the user to unlock a specific acceleration gate to a recuperation camp. The gate will remain open for a short period of time and the securitycard will be rendered useless after uploading the card's data to the gate's activation device.
17905 Creo-Synchronization Pass This security passkey is manufactured by the Angel Cartel and allows the user to unlock the acceleration gate to the second Creo-Corp deadspace pocket in the Angel Creo-Corp Mining complex. The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the key's data to the gate's activation device.
17906 Factory Gatekey This security passkey is manufactured by the Angel Cartel and allows the user to unlock the acceleration gate to the third Creo-Corp deadspace pocket in the Angel Creo-Corp Mining complex. The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the key's data to the gate's activation device.
17907 Dented Cipher This cipher unlocks the first acceleration gate in the Angel Military Operations Complex. The gate will remain open for a short period of time and using the cipher will cause it to self destruct, so use wisely.
17908 QA Cruise Missile This charge does not exist.
17910 Ruined Stargate Cipher This cipher unlocks any of the acceleration gates in the second deadspace pocket in the Angel Military Operations Complex. The gate will remain open for a short period of time and using the cipher will cause it to self destruct, so use wisely.
17911 Supply Ship Pass This cipher unlocks the third acceleration gate in the Angel Military Operations Complex. The gate will remain open for a short period of time and using the cipher will cause it to self destruct, so use wisely.
17912 Modulated Strip Miner II "The Modulated Strip Miner II uses many of the same frequency modulation crystal technology as the Modulated Deep Core Miner II except it lacks the deep core mining capacity of its smaller sibling.
Can only be fit to Mining Barges and Exhumers.
Uses mining crystals.
Cannot fit a mercoxit mining crystal."
17913 Modulated Strip Miner II Blueprint
17916 Tritan's Forked Key This is a strangely shaped chaos-logic keycard. It was in the possession of the Overseer in the Angel Military Operations Complex. Upon using it to open the gate from that pocket the cipher will self destruct and the gate will remain open for a short time.
17917 Rogue Pirate Grunt Threat level: Moderate
17918 Rattlesnake "In the time-honored tradition of pirates everywhere, Korako ‘Rabbit' Kosakami shamelessly stole the idea of the Scorpion-class battleship and put his own spin on it. The result: the fearsome Rattlesnake, flagship of any large Gurista attack force. There are, of course, also those who claim things were the other way around; that the notorious silence surrounding the Scorpion's own origins is, in fact, an indication of its having been designed by Kosakami all along.
Special Ability: 50% bonus to Cruise Missile and Torpedo velocity
Caldari Battleship Skill Bonus: 4% shield resistance per level
Gallente Battleship Skill Bonus: 10% bonus to drone hitpoints and damage per skill level"
17919 Rattlesnake Blueprint
17920 Bhaalgorn "Named after a child-devouring demon of Amarrian legend, the Bhaalgorn is the pride and joy of the Blood Raider cabal. Though it is known to be based on an Armageddon blueprint, the design's origin remains shrouded in mystery. Those of a superstitious persuasion whisper in the dark of eldritch ceremonies and arcane rituals, but for most people, the practical aspect of the matter will more than suffice: you see one of these blood-red horrors looming on the horizon, it's time to make yourself scarce.
Special Ability: 100% bonus to Large Energy Turret damage
Amarr Battleship Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Battleship Skill Bonus: 20% bonus to Stasis Webifier activation range per level"
17921 Bhaalgorn Blueprint
17922 Ashimmu "In those of the Empire's regions where naughty children are frightened into submission with tales of the Blood Raiders and their gallery of horrors, the terrible spear of the Ashimmu is known by all as a bringer of things worse than death. This is one of the few things that small children and capsule pilots generally agree upon.
Special Ability: 100% bonus to Medium Energy Turret damage
Amarr Cruiser Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Cruiser Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level"
17923 Ashimmu Blueprint
17924 Succubus "The Succubus is one of the most feared frigates ever to harrow the spacelanes and asteroid belts of civilized space, and with good reason: tales abound of its superiority over ships twice or three times its size. Whether you believe this to be fact or rumor, the Succubus will still strike fear in your heart.
Special Ability: 100% bonus to Small Energy Turret damage
Amarr Frigate Skill Bonus: 7.5% bonus to Small Energy Turret tracking per level
Caldari Frigate Skill Bonus: 5% bonus to Small Energy Turret damage per level."
17925 Succubus Blueprint
17926 Cruor "Mottled, dark red, and shaped like a leech, the Cruor presents a fitting metaphor for the Blood Raiders' philosophy. Designed almost solely to engage in their disturbingly effective tactic of energy draining and stasis webbing, this ship is a cornerstone in any effective Blood Raider fleet - and could play an intriguing role in more standard ones.
Special Ability: 100% bonus to Small Energy Turret damage
Amarr Frigate Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Frigate Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level"
17927 Cruor Blueprint
17928 Daredevil "Little hard data is to be had on the Daredevil's exact origin, but it is believed that Guardian Angel engineers created it to serve as a defensive complement to the Cartel's Dramiel frigate. In both flair and utility it closely resembles its counterpart, but it eschews offensive capabilities in favor of greater defensive potential and stronger armor plating. A tough nut to crack.
Special Ability: 200% bonus to Small Hybrid Turret damage
Gallente Frigate Skill Bonus: 10% bonus to Small Hybrid Turret falloff per level
Minmatar Frigate Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level"
17929 Daredevil Blueprint
17930 Worm "Korako 'The Rabbit' Kosakami, Gurista leader, has a particular love for stealing the Caldari's ship designs, souping them up, and turning them on their creators. With the Worm, he has taken the Merlin design so familiar to Caldari pilots and turned it into a defensive powerhouse capable of firing its volleys at terrifying speeds.
Special Ability: 50% bonus to Rocket and Light Missile velocity
Caldari Frigate Skill Bonus: 4% shield resistance per level
Gallente Frigate Skill Bonus: 5m3 Drone Bay Capacity per level"
17931 Worm Blueprint
17932 Dramiel "The Dramiel is the most long-standing and often-used ship design in the Angel Cartel's vast repertoire of vessels. A frigate workhorse if ever there was one, this sharp-tusked, dangerous beauty can sting unimaginably hard if one is not prepared for its assault.
Special Ability: 100% bonus to Small Projectile Turret damage
Minmatar Frigate Skill Bonus: 10% bonus to Small Projectile Turret falloff per level
Gallente Frigate Skill Bonus: 7.5% bonus to Small Projectile Turret tracking speed per level"
17933 Dramiel Blueprint
17938 Core Probe Launcher I "Launcher for Core Scanner Probes, which are used to scan down Cosmic Signatures in space.
Note: Only one probe launcher can be fitted per ship."
17939 Core Probe Launcher I Blueprint
17940 Mining Barge Skill at operating ORE Mining Barges. Can not be trained on Trial Accounts.
17941 Caesarium Cadmide Reaction
17942 Carbon Polymers Reaction
17943 Ceramic Powder Reaction
17944 Crystallite Alloy Reaction
17945 Dysporite Reaction
17946 Fernite Alloy Reaction
17947 Ferrofluid Reaction
17948 Fluxed Condensates Reaction
17949 Hexite Reaction
17950 Hyperflurite Reaction
17951 Neo Mercurite Reaction
17952 Platinum Technite Reaction
17953 Rolled Tungsten Alloy Reaction
17954 Silicon Diborite Reaction
17955 Solerium Reaction
17956 Sulfuric Acid Reaction
17957 Titanium Chromide Reaction
17958 Vanadium Hafnite Reaction
17959 Vanadium Hafnite A stable binary compound composed of vanadium and hafnium. Performs a variety of catalytic functions, and is an important intermediate for more complex construction processes.
17960 Prometium A highly radioactive cadmium-promethium compound, used as a catalytic agent in the manufacturing of thrusters, reactor units and shield emitters, among other things.
17961 Prometium Reaction
17962 Titanium Carbide Reaction
17963 Crystalline Carbonide Reaction
17964 Fernite Carbide Reaction
17965 Tungsten Carbide Reaction
17966 Sylramic Fibers Reaction
17967 Fulleride Reaction
17968 Phenolic Composites Reaction
17969 Nanotransistors Reaction
17970 Hypersynaptic Fibers Reaction
17971 Ferrogel Reaction
17972 Fermionic Condensates Reaction
17973 Angel Cartel Jailor This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
17974 Battlement Accesscard This security accesscard is distributed by the Serpentis Corporation and allows the user to unlock a specific acceleration gate to the prison battlements. The gate will remain open for a short period of time and the accesscard will be rendered useless after uploading the card's data to the gate's activation device.
17975 Thick Blue Ice "Interstellar ices are formed by accretion of gas molecules onto silicate dust particles. Due to its unique chemical composition and the circumstances under which it forms, blue ice will, under normal circumstances, contain more oxygen isotopes than any other ice asteroid. This particular formation is an old one and therefore contains even more than its less mature siblings.
"
17976 Pristine White Glaze "When star fusion processes occur near high concentrations of silicate dust, such as those found in interstellar ice fields, the substance known as White Glaze is formed. While White Glaze generally is extremely high in nitrogen-14 and other stable nitrogen isotopes, a few rare fragments, such as this one, have stayed free of radioactive contaminants and are thus richer in isotopes than their more impure counterparts.
"
17977 Smooth Glacial Mass "Interstellar ices are formed by accretion of gas molecules onto silicate dust particles. Glacial masses are known to contain hydrogen isotopes in abundance, but the high surface diffusion on this particular mass means it has considerably more than its coarser counterparts.
"
17978 Enriched Clear Icicle Interstellar ices are formed by accretion of gas molecules onto silicate dust particles. These crystalline formations can be found scattered around many an ice field and are known as the universe's primary source of helium isotopes. Due to environmental factors, this fragment's isotope deposits have become even richer than its regular counterparts'.
17979 Scramble Wave Generator This shield generator is disrupting the acceleration gate through an encoded datastream. The generator contains the cypher required to ride the gate into the main prison block.
17982 Coupling Array "Coupling arrays are typically used in situations where small buffers are required to regulate the flow of materials in industrial processes.
"
17983 Armorer Keycard This is a chaos-logic keycard. It had been issued to the captain of a docked Mammoth in the third deadspace pocket of Angel Cartel's Naval Shipyard. It will open the acceleration gate for a short time and then self-destruct.
17984 The Repairer's Keycard This is a chaos-logic keycard. It had been issued to the captain of a docked Megatron in the fourth deadspace pocket of Angel Cartel's Naval Shipyard. It will open the acceleration gate for a short time and then self-destruct.
17985 Scratched and Dented Keycard This cipher unlocks the first acceleration gate in the Pith-Robux Asteroid Mining complex. The gate will remain open for a short period of time and using the cipher will cause it to self destruct, so use wisely.
17986 Dusty Keycard This cipher unlocks the second acceleration gate in the Pith-Robux Asteroid Mining complex. The gate will remain open for a short period of time and using the cipher will cause it to self destruct, so use wisely.
17987 Command Relay Key This security passkey allows access into the core area of sansha's command relay stations
17988 Gardan's Private Key Gardan personally distributes keys to the acceleration gate near his Fantasy Complex. These unlock the acceleration gate behind it and the gate will remain open for a short period of time. The access cards are singe-use.
17989 Thorak's Private Key Thorak holds on to the passkey to the second deadspace pocket with his dear life. It unlocks the acceleration gate which will remain open for a short period of time. The key has a self-destruct mechanism, activated upon use.
17990 Security Cypher for Angel Prison This cypher unlocks the acceleration gate in an Angel Prison Complex. The gate will remain open for a short period of time and using the cypher will cause it to self destruct.
17991 9D Logic Keycard This keycard will activate the first acceleration gate in the Angel Cartel Naval Shipyard. This key is particularly hard to forge and is lost in a dimensional shift once it is used.
17992 Puxley's 9D Pass This nine-dimensional pass unlocks the second acceleration gate in the Angel Cartel Naval Shipyard. It is destroyed on use.
17993 Crimson Sentinel This Blood Raider station has been refitted with huge citadel torpedo batteries and a long range stasis web generators.
17994 Assembly Management HQ From here, the assembly managers synchronize and concentrate their efforts. Much of what goes on is actually remote controlled from here.
17995 Stolen Passkey This passkey unlocks the acceleration gate into the Drugrunner Hideout of the Serpentis-Phi Outpost complex. It is singe-use only.
17996 Crimson Hand Container The wrecked container drifts silently amongst the stars, your sensors pick up signs of something rolling within it.
17997 Blockade General Sade The naval blockade commander is renown for his cruelty towards his captives.
17998 Sade's Pass This pass will open the acceleration gate that Pith Guristas' pirate Sade guards. The gate will remain open for a short period of time and the passkey will be rendered useless after uploading the key's data to the gate's activation device.
17999 Ammatar Navy Colonel Insignia I Identification tags such as these may prove valuable if handed to the proper organization.
18000 Hive mother Drone hive mother
18001 Hive mother 2 Hive mother
18004 Supply Station Manager The Supply Station Manager perpetually patrols the area.
18012 Drone Bunker This large metal bunker is thoroughly infested with rogue drones.
18013 Drone Elevator Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
18014 Drone Junction Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
18015 Drone Lookout Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
18016 Drone Battery Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
18017 Drone Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
18018 Drone Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
18019 Drone Fence Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
18020 Drone Barrier Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
18021 Inactive Drone Sentry Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
18023 Drone Wall Sentry Gun Drone Wall Sentry Gun
18024 The Superintendent The superindendent of this pocket has been elected Tracy Mullen, a former Minmatar agent. She is respected by her peers for her combat skills.
18025 Ice Processing Skill for Ice processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Ice refining waste per skill level.
18026 Tower Sentry Drone III Drone ion blaster cannon sentry
18027 Tower Sentry Drone II Drone ion blaster cannon sentry
18028 Tower Sentry Drone I Drone ion blaster cannon sentry
18029 Freed Slaves Slaves recently released from the clutches of Amarrian slavelords.
18031 Drone Cruise Missile Battery This cruise missile sentry will launch missiles at any target it considers to be a threat.
18032 Drone Heavy Missile Battery This heavy missile sentry will launch missiles at any target it considers to be a threat.
18033 Drone Light Missile Battery This light missile sentry will launch missiles at any target it considers to be a threat.
18034 Serpentis Light Missile Battery This light missile sentry will launch missiles at any target it considers to be a threat.
18035 Drone Point Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
18036 Arkonor Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Arkonor yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18037 Arkonor Mining Crystal I Blueprint
18038 Bistot Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Bistot yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18039 Bistot Mining Crystal I Blueprint
18040 Crokite Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Crokite yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18041 Crokite Mining Crystal I Blueprint
18042 Dark Ochre Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Dark Ochre yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18043 Dark Ochre Mining Crystal I Blueprint
18044 Gneiss Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Gneiss yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18045 Gneiss Mining Crystal I Blueprint
18046 Hedbergite Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Hedbergite yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18047 Hedbergite Mining Crystal I Blueprint
18048 Hemorphite Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Hemorphite yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18049 Hemorphite Mining Crystal I Blueprint
18050 Jaspet Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Jaspet yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18051 Jaspet Mining Crystal I Blueprint
18052 Kernite Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Kernite yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18053 Kernite Mining Crystal I Blueprint
18054 Mercoxit Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Mercoxit yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18055 Mercoxit Mining Crystal I Blueprint
18056 Omber Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Omber yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18057 Omber Mining Crystal I Blueprint
18058 Plagioclase Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Plagioclase yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18059 Plagioclase Mining Crystal I Blueprint
18060 Pyroxeres Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Pyroxeres yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18061 Pyroxeres Mining Crystal I Blueprint
18062 Scordite Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Scordite yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18063 Scordite Mining Crystal I Blueprint
18064 Spodumain Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Spodumain yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18065 Spodumain Mining Crystal I Blueprint
18066 Veldspar Mining Crystal I A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Veldspar yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18067 Veldspar Mining Crystal I Blueprint
18068 Modulated Deep Core Miner II "The modulated deep core miner is a technological marvel that combines the capacities of the commonly used Miner II with that of the deep core mining laser. Using a modular mining crystal system, it can be altered on the fly for maximum efficiency.
It's important to remember, however, that without the proper crystals this unit is only marginally useful for mining mercoxit, and highly inefficient for most anything else.
"
18069 Modulated Deep Core Miner II Blueprint
18070 Strain Splinter Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High
18071 Strain Render Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High
18072 Strain Decimator Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High
18073 Defeater Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
18074 Crippler Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
18075 Striker Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
18076 Violator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
18077 Disintegrator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
18078 Bomber Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
18079 Sunder Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
18080 Raider Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
18082 Destructor Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
18083 Annihilator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
18084 Devastator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
18085 Devilfish Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
18086 Barracuda Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
18087 Splinter Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
18088 Render Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
18113 Incubus Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
18114 Malphas Apis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
18564 Hunter Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
18565 Serpentis Executive Officer The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
18566 Shipyard Code Part (One half) This security code is one half of what is needed to enter the Serpentis Fleet HQ. The gate will remain open for a short period of time after the code will be used. After usage, the gate security system automatically creates a new password, rendering this code useless.
18567 Shipyard Large construction tasks can be undertaken at this shipyard.
18568 Dark Shipyard This industrial structure serves as a platform for warehouses and the sorting of cargo containers.
18569 Dirty Shipyard This industrial structure serves as a platform for warehouses and the sorting of cargo containers.
18573 Rogue Mercenary Thorn Rogue Mercenaries always work for the highest bidder. Their ships and equipment varies, as they use whatever is available at the time. Threat level: Deadly
18574 Seven Grunt This is a fighter working for 'The Seven', a vast criminal network which operates from a host of secret pirate strongholds strewn across the known universe. Threat level: Moderate
18575 Seven Death Dealer This is a fighter working for 'The Seven', a vast criminal network which operates from a host of secret pirate strongholds strewn across the known universe. Threat level: High
18576 Seven Deathguard This is a fighter working for 'The Seven', a vast criminal network which operates from a host of secret pirate strongholds strewn across the known universe. Threat level: Very high
18577 Seven Thug This is a fighter working for 'The Seven', a vast criminal network which operates from a host of secret pirate strongholds strewn across the known universe. Threat level: Deadly
18578 Seven Assassin This is a fighter working for 'The Seven', a vast criminal network which operates from a host of secret pirate strongholds strewn across the known universe. Threat level: Deadly
18579 Seven Bodyguard This is a fighter working for Zazzmatazz, an influential rogue pirate leader who controls a vast amount of secret pirate strongholds strewn across the known universe. Bodyguards serve to protect Zazzmatazz and his highest ranking henchmen, especially the members of the inner leadership, going under the name of "The Seven". Threat level: Deadly
18580 Tycoon Ability to organize and manage ultra large-scale market operations. Each level raises the limit of active orders by 32.
18581 Zazzmatazz's Bodyguard Insignia Identification tags such as these may prove valuable if handed to the proper organization.
18582 Storage Taxes This reinforced container revolves silently in space, and is guarded by somewhat stronger ships than what you've seen patrolling the enormous cargo rigs around it.
18583 Ornamental Necklace Often given as a wedding gift.
18584 Intoxicated Commander Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
18585 Weekend Pass for Sin Boulevard This pass is handed out to Guristas operatives that have earned a special treatment in their reinvigoration camp. The gate will remain open for a short period of time and the accesscard will be rendered useless after uploading the card's data to the gate's activation device.
18586 BH Structure Anchoring Array Testing Module Used to speed up POS online time.
18588 Observator Deep Space Probe I The deep-space probe uses directional measurements of the red shifting of scan signatures due to space-time expansion to give very coarse scanning of objects up to interstellar ranges. You only need one such probe for analysis, and it scans everything within 1000AU.
18590 Arkonor Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Arkonor yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18591 Arkonor Mining Crystal II Blueprint
18592 Bistot Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Bistot yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18593 Bistot Mining Crystal II Blueprint
18594 Crokite Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Crokite yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18595 Crokite Mining Crystal II Blueprint
18596 Dark Ochre Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Dark Ochre yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18597 Dark Ochre Mining Crystal II Blueprint
18598 Gneiss Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Gneiss yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18599 Gneiss Mining Crystal II Blueprint
18600 Hedbergite Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Hedbergite yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18601 Hedbergite Mining Crystal II Blueprint
18602 Hemorphite Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Hemorphite yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18603 Hemorphite Mining Crystal II Blueprint
18604 Jaspet Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Jaspet yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18605 Jaspet Mining Crystal II Blueprint
18606 Kernite Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Kernite yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18607 Kernite Mining Crystal II Blueprint
18608 Mercoxit Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Mercoxit yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18609 Mercoxit Mining Crystal II Blueprint
18610 Omber Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Omber yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18611 Omber Mining Crystal II Blueprint
18612 Plagioclase Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Plagioclase yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18613 Plagioclase Mining Crystal II Blueprint
18614 Pyroxeres Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Pyroxeres yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18615 Pyroxeres Mining Crystal II Blueprint
18616 Scordite Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Scordite yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18617 Scordite Mining Crystal II Blueprint
18618 Veldspar Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Veldspar yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18619 Veldspar Mining Crystal II Blueprint
18624 Spodumain Mining Crystal II A custom-cut frequency crystal whose refractive qualities are specifically suited to boosting Spodumain yield. Due to their molecular make-up and the strength of the modulated miner's beam, these crystals will deteriorate through extended use. Can be loaded into modulated mining lasers only.
18625 Spodumain Mining Crystal II Blueprint
18626 Quest Survey Probe I "The moon survey probe is launched in the direction of a nearby moon where it will eventually land and broadcast back atmospheric and soil analysis data.
The Quest is a cheap compact system that requires little in the way of skill to operate. However, it is extremely slow and can take up to 20 minutes to gather reliable survey data. "
18628 Scratched Cask The drone-built container drifts silently amongst the stars, giving no hint to what treasures it may hide.
18629 Assembled Container The drone-built container drifts silently amongst the stars, giving no hint to what treasures it may hide.
18630 Serpentis Fleet Stronghold This Serpentis Battlestation has several formidable defensive systems.
18631 Angel Retention Facility This Angel Station has been refitted with huge citadel torpedo batteries and a long range stasis web generators
18632 Radiating Telescope This huge radio telescope contains fragile but advanced sensory equipment. A structure such as this has enormous capabilities in crunching survey data from nearby systems and constellations.
18633 Sansha Outpost Administration Building Containing an inner habitation core surrounded by an outer shell filled with a curious fluid, the purpose of which remains unclear, this outpost is no doubt the brain-child of some nameless True Slave engineer.
18634 Serpentis Narcotics Storage A small bunker, there for accommodation and increased mobility of troops and other personnel.
18635 Discovery Survey Probe I "The moon survey probe is launched in the direction of a nearby moon where it will eventually land and broadcast back atmospheric and soil analysis data.
The Discovery is the standard probe used by most moon mining operations. It is fairly fast - completing its survey in about 5 minutes - but that benefit is offset by its rather considerable bulk."
18637 Gaze Survey Probe I "The moon survey probe is launched in the direction of a nearby moon where it will eventually land and broadcast back atmospheric and soil analysis data.
The Gaze system is a extremely fast survey system that can reliably scan a moon in under 2.5 minutes. However, it requires considerable skill to use.
"
18639 Expanded Probe Launcher I "Launcher for Core Scanner Probes and Combat Scanner Probes.
Core Scanner Probes are used to scan down Cosmic Signatures in space.
Combat Scanner Probes are used to scan down Cosmic Signatures, starships, structures and drones.
Note: Only one scan probe launcher can be fitted per ship."
18640 Expanded Probe Launcher I Blueprint
18641 Guristas Harlot Procurer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
18642 QA Smartbomb This module does not exist.
18644 High Roller's Passcard This passcard is handed out to Guristas operatives that have earned access to the gambler's paradise in the guristas reinvigoration camp. The gate will remain open for a short period of time and the card will be rendered useless after uploading the card's data to the gate's activation device.
18645 Captive Fighting Arena To escape the jurisdiction of those who would curb their entertainments, full-contact fight promoters and unlicensed, duel-to-the-death Clash Masters have taken to setting up these deep-space arenas for their brutal games to take place in. A hive of scum and villainy -- or, alternatively, a wonderland of sport and blood-stained jollity.
18654 Olufami's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
18655 Olufami's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This is a DNA sample taken from a member of the infamous pirate gang 'The Seven', who goes by the name of Olufami."
18656 Shimon Jaen Legendary Commander of the Khanid forces, Duke Shimon Jaen is feared amongst both his enemies and his allies. He is known to be a ruthless leader and military genius, highly revered among his royal compatriots. His other recognizable traits are his deep hatred of the Amarr Empire and his contempt for those who are not part of the royal family.
18657 Shimon Jaen's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
18658 Gistii C-Type 1MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
18660 Gistum C-Type 10MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
18662 Gist C-Type 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
18664 Gistii B-Type 1MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
18666 Gistum B-Type 10MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
18668 Gist B-Type 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
18670 Gistii A-Type 1MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
18672 Gistum A-Type 10MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
18674 Gist A-Type 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
18676 Gist X-Type 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
18678 Zelfarios Kashnostramus Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
18679 Zelfarios Kashnostramus's Tag This diamond tag carries the rank insignia equivalent of a captain within Sansha's slave nation. It may prove valuable if turned in at proper authorities.
18680 Coreli C-Type 1MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
18682 Corelum C-Type 10MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
18684 Core C-Type 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
18686 Coreli B-Type 1MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
18688 Corelum B-Type 10MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
18690 Core B-Type 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
18692 Coreli A-Type 1MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
18694 Corelum A-Type 10MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
18696 Core A-Type 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
18698 Core X-Type 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
18700 Corpii C-Type Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18702 Centii C-Type Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18704 Corpii B-Type Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18706 Centii B-Type Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18708 Corpii A-Type Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18710 Centii A-Type Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18712 Corpii C-Type Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18714 Centii C-Type Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18716 Corpii C-Type Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18718 Centii C-Type Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18720 Corpii C-Type EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18722 Centii C-Type EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18724 Corpii C-Type Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18726 Centii C-Type Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18728 Corpii B-Type Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18730 Centii B-Type Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18740 Corpii B-Type Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18742 Centii B-Type Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18744 Corpii B-Type Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18746 Centii B-Type Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18748 Corpii B-Type EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18750 Centii B-Type EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18752 Corpii A-Type Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18754 Centii A-Type Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18756 Corpii A-Type Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18758 Centii A-Type Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18760 Corpii A-Type EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18762 Centii A-Type EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18764 Corpii A-Type Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18766 Centii A-Type Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18768 Coreli C-Type Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18770 Coreli C-Type Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18772 Coreli C-Type Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18775 Coreli C-Type EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18777 Coreli C-Type Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18779 Coreli B-Type Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18781 Coreli B-Type Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18783 Coreli B-Type Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18785 Coreli B-Type EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18787 Coreli B-Type Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18789 Coreli A-Type Adaptive Nano Plating This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18791 Coreli A-Type Kinetic Plating This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18793 Coreli A-Type Explosive Plating An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18795 Coreli A-Type EM Plating An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18797 Coreli A-Type Thermic Plating Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18799 Corelum C-Type Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18801 Corelum C-Type Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18803 Corelum C-Type Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18805 Corelum C-Type Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18807 Corelum C-Type Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18809 Corelum B-Type Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18811 Corelum B-Type Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18813 Corelum B-Type Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18815 Corelum B-Type Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18817 Corelum B-Type Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18819 Corelum A-Type Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18821 Corelum A-Type Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18823 Corelum A-Type Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18825 Corelum A-Type Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18827 Corelum A-Type Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18829 Corpum C-Type Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18831 Centum C-Type Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18833 Corpum C-Type Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18835 Centum C-Type Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18837 Corpum C-Type Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18839 Centum C-Type Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18841 Corpum C-Type Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18843 Centum C-Type Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18845 Corpum C-Type Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18847 Centum C-Type Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18849 Corpum B-Type Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18851 Centum B-Type Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18853 Corpum B-Type Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18855 Centum B-Type Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18857 Corpum B-Type Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18859 Centum B-Type Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18861 Corpum B-Type Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18863 Centum B-Type Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18865 Corpum A-Type Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18867 Centum A-Type Energized Thermic Membrane A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18869 Corpum A-Type Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18871 Centum A-Type Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18873 Corpum A-Type Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18875 Centum A-Type Energized Explosive Membrane A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18877 Corpum A-Type Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18879 Centum A-Type Energized Kinetic Membrane A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18881 Corpum A-Type Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18883 Centum A-Type Energized Adaptive Nano Membrane An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18885 Corpus C-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18887 Centus C-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18889 Corpus C-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18891 Centus C-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18893 Corpus C-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18895 Centus C-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18897 Corpus C-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18899 Centus C-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18901 Corpus B-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18903 Centus B-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18905 Corpus B-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18907 Centus B-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18909 Corpus B-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18911 Centus B-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18913 Corpus B-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18915 Centus B-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18917 Corpus A-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18919 Centus A-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18921 Corpus A-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18923 Centus A-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18925 Corpus A-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18927 Centus A-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18929 Corpus A-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18931 Centus A-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18933 Corpus X-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18935 Centus X-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18937 Corpus X-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18939 Centus X-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18941 Corpus X-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18943 Centus X-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18945 Corpus X-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18947 Centus X-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18949 Core C-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18951 Core C-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18953 Core C-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18955 Core C-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18957 Core B-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18959 Core B-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18961 Core B-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18963 Core B-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18965 Core A-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18967 Core A-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18969 Core A-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18971 Core A-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18973 Core X-Type Armor EM Hardener A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18975 Core X-Type Armor Explosive Hardener A enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18977 Core X-Type Armor Kinetic Hardener A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18979 Core X-Type Armor Thermic Hardener A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
18981 Coreli C-Type Small Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
18983 Coreli B-Type Small Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
18985 Coreli A-Type Small Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
18987 Corelum C-Type Medium Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
18989 Corelum B-Type Medium Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
18991 Corelum A-Type Medium Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
18999 Corpii C-Type Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19001 Corpii B-Type Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19003 Corpii A-Type Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19005 Centii C-Type Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19007 Centii B-Type Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19009 Centii A-Type Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19011 Coreli C-Type Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19013 Coreli B-Type Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19015 Coreli A-Type Small Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19017 Corpum C-Type Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19019 Corpum B-Type Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19021 Corpum A-Type Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19023 Centum C-Type Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19025 Centum B-Type Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19027 Centum A-Type Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19029 Corelum C-Type Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19031 Corelum B-Type Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19033 Corelum A-Type Medium Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19035 Core C-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19036 Core B-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19037 Core A-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19038 Core X-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19039 Corpus C-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19040 Centus C-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19041 Corpus B-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19042 Centus B-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19043 Corpus A-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19044 Centus A-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19045 Corpus X-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19046 Centus X-Type Large Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
19047 Centii C-Type Small Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
19049 Centii B-Type Small Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
19051 Centii A-Type Small Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
19053 Centum C-Type Medium Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
19055 Centum B-Type Medium Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
19057 Centum A-Type Medium Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
19065 Corpii C-Type Small Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19067 Corpii B-Type Small Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19069 Corpii A-Type Small Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19071 Centii C-Type Small Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19073 Centii B-Type Small Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19075 Centii A-Type Small Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19077 Corpum C-Type Medium Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19079 Corpum B-Type Medium Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19081 Corpum A-Type Medium Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19083 Centum C-Type Medium Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19085 Centum B-Type Medium Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19087 Centum A-Type Medium Remote Capacitor Transmitter Transfers capacitor energy to another ship.
19101 Corpii C-Type Small Nosferatu "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
19103 Corpii B-Type Small Nosferatu "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
19105 Corpii A-Type Small Nosferatu "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
19107 Corpum C-Type Medium Nosferatu "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
19109 Corpum B-Type Medium Nosferatu "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
19111 Corpum A-Type Medium Nosferatu "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
19113 Corpus C-Type Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
19115 Corpus B-Type Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
19117 Corpus A-Type Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
19119 Corpus X-Type Heavy Nosferatu "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
19129 Gistii C-Type Small Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19131 Gistii B-Type Small Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19133 Gistii A-Type Small Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19135 Pithi C-Type Small Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19137 Pithi B-Type Small Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19139 Pithi A-Type Small Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19141 Gistum C-Type Medium Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19143 Gistum B-Type Medium Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19145 Gistum A-Type Medium Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19147 Pithum C-Type Medium Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19149 Pithum B-Type Medium Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19151 Pithum A-Type Medium Remote Shield Booster Transfers shield power over to the target ship, aiding in its defense.
19169 Gistii C-Type Small Shield Booster Expends energy to provide a quick boost in shield strength.
19171 Gistii B-Type Small Shield Booster Expends energy to provide a quick boost in shield strength.
19173 Gistii A-Type Small Shield Booster Expends energy to provide a quick boost in shield strength.
19175 Pithi C-Type Small Shield Booster Expends energy to provide a quick boost in shield strength.
19177 Pithi B-Type Small Shield Booster Expends energy to provide a quick boost in shield strength.
19179 Pithi A-Type Small Shield Booster Expends energy to provide a quick boost in shield strength.
19181 Gistum C-Type Medium Shield Booster Expends energy to provide a quick boost in shield strength.
19183 Gistum B-Type Medium Shield Booster Expends energy to provide a quick boost in shield strength.
19185 Gistum A-Type Medium Shield Booster Expends energy to provide a quick boost in shield strength.
19187 Pithum C-Type Medium Shield Booster Expends energy to provide a quick boost in shield strength.
19189 Pithum B-Type Medium Shield Booster Expends energy to provide a quick boost in shield strength.
19191 Pithum A-Type Medium Shield Booster Expends energy to provide a quick boost in shield strength.
19193 Gist C-Type Large Shield Booster Expends energy to provide a quick boost in shield strength.
19194 Gist B-Type Large Shield Booster Expends energy to provide a quick boost in shield strength.
19195 Gist C-Type X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
19196 Gist B-Type X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
19197 Gist A-Type X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
19198 Gist X-Type X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
19199 Gist A-Type Large Shield Booster Expends energy to provide a quick boost in shield strength.
19200 Gist X-Type Large Shield Booster Expends energy to provide a quick boost in shield strength.
19201 Pith C-Type Large Shield Booster Expends energy to provide a quick boost in shield strength.
19202 Pith C-Type X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
19203 Pith B-Type Large Shield Booster Expends energy to provide a quick boost in shield strength.
19204 Pith B-Type X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
19205 Pith A-Type Large Shield Booster Expends energy to provide a quick boost in shield strength.
19206 Pith A-Type X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
19207 Pith X-Type Large Shield Booster Expends energy to provide a quick boost in shield strength.
19208 Pith X-Type X-Large Shield Booster Expends energy to provide a quick boost in shield strength.
19209 Pithum C-Type Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19211 Pithum C-Type Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19213 Pithum C-Type Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19215 Pithum C-Type EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19217 Pithum B-Type Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19219 Pithum B-Type Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19221 Pithum B-Type Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19223 Pithum B-Type EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19225 Pithum A-Type Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19227 Pithum A-Type Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19229 Pithum A-Type Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19231 Pithum A-Type EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19233 Gistum C-Type Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19235 Gistum B-Type Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19237 Gistum C-Type Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19239 Gistum B-Type Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19241 Gistum C-Type Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19243 Gistum B-Type Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19245 Gistum C-Type EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19247 Gistum B-Type EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19249 Gistum A-Type Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19251 Gistum A-Type Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19253 Gistum A-Type Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19255 Gistum A-Type EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19257 Gist C-Type Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19258 Pith C-Type Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19259 Gist C-Type Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19260 Pith C-Type Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19261 Gist C-Type Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19262 Pith C-Type Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19263 Gist C-Type EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19264 Pith C-Type EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19265 Gist B-Type EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19266 Pith B-Type EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19267 Gist B-Type Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19268 Pith B-Type Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19269 Gist B-Type Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19270 Pith B-Type Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19271 Gist B-Type Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19272 Pith B-Type Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19273 Gist A-Type Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19274 Pith A-Type Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19275 Gist A-Type Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19276 Pith A-Type Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19277 Gist A-Type Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19278 Pith A-Type Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19279 Gist A-Type EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19280 Pith A-Type EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19281 Gist X-Type EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19282 Pith X-Type EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19283 Gist X-Type Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19284 Pith X-Type Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19285 Gist X-Type Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19286 Pith X-Type Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19287 Gist X-Type Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19288 Pith X-Type Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
19289 Pith C-Type Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
19293 Gist A-Type Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
19295 Pith X-Type Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
19297 Gist C-Type Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
19299 Gist B-Type Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
19301 Gist X-Type Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
19303 Pith B-Type Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
19311 Pith A-Type Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
19313 Coreli C-Type 1MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
19315 Corelum C-Type 10MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
19317 Core C-Type 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
19319 Coreli B-Type 1MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
19321 Corelum B-Type 10MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
19323 Core B-Type 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
19325 Coreli A-Type 1MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
19327 Corelum A-Type 10MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
19329 Core A-Type 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
19335 Core X-Type 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Note: Battleship class module"
19337 Gistii C-Type 1MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
19339 Gistum C-Type 10MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
19341 Gist C-Type 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
19343 Gistii B-Type 1MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
19345 Gistum B-Type 10MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
19347 Gist B-Type 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
19349 Gistii A-Type 1MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
19351 Gistum A-Type 10MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
19353 Gist A-Type 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
19359 Gist X-Type 100MN Microwarpdrive "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Note: Battleship class module"
19361 Corpum B-Type Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19363 Centum B-Type Energized EM Membrane A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
19365 Sarum Customs General "This is a security vessel of the Sarum Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19366 Ammatar Customs General "This is a security vessel of the Ammatar Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19367 Caldari Customs Commissioner "This is a security vessel of the Caldari Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19368 Khanid Customs General Major "This is a security vessel of the Khanid Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19369 Gallente Customs Major "This is a security vessel of the Gallente Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19370 Minmatar Customs Commander "This is a security vessel of the Minmatar Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19371 Amarr Customs General "This is a security vessel of the Amarr Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19372 Amarr Customs Surveillance Officer "This is a security vessel of the Amarr Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19373 The Prize Container A container like this one often holds some valuables.
19382 Luther Veron's Head This is the head of Gallente General Luther Veron in all its flabby, balding glory. As it is not connected to his body at present it quite lacks the prestige it has grown accustomed to and, judging by the expression on its face, it's not at all content with this fact.
19383 Gallente Customs Official "This is a security vessel of the Gallente Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19384 Sarum Customs Surveillance Officer "This is a security vessel of the Sarum Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19385 Caldari Customs Agent "This is a security vessel of the Caldari Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19386 Khanid Customs Surveillance Officer "This is a security vessel of the Khanid Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19387 Ammatar Customs Surveillance Officer "This is a security vessel of the Ammatar Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19388 Minmatar Customs Patroller "This is a security vessel of the Minmatar Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19398 Confiscated Viral Agent The causative agent of an infectious disease, the viral agent is a parasite with a noncellular structure composed mainly of nucleic acid within a protein coat.
19399 Confiscated Vitoc The Vitoc booster has become more than a simple strategy by the Amarrians in controlling their slaves. With the Vitoc method, slaves are injected with a toxic chemical substance that is fatal unless the recipient receives a constant supply of an antidote.
19400 1st Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19401 2nd Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19402 3rd Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19403 4th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19404 5th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19405 6th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19406 7th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19407 8th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19408 9th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19409 11th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19410 12th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19411 13th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19412 14th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19413 15th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19414 16th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19415 17th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19416 18th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19417 19th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19418 20th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19419 21st Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19420 22nd Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19421 23rd Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. 19422 10th Tier Overseer's Personal Effects Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure.
Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash.
Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects.
19423 Watch Officer An overseer of the Angel Cartel the Watch Officer controls his troops with determination.
19424 Serpentis Shipyard Defender The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
19425 Black Drone Container The drone-built container drifts silently amongst the stars, giving no hint to what treasures it may hide.
19426 Strain Operation Bunker Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
19427 Hive Under Construction This gigantic superstructure was built by the effort of thousands of rogue drones. While the structure appears to be incomplete, its intended shape remains a mystery to the clueless carbon-based lifeforms.
19430 Omnipotent Those who possess this are all knowing and all seeing with unlimited power and authority.
19459 'Phase' Servitor Servitor are Self contained Expert Systems used to radicaly alter the functionlity of a specific core system. These Systems are quite large but being self contained they connect to the ship though a Dedicated interface node without any disruption to the ships power and computer systems.
19461 Blaque Voucher This is a candidate voucher for Mentas Blaque, used to determine the biggest supporters of this particular candidate for selecting candidate emissaries.
19462 Foiritan Voucher This is a candidate voucher for Souro Foiritan, used to determine the biggest supporters of this particular candidate for selecting candidate emissaries.
19463 Autrech Voucher This is a candidate voucher for Eman Autrech, used to determine the biggest supporters of this particular candidate for selecting candidate emissaries.
19466 Regular Mercenary Navigator Servitor are Self contained Expert Systems used to radicaly alter the functionlity of a specific core system. These Systems are quite large but being self contained they connect to the ship though a Dedicated interface node without any disruption to the ships power and computer systems.
19468 'Longbow' Servitor Servitor are Self contained Expert Systems used to radicaly alter the functionlity of a specific core system. These Systems are quite large but being self contained they connect to the ship though a Dedicated interface node without any disruption to the ships power and computer systems.
19470 Intensive Refining Array "An anchorable refining outpost, able to take raw ores and process them into minerals. By using much more intensive processes, this refinery is able to achieve much better yield than the standard variant, but at the cost of being very CPU, Power and time intensive.
Refining yield efficiency does not apply to ice ores, which are always refined at the maximum efficiency the operator is capable of.
NOTE: If the array's control tower runs out of fuel while the array is in the middle of a processing operation, the materials being refined will be irrevocably lost."
19487 Angel Battlestation This gigantic suprastructure is one of the military installations of the Angel pirate corporation. Even for its size, it has no commercial station services or docking bay to receive guests.
19489 Thukker Modified Medium Shield Extender Increases the maximum strength of the shield.
19491 Thukker Modified 100MN Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
19493 Arms Cache Personal weapons and armaments, used both for warfare and personal security.
19500 Zor's Custom Navigation Link "A neural Interface upgrade that boost the pilots skill in a specific area. This Navigation Link was created for the ruthless pirate commander, referred to as 'Zor'.
10% bonus to afterburner duration."
19501 The Damsels Wimpy Prison The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
19502 The Damsels Wimpy Brothel The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
19504 Pirate Headquarters Zazzmatazz's outpost headquarters is located in this jumble of structures and asteroid leftovers.
19505 Guristas Starbase Control Tower Originally designed by the Kaalakiota, the Caldari Control Tower blueprint was quickly obtained by the Guristas, through their agents within the State, to serve their own needs.
19533 Gas/Storage Silo - Pirate Extravaganza lvl 3_ MISSION Built to withstand assault, these behemoths can each hold roughly 8.5 million m3 worth of materials.
19534 Talisman Alpha "This ocular filter has been modified by Blood Raider scientists for use by their elite officers.
Primary Effect: +3 bonus to Perception
Secondary Effect: 1% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 15% bonus to the strength of all Talisman implant secondary effects"
19535 Talisman Beta "This memory augmentation has been modified by Blood Raider scientists for use by their elite officers.
Primary Effect: +3 bonus to Memory
Secondary Effect: 2% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 15% bonus to the strength of all Talisman implant secondary effects"
19536 Talisman Gamma "This neural boost has been modified by Blood Raider scientists for use by their elite officers.
Primary Effect: +3 bonus to Willpower
Secondary Effect: 3% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 15% bonus to the strength of all Talisman implant secondary effects"
19537 Talisman Delta "This cybernetic subprocessor has been modified by Blood Raider scientists for use by their elite officers.
Primary Effect: +3 bonus to Intelligence
Secondary Effect: 4% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 15% bonus to the strength of all Talisman implant secondary effects"
19538 Talisman Epsilon "This social adaptation chip has been modified by Blood Raider scientists for use by their elite officers.
Primary Effect: +3 bonus to Charisma
Secondary Effect: 5% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 15% bonus to the strength of all Talisman implant secondary effects"
19539 Talisman Omega "This implant does nothing in and of itself, but when used in conjunction with other Talisman implants it will boost their effect.
50% bonus to the strength of all Talisman implant secondary effects."
19540 Snake Alpha "This ocular filter has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Perception
Secondary Effect: 0.5% bonus to maximum velocity
Set Effect: 15% bonus to the strength of all Snake implant secondary effects"
19547 Inherent Implants 'Noble' Repair Systems RS-605 "A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules.
5% reduction in repair systems duration.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
19548 Inherent Implants 'Noble' Remote Armor Repair Systems RA-705 "A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems.
5% reduced capacitor need for remote armor repair system modules."
19549 Inherent Implants 'Noble' Mechanic MC-805 "A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship.
5% bonus to hull hp."
19550 Inherent Implants 'Noble' Hull Upgrades HG-1005 "A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses.
5% bonus to armor hit points."
19551 Snake Beta "This memory augmentation has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Memory
Secondary Effect: 0.625% bonus to maximum velocity
Set Effect: 15% bonus to the strength of all Snake implant secondary effects"
19553 Snake Gamma "This neural boost has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Willpower
Secondary Effect: 0.75% bonus to maximum velocity
Set Effect: 15% bonus to the strength of all Snake implant secondary effects"
19554 Snake Delta "This cybernetic subprocessor has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Intelligence
Secondary Effect: 0.875% bonus to maximum velocity
Set Effect: 15% bonus to the strength of all Snake implant secondary effects"
19555 Snake Epsilon "This social adaptation chip has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +3 bonus to Charisma
Secondary Effect: 1% bonus to maximum velocity
Set Effect: 15% bonus to the strength of all Snake implant secondary effects"
19556 Snake Omega "This implant does nothing in and of itself, but when used in conjunction with other Snake implants it will boost their effect.
200% bonus to the strength of all Snake implant secondary effects."
19557 Low-Tech Deadspace Energy Harvester Containing only a handful of mechanical components, this simple wonder harvests energy from the system's sun by virtue of the unique EM refractive qualities in its scartate fabric.
19558 Angel Radiating Telescope This huge radio telescope contains fragile but advanced sensory equipment. A structure such as this has enormous capabilities in crunching survey data from nearby systems and constellations.
19559 Habitation Module The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses inc
19560 Deserted Starbase Storage Facility Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
19561 Habitation Module The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
19562 Habitation Module The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses inc
19563 CONCORD Customs Commander "This is a security vessel of the CONCORD Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19564 CONCORD Customs Official "This is a security vessel of the CONCORD Customs force. It is patrolling this sector and will proactively scan bypassing vessels for illegal goods.
Threat level: Very high"
19565 Guristas Bunker_MISSION A small bunker, there for accommodation and increased mobility of troops and other personnel.
19582 Guristas Research Data These documents contain valuable technical data on Gurista ship technology.
19583 Regular Mercenary Scout Servitor are Self contained Expert Systems used to radicaly alter the functionlity of a specific core system. These Systems are quite large but being self contained they connect to the ship though a Dedicated interface node without any disruption to the ships power and computer systems.
19585 Dewak's Level 1 Decoder The feared prison warden Dewak is a master codemaker and built and programmed this cipher in his private lab. He distributes prison gate decoders only amongst his most trusted and highly paid officers.
19586 Dewak's Level 2 Decoder The feared prison warden Dewak is a master codemaker and built and programmed this second level cipher in his private lab. He distributes prison gate decoders only amongst his most trusted and highly paid officers.
19587 Dewak's Level 3 Decoder The feared prison warden Dewak is a master codemaker and built and programmed this third level cipher in his private lab. He distributes prison gate decoders only amongst his most trusted and highly paid officers.
19588 Gas/Storage Silo Built to withstand assault, these behemoths can each hold roughly 8.5 million m3 worth of materials.
19589 Utori Kumesh This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
19590 Dewak's First Officer's HQ It is through these headquarters that everyone heading for the inner deadspace pockets must go.
19591 Dewak's Dot Inside this container, Dewak regularly puts a new set of ciphers for the third acceleration gate in the Pith's Penal Complex. The keys are especially well guarded.
19592 'Screaming' Dewak Humfry Dewak is a fiercely disciplined tactician. A veteran of Amarr navy battles, he acuired a taste for Sadistic oppression during cleanup operations of the 2nd Illinfrik insurgence, and went into business in the private sector. The Pith Guristas use Dewak's prison facilities manily to eliminate competition and also to extract knowledge from difficult "business" associates.
19593 Imai Kenon's Corpse Imai Kenon evidently met a painful death after his ship had been infested by rogue drones.
19594 'Dart' Servitor Servitor are Self contained Expert Systems used to radicaly alter the functionlity of a specific core system. These Systems are quite large but being self contained they connect to the ship though a Dedicated interface node without any disruption to the ships power and computer systems.
19620 Drone Commandeered Battleship Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
19621 Perimeter Descramble Code This fractal generated descrambling code is used by local Rogue Drones as a way to secure access through the acceleration gate. Once the code is used, the gate will remain open for a short period of time and the code will be rendered useless as a new security codeline will be automatically generated.
19622 Starbase Storage Facility Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
19653 Industrial Derelict This Iteron V-class industrial has been left here by the former owner of the station, before the rogue drones took over the complex.
19658 Melted Snowball CVII This snowball used to be bigger than your head. Now it is just a puddle of water. Onoes.
19660 Festival Launcher An otherworldly glow emanates from this strange and outlandish-looking device. Its missile tubes look suspiciously capable of fitting a huge snowball, fireworks, and other festive ammunition.
19662 Jarkon Puman The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
19663 Jarkon Puman's Tag This brass tag carries the rank insignia equivalent of a sergeant within the Serpentis drug corporation. It may prove valuable if turned in at proper authorities.
19664 Ammatar Point Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
19665 Ammatar Light Missile Battery This Light missile Sentry will launch missiles at any target it considers to be a threat.
19666 Ammatar Heavy Missile Battery This Heavy missile Sentry will launch missiles at any target it considers to be a threat.
19667 Ammatar Cruise Missile Battery This Cruise missile Sentry will launch missiles at any target it considers to be a threat.
19668 Tower Sentry Ammatar I Ammatar tachyon beam sentry
19669 Tower Sentry Ammatar II Ammatar tachyon beam sentry
19670 Tower Sentry Ammatar III Ammatar tachyon beam sentry
19671 Ammatar Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
19672 Ammatar Cathedral This impressive structure operates as a place for religious practice and the throne of a high ranking member within the clergy.
19673 Ammatar Deadspace Tactical Unit Tactical outposts serve as the first line of defense of the Ammatars against their Minmatar cousins. The design of these Tactical Units come from the Amarr Empire, originally as a personal gift from the Emperor himself when the Ammatar nation was founded.
19674 Warlord Ixon Kruz Warlord Ixon Kruz is an up-and-coming general within the Minmatar Fleet. Known for his recklessness and defiance of authority, Ixon is not very popular among the leadership within the Republic, but has had a growing following amongst it's troops.
19675 Ixon Kruz's Insignia The insignia of the Minmatar Warlord Ixon Kruz.
19676 Ixon Reaver The Ixon Reavers are the personal guard ships of Warlord Ixon Kruz of the Minmatar Republic. Known for their ferocity in combat and otherwise, Minmatar Reavers are feared even amongst their own people.
19677 Commander Dakin Gara Commander Dakin Gara has, throughout the years, acquired a reputation as one of the most competent commanders in Caldari Navy history. His swift and fearless decision-making prowess and level-headedness in combat situations have carved for him a reputation sure to someday pass into legend.
19678 Dakin Gara's Insignia The insignia of the Caldari Commander, Dakin Gara.
19679 High Priest Karmone Tizmer Tizmer is a prominent member of the fanatical Cult of Catechization. Founded centuries ago by the Emperor to teach the scripts to heathens, the cult became more and more belligerent over time. Eventually they started hunting and killing those heathens or heretics not deemed worthy or capable of receiving the Holy Word. Today, they are still active under the protective wing of the Emperor and are mainly focused on the Blood Raiders, whom cult members consider to be their ultimate nemeses and have vowed to eradicate fully.
19680 Karmone Tizmer's Insignia The insignia of the High Priest, Karmone Tizmer.
19681 Hunter Malbreth This is a bounty hunter. These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo. Normally, unless sent to kill you, they will leave you alone. Threat level: Deadly
19683 Commander Genom Tara "Commander Genom Tara was a decorated Navy squad leader for 10 years before earning the rank of Commander. He built up quite a reputation for himself on the Ammatar frontier, and was renowned for his bravery on the battlefield. Sadly however, the past few years have not been kind on Genom. His Amarrian wife was murdered, along with their children, by Minmatar Freedom Fighters, and soon after his closest friend within the Navy shared the same fate. This seems to have driven the unfortunate Commander insane. With his most loyal men by his side, he disobeyed direct orders from the Ammatar government to withdraw from the secret base he was stationed on and instead has been using it as a base of operations to launch attacks on nearby Minmatar settlements, especially keen on sniffing out Minmatar Freedom Fighters for the slaughter.
"
19684 Inherent Implants 'Noble' Repair Proficiency RP-903 "A neural Interface upgrade for analyzing and repairing starship damage.
3% bonus to repair system repair amount.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
19685 Inherent Implants 'Noble' Repair Proficiency RP-905 "A neural Interface upgrade for analyzing and repairing starship damage.
5% bonus to repair system repair amount.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
19686 Eifyr and Co. 'Gunslinger' Motion Prediction MR-705 "A Eifyr and Co. gunnery hardwiring designed to enhance turret tracking.
5% bonus to turret tracking speed."
19687 Eifyr and Co. 'Gunslinger' Surgical Strike SS-905 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets.
5% bonus to all turret damages."
19688 Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1005 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets.
5% bonus to large projectile turret damage."
19689 Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-805 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets.
5% bonus to medium projectile turret damage."
19690 Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-605 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets.
5% bonus to small projectile turret damage."
19691 Inherent Implants 'Lancer' Small Energy Turret SE-605 "A Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets.
5% bonus to small energy turret damage."
19692 Inherent Implants 'Lancer' Controlled Bursts CB-705 "A Inherent Implants gunnery hardwiring designed to enhance turret energy management.
5% reduction in all turret capacitor need."
19693 Inherent Implants 'Lancer' Gunnery RF-905 "A Inherent Implants gunnery hardwiring designed to enhance turret rate of fire.
5% bonus to all turret rate of fire."
19694 Inherent Implants 'Lancer' Large Energy Turret LE-1005 "A Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets.
5% bonus to large energy turret damage."
19695 Inherent Implants 'Lancer' Medium Energy Turret ME-805 "An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets.
5% bonus to medium energy turret damage."
19696 Zainou 'Deadeye' Sharpshooter ST-905 "A Zainou gunnery hardwiring designed to enhance optimal range.
5% bonus to turret optimal range."
19697 Zainou 'Deadeye' Trajectory Analysis TA-705 "A Zainou gunnery hardwiring designed to enhance falloff range.
5% bonus to turret falloff."
19698 Zainou 'Deadeye' Large Hybrid Turret LH-1005 "A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.
5% bonus to large hybrid turret damage."
19699 Zainou 'Deadeye' Medium Hybrid Turret MH-805 "A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets.
5% bonus to medium hybrid turret damage."
19700 Zainou 'Deadeye' Small Hybrid Turret SH-605 "A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets.
5% bonus to small hybrid turret damage."
19701 Swarm Parasite Worker Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
19702 Repository Descramble Code This fractal generated descrambling code is used by local Rogue Drones as a way to secure access through the acceleration gate. Once the code is used, the gate will remain open for a short period of time and the code will be rendered useless as a new security codeline will be automatically generated.
19703 Swarm Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
19704 Supreme Hive Defender Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
19705 Outgrowth Hive Entrance Code This fractal generated descrambling code is used by local Rogue Drones as a way to secure access through the acceleration gate. Once the code is used, the gate will remain open for a short period of time and the code will be rendered useless as a new security codeline will be automatically generated.
19706 Celestial Beacon II Fitted with a power flash-battery, this beacon sends out signals throughout the entire solar system.
19707 Outgrowth Strain Mother This gargantuan mother drone holds the central CPU, controlling the rogue drones throughout the sector.
19708 Metal Scraps In Storage This storage silo is being used as a dump for unwanted material from a nearby habitation.
19711 AstroFarm An astrofarm.
19712 HumanFarm The human farm is for farming humans.
19713 Argon Gas Environment
19714 Habitation Module The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe.
19715 Habitation Module The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe.
19716 Habitation Module The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe.
19719 Transport Ships Skill for operation of the Transport Ship class industrials. Can not be trained on Trial Accounts.
19720 Revelation "The Revelation represents the pinnacle of Amarrian military technology. Maintaining their proud tradition of producing the strongest armor plating to be found anywhere, the Empire's engineers outdid themselves in creating what is arguably the most resilient dreadnought in existence.
Added to that, the Revelation's ability to fire capital beams makes its position on the battlefield a unique one. When extended sieges are the order of the day, this is the ship you call in.
Amarr Dreadnought Skill Bonus: 10% reduction in Capital Energy Turret capacitor use and 5% bonus to Capital Energy Turret rate of fire per skill level
"
19721 Revelation Blueprint
19722 Naglfar "The Naglfar is based on a Matari design believed to date back to the earliest annals of antiquity. While the exact evolution of memes informing its figure is unclear, the same distinctive vertical monolith form has shown up time and time again in the wind-scattered remnants of Matari legend.
Boasting an impressive versatility in firepower options, the Naglfar is capable of holding its own against opponents of all sizes and shapes. While its defenses don't go to extremes as herculean as those of its counterparts, the uniformity of resilience - coupled with the sheer amount of devastation it can dish out - make this beast an invaluable addition to any fleet.
Special Ability: 50% bonus to Capital Projectile damage
Minmatar Dreadnought Skill Bonus:
5% bonus to Capital Projectile damage per level
5% bonus to Capital Projectile rate of fire per level"
19723 Naglfar Blueprint
19724 Moros "Of all the dreadnoughts currently in existence, the imposing Moros possesses a tremendous capacity to fend off garguantuan hostiles while still posing a valid threat to any and all larger-scale threats on the battlefield. By virtue of its protean array of point defense capabilities, and its terrifying ability to unleash rapid and thoroughly devastating amounts of destruction on the battlefield, the Moros is single-handedly capable of turning the tide in a fleet battle.
Gallente Dreadnought Skill Bonus:
5% bonus to Capital Hybrid Turret damage per level
5% bonus to Capital Hybrid Turret rate of fire per level"
19725 Moros Blueprint
19726 Phoenix "In terms of Caldari design philosophy, the Phoenix is a chip off the old block. With a heavily tweaked missile interface, targeting arrays of surpassing quality and the most advanced shield systems to be found anywhere, it is considered the strongest long-range installation attacker out there.
While its shield boosting actuators allow the Phoenix, when properly equipped, to withstand tremendous punishment over a short duration, its defenses are not likely to hold up against sustained attack over longer periods. With a strong supplementary force, however, few things in existence rival this vessel's pure annihilative force.
Caldari Dreadnought Skill Bonus: 5% bonus to kinetic missile damage and 5% bonus to Capital Launcher rate of fire per skill level"
19727 Phoenix Blueprint
19728 Deadspace Signature A cosmic signature.
19729 Gallente Bunker_UDI A small bunker, there for accommodation and increased mobility of troops and other personnel.
19730 Communications Logs A stack of encrypted communications logs. Valuable intelligence data in the right hands.
19731 Sansha Corpse Collector Jokingly named after his secondary occupation, the check-in officer is used to clean up the mess pilots leave in his complex after being blown to smithereens.
19732 Sansha Supply Pit Passcard This security passcard is manufactured by Sansha's Nation and allows the user to unlock a specific acceleration gate to the lower level of the war supply complex. The gate will remain open for a short period of time and the securitycard will be rendered useless after uploading the card's data to the gate's activation device.
19737 Sansha's Tyrant Elite This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
19738 Subspace Data Miner This huge radio telescope contains fragile but advanced sensory equipment. A structure such as this has enormous capabilities in crunching survey data from nearby systems and constellations.
19739 Cruise Missile Launcher II A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
19740 Cruise Missile Launcher II Blueprint
19742 Infested station ruins To speed up the construction process of rogue drone structures, certain strains of drones have been known to salvage the ruins of their defeated enemies, using them either as a base or to slowly dissolve them into their desired final shape.
19743 Extremely Powerful EM Forcefield A reinforced antimatter generator powered by muonal crystals, creating a perfect circle of electro-magnetic radiance penetrable only by a coordinated attack from the strongest armaments.
19744 Sigil "The Sigil is a nimble Industrial whose design revolves around sufficient speed to outrun enemies and enough strength to withstand their attacks in the meantime.
Traits
Amarr Industrial skill bonus per level:
5% bonus to cargo capacity
5% bonus to agility
Development
The Sigil is a recent ship from Viziam based on an old slave transport design."
19745 Sigil Blueprint
19746 Dust Storm Environment
19747 Lightning Storm Environment
19748 Ethereal Environment
19749 Celestial Environment
19750 Infernal Environment
19751 Icefield Environment
19752 Krypton Gas Environment
19753 Toxic Cloud Environment
19754 Radon Gas Environment
19755 Turbulent Storm Environment
19756 Xenon Gas Environment
19757 Research Outpost test
19758 Caldari Research Outpost Platform
19759 Long Distance Jamming Skill at the long-range operation of electronic warfare systems. 10% bonus to optimal range of ECM, Remote Sensor Dampers, Tracking Disruptors, Tracking Links, Remote Sensor Boosters and Target Painters per skill level.
19760 Frequency Modulation Advanced understanding of signal waves. 10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors, Tracking Links, Remote Sensor Boosters and Target Painters per skill level.
19761 Signal Dispersion Skill at the operation of target jamming equipment. 5% bonus to strength of all ECM jammers per skill level.
19765 Warehouse_MISSION This is a standard storage facility.
19766 Signal Suppression Skill at the operation of remote sensor dampers. 5% bonus to remote sensor dampers' scan resolution and targeting range suppression per skill level.
19767 Turret Destabilization Advanced understanding of tracking disruption technology. 5% bonus to Tracking Disruptor modules' tracking speed, optimal range and falloff disruption per skill level.
19768 Mercenary Corporal This is a mercenary corporal. These freelancers will do almost anything for the highest bidder. Threat level: Deadly
19769 Mercenary Lieutenant This is a mercenary lieutenant. These freelancers will do almost anything for the highest bidder. Threat level: Deadly
19794 Cruise Missile Storage This is a supply storage for large missiles.
19795 Radio Telescope This huge telescope contains fragile but advanced sensory equipment. Its scanning range is huge, and it is able to detect almost any moving object in the solar system it's deployed in at an astoundingly fast rate. Due to the advantage it gives in combat, use of this prototype outside national militaries has been banned by most governments.
19806 Target Painter II "A targeting subsystem that projects an electronic ""Tag"" on the target thus making it easier to target and Hit.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized. "
19807 Target Painter II Blueprint
19808 Partial Weapon Navigation "A targeting subsystem that projects a electronic ""Tag"" on the target thus making it easier to target and Hit.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized. "
19809 Partial Weapon Navigation Blueprint
19810 Peripheral Weapon Navigation Diameter "A targeting subsystem that projects a electronic ""Tag"" on the target thus making it easier to target and Hit.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized. "
19811 Peripheral Weapon Navigation Diameter Blueprint
19812 Parallel Weapon Navigation Transmitter "A targeting subsystem that projects a electronic ""Tag"" on the target thus making it easier to target and Hit.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized. "
19813 Parallel Weapon Navigation Transmitter Blueprint
19814 Phased Weapon Navigation Array Generation Extron "A targeting subsystem that projects a electronic ""Tag"" on the target thus making it easier to target and Hit.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized. "
19815 Phased Weapon Navigation Array Generation Extron Blueprint
19921 Target Painting Skill at using target painters. 5% less capacitor need for target painters per skill level.
19922 Signature Focusing Advanced understanding of target painting technology. 5% bonus to target painter modules' signature radius multiplier per skill level.
19923 Induced Ion Field ECM I Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.
19925 Compulsive Ion Field ECM I Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.
19927 'Hypnos' Ion Field ECM I Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.
19929 Induced Multispectral ECM I An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
19931 Compulsive Multispectral ECM I An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
19933 'Hypnos' Multispectral ECM I An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
19935 Languid Phase Inversion ECM I Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems.
19937 Halting Phase Inversion ECM I Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems.
19939 Enfeebling Phase Inversion ECM I Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against LADAR targeting systems.
19942 FZ-3a Disruptive Spatial Destabilizer ECM Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.
19944 CZ-4 Concussive Spatial Destabilizer ECM Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.
19946 BZ-5 Neutralizing Spatial Destabilizer ECM Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.
19948 'Gloom' White Noise ECM Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.
19950 'Shade' White Noise ECM Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.
19952 'Umbra' White Noise ECM Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.
19954 Soran's Passkey Markings indicate that Soran's Passkey will activate two Acceleration Gates. One is marked as a check-gate which will leave the key intact, while the other one is some highly encrypted Accleration Gate called "Station Ultima". That gate will seemingly destroy the key and unlock the gate to a single ship.
19955 'True Power' Assembly Security HQ The headquarters of the True Power security headquarters have been fitted with huge citadel torpedo batteries, a long range stasis web generators and powerful long-range sensors.
19957 Centus Reprocessing Station A harvesting factory for collecting moon minerals.
19960 Special Products This container is securely guarded.
19961 Station Ultima The famed Station Ultima houses secret development projects and production. The most high ranking leaders of Sansha's Nation are rumoured to meet here from time to time.
19962 Shadow Iron Charge S "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
19964 Shadow Tungsten Charge S "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
19966 Shadow Iridium Charge S "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
19968 Shadow Lead Charge S "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
19970 Arch Angel Carbonized Lead S "This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
19972 Arch Angel Nuclear S "Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
19974 Arch Angel Proton S "Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
19976 Arch Angel Depleted Uranium S "Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
19978 Sanshas Radio S "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
19980 Sanshas Microwave S "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
19982 Sanshas Infrared S "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
19984 Sanshas Standard S "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
19986 Arch Angel Titanium Sabot S "This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
19988 Arch Angel Fusion S "The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
19990 Arch Angel Phased Plasma S "This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range. "
19992 Arch Angel EMP S "A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
19994 Arch Angel Carbonized Lead M "This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
19995 Arch Angel Carbonized Lead M Blueprint
19996 Arch Angel Nuclear M "Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
19998 Arch Angel Proton M "Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
20000 Arch Angel Depleted Uranium M "Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
20002 Arch Angel Titanium Sabot M "This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
20003 Arch Angel Titanium Sabot M Blueprint
20004 Arch Angel Fusion M "The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
20006 Arch Angel Phased Plasma M "This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
20008 Arch Angel EMP M "A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
20010 Sanshas Radio M "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
20012 Sanshas Microwave M "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
20014 Sanshas Infrared M "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
20016 Sanshas Standard M "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
20018 Sanshas Radio L "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
20020 Sanshas Microwave L "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
20022 Sanshas Infrared L "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
20024 Sanshas Standard L "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
20026 Sanshas Radio XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
20028 Sanshas Microwave XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
20030 Sanshas Infrared XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
20032 Sanshas Standard XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
20034 Shadow Thorium Charge S "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
20036 Shadow Uranium Charge S "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
20038 Shadow Plutonium Charge S "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
20040 Shadow Antimatter Charge S "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
20043 Shadow Iron Charge M "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
20045 Shadow Tungsten Charge M "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
20047 Shadow Iridium Charge M "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
20049 Shadow Lead Charge M "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
20051 Shadow Thorium Charge M "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
20053 Shadow Uranium Charge M "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
20055 Shadow Plutonium Charge M "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
20057 Shadow Antimatter Charge M "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
20059 Amarr Control Tower Medium "The Amarr have always been fond of majestic and intimidating constructions. Their Control Towers do not deviate from that tradition and are truly big and powerful structures, intended more for preservation of territorial interests than commercial benefits.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
20060 Amarr Control Tower Small "The Amarr have always been fond of majestic and intimidating constructions. Their Control Towers do not deviate from that tradition and are truly big and powerful structures, intended more for preservation of territorial interests than commercial benefits.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
20061 Caldari Control Tower Medium "At first the Caldari Control Towers were manufactured by Kaalakiota, but since they focused their efforts mostly on other, more profitable installations, they soon lost the contract and the Sukuuvestaa corporation took over the Control Towers' development and production.
Racial Bonuses:
25% bonus to Missile Battery Rate of Fire
50% bonus to Missile Velocity
-75% bonus to Electronic Warfare Battery Target Cycling Speed"
20062 Caldari Control Tower Small "At first the Caldari Control Towers were manufactured by Kaalakiota, but since they focused their efforts mostly on other, more profitable installations, they soon lost the contract and the Sukuuvestaa corporation took over the Control Towers' development and production.
Racial Bonuses:
25% bonus to Missile Battery Rate of Fire
50% bonus to Missile Velocity
-75% bonus to Electronic Warfare Battery Target Cycling Speed"
20063 Gallente Control Tower Medium "Gallente Control Towers are more pleasing to the eye than they are strong or powerful. They have above average electronic countermeasures, average CPU output, and decent power output compared to towers from the other races, but are quite lacking in sophisticated defenses.
Racial Bonuses:
25% bonus to Hybrid Sentry Damage
100% bonus to Silo Cargo Capacity"
20064 Gallente Control Tower Small "Gallente Control Towers are more pleasing to the eye than they are strong or powerful. They have above average electronic countermeasures, average CPU output, and decent power output compared to towers from the other races, but are quite lacking in sophisticated defenses.
Racial Bonuses:
25% bonus to Hybrid Sentry Damage
100% bonus to Silo Cargo Capacity"
20065 Minmatar Control Tower Medium "The Matari aren't really that high-tech, preferring speed rather than firepower or involved technology. Unfortunately that doesn't apply very well to stationary objects, much to the liking of the Amarr Empire.
Amarrians call it a scrapheap of epic proportions. But don't underestimate these structures. Minmatar commanders usually have the last laugh when it comes to combat.
Racial Bonuses:
50% bonus to Projectile Sentry Optimal Range
50% bonus to Projectile Sentry Fall Off Range
25% bonus to Projectile Sentry RoF"
20066 Minmatar Control Tower Small "The Matari aren't really that high-tech, preferring speed rather than firepower or involved technology. Unfortunately that doesn't apply very well to stationary objects, much to the liking of the Amarr Empire.
Amarrians call it a scrapheap of epic proportions. But don't underestimate these structures. Minmatar commanders usually have the last laugh when it comes to combat.
Racial Bonuses:
50% bonus to Projectile Sentry Optimal Range
50% bonus to Projectile Sentry Fall Off Range
25% bonus to Projectile Sentry RoF"
20069 Armored Warfare Link - Damage Control I "Reduces the capacitor need of the fleet's personal and targeted armor repair systems.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
20070 Skirmish Warfare Link - Evasive Maneuvers I "Lowers the signature radius of ships in the fleet.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
20077 Main Supply Storage Of the various supplies to fuel Sansha's Nation's warfare that are stored in this deadspace pocket, this one is the most securely guarded.
20078 True Creation's Park Overseer The overseer of this morbid production park is a legendary commander. Formerly known as Dufus Andanin he ran True Creation's cybernetics division before being assigned this post.
20079 Effotber's Transit Overseer The pilot of this ship, Daggot Velash, reports directly to Skomener Effotber who is the head of True Creation's storage facilities. The ship's armor is heavily modified.
20080 Overseer Skomener Effotber This battleship is in Skomener Effotber's possession. Being one of True Creation's top employees he equips his command ships with the best modules, shield and armor repair systems he has access to.
20102 Guristas War Installation This gigantic suprastructure is one of the military installations of the Guristas pirate corporation. Even for its size it has no commercial station services or docking bays to receive guests.
20103 Product Park Passcard This security passcard is manufactured by Sansha's Nation and allows the user to unlock a specific acceleration gate to the lower level of the war supply complex. The gate will remain open for a short period of time and the securitycard will be rendered useless after uploading the card's data to the gate's activation device.
20104 Creations Central Pass This cipher unlocks the acceleration into the Centus Creations pocket of the sansha war supply complex. The gate will remain open to anyone for a short period of time and using the cipher will cause it to self destruct, so use wisely.
20105 'True Creations' Manufacture Passcard This security passcard is manufactured by Sansha's Nation and allows the user to unlock the last acceleration gate of the war supply complex. The gate will remain open for a short period of time and the securitycard will be rendered useless after uploading the card's data to the gate's activation device.
20108 Gold Sculpture Blueprint
20110 Sleeper Foundation Block Alloys and special materials used in the manufacture of modules based on Ancient technology.
20113 Datacore - Jove Tech 1
20114 Datacore - Propulsion Subsystems Engineering
20115 Datacore - Engineering Subsystems Engineering
20116 Datacore - Electronic Subsystems Engineering
20117 Datacore - Advanced Starship Engineering
20121 Crystal Alpha "This ocular filter has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +3 bonus to Perception
Secondary Effect: 1% bonus to shield boost amount
Set Effect: 15% bonus to the strength of all Crystal implant secondary effects
Note: Has no effect on capital sized modules."
20124 Siege Warfare Link - Active Shielding I "Increases the speed of the fleet's shield boosters and decreases the duration of shield transporters.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
20125 Curse "Name: Curse
Hull: Arbitrator
Role: Combat Recon Ship
Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.
Developer: Khanid Innovation
In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Cruiser Skill Bonus: 7.5% bonus to Tracking Disruptor effectiveness and 10% bonus to drone hit points and damage per level.
Recon Ships Skill Bonus: 40% bonus to Energy Vampire and Energy Neutralizer range and 20% bonus to Energy Vampire and Energy Neutralizer transfer amount per level
"
20126 Curse Blueprint
20127 Stealth Bombers Fake Skill Fake Skill to give the Stealth Bombers bonuses only to Cruise Missile Launchers.
20128 Civilian Pulse Crystal Modulates the beam of a civilian laser weapons into the visible light spectrum.
20130 Civilian Autocannon Ammo Standard ammo used in civilian autocannons.
20132 Civilian Railgun Charge Standard charges used in civilian railguns.
20134 Civilian Blaster Charge Standard charge used in civilian blasters.
20138 Heavy Assault Missile Launcher I A launcher intended for use on cruiser-class spacecraft. While assault launchers do not possess the sheer damage-dealing capability of regular heavy missile launchers, their blend of speed and attack power lends them application across a good range of tactical situations.
20157 Crystal Beta "This memory augmentation has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +3 bonus to Memory
Secondary Effect: 2% bonus to shield boost amount
Set Effect: 15% bonus to the strength of all Crystal implant secondary effects
Note: Has no effect on capital sized modules."
20158 Crystal Gamma "This neural boost has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +3 bonus to Willpower
Secondary Effect: 3% bonus to shield boost amount
Set Effect: 15% bonus to the strength of all Crystal implant secondary effects
Note: Has no effect on capital sized modules."
20159 Crystal Delta "This cybernetic subprocessor has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +3 bonus to Intelligence
Secondary Effect: 4% bonus to shield boost amount
Set Effect: 15% bonus to the strength of all Crystal implant secondary effects
Note: Has no effect on capital sized modules."
20160 Crystal Epsilon "This social adaptation chip has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +3 bonus to Charisma
Secondary Effect: 5% bonus to shield boost amount
Set Effect: 15% bonus to the strength of all Crystal implant secondary effects
Note: Has no effect on capital sized modules."
20161 Crystal Omega "This implant does nothing in and of itself, but when used in conjunction with other Crystal implants it will boost their effect.
50% bonus to the strength of all Crystal implant secondary effects.
Note: Has no effect on capital sized modules."
20162 Asteroid Colony Highly vulnerable, but economically extremely feasible, asteroid factories are one of the major boons of the expanding space industry.
20163 Minmatar Miner The Burst is a small and fast cargo vessel. It can easily be used as a small-time miner, but requires some crunching assistance for large-scale mining operations.
20164 Drazin's Keycard This is a chaos-logic keycard. It had been issued to a pirate by the name of Drazin Jaruk. It will open the acceleration gate for a short time and then self-destruct.
20165 Asteroid Prime Colony_MISSION lvl 3 Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
20166 Habitation Module The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses inc
20171 Datacore - Hydromagnetic Physics This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of hydromagnetic physics.
20172 Datacore - Minmatar Starship Engineering This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of Matari starship engineering.
20173 Serpentis Major This is one of the Serpentis' best and brightest.
20174 Serpentis Deadspace Sergeant Watching and waiting, the Serpentis Deadspace Sergeant keeps a watchful eye on all that goes on in the Beta Hangars.
20175 Simple Reactor Array "An arena for various different substances to mix and match. The Simple Reactor Array is where chemical processes take place that can turn a simple element into a complex composite, and thus plays an important part in the harnessing of moon minerals.
Note: the Simple Reactor Array is capable of running only simple reactions."
20176 Academy "An arena for various different substances to mix and match. The Reactor Array is where chemical processes take place that can turn a simple element into a complex composite, and thus plays an important part in the harnessing of moon minerals.
The Simple Reactor Array will only run at half speed on a Medium Control Tower, and may only contain Simple Reactions."
20177 Asteroid Deadspace Mining Colony Where geographical conditions allow, outposts such as this one are a good way of increasing the effectiveness of deep-space mining operations.
20182 Secured Drone Bunker This large metal bunker is thoroughly infested with rogue drones.
20183 Providence "Even though characteristically last in the race to create a working prototype of new technology, the Empire's engineers spared no effort in bringing the Providence into the world. While the massive potential for profit from the capsuleer market is said to have been what eventually made the stolid Empire decide to involve themselves in the freighter business, their brainchild is by no means the runt of the litter; the Providence is one of the sturdiest freighters out there.
Amarr Freighter Skill Bonus: 5% bonus to cargo hold capacity and 5% bonus to maximum velocity per level "
20184 Providence Blueprint
20185 Charon "As the makers of the Charon, the Caldari State are generally credited with pioneering the freighter class. Recognizing the need for a massive transport vehicle as deep space installations constantly increase in number, they set about making the ultimate in efficient mass transport - and were soon followed by the other empires.
Regardless, the Charon still stands out as the benchmark by which the other freighters were measured. Its massive size and titanic cargo hold are rivalled by none.
Caldari Freighter Skill Bonus: 5% bonus to cargo hold capacity and 5% bonus to maximum velocity per level"
20186 Charon Blueprint
20187 Obelisk "The Obelisk was designed by the Federation in response to the Caldari State's Charon freighter. Possessing similar characteristics but placing a greater emphasis on resilience, this massive juggernaut represents the latest, and arguably finest, step in Gallente transport technology.
Gallente Freighter Skill Bonus: 5% bonus to cargo hold capacity and 5% bonus to maximum velocity per level "
20188 Obelisk Blueprint
20189 Fenrir "Third in line to jump on the freighter bandwagon, the Republic decided early in the design process to focus on a balance between all ship systems. True to form, their creation is comparatively lightweight - though lightweight is certainly not a term easily applicable to this giant.
Minmatar Freighter Skill Bonus: 5% bonus to cargo hold capacity and 5% bonus to maximum velocity per level "
20190 Fenrir Blueprint
20196 Blood Raider Chapel This decorated structure serves as a place for religious practice.
20197 QA Shield Extender This module does not exist.
20199 Dread Guristas ECM Multispectral Jammer An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
20201 Kaikka's Modified ECM Multispectral Jammer An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
20203 Thon's Modified ECM Multispectral Jammer An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
20205 Vepas' Modified ECM Multispectral Jammer An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
20207 Estamel's Modified ECM Multispectral Jammer An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.
20209 Rocket Specialization Specialist training in the operation of advanced rocket launchers. 2% bonus per level to the rate of fire of modules requiring Rocket Specialization.
20210 Light Missile Specialization Specialist training in the operation of advanced light missile launchers and arrays. 2% bonus per level to the rate of fire of modules requiring Light Missile Specialization.
20211 Heavy Missile Specialization Specialist training in the operation of advanced heavy missile launchers. 2% bonus per level to the rate of fire of modules requiring Heavy Missile Specialization.
20212 Cruise Missile Specialization Specialist training in the operation of advanced cruise missile launchers. 2% bonus per level to the rate of fire of modules requiring Cruise Missile Specialization.
20213 Torpedo Specialization Specialist training in the operation of advanced siege launchers. 2% bonus per level to the rate of fire of modules requiring Torpedo Specialization.
20214 Extra Radar ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20216 Incremental Radar ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20218 Conjunctive Radar ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20219 Conjunctive Radar ECCM Scanning Array I Blueprint
20220 Extra Ladar ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20222 Incremental Ladar ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20224 Conjunctive Ladar ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20225 Conjunctive Ladar ECCM Scanning Array I Blueprint
20226 Extra Gravimetric ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20228 Incremental Gravimetric ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20230 Conjunctive Gravimetric ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20231 Conjunctive Gravimetric ECCM Scanning Array I Blueprint
20232 Extra Magnetometric ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20234 Incremental Magnetometric ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20236 Conjunctive Magnetometric ECCM Scanning Array I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20237 Conjunctive Magnetometric ECCM Scanning Array I Blueprint
20238 Secure Gravimetric Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20239 Secure Gravimetric Backup Cluster I Blueprint
20240 Shielded Gravimetric Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20241 Shielded Gravimetric Backup Cluster I Blueprint
20242 Warded Gravimetric Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20243 Warded Gravimetric Backup Cluster I Blueprint
20244 Secure Ladar Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20245 Secure Ladar Backup Cluster I Blueprint
20246 Shielded Ladar Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20247 Shielded Ladar Backup Cluster I Blueprint
20248 Warded Ladar Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20249 Warded Ladar Backup Cluster I Blueprint
20250 Secure Magnetometric Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20251 Secure Magnetometric Backup Cluster I Blueprint
20252 Shielded Magnetometric Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20253 Shielded Magnetometric Backup Cluster I Blueprint
20254 Warded Magnetometric Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20255 Warded Magnetometric Backup Cluster I Blueprint
20260 Secure Radar Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20261 Secure Radar Backup Cluster I Blueprint
20262 Shielded Radar Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20263 Shielded Radar Backup Cluster I Blueprint
20264 Warded Radar Backup Cluster I "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20265 Warded Radar Backup Cluster I Blueprint
20279 Rogue Pirate Raider This is a rogue pirate vessel. Rogue pirates are not part of any specific faction, or at least not officially. Threat level: Deadly
20280 Siege Module I "An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities.
This results in a tremendous increase in damage, as well as a greatly increased rate of defensive self-sustenance. Due to the ionic field created by the siege module, remote effects like warp scrambling et al. will not affect the ship while in siege mode.
This also means that friendly remote effects will not work while in siege mode either. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of siege mode.
Note: A siege module requires Strontium clathrates to run and operate effectively. Only one siege module can fitted to a dreadnought class ship. The amount of shield boosting gained from the Siege Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship."
20281 Siege Module I Blueprint
20282 Storage Silo Built to withstand assault, these behemoths can each hold roughly 8.5 million m3 worth of materials.
20283 Storage Silo Built to withstand assault, these behemoths can each hold roughly 8.5 million m3 worth of materials.
20284 Storage Silo Built to withstand assault, these behemoths can each hold roughly 8.5 million m3 worth of materials.
20285 Storage Silo Built to withstand assault, these behemoths can each hold roughly 8.5 million m3 worth of materials.
20306 Mjolnir Heavy Assault Missile An EMP warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
20307 Scourge Heavy Assault Missile A kinetic warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
20308 Inferno Heavy Assault Missile A plasma warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
20312 Guided Missile Precision Skill at precision missile homing. Proficiency at this skill increases the accuracy of a fired missile's exact point of impact, resulting in greater damage to small targets. 5% decrease per level in factor of signature radius for all missile explosions.
20314 Target Navigation Prediction Proficiency at optimizing a missile's flight path to negate the effects of a target's speed upon the explosion's impact. 10% decrease per level in factor of target's velocity for all missiles.
20315 Warhead Upgrades Proficiency at upgrading missile warheads with deadlier payloads. 2% bonus to all missile damage per skill level.
20324 COSMOS Caldari B1
20325 Serpentis Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
20326 Guristas Starbase Control Tower Originally designed by the Kaalakiota, the Caldari Control Tower blueprint was quickly obtained by the Guristas, through their agents within the State, to serve their own needs.
20327 Capital Energy Turret Operation of capital energy turrets. 5% Bonus to capital energy turret damage per level.
20328 Insorum Insorum (Insorzapine bisulfate) is a reactive mutagen binder, a compound whose active chemical responds dynamically to mutagens in the body. This gives it tremendous healing properties for those afflicted with specific diseases, but, it is believed, also makes it an extremely dangerous genetic toxin for those in otherwise good health.
20329 Radio Telescope This huge Communication Tower contains fragile but advanced sensory equipment. A structure such as this has enormous capabilities in crunching survey data from nearby systems and constellations, as well as communicating over enormous distances.
20330 Imperial Navy Jakar This is a top-class battleship for the Amarr Empire. Usually at the head of their fleets, the Jakar's are feared all through-out the galaxy. Threat level: Deadly
20333 Republic Fleet Darkana This is a top-class battleship of the Minmatar Fleet. The Darkana's are usually at the head of their fleet, and are reputed to have been the driving force behind many glorious Minmatar victories over the Amarr armadas. Threat level: Deadly
20334 Caldari Navy Temura This is a top-class battleship of the Caldari Navy. Threat level: Deadly
20335 Federation Navy Orion This is a top-class battleship of the Federation Navy. Threat level: Deadly
20342 Advanced Spaceship Command The advanced operation of spaceships. Grants a 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command. Cannot be trained on Trial Accounts.
20343 50mm Reinforced Steel Plates II "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
20344 50mm Reinforced Steel Plates II Blueprint
20345 100mm Reinforced Steel Plates II "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
20346 100mm Reinforced Steel Plates II Blueprint
20347 200mm Reinforced Steel Plates II "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
20348 200mm Reinforced Steel Plates II Blueprint
20349 400mm Reinforced Steel Plates II "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
20350 400mm Reinforced Steel Plates II Blueprint
20351 800mm Reinforced Steel Plates II "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
20352 800mm Reinforced Steel Plates II Blueprint
20353 1600mm Reinforced Steel Plates II "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
20354 1600mm Reinforced Steel Plates II Blueprint
20358 Numon Family Heirloom "A neural Interface upgrade that boosts the pilot's skill in a specific area. This implant is an old heirloom of the Numon family, which has sole manufacturing rights of this implant.
7% reduction in repair systems duration.
Note: Has no effect on remote armor repair modules or capital sized modules."
20359 Kazar Numon Kazar Numon is part of House Numon, an ancient and noble family with the Empire. Fiercly loyal to House Sarum. Threat level: Deadly
20362 Foiritan Sculpture
20363 Sukuuvestaa Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
20364 Cosmos Condor A Condor piloted by an agent.
20367 Smugglers Mask I This singnature scrambler has been modified to mask the cargo hold of the ship making it harder to detect contraband.
20368 Smugglers Mask I Blueprint
20369 Cosmos Incursus An Incursus piloted by an agent.
20370 Whelan Machorin This is a top-class battleship of the Caldari Navy, being piloted by the high-profile Caldari military agent, Whelan Machorin. Threat level: Deadly
20371 Whelan Machorin's Ballistic Smartlink "A neural Interface upgrade that boost the pilots skill in a specific area.
5% bonus to all missile launcher rate of fire."
20372 Whelan Machorin's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
20373 General 'Buck' Turgidson This runaway general is wanted by both the Amarr Empire and Minmatar Republic.
20374 'Buck' Turgidson's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
20375 Whelan Machorin's Head This is the head of the Caldari Agent, Whelan Machorin, in all its flabby, balding glory. As it is not connected to his body at present it quite lacks the prestige it has grown accustomed to and, judging by the expression on its face, it's not at all content with this fact.
20376 Cosmos Heron A Heron piloted by an agent.
20377 Cosmos Merlin A Merlin piloted by an agent.
20378 Cosmos Probe A Probe piloted by an agent.
20379 Cosmos Buzzard A Buzzard piloted by an agent.
20380 Cosmos Crow A Crow piloted by an agent.
20381 Erudin Hanka's Harpy A Harpy piloted by an agent.
20382 Cosmos Hawk A Hawk piloted by an agent.
20383 Cosmos Raptor A Raptor piloted by an agent.
20384 Cosmos Cormorant A Cormorant piloted by an agent.
20385 Cosmos Ferox A Ferox piloted by an agent.
20386 Cosmos Badger A Badger piloted by an agent.
20387 Cosmos Badger Mark II A Badger Mark II piloted by an agent.
20388 Cosmos Blackbird A Blackbird piloted by an agent.
20389 Cosmos Caracal A Caracal piloted by an agent.
20390 Cosmos Moa A Moa piloted by an agent.
20391 Cosmos Osprey An Osprey piloted by an agent.
20392 Cosmos Raven A Raven piloted by an agent.
20393 Cosmos Bustard A Bustard piloted by an agent.
20394 Cosmos Capsule An agent in a pod.
20405 Information Warfare Link - Recon Operation I "Increases range of modules requiring Electronic Warfare, Sensor Linking, Target Painting or Weapon Disruption for all ships in the fleet.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
20406 Information Warfare Link - Electronic Superiority I "Boosts the strength of the fleet's electronic warfare modules.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
20408 Skirmish Warfare Link - Rapid Deployment I "Increases the speed of the fleet's afterburner and microwarpdrive modules.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
20409 Armored Warfare Link - Passive Defense I "Grants a bonus to the fleet's armor resistances.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
20410 Datacore - Gallentean Starship Engineering This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of Gallentean starship engineering.
20411 Datacore - High Energy Physics This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of high energy physics.
20412 Datacore - Plasma Physics This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of plasma physics.
20413 Datacore - Laser Physics This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of laser physics.
20414 Datacore - Quantum Physics This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of quantum physics.
20415 Datacore - Molecular Engineering This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of molecular engineering.
20416 Datacore - Nanite Engineering This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of nanite engineering.
20417 Datacore - Electromagnetic Physics This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of electromagnetic physics.
20418 Datacore - Electronic Engineering This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of electronic engineering.
20419 Datacore - Graviton Physics This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of graviton physics.
20420 Datacore - Rocket Science This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of rocket science.
20421 Datacore - Amarrian Starship Engineering This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of Amarrian starship engineering.
20422 Data Interface - Talocan Weapon Systems
20423 Datacore - Nuclear Physics This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of nuclear physics.
20424 Datacore - Mechanical Engineering This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of mechanical engineering.
20425 Datacore - Offensive Subsystems Engineering
20426 Data Interface - Basic This portable interface permits its user to course through the electronic datastream, hunting down the stray bits of information necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed.
20431 Black Morphite An extremely dense but flexible alloy of Morphite that seems to be a common component in most Talocan technology. Although the process of creating Black Morphite is somewhat understood it still requires huge amounts of ingrediences to synthesize in usable quantities.
20432 Black Morphite Reaction
20433 Talocan Technology "Basic understanding of interfacing with Talocan technology.
The Talocan were masters of Spatial manipulation and Hypereuclidean Mathematics.
Allows the rudimentary use of Talocan components in the creation of advanced technology, even though the scientific theories behind them remain a mystery."
20434 Terran Broken Datachips - Weaponry These ancient data storage devices are severly damaged but it might still possible to extract some valable data from them.
20435 Yaekun Ogdin A powerful leader amongst the Freedom Fighters, Yaekun Ogdin is a fighter to be reckoned with. He grew up as a slave amongst the Amarr, but was rescued and later trained by the Minmatar Fleet in space combat. After he retired from the Fleet, he vowed to spend every last moment of his life working for the Freedom Fighters and their noble goal. Threat level: Deadly
20438 Faramon Mundan This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
20439 Hoborak Moon This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
20440 Rachen Mysuna This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
20441 Xevni Jipon This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
20442 Paon Tay This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
20443 Ogdin's Eye Coordination Enhancer "Improved ability at hitting fast moving targets.
6% bonus to turrets tracking speed. "
20444 Dual Giga Pulse Laser I "One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
20445 Dual Giga Pulse Laser I Blueprint
20446 Dual Giga Beam Laser I "One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
20447 Dual Giga Beam Laser I Blueprint
20448 Dual 1000mm Railgun I "One of the largest weapons currently in existence, this massive railgun is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
20449 Dual 1000mm Railgun I Blueprint
20450 Ion Siege Blaster Cannon I "One of the largest weapons currently in existence, this massive blaster is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
20451 Ion Siege Blaster Cannon I Blueprint
20452 6x2500mm Repeating Cannon I "One of the largest weapons currently in existence, this massive autocannon is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
20453 6x2500mm Repeating Artillery I Blueprint
20454 Quad 3500mm Siege Artillery I "One of the largest weapons currently in existence, this massive artillery cannon is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
20455 Quad 3500mm Siege Artillery I Blueprint
20456 Alpha Keycard This security passcard is manufactured by the Minmatar Fleet and allows the user to unlock a specific acceleration gate to another sector. The gate will remain open for a short period of time and the keycard will be rendered useless after uploading the card's data to the gate's activation device.
20457 Beta Keycard This security passcard is manufactured by the Minmatar Fleet and allows the user to unlock a specific acceleration gate to another sector. The gate will remain open for a short period of time and the keycard will be rendered useless after uploading the card's data to the gate's activation device.
20458 Gamma Keycard This security passcard is manufactured by the Minmatar Fleet and allows the user to unlock a specific acceleration gate to another sector. The gate will remain open for a short period of time and the keycard will be rendered useless after uploading the card's data to the gate's activation device.
20459 Republic Fleet Darkana_Alpha This is a top-class battleship of the Minmatar Fleet. The Darkana's are usually at the head of their fleet, and are reputed to have been the driving force behind many glorious Minmatar victories over the Amarr armadas. Threat level: Deadly
20460 Republic Fleet Darkana_Beta This is a top-class battleship of the Minmatar Fleet. The Darkana's are usually at the head of their fleet, and are reputed to have been the driving force behind many glorious Minmatar victories over the Amarr armadas. Threat level: Deadly
20461 Republic Fleet Darkana_Gamma This is a top-class battleship of the Minmatar Fleet. The Darkana's are usually at the head of their fleet, and are reputed to have been the driving force behind many glorious Minmatar victories over the Amarr armadas. Threat level: Deadly
20462 COSMOS Caldari Arrogator This is a hostile pirate vessel. Threat level: Very low
20463 COSMOS Caldari Assassin This is a hostile pirate vessel. Threat level: Very high
20464 COSMOS Caldari Death Dealer This is a hostile pirate vessel. Threat level: Very high
20465 COSMOS Caldari Demolisher This is a hostile pirate vessel. Threat level: Very high
20466 COSMOS Caldari Despoiler This is a hostile pirate vessel. Threat level: Significant
20467 COSMOS Caldari Destructor This is a hostile pirate vessel. Threat level: Very high
20468 COSMOS Caldari Eliminator This is a hostile pirate vessel. Threat level: High
20469 COSMOS Caldari Imputor This is a hostile pirate vessel. Threat level: Low
20470 COSMOS Caldari Infiltrator This is a hostile pirate vessel. Threat level: Moderate
20471 COSMOS Caldari Invader This is a hostile pirate vessel. Threat level: Moderate
20472 COSMOS Caldari Nihilist This is a hostile pirate vessel. Threat level: High
20473 COSMOS Caldari Plunderer This is a hostile pirate vessel. Threat level: High
20474 COSMOS Caldari Saboteur This is a hostile pirate vessel. Threat level: Significant
20475 COSMOS Caldari Wrecker This is a hostile pirate vessel. Threat level: High
20476 Drifter Spur This spur is used as a method of identification.
20477 Bandit Spur This spur is used as a method of identification.
20478 Marauder Spur This spur is used as a method of identification.
20479 Outlaw Spur This spur is used as a method of identification.
20480 Gunslinger Spur This spur is used as a method of identification.
20481 Desperado Spur This spur is used as a method of identification.
20482 COSMOS Caldari Annihilator This is a hostile pirate vessel. Threat level: Deadly
20483 COSMOS Caldari Ascriber This is a hostile pirate vessel. Threat level: Deadly
20484 COSMOS Caldari Eraser This is a hostile pirate vessel. Threat level: Deadly
20485 COSMOS Caldari Inferno This is a hostile pirate vessel. Threat level: Deadly
20486 COSMOS Caldari Mortifier This is a hostile pirate vessel. Threat level: Deadly
20487 COSMOS Caldari Nullifier This is a hostile pirate vessel. Threat level: Deadly
20488 COSMOS Caldari Silencer This is a hostile pirate vessel. Threat level: Deadly
20489 COSMOS Caldari Terrorist This is a hostile pirate vessel. Threat level: Extreme
20490 COSMOS Caldari Conquistador This is a hostile pirate vessel. Threat level: Deadly
20491 COSMOS Caldari Destroyer This is a hostile pirate vessel. Threat level: Deadly
20492 COSMOS Caldari Extinguisher This is a hostile pirate vessel. Threat level: Deadly
20493 COSMOS Caldari Usurper This is a hostile pirate vessel. Threat level: Deadly
20494 Armored Warfare Basic proficiency at coordinating armored warfare. Grants a 2% bonus to fleet members' armor hit points per skill level.
Note: The fleet bonus only works if you are the assigned fleet booster and fleet members are in space within the same solar system.
20495 Information Warfare Basic proficiency at coordinating information warfare. Grants a 2% bonus to fleet members' targeting range per skill level.
Note: The fleet bonus only works if you are the assigned fleet booster and fleet members are in space within the same solar system.
20498 Halo Alpha "This ocular filter has been modified by Angel scientists for use by their elite officers.
Primary Effect: +3 Bonus to Perception
Secondary Effect: 1% reduction in ship's signature radius
Set Effect: 15% bonus to the strength of all Halo implant secondary effects"
20499 Slave Alpha "This ocular filter has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +3 bonus to Perception
Secondary Effect: 1% bonus to armor HP
Set Effect: 15% bonus to the strength of all Slave implant secondary effects"
20500 Halo Beta "This memory augmentation has been modified by Angel scientists for use by their elite officers.
Primary Effect: +3 Bonus to Memory
Secondary Effect: 1.25% reduction in ship's signature radius
Set Effect: 15% bonus to the strength of all Halo implant secondary effects"
20501 Slave Beta "This memory augmentation has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +3 bonus to Memory
Secondary Effect: 2% bonus to armor HP
Set Effect: 15% bonus to the strength of all Slave implant secondary effects"
20502 Halo Delta "This cybernetic subprocessor has been modified by Angel scientists for use by their elite officers.
Primary Effect: +3 Bonus to Intelligence
Secondary Effect: 1.5% reduction in ship's signature radius
Set Effect: 15% bonus to the strength of all Halo implant secondary effects"
20503 Slave Delta "This cybernetic subprocessor has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +3 bonus to Intelligence
Secondary Effect: 4% bonus to armor HP
Set Effect: 15% bonus to the strength of all Slave implant secondary effects"
20504 Halo Epsilon "This social adaptation chip has been modified by Angel scientists for use by their elite officers.
Primary Effect: +3 Bonus to Charisma
Secondary Effect: 2% reduction in ship's signature radius
Set Effect: 15% bonus to the strength of all Halo implant secondary effects"
20505 Slave Epsilon "This social adaptation chip has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +3 bonus to Charisma
Secondary Effect: 5% bonus to armor HP
Set Effect: 15% bonus to the strength of all Slave implant secondary effects"
20506 Halo Gamma "This neural boost has been modified by Angel scientists for use by their elite officers.
Primary Effect: +3 Bonus to Willpower
Secondary Effect: 1.75% reduction in ship's signature radius
Set Effect: 15% bonus to the strength of all Halo implant secondary effects"
20507 Slave Gamma "This neural boost has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +3 bonus to Willpower
Secondary Effect: 3% bonus to armor HP
Set Effect: 15% bonus to the strength of all Slave implant secondary effects"
20508 Halo Omega "This implant does nothing in and of itself, but when used in conjunction with other Halo implants it will boost their effect.
50% bonus to the strength of all Halo implant secondary effects."
20509 Slave Omega "This implant does nothing in and of itself, but when used in conjunction with other Slave implants it will boost their effect.
50% bonus to the strength of all Slave implant secondary effects."
20510 Potent Viral Agent The causative agent of an infectious disease, the viral agent is a parasite with a noncellular structure composed mainly of nucleic acid within a protein coat.
20514 Siege Warfare Link - Shield Harmonizing I "Boosts all shield resistances for the fleet's ships.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
20517 Private Citizen Tsuna's Passcard "This keycard belongs to private citizen Tsuna Qayse. Illegal possession of this object will result in a severe fine and at least 1 year of jail time.
- CONCORD Security"
20520 Turu's Harpy A Harpy piloted by an agent.
20521 Helkelen's Blackbird "A Blackbird piloted by an agent.
Missions:
Difficulty Rating: Grade 7
Warning: An industrial, as well as a combat ship, is recommended
"
20523 Habitation Module - Tsuna's Science Labs This mobile habitation module contains Tsuna Qayse's science laboratory. Highly toxic chemicals on board, entry is strictly prohibited without proper authorization.
20524 Amarr Freighter Skill at operating Amarr freighters. Can not be trained on Trial Accounts.
20525 Amarr Dreadnought Skill at operating Amarr dreadnoughts. Can not be trained on Trial Accounts.
20526 Caldari Freighter Skill at operating Caldari freighters. Can not be trained on Trial Accounts.
20527 Gallente Freighter Skill at operating Gallente freighters. Can not be trained on Trial Accounts.
20528 Minmatar Freighter Skill at operating Minmatar freighters. Can not be trained on Trial Accounts.
20529 Ariato's Condor A Condor piloted by an agent.
20530 Caldari Dreadnought Skill at operating Caldari dreadnoughts. Can not be trained on Trial Accounts.
20531 Gallente Dreadnought Skill at operating Gallente dreadnoughts. Can not be trained on Trial Accounts.
20532 Minmatar Dreadnought Skill at operating Minmatar dreadnoughts. Can not be trained on Trial Accounts.
20533 Capital Ships The operation of capital ships. Grants a 5% bonus per skill level to the agility of ships requiring the Capital Ships skill. Can not be trained on Trial Accounts.
20534 Awazhen's Moa A Moa piloted by an agent.
20535 Hatamei's Cormorant A Cormorant piloted by an agent.
20536 Sakkaro's Badger A Badger piloted by an agent.
20537 Makachi's Probe A Probe piloted by an agent.
20538 Mottoya's Crow A Crow piloted by an agent.
20539 Citadel Torpedo Launcher I "The size of a small cruiser, this massive launcher is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships."
20540 Citadel Torpedo Launcher I Blueprint
20541 Drill Parts These large containers are fitted with a password-protected security lock. These particular containers are filled with spare parts needed to build a drill used for drilling through rock and ice sheets.
20542 Lephny's Mining Post Where geographical conditions allow, outposts such as this one are a good way of increasing the effectiveness of deep-space mining operations.
20545 Markus Ikmani This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
20546 Markus's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
20547 Ratei Jezzor This is a fighter for the Mordus Legion. It is protecting the assets of the Mordus Legion and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
20548 Ratei's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
20549 Manchura Todaki This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
20550 Manchura's Tag This gold tag carries the rank insignia equivalent of a sergeant within the Guristas pirate organization. It may prove valuable if turned in at proper authorities.
20551 Manchura's Logs A small wafer of semiconductor material that forms the base for an integrated circuit.
20552 Wei Todaki_ This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
20554 Wei Todaki A veteran pilot of a Guristas cruiser. Married to Manchura Todaki.
20555 Small 'Siesta' Capacitor Booster Provides a quick injection of power into the capacitor.
20556 Small 'Siesta' Capacitor Booster Blueprint
20557 Medium 'Gattotte' Capacitor Booster Provides a quick injection of power into the capacitor.
20558 Medium 'Gattotte' Capacitor Booster Blueprint
20559 Heavy 'Brave' Capacitor Booster Provides a quick injection of power into the capacitor.
20560 Heavy 'Brave' Capacitor Booster Blueprint
20561 Prototype 'Poncho' Cloaking Device I "This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
20562 Prototype 'Poncho' Cloaking Device I Blueprint
20563 'Smokescreen' Covert Ops Cloaking Device II "A very specialized piece of technology, the covert ops cloak is designed for use in tandem with specific covert ops vessels. Although it could theoretically work on other ships, its spatial distortion field is so unstable that trying to compensate for its fluctuations will overwhelm non-specialized computing hardware.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
20564 'Smokescreen' Covert Ops Cloaking Device II Blueprint
20565 Improved 'Guise' Cloaking Device II "An Improved Cloaking device based on the Crielere Labs prototype. It performs better and allows for faster movement while cloaked.
Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference."
20566 Improved 'Guise' Cloaking Device II Blueprint
20567 'Dyad' Co-Processor I Increases CPU output.
20568 'Dyad' Co-Processor I Blueprint
20569 'Deuce' Co-Processor I Increases CPU output.
20570 'Deuce' Co-Processor I Blueprint
20573 'Marshall' Ion Field Projector Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.
20574 'Marshall' Ion Field Projector Blueprint
20575 'Gambler' Phase Inverter Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems.
20576 'Gambler' Phase Inverter Blueprint
20577 'Plunderer' Spatial Destabilizer Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.
20578 'Plunderer' Spatial Destabilizer Blueprint
20579 'Heist' White Noise Generator Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.
20580 'Heist' White Noise Generator Blueprint
20581 'Ghost' ECM Burst "Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range.
Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, only battleship-class vessels can use this module to its fullest extent.
Note: Only one module of this type can be activated at the same time"
20582 'Ghost' ECM Burst Blueprint
20587 150mm 'Musket' Railgun "This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
20588 150mm 'Musket' Railgun Blueprint
20589 250mm 'Flintlock' Railgun "Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
20590 250mm 'Flintlock' Railgun Blueprint
20591 425mm 'Popper' Railgun "This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
20592 425mm 'Popper' Railgun Blueprint
20593 'Balefire' Rocket Launcher A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
20594 'Balefire' Rocket Launcher Blueprint
20595 'Gallows' Light Missile Launcher "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
20596 'Gallows' Light Missile Launcher Blueprint
20597 'Pickaxe' Rapid Light Missile Launcher Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
20598 'Pickaxe' Rapid Light Missile Launcher Blueprint
20599 'Undertaker' Heavy Missile Launcher Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
20600 'Undertaker' Heavy Missile Launcher Blueprint
20601 'Noose' Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
20602 'Noose' Cruise Missile Launcher Blueprint
20603 'Barrage' Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
20604 'Barrage' Torpedo Launcher Blueprint
20605 'Whiskey' Explosive Deflection Amplifier Boosts the explosive resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
20606 'Whiskey' Explosive Deflection Amplifier Blueprint
20607 'High Noon' Thermic Dissipation Amplifier Boosts the thermal resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
20608 'High Noon' Thermic Dissipation Amplifier Blueprint
20609 'Cactus' Modified Kinetic Deflection Amplifier Boosts the kinetic resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
20610 'Cactus' Modified Kinetic Deflection Amplifier Blueprint
20611 'Prospector' EM Ward Amplifier Boosts the EM resistance of the shield.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
20612 'Prospector' EM Ward Amplifier Blueprint
20613 'Glycerine' Shield Boost Amplifier "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
20614 'Glycerine' Shield Boost Amplifier Blueprint
20617 Small 'Settler' Shield Booster Expends energy to provide a quick boost in shield strength.
20618 Small 'Settler' Shield Booster Blueprint
20619 Medium 'Lone Ranger' Shield Booster Expends energy to provide a quick boost in shield strength.
20620 Medium 'Lone Ranger' Shield Booster Blueprint
20621 Large 'Outlaw' Shield Booster Expends energy to provide a quick boost in shield strength.
20622 Large 'Outlaw' Shield Booster Blueprint
20623 X-Large 'Locomotive' Shield Booster Expends energy to provide a quick boost in shield strength.
20624 X-Large 'Locomotive' Shield Booster Blueprint
20625 Small 'Wolf' Shield Extender Increases the maximum strength of the shield.
20626 Small 'Wolf' Shield Extender Blueprint
20627 Micro 'Trapper' Shield Extender Increases the maximum strength of the shield.
20628 Micro 'Trapper' Shield Extender Blueprint
20629 Medium 'Canyon' Shield Extender Increases the maximum strength of the shield.
20630 Medium 'Canyon' Shield Extender Blueprint
20631 Large 'Sheriff' Shield Extender Increases the maximum strength of the shield.
20632 Large 'Sheriff' Shield Extender Blueprint
20633 'Nugget' Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
20634 'Nugget' Kinetic Deflection Field Blueprint
20635 'Desert Heat' Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
20636 'Desert Heat' Thermic Dissipation Field Blueprint
20637 'Posse' Adaptive Invulnerability Field Boosts shield resistance against all damage types.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
20638 'Posse' Adaptive Invulnerability Field Blueprint
20639 'Poacher' EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
20640 'Poacher' EM Ward Field Blueprint
20641 'Snake Eyes' Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
20642 'Snake Eyes' Explosive Deflection Field Blueprint
20643 Poyri's Harpy A Harpy piloted by an agent.
20644 Niemenen's Capsule An agent in a pod.
20645 Kirku's Heron A Heron piloted by an agent.
20646 Arkimo's Hawk A Hawk piloted by an agent.
20647 Riutta's Ferox A Ferox piloted by an agent.
20648 Taihti's Raven A Raven piloted by an agent.
20649 Kanji's Caracal A Caracal piloted by an agent.
20650 Jitainen's Probe "A Probe piloted by an agent.
Missions:
Difficulty Rating: Grade 1
Warning: Being able to mine is recommended. "
20651 Tuuri's Raptor "A Raptor piloted by an agent.
Missions:
Difficulty Rating: Grade 3.5 "
20652 Urigamu's Crow "A Crow piloted by an agent.
Missions:
Difficulty Rating: Grade 5
Warning: An industrial, as well as a combat ship, is recommended "
20653 Sayto's Badger Mark II A Badger Mark II piloted by an agent.
20654 Setala's Blackbird "A Blackbird piloted by an agent.
Missions:
Difficulty Rating: Grade 4 "
20655 Hekkiren's Badger A Badger piloted by an agent.
20656 Ikonen's Buzzard A Buzzard piloted by an agent.
20657 Hochi's Badger Mark II A Badger Mark II piloted by an agent.
20658 Saturi's Bustard A Bustard piloted by an agent.
20659 Etsuya's Merlin A Merlin piloted by an agent.
20660 Rost's Ferox A Ferox piloted by an agent.
20661 Aikato's Probe A Probe piloted by an agent.
20662 Dechien's Heron A Heron piloted by an agent.
20663 Tekkurs's Crow A Crow piloted by an agent.
20664 Tanaka's Raptor A Raptor piloted by an agent.
20665 Anekoji's Osprey An Osprey piloted by an agent.
20666 Gojivi's Bustard A Bustard piloted by an agent.
20667 Gorgoz's Raptor A Raptor piloted by an agent.
20668 Opainen's Cormorant A Cormorant piloted by an agent.
20669 Pihrava's Condor A Condor piloted by an agent.
20670 Nakamuta's Incursus An Incursus piloted by an agent.
20671 Katori's Cormorant A Cormorant piloted by an agent.
20672 Suruki's Hawk A Hawk piloted by an agent.
20673 Yama's Moa A Moa piloted by an agent.
20674 Adakita's Caracal A Caracal piloted by an agent.
20675 Nobayashi's Incursus An Incursus piloted by an agent.
20676 Karpela's Ferox A Ferox piloted by an agent.
20677 Rahkamo's Buzzard A Buzzard piloted by an agent.
20678 Nissiken's Condor A Condor piloted by an agent.
20679 Sirkya's Cormorant A Cormorant piloted by an agent.
20680 Rati's Moa A Moa piloted by an agent.
20681 Eskaila's Raven A Raven piloted by an agent.
20682 Aurio's Incursus An Incursus piloted by an agent.
20683 Michi's Heron "A Heron piloted by an agent.
Missions:
Difficulty Rating: Grade 8"
20684 Utrainen's Merlin "A Merlin piloted by an agent.
Missions:
Difficulty Rating: Grade 5 "
20685 Otalen's Caracal A Caracal piloted by an agent.
20686 Nikainen's Moa "A Moa piloted by an agent.
Missions:
Difficulty Rating: Grade 5.5
Warning: An industrial, as well as a combat ship, is recommended "
20687 Raytio's Badger Mark II "A Badger Mark II piloted by an agent.
Missions:
Difficulty Rating: Grade 5.5
"
20688 Magye's Bustard "A Bustard piloted by an agent.
Missions:
Difficulty Rating: Grade 5 "
20689 Koronen's Raptor A Raptor piloted by an agent.
20690 Ahti's Osprey "An Osprey piloted by an agent.
Missions:
Difficulty Rating: Grade 7.5
"
20691 Watanen's Heron "A Heron piloted by an agent.
Missions:
Difficulty Rating: Grade 5.5
"
20692 Oshima's Crow A Crow piloted by an agent.
20693 Fujimo's Caracal "A Caracal piloted by an agent.
Missions:
Difficulty Rating: Grade 7
Warning: An industrial, as well as a combat ship, is recommended "
20694 Kubona's Merlin "A Merlin piloted by an agent.
Missions:
Mini-Profession related
"
20695 Kanerva's Condor A Condor piloted by an agent.
20696 Tazaki's Buzzard "A Buzzard piloted by an agent.
Missions:
Difficulty Rating: Grade 5.5 "
20697 Aura's Osprey "An Osprey piloted by an agent.
Missions:
Difficulty Rating: Grade 6 "
20698 Sagimoro's Blackbird A Blackbird piloted by an agent.
20699 Wakomi's Raven A Raven piloted by an agent.
20700 Michi's Excavation Augmentor "A neural Interface upgrade that boosts the pilot's skill in a specific area.
5% bonus to mining yield of mining lasers."
20701 Capital Armor Repairer I "This module uses nano-assemblers to repair damage done to the armor of the ship.
Note: May only be fitted to capital class ships."
20702 Capital Armor Repairer I Blueprint
20703 Capital Shield Booster I "Expends energy to provide a quick boost in shield strength.
Note: May only be fitted to capital class ships."
20704 Capital Shield Booster I Blueprint
20713 Utrainen's Employment Voucher This employment voucher has been signed by Kochi Utrainen.
20714 Lephny's Mining Boat Jorek Lephny owns this mining boat, fitted with top-class mining equipment.
20715 Jorek Lephny
20716 Vendor Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
20717 Bursar Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
20718 Auctioneer Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
20719 Marketeer Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
20721 Arch Angel Carbonized Lead L "This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
20723 Arch Angel Nuclear L "Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
20725 Arch Angel Proton L "Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
20727 Arch Angel Depleted Uranium L "Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
20729 Arch Angel Titanium Sabot L "This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
20731 Arch Angel Fusion L "The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range.
"
20733 Arch Angel Phased Plasma L "This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
20735 Arch Angel EMP L "A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
20737 Arch Angel Carbonized Lead XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
20739 Arch Angel Depleted Uranium XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
20741 Arch Angel EMP XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
20743 Arch Angel Fusion XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
20745 Arch Angel Nuclear XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
20747 Arch Angel Phased Plasma XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
20749 Arch Angel Proton XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
20751 Arch Angel Titanium Sabot XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation flechettes that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
20753 Domination Carbonized Lead S "This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
20755 Domination Nuclear S "Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
20757 Domination Proton S "Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
20759 Domination Depleted Uranium S "Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
20761 Domination Titanium Sabot S "This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
20763 Domination Fusion S "The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
20765 Domination Phased Plasma S "This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range. "
20767 Domination EMP S "A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
20769 Domination Carbonized Lead M "This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
20771 Domination Nuclear M "Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
20773 Domination Proton M "Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
20775 Domination Depleted Uranium M "Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
20777 Domination Titanium Sabot M "This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
20779 Domination Fusion M "The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
20781 Domination Phased Plasma M "This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range. "
20783 Domination EMP M "A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
20785 Domination Carbonized Lead L "This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
20787 Domination Nuclear L "Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
20789 Domination Proton L "Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
20791 Domination Depleted Uranium L "Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
20793 Domination Titanium Sabot L "This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
20795 Domination Fusion L "The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
20797 Domination Phased Plasma L "This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
20799 Domination EMP L "A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
20801 Domination Carbonized Lead XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.
60% increased optimal range.
5% increased tracking speed."
20803 Domination Depleted Uranium XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.
20% tracking speed bonus."
20805 Domination EMP XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
20807 Domination Fusion XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
20809 Domination Nuclear XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
20811 Domination Phased Plasma XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
20813 Domination Proton XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
20815 Domination Titanium Sabot XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation flechettes that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
20817 Sanshas Ultraviolet S "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
20819 Sanshas Xray S "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
20821 Sanshas Gamma S "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
20823 Sanshas Multifrequency S "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
20825 Sanshas Ultraviolet M "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
20827 Sanshas Xray M "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
20829 Sanshas Gamma M "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
20831 Sanshas Multifrequency M "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
20833 Sanshas Ultraviolet L "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
20835 Sanshas Xray L "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
20837 Sanshas Gamma L "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
20839 Sanshas Multifrequency L "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
20841 Sanshas Ultraviolet XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
20843 Sanshas Xray XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
20845 Sanshas Gamma XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
20847 Sanshas Multifrequency XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
20849 True Sanshas Radio S "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
20851 True Sanshas Microwave S "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
20853 True Sanshas Infrared S "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
20855 True Sanshas Standard S "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
20857 True Sanshas Ultraviolet S "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
20859 True Sanshas Xray S "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
20861 True Sanshas Gamma S "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
20863 True Sanshas Multifrequency S "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
20865 True Sanshas Radio M "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
20867 True Sanshas Microwave M "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
20869 True Sanshas Infrared M "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
20871 True Sanshas Standard M "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
20873 True Sanshas Ultraviolet M "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
20875 True Sanshas Xray M "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
20877 True Sanshas Gamma M "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
20879 True Sanshas Multifrequency M "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
20881 True Sanshas Radio L "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
20883 True Sanshas Microwave L "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
20885 True Sanshas Infrared L "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
20887 True Sanshas Standard L "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
20889 True Sanshas Ultraviolet L "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
20891 True Sanshas Xray L "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
20893 True Sanshas Gamma L "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
20895 True Sanshas Multifrequency L "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
20897 True Sanshas Radio XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
20899 True Sanshas Microwave XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
20901 True Sanshas Infrared XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
20903 True Sanshas Standard XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
20905 True Sanshas Ultraviolet XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
20907 True Sanshas Xray XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
20909 True Sanshas Gamma XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
20911 True Sanshas Multifrequency XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
20913 Shadow Iron Charge L "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
20915 Shadow Tungsten Charge L "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
20917 Shadow Iridium Charge L "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
20919 Shadow Lead Charge L "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
20921 Shadow Thorium Charge L "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
20923 Shadow Uranium Charge L "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
20925 Shadow Plutonium Charge L "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
20927 Shadow Antimatter Charge L "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
20929 Shadow Antimatter Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
20931 Shadow Iridium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
20933 Shadow Iron Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
20935 Shadow Lead Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
20937 Shadow Plutonium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
20939 Shadow Thorium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
20941 Shadow Tungsten Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
20943 Shadow Uranium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
20945 Guardian Iron Charge S "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
20947 Guardian Tungsten Charge S "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
20949 Guardian Iridium Charge S "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
20951 Guardian Lead Charge S "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
20953 Guardian Thorium Charge S "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
20955 Guardian Uranium Charge S "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
20957 Guardian Plutonium Charge S "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
20959 Guardian Antimatter Charge S "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
20961 Guardian Iron Charge M "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
20963 Guardian Tungsten Charge M "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
20965 Guardian Iridium Charge M "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
20967 Guardian Lead Charge M "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
20969 Guardian Thorium Charge M "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
20971 Guardian Uranium Charge M "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
20973 Guardian Plutonium Charge M "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
20975 Guardian Antimatter Charge M "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
20977 Guardian Iron Charge L "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
20979 Guardian Tungsten Charge L "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
20981 Guardian Iridium Charge L "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
20983 Guardian Lead Charge L "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
20985 Guardian Thorium Charge L "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
20987 Guardian Uranium Charge L "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
20989 Guardian Plutonium Charge L "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
20991 Guardian Antimatter Charge L "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
20993 Guardian Antimatter Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
20995 Guardian Iridium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
20997 Guardian Iron Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
20999 Guardian Lead Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
21001 Guardian Plutonium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
21003 Guardian Thorium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
21005 Guardian Tungsten Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
21007 Guardian Uranium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
21009 Capital Propulsion Engine A centralized propulsion engine designed to send power to a capital ship's thrusters, propelling the behemoth forward.
21010 Capital Propulsion Engine Blueprint
21011 Capital Turret Hardpoint A turret hardpoint fitting, engineered to allow extra-large weapon turrets to fit on capital.
21012 Capital Turret Hardpoint Blueprint
21013 Capital Sensor Cluster A vast bank of sensor equipment designed for use with capital ships.
21014 Capital Sensor Cluster Blueprint
21017 Capital Armor Plates Gigantic sheets of reinforced armor plating, manufactured for the construction of capital ships.
21018 Capital Armor Plates Blueprint
21019 Capital Capacitor Battery A multiple-thousand kilojoule capacitor battery, engineered for use in capital ships.
21020 Capital Capacitor Battery Blueprint
21021 Capital Power Generator A gigantic hulk of machinery, designed to give life to a capital ship's power core.
21022 Capital Power Generator Blueprint
21023 Capital Shield Emitter A modular unit designed to create a vast electromagnetic shield around capital ships.
21024 Capital Shield Emitter Blueprint
21025 Capital Jump Drive A massive hulk of machinery designed to propel a capital vessel through vast tracts of space, allowing it to make its way between systems without the use of a stargate.
21026 Capital Jump Drive Blueprint
21027 Capital Cargo Bay Sheets of massive metal which link together to form a multiple-thousand-cubic meter cargo bay, for insertion into capital ships.
21028 Capital Cargo Bay Blueprint
21029 Capital Drone Bay Sheets of massive metal which link together to form a fully functional drone bay, for insertion into capital ships.
21030 Capital Drone Bay Blueprint
21035 Capital Computer System Onboard electronic interfaces and data banks, required for the operation of capital ships.
21036 Capital Computer System Blueprint
21037 Capital Construction Parts Various mechanical and electronic parts for the construction of capital ships.
21038 Capital Construction Parts Blueprint
21039 Capital Siege Array An electronic interface responsible for rerouting a dreadnought's energy from its propulsion systems towards its defensive and offensive systems.
21040 Capital Siege Array Blueprint
21041 Capital Launcher Hardpoint A launcher hardpoint fitting, engineered to allow citadel-class missile launchers to fit on capital ships.
21042 Capital Launcher Hardpoint Blueprint
21043 Ancient Treasure Map An ancient and partly decayed treasure map, with the name 'Otitoh' scribbled next to a picture of a crudely drawn solarsystem. A big X marks one of the moons.
21044 Pistols Semi-automatic small arms used for personal protection and skirmish warfare.
21046 Nugoeihuvi Transaction Logs These reports hold information on recent transactions of prop small arms between the Nugoeihuvi corporation and the Sukuuvestaa corporation, as well as evidence that the props aren't what they appear to be.
21047 Oshima's System Scanner A very old system scanner prototype. Far too big and cumbersome to be worth anything in today's markets.
21048 Kepheur's Keycard This is a chaos-logic keycard. It had been issued to a pirate by the name of Drazin Jaruk. It will open the acceleration gate for a short time and then self-destruct.
21049 Tao Pai Motow This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
21052 Old Storage Container The wrecked container drifts silently amongst the stars, giving no hint to what treasures it may hide.
21053 Kepheur's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the long deceased Gallente entrepreneur, Kepheur Buquet. "
21054 Crude Sculpture A crude, but old, sculpture of a Gallente citizen.
21055 Crude Sculpture Blueprint
21056 Tara Buquet A direct descendant of the late Gallente entrepreneur Kepheur Buquet. Threat level: Deadly
21057 Tara's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
21058 COSMOS Caldari Non-Pirate Battleship 4 This is a security vessel.
21059 Shield Compensation "Improved skill for regulating energy flow to shields. 2% less capacitor need for shield boosters per skill level.
Note: Has no effect on capital sized modules."
21060 COSMOS Caldari Non-Pirate Frigate Elite 4 This is a security vessel.
21061 Makele Kordonii A nefarious Minmatar pirate who was sent to the Okkelen constellation by the Angel Cartel to wreck havoc. Leads a band of Caldari bandits. Threat level: Deadly
21062 Makele's Tag This gold tag carries the rank insignia equivalent of a sergeant within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.
21063 Zvarin Karsha_ Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
21064 Zvarin Karsha A friendly peddler who operates in Otitoh.
21065 Ryoke Laika This is a hostile pirate vessel. Threat level: Deadly
21066 Ryoke Laika A Guristas pilot.
21067 Ryoke Laika's Head This is the head of Ryoke Laika, a veteran Guristas pilot.
21068 Sheriff Togany_ The Sheriff of Otitoh.
21070 Sheriff Togany The Sheriff of Otitoh.
21071 Rapid Launch Proficiency at rapid missile launcher firing. 3% bonus to missile launcher rate of fire per level.
21073 Sleeper Split Cables Alloys and special materials used in the manufacture of modules based on Ancient technology.
21074 Talocan Sketch Books
21075 Talocan Molecule Binder Alloys and special materials used in the manufacture of modules based on Ancient technology.
21076 Talocan Stasis Inverter
21077 Talocan Info Shards
21078 Talocan Reflective Sheets Alloys and special materials used in the manufacture of modules based on Ancient technology.
21079 Talocan Perpetual Clock
21080 Talocan Solid Atomizer
21081 Talocan Mechanical Gears Alloys and special materials used in the manufacture of modules based on Ancient technology.
21082 Talocan System Interface Unit
21084 Talocan Mathematical Schematics
21085 Talocan Automation Accounts
21086 Talocan Partition Plates Alloys and special materials used in the manufacture of modules based on Ancient technology.
21087 Talocan Intricate Formulas
21088 Talocan Stasis Deflector
21089 Talocan Ignition Device Alloys and special materials used in the manufacture of modules based on Ancient technology.
21090 Bai Tarziiki This is a hostile outlaw. Threat level: Deadly
21091 Bai's Corpse A Caldari bandit.
21092 Motani Ihura This is an agent working for the Hyasyoda corporation. Threat level: Deadly
21094 Cynosural Field I A precise frequency energy field, used as a target beacon for jumpdrives.
21095 Cynosural Field I Blueprint
21096 Cynosural Field Generator I "Generates a cynosural field for capital ship jump drives to lock on to.
"
21097 Goru's Shuttle Goru Nikainen's Shuttle.
21098 Goru's Shuttle Blueprint
21099 Kazka Loot Container The enclosed flotsam drifts quietly in space, closely monitored by the infamous pirate gang in Okkelen, the Kazka Bandits.
21101 RabaRaba ChooChoo This is a hostile pirate vessel. Threat level: Deadly
21103 Jakon Tooka The Amarrian outlaw, Jakon Tooka, is an old member of the Blood Raider cult who decided to settle in Otitoh. He was welcomed with open arms by the local bandit groups, and is currently a feared gang leader within the Kazka Bandits, a loosely knit outlaw organization within the Okkelen constellation. Threat level: Deadly
21104 Jakon's Tag This gold tag carries the rank insignia equivalent of a sergeant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
21105 Cosmos Bellicose A Bellicose piloted by an agent.
21106 Cosmos Bestower A Bestower piloted by an agent.
21107 Cosmos Claw A Claw piloted by an agent.
21108 Cosmos Executioner An Executioner piloted by an agent.
21109 Cosmos Hoarder A Hoarder piloted by an agent.
21110 Cosmos Hound A Hound piloted by an agent.
21111 Cosmos Mammoth A Mammoth piloted by an agent.
21112 Cosmos Maulus A Maulus piloted by an agent.
21113 Cosmos Navitas A Navitas piloted by an agent.
21114 Cosmos Omen An Omen piloted by an agent.
21115 Cosmos Retribution A Retribution piloted by an agent.
21116 Cosmos Rifter A Rifter piloted by an agent.
21117 Cosmos Rupture A Rupture piloted by an agent.
21118 Cosmos Scythe A Scythe piloted by an agent.
21119 Cosmos Stiletto A Stiletto piloted by an agent.
21120 Cosmos Tempest A Tempest piloted by an agent.
21121 Cosmos Thrasher A Thrasher piloted by an agent.
21122 Cosmos Vagabond A Vagabond piloted by an agent.
21123 Cosmos Vigil A Vigil piloted by an agent.
21124 Cosmos Wolf A Wolf piloted by an agent.
21125 Cosmos Wreathe A Wreathe piloted by an agent.
21126 Raytio Family Supplies These crates contain property of the Raytio family.
21127 Payo Ming An ex-member of the Mordu's Legion, Payo was banished from all Caldari territories for 'causing civil unrest and engaging in illegal activities'. He has always maintained his innocence, and claimed that he was simply a political target to feed the Mordu's propaganda machine. His supporters within the Legion managed to smuggle him out before his arrest, and he has been running from the law ever since. Finally, after realizing his sentance would not be revoked, he joined up with the Kazka Bandits, an outlaw organization in the Okkelen constellation with close ties to the Guristas Pirates.
21128 COSMOS Magye Eraser This is a hostile pirate vessel. Threat level: Deadly
21129 COSMOS Magye Silencer This is a hostile pirate vessel. Threat level: Deadly
21130 COSMOS Magye Death Dealer This is a hostile pirate vessel. Threat level: Very high
21131 COSMOS Magye Wrecker This is a hostile pirate vessel. Threat level: High
21132 Burkur's Vigil A Vigil piloted by an agent.
21133 Mork's Probe A Probe piloted by an agent.
21134 Kersos' Thrasher A Thrasher piloted by an agent.
21135 Rakken's Claw A Claw piloted by an agent.
21136 Pokkolen's Wreathe A Wreathe piloted by an agent.
21137 Hekken's Condor A Condor piloted by an agent.
21138 Nitrut's Vigil "A Vigil piloted by an agent.
Missions:
Difficulty Rating: Grade 4.5 "
21139 Takson's Wreathe "A Wreathe piloted by an agent.
Missions:
Difficulty Rating: Grade 1
Warning: An industrial is recommended "
21140 Rochet's Incursus "An Incursus piloted by an agent.
Missions:
Difficulty Rating: Grade 1
Warning: An industrial is recommended "
21141 Darrchien's Navitas A Navitas piloted by an agent.
21142 Stokk's Claw A Claw piloted by an agent.
21143 Rikkiryo's Heron A Heron piloted by an agent.
21144 Hatram's Executioner An Executioner piloted by an agent.
21145 Nitrus' Vigil A Vigil piloted by an agent.
21146 Ouche's Navitas A Navitas piloted by an agent.
21147 Bokh's Rifter A Rifter piloted by an agent.
21148 Karkinen's Cormorant A Cormorant piloted by an agent.
21149 Sakt's Stiletto A Stiletto piloted by an agent.
21150 Sarbaert's Hound A Hound piloted by an agent.
21151 Tekrawhol's Rupture A Rupture piloted by an agent.
21152 Tromkurt's Vagabond A Vagabond piloted by an agent.
21153 Rugaert's Vigil A Vigil piloted by an agent.
21154 Asshala's Retribution A Retribution piloted by an agent.
21155 Horkund's Scythe A Scythe piloted by an agent.
21156 Korten's Vagabond A Vagabond piloted by an agent.
21157 Patrenn's Rifter A Rifter piloted by an agent.
21158 Tikrest's Rupture A Rupture piloted by an agent.
21159 Ucham's Omen An Omen piloted by an agent.
21160 Sharum's Maulus A Maulus piloted by an agent.
21161 Kutill's Hoarder "A Hoarder piloted by an agent.
Missions:
Difficulty Rating: Grade 6 "
21162 Mothrus's Bellicose "A Bellicose piloted by an agent.
Missions:
Difficulty Rating: Grade 5.5 "
21163 Maertigor's Wreathe "A Wreathe piloted by an agent.
Missions:
Mini-Profession related
"
21164 Ristiger's Bellicose "A Bellicose piloted by an agent.
Missions:
Difficulty Rating: Grade 5
"
21165 Frain's Blackbird "A Blackbird piloted by an agent.
Missions:
Difficulty Rating: Grade 7.5 "
21166 Karadom's Mammoth "A Mammoth piloted by an agent.
Missions:
Difficulty Rating: Grade 7.5 "
21167 Robaerger's Scythe A Scythe piloted by an agent.
21168 Torsont's Bellicose A Bellicose piloted by an agent.
21169 Jogmundt's Probe A Probe piloted by an agent.
21170 Hakkars' Wolf A Wolf piloted by an agent.
21171 Murchor's Tempest A Tempest piloted by an agent.
21172 Ossiam's Retribution A Retribution piloted by an agent.
21173 Quereg's Omen An Omen piloted by an agent.
21174 Kverkinn's Stiletto A Stiletto piloted by an agent.
21175 Namian's Retribution A Retribution piloted by an agent.
21176 Tyrfin's Rupture A Rupture piloted by an agent.
21177 Spitek's Bellicose A Bellicose piloted by an agent.
21178 Gurmurkur's Vagabond A Vagabond piloted by an agent.
21179 Verkort's Scythe A Scythe piloted by an agent.
21180 Illian's Passcard This security passcard is manufactured by the Minmatar Fleet and allows the user to unlock a specific acceleration gate to another sector. The gate will remain open for a short period of time and the keycard will be rendered useless after uploading the card's data to the gate's activation device.
21181 Illian Gara Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
21194 Blood Radio S "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
21196 Blood Microwave S "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
21198 Blood Infrared S "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
21200 Blood Standard S "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
21202 Blood Ultraviolet S "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
21204 Blood Xray S "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
21206 Blood Gamma S "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
21208 Blood Multifrequency S "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
21210 Blood Microwave M "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
21212 Blood Infrared M "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
21214 Blood Standard M "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
21216 Blood Ultraviolet M "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
21218 Blood Xray M "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
21220 Blood Gamma M "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
21222 Blood Multifrequency M "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
21224 Blood Radio L "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
21226 Blood Microwave L "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
21228 Blood Infrared L "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
21230 Blood Standard L "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
21232 Blood Ultraviolet L "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
21234 Blood Xray L "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
21236 Blood Gamma L "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
21238 Blood Multifrequency L "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range.
"
21240 Blood Radio XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
21242 Blood Microwave XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
21244 Blood Infrared XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
21246 Blood Standard XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
21248 Blood Ultraviolet XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
21250 Blood Xray XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
21252 Blood Gamma XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
21254 Blood Multifrequency XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
21256 Dark Blood Radio S "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
21258 Dark Blood Microwave S "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
21260 Dark Blood Infrared S "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
21262 Dark Blood Standard S "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
21264 Dark Blood Ultraviolet S "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
21266 Dark Blood Xray S "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
21268 Dark Blood Gamma S "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
21270 Dark Blood Multifrequency S "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
21272 Dark Blood Radio M "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
21274 Dark Blood Microwave M "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
21276 Dark Blood Infrared M "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
21278 Dark Blood Standard M "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
21280 Dark Blood Ultraviolet M "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
21282 Dark Blood Xray M "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
21284 Dark Blood Gamma M "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
21286 Dark Blood Multifrequency M "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
21288 Dark Blood Radio L "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
21290 Dark Blood Microwave L "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
21292 Dark Blood Infrared L "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
21294 Dark Blood Standard L "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
21296 Dark Blood Ultraviolet L "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
21298 Dark Blood Xray L "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
21300 Dark Blood Gamma L "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
21302 Dark Blood Multifrequency L "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
21304 Dark Blood Radio XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
21306 Dark Blood Microwave XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
21308 Dark Blood Infrared XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
21310 Dark Blood Standard XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
21312 Dark Blood Ultraviolet XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
21314 Dark Blood Xray XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
21316 Dark Blood Gamma XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
21318 Dark Blood Multifrequency XL "Extra Large Frequency Crystal. Can be used only by starbase defense batteries and capital ships like dreadnoughts.
Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
21320 Guristas Iron Charge S "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
21322 Guristas Tungsten Charge S "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
21324 Guristas Iridium Charge S "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
21326 Guristas Lead Charge S "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
21328 Guristas Thorium Charge S "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
21330 Guristas Uranium Charge S "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
21332 Guristas Plutonium Charge S "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
21334 Guristas Antimatter Charge S "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
21335 Guristas Antimatter Charge S Blueprint
21336 Guristas Iron Charge M "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
21338 Guristas Tungsten Charge M "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
21340 Guristas Iridium Charge M "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
21342 Guristas Lead Charge M "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
21344 Guristas Thorium Charge M "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
21346 Guristas Uranium Charge M "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
21348 Guristas Plutonium Charge M "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
21350 Guristas Antimatter Charge M "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
21352 Guristas Iron Charge L "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
21354 Guristas Tungsten Charge L "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
21356 Guristas Iridium Charge L "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
21358 Guristas Lead Charge L "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
21360 Guristas Thorium Charge L "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
21362 Guristas Uranium Charge L "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
21364 Guristas Plutonium Charge L "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
21366 Guristas Antimatter Charge L "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
21368 Guristas Antimatter Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
21370 Guristas Iridium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
21372 Guristas Iron Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
21374 Guristas Lead Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
21376 Guristas Plutonium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
21378 Guristas Thorium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
21380 Guristas Tungsten Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
21382 Guristas Uranium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
21384 Dread Guristas Iron Charge S "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
21386 Dread Guristas Tungsten Charge S "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
21388 Dread Guristas Iridium Charge S "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
21390 Dread Guristas Lead Charge S "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
21392 Dread Guristas Thorium Charge S "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
21394 Dread Guristas Uranium Charge S "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
21396 Dread Guristas Plutonium Charge S "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
21398 Dread Guristas Antimatter Charge S "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
21400 Dread Guristas Iron Charge M "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
21402 Dread Guristas Tungsten Charge M "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
21404 Dread Guristas Iridium Charge M "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
21406 Dread Guristas Lead Charge M "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
21408 Dread Guristas Thorium Charge M "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
21410 Dread Guristas Uranium Charge M "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
21412 Dread Guristas Plutonium Charge M "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
21414 Dread Guristas Antimatter Charge M "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
21416 Dread Guristas Iron Charge L "Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
21418 Dread Guristas Tungsten Charge L "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
21420 Dread Guristas Iridium Charge L "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
21422 Dread Guristas Lead Charge L "Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
21424 Dread Guristas Thorium Charge L "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
21426 Dread Guristas Uranium Charge L "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
21428 Dread Guristas Plutonium Charge L "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
21430 Dread Guristas Antimatter Charge L "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
21432 Dread Guristas Antimatter Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
21434 Dread Guristas Iridium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
21436 Dread Guristas Iron Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
21438 Dread Guristas Lead Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
21440 Dread Guristas Plutonium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
21442 Dread Guristas Thorium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
21444 Dread Guristas Tungsten Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
21446 Dread Guristas Uranium Charge XL "Extra Large Hybrid Charge. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
21448 Gatti Zhara A wealthy land-owner in Otomainen. Owns a powerful battleship.
21449 Gatti's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the Caldari entrepreneur, Gatti Zhara."
21450 Blood Radio M "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
21452 Pata Wakiro This is a hostile pirate vessel. Threat level: Deadly
21453 Pata Wakiro's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the Kazka Bandit Lord Pata Wakiro."
21454 Moa Parts These crates contain parts needed to build a Moa cruiser.
21459 COSMOS Storage Silo A Lai Dai storage silo. Overtaken by Guristas forces, the Guristas are now using this structure to store valuables weapons and equipment.
21460 Nugoeihuvi Rifles These rifles belong to the Nugoeihuvi corporation.
21461 Wiyrkomi Rifles These rifles belong to the Wiyrkomi Corporation.
21462 Propel Dynamics Reports These encoded reports may mean little to the untrained eye, but can prove valuable to the relevant institution.
21463 Excavation Equipment Excavation Equipment.
21464 Rifles Laser rifles, used both for warfare and personal security.
21465 Ancient Weapon Excavated by the Wiyrkomi Corporation, many factions seek to gain hold of these weapons. They are rumoured to contain abilities previously unknown to the empires.
21466 Miner A sturdy miner.
21467 Spy A captured spy.
21468 Counterfeit Credits Counterfeit money confiscated from bandits.
21469 Bag of Counterfeit Credits Counterfeit money confiscated from bandits.
21470 1MN Analog Booster Rockets "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
21471 1MN Analog Booster Rockets Blueprint
21472 10MN Analog Booster Rockets "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Cruiser class module"
21473 10MN Analog Booster Rockets Blueprint
21474 100MN Analog Booster Rockets "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Battleship class module"
21475 100MN Analog Booster Rockets Blueprint
21476 1MN Digital Booster Rockets "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Frigate class module"
21477 1MN Digital Booster Rockets Blueprint
21478 10MN Digital Booster Rockets "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must use part of the capacitor output and the shield just to maintain the integrity of its warp containment field.
Penalty: Max capacitor reduced.
Note: Cruiser class module"
21479 10MN Digital Booster Rockets Blueprint
21480 100MN Digital Booster Rockets "Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.
Penalty: Max capacitor reduced.
Note: Battleship class module"
21481 100MN Digital Booster Rockets Blueprint
21482 Ballistic 'Purge' Targeting System I "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21483 Ballistic 'Purge' Targeting System I Blueprint
21484 'Full Duplex' Ballistic Targeting System "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21485 'Full Duplex' Ballistic Targeting System Blueprint
21486 'Kindred' Stabilization Actuator I "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21487 'Kindred' Stabilization Actuator I Blueprint
21488 Monophonic Stabilization Actuator I "Gives a bonus to the speed and damage of projectile turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21489 Monophonic Stabilization Actuator I Blueprint
21490 Zarkona Mirei's Worm This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
21491 Synthetic Hull Conversion Overdrive Injector I "This monster unit vastly increases engine power at the expense of cargo capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21492 Synthetic Hull Conversion Overdrive Injector I Blueprint
21493 Limited Expanded 'Archiver' Cargo I Increases cargo hold capacity.
21494 Limited Expanded 'Archiver' Cargo I Blueprint
21495 Dry River Gangmember This is a hostile pirate vessel. Threat level: Moderate
21496 Synthetic Hull Conversion Reinforced Bulkheads I Increases structural hit points while reducing inertia and overall top speed.
21497 Synthetic Hull Conversion Reinforced Bulkheads I Blueprint
21498 Synthetic Hull Conversion Inertia Stabilizers I "Improves ship handling and maneuverability.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21499 Synthetic Hull Conversion Inertia Stabilizers I Blueprint
21500 Synthetic Hull Conversion Nanofiber Structure I "Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21501 Synthetic Hull Conversion Nanofiber Structure I Blueprint
21502 Zarkona Mirei A veteran pilot of a Guristas elite frigate.
21503 Dry River Gangleader This is a hostile pirate vessel. Threat level: Significant
21504 Small 'Integrative' Hull Repair Unit Makes use of nano-assembler technology in order to repair damage done to the structure.
21505 Small 'Integrative' Hull Repair Unit Blueprint
21506 Medium 'Integrative' Hull Repair Unit Makes use of nano-assembler technology in order to repair damage done to the structure.
21507 Medium 'Integrative' Hull Repair Unit Blueprint
21508 Large 'Integrative' Hull Repair Unit Makes use of nano-assembler technology in order to repair damage done to the structure.
21509 Large 'Integrative' Hull Repair Unit Blueprint
21510 Process-Interruptive Warp Disruptor Disrupts the target ship's navigation computer which prevents it from warping.
21511 Process-Interruptive Warp Disruptor Blueprint
21512 'Delineative' Warp Scrambler Disrupts the target ship's navigation computer which prevents it from warping or using a microwarpdrive.
21513 'Delineative' Warp Scrambler Blueprint
21514 Doctored Arrivals & Departures Logs These Arrivals & Departures logs have been carefully falsified and are ready for insertion into a particular station's data banks.
21515 The Duke This is a hostile pirate vessel. Threat level: Extreme
21516 Cheri Mirei's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the villain, Cheri Mirei."
21517 Parts of Printing Machine Broken and bent pieces of a printing machine used to create counterfeit credits. If you look closely enough, you can see traces of blood smeared over some of the parts. Undoubtedly that of the printers hired by the Dry River gang. Let's hope the knowledge for creating this bad money died with them.
21518 Dry River Guardian This is a hostile pirate vessel. Threat level: High
21519 Dry River Warehouse Warehouse used by the Dry River gang for unknown purposes. It is guarded by several gang members.
21520 Guristas Outlaw Dogtag This tag was carried by a Guristas outlaw inhabiting the Okkelen constellation.
21521 Gravimetric Firewall "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21522 Gravimetric Firewall Blueprint
21523 LADAR Firewall "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21524 LADAR Firewall Blueprint
21525 Magnetometric Firewall "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21526 Magnetometric Firewall Blueprint
21527 Multi Sensor Firewall "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21528 Multi Sensor Firewall Blueprint
21529 RADAR Firewall "A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
21530 RADAR Firewall Blueprint
21531 Barbed Wire Scanner A prototype scanner that can be easily linked into a scanner array to get a full and detailed coverage of the area under surveillance.
21532 Micro Degenerative Concussion Bomb I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
21534 Small Degenerative Concussion Bomb I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
21535 Small Degenerative Concussion Bomb I Blueprint
21536 Medium Degenerative Concussion Bomb I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
21537 Medium Degenerative Concussion Bomb I Blueprint
21538 Large Degenerative Concussion Bomb I Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.
21539 Large Degenerative Concussion Bomb I Blueprint
21540 'Inception' Target Painter I "A targeting subsystem that projects a electronic ""Tag"" on the target thus making it easier to target and Hit.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized. "
21541 'Inception' Target Painter I Blueprint
21542 N-1 Neon Type Rocket Bay A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
21543 N-1 Neon Type Rocket Bay Blueprint
21544 Broken Bug Device A small bug device that can be planted on ships to intercept transmissions and relay them to a third person. This one is broken and can't relay anything, though it can still store data.
21545 200mm Light 'Jolt' Autocannon I "A powerful autocannon that can smash apart most lightly armored frigates with ease.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
21546 200mm Light 'Jolt' Autocannon I Blueprint
21547 250mm Light 'Jolt' Artillery I "This artillery is one of the most powerful weapons that can be mounted on a frigate.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
21548 250mm Light 'Jolt' Artillery I Blueprint
21549 280mm 'Jolt' Artillery I "Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
21550 280mm 'Jolt' Artillery I Blueprint
21551 425mm Medium 'Jolt' Autocannon I "The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
21552 425mm Medium 'Jolt' Autocannon I Blueprint
21553 650mm Medium 'Jolt' Artillery I "A powerful long-range cannon. One of the most damaging weapons mountable on a cruiser.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
21554 650mm Medium 'Jolt' Artillery I Blueprint
21555 720mm 'Jolt' Artillery I "This 720mm rocket-assisted howitzer is designed for long-range bombardment.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
21556 720mm 'Jolt' Artillery I Blueprint
21557 800mm Heavy 'Jolt' Repeating Cannon I "A two-barreled, intermediate-range, powerful cannon capable of causing tremendous damage.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
21558 800mm Heavy 'Jolt' Repeating Artillery I Blueprint
21559 1200mm Heavy 'Jolt' Artillery I "One of the most powerful projectile cannons a battleship can equip.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
21560 1200mm Heavy 'Jolt' Artillery I Blueprint
21561 1400mm 'Jolt' Artillery I "The ultimate artillery cannon. It hurls death and destruction over incredible distances.
Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot."
21562 1400mm 'Jolt' Artillery I Blueprint
21563 Dyklan Harrikar This is the ship of Deklan Harrikar, a pirate, a scoundrel and a thief.
21564 Milk Milk. New, fresh and cold.
21565 Guristas Outlaw Leader Insignia This insignia was carried by a Guristas Outlaw Leader. They can be found in the Okkelen constellation.
21566 Impregnable Safe A safe for use in banks and other financial establishments that handle lot of money. Guaranteed to be absolutely, totally and eternally impregnable to any and all kinds of assaults and infringements.
21567 Powdered Cubensis This highly hallucinogenic powder is believed to be one of the primary causes of spirituality in humans. Needless to say, it is reviled and feared in every industrialized part of the universe.
21568 Sleeper Data Interface Protocol
21569 Sleeper Profound Research Notes
21570 Sleeper Manuscripts
21571 Sleeper Technical Schematics
21572 Sleeper Data Crystals
21573 Esoteric Process "These are clever tips to improve the quality of Caldari blueprints received through invention.
Probability Multiplier: +10%
Max. Run Modifier: N/A
Mineral Efficiency Modifier: +3
Production Efficiency Modifier: +3
"
21574 Esoteric Accelerant "Rough outlines for a revolutionary new manufacture technique that improve the production efficiency of Caldari invention jobs considerably.
Probability Multiplier: +20%
Max. Run Modifier: +1
Mineral Efficiency Modifier: +2
Production Efficiency Modifier: +5
"
21575 Esoteric Symmetry "Solid, if uninspiring, invention techniques, ideal for standard Caldari invention tasks.
Probability Multiplier: N/A
Max. Run Modifier: +2
Mineral Efficiency Modifier: +1
Production Efficiency Modifier: +4
"
21576 Esoteric Augmentation "Intriguing decryptor that will improve the number of runs of any invented Caldari blueprints a great deal.
Probability Multiplier: -40%
Max. Run Modifier: +9
Mineral Efficiency Modifier: -2
Production Efficiency Modifier: +1
"
21577 Esoteric Attainment "The decryptor offers invaluable safe-guards to improve the chance of a successful Caldari invention immensely. Use this when you've got to get it right.
Probability Multiplier: +80%
Max. Run Modifier: +4
Mineral Efficiency Modifier: -1
Production Efficiency Modifier: +2
"
21579 Cryptic Process "This decryptor gives insightful information into the nature of Minmatar invention jobs, but lacks inspirational touches.
Probability Multiplier: +10%
Max. Run Modifier: N/A
Mineral Efficiency Modifier: +3
Production Efficiency Modifier: +3
"
21580 Cryptic Accelerant "The scientific jargon contained herein could cause mental meltdowns, but if you can extract anything of use it's great for Minmatar invention jobs.
Probability Multiplier: +20%
Max. Run Modifier: +1
Mineral Efficiency Modifier: +2
Production Efficiency Modifier: +5
"
21581 Cryptic Symmetry "As long as you can decipher the theories there is some good common sense stuff in here that can give all around benefits to Minmatar invention jobs.
Probability Multiplier: N/A
Max. Run Modifier: +2
Mineral Efficiency Modifier: +1
Production Efficiency Modifier: +4
"
21582 Cryptic Augmentation "If you can assimilate these ideas into a Minmatar invention job it could greatly multiply your output runs.
Probability Multiplier: -40%
Max. Run Modifier: +9
Mineral Efficiency Modifier: -2
Production Efficiency Modifier: +1
"
21583 Cryptic Attainment "Solid instructions that even an idiot can follow that improve your probability of a successful Minmatar invention job immensely.
Probability Multiplier: +80%
Max. Run Modifier: +4
Mineral Efficiency Modifier: -1
Production Efficiency Modifier: +2
"
21584 Sleeper Micro Circuits Alloys and special materials used in the manufacture of modules based on Ancient technology.
21585 Sleeper Cryo Batteries Alloys and special materials used in the manufacture of modules based on Ancient technology.
21586 Sleeper Virtual Energizer Alloys and special materials used in the manufacture of modules based on Ancient technology.
21587 Electronic Link Alloys and special materials used in the manufacture of modules based on Ancient technology.
21588 Spare Parts Alloys and special materials used in the manufacture of modules based on Ancient technology.
21589 Power Couplings Alloys and special materials used in the manufacture of modules based on Ancient technology.
21590 Armor Blocks Alloys and special materials used in the manufacture of modules based on Ancient technology.
21591 Computer Chips Alloys and special materials used in the manufacture of modules based on Ancient technology.
21592 Electric Conduit Alloys and special materials used in the manufacture of modules based on Ancient technology.
21593 Mechanic Parts Alloys and special materials used in the manufacture of modules based on Ancient technology.
21594 Energy Cells Alloys and special materials used in the manufacture of modules based on Ancient technology.
21595 Construction Alloy Alloys and special materials used in the manufacture of modules based on Ancient technology.
21596 Data Processor Alloys and special materials used in the manufacture of modules based on Ancient technology.
21597 Wolf Skarkert A peddler of illicit substances.
21598 Guristas Prison "An agent resides in here.
Missions:
Difficulty Rating: Grade 7.5
Warning: Industrial and combat ship recommended"
21600 Officers Quarters Guristas Officer's Quarters. Equipped with a high tech EM forcefield.
21601 Myrkai's Data Chip A small wafer of semiconductor material that forms the base for an integrated circuit.
21602 Jakon's Head This is the head of Jakon Tooka, a Blood Raider mercenary in league with the Kazka Bandits.
21603 Cynosural Field Theory Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level. Can not be trained on Trial Accounts.
21604 Cynosural Field Generator I Blueprint
21606 Inherent Implants 'Noble' Hull Upgrades HG-1008 "A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses.
8% bonus to armor hit points."
21607 Liberation Elixir Made of the finest wahoo-root, gunpowder and crushed cubensis, this wondrous concoction can cure most every ill known to man, from the common cold to the Jovian disease to the spiritless drudgery of everyday life. Step right up!
21608 Astro Farm The empty hull of an astro farm. Though it was abandoned long ago it's still in good shape. Maybe one day an adventurous farmer will take up residence here.
21609 Dysfunctional Solar Harvester A huge solar harvester once linked to the nearby astro farm. It has been out of order for many years.
21610 Jump Fuel Conservation Proficiency at regulating energy flow to the jump drive. 10% reduction in isotope consumption amount for jump drive operation per light year per skill level.
21611 Jump Drive Calibration Advanced skill at using Jump Drives. Each skill level grants a 25% increase in maximum jump range.
21612 Dynamite Crate A crate of the finest TNT money can buy. Guaranteed to blow even the largest of problems into smithereens.
21613 Safe-Deposit Box Owner List This highly confidential document lists the owner of each safe-deposit box in the vault on the State and Region Bank station in Vahunomi.
21614 Plan to Crack Impregnable Safe Criminals have a knack for always being one step ahead of those trying to outsmart them. If it wasn't for the extra-long screws used to fasten the 'Lifetime Warranty' sign on the back, it really would be an Impregnable Safe.
21615 Pakkori's Hat This is an extremely ugly wide-rimmed hat that once adorned the head of one Uchi Pakkori. The burn marks and blood smears don't improve the looks.
21616 Nugoeihuvi Dogtag This dogtag was carried by an officer of the Nugoeihuvi corporation. Strangely it has the Guristas emblem on it.
21617 Barricaded Warehouse This barricaded warehouse is the hiding place of Uchi Pakkori, employee of Caldari Funds Unlimited.
21618 Hired Gunman This is a hostile pirate vessel. Threat level: Very high
21619 Wiretap Plant A potted plant with a wiretap device cleverly hidden in the dirt.
21620 Assistant's Keychain This is the keychain of an assistant bank manager for the State and Region Bank in Vahunomi. It can be used to access to outer security vault in the bank.
21621 Kazka Eunuch This is a hostile pirate vessel. Threat level: Significant
21622 Kazka Brothel A brothel operated by the Kazka Bandits. As sleazy as they come. Frilly petticoats are the pet fetishes here.
21623 Nugoeihuvi Station Schematics Encoded station schematics for the Nugoeihuvi corporation. If decoded correctly, could this be decoded and used by someone else than Nugoeihuvi?
21624 Encoded Lai Dai Reports If decoded correctly, these reports will show the locations of ancient monuments and relics.
21625 Kusan Niemenen's Missile Launcher Only Kusan Niemenen knows how to fit this strange missile launcher.
21626 Propel Dynamics Dogtag This dogtag was carried by an officer of Propel Dynamics. Strangely it has the Guristas emblem on it.
21627 Gas/Storage Silo Built to withstand assault, these behemoths can each hold roughly 8.5 million m3 worth of materials.
21628 Guristas Shuttle Caldari Shuttle registered to the Guristas organization.
21629 Guristas Shuttle Blueprint
21630 Bounty Hunter Drukhar This is a ruthless bounty hunter, out for whatever blood is mandated by his contracts. Threat level: Deadly
21631 Construction Workers Construction Workers
21632 Construction Tools Tools used in various construction projects.
21633 Urigamu_Warehouse_MISSION This is a standard storage facility.
21634 Secret Garage Coordinates A data chip containing the location of a secret garage operated by the local bandits.
21635 Rent-A-Dream Pleasure Gardens This Gallentean pleasure resort sports various activities open for guests, including casinos, baths, escort booths and three domes of simulated tropical paradise for maximum bliss.
21636 Sefo Caraton A wealthy Gallente entrepreneur, who has just recently expanded his business to the Caldari territories.
21637 Data Chip Decoder A decoder to unlock information stored on an encoded data chip.
21638 Vespa II Medium Scout Drone
21639 Vespa II Blueprint
21640 Valkyrie II Medium Scout Drone
21641 Valkyrie II Blueprint
21642 Caldari Research Outpost
21643 Guristas Outlaw This is a hostile pirate vessel. Threat level: Deadly
21644 Amarr Factory Outpost
21645 Gallente Administrative Outpost
21646 Minmatar Service Outpost
21647 Guristas Robber This is a hostile pirate vessel. Threat level: Deadly
21648 Guristas Maniac This is a hostile pirate vessel. Threat level: Deadly
21649 Nugoeihuvi Excavator This is a hostile pirate vessel. Threat level: Deadly
21650 Nugoeihuvi Propagandist This is a hostile vessel. Threat level: Deadly
21651 Propel Dynamics Excavator This is a hostile vessel. Threat level: Deadly
21652 Propel Dynamics Propagandist This is a hostile vessel. Threat level: Deadly
21653 Nugoeihuvi Defender This is a hostile vessel. Threat level: Very high
21654 Nugoeihuvi Miner This is a hostile vessel. Threat level: Very low
21655 Propel Dynamics Miner This is a pirate vessel. Threat level: Very low
21656 Propel Dynamics Defender This is a hostile vessel. Threat level: Very high
21657 Guristas Propagandist This is a hostile vessel. Threat level: Very low
21658 Guristas Defender This is a hostile pirate vessel. Threat level: High
21659 Dirty Bandit Shipyard A shipyard, or garage, operated by those on the flashy side of the law (no, not the cops).
21660 Bandit Mechanic This is a hostile pirate vessel. Threat level: Moderate
21661 Spiked Quafe "Quafe is the name of the most popular soft drink in the universe, manufactured by a Gallentean company bearing the same name. Like so many soft drinks, it was initially intended as a medicine for indigestion and tender stomachs, but the refreshing effects of the drink appealed to everyone and the drink quickly became tremendously popular. Quafe is one of the best recognized brands in the whole EVE universe and can be found in every corner of it.
This is a spiked version of the popular soft drink. Keep out of reach of children. "
21662 Radio_Telescope_MISSION This is a radio telescope used for scouting nearby territory
21663 Scanner Data I A small wafer of semiconductor material that forms the base for an integrated circuit.
21664 Scanner Data II A small wafer of semiconductor material that forms the base for an integrated circuit.
21665 Scanner Data III A small wafer of semiconductor material that forms the base for an integrated circuit.
21666 Capital Hybrid Turret Operation of capital hybrid turrets. 5% Bonus to capital hybrid turret damage per level.
21667 Capital Projectile Turret Operation of capital projectile turrets. 5% Bonus to capital projectile turret damage per level.
21668 Citadel Torpedoes Skill at the handling and firing of citadel torpedoes. 5% bonus to citadel torpedo damage per skill level.
21669 Guristas Communications Logs This salvaged data from a destroyed Guristas vessel contains an audio record of all communications between the pilot and his commanding officers for the last month.
21670 Quao Kale_ A Guristas Pirate envoy to the Kazka Bandits. Threat level: Deadly
21671 Guristas Patrol Routes This encoded data from a destroyed Guristas vessel reveals the current patrol routes used by the Guristas in the Okkelen constellation.
21672 Quao Kale A Guristas pilot.
21675 Zaphiria Oddin This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
21676 Jedon Hekkiren's Belongings This container is filled with expensive jewelry and platinum bars. Belongs to the wealthy Caldari banker, Jedon Hekkiren.
21677 Hakkuran Brother's Remains The remain of the Hakkuran brothers, who died at the hands of Guristas Pirates while transporting a shipment through Otomainen.
21678 Talocan Debris Fragment This Floating piece of debris looks like it might be of some value to the right person
21679 Talocan Debris Part This Floating piece of debris looks like it might be of some value to the right person
21680 Talocan Debris Segment This Floating piece of debris looks like it might be of some value to the right person
21681 Talocan Debris Heap This Floating piece of debris looks like it might be of some value to the right person
21683 Basic Guristas Vault A Guristas security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security
21684 Standard Guristas Vault A Guristas security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security
21685 Fortified Guristas Vault A Guristas security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security
21686 Secure Guristas Vault A Guristas security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security
21688 Sleeper Debris Fragment This Floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more
21689 Sleeper Debris Part This Floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more
21690 Sleeper Debris Segment This Floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more
21691 Sleeper Debris Heap This Floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more
21693 Basic Angel Vault An Angel stasis security Vault . Nearly impossible to destroy but perhaps it is possible to bypass its security
21694 Standard Angel Vault An Angel stasis security Vault . Nearly impossible to destroy but perhaps it is possible to bypass its security
21695 Fortified Angel Vault An Angel stasis security Vault . Nearly impossible to destroy but perhaps it is possible to bypass its security
21696 Secure Angel Vault An Angel stasis security Vault . Nearly impossible to destroy but perhaps it is possible to bypass its security
21698 Angel Network Node This Tower acts as a Network relay. It might be possible for the right person to "liberate" some interestin information from its mainframe
21699 Angel Network Hub This Tower acts as a Network relay. It might be possible for the right person to "liberate" some interestin information from its mainframe
21700 Angel Network Nucleus This Tower acts as a Network relay. It might be possible for the right person to "liberate" some interestin information from its mainframe
21701 Angel Network Nexus This Tower acts as a Network relay. It might be possible for the right person to "liberate" some interestin information from its mainframe
21703 Guristas Network Node This Tower acts as a Network relay. It might be possible for the right person to "liberate" some interesting information from its mainframe
21704 Guristas Network Hub This Tower acts as a Network relay. It might be possible for the right person to "liberate" some interestin information from its mainframe
21705 Guristas Network Nucleus This Tower acts as a Network relay. It might be possible for the right person to "liberate" some interestin information from its mainframe
21706 Guristas Network Nexus This Tower acts as a Network relay. It might be possible for the right person to "liberate" some interestin information from its mainframe
21708 Sleeper Data Log This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
21709 Sleeper Data Registry This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
21710 Sleeper Data Transcript This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
21711 Sleeper Data Records This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
21713 Talocan Data Log This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
21714 Talocan Data Registry This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
21715 Talocan Data Transcript This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
21716 Talocan Data Records This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
21718 Hacking "Proficiency at breaking into guarded computer systems. Required skill for the use of Data Analyzer modules.
Gives +10 Virus Coherence per level."
21719 Sleeper Hyperbooster
21720 Sleeper Thermal Regulator
21721 Sleeper Heat Nullifying Coil
21722 Sleeper Nanite Cluster
21723 Sleeper Reintegration Control
21724 Guristas Heavy Weapon Console
21725 Guristas Medium Weapon Console
21726 Guristas Light Weapon Console
21727 Guristas Gravity Focuser
21728 Guristas Graviton Hardening
21729 Angel Advanced Trigger Mechanism
21730 Angel Standard Trigger Mechanism
21731 Angel Simple Trigger Mechanism
21732 Angel Spatial Analyzer
21733 Angel Dynamic Calibrator
21734 Cattle Cattle are domestic animals raised for home use or for profit, whether it be for their meat or dairy products.
21735 Loki Machedo A mercenary of Minmatar Sebiestor origin. Loki fled the Republic after being sentenced to death by tribal elders for murder and theft. Eventually settling in the Okkelen constellation, where he joined up with a gang of bandits referring to themselves as the Kazka. Threat level: Deadly.
21736 Loki's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the Kazka prison guard, Loki Machedo."
21739 Shady Acres Deed This is a deed for a small piece of area in the shady acres territory. The owner of this deed is permitted to construct astro farms in that area.
21740 Caldari Navy Antimatter Charge L "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
21742 Black Mask This mask was carried by a Guristas outlaw inhabiting the Okkelen constellation.
21743 Nakyo Fukoren Fiance of Chichiro Rati.
21744 Siege Artillery Sentry Siege Artillery Sentry
21745 Siege Autocannon Sentry Siege Autocannon Sentry
21746 Siege Beam Laser Sentry Siege Beam Laser Sentry
21747 Siege Pulse Laser Sentry Siege Pulse Laser Sentry
21748 Siege Railgun Sentry Siege Railgun Sentry
21749 Siege Blaster Sentry Siege Blaster Sentry
21754 COSMOS Minmatar Commander This is a hostile pirate vessel. Threat level: Deadly
21755 COSMOS Minmatar Gist General This is a hostile pirate vessel. Threat level: Deadly
21756 COSMOS Minmatar Gist Seraphim This is a hostile pirate vessel. Threat level: Deadly
21757 COSMOS Minmatar Warlord This is a hostile pirate vessel. Threat level: Deadly
21758 COSMOS Minmatar Angel This is a hostile pirate vessel. Threat level: Deadly
21759 COSMOS Minmatar Liquidator This is a hostile pirate vessel. Threat level: Deadly
21760 COSMOS Minmatar Marauder This is a hostile pirate vessel. Threat level: Deadly
21762 COSMOS Minmatar Predator This is a hostile pirate vessel. Threat level: Extreme
21763 COSMOS Minmatar Angel Centurion This is a hostile pirate vessel. Threat level: Deadly
21764 COSMOS Minmatar Angel Legionnaire This is a hostile pirate vessel. Threat level: Deadly
21765 COSMOS Minmatar Angel Scout This is a hostile pirate vessel. Threat level: Deadly
21766 COSMOS Minmatar Depredator This is a hostile pirate vessel. Threat level: Extreme
21767 COSMOS Minmatar Hijacker This is a hostile pirate vessel. Threat level: Very low
21768 COSMOS Minmatar Impaler This is a hostile pirate vessel. Threat level: Very high
21769 COSMOS Minmatar Hunter This is a hostile pirate vessel. Threat level: Very high
21770 COSMOS Minmatar Nomad This is a hostile pirate vessel. Threat level: Significant
21771 COSMOS Minmatar Outlaw This is a hostile pirate vessel. Threat level: Moderate
21772 COSMOS Minmatar Raider This is a hostile pirate vessel. Threat level: High
21773 COSMOS Minmatar Rogue This is a hostile pirate vessel. Threat level: Low
21774 COSMOS Minmatar Ruffian This is a hostile pirate vessel. Threat level: Significant
21775 COSMOS Minmatar Thug This is a hostile pirate vessel. Threat level: Moderate
21776 COSMOS Minmatar Non-Pirate Elite Frigate An elite Jaguar-class assault frigate, designed by Thukker Mix
21777 COSMOS Minmatar Non-Pirate Battleship
21778 COSMOS Minmatar Non-Pirate Cruiser
21779 COSMOS Minmatar Arch Ambusher This is a hostile pirate vessel. Threat level: High
21780 COSMOS Minmatar Arch Hunter This is a hostile pirate vessel. Threat level: Very high
21781 COSMOS Minmatar Arch Impaler This is a hostile pirate vessel. Threat level: Very high
21782 COSMOS Minmatar Arch Raider This is a hostile pirate vessel. Threat level: High
21783 Unassembled Hybrid Weapons Hybrid weapon parts waiting to be assembled into fully functional equipment.
21784 Hybrid Weapon Assembly Instructions A set of manuals containing instructions on how to assemble hybrid weapons out of component parts.
21786 Nugoeihuvi Operative According to your information, this is an operative of the Nugoeihuvi corporation. He is currently conducting what appears to be an illegal arms deal.
21787 Arms Dealer Incognito An unidentified arms dealer, here to peddle his wares to the highest bidder.
21788 Bandit Arms Dealer This is a hostile pirate vessel. Threat level: Deadly
21789 Sleeper Technology "Basic understanding of interfacing with Sleeper technology.
The Sleepers were masters of virtual reality, neural interfacing and cryotechnology.
Allows the rudimentary use of Sleeper components in the creation of advanced technology, even though the scientific theories behind them remain a mystery."
21790 Caldari Encryption Methods "Understanding of the data encryption methods used by the Caldari State and its allies.
"
21791 Minmatar Encryption Methods "Understanding of the data encryption methods used by the Minmatar Republic and its allies.
"
21792 Bandit Jailor This is a hostile pirate vessel. Threat level: Deadly
21793 Pansya's Head This is the head of Sanku Pansya, a ruthless gang leader.
21794 Sanku Pansya This is a hostile pirate vessel. Threat level: Deadly
21795 Pansya's Bodyguard This is a hostile pirate vessel. Threat level: Deadly
21796 Black Mask Bandit This is a hostile pirate vessel. Threat level: Deadly
21797 LCO Arena Executions Mon-Sat at High Noon. Closed Sundays. Hang'em High T-Shirts for sale in the back. Ask for Wendy.
21798 Hillside Gambling Hall Dice, cards, races, Splinterz, roulette for the ladies. Formal attire except for strip-kani.
21799 LCO Pleasure Hub A pleasure house of questionable honor. Whether it's outrageous, dirty, lethal or just merely illegal, you're bound to find it here.
21800 EMP Charge Components A standard-looking shipment of electronic entertainment equipment, inside which are hidden components of a high-powered electromagnetic charge.
21801 Firewater High quality moonshine. Inhaling causes uninhibited behavior, loss of muscle motor skills and similar hilarity.
21802 Capital Shield Operation Operation of capital shield boosters and other shield modules. 2% reduction in capacitor need for capital shield boosters per skill level.
21803 Capital Repair Systems Operation of capital armor/hull repair modules. 5% reduction in capital repair systems duration per skill level.
21804 Rotgut A potent mixture used to increase the intoxication effects of alcohol.
21807 LCO Caldari Junction A junction connecting two things, like A to B.
21808 Punk ID Slice ID slice is an identification tag injected into the body with nano-bots.
21809 Hacker ID Slice ID slice is an identification tag injected into the body with nano-bots.
21810 Spy ID Slice ID slice is an identification tag injected into the body with nano-bots.
21811 Sniper ID Slice ID slice is an identification tag injected into the body with nano-bots.
21812 Ninja ID Slice ID slice is an identification tag injected into the body with nano-bots.
21813 Mikado ID Slice ID slice is an identification tag injected into the body with nano-bots.
21814 Elite Drone Parasite Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
21815 Elite Drone AI A tiny chip with a modified silicon-extract wafer forming the base for an integrated circuit. The chip stores the code for the elite drone's artificial intelligence.
21816 Tairei's Modified Cap Recharger Increases the capacitor recharge rate.
21817 Raysere's Modified Cap Recharger Increases the capacitor recharge rate.
21818 Ahremen's Modified Cap Recharger Increases the capacitor recharge rate.
21819 Draclira's Modified Cap Recharger Increases the capacitor recharge rate.
21820 LCO Gallente Outpost Equally equipped for scientific observation and entertainment of all sorts, these multi-purpose structures, while not quite big enough to be classified as stations, nonetheless see quite a bit of use by both tourists and professionals.
21821 LCO Habitation Brothel The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
21822 LCO Habitation Prison The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
21823 Residential Habitation Module The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
21824 LCO Habitation Pleasure Hub The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
21825 LCO Habitation Casino The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
21826 LCO Habitation Police Dpt The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
21827 LCO Habitation Roadhouse The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
21828 LCO Habitation Drughouse The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
21829 Indestructible Landing Pad This outpost has a docking pad designed to receive and process large shipments of cargo.
21830 LCO Minmatar Wall A wall. Go figure.
21831 LCO Minmatar Fence A fence. Sheep.
21832 LCO Minmatar Junction A junction. Blind date.
21833 LCO Minmatar Lookout A lookout. Look out.
21834 LCO Minmatar Barrier A barrier. Tune in, turn up, keep out.
21835 LCO Minmatar Bunker A bunker. Beware.
21836 LCO Minmatar Barricade A barricade. No, it's not a snake.
21837 LCO Minmatar Battery A battery. Juicy.
21838 LCO Minmatar Elevator An elevator. Going down?
21839 Training Complex Passkey This security passkey is made by CONCORD and placed aboard one of the automated pirate vessels in the training complex CONCORD designed. It will open up an Acceleration Gate which will remain open for a short period of time and render the passkey unusable afterwards.
21840 Gallente Miner The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although the Atron is a good harvester when it comes to mining, its main ability is as a combat vessel. It is sometimes used by the Gallente Navy and is generally considered an expendable low-cost craft. Threat level: Moderate
21841 Gallente Mining Laser Basic mining laser. Extracts common ore quickly, but has difficulty with the more rare types.
21843 Cosmos Iteron Mark III An Iteron piloted by an agent.
21844 Barou Lardoss An Iteron piloted by an agent.
21845 Automated Coreli Training Vessel This is a captured frigate from the Core deadspace division of the Serpentis Corporation. It has been modified by CONCORD to serve as target practice for pilots fresh out of the Flight Academy.
21846 Automated Gisti Training Vessel This is a captured frigate from the Gisti deadspace division of the Angel Cartel. It has been modified by CONCORD to serve as target practice for pilots fresh out of the Flight Academy.
21847 Automated Corpii Training Vessel This is a captured frigate from the Corpus deadspace division of the Blood Raider pirates. It has been modified by CONCORD to serve as target practice for pilots fresh out of the Flight Academy.
21848 Automated Pithi Training Vessel This is a captured frigate from the Pith deadspace division of the Guristas Pirates. It has been modified by CONCORD to serve as target practice for pilots fresh out of the Flight Academy.
21849 Automated Centii Training Vessel This is a captured frigate from the Centus deadspace pirates of Sansha's Nation. It has been modified by CONCORD to serve as target practice for pilots fresh out of the Flight Academy.
21850 Infected Refugees When wars and epidemics break out, people flee from their homes, forming massive temporary migrations. These innocent civilans are the victims of chemical warfare.
21851 Formula for Septicemic Agent This is a chemistry formula for creating an extremely potent viral agent, using materials readily available on the market.
21852 Sample of Septicemic Agent The causative agent of an infectious disease. The septicemic bacterial infection is extremely dangerous. Lethality: 99.9%. Known treatments: None.
21853 Civilian Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the ship.
21854 Civilian Armor Repairer Blueprint
21855 Civilian Expanded Cargohold Increases cargo hold capacity.
21856 Civilian Expanded Cargohold Blueprint
21857 Civilian Afterburner "Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.
Note: Frigate class module"
21858 Civilian Afterburner Blueprint
21859 Cybertron This is a hostile pirate vessel. Threat level: Deadly
21860 Gregory Lerma This is a fighter-ship belonging to the CONCORD Army. Consider it a threat to anyone that has commited a criminal offense within CONCORD patrolled space.
21861 General Lafema This Bestower-class industrial is currently undergoing maintenance. Although an excellent military tactician, Lafema is not known for his bravery in combat, rather opting to fly in a heavily armored industrial behind the scene while his men do the fighting.
21862 Karo Zulak's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
21867 Nova Heavy Assault Missile A nuclear warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
21868 Nova Heavy Assault Missile Blueprint
21877 Okham's Head This is the head of Jihar Okham, an Amarrian peddler of information. It's so full of implants that it's liable to set off every metal detector in a 5 mile radius.
21878 Cracked Keycard This is an ancient keycard used to access the old nefantar base in this complex. It needs to be repaired to be usable.
21879 Repaired Keycard This is a keycard used to enter the inner most room in a complex in the Traun system.
21880 Transputer Orb Strange artifact of unknown origin. It emanates unorthodox energy signals, but its purpose is not readily discernable.
21881 Jihar Okham This is a hostile pirate vessel. Threat level: Deadly
21882 Okham's Cyber Thrall This is a hostile pirate vessel. Threat level: Deadly
21883 Elemental Base The base of some strange artifact from long-forgotten times.
21884 Old Nefantar Bunker A small bunker, dating from the time the system was still in the hands of the Nefantar tribe.
21885 Caldari Navy Convoy Disposition File This file contains detailed information on the size, strength and numbers of the vessels in Caldari Navy Convoy AR06248-E.
21886 The Black Viper This is a hostile pirate vessel. It has thief and scoundrel written all over it. Threat level: Deadly
21887 Nefantar Pilgrim This is a hostile pirate vessel. Threat level: Deadly
21888 Siege Warfare Mindlink "This advanced interface link drastically improves a commander's siege warfare ability by directly linking to the active shield systems of all ships in the fleet.
25% increase to the command bonus of Siege Warfare Link modules.
Replaces Siege Warfare skill bonus with fixed 15% shield HP bonus."
21889 Information Warfare Mindlink "This advanced interface link drastically improves a commander's information warfare ability by directly linking to the sensor arrays of all ships in the fleet.
25% increase to the command bonus of Information Warfare Link modules.
Replaces Information Warfare skill bonus with fixed 15% targeting range bonus."
21890 Skirmish Warfare Mindlink "This advanced interface link drastically improves a commander's skirmish warfare ability by directly linking to the navigation systems of all ships in the fleet.
25% increase to the command bonus of Skirmish Warfare Link modules.
Replaces Skirmish Warfare skill bonus with fixed 15% agility bonus."
21891 Kutill's Storage Bin The wrecked container drifts silently amongst the stars.
21892 Hacker's Keycard Key to gain entry to the Maru headquarters in Ani.
21893 Kutill's Data Chip This data chip contains the code for a hacker-program developed by Dagras Kutill to infiltrate the Brutor Y.976 computer mainframe in Barkrik.
21894 Republic Fleet EMP L "Large Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
21896 Republic Fleet EMP M "Medium Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
21898 Republic Fleet EMP S "Small projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
21900 Republic Fleet EMP XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.
50% reduced optimal range."
21902 Republic Fleet Fusion L "Large Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
21904 Republic Fleet Fusion M "Medium Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
21906 Republic Fleet Fusion S "Small Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
21908 Republic Fleet Fusion XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.
50% reduced optimal range."
21910 Republic Fleet Nuclear L "Large Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
21912 Republic Fleet Nuclear M "Medium Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
21914 Republic Fleet Nuclear S "Small Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
21916 Republic Fleet Nuclear XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.
60% increased optimal range.
5% increased tracking speed."
21918 Republic Fleet Phased Plasma L "Large Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
21920 Republic Fleet Phased Plasma XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
21922 Republic Fleet Phased Plasma M "Medium Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
21924 Republic Fleet Phased Plasma S "Small Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.
50% reduced optimal range."
21926 Republic Fleet Proton L "Large Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
21928 Republic Fleet Proton M "Medium Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
21930 Sealed Case of GI Paradise Missiles A crate of GI Paradise Cruise missiles courtesy of the Minmatar Republic.
21931 Republic Fleet Proton S "Small Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
21933 Republic Fleet Proton XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.
60% increased optimal range.
5% increased tracking speed."
21935 Republic Fleet Titanium Sabot L "Large Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
21937 Republic Fleet Titanium Sabot M "Medium Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
21939 Republic Fleet Titanium Sabot S "Small Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
21941 Republic Fleet Titanium Sabot XL "Extra Large Projectile Ammo. Can be used only by starbase defense batteries and capital ships like dreadnoughts. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation flechettes that cause considerable damage to the vulnerable interior structure.
20% increased tracking speed."
21943 Amarr Factory Outpost Platform Blueprint
21944 Caldari Research Outpost Platform Blueprint
21945 Gallente Administrative Outpost Platform Blueprint
21946 Minmatar Service Outpost Platform Blueprint
21947 Station Construction Parts Assorted parts of metal, textiles, composite fabrics and miscellaneous machinery - the basic building blocks for the assembly and operation of a space outpost.
21948 Station Construction Parts Blueprint
21949 Station Hangar Array Components for the construction of individualized ship and module hangars in space outposts.
21950 Station Hangar Array Blueprint
21951 Station Storage Bay One of the myriad construction components required for the building of space outposts.
21952 Station Storage Bay Blueprint
21953 Station Laboratory Construction materials and research tools for space outpost laboratories.
21954 Station Laboratory Blueprint
21955 Station Factory Materials required for the construction of factory facilities in a space outpost.
21956 Station Factory Blueprint
21957 Station Repair Facility Lathes, grinders, riveting machines, uncoilers, and various other pieces of machinery required for the operation of an outpost repair facility.
21958 Station Repair Facility Blueprint
21959 Station Reprocessing Plant Parts required for the construction of a space outpost materials refinery.
21960 Station Reprocessing Plant Blueprint
21961 Station Docking Bay Mechanical components required for the construction of an outpost docking bay.
21962 Station Docking Bay Blueprint
21963 Station Market Network Market access electronics and secure storage facilities of market goods for space outposts.
21964 Station Market Network Blueprint
21965 Station Medical Center Medicine, anaesthetics, surgical supplies and complete cloning facilities for space outposts.
21966 Station Medical Center Blueprint
21967 Station Office Center Materials for the construction of dozens of offices, as well as computer systems and supplies needed for their day-to-day running.
21968 Station Office Center Blueprint
21969 Station Mission Network A computerized interface allowing people to barter goods and services with the outpost acting as centralized broker and data bank.
21970 Station Mission Network Blueprint
21971 Broken ComLink Scanner A hi-tech surveillance equipment capable of breaking into secure communication lines and listen in on the chatter. It's broken beyond repair.
21972 Machul Mu'Shabba No information available.
21973 Machul's Head This is the head of Machul Mu'shabba, a mercenary in employment of the Brutor Tribe.
21974 Outlaw Arrogator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
21975 Outlaw Imputor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
21976 Outlaw Infiltrator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
21977 Outlaw Invader This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
21978 Outlaw Despoiler This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
21979 Outlaw Saboteur This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
21980 Outlaw Plunderer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
21981 Outlaw Wrecker This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
21982 Outlaw Destructor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
21983 Outlaw Demolisher This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
21984 Gunslinger Silencer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
21985 Gunslinger Ascriber This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
21986 Gunslinger Killer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
21987 Gunslinger Murderer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
21988 Ace Arrogator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21989 Ace Imputor Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21990 Ace Infiltrator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21991 Ace Invader Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21992 Ace Despoiler Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21993 Ace Saboteur Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21994 Ace Plunderer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21995 Ace Wrecker Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21996 Ace Destructor Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21997 Ace Demolisher Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21998 Deuce Silencer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
21999 Deuce Ascriber Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
22000 Deuce Killer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
22001 Bandit Gatherer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
22002 Bandit Ferrier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22003 Bandit Loader This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22004 Bandit Courier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22005 Cyber Hijacker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
22006 Cyber Rogue This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Low
22007 Cyber Outlaw This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
22008 Cyber Thug This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
22009 Cyber Ruffian This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
22010 Cyber Nomad This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
22011 Cyber Ambusher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
22012 Cyber Raider This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
22013 Cyber Hunter This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22014 Cyber Impaler This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22015 Psycho Hijacker Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22016 Psycho Rogue Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22017 Psycho Outlaw Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22018 Psycho Thug Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22019 Psycho Ruffian Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22020 Psycho Nomad Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22021 Psycho Ambusher Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22022 Psycho Raider Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22023 Psycho Hunter Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22024 Psycho Impaler Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22025 Degenerate Harvester This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
22026 Degenerate Gatherer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
22027 Degenerate Ferrier This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22028 Degenerate Loader This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22029 Bandit Harvester This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
22030 Destroyed ComLink Scanner A small fragment of a ComLink Scanner. It is unusable and too badly damaged to be really discernable.
22031 ComLink Scanner This piece of equipment emanates waves from its built-in broadcasting beacon. It is fitted with a small shield module and appears to be coated with a thin layer of armored plates. This modified version sends out bursts of high-frequency waves.
22032 Podded Pilot The remains of a pod. The remains of the dead pilot are still inside.
22033 Republic Pilot The remains of a Republic Fleet pilot.
22035 Body Bag A standard issue body bag. It is occupied.
22036 Republic Fleet Deserter The remains of a Republic Fleet pilot that deserted.
22037 Republic Repair Kit Hi tech electronic gadgets and tools. Those with enough knowledge can fix just about anything with one of these.
22038 Norak Pakkul's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the rebel rouser Norak Pakkul."
22039 Hiding Hole The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe.
22040 Republic Deserter This is a hostile pirate vessel. Threat level: Deadly
22041 Norak Pakkul This is a hostile pirate vessel. Threat level: Deadly
22042 Pakkul's Thugs This is a hostile pirate vessel. Threat level: Deadly
22043 Tactical Weapon Reconfiguration Skill at the operation of siege modules. 25-unit reduction in strontium clathrate consumption amount for module activation per skill level.
22044 Vat of Aqua Regia Acid A fuming yellowish liquid made by combining hydrochloric acid and nitric acid. Extremely corrosive. Often used as an ingredient in chemical weapons.
22045 Remains of Thukker Pest Smoldering remains of a Thukker pirate.
22046 DNA Samples of Republic Commandos "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This is a batch of DNAs taken from the remains of several Republic Special Forces troopers."
22047 Special Forces Command Post "Outfitted with makeshift sensor arrays and second-hand tactical data analysis equipment, these outposts will, to anyone not in the know, look like useless scrapyards. Which is exactly what the Matari would have you think.
This particular one is being used by several Republic commandos trying to lay low."
22048 Thukker Nomad Chief This is a hostile pirate vessel. Threat level: Deadly
22049 REF Insignia This insignia marks the bearer as a member of the Republic Expeditionary Force in the Ani constellation.
22052 REF Pilot This pilot is a member of the Republic Expeditionary Force.
22053 Automated Centii Keyholder This is a captured frigate from the Centus deadspace pirates of Sansha's Nation. It has been modified by CONCORD to serve as target practice for pilots fresh out of the Flight Academy. Judging by its name, it should carry some kind of key for the gate.
22054 Thukker Loot Mangled loot scavenged from old Nefantar bases.
22055 Motherload Bomb Huge, homemade bomb. Looks lethal.
22056 Rebel Biomass A mass of congealed blood and ripped intestines that look very much like it once belonged to a human.
22057 Roaming Rebel Rebel on a cruiser. Might have cause too, hard to tell.
22058 Thukker Scavenger Thukker nomad out scavenging. Looks very efficient.
22059 Small Rebel Base A small bunker, there for accommodation and increased mobility of troops and other personnel. This one holds several Minmatar freedom fighters.
22060 Frozen Livers These cryogenic storage containers are used to transfer body-parts without risk of decay.
22061 Ship Wreckage The mangled wreck floats motionless in space, surrounded with a field of scorched debris.
22062 Mangled Corpses These mangled corpses belong to a group of Gallente tourists who seem to have been killed by an explosion aboard their craft.
22063 Empty Data Chip An empty data chip, marked as being owned by Dagras Kutill.
22064 Indestructible Radio Telescope This huge radio telescope contains fragile but advanced sensory equipment. A structure such as this has enormous capabilities in crunching survey data from nearby systems and constellations.
22067 Ambassador Hugo Farin An official ambassador of the Minmatar Republic.
22068 Amarr Workers' Quarters This is where the workers on the plantation which are of Amarrian descent reside while off-duty. This is also where guests stay, regardless of race.
22069 Inspector Layna Whizon An official ambassador of the Minmatar Republic.
22072 Ship Wreckage2 The mangled wreck floats motionless in space, surrounded with a field of scorched debris.
22073 Bono Zakan Corpse The corpse of a Sebiestor agent, working for the Minmatar Republic.
22074 Gist Database Codes These complicated data sheets may mean little to the layman's eye, but can prove valuable in the right hands.
22075 Arrak Nutan The Gist Overseer of their stronghold within Hjoramold.
22076 Huriki Vunau An inauspicious cruiser pilot.
22077 Encoded Gurista Intelligence Dossier Encoded information for Gurista strike forces.
22078 Modified Laser Rifles Laser rifles, used both for warfare and personal security.
22079 Kael Nutan This is a hostile pirate vessel. Threat level: Deadly
22080 TX-890 Polytextile Fabric This extremely tough and durable synthetic fabric is specially manufactured by Nugoeihuvi for use in some of their more extreme entertainment material.
22081 Frain's Rupture A Rupture piloted by an agent.
22082 Jerpam Hollek A double agent who needs to be neutralized. Threat level: Deadly
22083 Jerpam Hollek's Head This is the head of the villainous double agent, Jerpam Hollek. It doesn't look like it's going to be talking any time soon.
22084 Ship Carcass The mangled wreck floats motionless in space, surrounded with a field of scorched debris.
22085 Injured Slaves Slavery has always been a questionable industry, favored by the Amarr Empire and detested by the Gallente Federation.
22086 Freedom Command Ship "The Tempest battleship can become a real behemoth when fully equipped.
Threat level: Deadly"
22087 Ancient Vherokior Medallion This medallion was once worn by the leaders of the Vherokior tribe, as a symbol of their superiority over other members of the community.
22088 Roark An ex-miner and inveterate gambler who has no idea how to treat a lady. Needs to be taught a lesson.
22089 Lucia Deep A dazzling beauty with a mischievous gleam in her eye.
22091 Sleeban Iratur The owner and proprietor of the "Red Roid" establishment, this not-so-gentleman is a prime example of why human beings should preferably not mate with other species.
22092 Honim Iratur A sniveling toad with little to offer humanity.
22093 Umeld Iratur A worthless toad with little to offer humanity.
22094 Garp Soolim This man, sir, is a liar and a cheat.
22095 Garp Soolim's ID Tag This is the ID tag of one Garp Soolim.
22096 Hraldar's Sculpture Bronze Sculpture of the long deceased Minmatar general, Hraldar.
22097 Bazeri Palen Bazeri is one of the leaders of the Maru Rebels.
22098 Bastion Museum The Bastion Museum holds various old relics gathered from the days of Nefantar rule in this sector.
22099 Telligman's Stone
22100 Namian's Artifacts These crates contain artifacts of the Ni-Kunni treasure hunter, Sydri Namian.
22101 ST 58 Memory Chip A small wafer of semiconductor material that forms the base for an integrated circuit.
22102 ST 59 Memory Chip A small wafer of semiconductor material that forms the base for an integrated circuit.
22103 ST 60 Memory Chip A small wafer of semiconductor material that forms the base for an integrated circuit.
22104 ST 60 Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
22105 ST 59 Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
22106 ST 58 Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
22107 Low-grade Crystal Alpha "This ocular filter has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +2 bonus to Perception
Secondary Effect: 1% bonus to shield boost amount
Set Effect: 10% bonus to the strength of all Crystal implant secondary effects
Note: Has no effect on capital sized modules."
22108 Low-grade Crystal Beta "This memory augmentation has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +2 bonus to Memory
Secondary Effect: 2% bonus to shield boost amount
Set Effect: 10% bonus to the strength of all Crystal implant secondary effects
Note: Has no effect on capital sized modules."
22109 Low-grade Crystal Delta "This cybernetic subprocessor has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +2 bonus to Intelligence
Secondary Effect: 4% bonus to shield boost amount
Set Effect: 10% bonus to the strength of all Crystal implant secondary effects
Note: Has no effect on capital sized modules."
22110 Low-grade Crystal Epsilon "This social adaptation chip has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +2 bonus to Charisma
Secondary Effect: 5% bonus to shield boost amount
Set Effect: 10% bonus to the strength of all Crystal implant secondary effects
Note: Has no effect on capital sized modules."
22111 Low-grade Crystal Gamma "This neural boost has been modified by Guristas scientists for use by their elite officers.
Primary Effect: +2 bonus to Willpower
Secondary Effect: 3% bonus to shield boost amount
Set Effect: 10% bonus to the strength of all Crystal implant secondary effects
Note: Has no effect on capital sized modules."
22112 Low-grade Crystal Omega "This implant does nothing in and of itself, but when used in conjunction with other Crystal implants it will boost their effect.
25% bonus to the strength of all Crystal implant secondary effects.
Note: Has no effect on capital sized modules."
22113 Low-grade Halo Alpha "This ocular filter has been modified by Angel scientists for use by their elite officers.
Primary Effect: +2 Bonus to Perception
Secondary Effect: 1% reduction in ship's signature radius
Set Effect: 10% bonus to the strength of all Halo implant secondary effects"
22114 Low-grade Halo Beta "This memory augmentation has been modified by Angel scientists for use by their elite officers.
Primary Effect: +2 Bonus to Memory
Secondary Effect: 1.25% reduction in ship's signature radius
Set Effect: 10% bonus to the strength of all Halo implant secondary effects"
22115 Low-grade Halo Delta "This cybernetic subprocessor has been modified by Angel scientists for use by their elite officers.
Primary Effect: +2 Bonus to Intelligence
Secondary Effect: 1.5% reduction in ship's signature radius
Set Effect: 10% bonus to the strength of all Halo implant secondary effects"
22116 Low-grade Halo Epsilon "This social adaptation chip has been modified by Angel scientists for use by their elite officers.
Primary Effect: +2 Bonus to Charisma
Secondary Effect: 2% reduction in ship's signature radius
Set Effect: 10% bonus to the strength of all Halo implant secondary effects"
22117 Low-grade Halo Gamma "This neural boost has been modified by Angel scientists for use by their elite officers.
Primary Effect: +2 Bonus to Willpower
Secondary Effect: 1.75% reduction in ship's signature radius
Set Effect: 10% bonus to the strength of all Halo implant secondary effects"
22118 Low-grade Halo Omega "This implant does nothing in and of itself, but when used in conjunction with other Halo implants it will boost their effect.
25% bonus to the strength of all Halo implant secondary effects."
22119 Low-grade Slave Alpha "This ocular filter has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +2 bonus to Perception
Secondary Effect: 1% bonus to armor HP
Set Effect: 10% bonus to the strength of all Slave implant secondary effects"
22120 Low-grade Slave Beta "This memory augmentation has been modified by Sansha scientists for use by their elite officers.
Primary Effect: +2 bonus to Memory
Secondary Effect: 2% bonus to armor HP
Set Effect: 10% bonus to the strength of all Slave implant secondary effects"
22121 Low-grade Slave Delta "This cybernetic subprocessor has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +2 bonus to Intelligence
Secondary Effect: 4% bonus to armor HP
Set Effect: 10% bonus to the strength of all Slave implant secondary effects"
22122 Low-grade Slave Epsilon "This social adaption chip has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +2 bonus to Charisma
Secondary Effect: 5% bonus to armor HP
Set Effect: 10% bonus to the strength of all Slave implant secondary effects"
22123 Low-grade Slave Gamma "This neural boost has been modified by Sanshas scientists for use by their elite officers.
Primary Effect: +2 bonus to Willpower
Secondary Effect: 3% bonus to armor HP
Set Effect: 10% bonus to the strength of all Slave implant secondary effects"
22124 Low-grade Slave Omega "This implant does nothing in and of itself, but when used in conjunction with other Slave implants it will boost their effect.
25% bonus to the strength of all Slave implant secondary effects."
22125 Low-grade Snake Alpha "This ocular filter has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Perception
Secondary Effect: 0.5% bonus to maximum velocity
Set Effect: 10% bonus to the strength of all Snake implant secondary effects"
22126 Low-grade Snake Beta "This memory augmentation has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Memory
Secondary Effect: 0.625% bonus to maximum velocity
Set Effect: 10% bonus to the strength of all Snake implant secondary effects"
22127 Low-grade Snake Delta "This cybernetic subprocessor has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Intelligence
Secondary Effect: 0.875% bonus to maximum velocity
Set Effect: 10% bonus to the strength of all Snake implant secondary effects"
22128 Low-grade Snake Epsilon "This social adaption chip has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Charisma
Secondary Effect: 1% bonus to maximum velocity
Set Effect: 10% bonus to the strength of all Snake implant secondary effects"
22129 Low-grade Snake Gamma "This neural boost has been modified by Serpentis scientists for use by their elite smugglers.
Primary Effect: +2 bonus to Willpower
Secondary Effect: 0.75% bonus to maximum velocity
Set Effect: 10% bonus to the strength of all Snake implant secondary effects"
22130 Low-grade Snake Omega "This implant does nothing in and of itself, but when used in conjunction with other Snake implants it will boost their effect.
150% bonus to the strength of all Snake implant secondary effects."
22131 Low-grade Talisman Alpha "This ocular filter has been modified by Blood Raider scientists for use by their elite officers.
Primary Effect: +2 bonus to Perception
Secondary Effect: 1% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 10% bonus to the strength of all Talisman implant secondary effects"
22133 Low-grade Talisman Beta "This memory augmentation has been modified by Blood Raider scientists for use by their elite officers.
Primary Effect: +2 bonus to Memory
Secondary Effect: 2% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 10% bonus to the strength of all Talisman implant secondary effects"
22134 Low-grade Talisman Delta "This cybernetic subprocessor has been modified by Blood Raider scientists for use by their elite officers.
Primary Effect: +2 bonus to Intelligence
Secondary Effect: 4% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 10% bonus to the strength of all Talisman implant secondary effects"
22135 Low-grade Talisman Epsilon "This social adaption chip has been modified by Blood Raider scientists for use by their elite officers.
Primary Effect: +2 bonus to Charisma
Secondary Effect: 5% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 10% bonus to the strength of all Talisman implant secondary effects"
22136 Low-grade Talisman Gamma "This neural boost has been modified by Blood Raider scientists for use by their elite officers.
Primary Effect: +2 bonus to Willpower
Secondary Effect: 3% reduction in the duration of modules requiring the Energy Emission Systems skill
Set Effect: 10% bonus to the strength of all Talisman implant secondary effects"
22137 Low-grade Talisman Omega "This implant does nothing in and of itself, but when used in conjunction with other Talisman implants it will boost their effect.
25% bonus to the strength of all Talisman implant secondary effects."
22138 Minmatar Prison_Mission This rat-infested prison is being closely guarded by Maru personnel.
22139 Kardimo Palettan A member of Ekdit Spitek's census gathering team.
22140 Tri-Vitoc The Tri-Vitoc is an offshoot of the infamous Vitoc drug used by the Amarrians to control their most precious slaves. Yet, Tri-Vitoc is not an Amarrian design, but a Gallentean one, a futile attempt at developing an antidote for Vitoc. Tri-Vitoc has much the same effects as normal Vitoc, but is also known to heighten the senses, even to the point of causing hallucinations.
22141 Finger Bone Finger bone, taken from the body of a pirate.
22142 Prophecy Virus The latest doomsday prophecies of the Blind Muse in a plug-and-play format.
22143 Freed Pet Slaves These former pet slaves have been cleansed of their Vitoc dependency. But the trauma of what they had to endure while in captivity still haunts them.
22144 Sadry Damoklet's Head Decapitated head of Sadry Damoklet, an Amarrian Holder of such notorious perversity that he was exiled from the Empire.
22145 Refitted Bestower This Bestower-class industrial is currently undergoing maintenance. This particular vessel has been greatly modified and set up as a covert pleasure barge.
22146 Forged Waypoint Logs Logs made to look like official imperial documents giving certain waypoint settings.
22148 Searcher Drone_MISSION Spawn Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
22149 Searcher Drone's Memory Chip A small wafer of semiconductor material that forms the base for an integrated circuit.
22150 Ship Wreckage3 The mangled wreck floats motionless in space, surrounded with a field of scorched debris.
22151 Yttora's Corpse The corpse of an Urban Management census taker.
22152 ID Card Generator Generates fake ID's for those who wish to avoid detection by CONCORD.
22153 Ketta Tommin This is a commander of the Maru Rebels.
22154 Choiji the Vanquisher One of the most feared combatants in this part of the world, Choiji is rumored to be the cousin of legendary pirate leader Korako "The Rabbit" Kosakami. Many a hero has fallen to this bandit's deadly cannons. Threat level: Extreme
22155 Sispur's Security Camera Logs These security camera digital recordings date back a few weeks, mainly portraying the coming and goings of personnel on Sispur's Estate.
22156 Sispur Estate Control Tower "The Matari aren't really that high-tech, preferring speed rather then firepower or involved technology. Unfortunately that doesn't apply very well to stationary objects, much to the liking of the Amarr Empire.
Amarrians call it a scrapheap of epic proportions. But don't underestimate these structures. Minmatar commanders usually have the last laugh when it comes to combat."
22157 Sispur Estate Keycard This keycard will activate the acceleration gate leading into Sispur's Estate.
22158 Damaged Portal Part of a mysterious portal that has long since malfunctioned.
22159 Mysterious Portal Parts Parts from a mysterious portal built by an unknown entity long ago. Looks human made, though.
22160 Famon Gurch Famon is a well known peddler of contraband goods within the Republic.
22161 Gisti Repair Station This is an Angel operated repair unit charged with cleaning and fixing the old citadel.
22162 Runic Tablet This tablet is covered in intricate runic signs, totally beyond comprehension. It looks sinister, though.
22163 Patrenn's Stash This crate contains a backup of Sifor Patrenn's research material.
22164 Navy Issue Amplifier An electronic device that generates and amplifies a carrier wave, modulates it with a meaningful signal derived from speech or other sources, and radiates the resulting signal from an antenna.
22165 Custom-made Antenna A huge antenna designed for use in zero gravity.
22166 Portable Power Generator Small generator capable of powering up a small space installation.
22167 Broken Science Equipment Left-over equipment from this abandoned research lab. It's badly damaged and probably contaminated.
22168 Republic Navy Container The bolted container drifts silently amongst the stars, giving no hint to what treasures it may hide.
22171 Angel Scavenger This is a hostile pirate vessel. Threat level: Deadly
22172 TEST Drone Skill Test Drone Skill, should give a lot of shields to a drone.
22173 The Infiltrator A mysterious figure of Minmatar ancestry.
22174 Blue Box Small, sealed box. A single socket connects it to the outside world.
22175 Data Analyzer I A Hacking system used to override electronic security systems.
22176 Data Analyzer I Blueprint
22177 Relic Analyzer I An archaeology system used to analyze and search ancient ruins.
22178 Relic Analyzer I Blueprint
22179 Apheta Zenakon's Rifter A Rifter piloted by an agent.
22180 Hakno Lekan's Rifter A Rifter piloted by an agent.
22181 Jachael Menson's Rifter A Rifter piloted by an agent.
22182 Barou Lardoss's Iteron This a Iteron V-class industrial.
22184 Gallente Miner The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although the Atron is a good harvester when it comes to mining, its main ability is as a combat vessel. It is sometimes used by the Gallente Navy and is generally considered an expendable low-cost craft.
22185 Cosmos Tristan A Tristan piloted by an agent.
22186 Wenda Lamort A Tristan piloted by an agent.
22187 Jaak Rozake A Tristan piloted by an agent.
22188 Beteux Maron A Tristan piloted by an agent.
22189 Cosmos Punisher A Punisher piloted by an agent.
22190 Demi Lazerus's Punisher A Punisher piloted by an agent.
22191 Nikmar Jyran's Punisher A Punisher piloted by an agent.
22192 Taspar Zolankor's Punisher A Punisher piloted by an agent.
22193 Cosmos Kestrel A Kestrel piloted by an agent.
22194 Minmatar Republic Narcotic Officer's Tag This tag belonged to a narcotics officer working for the Minmatar Republic. These can often be found working in the Ani constellation, trying to uncover the secrets of the various drug-cartels working there.
22195 Peeta Waikon's Kestrel A Kestrel piloted by an agent.
22196 Rokuza Taman's Kestrel A Kestrel piloted by an agent.
22197 Vaktan Sido's Kestrel A Kestrel piloted by an agent.
22201 Uni-Dimensional Algorithm Code This intriguing code is filled with unfamiliar mathematical algorithms. What little can be discerned is that it can be used to activate a certain acceleration gate. It has a built-in recalibration code that makes it a one-use only passkey.
22203 Angel Drug Addict Tag This tag was carried by an Angel Cartel drug addict.
22204 Red Hammer's Personal Effects These are the personal effects of a drug addict who goes by the nickname Red Hammer.
22205 Godun Sakt's Diamond Drill This Diamond Drill belongs to a man named Godun Sakt. Stored in a small box to avoid damage, this item is extremely valuable in the right hands.
22206 Blood Sample A blood sample given by one of the infected people inhabiting the Ani constellation. Avoid coming close or you might catch the disease yourself.
22207 Analyzed Blood Sample This blood sample is infected with the deadly Alobe virus.
22208 Prostitute An individual who provides sexual services in exchange for currency.
22209 Refugee A person who has fled from their home because of war, political oppression or religious persecution.
22210 Cloned SOE officer This is the clone of an officer who previously worked for the Sisters of Eve. It has a strange mind-controlling implant inserted.
22211 Angel Cartel Computer Hardware Modified, overclocked and hacked are the trademarks of the Angel Cartel hardware designers. These components are superior to most other computer systems.
22214 Godun Sakt's Questionable Holoreel What is on this holoreel? Only its owner, Godun Sakt, can tell.
22217 Strange Construction Blocks These construction blocks feel lighter than normal. Perhaps they are hollow on the inside?
22218 Drug Delivery Package These illegal substances are encased in a special magnetically sealed container so the Empire's security forces cannot detect them.
22219 Replacement Laboratory Equipment These basic elements of all electronic hardware are sought out by those who require spare parts in their hardware. These specific parts are intended for repair and maintenance of a laboratory.
22220 Mind-Altering Drugs Inhaling this once can make a person's brain unable to function like it should. One becomes submissive to others and some even lose the will to live. Most addicts end up committing suicide.
22221 Cosmos Scorpion A Scorpion piloted by an agent.
22222 Classified Report - Station Defenses These encoded reports may mean little to the untrained eye, but can prove valuable to the relevant institution.
22223 Guristas Officer's Quarters_Mission_Spy Stash The highest ranking personnel within this deadspace pocket reside here.
22225 Sleeper Data Storage This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
22226 Sleeper Debris Piece This floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more.
22227 Armored Warfare Link - Rapid Repair I "Increases the speed of the fleet's personal and targeted armor repair systems.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
22228 Siege Warfare Link - Shield Efficiency I "Reduces the capacitor need of the fleet's shield boosters and shield transporters.
Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Notes: The Fleet bonus only works if you are the assigned fleet booster. This module cannot activate inside a starbase forcefield."
22229 Ice Harvester II A unit used to extract valuable materials from ice asteroids. Used on Mining barges and Exhumers.
22230 Ice Harvester II Blueprint
22231 Recruitment Center Data Log These data logs contain information on the comings and goings of all new recruits stationed in Fluekele, as well as messages sent to and from the control tower in the recruitment center.
22232 Angel Information Center This station is a center of information for the Angel Cartel. Here, they store and filter all the data gathered by their agents throughout the constellation. It also acts as a place of recreation and relaxation for all cartel members in the area.
22233 Vanir Makono This is a Thukker Tribe envoy to the Angel Cartel base in Inder.
22234 Vanir Makono's DNA A DNA sample taken from the Thukker Tribe pirate, Vanir Makono.
22235 Red Hammer This drug-addict goes by the name of Red Hammer, he is wanted by various factions.
22236 Angel Drug Addict This is a hostile pirate vessel. Threat level: Very high
22237 Angel Thief This is a hostile pirate vessel. Threat level: Deadly
22238 Minmatar Republic Narcotics Officer 3rd Rank This is a narcotics officer working for the Minmatar Republic.
22239 Minmatar Republic Narcotics Officer 2nd Rank This is a narcotics officer working for the Minmatar Republic.
22240 Minmatar Republic Narcotics Officer 1st Rank This is a narcotics officer working for the Minmatar Republic.
22241 Deserted Nefantar Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel. Deserted years ago by the Nefantar tribe, this bunker is now used as storage by the Angel Cartel.
22242 Capital Ship Construction Skill at the construction of capital ships.
22246 Minmatar Republic Narcotics Deputy This is a hostile pirate vessel. Threat level: Deadly
22247 Nefantar Debris_Mission This Floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more
22248 Ancient Nefantar Sculpture
22249 Lagaster Malotoff's Tag This Angel Cartel insignia may prove valuable if turned in at the proper authorities.
22250 Lagaster Malotoff This is the commander of the Gist fleet in the Minmatar Military Depot. Threat level: Deadly
22253 Rekker Malkun The Maller is the largest cruiser class used by the Amarrians. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches. In the Amarr Imperial Navy, the Maller is commonly used as the spearhead for large military operations.
22254 Rekker's Keycard This security passcard is manufactured by the Minmatar Fleet and allows the user to unlock a specific acceleration gate to another sector. The gate will remain open for a short period of time and the keycard will be rendered useless after uploading the card's data to the gate's activation device.
22255 COSMOS Amarr Seeker
22256 COSMOS Amarr Collector
22257 COSMOS Amarr Engraver
22258 COSMOS Amarr Archon
22259 COSMOS Amarr Templar
22260 COSMOS Amarr Shade This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22261 COSMOS Amarr Phantom This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22262 COSMOS Amarr Arch Engraver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
22263 COSMOS Amarr Revenant This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22264 COSMOS Amarr Arch Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22265 COSMOS Amarr Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22266 COSMOS Amarr Shadow Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22267 COSMOS Amarr Dark Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22268 COSMOS Amarr Harbinger This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22269 COSMOS Amarr Patriarch This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22270 COSMOS Amarr Gamma II Support Frigate
22271 COSMOS Amarr Jakar
22272 COSMOS Amarr Maller
22273 Kurzon General
22276 Kyan Magdesh
22277 Kyan Magdesh's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the Mordu's mercenary, Kyan Magdesh."
22280 COSMOS Strain Matriarch Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
22281 COSMOS Strain Domination Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
22282 COSMOS Strain Spearhead Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
22283 COSMOS Viral Infector Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
22284 COSMOS Marauder Drone
22285 COSMOS Ripper Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High
22288 Angel Cartel Scanner Data A small wafer of semiconductor material that forms the base for an integrated circuit.
22289 Scanner Tower This huge telescope contains fragile but advanced sensory equipment.
22291 Ballistic Control System II "A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectiveness and lethality.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22292 Ballistic Control System II Blueprint
22293 Talocan Data Storage This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
22294 Talocan Debris Piece This Floating piece of debris looks like it might be of some value to the right person
22295 Ancient Ciphering Totem This intriguing code is filled with unfamiliar mathematical algorithms. What little can be discerned is that it can be used to activate a certain acceleration gate. It has a built-in recalibration code that makes it a one-use only passkey.
22296 Blood Raider Logistics Outpost
22297 Blood Raider Military Outpost
22298 Blood Raider Trading Outpost
22299 Armored Warfare Link - Damage Control I Blueprint
22300 Armored Warfare Link - Passive Defense I Blueprint
22301 Armored Warfare Link - Rapid Repair I Blueprint
22302 Command Processor I Blueprint
22303 Information Warfare Link - Electronic Superiority I Blueprint
22304 Information Warfare Link - Recon Operation I Blueprint
22305 Information Warfare Link - Sensor Integrity I Blueprint
22306 Siege Warfare Link - Shield Harmonizing I Blueprint
22307 Siege Warfare Link - Active Shielding I Blueprint
22308 Siege Warfare Link - Shield Efficiency I Blueprint
22309 Skirmish Warfare Link - Evasive Maneuvers I Blueprint
22310 Skirmish Warfare Link - Interdiction Maneuvers I Blueprint
22311 Skirmish Warfare Link - Rapid Deployment I Blueprint
22315 Encoded RSS Brief This encoded brief may mean little to the untrained eye, but can prove valuable to the relevant institution.
22316 Nanom Basskel Nanom Basskel, human trafficker and lady of the night.
22317 Nanom Basskel's Ship Logs Logs providing information about the location of an illegal slave trading hideout.
22318 Angel Hardware Storage This is where the Angel Cartel stores its computer hardware.
22319 Viljanen's Heron "A Heron piloted by an agent.
Missions:
Mini-Profession related
"
22320 Brothel The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe.
22321 Grace Tarsis Grace Tarsis is a tremendously skilled martial artist.
22322 Gerno Babalu
22324 Draben Kuvakei This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22325 'Daemon' Data Analyzer I A Hacking system used to override electronic security systems.
22326 'Daemon' Data Analyzer I Blueprint
22327 'Codex' Data Analyzer I A Hacking system used to override electronic security systems.
22328 'Codex' Data Analyzer I Blueprint
22329 'Alpha' Data Analyzer I A Hacking system used to override electronic security systems.
22330 'Alpha' Data Analyzer I Blueprint
22331 'Libram' Data Analyzer I A Hacking system used to override electronic security systems.
22332 'Libram' Data Analyzer I Blueprint
22333 Talocan Data Analyzer I A Hacking system used to override electronic security systems.
22335 Sleeper Data Analyzer I A Hacking system used to override electronic security systems.
22337 Terran Data Analyzer I A Hacking system used to override electronic security systems.
22339 Tetrimon Data Analyzer I A Hacking system used to override electronic security systems.
22343 Nefantar_Debris_Mission2 This damaged hunk of machinery could once have been a part of a powerplant or relay station.
22390 Nikmar Jyran's Retribution A Retribution piloted by an agent.
22391 Taspar Zolankor's Retribution A Retribution piloted by an agent.
22428 Redeemer "Name: Redeemer
Hull: Armageddon Class
Role: Black Ops
Black Ops battleships are designed for infiltration and espionage behind enemy lines. With the use of a short-range jump drive and a portal generator, they are capable of making a special type of jump portal usable only by covert ops vessels. This enables them to stealthily plant reconnaissance and espionage forces in enemy territory. For the final word in clandestine maneuvers, look no further.
Developer: Viziam
Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.
Amarr Battleship Skill Bonus: 10% reduction in large energy turret capacitor use and 5% bonus to large energy turret rate of fire per level
Black Ops Skill Bonus: 7.5% bonus to large energy turret tracking and multiplies the cloaked velocity by 125% per level
Note: can fit Covert Cynosural Field Generators and Covert Jump Portal Generators. No targeting delay after decloaking. Cloak reactivation delay reduced to 5 seconds."
22429 Redeemer Blueprint
22430 Sin "Name: Sin
Hull: Dominix Class
Role: Black Ops
Black Ops battleships are designed for infiltration and espionage behind enemy lines. With the use of a short-range jump drive and a portal generator, they are capable of making a special type of jump portal usable only by covert ops vessels. This enables them to stealthily plant reconnaissance and espionage forces in enemy territory. For the final word in clandestine maneuvers, look no further.
Developer: CreoDron
As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Sin can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Skill Bonus: 5% bonus to large hybrid turret damage and 10% bonus to drone hit points and damage per skill level
Black Ops Skill Bonus: 5% bonus to agility and multiplies the cloaked velocity by 125% per level
Note: can fit Covert Cynosural Field Generators and Covert Jump Portal Generators. No targeting delay after decloaking. Cloak reactivation delay reduced to 5 seconds."
22431 Sin Blueprint
22436 Widow "Name: Widow
Hull: Scorpion Class
Role: Black Ops
Black Ops battleships are designed for infiltration and espionage behind enemy lines. With the use of a short-range jump drive and a portal generator, they are capable of making a special type of jump portal usable only by covert ops vessels. This enables them to stealthily plant reconnaissance and espionage forces in enemy territory. For the final word in clandestine maneuvers, look no further.
Developer: Kaalakiota
As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Caldari Battleship Skill Bonus: 5% bonus to Cruise Missile Launcher, Rapid Heavy Missile Launcher and Torpedo Launcher rate of fire and 10% bonus to cruise missile and torpedo velocity per level
Black Ops Skill Bonus: 30% bonus to ECM target jammer strength and multiplies the cloaked velocity by 125% per level
Note: can fit Covert Cynosural Field Generators and Covert Jump Portal Generators. No targeting delay after decloaking. Cloak reactivation delay reduced to 5 seconds."
22437 Widow Blueprint
22440 Panther "Name: Panther
Hull: Typhoon Class
Role: Black Ops
Black Ops battleships are designed for infiltration and espionage behind enemy lines. With the use of a short-range jump drive and a portal generator, they are capable of making a special type of jump portal usable only by covert ops vessels. This enables them to stealthily plant reconnaissance and espionage forces in enemy territory. For the final word in clandestine maneuvers, look no further.
Developer: Thukker Mix
The Thukkers generally favor speed and offensive power over defensive capability. While many of them could be said to lack technological innovation, Thukker Mix vessels are invariably the swiftest and most agile of their kind.
Minmatar Battleship Skill Bonus: 5% bonus to large projectile turret rate of fire and 5% bonus to large projectile turret damage per level
Black Ops Skill Bonus: 5% bonus to velocity and multiplies the cloaked velocity by 125% per level
Note: can fit Covert Cynosural Field Generators and Covert Jump Portal Generators. No targeting delay after decloaking. Cloak reactivation delay reduced to 5 seconds."
22441 Panther Blueprint
22442 Eos "Name: Eos
Hull: Myrmidon
Role: Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: CreoDron
As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Eos can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battlecruiser skill bonus per level:
10% bonus to drone hitpoints and damage dealt by drones
7.5% bonus to Armor Repairer effectiveness per level
Command Ships skill bonus per level:
7.5% bonus to Heavy Drone tracking speed and microwarp velocity
7.5% bonus to Medium Hybrid Turret tracking speed
3% bonus to the strength of Armored Warfare and Skirmish Warfare links
Role Bonus:
Can use 3 Warfare Link modules simultaneously. "
22443 Eos Blueprint
22444 Sleipnir "Name: Sleipnir
Hull: Hurricane
Role: Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Boundless Creation
Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battlecruiser skill bonus per level:
10% bonus to Medium Projectile Turret damage
7.5% bonus to Shield Booster effectiveness
Command Ships skill bonus per level:
10% bonus to Medium Projectile Turret damage
10% bonus to Medium Projectile Turret falloff
3% bonus to the strength of Siege Warfare and Skirmish Warfare links
Role Bonus:
Can use 3 Warfare Link modules simultaneously. "
22445 Sleipnir Blueprint
22446 Vulture "Name: Vulture
Hull: Ferox
Role: Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Ishukone
Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battlecruiser skill bonus per level:
10% bonus to Medium Hybrid Turret optimal range
4% bonus to all shield resistances
Command Ships skill bonus per level:
10% bonus to Medium Hybrid Turret optimal range
10% bonus to Medium Hybrid Turret damage
3% bonus to the strength of Siege Warfare and Information Warfare links
Role Bonus:
Can use 3 Warfare Link modules simultaneously."
22447 Vulture Blueprint
22448 Absolution "Name: Absolution
Hull: Harbinger
Role: Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Carthum Conglomerate
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battlecruiser skill bonus per level:
10% reduction in Medium Energy Turret capacitor use
4% bonus to all armor resistances
Command Ships skill bonus per level:
10% bonus to Medium Energy Turret damage
5% bonus to Medium Energy Turret rate of fire
3% bonus to the strength of Armored Warfare and Information Warfare links
Role Bonus:
Can use 3 Warfare Link modules simultaneously."
22449 Absolution Blueprint
22452 Heretic "Name: Heretic
Hull: Coercer
Role: Interdictor
Interdictors are destroyer-sized vessels built to fill a single important tactical niche: the breaching of enemy warp tunnels. Capable of launching warp-disrupting interdiction spheres, interdictors are of great value in locations of strategic importance where enemy movement must be restricted. Additionally, much like their destroyer-class progenitors, they are well-suited to offensive strikes against frigate-sized craft.
Developer: Khanid Innovations
In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Destroyer skill bonus per level:
10% bonus to Rocket and Light Missile velocity
5% bonus to Rocket and Light Missile damage
Interdictors skill bonus per level:
4% bonus to armor resistances
10% reduction in microwarpdrive signature radius penalty
Role Bonus:
Can fit Interdiction Sphere Launchers"
22453 Heretic Blueprint
22456 Sabre "Name: Sabre
Hull: Thrasher
Role: Interdictor
Interdictors are destroyer-sized vessels built to fill a single important tactical niche: the breaching of enemy warp tunnels. Capable of launching warp-disrupting interdiction spheres, interdictors are of great value in locations of strategic importance where enemy movement must be restricted. Additionally, much like their destroyer-class progenitors, they are well-suited to offensive strikes against frigate-sized craft.
Developer: Core Complexion
Core Complexion's ships are unusual in that they favor electronics and defense over the ""lots of guns"" approach traditionally favored by the Minmatar.
Minmatar Destroyer skill bonus per level:
5% bonus to Small Projectile Turret damage
10% bonus to Small Projectile Turret tracking speed
Interdictors skill bonus per level:
10% bonus to Small Projectile Turret falloff
10% reduction in microwarpdrive signature radius penalty
Role Bonus:
Can fit Interdiction Sphere Launchers on the ship"
22457 Sabre Blueprint
22460 Eris "Name: Eris
Hull: Catalyst
Role: Interdictor
Interdictors are destroyer-sized vessels built to fill a single important tactical niche: the breaching of enemy warp tunnels. Capable of launching warp-disrupting interdiction spheres, interdictors are of great value in locations of strategic importance where enemy movement must be restricted. Additionally, much like their destroyer-class progenitors, they are well-suited to offensive strikes against frigate-sized craft.
Developer: Roden Shipyards
Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than that of their competitors'.
Gallente Destroyer skill bonus per level:
10% bonus to Small Hybrid Turret optimal range
10% bonus to Small Hybrid Turret tracking
Interdictors skill bonus per level:
5% bonus to Small Hybrid Turret damage
10% reduction in microwarpdrive signature radius penalty
Role Bonus:
Can fit Interdiction Sphere Launchers"
22461 Eris Blueprint
22464 Flycatcher "Name: Flycatcher
Hull: Cormorant
Role: Interdictor
Interdictors are destroyer-sized vessels built to fill a single important tactical niche: the breaching of enemy warp tunnels. Capable of launching warp-disrupting interdiction spheres, interdictors are of great value in locations of strategic importance where enemy movement must be restricted. Additionally, much like their destroyer-class progenitors, they are well-suited to offensive strikes against frigate-sized craft.
Developer: Kaalakiota
As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Caldari Destroyer skill bonus per level:
5% bonus to Rocket and Light Missile explosion radius
10% bonus to Rocket and Light Missile Velocity
Interdictors skill bonus per level:
10% bonus to Rocket and Light Missile kinetic damage
10% reduction in microwarpdrive signature radius penalty
Role Bonus:
Can fit Interdiction Sphere Launchers"
22465 Flycatcher Blueprint
22466 Astarte "Name: Astarte
Hull: Brutix
Role: Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Duvolle Labs
Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battlecruiser skill bonus per level:
7.5% bonus to Medium Hybrid Turret damage
7.5% bonus to Armor Repairer effectiveness
Command Ships skill bonus per level:
7.5% bonus to Medium Hybrid Turret rate of fire
10% bonus to Medium Hybrid turret falloff
3% bonus to the strength of Armored Warfare and Skirmish Warfare links
Role Bonus:
Can use 3 Warfare Link modules simultaneously. "
22467 Astarte Blueprint
22468 Claymore "Name: Claymore
Hull: Cyclone
Role: Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Core Complexion Inc.
Core Complexion's ships are unusual in that they favor electronics and defense over the ""lots of guns"" approach traditionally favored by the Minmatar.
Minmatar Battlecruiser skill bonus per level:
5% bonus to Heavy Assault Missile Launcher and Heavy Missile Launcher rate of fire
7.5% bonus to Shield Booster effectiveness
Command Ships skill bonus per level:
5% bonus to Heavy Assault Missile Launcher and Heavy Missile Launcher rate of fire
5% bonus to Heavy Assault and Heavy Missile explosion velocity
3% bonus to the strength of Siege Warfare and Skirmish Warfare links
Role Bonus:
Can use 3 Warfare Link modules simultaneously."
22469 Claymore Blueprint
22470 Nighthawk "Name: Nighthawk
Hull: Drake
Role: Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Kaalakiota
As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Caldari Battlecruiser skill bonus per level:
7.5% bonus to Heavy Assault and Heavy Missile Kinetic damage
4% bonus to all shield resistances
Command Ships skill bonus per level:
7.5% bonus to Heavy Assault Missile Launcher and Heavy Missile Launcher rate of fire
5% bonus to Heavy Assault and Heavy Missile explosion radius
3% bonus to the strength of Siege Warfare and Information Warfare links
Role Bonus:
Can use 3 Warfare Link modules simultaneously. "
22471 Nighthawk Blueprint
22474 Damnation "Name: Damnation
Hull: Prophecy
Role: Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Khanid Innovation
In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battlecruiser skill bonus per level:
10% bonus to Heavy Assault Missile and Heavy Missile velocity
4% bonus to all armor resistances
Command Ships skill bonus per level:
10% bonus to armor hitpoints
10% bonus to Heavy Assault Missile and Heavy Missile damage
3% bonus to the strength of Armored Warfare and Information Warfare links.
Role Bonus:
Can use 3 Warfare Link modules simultaneously. "
22475 Damnation Blueprint
22476 Warp Prohibitor I Disrupts the target ship's navigation computer which prevents it from warping.
22477 Warp Prohibitor I Blueprint
22494 Utrainen's Reports These encoded reports may mean little to the untrained eye, but can prove valuable to the relevant institution.
22534 Inherent Implants 'Highwall' Mining MX-1003 "A neural Interface upgrade that boosts the pilot's skill at mining.
3% bonus to mining yield."
22535 Inherent Implants 'Highwall' Mining MX-1005 "A neural Interface upgrade that boosts the pilot's skill at mining.
5% bonus to mining yield."
22536 Mining Foreman Basic proficiency at coordinating mining operations. Grants a 2% bonus to fleet members' mining yield per level.
Note: The fleet bonus only works if you are the assigned fleet booster and fleet members are in space within the same solar system
22537 Ore compression thingie Increases cargo hold capacity.
22541 Mining Drone Specialization Advanced proficiency at controlling mining drones. 3% Bonus to mining drone yield.
22542 Mining Laser Upgrade I Increases the yield on mining lasers, but causes them to use up more CPU.
22543 Mining Laser Upgrade I Blueprint
22544 Hulk "The Hulk is a mining barge with superb mining yield.
Traits
Mining Barge skill bonus per level:
3% bonus to Strip Miner yield
4% bonus to all shield resistances
Exhumers skill bonus per level:
3% bonus to Strip Miner yield
4% reduction in Ice Harvester duration
Development
The exhumer is the second generation of mining vessels created by ORE. Exhumers, like their mining barge cousins, were each created to excel at a specific function, the Hulk's being mining yield. The additional yield comes at a price, as the Hulk has weaker defenses and a smaller ore bay than the other exhumers.
Exhumers are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules."
22545 Hulk Blueprint
22546 Skiff "The Skiff is an exhumer with exceptional defensive capabilities.
Traits
Mining Barge skill bonus per level:
5% bonus to shield hit points
4% bonus to all shield resistances
Exhumers skill bonus per level:
1% bonus to Strip Miner yield
1% reduction in Ice Harvester duration
Role Bonus:
200% bonus to Strip Miner yield
66.66% reduction in Ice Harvester Duration and capacitor use
Development
The exhumer is the second generation of mining vessels created by ORE. Exhumers, like their mining barge cousins, were each created to excel at a specific function, the Skiff's being durability. With that in mind, the designers could only make space to fit one mining or ice harvesting module. To mitigate the effect this would have on its mining output, they came up with a unique loading system that allows this one module to work at triple efficiency.
Exhumers are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules."
22547 Skiff Blueprint
22548 Mackinaw "The Mackinaw is an exhumer with an extensive ore bay.
Traits
Mining Barge skill bonus per level:
5% bonus to ore hold capacity
4% bonus to all shield resistances
Exhumers skill bonus per level:
1% bonus to Strip Miner yield
1% reduction in Ice Harvester duration
Role Bonus:
50% bonus to Strip Miner yield
33.33% reduction in Ice Harvester Duration and capacitor use
Development
The exhumer is the second generation of mining vessels created by ORE. Exhumers, like their mining barge cousins, were each created to excel at a specific function, the Mackinaw's being storage. Although it only has space to fit two mining or ice harvesting modules, a fast loading system allows those two module to do the work of three modules.
Exhumers are equipped with electronic subsystems specifically designed to accommodate Strip Mining and Ice Harvesting modules."
22549 Mackinaw Blueprint
22551 Exhumers Skill for the operation of elite mining barges. Can not be trained on Trial Accounts.
22552 Mining Director Advanced proficiency at group mining. Boosts the effectiveness of mining foreman link modules by 20% per skill level.
22553 Mining Foreman Link - Harvester Capacitor Efficiency I "Decreases the capacitor need of mining lasers, gas harvesters and ice harvesters.
Foreman Links are dedicated mining operation systems designed to assist foremen in coordinating their operations.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Note: The Fleet bonus only works if you are the assigned fleet booster."
22554 Mining Foreman Link - Harvester Capacitor Efficiency I Blueprint
22555 Mining Foreman Link - Mining Laser Field Enhancement I "Increases the range of the fleet's mining lasers, gas harvesters and ice harvesters.
Foreman Links are dedicated mining operation systems designed to assist foremen in coordinating their operations.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Note: The Fleet bonus only works if you are the assigned fleet booster."
22556 Mining Foreman Link - Mining Laser Field Enhancement I Blueprint
22557 Mining Foreman Link - Laser Optimization I "Decreases mining laser, gas harvester and ice harvester duration.
Foreman Links are dedicated mining operation systems designed to assist foremen in coordinating their operations.
While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.
Note: The Fleet bonus only works if you are the assigned fleet booster."
22558 Mining Foreman Link - Laser Optimization I Blueprint
22559 Mining Foreman Mindlink "This advanced interface link drastically improves a commander's Mining Foreman ability by directly linking to the mining laser interfaces of all ships in the fleet.
25% increase to the command bonus of Mining Foreman Link modules.
Replaces Mining Foreman skill bonus with fixed 15% mining yield bonus.
"
22564 True Sansha Rocket Launcher A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.
22565 True Sansha Light Missile Launcher "Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
"
22566 True Sansha Rapid Light Missile Launcher Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
22567 True Sansha Heavy Missile Launcher Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.
22568 True Sansha Cruise Missile Launcher A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
22569 True Sansha Torpedo Launcher A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.
22570 Inherent Implants 'Yeti' Ice Harvesting IH-1003 "A neural Interface upgrade that boosts the pilot's skill at mining ice.
3% decrease in ice harvester cycle time."
22571 Inherent Implants 'Yeti' Ice Harvesting IH-1005 "A neural Interface upgrade that boosts the pilot's skill at mining ice.
5% decrease in ice harvester cycle time."
22572 Praetor EV-900 Energy Neutralizer Drone
22573 Praetor EV-900 Blueprint
22574 Warp Scrambling Drone Warp Scrambling Drone
22576 Ice Harvester Upgrade I Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
22577 Ice Harvester Upgrade I Blueprint
22578 Mining Upgrades Skill at using mining upgrades. 5% reduction per skill level in CPU penalty of mining upgrade modules.
22609 Erin Mining Laser Upgrade Increases the yield on mining lasers, but causes them to use up more CPU.
22611 Elara Mining Laser Upgrade Increases the yield on mining lasers, but causes them to use up more CPU.
22613 Carpo Mining Laser Upgrade Increases the yield on mining lasers, but causes them to use up more CPU.
22615 Aoede Mining Laser Upgrade Increases the yield on mining lasers, but causes them to use up more CPU.
22617 Crisium Ice Harvester Upgrade Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
22619 Frigoris Ice Harvester Upgrade Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
22621 Anguis Ice Harvester Upgrade Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
22623 Ingenii Ice Harvester Upgrade Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
22625 Kaiko Maina (Merlin) A Merlin piloted by an agent.
22629 Emma Tharkin (MOA) A Moa piloted by an agent.
22630 Zoun Makui (Scorpion) A Scorpion piloted by an agent.
22631 Mutama Czeik's Rifter A Rifter piloted by an agent.
22632 Thora Desto's Rupture A Rupture piloted by an agent.
22633 Makor Desto's Tempest A Tempest piloted by an agent.
22634 Medium Biochemical Reactor Array "An arena for various different substances to mix and match. The Biochemical Reactor Array is where biochemical processes take place that can turn a simple element into a complex chemical.
The Medium Biochemical Reactor array may only contain simple biochemical reactions."
22635 Jordan Usquen's Tristan A Tristan piloted by an agent.
22636 Cosmos Celestis A Celestis piloted by an agent.
22637 Babalu Wrezka's Celestis A Celestis piloted by an agent.
22638 Cosmos Dominix A Dominix piloted by an agent.
22639 Timmothy Sawyr's Dominix A Dominix piloted by an agent.
22640 Mandor Neek's Punisher An Punisher piloted by an agent.
22641 Jeeta Neek's Omen An Omen piloted by an agent.
22642 Cosmos Armageddon An Armageddon piloted by an agent.
22643 Zaestra Kuramor's Armageddon An Armageddon piloted by an agent.
22644 Skami Zarton's Dramiel A Dramiel piloted by an agent.
22645 Numa Fashit's Cynabal A Cynabal piloted by an agent.
22646 Kardimo Menka Machariel A Machariel piloted by an agent.
22647 Pol Pat's Rattlesnake A Rattlesnake piloted by an agent.
22648 Jakuzi Makar's Gila A Gila piloted by an agent.
22649 Ippana Maltyr's Worm A Worm piloted by an agent.
22650 Jaquon Jalibar's Daredevil A Daredevil piloted by an agent.
22651 Luthetion Preque's Vigilant A Vigilant piloted by an agent.
22652 Hara Lafleur's Vindicator A Vindicator piloted by an agent.
22653 Miguel Maktar's Succubus A Succubus piloted by an agent.
22654 Karhoum Ykta's Phantasm A Phantasm piloted by an agent.
22655 Ophana Zett's Nightmare A Nightmare piloted by an agent.
22656 Farak Kali's Cruor An Cruor piloted by an agent.
22657 Unnaya Mafir's Ashimmu An Ashimmu piloted by an agent.
22658 Sari Arkhi's Bhaalgorn A Bhaalgorn piloted by an agent.
22661 COSMOS Gallente Mercenary
22662 COSMOS Gallente Patroller
22663 COSMOS Gallente Sentinel
22664 COSMOS Gallente Defender
22665 COSMOS Gallente Soldier
22666 COSMOS Gallente Elite Frigate An elite frigate of the Serpentis
22667 COSMOS Gallente Drug Baron
22668 COSMOS Gallente Chief Protector
22669 COSMOS Gallente Sentry "
"
22670 COSMOS Gallente Captain
22671 COSMOS Gallente Enforcer
22672 COSMOS Gallente Commodore
22673 COSMOS Gallente Non-Pirate Elite Frigate An elite Ares-class interceptor, designed by Roden Shipyards
22674 COSMOS Gallente Non-Pirate Cruiser The Thorax-class cruisers are the latest combat ships commissioned by the Federation. In the few times it has seen action since its christening, it has performed admirably. The hordes of combat drones it carries allow it to strike against unwary opponents far away and to easily fight many opponents at the same time. Threat level: Deadly
22675 COSMOS Gallente Non-Pirate Battleship "The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.
Threat level: Deadly"
22676 COSMOS Pleasure Cruiser A large pleasure cruiser, built for casual exploration of space while the inhabitants indulge themselves in various luxuries.
22677 Cosmos Atron An Atron piloted by an agent.
22678 Cosmos Imicus An Imicus piloted by an agent.
22679 Cosmos Helios A Helios piloted by an agent.
22680 Cosmos Nemesis A Nemesis piloted by an agent.
22681 Cosmos Enyo An Enyo piloted by an agent.
22682 Cosmos Catalyst A Catalyst piloted by an agent.
22683 Cosmos Thorax A Thorax piloted by an agent.
22685 Cosmos Vexor A Vexor piloted by an agent.
22686 Cosmos Megathron A Megathron piloted by an agent.
22693 Madibe Arnadi's Rifter A Rifter piloted by an agent.
22694 Tori Aman's Punisher A Punisher piloted by an agent.
22695 Hakkuna Baille's Thorax A Thorax piloted by an agent.
22696 Testo Hrinz's Merlin A Merlin piloted by an agent.
22699 Zaknar Cente's Tristan A Tristan piloted by an agent.
22700 Bakkla Viftuin's Rifter A Rifter piloted by an agent.
22701 Minmatar Bluechip "'Bluechip' is a name for the data chips which store valuable information on what happened shortly before a structure, normally a space structure, has been destroyed. Introduced by Gallantean mining corporations after they endured numerous inexplicable losses of their mining barges in deep space, the Bluechip has become universally used due to its incredible survivability.
If the Bluechip survives an explosion or crash, researchers can usually quickly determine the cause of the accident. "
22704 General Minas Iksan "Minas Iksan is a vetern war hero of the Amarr Empire. He led the fleet that defeated the largest Blood Raider armada ever to attack an Amarrian settlement eight years ago. His credentials also include over 40 years of dedicated service to the Amarr Navy. Born of Royalty, his place as a commander of the military was quickly established upon his entrance into the Imperial Academy.
Minas now leads the Amarr/Ammatar/Khanid/Caldari campaign against the Minmatar and their allies in Audesder."
22705 Minas's Voucher This voucher was given to all recruitment officers by General Minas Iksan. Any mercenary with one of these vouchers who is well regarded by the Amarr Empire should speak with Minas Iksan for possible employment.
22706 Gallente Spy Drone This fragile high-tech drone is frequently used in Gallente espionage missions.
22707 Oggiin Kalda's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the Minmatar collaberator, Oggiin Kalda."
22708 Amarrian Spy A spy working for the Amarr Empire.
22709 Minmatar Starbase Control Tower "The Matari aren't really that high-tech, preferring speed rather then firepower or involved technology. Unfortunately that doesn't apply very well to stationary objects, much to the liking of the Amarr Empire.
Amarrians call it a scrapheap of epic proportions. But don't underestimate these structures. Minmatar commanders usually have the last laugh when it comes to combat."
22710 Minmatar Command Post Outfitted with makeshift sensor arrays and second-hand tactical data analysis equipment, these outposts will, to anyone not in the know, look like useless scrapyards. Which is exactly what the Matari would have you think.
22711 Extremely Powerful EM Forcefield_2 A reinforced antimatter generator powered by muonal crystals, creating a perfect circle of electro-magnetic radiance penetrable only by a coordinated attack from the strongest armaments.
22712 Republic Fleet Naglfar - Under Construction This mighty behemoth of a ship is currently under construction. Only the last few touches of polish remain before it is ready for test flight.
22713 10mn webscramblifying Drone Warp Scrambling Drone
22715 Republic Special Ops Field Enhancer - Gamma This image processor implanted in the parietal lobe grants a +4 bonus to one's Willpower and a 5% bonus to the ship's maximum speed.
22716 General Matar Pol "The Tempest battleship can become a real behemoth when fully equipped.
Threat level: Deadly"
22718 Minas Iksan's Revelation_old "General Minas Iksan is the highest ranking officer of the Amarr forces and their allies stationed in Kenobanala. His responsibility is to see to it that the 'Tyrion incident' is resolved, and to lead his armada into Audesder should it come to all-out-war.
Minas commands a Revelation. It represents the pinnacle of Amarrian military technology. Maintaining their proud tradition of producing the strongest armor plating to be found anywhere, the Empire's engineers outdid themselves in creating what is arguably the most resilient dreadnought in existence.
Added to that, the Revelation's ability to fire capital beams makes its position on the battlefield a unique one. When extended sieges are the order of the day, this is the ship you call in."
22719 Minas Iksan's Control Tower "General Minas Iksan is the highest ranking officer of the Amarr forces and their allies stationed in Kenobanala. His responsibility is to see to it that the 'Tyrion incident' is resolved, and to lead his armada into Audesder should it come to all-out-war.
Minas commands a Revelation, which is currently undergoing maintenance.
Missions:
Difficulty Rating: Grade 8.5 "
22725 Oggiin Kalda's Residence The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe.
22726 Oggiin Kalda's Maller A Maller piloted by an agent.
22728 Minmatar Bunker_Alliance Barracks A small bunker, there for accommodation and increased mobility of troops and other personnel.
22729 Strain Domination Drone Replica Rogue drones are hi-tech drones that have the ability to manufacture themselves. These drones are however simply a replica of known rogue drone types, created by the Amarr military . These drone replicas are simply configured to patrol this small asteroid field and defend themselves if neccessary. They are in essence powerful training drones.
22730 Amarr Training Certification Results These complicated data sheets may mean little to the layman's eye, but can prove valuable in the right hands.
22734 Krard Wengalill's Punisher A Punisher piloted by an agent.
22735 Nuo Tuotura's Kestrel A Kestrel piloted by an agent.
22736 Zama Fedas's Khanid Punisher A Punisher piloted by an agent.
22737 Ison Tiadala's Tempest A Tempest piloted by an agent.
22738 Ison's Voucher This voucher was given to all recruitment officers by Warlord Ison Tiadala. Any mercenary with one of these vouchers who is well regarded by the Minmatar Republic should speak with Ison Tiadala for possible employment.
22739 Caldari Broadcasting Unit This broadcasting unit is being used by the Caldari military to send messages of propoganda to the Minmatar alliance, aimed at lowering morale and causing dissent amongst the army. Quite a common tactic amongst the Caldari.
22740 Caldari P.A. Keycard Key to gain entry to the Caldari Broadcasting unit in Audesder.
22741 Caldari P.A. Keycard Replica Key to gain entry to the Caldari Broadcasting unit in Audesder.
22742 Asteroid Construct Minor Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
22743 Asteroid Colony Minor Highly vulnerable, but economically extremely feasible, asteroid factories are one of the major boons of the expanding space industry.
22744 Asteroid Micro-Colony Minor Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
22750 Kameira Quarters Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
22751 Khanid Ext Keycard
22752 Khanid Commander
22753 Khanid Kazmaar_2 The legendary Khanid Kazmaar is reserved for the leaders within the Khanid Royalty. Few have witnessed its awesome majesty, as it is only used on special occasions.
22754 Gallente Intelligence Data Recorder A data recorder used by the Gallente Navy Intelligence division.
22755 Army Quarters The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
22756 Khanid Commander Keycard
22757 Scanner Post This piece of equipment emanates waves from its built-in broadcasting beacon. It is fitted with a small shield module and appears to be coated with a thin layer of armored plates.
22758 Revelation - Under Construction "The Revelation represents the pinnacle of Amarrian military technology. Maintaining their proud tradition of producing the strongest armor plating to be found anywhere, the Empire's engineers outdid themselves in creating what is arguably the most resilient dreadnought in existence.
This particular Revelation is currently in the last stages of the construction process."
22759 Baron Haztari Arkhi Designed by master starship engineers and constructed in the royal shipyards of the Emperor himself, the imperial issue of the dreaded Apocalypse battleship is held in awe throughout the Empire. Given only as an award to those who have demonstrated their fealty to the Emperor in a most exemplary way, it is considered a huge honor to command, let alone own, one of these majestic and powerful battleships.
22760 Imperial Special Ops Field Enhancer - Standard This image processor implanted in the occipital lobe grants a +4 bonus to a character's Perception. Also grants a +5% bonus to your ship's armor.
22761 Recon Ships Skill for the operation of Recon Ships. Can not be trained on Trial Accounts.
22762 Ison Tiadala's Naglfar "Ison Tiadala is the leader of the Minmatar and Gallente army stationed in Audesder. Her assignment is to defend the solarsystem from any enemy incursions. She was ordered by the Republic, as were hundreds of thousands of other military personnel, to relocate herself to Audesder due to the volatile political situation in the region.
Ison is a veteran on the battlefield, despite her relatively young age. Displaying remarkable ability as a field commander, she quickly rose up in the military ranks of the Minmatar Republic. She commands a mighty Naglfar dreadnought, which is feared in all corners of the galaxy.
Missions:
Difficulty Rating: Grade 8.5 "
22763 Fassara Nazarut's Slicer A Slicer piloted by an agent.
22764 Minmatar Training Certification Results These complicated data sheets may mean little to the layman's eye, but can prove valuable in the right hands.
22765 Heavy Shield Maintenance Bot I Shield Maintenance Drone
22766 Heavy Shield Maintenance Bot I Blueprint
22767 Wirdar Erazako's Firetail A Firetail piloted by an agent.
22768 Daemire Adamia's Tristan A Tristan piloted by an agent.
22769 Aville Ancare's Comet A Comet piloted by an agent.
22770 Rasnik's Rifter A Rifter piloted by an agent.
22771 Akoto's Kestrel A Kestrel piloted by an agent.
22772 Rikkolen's Heron A Heron piloted by an agent.
22773 Arkiso's Hawk A Hawk piloted by an agent.
22774 Rekkai's Moa A Moa piloted by an agent.
22775 Hokoru's Blackbird A Blackbird piloted by an agent.
22778 Warp Disrupt Probe Deployed from an Interdiction Sphere Launcher fitted to an Interdictor this probe prevents warping from within its area of effect.
22779 Warp Disrupt Probe Blueprint
22780 Fighter Uno Fighter drone for carriers
22781 Fighter Uno Blueprint
22782 Interdiction Sphere Launcher I "Built for use with interdictor-class vessels, this launcher produces a warp disruption sphere capable of pulling passing vessels out of warp.
Limited to one per ship."
22783 Interdiction Sphere Launcher I Blueprint
22788 Amarr Reporter
22789 Minmatar Transport Ship_2 Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
22791 Ship Wreckage4 The mangled wreck floats motionless in space, surrounded with a field of scorched debris.
22792 Amarrian Agent An agent working for the Amarr Empire.
22793 Amarr Corpse The corpse of someone with Amarrian ancestry.
22794 Habitation Module A local prison facility.
22795 Gallente Corpse The corpse of someone with Gallentean ancestry.
22796 Gallente Reporter A reporter working for The Scope.
22797 Independent Shielding Servitor are Self contained Expert Systems used to radicaly alter the functionlity of a specific core system. These Systems are quite large but being self contained they connect to the ship though a Dedicated interface node without any disruption to the ships power and computer systems.
22799 Ship Wreckage5 The mangled wreck floats motionless in space, surrounded with a field of scorched debris.
22800 Caldari Military Transport Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
22801 Amarr Light Marines When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.
22802 Gallente Light Marines When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.
22803 Minmatar Light Marines When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.
22804 Caldari Light Marines When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.
22806 EM Armor Compensation 5% bonus to EM resistance per level for Armor Coatings and Energized Platings
22807 Explosive Armor Compensation 5% bonus to explosive resistance per level for Armor Coatings and Energized Platings
22808 Kinetic Armor Compensation 5% bonus to kinetic resistance per level for Armor Coatings and Energized Platings
22809 Thermic Armor Compensation 5% bonus to thermal resistance per level for Armor Coatings and Energized Platings
22812 Angel Shatterer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22813 Angel Defacer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22814 Angel Haunter This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22815 Angel Defiler This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22816 Angel Seizer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22817 Angel Trasher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22818 Arch Angel Ruffian This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
22819 Arch Angel Nomad This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
22820 Angel Phalanx This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22821 Angel Centurion This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22822 Angel Legionnaire This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22823 Angel Primus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22824 Angel Tribuni This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22825 Angel Praefectus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22826 Angel Tribunus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22827 Angel Legatus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22828 Arch Angel Depredator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
22829 Arch Angel Predator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
22830 Arch Angel Marauder This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22831 Arch Angel Liquidator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22832 Arch Angel Phalanx This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22833 Arch Angel Centurion This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22834 Arch Angel Ambusher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
22835 Arch Angel Raider This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
22836 Arch Angel Hunter This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22837 Arch Angel Impaler This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22838 Angel Saint This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22839 Angel Nephilim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22840 Angel Malakim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22841 Angel Throne This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22842 Angel Cherubim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22843 Angel Seraphim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22844 Tagrina Angi's Rifter A Rifter piloted by an agent.
22845 Kaeg Zkaen's Omen An Omen piloted by an agent.
22847 Minmatar Civilians When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.
22848 Gallente Sentry Gun - Training Gallente ion blaster cannon sentry
22849 Drifting Cask - Minmatar Training Facility The worn container drifts quietly in space, waiting patiently to be pried open by a hungry looter.
22852 Hel "Inspired by a vicious scissor-toothed shark indigenous to old-world Matar, the Hel is widely viewed as a sign of a Republic out for blood. Since the beginning of its development it has remained a project cloaked in secrecy, with precious few people aware of its progress and its capabilities, and its formal unveiling has come as a defiant slap in the face to many who formerly believed the Matari incapable of working at this scale of starship design.
Whatever comprises the soil of its roots, though, one thing is clear: from no-frills living quarters to grim, unadorned aesthetic, this ferocious behemoth has been designed for one purpose and one purpose only.
”Imagine a swarm of deadly hornets pouring from the devil's mouth. Now imagine they have autocannons.”
-Unknown Hel designer
Note: This ship class is capable of carrying only fighters and fighter bombers in its drone bay.
Minmatar Carrier Skill Bonuses:
50% bonus to Capital Shield and Armor transfer range per level
7.5% bonus to Shield and Armor transfer amount per level
Can fit Projected Electronic Counter Measures
Can deploy 3 additional Fighters or Fighter Bombers per level
Can fit 1 additional Warfare Link module per level
200% bonus to Fighter and Fighter Bomber control range
Immune to all forms of Electronic Warfare"
22853 Hel Blueprint
22857 Domination Shatterer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22858 Domination Defacer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22859 Domination Haunter This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22860 Domination Defiler This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22861 Domination Seizer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22862 Domination Trasher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
22865 Domination Legionnaire This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22866 Domination Primus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22867 Domination Tribuni This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22868 Domination Praefectus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22869 Domination Tribunus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22870 Domination Legatus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
22871 Domination Malakim Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22872 Domination Throne Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22873 Domination Cherubim Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22874 Domination Seraphim Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
22875 'Aura' Warp Core Stabilizer I When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
22876 'Aura' Warp Core Stabilizer I Blueprint
22877 'Natura' Warp Core Stabilizer I When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
22878 'Natura' Warp Core Stabilizer I Blueprint
22879 'Pilfer' Energized Adaptive Nano Membrane I An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
22880 'Pilfer' Energized Adaptive Nano Membrane I Blueprint
22881 'Moonshine' Energized Thermic Membrane I A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
22882 'Moonshine' Energized Thermic Membrane I Blueprint
22883 'Mafia' Energized Kinetic Membrane I A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
22884 'Mafia' Energized Kinetic Membrane I Blueprint
22885 Stealth System I Scrambles the signature of a ship preventing tracking systems from identifing the ships shape and thus reducing their effectiveness.
22886 Stealth System I Blueprint
22887 'Harmony' Small Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the ship.
22888 'Harmony' Small Armor Repairer I Blueprint
22889 'Meditation' Medium Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the ship.
22890 'Meditation' Medium Armor Repairer I Blueprint
22891 'Protest' Large Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the ship.
22892 'Protest' Large Armor Repairer I Blueprint
22893 'Gonzo' Damage Control I "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
22894 'Gonzo' Damage Control I Blueprint
22895 'Shady' ECCM - Gravimetric I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22896 'Shady' ECCM - Gravimetric I Blueprint
22897 'Forger' ECCM - Magnetometric I "A secondary electronic array that provides a significant boost to sensor strength for a short time.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22898 'Forger' ECCM - Magnetometric I Blueprint
22899 'Corporate' Light Electron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
22900 'Corporate' Light Electron Blaster I Blueprint
22901 'Dealer' Light Ion Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
22902 'Dealer' Light Ion Blaster I Blueprint
22903 'Racket' Light Neutron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
22904 'Racket' Light Neutron Blaster I Blueprint
22905 'Slither' Heavy Electron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
22906 'Slither' Heavy Electron Blaster I Blueprint
22907 'Hooligan' Heavy Ion Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
22908 'Hooligan' Heavy Ion Blaster I Blueprint
22909 'Hustler' Heavy Neutron Blaster I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
22910 'Hustler' Heavy Neutron Blaster I Blueprint
22911 'Swindler' Electron Blaster Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
22912 'Swindler' Electron Blaster Cannon I Blueprint
22913 'Felon' Ion Blaster Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
22914 'Felon' Ion Blaster Cannon I Blueprint
22915 'Underhand' Neutron Blaster Cannon I "Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium."
22916 'Underhand' Neutron Blaster Cannon I Blueprint
22917 'Capitalist' Magnetic Field Stabilizer I "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22918 'Capitalist' Magnetic Field Stabilizer I Blueprint
22919 'Monopoly' Magnetic Field Stabilizer I "Grants a bonus to the firing rate and damage of hybrid turrets.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22920 'Monopoly' Magnetic Field Stabilizer I Blueprint
22921 'Habitat' Miner I Basic mining laser. Extracts common ore quickly, but has difficulty with the more rare types.
22922 'Habitat' Miner I Blueprint
22923 'Wild' Miner I Basic mining laser. Extracts common ore quickly, but has difficulty with the more rare types.
22924 'Wild' Miner I Blueprint
22925 'Bootleg' ECCM Projector I "ECCM Projectors utilize a sophisticated system of electronics to fortify the sensor strengths of an allied ship allowing it to overcome jamming.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22926 'Bootleg' ECCM Projector I Blueprint
22927 'Economist' Tracking Computer I "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22928 'Economist' Tracking Computer I Blueprint
22929 'Marketeer' Tracking Computer I "By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22930 'Marketeer' Tracking Computer I Blueprint
22931 'Distributor' Tracking Disruptor I "Disrupts the turret range and tracking speed of the target ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22932 'Distributor' Tracking Disruptor I Blueprint
22933 'Investor' Tracking Disruptor I "Disrupts the turret range and tracking speed of the target ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22934 'Investor' Tracking Disruptor I Blueprint
22935 'Tycoon' Remote Tracking Computer "Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22936 'Tycoon' Remote Tracking Computer Blueprint
22937 'Enterprise' Remote Tracking Computer "Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22938 'Enterprise' Remote Tracking Computer Blueprint
22939 'Boss' Remote Sensor Booster "Can only be activated on targets to increase their scan resolutions and boost their targeting range. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22940 'Boss' Remote Sensor Booster I Blueprint
22941 'Entrepreneur' Remote Sensor Booster "Can only be activated on targets to increase their scan resolutions and boost their targeting range. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22942 'Entrepreneur' Remote Sensor Booster I Blueprint
22943 'Broker' Remote Sensor Dampener I "Reduces the range and speed of a targeted ship's sensors. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22944 'Broker' Remote Sensor Dampener I Blueprint
22945 'Executive' Remote Sensor Dampener I "Reduces the range and speed of a targeted ship's sensors. This module can be loaded with scripts to increase its effectiveness in certain areas.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
22946 'Executive' Remote Sensor Dampener I Blueprint
22947 'Beatnik' Small Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
22948 'Beatnik' Small Remote Armor Repairer Blueprint
22949 'Love' Medium Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
22950 'Love' Medium Remote Armor Repairer Blueprint
22951 'Pacifier' Large Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
22952 'Pacifier' Large Remote Armor Repairer Blueprint
22953 'Cartel' Power Diagnostic System I Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.
22954 'Cartel' Power Diagnostic System I Blueprint
22961 Federation Navy Antimatter Charge S "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
22963 Federation Navy Plutonium Charge S "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
22965 Federation Navy Uranium Charge S "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
22967 Federation Navy Thorium Charge S "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
22969 Federation Navy Lead Charge S "Consists of two components: a shell of titanium and a core of lead atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
22971 Federation Navy Iridium Charge S "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
22973 Federation Navy Tungsten Charge S "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
22975 Federation Navy Iron Charge S "Consists of two components: a shell of titanium and a core of iron atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
22977 Federation Navy Antimatter Charge M "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
22979 Federation Navy Plutonium Charge M "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
22981 Federation Navy Uranium Charge M "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
22983 Federation Navy Thorium Charge M "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
22985 Federation Navy Lead Charge M "Consists of two components: a shell of titanium and a core of lead atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
22987 Federation Navy Iridium Charge M "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
22989 Federation Navy Tungsten Charge M "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
22991 Federation Navy Iron Charge M "Consists of two components: a shell of titanium and a core of iron atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
22993 Federation Navy Antimatter Charge L "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
22995 Federation Navy Plutonium Charge L "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
22997 Federation Navy Uranium Charge L "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
22999 Federation Navy Thorium Charge L "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
23001 Federation Navy Lead Charge L "Consists of two components: a shell of titanium and a core of lead atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
23003 Federation Navy Iridium Charge L "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
23005 Federation Navy Tungsten Charge L "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
23007 Federation Navy Iron Charge L "Consists of two components: a shell of titanium and a core of iron atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
23009 Caldari Navy Antimatter Charge S "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
23011 Caldari Navy Plutonium Charge S "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
23013 Caldari Navy Uranium Charge S "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
23015 Caldari Navy Thorium Charge S "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
23017 Caldari Navy Lead Charge S "Consists of two components: a shell of titanium and a core of lead atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
23019 Caldari Navy Iridium Charge S "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
23021 Caldari Navy Tungsten Charge S "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
23023 Caldari Navy Iron Charge S "Consists of two components: a shell of titanium and a core of iron atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
23025 Caldari Navy Antimatter Charge M "Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced optimal range."
23027 Caldari Navy Plutonium Charge M "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
23029 Caldari Navy Uranium Charge M "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
23031 Caldari Navy Thorium Charge M "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
23033 Caldari Navy Lead Charge M "Consists of two components: a shell of titanium and a core of lead atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
23035 Caldari Navy Iridium Charge M "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
23037 Caldari Navy Tungsten Charge M "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
23039 Caldari Navy Iron Charge M "Consists of two components: a shell of titanium and a core of iron atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
23041 Caldari Navy Plutonium Charge L "Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
37.5% reduced optimal range.
5% reduced capacitor need."
23043 Caldari Navy Uranium Charge L "Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
25% reduced optimal range.
8% reduced capacitor need."
23045 Caldari Navy Thorium Charge L "Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
12.5% reduced optimal range.
40% reduced capacitor need."
23047 Caldari Navy Lead Charge L "Consists of two components: a shell of titanium and a core of lead atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
50% reduced capacitor need."
23049 Caldari Navy Iridium Charge L "Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
20% increased optimal range.
24% reduced capacitor need."
23051 Caldari Navy Tungsten Charge L "Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
40% increased optimal range.
27% reduced capacitor need."
23053 Caldari Navy Iron Charge L "Consists of two components: a shell of titanium and a core of iron atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
60% increased optimal range.
30% decreased capacitor need."
23055 Templar Amarr Fighter Craft
23056 Templar Blueprint
23057 Dragonfly Caldari Fighter Craft
23058 Dragonfly Blueprint
23059 Firbolg Gallente Fighter Craft
23060 Firbolg Blueprint
23061 Einherji Minmatar Fighter Craft
23062 Einherji Blueprint
23063 Opeau's Celestis A Celestis piloted by an agent.
23064 Arghe's Megathron A Megathron piloted by an agent.
23065 Estacan's Tristan A Tristan piloted by an agent.
23066 Gallot's Atron An Atron piloted by an agent.
23067 Lamuette's Nemesis A Nemesis piloted by an agent.
23068 Ardillan's Maulus A Maulus piloted by an agent.
23069 Fighters Allows operation of fighter craft. 20% increase in fighter damage per level.
23070 Nortul's Probe A Probe piloted by an agent.
23071 Imperial Navy Multifrequency S "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
23072 Imperial Navy Multifrequency S Blueprint
23073 Imperial Navy Gamma S "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
23075 Imperial Navy Xray S "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
23077 Imperial Navy Ultraviolet S "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
23079 Imperial Navy Standard S "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
23081 Imperial Navy Infrared S "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
23083 Imperial Navy Microwave S "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
23085 Imperial Navy Radio S "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
23087 Amarr Encryption Methods "Understanding of the data encryption methods used by the Amarr Empire and its allies.
"
23088 Angetyn's Iteron Mark III An Iteron piloted by an agent.
23089 Imperial Navy Multifrequency M "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
23091 Imperial Navy Gamma M "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
23093 Imperial Navy Xray M "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
23095 Imperial Navy Ultraviolet M "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
23097 Imperial Navy Standard M "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
23099 Imperial Navy Infrared M "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
23101 Imperial Navy Microwave M "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
23103 Imperial Navy Radio M "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
23105 Imperial Navy Multifrequency L "Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.
With shorter range, Thermal damage increases and the overall damage output is increased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range."
23107 Imperial Navy Gamma L "Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
37.5% reduced optimal range.
15% reduced capacitor need."
23109 Imperial Navy Xray L "Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
25% reduced optimal range.
25% reduced capacitor need."
23111 Imperial Navy Ultraviolet L "Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
12.5% reduced optimal range.
35% reduced capacitor need."
23113 Imperial Navy Standard L "Modulates the beam of a laser weapon into the visible light spectrum.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
45% reduced capacitor need."
23115 Imperial Navy Infrared L "Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
20% increased optimal range.
35% reduced capacitor need."
23117 Imperial Navy Microwave L "Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range.
25% reduced capacitor need."
23119 Imperial Navy Radio L "Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.
With longer range, EM damage increases although the overall damage output is decreased.
The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
60% increased optimal range.
15% reduced capacitor need."
23121 Gallente Encryption Methods "Understanding of the data encryption methods used by the Gallente Federation and its allies.
"
23122 Rupptofs' Scythe A Scythe piloted by an agent.
23123 Takmahl Technology "Basic understanding of interfacing with Takmahl technology.
The Takmahl nation excelled in cybernetics and bio-engineering.
Allows the rudimentary use of Takmahl components in the creation of advanced technology, even though the scientific theories behind them remain a mystery."
23124 Yan Jung Technology "Basic understanding of interfacing with Yan Jung technology.
The Yan Jung nation possessed advanced gravitronic technology and force field theories.
Allows the rudimentary use of Yan Jung components in the creation of advanced technology, even though the scientific theories behind them remain a mystery."
23125 Formur's Tempest A Tempest piloted by an agent.
23126 Amakkit's Thrasher A Thrasher piloted by an agent.
23127 Ameisoure's Enyo An Enyo piloted by an agent.
23128 Yan Jung Crystal Cylinder
23129 Yan Jung Paradox Box
23130 Yan Jung Thunder Kite
23131 Yan Jung Void Machine
23132 Yan Jung Tachyon Stetoscope
23133 Takmahl Phrenic Appendix
23134 Takmahl Dynamic Gauge
23135 Takmahl Gyro Ballast
23136 Takmahl Biodroid Controller
23137 Takmahl Quantum Sphere
23138 Yan Jung Null Shell Alloys and special materials used in the manufacture of modules based on Ancient technology.
23139 Yan Jung Glass Scale Alloys and special materials used in the manufacture of modules based on Ancient technology.
23140 Yan Jung Plenary Wire Alloys and special materials used in the manufacture of modules based on Ancient technology.
23141 Yan Jung Silk Armor Alloys and special materials used in the manufacture of modules based on Ancient technology.
23142 Yan Jung Nano Fabric Alloys and special materials used in the manufacture of modules based on Ancient technology.
23143 Takmahl Diamond Rod Alloys and special materials used in the manufacture of modules based on Ancient technology.
23144 Takmahl Cohere Cord Alloys and special materials used in the manufacture of modules based on Ancient technology.
23145 Takmahl Solid Mox Alloys and special materials used in the manufacture of modules based on Ancient technology.
23146 Takmahl Magnetic Slab Alloys and special materials used in the manufacture of modules based on Ancient technology.
23147 Takmahl Tri-polished Lens Alloys and special materials used in the manufacture of modules based on Ancient technology.
23148 Blood Raider Limited Ballistic Control
23149 Blood Raider Regular Ballistic Control
23150 Blood Raider Extreme Ballistic Control
23151 Blood Raider Weapon Integration Unit
23152 Blood Raider Power Redistributor
23153 Serpentis Plain Target Guider
23154 Serpentis Basic Target Guider
23155 Serpentis Complex Target Guider
23156 Serpentis 3D Scanner Gamut
23157 Serpentis Multi-tasking Processor
23158 Positron Cord Alloys and special materials used in the manufacture of modules based on Ancient technology.
23159 Auxiliary Parts Alloys and special materials used in the manufacture of modules based on Ancient technology.
23160 Force Cable Alloys and special materials used in the manufacture of modules based on Ancient technology.
23161 Elemental Crux Alloys and special materials used in the manufacture of modules based on Ancient technology.
23162 Analog Panel Alloys and special materials used in the manufacture of modules based on Ancient technology.
23163 Current Amplifier Alloys and special materials used in the manufacture of modules based on Ancient technology.
23164 Second-hand Parts Alloys and special materials used in the manufacture of modules based on Ancient technology.
23165 Heat Depressor Alloys and special materials used in the manufacture of modules based on Ancient technology.
23166 Internal Bulkhead Alloys and special materials used in the manufacture of modules based on Ancient technology.
23167 Mainframe Bit Alloys and special materials used in the manufacture of modules based on Ancient technology.
23168 Yan Jung Info Matrix
23169 Yan Jung Vellum Etch
23170 Yan Jung Trigonometric Laws
23171 Yan Jung Semiotic Theory
23172 Yan Jung Singularity Fact Sheet
23173 Takmahl Binary Texts
23174 Takmahl Fractal Sheet
23175 Takmahl Centrifugal Primer
23176 Takmahl Geometric Design
23177 Takmahl Astral Treatment
23178 Occult Process "Allows for almost paint-by-numbers Amarr invention tasks, at the cost of blueprint quality.
Probability Multiplier: +10%
Max. Run Modifier: N/A
Mineral Efficiency Modifier: +3
Production Efficiency Modifier: +3
"
23179 Occult Accelerant "Unexceptional texts mostly aimed at rookie researchers wishing to increase the production efficiency of Amarr invention jobs.
Probability Multiplier: +20%
Max. Run Modifier: +1
Mineral Efficiency Modifier: +2
Production Efficiency Modifier: +5
"
23180 Occult Symmetry "This decryptor contains true and tested research methods regarding Amarr invention jobs with decent stats across the board.
Probability Multiplier: N/A
Max. Run Modifier: +2
Mineral Efficiency Modifier: +1
Production Efficiency Modifier: +4
"
23181 Occult Augmentation "Clever research technique that allows for refolding of blueprint materials in Amarr invention jobs. While the number of runs is greatly increased the probability of invention is adversely effected.
Probability Multiplier: -40%
Max. Run Modifier: +9
Mineral Efficiency Modifier: -2
Production Efficiency Modifier: +1
"
23182 Occult Attainment "Dynamic guidelines for Amarr invention jobs, increasing the chance of success and number of runs greatly at a slight cost to material efficiency.
Probability Multiplier: +80%
Max. Run Modifier: +4
Mineral Efficiency Modifier: -1
Production Efficiency Modifier: +2
"
23183 Incognito Process "The data found here can be utilized to increase production efficiency in Gallente invention jobs.
Probability Multiplier: +10%
Max. Run Modifier: N/A
Mineral Efficiency Modifier: +3
Production Efficiency Modifier: +3
"
23184 Incognito Accelerant "If used in Gallente invention jobs this decryptor reduces the production time considerably.
Probability Multiplier: +20%
Max. Run Modifier: +1
Mineral Efficiency Modifier: +2
Production Efficiency Modifier: +5
"
23185 Incognito Symmetry "Adds an interesting twist to Gallente invention jobs, that might make it a tad harder, but give great benefits if you succeed.
Probability Multiplier: N/A
Max. Run Modifier: +2
Mineral Efficiency Modifier: +1
Production Efficiency Modifier: +4
"
23186 Incognito Augmentation "Complex mismatch of numbers that won't make Gallente invention jobs any easier, but the number of runs you get will be great.
Probability Multiplier: -40%
Max. Run Modifier: +9
Mineral Efficiency Modifier: -2
Production Efficiency Modifier: +1
"
23187 Incognito Attainment "Comprehensive decryptor for Gallente, that gives one of the best benefit possible to the probability of a successful invention.
Probability Multiplier: +80%
Max. Run Modifier: +4
Mineral Efficiency Modifier: -1
Production Efficiency Modifier: +2
"
23188 Yan Jung Data Log This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
23189 Yan Jung Data Registry This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
23190 Yan Jung Data Transcript This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
23191 Yan Jung Data Records This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
23192 Takmahl Data Log This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
23193 Takmahl Data Registry This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
23194 Takmahl Data Transcript This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
23195 Takmahl Data Records This look like a ancient data storage device of unknown origin. Detailed analysis might reveal more
23196 Yan Jung Debris Fragment This floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more.
23197 Yan Jung Debris Part This floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more.
23198 Yan Jung Debris Segment This floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more.
23199 Yan Jung Debris Heap This floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more.
23200 Takmahl Debris Fragment This floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more.
23201 Takmahl Debris Part This floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more.
23202 Takmahl Debris Segment This floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more.
23203 Takmahl Debris Heap This floating piece of debris looks like it might be of some value to the right person. Detailed analysis might reveal more.
23204 Basic Blood Raider Vault A Blood Raider stasis security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security.
23205 Standard Blood Raider Vault A Blood Raider stasis security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security.
23206 Secure Blood Raider Vault A Blood Raider stasis security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security.
23207 Fortified Blood Raider Vault A Blood Raider stasis security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security.
23208 Basic Serpentis Vault A Serpentis stasis security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security.
23209 Standard Serpentis Vault A Serpentis stasis security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security.
23210 Secure Serpentis Vault A Serpentis stasis security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security.
23211 Fortified Serpentis Vault A Serpentis stasis security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security.
23212 Blood Raider Network Node This tower acts as a Network relay. It might be possible for the right person to "liberate" some interesting information from its mainframe.
23213 Blood Raider Network Hub This tower acts as a Network relay. It might be possible for the right person to "liberate" some interesting information from its mainframe.
23214 Blood Raider Network Nucleus This tower acts as a Network relay. It might be possible for the right person to "liberate" some interesting information from its mainframe.
23215 Blood Raider Network Nexus This tower acts as a Network relay. It might be possible for the right person to "liberate" some interesting information from its mainframe.
23216 Serpentis Network Node This tower acts as a Network relay. It might be possible for the right person to "liberate" some interesting information from its mainframe.
23217 Serpentis Network Hub This tower acts as a Network relay. It might be possible for the right person to "liberate" some interesting information from its mainframe.
23218 Serpentis Network Nucleus This tower acts as a Network relay. It might be possible for the right person to "liberate" some interesting information from its mainframe.
23219 Serpentis Network Nexus This tower acts as a Network relay. It might be possible for the right person to "liberate" some interesting information from its mainframe.
23220 Disposal Unit A discarded container filled with junk and other waste.
23221 COSMOS Amarr NON-Pirate Battleship
23222 LCOSerpentis Barricade Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
23223 LCO Serpentis Barricade A barricade. No, it's not a snake.
23224 LCO Serpentis Barrier A barrier. Tune in, turn up, keep out.
23225 LCO Serpentis Battery A battery. Juicy.
23226 LCO Serpentis Bunker A bunker. Beware.
23227 LCO Gallente Elevator An elevator.
23228 LCO Serpentis Fence A fence. Sheep.
23229 LCO Serpentis Junction A junction. Blind date.
23230 LCO Serpentis Lookout A lookout. Look out.
23231 LCO Serpentis Wall A wall. Go figure.
23232 Karmane Ban's Blackbird A Blackbird piloted by an agent.
23233 Apte Donie
23234 Azure Canyon Tourist Pass This pass gets you into the Azure Canyon Tourist Resort, located in Colelie.
23235 Daubs Louel The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
23236 Black Market Entry Keycard This keycard will activate the acceleration gate leading into the Black Market of Azure Canyon in Colelie.
23237 Indestructible Freight Pad This industrial structure serves as a platform for warehouses and the sorting of cargo containers.
23238 Fam Kishemas's Punisher A Punisher piloted by an agent.
23239 Esordik Mitt's Rifter A Rifter piloted by an agent.
23240 Drug Storage Facility Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
23241 Temko Megathron "The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.
Threat level: Deadly"
23242 Temko Grunt
23243 Temko Interceptor This is a guardian of a corporation's agents. Attacking this ship would be very foolhardy, and is most likely not required of you.
23244 Blood Bishop This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23245 Blood Visionary This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23246 Blood Converter This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23247 Blood Templar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23248 Blood Devoter This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23249 Blood Friar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23250 Blood Cleric This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23252 Blood Seer This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23253 Blood Shade This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23254 Blood Fanatic This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23255 Blood Phantom This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23256 Blood Exorcist This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23257 Blood Shadow Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23258 Blood Dark Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23259 Elder Blood Seeker This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
23260 Elder Blood Collector This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
23261 Elder Blood Raider This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23262 Elder Blood Diviner This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23263 Elder Blood Reaver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23264 Elder Blood Engraver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23265 Blood Archbishop This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23266 Blood Harbinger This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23267 Blood Monsignor This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23268 Blood Cardinal This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23269 Blood Patriarch This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23270 Blood Pope This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23271 Alarus Ekire "Alarus Ekire is the leader of the military arm of FON, Friends of Nature, a powerful environmental group that has often had spats with the law in the past. FON has pooled all of its resources into ruining Wiyrkomi's plans of building massive power stations in the Algintal constellation.
Threat level: Deadly"
23272 Alarus Ekire's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
23273 Drill
23274 Caldari Surveyor
23275 FON Cruiser 2
23276 FON Cruiser 1
23277 FON Frigate 1
23278 FON Battleship_OLD
23279 FON Battleship
23280 FON Frigate 2
23281 Elder Blood Arch Reaver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23282 Elder Blood Arch Engraver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23283 Elder Blood Arch Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23284 Elder Blood Arch Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23285 Elder Blood Shadow Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23286 Elder Blood Dark Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23287 Dark Blood Visionary This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23288 Dark Blood Converter This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23289 Dark Blood Templar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23290 Dark Blood Devoter This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23291 Dark Blood Friar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23292 Dark Blood Cleric This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23293 Dark Blood Bishop Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23294 Dark Blood Seer Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23295 Dark Blood Shade Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23296 Dark Blood Fanatic Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23297 Dark Blood Phantom Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23298 Dark Blood Exorcist Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23299 Dark Blood Monsignor Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23300 Dark Blood Cardinal Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23301 Dark Blood Patriarch Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23302 Dark Blood Pope Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23303 Wiyrkomi Voucher
23304 Aakeo Oshaima's Blackbird "A Blackbird piloted by an agent.
Missions:
Difficulty Rating: Grade 5.5
"
23305 Dire Guristas Silencer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23306 Dire Guristas Ascriber Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23307 Dire Guristas Mortifier Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23308 Dire Guristas Inferno Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23309 Dire Guristas Eraser Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23310 Dire Guristas Abolisher Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23311 Veko Tallaja's Scorpion "A Scorpion piloted by an agent.
Missions:
Difficulty Rating: Grade 5
Warning: This agent is connected to another mission chain "
23312 Guristas Nihilist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23313 Guristas Anarchist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23314 Guristas Renegade This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23315 Guristas Guerilla This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23319 Guristas Eraser This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23320 Guristas Abolisher This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23321 Guristas Executor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23322 Guristas Enforcer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23323 Guristas Assaulter This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23324 Guristas Assassin This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23325 Guristas Death Dealer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23326 Guristas Revolter This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23327 Temko Mercenaries Mercenaries working for the Gallente organization, Temko.
23328 Guristas Terrorist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23329 Guristas Supremacist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23330 Dire Guristas Despoiler Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23331 Dire Guristas Saboteur Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23332 Dire Guristas Plunderer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23333 Dire Guristas Wrecker Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23334 Dire Guristas Destructor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23335 Dire Guristas Demolisher This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23337 Guristas Eliminator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23338 Guristas Exterminator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23339 Guristas Destroyer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23340 Guristas Conquistador This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23341 Guristas Massacrer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23342 Guristas Usurper This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23343 Dread Guristas Nihilist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23344 Dread Guristas Anarchist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23345 Dread Guristas Renegade This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23346 Dread Guristas Guerilla This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23347 Dread Guristas Terrorist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23348 Dread Guristas Supremacist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23349 Dread Guristas Executor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23350 Dread Guristas Enforcer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23351 Dread Guristas Assaulter This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23352 Dread Guristas Assassin This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23353 Dread Guristas Death Dealer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23354 Dread Guristas Revolter This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23355 Dread Guristas Destroyer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23356 Dread Guristas Conquistador Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23357 Dread Guristas Massacrer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23358 Dread Guristas Usurper Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23359 Serpentis Prison_Mission This rat-infested prison owned by the Serpentis organization.
23360 Sansha's Loyal Savage This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
23361 Sansha's Loyal Slavehunter This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
23362 Sansha's Loyal Enslaver This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23363 Sansha's Loyal Plague This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23364 Sansha's Loyal Manslayer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23365 Sansha's Loyal Butcher This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23366 Sansha's Loyal Ravisher Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
23367 Sansha's Loyal Ravager Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
23368 Sansha's Loyal Mutilator Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
23369 Sansha's Loyal Torturer Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
23370 Sansha's Loyal Fiend Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
23371 Sansha's Loyal Hellhound Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
23372 Sansha's Plague Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23373 Sansha's Beast Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23374 Sansha's Overlord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23375 Sansha's Dark Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23376 Sansha's Dread Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23377 Sansha's Tyrant This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23378 Sansha's Misshape This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23379 Sansha's Cannibal This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23381 Sansha's Fiend This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23382 Sansha's Hellhound This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23383 Sansha's Phantasm This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23384 Sansha's Specter This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23385 Sansha's Wraith This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23386 Sansha's Devil This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23387 Sansha's Daemon This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23388 Sansha's Behemoth This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23391 True Sansha's Misshape This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23392 True Sansha's Cannibal This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23394 True Sansha's Phantasm This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23395 True Sansha's Specter This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23396 True Sansha's Wraith This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23397 True Sansha's Devil This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23398 True Sansha's Daemon This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23399 True Sansha's Behemoth This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23400 True Sansha's Overlord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23401 True Sansha's Dark Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23402 True Sansha's Dread Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23403 True Sansha's Tyrant This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23405 Sansha's Devourer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23406 Sansha's Abomination This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23407 Sansha's Monster This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23408 Sansha's Horror This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23409 True Sansha's Devourer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23410 True Sansha's Abomination This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23411 True Sansha's Monster This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23412 True Sansha's Horror This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23413 Pend Insurance Storage Bin Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
23414 'Brotherhood' Small Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
23415 'Brotherhood' Small Remote Armor Repairer Blueprint
23416 'Peace' Large Remote Armor Repairer This module uses nano-assemblers to repair damage done to the armor of the Target ship.
23417 'Peace' Large Remote Armor Repairer Blueprint
23418 'Radical' Damage Control I "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
23419 'Radical' Damage Control I Blueprint
23420 Veko Tallaja's Voucher Veko Tallaja's sign of approval, intended for General Gara Kort.
23421 Eule Vitrauze's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the Temko mercenary, Eule Vitrauze."
23422 Eule Vitrauze The Thorax-class cruisers are the latest combat ships commissioned by the Federation. In the few times it has seen action since its christening, it has performed admirably. The hordes of combat drones it carries allow it to strike against unwary opponents far away and to easily fight many opponents at the same time. Threat level: Deadly
23423 Serpentis Trooper This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23424 Serpentis Soldier This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23425 Serpentis Infantry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23426 Serpentis Sentinel This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23427 Serpentis Cannoneer This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23428 Serpentis Artillery This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23429 Guardian Watchman This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
23430 Guardian Patroller This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
23431 Guardian Guard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
23432 Guardian Safeguard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
23434 Guardian Defender This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23435 Guardian Protector This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23436 Serpentis Chief Infantry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23437 Serpentis Chief Sentinel This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23438 Serpentis Wing Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23439 Serpentis Squad Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23440 Serpentis Platoon Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23441 Serpentis Captain This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23442 Serpentis Captain Sentry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23443 Serpentis High Captain This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23444 Guardian Chief Scout This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23445 Guardian Chief Spy This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23446 Guardian Chief Defender This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23447 Guardian Chief Protector This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23448 Guardian Chief Infantry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23449 Guardian Chief Sentinel This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23450 Serpentis Flotilla Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23451 Serpentis Vice Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23452 Serpentis Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23453 Serpentis High Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23454 Serpentis Grand Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23455 Serpentis Lord Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23456 Gara Kort's Raven "Gara Kort is the leader of Wiyrkomi's military arm in Algintal. He was sent here by Wiyrkomi's Peace Corps to wrest control of the deadspace areas purchased by Wiyrkomi from Serpentis control, as well as combat the increasingly hostile environmentalist organization, Friends of Nature. He was also the Wiyrkomi agent who managed to strike a deal with the gallente mercenary group, Temko, which now serve under Wiyrkomi in Federation space.
Difficulty Rating: Grade 7 "
23457 Shadow Serpentis Trooper This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23458 Shadow Serpentis Soldier This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23459 Shadow Serpentis Infantry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23460 Shadow Serpentis Sentinel This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23461 Shadow Serpentis Cannoneer This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23462 Shadow Serpentis Artillery This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23463 Shadow Serpentis Wing Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23464 Shadow Serpentis Squad Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23465 Shadow Serpentis Platoon Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23466 Shadow Serpentis Captain This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23467 Shadow Serpentis Captain Sentry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23468 Shadow Serpentis High Captain This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23469 Shadow Serpentis Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
23470 Shadow Serpentis High Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
23471 Shadow Serpentis Grand Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
23472 Shadow Serpentis Lord Admiral The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
23473 Wasp EC-900 Heavy ECM Drone
23474 Wasp EC-900 Blueprint
23475 Shatter Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
23476 Ripper Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
23477 Shredder Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
23478 Predator Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
23479 Marauder Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
23480 Dismantler Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
23481 Strain Sunder Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
23482 Strain Raider Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
23483 Strain Hunter Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
23484 Strain Silverfish Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
23485 Strain Devilfish Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
23486 Strain Barracude Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
23487 Atomizer Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
23488 Nuker Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
23489 Siege Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
23490 Exterminator Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
23491 Strain Wrecker Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
23492 Strain Destructor Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
23493 Strain Disintegrator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
23494 Strain Bomber Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
23495 Strain Atomizer Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
23496 Strain Nuker Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
23497 Swarm Preserver Alvus Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
23498 Spearhead Alvus Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
23499 Domination Alvus Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
23500 Supreme Alvus Parasite Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
23501 Alvus Ruler Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
23502 Alvus Creator Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
23503 Patriarch Alvus Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
23504 Matriarch Alvus Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
23505 Alvus Queen Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
23506 Ogre SD-900 Heavy Sensor Dampener Drone
23507 Ogre SD-900 Blueprint
23508 Interview Transcripts These encoded interview transcripts describe the trials and tribulations of daily life as a worker for the Wiyrkomi project in the Algintal constellation.
23509 Scope Journalist This is a Gallente journalist working for the Scope. He is currently hot on the trail of a lead, as evidenced by his searching eyes and braced datapad.
23510 Praetor TD-900 Heavy Tracking Disruptor Drone
23511 Praetor TD-900 Blueprint
23512 Berserker TP-900 Heavy Target Painter Drone
23513 Berserker TP-900 Blueprint
23514 Elere Febre's Habitation module The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe.
23515 Strange DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the habitation module of the Serpentis agent, Elere Febre."
23516 Elere Febre's Data Log A data log belonging to Elere Febre.
23517 Salvaged Data Core This data core came out of an alleged FON cruiser, part of a squad that staged a vicious attack on a mercenary outpost. It needs to be brought back to Pandon Ardillan immediately for thorough analysis.
23518 Ardillan's Dossier This dossier represents the entirety of the data gathered by senior Scope journalist Pandon Ardillan about the Wiyrkomi operation in Algintal and FON's attempts to subvert it. 78 pages thick, and encoded in ways that would make a supercomputer cry.
23519 FON Strike Scene Evidence This data chip contains within it compelling evidence suggesting that the Wiyrkomi corporation has hired mercenaries to attack its own contracted mercenaries in an attempt to martyrize itself, thus subverting the Gallente public's opinion of their industrial operations in the Algintal system. It should be taken to Preaux Gallot, FON activist at the Natura Seminary in Audaerne, right away.
23520 Serpentis Stronghold This gigantic station is one of the Serpentis military installations and a black jewel of the alliance between The Guardian Angels and The Serpentis Corporation. Even for its size, it has no commercial station services or docking bays to receive guests.
23521 Serpentis Transaction Log These logs contain information on transactions between Serpentis agents and outsiders, such as drug and arms sales etc.
23522 Asteroid Deadspace Mining Post An outpost situated inside a massive asteroid.
23523 Heavy Armor Maintenance Bot I Armor Maintenance Drone
23524 Heavy Armor Maintenance Bot I Blueprint
23525 Curator I Sentry Drone
23526 Curator I Blueprint
23527 Drone Link Augmentor I Increases drone control range.
23528 Drone Link Augmentor I Blueprint
23533 Omnidirectional Tracking Link I "Improves the optimal range and tracking of all drones.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
23534 Omnidirectional Tracking Link I Blueprint
23535 Huge Silvery White Stalagmite
23536 Berserker SW-900 "Heavy Webifier Drone
Because of the instability inherent in affixing large, ship-capable webifier equipment to a small, mobile, independently powered carrier such as a mobile drone, the manufacturer had to sacrifice certain aspects of the drone's infrastructure. As a result, the drone has a high signature radius, making it relatively easy to target and hit, and isn't sturdy enough to suffer more than a few blows to its carapace."
23537 Berserker SW-900 Blueprint
23538 Store Goods Crate of various store goods.
23539 Stolen Goods A crate of various goods, all stolen.
23540 Eron Hoyere's Catalyst A Catalyst piloted by an agent.
23541 Shady Goods Crate of various unidentifiable goods of shady origin.
23542 Surveillance Recordings A data storage of secret communications caught by hi-tech surveillance equipment.
23543 Spoiled Drugs Drugs that have been damaged by coming into contact with dirty substances.
23544 Sealed Container Securily locked case with unknown ingredients.
23545 Smuggler DNA DNA of smugglers operating on the borders of Federation and Republic space.
23546 ComLink Encoder/Decoder A device used to encode and decode comlink messages.
23547 Dolls Very lifelike dolls for little girls.
23548 Tampered Dolls Very lifelike dolls for little girls. These have been filled with drugs to fool the police.
23549 Smuggler Signet Signet used by smugglers associated with the Angel Cartel.
23550 Don Rico's Head This is the head of Don Rico, a Serpentis druglord that grew too fond of his own goods.
23551 FON Contact DNA DNA from a member of the Friends of Nature (FON) organization.
23552 FON Banner Banner depicting the symbol of the Friends of Nature (FON) organization.
23553 LCO Pleasure Cruiser
23554 Trust Partners Business Card The Trust Partners can be rather paranoid about who they deal with. They hand out business cards to pilots that have proven themselves for other Thukkers to know they can be trusted.
23555 Ship logs Ships logs that need to be 'doctored' to pass custom inspection.
23556 Warning Message A message warning a Serpentis agent working with FON that Wiyrkomi is on to her.
23557 Serpentis Junkie
23558 Federal Intelligence Officer An officer of the Gallente Federal Intelligence Office.
23559 Warden I Sentry Drone
23560 Warden I Blueprint
23561 Garde I Sentry Drone
23562 Garde I Blueprint
23563 Bouncer I Sentry Drone
23564 Bouncer I Blueprint
23565 Ardoen Dasaner's Navitas "A Navitas piloted by an agent.
Difficulty Rating: Grade 4 "
23566 Electronic Warfare Drone Interfacing "This skill is required for the operation of Electronic Warfare Drones but also gives a bonus to the control range of all drones.
3,000m bonus drone control range per level."
23567 Serpentis Narcotics Storage A storage facility for contraband goods owned by the Serpentis.
23571 Wiyrkomi Storage Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
23572 Wiyrkomi Warehouse This is a standard storage facility.
23573 Wiyrkomi Data Chip A data chip owned by the Wiyrkomi Corporation.
23593 Wiyrkomi Surveillance Outpost A small outpost operated by the Wiyrkomi mega-corporation brim-ful of the latest hi-tech surveillance and listening gadgets.
23594 Sentry Drone Interfacing Skill at controlling sentry drones. 5% bonus to Sentry Drone damage per level.
23595 Scorched Container A dented and damaged container from a destroyed smuggling vessel.
23596 Splinter Smuggler Serpentis smuggler dreaming of making it big on his own.
23597 Serpentis Data Chip Decoder A decoder to unlock information stored on an encoded data chip.
23598 Pourpas Aunten
23599 Propulsion Jamming Drone Interfacing Specialization in the operation of advanced Amarr drones. 2% bonus to advanced Amarr drone damage per level.
23600 Runner's Relay Station A small bunker crammed with sophisticated communication devices used by smuggler's and border runners to coordinate themselves.
23601 Maqeri Camcen This is a hostile pirate vessel. Threat level: Deadly
23602 Maqeri Camcen's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the Angel Cartel member, Maqeri Camcen."
23603 Onreun Coen's Tristan "A Tristan piloted by an agent.
Missions:
Difficulty Rating: Grade 4.5
Warning: A battlecruiser or smaller ship is required "
23604 Isone Flosins's Corpse The corpse of someone with Amarrian ancestry.
23605 Isone Flosin's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the Roden Shipyard employee, Isone Flosin."
23606 Drone Sharpshooting Increases drone optimal range.
23607 Wreckage of Isone's Ship The mangled wreck floats motionless in space, surrounded with a field of scorched debris.
23608 Nilla Elermare's Shuttle A Gallente shuttle piloted by an agent.
23609 Don Rico's Henchman A close associate of the notorious Serpentis druglord Don Rico.
23610 Jark Makon A pilot of a Serpentis ship.
23612 Captain Jark Makon This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23613 Aminn Flosin's Celestis "A Celestis piloted by an agent.
Missions:
Difficulty Rating: Grade 5
"
23614 Don Rico's Pleasure Yacht A large pleasure cruiser, built for casual exploration of space while the inhabitants indulge themselves in various luxuries. This one has the renegade Serpentis druglord Don Rico aboard.
23615 Asteroid Station - Dark and Spiky Dark and ominous metal structures jut outwards from this crumbled asteroid. Scanners indicate a distant powersource far within the adamant rock.
23616 FON Contact Member of the Friends of Nature organization and the sole link between Elere Febre and FON.
23617 FON Operation Station Station operated by the FON environmental organization to protest the occupation of the Serpentis smugglers of the Skeleton Comet park.
23618 Drone Durability Increases drone hit points. 5% bonus to drone shield, armor and hull hit points per level.
23619 Ansedon Blat This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23620 Schabs Xalot's Iteron Mark III "An Iteron piloted by an agent.
Missions:
Difficulty Rating: Grade 5
Warning: The ability to mine and defend yourself against pirates is required "
23621 Onreun's Crash This expensive booster is highly addictive and has been known to cause heart attacks and seizures. This particular unit of crash is owned by Federal Intelligence Office, and will not be detected by customs officials.
23622 Aggregated FON Data This dossier represents the aggregated data FON activists have gathered on the clandestine affairs being conducted by the Wiyrkomi corporation in the Algintal constellation. Highly classified.
23623 Maschteri Markan
23624 Maschteri Markan's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
23625 Ampsin Achippon's Tristan A Tristan piloted by an agent.
23626 Raid Drone Command Chip This is the command chip of the destroyed raid drone, revealing what commands it was acting under at the time of it's demise. It shows that the next target in line was a hive close to Moon 5 orbiting Parchanier VI.
23628 Malfunctioned Pleasure Cruiser A large pleasure cruiser, built for casual exploration of space while the inhabitants indulge themselves in various luxuries. This one seems to have a problem with its warp drive.
23629 Fedo Blood Sealed bags of thick plastic, filled with viscous dark fedo blood.
23630 Unassembled Drills These drills, are capable of causing more environmental devastation than you can shake an extremely large stick at with both hands. And that's unassembled.
23632 Suho Tatanal's Investigation Dossier These are the results of Suho Tatanal's investigation into the strange happenings in the Algintal constellation.
23633 Preaux's Letter This is an encoded, highly classified letter from Preaux Gallot, to be brought to Ystvia Lamuette at the Ebony Tower in Barmalie.
23634 Colelian Spider Spruce A rare evergreen, native to Colelie IX.
23635 Aortal Purifier This hefty piece of medical equipment is necessary for transfusions to be possible in patients with certain rare blood diseases.
23636 Bartezo Maphante's Omen "An Omen piloted by an agent.
Missions:
Difficulty Rating: Grade 6.5 "
23637 Manel Kador's Apocalypse "An Apocalypse piloted by an agent.
Missions:
Difficulty Rating: Grade 5.5
Warning: This agent is a link in another mission chain."
23638 Arch Angel Smasher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
23639 Arch Angel Crusher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
23640 Arch Angel Breaker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
23641 Arch Angel Defeater This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
23642 Amarr Battlestation "This gigantic military installation is the pride of the Amarr Navy. Thousands, sometimes hundreds of thousands, of slaves pour their blood, sweat and tears into erecting one of these mega-structures. Only a fool would attempt to assault such a massive base without a fleet behind him.
Docking has been prohibited into this station without proper authorization."
23643 Elder Blood Arch Templar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23644 Elder Blood Revenant This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23645 Elder Blood Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23646 Elder Blood Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23647 Dire Guristas Killer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23648 Dire Guristas Murderer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23649 Dire Guristas Annihilator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23650 Dire Guristas Nullifier Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23651 Sansha's Loyal Beast Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
23652 Sansha's Loyal Juggernaut Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
23653 Sansha's Loyal Slaughterer Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
23654 Sansha's Loyal Execrator Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
23655 Guardian Chief Watchman This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23656 Guardian Chief Patroller This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23657 Guardian Chief Guard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23658 Guardian Chief Safeguard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23659 Acolyte EV-300 Energy Neutralizer Drone
23660 Acolyte EV-300 Blueprint
23663 Asteroid Station - 1 Dark and ominous metal structures jut outwards from this crumbled asteroid. Scanners indicate a distant powersource far within the adamant rock.
23664 Kador Surveillance General
23665 Kador Surveillance Sergeant
23666 Damaged Drone Mind A rogue drone mind that was once part of a hive. It is severely damaged, but semi-functional. It uses a hologram image interface for communication purposes.
23667 Corpum Arch Sage_COSMOS This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
23668 Blood Lower-Tier Tag This bronze tag carries the rank insignia equivalent of a private within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
23669 Blood Grunt Tag This copper tag carries the rank insignia equivalent of a new recruit within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
23670 Dark Corpum Arch Templar_COSMOS Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23671 Corpii Phantom_COSMOS This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23672 Corpii Templar_COSMOS This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23673 Key To Lord Manel's Mansion This acceleration gate key gets you past the first gate leading into Manel's Mansion complex.
23674 Gjallarhorn "Righteous fury given form, this weapon system rains a firestorm of unmatched raw destruction upon its target.
Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and will be unable to activate your jump drive or cloaking device for ten minutes."
23675 Drone Observation Data Surveillance data and recordings gathered by the Thukkers on the rogue drones in the Skeletal Comet complex.
23676 Cognitive Hive Mind A fragile piece of a super advanced drone hive mind.
23677 Neural Bio Link A recently evolved drone technology where the drones are incorporated even further into the central hive mind.
23678 Aether Hive Link Insta-feedback communication device based on zero-G tachyon fields. Utilized by advanced drone hives.
23679 Latent Submission Tapes Recordings using the new egonics latent submissions technology developed by Egonics. Nobody seems to know much about how it works and people are strangely indifferent about it...
23680 Smuggler Tag This is a tag proudly worn by Serpentis smugglers in the Algintal constellation.
23681 Shattered Forgery Tools Broken and mangled pieces used by forgers to hide illegal goods from the prying eyes of custom officials.
23682 Strike Force Gear Weapons and equipment of a strike force team that Serpentis is assembling in Algintal.
23683 Binary Transpositional Code This sheet can be used to dechiper layered binary codes with extreme ease.
23684 Drone Mind Embryo An embryonic drone hive mind, showing organic-oriented evolution taking place.
23685 Serpentis Drug Runner A smuggler belonging to the Serpentis corporation.
23686 Drone Perimeter Guard Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
23687 Drone Worker Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
23688 Cracked Hive Mind Cage Battered cage of a drone hive mind destroyed by rogue drones sent by another drone queen.
23689 Dysfunctional Raid Drone Out of order rogue drone part of a strike force sent by a hive queen to get rid of competing drones.
23690 Raid Drone Navigation Chip The Navigation Chip of the damaged drone. Hooking it up reveals the next destination the drone was supposed to go to: Parchanier VI - Moon 5.
23691 Shattered Hive Mind Cage Mangled remains of a cage that once housed a rogue drone hive mind.
23692 Ruined Hive Mind A ruined piece of a super advanced drone hive mind.
23695 Serpentis Repackaging Factory This huge installation was constructed by the Serpentis to take care of forgery and other smuggler related things for the Federation/Republic border, such as repackaging illegal goods to look more innocent.
23696 Serpentis Command Outpost A newly-erected Serpentis installation used by the drug lords to oversee matters in the Algintal constellation.
23697 Nossa Farad's Inquisitor "An Inquisitor piloted by an agent.
Missions:
Difficulty Rating: Grade 5.5 "
23698 Odan Poun's Tormentor "A Tormentor piloted by an agent.
Missions:
Difficulty Rating: Grade 6 "
23699 Manel's Servant Servant of Duke Manel Kador.
23700 Ader's Message Ader's message has been recorded inside this data chip.
23701 Stranded Personnel Transport
23702 Infiltrator EV-600 Energy Neutralizer Drone
23703 Infiltrator EV-600 Blueprint
23705 Vespa EC-600 Medium ECM Drone
23706 Vespa EC-600 Blueprint
23707 Hornet EC-300 Light ECM Drone
23708 Hornet EC-300 Blueprint
23709 Medium Armor Maintenance Bot I Armor Maintenance Drone
23710 Medium Armor Maintenance Bot I Blueprint
23711 Light Armor Maintenance Bot I Armor Maintenance Drone
23712 Light Armor Maintenance Bot I Blueprint
23713 Hammerhead SD-600 Medium Sensor Dampener Drone
23714 Hammerhead SD-600 Blueprint
23715 Hobgoblin SD-300 Light Sensor Dampener Drone
23716 Hobgoblin SD-300 Blueprint
23717 Medium Shield Maintenance Bot I Shield Maintenance Drone
23718 Medium Shield Maintenance Bot I Blueprint
23719 Light Shield Maintenance Bot I Shield Maintenance Drone
23720 Light Shield Maintenance Bot I Blueprint
23721 Valkyrie TP-600 Medium Target Painter Drone
23722 Valkyrie TP-600 Blueprint
23723 Warrior TP-300 Light Target Painter Drone
23724 Warrior TP-300 Blueprint
23725 Infiltrator TD-600 Medium Tracking Disruptor Drone
23726 Infiltrator TD-600 Blueprint
23727 Acolyte TD-300 Light Tracking Disruptor Drone
23728 Acolyte TD-300 Blueprint
23729 Valkyrie SW-600 "Medium Webifier Drone
Because of the instability inherent in affixing large, ship-capable webifier equipment to a small, mobile, independently powered carrier such as a mobile drone, the manufacturer had to sacrifice certain aspects of the drone's infrastructure. As a result, the drone has a high signature radius, making it relatively easy to target and hit, and isn't sturdy enough to suffer more than a few blows to its carapace."
23730 Valkyrie SW-600 Blueprint
23731 Warrior SW-300 "Light Webifier Drone
Because of the instability inherent in affixing large, ship-capable webifier equipment to a small, mobile, independently powered carrier such as a mobile drone, the manufacturer had to sacrifice certain aspects of the drone's infrastructure. As a result, the drone has a high signature radius, making it relatively easy to target and hit, and isn't sturdy enough to suffer more than a few blows to its carapace."
23732 Warrior SW-300 Blueprint
23733 Drone Celestial Beacon Celestial beacon created by a new breed of rogue drones.
23734 Clone Grade Sigma
23735 Clone Vat Bay I "When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's clones, effectively turning the ship into a mobile clone station.
Note: In order to be able to clone to your ship, a pilot must have a working clone already installed in the vessel. In addition, the power required to safely and accurately receive and transmit transneural scanner data is diverted from the ship's engines; therefore, when the Clone Vat Bay is activated, the capital ship becomes unable to move.
Can only be fit on Titans and Capital Industrial Ships."
23736 Clone Vat Bay I Blueprint
23737 FON-Wiyrkomi Data Chip This data chip contains extremely sensitive visual data of a high-ranking Wiyrkomi suit in a compromising position.
23738 Wiyrkomi Scandal Holoreel This holoreel contains explicit footage of a high-ranking Wiyrkomi executive conducting some extremely off-the-record business with a few women of the night.
23739 Recon Speeders Reconnaissance vehicles that comprise an essential part of any respectable ground force.
23740 Custom-built Guidance System An electrical device used in targeting systems and tracking computers. This model has been custom-built for use by FON's operatives in the Algintal system.
23741 LCO Shipyard Large construction tasks can be undertaken at this shipyard.
23742 LCO Pulsating Sensor
23743 Kador Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
23744 Nossa Farad's Voucher
23745 Odan Poun's Message Odan Poun's message has been recorded inside this data chip.
23746 Ader Finn's Zealot "A Zealot piloted by an agent.
Missions:
Difficulty Rating: Grade 1
Warning: This agent is a link in another mission chain. "
23748 Lord Manel's Message Lord Manel's message has been recorded inside this data chip.
23749 Blood Raider Squad Leader's Head This is the head of a squad leader serving in the Blood Raider organization.
23752 Cloven Grey Asteroid This towering asteroid seems to have suffered a tremendous impact, splitting it in multiple pieces.
23753 Cloven Red Asteroid This towering asteroid seems to have suffered a tremendous impact, splitting it in multiple pieces.
23754 Broken Blue Crystal Asteroid This towering asteroid seems to have suffered a tremendous impact, splitting it into multiple pieces.
23755 Broken Metallic Crystal Asteroid This towering asteroid seems to have suffered a tremendous impact, splitting it into multiple pieces.
23756 Broken Orange Crystal Asteroid This towering asteroid seems to have suffered a tremendous impact, splitting it into multiple pieces.
23757 Archon "The Archon was commissioned by the Amarr Navy to act as a personnel and fighter carrier. The order to create the ship came as part of a unilateral initative issued by Navy Command in the wake of Emperor Kor-Azor's assassination. Sporting the latest in fighter command interfacing technology and possessing characteristically strong defenses, the Archon is a powerful aid in any engagement.
Amarr Carrier Skill Bonuses:
50% bonus to Capital Energy and Armor transfer range per level
4% bonus to all Armor resistances per level
Can fit Warfare Link modules
Can fit Tactical Logistics Reconfiguration modules
Can deploy 1 additional Fighter or Drone per level
200% bonus to Fighter control range"
23758 Archon Blueprint
23759 FA-14 Templar Fighter Bomber
23760 FA-14 Templar Blueprint
23761 Amarr Starbase Control Tower_LCO The Amarr have always been fond of majestic and intimidating constructions. Their Control Towers do not deviate from that tradition and are truly big and powerful structures, intended more for preservation of territorial interests than commercial benefits.
23762 LCO Amarr Lookout A lookout post, constructed so that its inhabitants may have a better look at the vast expanses of space and whatever wonders they may hold.
23763 LCO Cargo Rig This industrial structure serves as a platform for warehouses and the sorting of cargo containers.
23764 Bartezo's Message Bartezo's message has been recorded inside this data chip. It implicates Nossa Farad in the assassination attempt against Lord Manel.
23765 Kofur Karveran's Armageddon An Armageddon piloted by an agent.
23766 Ader's Keycard Ader Finn's Keycard.
23767 Drone Beacon With it's swirling orange light, this drone beacon appears to be marking a point of interest, or perhaps a waypoint in a greater trail.
23768 Pomari Maara's Condor A Condor piloted by an agent.
23769 Hosiwo Onima's Condor A Condor piloted by an agent.
23770 Nakkito Ihadechi's Condor A Condor piloted by an agent.
23771 Furas Vaupero's Merlin A Merlin piloted by an agent.
23772 Ontaa Jila's Harpy A Harpy piloted by an agent.
23773 Ragnarok "The liberty of our people is solely our responsibility. Tempting as it is to foist this burden upon our well-wishers, we must never forget that the onus of our emancipation rests with us and us alone.
For too long, our proud people have been subjugated to the whims of enslavers, forced to endure relentless suffering and humiliation at the hands of people whose motivations, masked though they may be by florid religious claptrap, remain as base and despicable as those of the playground bully.
If ever there was a time to rise – if ever there was a time to join hands with our brothers – that time is now. At this exact junction in history we have within our grasp the means to loosen our tormentors' hold and win freedom for our kin. Opportunities are there to be taken.
Brothers, we must rise.
-Malaetu Shakor, Republic Parliament Head
Speaking before the Tribal Council
November 27th, YC 107
Minmatar Titan Skill Bonuses:
125% bonus to Capital Projectile Turret damage per level
7.5% reduction in fleet members' signature radius per level
Can fit Gjallarhorn Super Weapon
Can fit Jump Portal Generator
Can fit Clone Vat Bay
Can fit 1 additional Warfare Link module per level
Immune to all forms of Electronic Warfare
Turrets fitted to this ship will do reduced damage to small targets"
23774 Ragnarok Blueprint
23775 Cosmos Crucifier A Crucifier piloted by an agent.
23776 Cosmos Maller A Maller piloted by an agent.
23777 Cosmos Arbitrator An Arbitrator piloted by an agent.
23778 Cosmos Coercer A Coercer piloted by an agent.
23779 Cosmos Malediction A Malediction piloted by an agent.
23780 Cosmos Crusader A Crusader piloted by an agent.
23781 Cosmos Purifier A Purifier piloted by an agent.
23782 Cosmos Prophecy A Prophecy piloted by an agent.
23783 'Abatis' 100mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
23784 'Abatis' 100mm Reinforced Steel Plates I Blueprint
23785 'Bailey' 1600mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
23786 'Bailey' 1600mm Reinforced Steel Plates I Blueprint
23787 'Chainmail' 200mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
23788 'Chainmail' 200mm Reinforced Steel Plates I Blueprint
23789 'Bastion' 400mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
23790 'Bastion' 400mm Reinforced Steel Plates I Blueprint
23791 'Citadella' 50mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
23792 'Citadella' 50mm Reinforced Steel Plates I Blueprint
23793 'Barbican' 800mm Reinforced Steel Plates I "Increases the maximum strength of the Armor.
Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives."
23794 'Barbican' 800mm Reinforced Steel Plates I Blueprint
23795 'Gorget' Small Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the ship.
23796 'Gorget' Small Armor Repairer I Blueprint
23797 'Greaves' Medium Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the ship.
23798 'Greaves' Medium Armor Repairer I Blueprint
23799 'Hauberk' Large Armor Repairer I This module uses nano-assemblers to repair damage done to the armor of the ship.
23800 'Hauberk' Large Armor Repairer I Blueprint
23801 'Crucible' Small Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
23802 'Crucible' Small Capacitor Battery I Blueprint
23803 'Censer' Medium Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
23804 'Censer' Medium Capacitor Battery I Blueprint
23805 'Thurifer' Large Capacitor Battery I Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
23806 'Thurifer' Large Capacitor Battery I Blueprint
23807 'Saddle' Small Capacitor Booster I Provides a quick injection of power into the capacitor.
23808 'Saddle' Small Capacitor Booster I Blueprint
23809 'Harness' Medium Capacitor Booster I Provides a quick injection of power into the capacitor.
23810 'Harness' Medium Capacitor Booster I Blueprint
23811 'Plough' Heavy Capacitor Booster I Provides a quick injection of power into the capacitor.
23812 'Plough' Heavy Capacitor Booster I Blueprint
23813 'Palisade' Cap Recharger I Increases the capacitor recharge rate.
23814 'Palisade' Cap Recharger I Blueprint
23815 'Caltrop' Small Energy Neutralizer I Neutralizes a portion of the energy in the target ship's capacitor.
23816 'Caltrop' Small Energy Neutralizer I Blueprint
23817 'Ditch' Medium Energy Neutralizer I Neutralizes a portion of the energy in the target ship's capacitor.
23818 'Ditch' Medium Energy Neutralizer I Blueprint
23819 'Moat' Heavy Energy Neutralizer I Neutralizes a portion of the energy in the target ship's capacitor.
23820 'Moat' Heavy Energy Neutralizer I Blueprint
23821 'Upir' Small Nosferatu I "Drains energy from the target ship and adds it to your own.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
23822 'Upir' Small Nosferatu I Blueprint
23824 'Strigoi' Medium Nosferatu I "Drains energy from the target ship and adds it to your own. This is a more powerful version designed for cruiser class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
23825 'Strigoi' Medium Nosferatu I Blueprint
23826 LCO Amarr Battery A small missile battery designed to repel invaders and other hazards.
23827 Cora Chaktaren Armageddon A Armageddon piloted by an agent.
23828 Spatial Rift These natural phenomenum that rumour says will hurtle those that come too close to faraway places. Wary travelers stay away from them as some that have ventured too close have never been seen again.
23829 'Vrykolakas' Heavy Nosferatu I "Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships.
Note: a Nosferatu module will not drain your target's capacitor below your own capacitor level."
23830 'Vrykolakas' Heavy Nosferatu I Blueprint
23831 Zar Forari's Bestower "A Bestower piloted by Zar Forari an Agent in Space working for Imperial Shipments.
Missions:
Difficulty Rating: Grade 7.5 "
23832 Zach Himen's Omen An Omen piloted by an Agent in space working for the Imperial Chancellor
23833 LCO Amarr Wall Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
23834 'Mace' Dual Light Beam Laser I "This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
23835 'Mace' Dual Light Beam Laser I Blueprint
23836 'Longbow' Small Focused Pulse Laser I "A high-powered pulse laser. Good for short to medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
23837 'Longbow' Small Focused Pulse Laser I Blueprint
23838 'Gauntlet' Small Focused Beam Laser I "A high-powered beam laser. Good for medium range encounters.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
23839 'Gauntlet' Medium Beam Laser I Blueprint
23840 'Crossbow' Focused Medium Beam Laser I "A high-energy, concentrated laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
23841 'Crossbow' Focused Medium Beam Laser I Blueprint
23842 'Joust' Heavy Pulse Laser I "A heavy laser designed for short to medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
23843 'Joust' Heavy Pulse Laser I Blueprint
23844 'Arquebus' Heavy Beam Laser I "A high-energy heavy laser designed for medium range engagements. Delivers powerful damage.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
23845 'Arquebus' Heavy Beam Laser I Blueprint
23846 'Halberd' Mega Pulse Laser I "A super-heavy pulse laser designed for medium range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
23847 'Halberd' Mega Pulse Laser I Blueprint
23848 'Catapult' Mega Beam Laser I "A super-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
23849 'Catapult' Mega Beam Laser I Blueprint
23850 'Ballista' Tachyon Beam Laser I "An ultra-heavy beam laser designed for medium to long range engagements.
Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray."
23851 'Ballista' Tachyon Beam Laser I Blueprint
23852 'Squire' Small Remote Capacitor Transmitter Transfers capacitor energy to another ship.
23853 'Squire' Small Remote Capacitor Transmitter Blueprint
23854 'Knight' Medium Remote Capacitor Transmitter Transfers capacitor energy to another ship.
23855 'Knight' Medium Remote Capacitor Transmitter Blueprint
23856 'Chivalry' Large Remote Capacitor Transmitter Transfers capacitor energy to another ship.
23857 'Chivalry' Large Remote Capacitor Transmitter Blueprint
23858 LCS Amarr Bunker A small bunker, there for accommodation and increased mobility of troops and other personnel.
23859 LCO Amarr Administration Complex This building functions as the command and control center for the local region within the Amarr Empire. Usually guarded by several military units. This stronghold is designed to function as a military base during times of war aswell as a government office during peace times.
23860 LCO Docked Bestower This Bestower-class industrial is currently offloading and loading supplies to this installation.
23863 Nidupadian Yorak Eggs "The eggs of the Yorak Fish are prized delicacies of the Amarrian Emperor and its house. Only those of royal blood are allowed to consume these rare eggs. Transportation of these eggs is only given to highly trusted employees and associates of Imperial Shipments.
With the complete control on the consumption of these eggs controlled by the Emperor's House the processing plants are often a target of raiding factions to gain a few portions of these true delicacies."
23864 'Pike' Small EMP Smartbomb I Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
23865 'Pike' Small EMP Smartbomb I Blueprint
23866 'Lance' Medium EMP Smartbomb I Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
23867 'Lance' Medium EMP Smartbomb I Blueprint
23868 'Warhammer' Large EMP Smartbomb I Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
23869 'Warhammer' Large EMP Smartbomb I Blueprint
23871 Keron's Head Keron Vandafelt's Head. Preserved in a vat of Liquid.
23873 COSMOS BOSS: Keron Vandafelt Keron Vandafelt, a well known mercenary working for the Blood Raiders. His most notable brush with death was when CONCORD DED raiders tracked him down to a remote region of space. Cornered, he managed to fool their sensors into believing he had an entire army with him. While DED moved to secure the area and await reinforcements, Kieron made fast his escape and publicly tormented DED officials for their newbish mistake.
23874 Lord Methros' Encrypted Data Burst "A Heavily coded data fragment, retrieved from the wreckage of a transport ship.
Data fragments such as this are usually transported by ship rather than FTL communication systems due to their complexity and sensitivity of the data contained within them."
23875 COSMOS Mythos Transport Cruiser
23876 Lord Arachnan's Encrypted Data Burst "A Heavily coded data fragment, retrieved from the wreckage of a transport ship.
Data fragments such as this are usually transported by ship rather than FTL communication systems due to their complexity and sensitivity of the data contained within them."
23877 Encoded Data Transmission "A heavily coded data fragment.
Data fragments such as this are usually transported by ship rather than FTL communication systems due to their complexity and sensitivity of the data contained within them."
23878 Blood Raider Commander's Medalion This medalion is awarded to high level commanding officers of the The Blood Raider Covenant, for strong leadership and courage under fire, very few officers ever recieve this award.
23879 Blood Raider Commander Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
23880 Identity Data Chip This data chip contains massive ammounts of data about a person to help confirm their identity. Allowing safe knowlege that the person they recieve the Identity Chip from is who they say they are.
23881 Ammargal Detrone's Zealot "A Zealot piloted by Ammargal Detrone, one of the leading intelligence agents in the sector.
Missions:
Difficulty Rating: Grade 8 "
23882 Standard Decoding Device A standard decoding device, used to decode valuable transmissions often sent via non-FTL transport.
23883 Methros Enhanced Decoding Device A standard decoding device, used to decode valuable transmissions often sent via non-FTL transport.
23888 Methros Enhanced Decoding Device Blueprint
23889 Indestructible Acceleration Gate This acceleration gate has been locked down and is not usable by the general public.
23890 Inter-Galactic Media Report - The Audesder Incident (1 of 3) Minmatar pioneers recently discovered an ancient Nefantar holy site within Audesder which was thought to have been lost forever during the Rebellion. It is the burial place of the long-dead Nefantar prophet, Tyrion Plethar, the first Minmatar priest of the Amarrian religion, as well as hundreds of other priests and saints. It so happens that this holy site is located inside a giant space ship, still intact despite many years of neglect, and incredibly the crew was found still alive, albeit in a cryogenic state.
Originally this holy site was located in Hjoramold XII which now resides in Minmatar Republic space. During the great Rebellion, the Nefantar government on the planet had given up all hope of defending their solar system against the massive rebel forces headed their way. The neighboring constellations had already fallen and it was only a matter of time before their own fell into the hands of their enemies. So they decided upon a drastic plan to save the holiest site located within Nefantar space, the burial place of Tyrion Plethar.
The plan was to transfer as much of the holy site, buildings and all, into a giant space ship, renamed to the ‘Pletharian', which would in turn fly towards the Amarr Empire, where it would most assuredly be kept safe. The ship had originally been built by Amarrian engineers to be a mobile outpost of sorts, but was the only available vessel that could carry the massive buildings which were part of the burial site.
Loading the burial site onto the ship took a matter of days, although it was quite a hasty procedure and resulted in a number of mishaps, where a number of the buildings were damaged and one even completely destroyed as it toppled from the cranes used to elevate it from the ground. But eventually the majority of the buildings had been painstakingly transferred into the space ship. It was then that the rebels attacked, appearing out of nowhere and quickly descended upon the meager Nefantar defenses,.
But even though the defenders were no match for the incoming Minmatar armada, they still bought the Pletharian enough time to set off on its course towards Amarr Space. The only problem was, it was too massive to use the stargate. It had been brought to the system in parts and assembled, but in its current state there was no way it could access the stargate out of Hjoramold. So they had to manually fly it through the vastness of space, without any jump-drive capability.
The destination was Audesder, a solar-system heavily fortified with Amarr forces. At the time the Nefantar government in Hjormold believed that it was impossible for the rebels to advance far enough to conquer Audesder. Ironically this system was one of the last to be taken during the later stages of the rebellion.
23891 Inter-Galactic Media Report - The Audesder Incident (2 of 3) Little is known of what happened to the Pletharian during its journey, and eventually the remaining Nefantars, now called Ammatars, gave up hope of ever finding it again. But with its discovery by Minmatar explorers, the situation has changed dramatically. The Republic has released little info on their findings to the public, but one thing is clear, something must have caused the Pletharian to malfunction and become stranded in space for all these years. Possibly a collision with an asteroid, or simply a breakdown of their thruster system. Whatever the cause, the Pletharian has now become the hottest topic on everyone's lips within the Ammatar / Minmatar border zone.
Needless to say, shortly after the discovery had been confirmed by Republic authorities, the Ammatar government demanded that it be handed over to them. The Republic refused, citing that it contains the remains of convicted mass-murderers and Amarrian collaborators, and it would be an affront to all those enslaved and tortured during Amarrian rule to hand them over to the Ammatar. Instead they intend to make it into a museum, to be shown to Republic citizens as a grim reminder of the past.
The Ammatars were far from pleased. This was the last straw in a chain of political collisions between their people and the Republic. Their citizens demanded action, and even within the Amarr empire itself there were rumors that the imperial fleet was preparing for war. After all, Tyrion Plethar was the most highly regarded member of the Amarr faith which was of Minmatar origin. The Republic's refusal to hand over his remains was not only an affront to the Ammatar nation, but to the Amarrian church as well.
And so the buildup for war has begun. The Amarr and Ammatars have built a massive military outpost in Kenobanala, which is directly connected to Audesder. Cruisers and battleships keep arriving daily from all over the empire, and media reports indicate that even Minas Iksan, one of the Empire's most prestigious military generals, who led the successful campaign against the Blood Raiders a few years ago, has arrived. This does not bode well for the stability of the region, which is already on the brink of a potentially disastrous war.
To top it all off, the Caldari and Khanid, which have recently become official allies of the Amarr Empire and Ammatar, have been caught up in the fray. They have sent both financial support and military aid to the front lines, boosting up the already massive invasion force.
23892 Inter-Galactic Media Report - The Audesder Incident (3 of 3) "On the other side of the fence, the Minmatar Republic has been flooding Audesder with its own troops. Desperate to prevent another Amarr occupation, it has poured all of its resources into creating an impregnable defensive barrier between it and the Ammatar. The Gallente Federation and ORE have lent their support as well, the Federation sending an armada of ships to help defend Audesder incase of an attack, and ORE supplying the Minmatar forces with financial aid as well as hired mercenaries.
War looms over this troubled area, and analysts suspect that it may spread to outlying regions. This could even be the start of a new galactic war that no one wants except the most fanatical nationalists. CONCORD are monitoring the situation closely, and have reportedly been trying their hardest to soothe the political climate to prevent an all-out-war. But even they cannot prevent the inevitable battle over Audesder, and we can only hope the conflict will not spread to the neighboring regions.
"
23893 Enigma Cypher Book Cyphers used by Lord Mythos.
23894 'Page' Capacitor Flux Coil I Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
23895 'Page' Capacitor Flux Coil I Blueprint
23896 'Motte' Capacitor Power Relay I Increases capacitor recharge rate at the expense of shield boosting.
23897 'Motte' Capacitor Power Relay I Blueprint
23898 'Portcullis' Reactor Control Unit I Boosts power core output.
23899 'Portcullis' Reactor Control Unit I Blueprint
23900 'Mangonel' Heat Sink I "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
23901 'Mangonel' Heat Sink I Blueprint
23902 'Trebuchet' Heat Sink I "Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
23903 'Trebuchet' Heat Sink I Blueprint
23904 The Scope Storage Container This storage container is property of The Scope. Tamper with it at your own risk.
23906 Stationary Revelation A stationary Revelation Dreadnought.
23907 Shiny Sentry Key This security passcard is one of two needed to pass this sentry station.
23908 Core Serpentis Sentry This is a well defended guard station.
23909 Komni History (1 of 2) The Komni corporation was founded by the multi-billionaire Kaimo Nayen, who had garnered his fortune by building up a real estate empire on Caldari Prime. The purpose of the company was to give his firstborn son, Shojin Nayen, a chance to receive experience as a CEO, before the time came for him to take over the reigns of his father's mega-corporation. Komni dealt in simple garbage hauling tasks, employing a few dozen washed up pilots to do the sordid task of transporting unrecyclable material to remote locations within the Caldari solarsystems.
Unfortunately Shojin had been inexcusably spoiled as a child, and lacked all of his fathers virtues which had helped him become so successful. The Komni corporation quickly began losing money, bad deals were made and the daily affairs were generally ignored by Shojin who spent most of his time dating beautiful women and staying out late at night at popular Caldari bars. But when his father learned of the state of things, and that the Komni corporation had slid to the verge of bankruptcy, he became furious. He demanded that his son straighten things out, or all of his shares within the mega-real-estate corporation would go to his other son, Akimo.
Shojin became terrified at these grim tidings, and was especially worried that his father would also strip him of access to his bank account which he so much relied on to live his extravagant lifestyle. So he turned to the underworld for aid, secretly contacting an agent employed by the Guristas Pirates, Drako Minai, to manage his corporate affairs. At first this worked out perfectly, the Komni stock rose considerably and money came streaming in. Better pilots and maintainance on the old company haulers were finally affordable, without any intervention from Kaimo.
23911 Thanatos "Sensing the need for a more moderately-priced version of the Nyx, Federation Navy authorities commissioned the design of the Thanatos. Designed to act primarily as a fighter carrier for small- to mid-scale engagements, its significant defensive capabilities and specially-fitted fighter bays make it ideal for its intended purpose.
Gallente Carrier Skill Bonuses:
50% bonus to Capital Shield and Armor transfer range per level
5% bonus to deployed Fighters' damage per level
Can fit Warfare Link modules
Can fit Tactical Logistics Reconfiguration modules
Can deploy 1 additional Fighter or Drone per level
200% bonus to Fighter control range"
23912 Thanatos Blueprint
23913 Nyx "The Nyx is a gigantic homage to a figure much loved in Gallente society. The ship's design is based on the scepter of Doule dos Rouvenor III, the king who, during his peaceful 36-year reign, was credited with laying the foundation for the technologically and socially progressive ideologies which have pervaded Gallente thought in the millennia since. Indeed, the Nyx itself is emblematic of the Gallenteans' love for progress; packed to the ergonomic brim with the latest in cutting-edge advancements, it is a proud reminder of the things that make the Federation what it is.
Note: This ship class is capable of carrying only fighters and fighter bombers in its drone bay.
Gallente Carrier Skill Bonuses:
50% bonus to Capital Shield and Armor transfer range per level
5% bonus to deployed Fighters or Fighter Bomber damage per level
Can fit Projected Electronic Counter Measures
Can deploy 3 additional Fighters or Fighter Bombers per level
Can fit 1 additional Warfare Link module per level
200% bonus to Fighter and Fighter Bomber control range
Immune to all forms of Electronic Warfare "
23914 Nyx Blueprint
23915 Chimera "The Chimera's design is based upon the Kairiola, a vessel holding tremendous historical significance for the Caldari. Initially a water freighter, the Kairiola was refitted in the days of the Gallente-Caldari war to act as a fighter carrier during the orbital bombardment of Caldari Prime.
It was most famously flown by the legendary Admiral Yakia Tovil-Toba directly into Gallente Prime's atmosphere, where it fragmented and struck several key locations on the planet. This event, where the good Admiral gave his life, marked the culmination of a week's concentrated campaign of distraction which enabled the Caldari to evacuate their people from their besieged home planet. Where the Chimera roams, the Caldari remember.
Caldari Carrier Skill Bonuses:
50% bonus to Capital Energy and Shield transfer range per level
4% bonus to all Shield resistances per level
Can fit Warfare Link modules
Can fit Tactical Logistics Reconfiguration modules
Can deploy 1 additional Fighter or Drone per level
200% bonus to Fighter control range"
23916 Chimera Blueprint
23917 Wyvern "The Wyvern is based on documents detailing the design of the ancient Raata empire's seafaring flagship, the Oryioni-Haru. According to historical sources the ship was traditionally taken on parade runs between the continent of Tikiona and the Muriyuke archipelago, seat of the Emperor, and represented the pride and joy of what would one day become the Caldari State. Today's starfaring version gives no ground to its legendary predecessor; with its varied applications in the vast arena of deep space, the Wyvern is likely to stand as a symbol of Caldari greatness for untold years to come.
Note: This ship class is capable of carrying only fighters and fighter bombers in its drone bay.
Caldari Carrier Skill Bonuses:
50% bonus to Capital Energy and Shield transfer range per level
4% bonus to all Shield resistances per level
Can fit Projected Electronic Counter Measures
Can deploy 3 additional Fighters or Fighter Bombers per level
Can fit 1 additional Warfare Link module per level
200% bonus to Fighter or Fighter Bomber control range
Immune to all forms of Electronic Warfare "
23918 Wyvern Blueprint
23919 Aeon "Ships like the Aeon have been with the Empire for a long time. They have remained a mainstay of Amarr expansion as, hopeful for a new beginning beyond the blasted horizon, whole cities of settlers sojourn from their time-worn homesteads to try their luck on infant worlds. The Aeon represents the largest ship of its kind in the history of the Empire, capable of functioning as a mobile citadel in addition to fielding powerful wings of fighter bombers.
Note: This ship class is capable of carrying only fighters and fighter bombers in its drone bay.
Amarr Carrier Skill Bonuses:
50% bonus to Capital Energy and Armor transfer range per level
4% bonus to all Armor resistances per level
Can fit Projected Electronic Counter Measures
Can deploy 3 additional Fighters or Fighter Bombers per level
Can fit 1 additional Warfare Link module per level
200% bonus to Fighter or Fighter Bomber control range
Immune to all forms of Electronic Warfare"
23920 Aeon Blueprint
23921 Strain Annihilator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
23922 Strain Devastator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
23923 Strain Viral Infector Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
23924 Strain Violator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
23925 Blood Fund Bags and bags of blood collected by the Blood Raiders throughout Araz.
23926 Plague Spores Seeds of a potent plague bacteria collected from the coat of small mammals. Has a history of ravaging any population it comes into contact with.
23929 Truthteller An ingenious piece of equipment that only a delightfully deranged mind could conjure, used to make just about anybody spill his beans (and his guts too, usually).
23930 Foreman's Head This is the head of a foreman working for the Blood Raiders in the Araz constellation.
23931 House Methros Coat of Arms A heraldry emblem of the distinguished House Methros family.
23932 Blood Reel A horrifying holo reel depicting the atrocities committed by the Blood Raiders in the Araz constellation.
23933 Dynasty Ring A ring with the emblem of House Arachnan. Only worn by members of the Arachnan family.
23934 Edict of Ancestry A formal decree issued by an Amarr Holder. This one questions the legitimacy of Lord Arachnan as the head of the Arachnan family.
23935 Aradim Arachnan's Head This is the head of Aradim Arachnan, son and heir of Lord Arachnan.
23936 Ancestral Armor Ancestral personal armor of House Arachnan, dating back to the heights of the Reclaiming, worn by lords of the House in ground warfare. Though thousands of years old it is still in good order.
23937 Perpetual Chamber Warden A security and surveillance device used to track movement and other activity inside buildings. This one is used to track and record all activity inside the personal chambers of Lord Arachnan.
23939 Deuce Murderer Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
23940 Vagrant Nihilist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23941 Vagrant Anarchist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23942 Desperado Nihilist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23943 Desperado Anarchist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23945 Komni History (2 of 2) "But soon the old man became suspicious. He couldn't believe the incredibly good fortune his son was suddenly blessed with was simply due to hard, honest work. So he hired an expensive private detective, Asamura, to investigate the internal affairs within Komni, to better understand exactly what had changed since disaster loomed over the corporation. Asamura, being an ex-elite agent within the Caldari State special forces, quickly discovered who was behind this turn of events; that the Guristas had been using the garbage haulers as a means to smuggle drugs and other illegal goods into Caldari high security space for enormous profits. Due to Kaimos's close relationship with many members of the Caldari State government, the garbage haulers received far less attention from local security forces than other, more suspcious craft.
When Kaimo heard of these tidings he became furious. If the news surfaced about Komni being under the influence of the Guristas Pirates and committing illegal acts within the Caldari State borders, his status and even his life might be forfeit. He immediately confronted his son and ordered him to cut all ties with the Guristas, as well as letting him know that he had just blown any chance he had of acquiring the family fortune. But there was one single flaw in Kaimos plan, and that was his underestimating of his sons determination to remain wealthy. Threatening to expose Komnis illegal dealings to the media, Shojin played the only card he had. Either his father leave his corporation alone and give it a large credit ""donation"", or both of their reputations would be ruined. In return Shojin would severe all ties with the Guristas. His father reluctantly accepted his sons terms.
Shortly thereafter Shojin held a secret meeting with his contact within the Guristas. He demanded that Drako stop the illegal activity the Guristas had been conducting behind his back, and remove all ties they had with Komni. But the wry, finely dressed agent simply laughed, they had played Shojin for a fool all along. While Shojin had been endulging himself with the finer things in life, Drako had been busily hoarding the company stocks in preparation for a takeover. He knew about Asamuras involvement, and expected this very conversation. As Shojin looked in horror, two burly, brown-skinned men entered the room where he stood next to Drako. With a simple move of his right hand, Drako ordered his guards to execute his unfortunate client. And as he left the room, followed by high-pitched screams which were quickly silenced, the smiling, middle-aged man dressed in a shiny black tuxedo thought of how happy he was that the Komni stock had risen drastically upon the news of the takeover. No longer would he need to answer to his less-than-trustworthy superiors within the Guristas, from this day forward he would own his very own branch within the vast Caldari criminal network.
"
23946 Dakumon's Punisher A Punisher piloted by an agent.
23947 Ebotiz's Retribution A Retribution piloted by an agent.
23948 Native Freshfood Special The Native Freshfood Special is a meat-heavy meal which is sought after all throughout the Minmatar Republic. The recipe has been handed down through countless generations, and is considered part of the Minmatar heritage.
23949 Serpentis Battlestation This gigantic suprastructure is one of the military installations of the Serpentis pirate corporation. Even for its size, it has no commercial station services or docking bay to receive guests.
23950 Command Ships Skill for the operation of Command Ships. Can not be trained on Trial Accounts.
23951 Aradim Arachnan The Omen is a good example of the sturdy and powerful cruisers of the Amarr, with super strong armor and defenses. It also mounts multiple turret hardpoints. This Omen is piloted by Aradim Arachnan, the son of Lord Arachnan.
23952 Karo Zulak's Bestower This Bestower-class industrial is currently undergoing maintenance. Although an excellent military tactician, Zulak is not known for his bravery in combat, rather opting to fly in a heavily armored industrial behind the scene while his men do the fighting. This is highly unusual, but he claims it has helped him avoid unneccessary attention in the past, as few suspect anyone of importance would choose to fly a Bestower.
23953 Jump Portal Generator I "A piece of machinery designed to allow a capital vessel to create a bridge between systems without the use of a stargate, allowing its companions access through vast tracts of space to join it on the battlefield.
Note: Can only be fitted on Titans.
Jump Portal Generators use the same isotopes as your ships jump drive to jump other ships through the portal. You will need sufficient fuel in your holds in order to allow ships in your fleet to use the jump portal when it is activated.
"
23954 Jump Portal Generator I Blueprint
23955 Thukker Mercenary Fighter This is a mercenary of Thukker Tribe origin. Renowned for their brutality, Thukker mercenaries are not to be taken lightly. Threat level: High
23956 Thukker Mercenary Captain This is a mercenary of Thukker Tribe origin. Renowned for their brutality, Thukker mercenaries are not to be taken lightly. Threat level: High
23957 Thukker Mercenary Eliminator This is a mercenary of Thukker Tribe origin. Renowned for their brutality, Thukker mercenaries are not to be taken lightly. Threat level: High
23958 Thukker Mercenary Rookie This is a mercenary of Thukker origin, who is obviously starting out in his profession. Threat level: Moderate
23959 Thukker Mercenary Elite Fighter This is a mercenary of Thukker Tribe origin. Renowned for their brutality, Thukker mercenaries are not to be taken lightly. Threat level: High
23960 Sentry Station Alpha/Beta This station is one of two guard bases where access to the SCCCCCS deadspace complex is monitored.
23961 Serpentis Sentry Station Gate Crystal This is one half of the crystal that activates the first Ancient Acceleration Gate in the SCCCCCS deadspace complex.
23963 LCS Stargate (Gallente 1) This stargate has been manufactured according to Federation design. It is not usable without the proper authorization code.
23964 Blood Kernel The human farm is for farming humans.
23965 Blood Raider Foreman
23968 LCO Blood Raider Barrier A barrier. Tune in, turn up, keep out.
23969 Gistior Shatterer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23970 Corpior Visionary This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23971 Pithior Nihilist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23972 Centior Misshape This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23973 Corelior Trooper This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23974 Gistior Defacer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23975 Gistior Haunter This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23976 Gistior Defiler This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23977 Gistior Seizer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23978 Gistior Trasher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23979 Corpior Converter This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23980 Corpior Templar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23981 Corpior Devoter This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23982 Corpior Friar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23983 Corpior Cleric This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23984 Pithior Anarchist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23985 Pithior Renegade This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23986 Pithior Guerilla This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23987 Pithior Terrorist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23988 Pithior Supremacist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23989 Centior Cannibal This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23990 Centior Devourer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23991 Centior Abomination This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23992 Centior Monster This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23993 Centior Horror This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23994 Corelior Soldier This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23995 Corelior Infantry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23996 Corelior Sentinel This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23997 Corelior Cannoneer This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23998 Corelior Artillery This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
23999 Gistatis Legionnaire This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24000 Corpatis Bishop This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24001 Pithatis Executor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24002 Centatis Phantasm This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24003 Corelatis Wing Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24004 Gistatis Primus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24005 Gistatis Tribuni This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24006 Gistatis Praefectus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24007 Gistatis Tribunus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24008 Gistatis Legatus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24009 Corpatis Seer This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24010 Corpatis Shade This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24011 Corpatis Fanatic This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24012 Corpatis Phantom This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24013 Corpatis Exorcist This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24014 Pithatis Enforcer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24015 Pithatis Assaulter This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24016 Pithatis Assassin This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24017 Pithatis Death Dealer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24018 Pithatis Revolter This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24019 Centatis Specter This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24020 Centatis Wraith This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24021 Centatis Devil This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24022 Centatis Daemon This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24023 Centatis Behemoth This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24024 Corelatis Squad Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24025 Corelatis Platoon Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24026 Corelatis Captain This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24027 Corelatis Captain Sentry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24028 Corelatis High Captain This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24029 LCO Blood Raider Fence A fence. Sheep.
24030 R.S. Officer's Passcard This is a security passcard for Roden Shipyard officers.
24031 R.S. Officer's Alpha Passcard This is a security passcard for Roden Shipyard officers.
24032 LCO Human Farm The human farm is for farming humans.
24033 Arch Gistii Ruffian This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24034 Arch Gistii Nomad This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24035 Arch Gistii Ambusher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24036 Arch Gistii Raider This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24037 Arch Gistii Hunter This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24038 Arch Gistii Impaler This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24039 Elder Corpii Seeker This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24040 Elder Corpii Collector This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24041 Elder Corpii Raider This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24042 Elder Corpii Diviner This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24043 Elder Corpii Reaver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24044 Elder Corpii Engraver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24045 Dire Pithi Despoiler This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24046 Dire Pithi Saboteur This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24047 Dire Pithi Plunderer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24048 Dire Pithi Wrecker This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24049 Dire Pithi Destructor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24050 Dire Pithi Demolisher This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24051 Centii Loyal Savage This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24052 Centii Loyal Slavehunter This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24053 Centii Loyal Enslaver This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24054 Centii Loyal Plague This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24055 Centii Loyal Manslayer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24056 Centii Loyal Butcher This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24057 Coreli Guardian Watchman This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24058 Coreli Guardian Patroller This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24059 Coreli Guardian Guard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24060 Coreli Guardian Safeguard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24061 Coreli Guardian Defender This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24062 Coreli Guardian Protector This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24063 Corelum Chief Infantry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24064 Corelum Chief Sentinel This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24065 Corelum Guardian Chief Scout This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24066 Corelum Guardian Chief Spy This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24067 Corelum Guardian Chief Watchman This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24068 Corelum Guardian Chief Patroller This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24069 Corelum Guardian Chief Guard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24070 Corelum Guardian Chief SafeGuard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24071 Corelum Guardian Chief Defender This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24072 Corelum Guardian Chief Protector This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24073 Corelum Guardian Chief Infantry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24074 Corelum Guardian Chief Sentinel This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24075 Centum Fiend This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24076 Centum Hellhound This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24077 Centum Loyal Ravisher This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24078 Centum Loyal Ravager This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24079 Centum Loyal Beast This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24080 Centum Loyal Juggernaut This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24081 Centum Loyal Slaughterer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24082 Centum Loyal Execrator This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24083 Centum Loyal Mutilator This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24084 Centum Loyal Torturer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24085 Centum Loyal Fiend This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24086 Centum Loyal Hellhound This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24087 Pithum Eraser This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24088 Pithum Abolisher This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24089 Dire Pithum Silencer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24090 Dire Pithum Ascriber This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24091 Dire Pithum Killer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24092 Dire Pithum Murderer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24093 Dire Pithum Annihilator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24094 Dire Pithum Nullifier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24095 Dire Pithum Mortifier This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24096 Dire Pithum Inferno This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24097 Dire Pithum Eraser This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24098 Dire Pithum Abolisher This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24099 Corpum Shadow Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24100 Corpum Dark Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24101 Elder Corpum Arch Reaver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24102 Elder Corpum Arch Engraver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24103 Elder Corpum Arch Templar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24104 Elder Corpum Revenant This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24105 Elder Corpum Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24106 Elder Corpum Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24107 Elder Corpum Arch Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24108 Elder Corpum Arch Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24109 Elder Corpum Shadow Sage This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24110 Elder Corpum Dark Priest This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24111 Gistum Phalanx This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24112 Gistum Centurion This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24113 Arch Gistum Depredator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24114 Arch Gistum Predator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24115 Arch Gistum Smasher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24116 Arch Gistum Crusher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24117 Arch Gistum Breaker This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24118 Arch Gistum Defeater This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24119 Arch Gistum Marauder This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24120 Arch Gistum Liquidator This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24121 Arch Gistum Phalanx This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24122 Arch Gistum Centurion This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24123 Elite Laser Pistols High-tech laser pistols.
24124 Laser-Pistol Stash This storage container is used to store a batch of high-tech laser pistols which were recently stolen from an Imperial military convoy.
24125 Gist Saint This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24126 Gist Nephilim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24127 Gist Malakim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24128 Gist Throne This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24129 Gist Cherubim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24130 Gist Seraphim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24131 Gist Domination Malakim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24132 Gist Domination Throne This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24133 Gist Domination Cherubim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24134 Gist Domination Seraphim This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24135 Corpus Archbishop This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24136 Corpus Harbinger This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24137 Corpus Monsignor This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24138 Corpus Cardinal This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24139 Corpus Patriarch This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24140 Corpus Pope This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24141 Dark Corpus Monsignor This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24142 Dark Corpus Cardinal This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24143 Dark Corpus Patriarch This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24144 Dark Corpus Pope This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24145 Pith Eliminator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24146 Pith Exterminator This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24147 Pith Destroyer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24148 Pith Conquistador This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24149 Pith Massacrer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24150 Pith Usurper This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24151 Dread Pith Destroyer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24152 Dread Pith Conquistador This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24153 Dread Pith Massacrer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24154 Dread Pith Usurper This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24155 Centus Plague Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24156 Centus Beast Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24157 Centus Overlord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24158 Centus Dark Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24159 Centus Dread Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24160 Centus Tyrant This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24161 True Centus Overlord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24162 True Centus Dark Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24163 True Centus Dread Lord This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24164 True Centus Tyrant This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24165 Core Flotilla Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24166 Core Vice Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24167 Core Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24168 Core High Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24169 Core Grand Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24170 Core Lord Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24171 Shadow Core Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24172 Shadow Core High Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24173 Shadow Core Grand Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24174 Shadow Core Lord Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24175 Gistatis Domination Legionnaire This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24176 Gistatis Domination Primus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24177 Gistatis Domination Tribuni This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24178 Gistatis Domination Praefectus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24179 Gistatis Domination Tribunus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24180 Gistatis Domination Legatus This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24181 Dark Corpatis Bishop This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24182 Dark Corpatis Seer This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24183 Dark Corpatis Shade This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24184 Dark Corpatis Fanatic This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24185 Dark Corpatis Phantom This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24186 Dark Corpatis Exorcist This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24187 Dread Pithatis Executor This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24188 Dread Pithatis Enforcer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24189 Dread Pithatis Assaulter This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24190 Dread Pithatis Assassin This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24191 Dread Pithatis Death Dealer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24192 Dread Pithatis Revolter This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24193 True Centatis Phantasm This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24194 True Centatis Specter This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24195 True Centatis Wraith This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24196 True Centatis Devil This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24197 True Centatis Daemon This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24198 True Centatis Behemoth This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24199 Shadow Corelatis Wing Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24200 Shadow Corelatis Squad Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24201 Shadow Corelatis Platoon Leader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24202 Shadow Corelatis Captain This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24203 Shadow Corelatis Captain Sentry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24204 Shadow Corelatis High Captain This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24205 Shadow Corelior Trooper This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24206 Shadow Corelior Soldier This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24207 Shadow Corelior Infantry This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24208 Shadow Corelior Sentinel This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24209 Shadow Corelior Cannoneer This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24210 Shadow Corelior Artillery This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24211 True Centior Misshape This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24212 True Centior Cannibal This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24213 True Centior Devourer This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24214 True Centior Abomination This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24215 True Centior Monster This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24216 True Centior Horror This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24217 Dread Pithior Nihilist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24218 Dread Pithior Anarchist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24219 Dread Pithior Renegade This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24220 Dread Pithior Guerilla This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24221 Dread Pithior Terrorist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24222 Dread Pithior Supremacist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24223 Dark Corpior Visioner This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24224 Dark Corpior Converter This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24225 Dark Corpior Templar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24226 Dark Corpior Devoter This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24227 Dark Corpior Friar This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24228 Dark Corpior Cleric This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24229 Gistior Domination Shatterer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24230 Gistior Domination Defacer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24231 Gistior Domination Haunter This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24232 Gistior Domination Defiler This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24233 Gistior Domination Seizer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24234 Gistior Domination Trasher This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24237 Blood Factory Inside these structures are breeding grounds for humans, body parts and human blood used in sinister Blood Raider rituals.
24238 Blood Raider Scientist Scientists working for the Blood Raider organization, most likely involved in their human breeding programs.
24239 Amokin's Malediction A Malediction piloted by an agent.
24240 Parsik's Crucifier A Crucifier piloted by an agent.
24241 Combat Drone Operation Skill at controlling scout drones. 5% Bonus to drone damage of light and medium drones per level.
24242 Infomorph Psychology "Psychological training that strengthens the pilot's mental tenacity. The reality of having one's consciousness detached from one's physical form, scattered across the galaxy and then placed in a vat-grown clone can be very unsettling to the untrained mind.
Allows 1 jump clone per level.
Note: Clones can only be installed in stations with medical facilities or in ships with clone vat bays. Installed clones are listed in the character sheet."
24243 Altar of the Blessed This impressive structure operates as a place for religious practice and the throne of a high ranking member within the clergy.
24244 The Apocryphon Ancient texts that some believe were once part of the holy scriptures of the Amarr religion. These texts are considered heretical by the Amarr clergy and anyone found preaching or distributing them is persecuted relentlessly.
24245 LCS Smuggler Stargate The old smuggling route gates were built by a coalition of Minmatar rebels and various pirate factions as a means to travel quickly and discreetly between the outer regions of space. They are favored by many to whom Empire Space is too high-profile and wish to keep a good distance from the vigilant fleet commanders of CONCORD.
24246 Bug-Ridden Corpse A corpse drained of all blood and filled with nasty bug devices.
24247 Antiseptic Biomass A mass of organic material. Antiseptic substance has been added to the mix to hinder decay.
24248 Noble Remains DNA remains from some young count.
24249 Generator Debris Debris from a disintegrated power generator.
24250 Archpriest Hakram's Head This is the head of an archpriest in the Blood Raider Covenant that was calling the shots in the Araz constellation.
24251 Pilgrims Amarr pilgrims seeking enlightenment at the holy sites that litter the Empire.
24252 LCO Smuggler Stargate The old smuggling route gates were built by a coalition of Minmatar rebels and various pirate factions as a means to travel quickly and discreetly between the outer regions of space. They are favored by many to whom Empire Space is too high-profile and wish to keep a good distance from the vigilant fleet commanders of CONCORD.
24253 Dead Pilgrim The corpse of an Amarrian pilgrim.
24254 Saintly Shroud The holy shroud worn by St. Ageroth on his deathbed.
24255 Arc of Revelation This is the Arc of Revelation, a sacred relic that is said to hold immense power for those of true faith.
24256 Generator Building The building where the Blood Raiders are housing their immense power generator.
24257 Temple of the Revelation This decorated structure serves as a place for religious practice.
24258 Corpse Dealer A Blood Raider frigate distributing corpses around the Slope.
24259 Corpse Collector A Blood Raider frigate bringing biomass harvested by other Blood Raiders around Araz.
24260 Archpriest Hakram Archpriest Hakram of the Blood Raiders have been overseeing their effort in infiltrating and taking over Araz.
24261 Corpse Harvester A Blood Raider vessel responsible for assaulting innocent travelers and harvesting their bodies.
24262 Asteroid Station Dark and ominous metal structures jut outwards from this crumbled asteroid. Scanners indicate a distant powersource far within the adamant rock.
24263 Anema Bluechip "'Bluechip' is a name for the data chips which store valuable information on what happened shortly before a structure, normally a space structure, has been destroyed. Introduced by Gallantean mining corporations after they endured numerous inexplicable losses of their mining barges in deep space, the Bluechip has become universally used due to its incredible survivability.
If the Bluechip survives an explosion or crash, researchers can usually quickly determine the cause of the accident. "
24264 Bastion Master Key This is a passkey used in the ancient imperial fortress known as the Bastion of Blood to access its innermost chamber.
24265 Thukker Wingman This is a support fighter, which usually acts as backup for larger and more powerfull ships. Beware of its deadly warp scrambling ability. Threat level: Very high
24267 Lord Methros' Outpost This outpost was constructed by Lord Methros' henchmen.
24268 Supply Chain Management Proficiency at starting manufacturing jobs remotely. Each level increases the distance at which jobs can be created. Level 1 allows for range within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for full regional range.
24269 Lord Arachnan's Outpost This outpost was constructed by Lord Arachnan's henchmen.
24270 Scientific Networking Skill at running research operations remotely. Each level increases the distance at which research projects can be started. Level 1 allows for range within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for full regional range.
24271 Federation Navy Vexor_MISSION The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks. Threat level: Deadly
24276 Amolah Kesti's Data Fragment I Information has been frantically scribbled on this piece of paper before it was ejected into space.
24277 Amolah Kesti's Data Fragment II Information has been frantically scribbled on this piece of paper before it was ejected into space.
24278 Amolah Kesti's Data Fragment III Information has been frantically scribbled on this piece of paper before it was ejected into space.
24279 Strange Drifting Cask The worn container drifts quietly in space, waiting patiently to be pried open by a hungry looter.
24280 Strange Drifting Cask_2 The worn container drifts quietly in space, waiting patiently to be pried open by a hungry looter.
24281 Strange Drifting Cask_3 The worn container drifts quietly in space, waiting patiently to be pried open by a hungry looter.
24282 New Breed Queen The matriarch of a new breed of rogue drones. Looks extremely deadly.
24283 Drone Control Unit I "Gives you one extra drone. You need Advanced Drone Interfacing to use this module, it gives you the ability to fit one drone control unit per level.
Can only be fit to Carriers and Supercarriers."
24284 Drone Control Unit I Blueprint
24285 Corpum Commander Medallion This medallion is worn by certain high-ranking Corpum officers, usually those who are in charge of a Blood Raider complex.
24286 Corpum Blood Duke Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
24287 Zach's Note Zach Himun's note to the Emperor Family bureau, authorizing the creation of an ID card for the deliverer.
24288 E.F.A. ID Card
24289 Encoding Matrix Component A component for Methros Enhanced Decoding Device.
24290 Arshah's Armageddon An Armageddon piloted by an agent.
24291 Cosmos Apocalypse An Apocalypse piloted by an agent.
24292 Cosmos Impel An Impel piloted by an agent.
24293 Cosmos Anathema An Anathema piloted by an agent.
24294 Kerth's Apocalypse An Apocalypse piloted by an agent.
24295 Robikar's Anathema An Anathema piloted by an agent.
24296 Shakai's Impel An Impel piloted by an agent.
24300 Yamia Mida's Remains The remains of Yamia Mida. The body has completely decomposed.
24301 Yamia Mida's Residence The fugitive Yamia Mida resides here.
24304 Excavation Note A scribbled note from an earlier digger, telling that he has uncovered evidence that another Yan Jung site orbits the moon around Deltole VI.
24305 Modulated Deep Core Strip Miner II "The modulated deep core miner is a technological marvel that combines the capacities of the commonly used Miner II with that of the deep core mining laser. Using a modular mining crystal system, it can be altered on the fly for maximum efficiency.
Can only be fit to Mining Barges and Exhumers.
"
24306 Modulated Deep Core Strip Miner II Blueprint
24307 Serpentis Surveyor A Serpentis smuggler with a bit of archaeological skills that has been digging around in the ancient ruins.
24308 Smuggler Knot Lock This is a gate passkey used by smugglers, especially those working for Serpentis, to lock up their stash of illegal goods or areas they want to keep to themselves.
24309 Zach Himum's Armageddon "An Armageddon piloted by an agent.
Missions:
Difficulty Rating: Grade 8 "
24310 LCS Amarr Citadel "This Amarrian Citadel looms over the acceleration gate leading to the Palace grounds. Anyone attempting to enter the palace without authorization would have to overcome the inhabitants of this majestic structure as well as its defenses. The Citadel is the primary link that the outside world has to the Imperial Palace, often serving as the meeting ground between Emperor Family staff and outsiders intent on getting the Emperor's attention.
Docking has been prohibited into this station without proper authorization."
24311 Amarr Carrier Skill at operating Amarr carriers.
24312 Caldari Carrier Skill at operating Caldari carriers.
24313 Gallente Carrier Skill at operating Gallente carriers.
24314 Minmatar Carrier Skill at operating Minmatar carriers.
24315 Thyram Arachnan's Dossier This detailed dossier contains encrypted evidence linking Thyram Arachnan, Amarrian nobleman, to criminal elements in the Araz constellation.
24316 Lord Arachnan's Medal A medal awarded to Lord Arachnan years ago.
24317 House Arachnan Legal Documents Legal data collected by House Arachnan's lawyers and archivists.
24342 Lord Arachnan The resplendent Lord Arachnan, disguised as a humble janitor. Even through the disguise, the sheen of his glory stings your eyes.
24343 Aurora Alpha You will be banned if you have this and you are not in ISD :)
24344 Aurora Delta You will be banned if you have this and you are not in ISD :)
24345 Aurora Omega You will be banned if you have this and you are not in ISD :)
24346 Aurora Epsilon You will be banned if you have this and you are not in ISD :)
24347 Aurora Beta You will be banned if you have this and you are not in ISD :)
24348 Small Tractor Beam I By manipulating gravity fields, this module can pull cargo containers towards the ship.
24349 Small Tractor Beam I Blueprint
24350 Mathon's Helios A Helios piloted by an agent.
24351 Force Repeller Relic A strange device built by a human civilization dead for thousands of years that repels any ships that try to near it. It must be destroyed from afar, preferably with EM damage weapons.
24352 Passkey to Yan Jung Relic Site This passkey will get you into the hard to reach relic site where the now exinct Yan Jung nation once went about their business.
24353 Gargoyle Passkey This passkey allows entry to the Yan Jung relic site itself. It is only good for one go though.
24354 Threaded Waypoint Map This strange map seems to show a route of some sort, but as it lacks the source and destination locations it is of little use.
24355 Yan Jung Micro Processor This micro processor is thousands of years old, but miraculously it still seems to be functioning.
24356 Yan Jung Gargoyle A very old object that seems to once have acted as a guardian of this space. It is not active at the moment and perhaps it has malfunctioned.
24357 Robikar's Recommendation This letter of recommendation is to be shown to Torval Kerth at the Carchatur Outpost in Nidupad. It contains proof of its possessor's identity as a person gainfully employed by Lord Arachnan.
24361 Crook Spy This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
24362 Crook Agent This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate
24363 Crook Watchman This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
24364 Crook Patroller This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
24365 Crook Guard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
24366 Crook Safeguard This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
24367 Crook Defender This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24368 Crook Protector This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24369 Marauder Spy The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
24370 Marauder Agent The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
24371 Marauder Watchman The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
24372 Marauder Patroller The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
24373 Marauder Guard The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
24374 Marauder Safeguard The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
24375 Marauder Defender The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
24376 Marauder Protector The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
24377 Mule Harvester This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
24378 Mule Gatherer This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High
24379 Mule Ferrier This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24380 Mule Loader This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24381 Barrow Harvester This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
24382 Barrow Gatherer This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
24383 Barrow Ferrier This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24384 Barrow Loader This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24385 Warrior Collector This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
24386 Warrior Raider This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
24387 Warrior Diviner This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High
24388 Warrior Reaver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24389 Warrior Engraver This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
24390 Sellsword Collector Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
24391 Sellsword Raider Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
24392 Sellsword Diviner Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
24393 Sellsword Reaver Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
24394 Sellsword Engraver Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
24395 Drone Navigation Computer I Increases microwarpdrive speed of drones.
24396 Drone Navigation Computer I Blueprint
24407 Warrior Seeker This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant
24408 Sellsword Seeker Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
24417 Drone Navigation Computer II Increases microwarpdrive speed of drones.
24418 Drone Navigation Computer II Blueprint
24427 Drone Link Augmentor II Increases drone control range.
24428 Drone Link Augmentor II Blueprint
24429 Rolette Residence A multitude of people inhabit these structures.
24438 Omnidirectional Tracking Link II "Improves the optimal range and tracking of all drones.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
24439 Omnidirectional Tracking Link II Blueprint
24441 Civilians Civilians are a group of people who follow the pursuits of civil life.
24443 Shield Boost Amplifier II "Focuses and amplifies the efficiency of shield boosting modules.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
24444 Shield Boost Amplifier II Blueprint
24445 Giant Freight Container A massive cargo container, used for inter-regional freight; most commonly used in freighter cargo bays.
24446 Dorga Roes Dorga are a species of saltwater fish indigenous to Munory VI. Due to the inhospitable conditions these fish have evolved in, their extremely resilient eggs are in high demand among spacefarers and others who require sustenance in unforgiving environments. While very nutritious, dorga roes possess a horribly bitter flavor, a fact which has hamstrung all marketing campaigns attempted for them so far.
24447 Corpse Stash A container filled with bug-ridden corpses created by the Blood Raiders to get spy devices into the ships of unwary scavengers.
24452 Gallente Factory "This is a standard Federation-built Manufacturing Station. It has been equipped with powerful energy shield systems, although it's armor and hull would be considered fairly weak compared to Amarrian standards.
Docking has been prohibited into this station without proper authorization."
24453 Smuggler Stargate Strong The old smuggling route gates were built by a coalition of Minmatar rebels and various pirate factions as a means to travel quickly and discreetly between the outer regions of space. They are favored by many to whom Empire Space is too high-profile and wish to keep a good distance from the vigilant fleet commanders of CONCORD.
24454 Kungizo Eladar This is a mercenary warship of Minmatar origin. The faction it belongs to is unknown. Threat level: Deadly
24455 Tukkito Usa The Moa-class is almost exclusively used by the Caldari Navy, and only factions or persons in very good standing with the Caldari State can acquire one. The Moa was designed as an all-out combat ship, and its heavy armament allows the Moa to tackle almost anything that floats in space. Threat level: Deadly
24456 Ammatar Battlestation "This massive military installation is the pride of the Ammatar Navy.
Docking has been prohibited into this station without proper authorization."
24457 LCO Blood Raider Bunker A bunker. Beware.
24458 LCO Blood Raider Junction A junction. Blind date.
24459 Habitation Module With Encoded Data Chip A multitude of people inhabit these structures.
24462 Key of the Arcane Lavishly decorated passkey that allows entrance to the Museum Arcana.
24463 Udokas' Crusader A Crusader piloted by an agent.
24464 Trial of Skill This is an old data crystal. Only those proficient in decyphering ancient information centrals stand a chance of unraveling its mysteries.
24465 Runic Inscription An elaborate parchment inscribed with runic signs declaring the bearer to be a true scholar.
24466 Museum Arcana Guest Pass This passkey allows the bearer and his friends to enter the Museum Arcana. It is good for only one visit, so use wisely.
24467 The Curator's Armageddon An Armageddon piloted by an agent.
24468 R.A.M.- Battlecruiser Tech Robotic assembly modules designed for Battlecruiser Class Ship Manufacturing
24469 R.A.M.- Battlecruiser Tech Blueprint
24471 Scourge Rage Rocket "A small rocket with a piercing warhead.
This modified version of the Scourge rocket packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
24472 Scourge Rage Rocket Blueprint
24473 Nova Rage Rocket "A small rocket with a nuclear warhead.
This modified version of the Nova rocket packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
24474 Nova Rage Rocket Blueprint
24475 Inferno Rage Rocket "A small rocket with a plasma warhead.
This modified version of the Inferno Rocket packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
24476 Inferno Rage Rocket Blueprint
24477 Scourge Javelin Rocket "A small rocket with a piercing warhead.
A modified version of the Scourge rocket. It can reach higher velocity than the Scourge rocket at the expense of warhead size."
24478 Nova Javelin Rocket "A small rocket with a nuclear warhead.
A modified version of the Nova rocket. It can reach higher velocity than the Nova rocket at the expense of warhead size."
24479 Inferno Javelin Rocket "A small rocket with a plasma warhead.
A modified version of the Inferno Rocket. It can reach higher velocity than the Inferno Rocket at the expense of warhead size."
24480 LCO Spatial Rift A natural phenomena that rumour says will hurtle those that come too close to faraway places. Wary travelers stay away from them as some that have ventured too close have never been seen again.
24482 Key to the Labyrinth This key allows entry into the labyrinth, a complex maze built by the Takmahls to hide themselves from the Amarr Empire thousands of years ago.
24483 Nidhoggur "Essentially a pared-down version of its big brother the Hel, the Nidhoggur nonetheless displays the same austerity of vision evident in its sibling. Quite purposefully created for nothing less than all-out warfare, and quite comfortable with that fact, the Nidhoggur will no doubt find itself a mainstay on many a battlefield.
Minmatar Carrier Skill Bonuses:
50% bonus to Capital Shield and Armor transfer range per level
7.5% bonus to Capital Shield and Armor transfer amount per level
Can fit Warfare Link modules
Can fit Tactical Logistics Reconfiguration modules
Can deploy 1 additional Fighter or Drone per level
200% bonus to Fighter control range"
24484 Nidhoggur Blueprint
24485 Aurora Gamma You will be banned if you have this and you are not in ISD :)
24486 Inferno Rage Heavy Assault Missile "A plasma warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
This modified version of the Inferno Heavy Assault Missile packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
24487 Inferno Rage Heavy Assault Missile Blueprint
24488 Nova Rage Heavy Assault Missile "A nuclear warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
This modified version of the Nova Heavy Assault Missile packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
24489 Nova Rage Heavy Assault Missile Blueprint
24490 Mjolnir Rage Heavy Assault Missile "An EMP warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
This modified version of the Mjolnir Heavy Assault Missile packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
24491 Mjolnir Rage Heavy Assault Missile Blueprint
24492 Scourge Javelin Heavy Assault Missile "A kinetic warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
A modified version of the Scourge Heavy Assault Missile. It can reach higher velocity than the Scourge Heavy Assault Missile at the expense of warhead size."
24493 Mjolnir Javelin Heavy Assault Missile "An EMP warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
A modified version of the Mjolnir Heavy Assault Missile. It can reach higher velocity than the Mjolnir Heavy Assault Missile at the expense of warhead size."
24494 Inferno Javelin Heavy Assault Missile "A plasma warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
A modified version of the Inferno Heavy Assault Missile. It can reach higher velocity than the Inferno Heavy Assault Missile at the expense of warhead size."
24495 Scourge Fury Light Missile "From its humble beginnings in tiny Minmatar design labs, the Scourge light missile has quickly established itself throughout the star cluster as a premier missile for light launchers.
A modified version of the Scourge light missile. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
24496 Scourge Fury Light Missile Blueprint
24497 Nova Fury Light Missile "The Nova light missile is a tiny nuclear projectile based on a classic Minmatar design that has been in use since the early days of the Minmatar Resistance.
A modified version of the Nova light missile. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
24498 Nova Fury Light Missile Blueprint
24499 Inferno Fury Light Missile "The explosion the Inferno light missile creates upon impact is stunning enough for any display of fireworks - just ten times more deadly.
A modified version of the Inferno light missile. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
24500 Inferno Fury Light Missile Blueprint
24501 Scourge Precision Light Missile "From its humble beginnings in tiny Minmatar design labs, the Scourge light missile has quickly established itself throughout the star cluster as a premier missile for light launchers.
A modified version of the Scourge light missile. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
24502 Scourge Precision Light Missile Blueprint
24503 Nova Precision Light Missile "The Nova light missile is a tiny nuclear projectile based on a classic Minmatar design that has been in use since the early days of the Minmatar Resistance.
A modified version of the Nova light missile. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
24504 Nova Precision Light Missile Blueprint
24505 Mjolnir Precision Light Missile "An advanced missile with a volatile payload of magnetized plasma, the Mjolnir light missile is specifically engineered to take down shield systems.
A modified version of the Mjolnir light missile. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
24506 Mjolnir Precision Light Missile Blueprint
24507 Nova Fury Heavy Missile "The be-all and end-all of medium-sized missiles, the Nova heavy missile is a must for those who want a guaranteed kill no matter the cost.
A modified version of the Nova heavy missile. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
24508 Nova Fury Heavy Missile Blueprint
24509 Mjolnir Fury Heavy Missile "First introduced by the armaments lab of the Wiyrkomi Corporation, the Mjolnir heavy missile is a solid investment with a large payload and steady performance.
A modified version of the Mjolnir heavy missile. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
24510 Mjolnir Fury Heavy Missile Blueprint
24511 Inferno Fury Heavy Missile "Originally designed as a 'finisher' - the killing blow to a crippled ship - the Inferno heavy missile has since gone through various technological upgrades. The latest version has a lighter payload than the original, but much improved guidance systems.
A modified version of the Inferno heavy missile. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
24512 Inferno Fury Heavy Missile Blueprint
24513 Scourge Precision Heavy Missile "The Scourge heavy missile is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.
A modified version of the Scourge heavy missile. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
24514 Scourge Precision Heavy Missile Blueprint
24515 Inferno Precision Heavy Missile "Originally designed as a 'finisher' - the killing blow to a crippled ship - the Inferno heavy missile has since gone through various technological upgrades. The latest version has a lighter payload than the original, but much improved guidance systems.
A modified version of the Inferno heavy missile. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
24516 Inferno Precision Heavy Missile Blueprint
24517 Mjolnir Precision Heavy Missile "First introduced by the armaments lab of the Wiyrkomi Corporation, the Mjolnir heavy missile is a solid investment with a large payload and steady performance.
A modified version of the Mjolnir heavy missile. Great for taking down smaller ships, but velocity has to be curbed to get a better launch."
24518 Mjolnir Precision Heavy Missile Blueprint
24519 Nova Rage Torpedo "An ultra-heavy nuclear missile. While it is a slow projectile, its sheer damage potential is simply staggering.
This modified version of the Nova Torpedo packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
24520 Nova Rage Torpedo Blueprint
24521 Scourge Rage Torpedo "An ultra-heavy piercing missile. While it is a slow projectile, its sheer damage potential is simply staggering.
This modified version of the Scourge Torpedo packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
24522 Scourge Rage Torpedo Blueprint
24523 Mjolnir Rage Torpedo "An ultra-heavy EMP missile. While it is a slow projectile, its sheer damage potential is simply staggering.
This modified version of the Mjolnir Torpedo packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets."
24524 Mjolnir Rage Torpedo Blueprint
24525 Inferno Javelin Torpedo "An ultra-heavy plasma missile. While it is a slow projectile, its sheer damage potential is simply staggering.
A modified version of the Inferno Torpedo. It can reach higher velocity than the Inferno Torpedo at the expense of warhead size."
24526 Inferno Javelin Torpedo Blueprint
24527 Mjolnir Javelin Torpedo "An ultra-heavy EMP missile. While it is a slow projectile, its sheer damage potential is simply staggering.
A modified version of the Mjolnir Torpedo. It can reach higher velocity than the Mjolnir Torpedo at the expense of warhead size."
24528 Mjolnir Javelin Torpedo Blueprint
24529 Scourge Javelin Torpedo "An ultra-heavy piercing missile. While it is a slow projectile, its sheer damage potential is simply staggering.
A modified version of the Scourge Torpedo. It can reach higher velocity than the Scourge Torpedo at the expense of warhead size."
24530 Scourge Javelin Torpedo Blueprint
24531 Nova Fury Cruise Missile "A very basic missile for large launchers with reasonable payload. Utilizes the now substandard technology of bulls-eye guidance systems.
A modified version of the Nova cruise missile. Does more damage than the Nova cruise, but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
24532 Nova Fury Cruise Missile Blueprint
24533 Scourge Fury Cruise Missile "The first Minmatar-made large missile. Constructed of reactionary alloys, the Scourge cruise missile is built to get to the target. Guidance and propulsion systems are of Gallente origin and were initially used in drones, making this a nimble projectile despite its heavy payload.
A modified version of the Scourge cruise. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
24534 Scourge Fury Cruise Missile Blueprint
24535 Mjolnir Fury Cruise Missile "The mother of all missiles, the Mjolnir cruise missile delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner.
A modified version of the Mjolnir cruise. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision."
24536 Mjolnir Fury Cruise Missile Blueprint
24537 Nova Precision Cruise Missile "A very basic missile for large launchers with reasonable payload. Utilizes the now substandard technology of bulls-eye guidance systems.
A modified version of the Nova cruise missile. Is great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
24538 Nova Precision Cruise Missile Blueprint
24539 Mjolnir Precision Cruise Missile "The mother of all missiles, the Mjolnir delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner.
A modified version of the Mjolnir cruise. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
24540 Mjolnir Precision Cruise Missile Blueprint
24541 Scourge Precision Cruise Missile "The first Minmatar-made large missile. Constructed of reactionary alloys, the Scourge cruise missile is built to get to the target. Guidance and propulsion systems are of Gallente origin and were initially used in drones, making this a nimble projectile despite its heavy payload.
A modified version of the Scourge cruise. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time."
24542 Scourge Precision Cruise Missile Blueprint
24543 Inferno Javelin Rocket Blueprint
24544 Mjolnir Javelin Rocket Blueprint
24545 Capital Jump Bridge Array A massive hulk of machinery containing all the components necessary for the installation of a capital jump portal.
24546 Capital Jump Bridge Array Blueprint
24547 Capital Clone Vat Bay Sheets of massive metal which link together to form a fully functional clone vat bay, for insertion into capital ships.
24548 Capital Clone Vat Bay Blueprint
24549 Gjallarhorn Blueprint
24550 Judgement "The ultimate expression of God's Divine wrath, this weapon projects a beam of the Lord's holy light, designed to put sinners in their proper place.
Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and will be unable to activate your jump drive or cloaking device for ten minutes."
24551 Judgement Blueprint
24552 Oblivion "Using a targeting and tracking control system more advanced than any other in existence, this weapon launches and controls a storm of missile fire capable of neutralizing almost any target.
Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and will be unable to activate your jump drive or cloaking device for ten minutes."
24553 Oblivion Blueprint
24554 Aurora Ominae "By using reverse-engineered Sleeper technology and advances in focused magnetic fields, this weapon emits a beam of antimatter that is capable of obliterating nearly anything it touches.
Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and will be unable to activate your jump drive or cloaking device for ten minutes."
24555 Aurora Ominae Blueprint
24556 Capital Doomsday Weapon Mount A hardpoint that allows a titan to fit a custom-made doomsday weapon, capable of obliterating its hapless target in one fell stroke.
24557 Capital Doomsday Weapon Mount Blueprint
24558 Capital Ship Maintenance Bay Massive metal sheets and stacks of equipment which links together in modular fashion to form a gigantic maintenance bay, for insertion into capital ships.
24559 Capital Ship Maintenance Bay Blueprint
24560 Capital Corporate Hangar Bay Sheets of massive metal which link together to form a multiple-thousand-cubic meter cargo bay, for insertion into capital ships.
24561 Capital Corporate Hangar Bay Blueprint
24562 Jump Portal Generation Skill for the generation of jump portals to distant solar systems. 10% reduced material cost for jump portal activation per level.
24563 Doomsday Operation Skill at operating titan doomsday weapons. 10% increased damage per level.
24564 Chanounian Wine Chanounian Wine is a rare luxury commodity, manufactured in Chanoun and in distribution only throughout a small portion of Amarr space. It is highly prized for its wonderful flavor, created by a combination of rare ingredients - none of which are illegal in Amarr space.
24565 LCS Stargate (Caldari 1) This stargate is currently only usable from the other end.
24566 LCO Stargate (Caldari 1) This stargate is currently only usable from the other end.
24567 Experimental Laboratory "Experimental Laboratories are used for reverse engineering of ancient technology.
This structure has
3 Reverse Engineering slots (1.0 job time bonus)
"
24568 Capital Remote Armor Repair Systems Operation of capital sized remote armor repair systems. 5% reduced capacitor need for capital remote armor repair system modules per skill level.
24569 Capital Remote Armor Repairer I "This module uses nano-assemblers to repair damage done to the armor of the Target ship.
Note: May only be fitted to capital class ships."
24570 Capital Remote Armor Repairer I Blueprint
24571 Capital Shield Emission Systems Operation of capital sized shield transfer array and other shield emission systems. 5% reduced capacitor need for capital shield emission system modules per skill level.
24572 Capital Energy Emission Systems Operation of capital sized energy transfer array and other energy emission systems. 5% reduced capacitor need of capital energy emission systems per skill level.
24574 Small Ship Assembly Array "A mobile assembly facility where smaller ships such as Fighter and Fighter Bomber Drones, Frigates and Destroyers can be manufactured.
10 manufacturing slots
Base time multiplier: 0.75
Base material multiplier: 1
(Note: To use a ship from a Ship Assembly Array a Ship Maintenance Array with enough free storage space needs to be in range that the ship can be moved there)"
24575 Capital Ship Assembly Array "A mobile assembly facility where capital ships can be manufactured. Anchoring this structure requires system sovereignty.
1 manufacturing slot
(Note: To use a ship from a Ship Assembly Array a Ship Maintenance Array with enough free storage space needs to be in range that the ship can be moved there)"
24576 Imperial Navy Gate Permit A standard gate permit leading to an Imperial Navy complex.
24577 Imperial Armory The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
24578 Debris Cloud Flat
24579 Core Serpentis Operational Headquarters This terrifying structure is really a jewel of architecture.
24580 Ritual Texts Ancient texts of the Takmahl people, describing many of their religious rituals.
24581 Holy Statue Holy statue made by the Takmahl people, depicting their god.
24582 The Negotiator Hardly for the faint of heart, this Core Serpentis member is the one attempting to keep the peace between the rogue drones and the pirates in the Canyon of Rust.
24583 Arcana Patron
24584 Wiyrkomi Head Engineer The head engineer of this maintainance station is responsible for both the quality of work performed by the pirate corporation as well as the security of the operation.
24587 LCS Amarr Stargate This stargate has been manufactured according to Amarr design. It is not usable without the proper authorization code.
24588 LCS Station (Caldari 4) Docking has been prohibited into this Caldari station without proper authorization.
24589 Warning Sign Why?
24592 Amarr Empire Starbase Charter An electronic charter code issued by the Amarr Empire which permits the bearer to use a starbase around a moon in Amarr Empire sovereign space for 1 hour. The code is stored on tamperproof chips which must be inserted into the starbase control tower.
24593 Caldari State Starbase Charter An electronic charter code issued by the Caldari State which permits the bearer to use a starbase around a moon in State sovereign space for 1 hour. The code is stored on tamperproof chips which must be inserted into the starbase control tower.
24594 Gallente Federation Starbase Charter An electronic charter code issued by the Gallente Federation which permits the bearer to use a starbase around a moon in Federation sovereign space for 1 hour. The code is stored on tamperproof chips which must be inserted into the starbase control tower.
24595 Minmatar Republic Starbase Charter An electronic charter code issued by the Minmatar Republic which permits the bearer to use a starbase around a moon in Republic sovereign space for 1 hour. The code is stored on tamperproof chips which must be inserted into the starbase control tower.
24596 Khanid Kingdom Starbase Charter An electronic charter code issued by the Khanid Kingdom which permits the bearer to use a starbase around a moon in Kingdom sovereign space for 1 hour. The code is stored on tamperproof chips which must be inserted into the starbase control tower.
24597 Ammatar Mandate Starbase Charter An electronic charter code issued by the Ammatar Mandate which permits the bearer to use a starbase around a moon in Mandate sovereign space for 1 hour. The code is stored on tamperproof chips which must be inserted into the starbase control tower.
24604 Nova Javelin Rocket Blueprint
24605 Scourge Javelin Rocket Blueprint
24606 Cloning Facility Operation "Needed for use of the Clone Vat Bay module.
Special: Increases a Clone Vat Bay's maximum clone capacity by 15% per skill level."
24607 TestScanRadar This is a captured frigate from the Centus deadspace pirates of Sansha's Nation. It has been modified by CONCORD to serve as target practice for pilots fresh out of the Flight Academy. Judging by its name, it should carry some kind of key for the gate.
24608 SnowballNewEffect This snowball is bigger than your head. Its shape looks suspiciously like it could fit into a snowball launcher with great ease.
24609 LCO Gallente Stargate This stargate has been manufactured according to Federation design. It is not usable without the proper authorization code.
24613 Advanced Drone Interfacing Allows the use of the Drone Control Unit module. One extra module can be fitted per skill level. Each fitted Drone Control Unit allows the operation of one extra drone.
24614 Scourge Javelin Heavy Assault Missile Blueprint
24615 Inferno Javelin Heavy Assault Missile Blueprint
24616 Nova Javelin Heavy Assault Missile Blueprint
24617 Mjolnir Javelin Heavy Assault Missile Blueprint
24620 Medium Tractor Beam I By manipulating gravity field this modules can pull cargo containers towards the ship.
24621 Medium Tractor Beam I Blueprint
24622 Large Tractor Beam I By manipulating gravity field this modules can pull cargo containers towards the ship.
24623 Large Tractor Beam I Blueprint
24624 Advanced Laboratory Operation Further training in the operation of multiple laboratories. Ability to run 1 additional research job per skill level.
24625 Advanced Mass Production Further training in the operation of multiple factories. Ability to run 1 additional manufacturing job per skill level.
24630 TEST DRAINER This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
24632 Zainou 'Deadeye' Guided Missile Precision GP-803 "A Zainou missile hardwiring designed to enhance skill with missiles.
3% reduced factor of signature radius for all missile explosions."
24636 Zainou 'Deadeye' Missile Bombardment MB-705 "A Zainou missile hardwiring designed to enhance skill with missiles.
5% bonus to all missiles' maximum flight time."
24637 Zainou 'Deadeye' Missile Projection MP-705 "A Zainou missile hardwiring designed to enhance skill with missiles.
5% bonus to all missiles' maximum velocity."
24638 Zainou 'Deadeye' Rapid Launch RL-1005 "A Zainou missile hardwiring designed to enhance skill with missiles.
5% bonus to all missile launcher rate of fire."
24639 Zainou 'Deadeye' Target Navigation Prediction TN-905 "A Zainou missile hardwiring designed to enhance skill with missiles.
5% decrease in factor of target's velocity for all missiles."
24640 Zainou 'Deadeye' Guided Missile Precision GP-805 "A Zainou missile hardwiring designed to enhance skill with missiles.
5% reduced factor of signature radius for all missile explosions."
24641 Zainou 'Gnome' Launcher CPU Efficiency LE-603 3% reduction in the CPU need of missile launchers.
24642 Zainou 'Gnome' Launcher CPU Efficiency LE-605 5% reduction in the CPU need of missile launchers.
24643 Ammatar Holy Dome This shrine entombs someone of significant standing within the Amarr/Ammatar religion.
24644 Capital Tractor Beam I "By manipulating gravity fields, this module can pull cargo containers towards the ship.
Note: this tractor beam can only be fitted on the Rorqual ORE Capital Ship"
24645 Capital Tractor Beam I Blueprint
24646 X-Large Ship Maintenance Array Massive hangar and fitting structure. Used for large volume ship storage and in-space fitting of modules contained in a ship's cargo bay.
24652 Capital Shipyard A large hangar structure with divisional compartments, for easy separation and storage of materials and modules.
24653 Advanced Small Ship Assembly Array "A mobile assembly facility where elite smaller ships such as Interceptors, Assault Frigates, Covert Ops Frigates, Stealth Bombers, Electronic Attack Frigates and Interdictors can be manufactured.
1 manufacturing slot
Base time multiplier: 0.75
Base material multiplier: 1.1
(Note: To use a ship from a Ship Assembly Array a Ship Maintenance Array with enough free storage space needs to be in range that the ship can be moved there)"
24654 Medium Ship Assembly Array "A mobile assembly facility where medium sized ships such as Cruisers and Battlecruisers can be manufactured.
5 Manufacturing slots
Base time multiplier: 0.75
Base material multiplier: 1
(Note: To use a ship from a Ship Assembly Array a Ship Maintenance Array with enough free storage space needs to be in range that the ship can be moved there)"
24655 Advanced Medium Ship Assembly Array "A mobile assembly facility where elite medium sized ships such as Logistics Cruisers, Heavy Assault Cruisers, Recon Cruisers, Heavy Interdiction Cruisers and Command Battlecruisers can be manufactured.
1 manufacturing slot:
Base time multiplier: 0.75
Base material multiplier: 1.1
(Note: To use a ship from a Ship Assembly Array a Ship Maintenance Array with enough free storage space needs to be in range that the ship can be moved there)"
24656 X-Large Ship Assembly Array "A mobile assembly facility where large ships such as Battleships, Carriers, Dreadnoughts, Freighters, Industrial Command Ships and Capital Industrial Ships can be manufactured.
3 manufacturing slots
Base time multiplier: 0.75
Base material multiplier: 1
(Note: To use a ship from a Ship Assembly Array a Ship Maintenance Array with enough free storage space needs to be in range that the ship can be moved there)"
24657 Advanced Large Ship Assembly Array "A mobile assembly facility where elite large ships such as Black Ops, Marauder class battleships as well as Jump Freighters can be manufactured.
Base time multiplier: 0.75
Base material multiplier: 1.1
(Note: To use a ship from a Ship Assembly Array a Ship Maintenance Array with enough free storage space needs to be in range that the ship can be moved there)"
24658 Ammunition Assembly Array "A mobile assembly facility where most ammunition such as Missiles, Hybrid Charges, Projectile Ammo and Frequency Crystals can be manufactured. Fuel Blocks can also be manufactured here.
This structure has:
5 manufacturing slots (0.75 job time bonus)"
24659 Drone Assembly Array "A mobile assembly facility where small unmanned drones can be manufactured. (Note: Fighters are built in Small Ship Assembly Arrays)
8 Manufacturing slots
Base time multiplier: 0.75
Base material multiplier: 1"
24660 Component Assembly Array "A mobile assembly facility where Construction Components such as Capital Ship, Tech II and Hybrid (Tech III) Components of all sorts can be manufactured. Fuel Blocks can also be manufactured here.
10 manufacturing slots
Base time multiplier: 0.75
Base material multiplier: 1.0"
24661 Ytari Niaga Ytari Niaga is an elite bounty hunter, famous throughout the EVE universe for his daring escapades while growing up as a member of the Mordu's Legion. Threat level: Deadly
24662 Ratah Niaga Ratah Niaga is an elite bounty hunter, famous throughout the EVE universe for his daring escapades while growing up as a member of the Mordu's Legion. He is the elder brother of Ytari Niaga. Threat level: Deadly
24663 Zor's Custom Navigation Hyper-Link "A neural Interface upgrade that boost the pilots skill in a specific area. This Navigation Hyper-Link was created for the ruthless pirate commander, referred to as 'Zor'.
5% bonus to afterburner and micro-warpdrive speed-boost."
24664 Mazed Karadom's Armageddon An Armageddon piloted by an agent.
24669 Shaqil's Speed Enhancer "A hardwiring implant designed to enhance pilot navigation skill.
8% bonus to ship velocity."
24670 Starbase Major Assembly Array "Assembly Arrays are oftentimes required to manufacture many high-tech and illegal modules that the empires don't want manufactured in their stations. This is one of the biggest of its kind, able to churn out a great deal of equipment in relatively short order.
This structure is being guarded by Baron Haztari Arkhi."
24671 Starbase Major Assembly Array "Assembly Arrays are oftentimes required to manufacture many high-tech and illegal modules that the empires don't want manufactured in their stations. This is one of the biggest of its kind, able to churn out a great deal of equipment in relatively short order.
This structure is being guarded by General Matar Pol."
24682 Maphante Guardian
24683 Maphante Interceptor
24684 Biochemical Reactor Array "An arena for various different substances to mix and match. The Biochemical Reactor Array is where biochemical processes take place that can turn a simple element into a complex chemical.
The Biochemical Reactor Array may only contain Complex Biochemical Reactions."
24685 LCS Stargate (Minmatar 1) This stargate has been manufactured according to Republic design. It is not usable without the proper authorization code.
24688 Rokh "The Rokh is a Combat Battleship designed for frontline fighting.
Traits
Caldari Battleship skill bonus per level:
+10% bonus to large Hybrid Turret optimal range
+4% bonus to shield resistances
Development
Having long suffered the lack of an adequate hybrid platform, the Caldari State's capsule pilots found themselves rejoicing as the Rokh's design specs were released. A fleet vessel if ever there was one, this far-reaching and durable beast is expected to see a great deal of service on battlefields near and far."
24689 Rokh Blueprint
24690 Hyperion "The Hyperion is a Combat Battleship designed for frontline fighting.
Traits
Gallente Battleship skill bonus per level:
10% bonus to Large Hybrid Turret damage
7.5% bonus to Armor Repair amount
Development
Recognizing the necessity for a blaster platform to round out their high-end arsenal, the Federation Navy brought in top-level talent to work on the Hyperion. The result: one of the most lethal and versatile gunboats ever to take to the dark skies."
24691 Hyperion Blueprint
24692 Abaddon "The Abaddon is a Combat Battleship designed for frontline fighting.
Traits
Amarr Battleship skill bonus per level:
5% bonus to Large Energy Turret damage
4% bonus to armor resistances
Development
The Abaddon class ship is a celestial tool of destruction. It is designed to enter combat from the outset, targeting enemies at range and firing salvo after salvo at them, and to remain intact on the battlefield until every heretic in sight has been torn to shreds."
24693 Abaddon Blueprint
24694 Maelstrom "The Maelstrom is a Combat Battleship designed for frontline fighting.
Traits
Minmatar Battleship skill bonus per level:
5% bonus to Large Projectile Turret rate of fire
7.5% bonus to Shield Boost Amount
Development
With the Maelstrom, versatility is the name of the game. Its defensive capabilities make it ideally suited for small raid groups or solo work, while its 8 turret hardpoints present opportunities for untold carnage on the fleet battlefield. "
24695 Maelstrom Blueprint
24696 Harbinger "The Harbinger is a Combat Battlecruiser designed as a lethal laser platform.
Traits
Amarr Battlecruiser skill bonus per level:
10% reduction in Medium Energy Weapon capacitor need
10% bonus to Medium Energy Weapon damage
Role Bonus:
Can fit Warfare Link modules
Development
Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them."
24697 Harbinger Blueprint
24698 Drake "The Drake is a Combat Battlecruiser designed as a durable missile platform.
Traits
Caldari Battlecruiser skill bonus per level:
4% bonus to all shield resistances
10% bonus to kinetic damage of Heavy Missiles and Heavy Assault Missiles
Role Bonus:
Can fit Warfare Link modules
Development
Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying."
24699 Drake Blueprint
24700 Myrmidon "The Myrmidon is a Combat Battlecruiser that focuses on its drones for damage and a large tank for staying power.
Traits
Gallente Battlecruiser skill bonus per level:
10% bonus to drone hitpoints and damage dealt by drones
7.5% bonus to Armor Repairer effectiveness
Role Bonus:
Can fit Warfare Link modules
Development
Worried that their hot-shot pilots would burn brightly in their eagerness to engage the enemy, the Federation Navy created a ship that encourages caution over foolhardiness. A hardier version of its counterpart, the Myrmidon is a ship designed to persist in battle. Its numerous medium and high slots allow it to slowly bulldoze its way through the opposition, while its massive drone space ensures that no enemy is left unscathed."
24701 Myrmidon Blueprint
24702 Hurricane "The Hurricane is a Combat Battlecruiser designed for versatility in battle
Traits
Minmatar Battlecruiser skill bonus per level:
5% bonus to Medium Projectile Turret damage
5% bonus to Medium Projectile Turret Rate of Fire
Role Bonus:
Can fit Warfare Link modules
Development
The force with which this ship hits is more than sufficient to leave a trail of shattered enemies, floating around like so much lifeless debris. An adaptable vessel, it has enough turret hardpoints for a full-scale assault while remaining versatile enough to allow for plenty of missile fire, and has both sufficient speed to outrun its enemies and sufficient capacitor charge to outlast them."
24703 Hurricane Blueprint
24706 Newly Constructed Acceleration Gate Acceleration gate technology reaches far back to the expansion era of the empires that survived the great EVE gate collapse. While their individual setup might differ in terms of ship size they can transport and whether they require a certain passkey or code to be used, all share the same fundamental function of hurling space vessels to a destination beacon within solarsystem boundaries.
24707 Caldari Graduation Certificate This certificate certifies the receiver as a graduate from a prominent Caldari aerospace aviation school.
24708 Caldari Graduation Certificate (signed) This certificate certifies the receiver as a graduate from a prominent Caldari aerospace aviation school. It is ready to be shown to Aviekko Ta at Autama V - Moon 5 - Echelon Entertainment Development Studio.
24709 Korhonomi Oti's Sparrow A Sparrow piloted by an agent.
24710 Tillen Matsu's Sparrow A Sparrow piloted by an agent.
24711 Autaris Pia's Sparrow A Sparrow piloted by an agent.
24712 Kikko Roisen's Retribution A Retribution piloted by an agent.
24713 Guristas Stash The worn container drifts quietly in space, closely guarded by pirates.
24714 Important Surveillance Data A small wafer of semiconductor material that forms the base for an integrated circuit.
24715 Severed Head This is the head of Ryoke Laika, a veteran Guristas pilot.
24716 LCS Station (Caldari 6) Docking has been prohibited into this Caldari station without proper authorization.
24717 Havatiah's Ship Database This tiny, glassy data chip holds information from the database of a ship formerly in the possession of Havatiah Kiin. Information stored within here could be anything from the ship's logs.
24718 Havatiah Kiin The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations. It is sometimes used by the Caldari Navy and is generally considered an expendable low-cost craft. Threat level: Moderate
24719 Gallente Graduation Certificate This certificate certifies the receiver as a graduate from a prominent Gallente aerospace aviation school.
24720 Gallente Graduation Certificate (signed) This certificate certifies the receiver as a graduate from a prominent Gallente aerospace aviation school. It is ready to be shown to Avrue Auz at Lirsautton I - CreoDron Factory.
24721 Warehouse_MISSION2 This is a standard storage facility.
24722 Kelmiler's Transaction Documents 18992 D These documents contain transaction logs for Kelimiler's trade hub in Meves.
24723 Mamo Guerre's Megathron A Megathron piloted by an agent.
24724 Serpentis Stash A Serpentis stasis security vault. Nearly impossible to destroy but perhaps it is possible to bypass its security.
24725 Crash Ultra This expensive booster is highly addictive and has been known to cause heart attacks and seizures.
24726 FedMart Reports These encoded reports may mean little to the untrained eye, but can prove valuable to the relevant institution.
24727 Mamo's Message Mamo Guerre's message has been recorded inside this data chip.
24728 Eilard's Corpse The rotting corpse of the unfortunate Eilard Ansti.
24729 Govarde Alourtine A serpentis goon.
24730 Avrue's Token This token might be of value in the future, so hold on to it.
24731 Khanid Marine When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.
24732 Mamin Choonka's Crusader "A Crusader piloted by an agent.
Missions:
Difficulty Rating: Grade 1 "
24733 Choonka's Coordinates Coordinates for the meeting place with officers of the Khanid Traditionalist Movement. Arizam Gimit might be interested in this data ...
24734 Secret Documents These documents hold incriminating evidence against Mamin Choonka, implicating him with conspiracy with the Khanid rebel forces led by Deza Yobili.
24735 Amarr Graduation Certificate This certificate certifies the receiver as a graduate from a prominent Amarr aerospace aviation school.
24736 Amarr Graduation Certificate (signed) This certificate certifies the receiver as a graduate from a prominent Amarr aerospace aviation school. It is ready to be shown to Arizam Gimit at Lossa II - Ministry of Assessment Information Center.
24737 Shafra Gulias's Hawk A Hawk piloted by an agent.
24738 Sevan Fagided's Hawk A Hawk piloted by an agent.
24739 Hefaka Chubid's Hawk A Hawk piloted by an agent.
24740 Etien Duloure's Navitas A Navitas piloted by an agent.
24741 Vausitte Yrier's Navitas A Navitas piloted by an agent.
24742 Maray Ygier's Navitas A Navitas piloted by an agent.
24743 Avrue Auz's Merlin A Merlin piloted by an agent.
24744 Minmatar Graduation Certificate This certificate certifies the receiver as a graduate from a prominent Minmatar aerospace aviation school.
24745 Minmatar Graduation Certificate (signed) This certificate certifies the receiver as a graduate from a prominent Minmatar aerospace aviation school. It is ready to be shown to Pinala Adala at Eram IX - Moon 4 - Sebiestor tribe Bureau.
24746 Rilbedur Tjar's Rifter A Rifter piloted by an agent.
24747 West Ludorim's Rifter A Rifter piloted by an agent.
24748 Albedur Vatzako's Rifter A Rifter piloted by an agent.
24750 Angel Stash_Extrava The worn container drifts quietly in space, closely guarded by pirates.
24751 Storage Silo Built to withstand assault, these behemoths can each hold roughly 8.5 million m3 worth of materials.
24752 Angel Cartel Pilot A pilot working for the Angel Cartel.
24754 A Hired Saboteur This is an inexperienced saboteur. Saboteurs usually has skills for different kinds of related work, such as espionage, counterfeiting or infiltration. Such actions are often required before an actual sabotage takes place.
24755 Logut Akell The old Vherokior shaman, Logut Akell, is rarely seen in public, rather opting for a hermitical life. Since he has little contact with other Minmatars, few will notice his absence should he disappear.
24756 Stolen Documents Documents reported stolen.
24757 Saboteur Mercenary This is an inexperienced saboteur. Saboteurs usually has skills for different kinds of related work, such as espionage, counterfeiting or infiltration. Such actions are often required before an actual sabotage takes place.
24758 Logut Akell's Abode Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost. The structure connecting the asteroids appears to be inhabited.
24759 Dari Akell's Maulus The Maulus is a high-tech vessel, specialized for electronic warfare. It is particularly valued amongst bounty hunters for the ship's optimization for warp scrambling technology, giving its targets no chance of escape. Threat level: Moderate
24760 Dari Akell A Minmatar civilian.
24761 Blasted Neon Sign_mission Once the pride and joy of its parent corporation, this broken-down heap of neon and metal is now no more than a symbolic manifestation of capitalistic decline.
24762 Logut's Keycard This security passcard is manufactured by the Minmatar Fleet and allows the user to unlock a specific acceleration gate to another sector. The gate will remain open for a short period of time and the keycard will be rendered useless after uploading the card's data to the gate's activation device.
24763 Encryption Code Book A book used to decrypt messages
24764 Fleet Command Allows command of a Fleet. Grants the Fleet Commander the ability to command a new Wing per skill level, up to a maximum of 5 Wings.
24765 Damaged Heron This ship has been damaged and has lost its ability to maneuver, as well as its warp capability.
24766 Ship's Crew A non-capsuleer member of a ship's crew relegated to manual tasks essential for maintaining the operational status of the ship.
24767 Guristas Basic Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
24768 LCS (Gallente Station 7) Docking has been prohibited into this station without proper authorization.
24769 LCS (Gallente Station 8) Docking has been prohibited into this station without proper authorization.
24770 LCS (Gallente Station 4) Docking has been prohibited into this station without proper authorization.
24771 Overseer's Stash A small bunker, there for accommodation for the overseer of a faction within Sansha's army.
24772 Deficient Tower Sentry Sansha II Sansha tachyon beam sentry
24777 Republic Radur A frigate of the Minmatar Republic.
24779 Republic Skani A frigate of the Minmatar Republic.
24781 Republic Otur A frigate of the Minmatar Republic.
24784 Republic Kvarm A frigate of the Minmatar Republic.
24785 Republic Tribal Gleeda A powerful frigate of the Minmatar Republic.
24786 Republic Tribal Baldur A powerful frigate of the Minmatar Republic.
24787 Republic Gleeda A frigate of the Minmatar Republic.
24790 Republic Baldur A frigate of the Minmatar Republic.
24791 Republic Takan A frigate of the Minmatar Republic.
24793 Republic Tribal Takan A powerful frigate of the Minmatar Republic.
24797 Republic Faxi "A destroyer of the Minmatar Republic.
"
24798 Republic Austri "A destroyer of the Minmatar Republic.
"
24799 Republic Bormin "A destroyer of the Minmatar Republic.
"
24801 Republic Tribal Faxi "A powerful destroyer of the Minmatar Republic.
"
24805 Republic Tribal Bormin "A powerful destroyer of the Minmatar Republic.
"
24810 Republic Tribal Austri "A powerful destroyer of the Minmatar Republic.
"
24811 Chief Republic Isak "An elite frigate of the Minmatar Republic.
"
24812 Chief Republic Iflin "An elite frigate of the Minmatar Republic.
"
24813 Chief Republic Ivan "An elite frigate of the Minmatar Republic.
"
24814 Chief Republic Magni "An elite frigate of the Minmatar Republic.
"
24815 Chief Republic Kvarm "An elite frigate of the Minmatar Republic.
"
24816 Chief Republic Gleeda "An elite frigate of the Minmatar Republic.
"
24817 Chief Republic Baldur "An elite frigate of the Minmatar Republic.
"
24818 Chief Republic Ofeg "An elite frigate of the Minmatar Republic.
"
24819 Chief Republic Hrakt "An elite frigate of the Minmatar Republic.
"
24820 Chief Republic Takan "An elite frigate of the Minmatar Republic.
"
24821 Republic Solon "A cruiser of the Minmatar Republic.
"
24823 Republic Ormur "A cruiser of the Minmatar Republic.
"
24824 Republic Rodul "A cruiser of the Minmatar Republic.
"
24826 Republic Manadis "A cruiser of the Minmatar Republic.
"
24828 Republic Jarpur "A cruiser of the Minmatar Republic.
"
24830 Republic Tribal Solon "A powerful cruiser of the Minmatar Republic.
"
24832 Republic Tribal Ormur "A powerful cruiser of the Minmatar Republic.
"
24834 Republic Tribal Rodul "A powerful cruiser of the Minmatar Republic.
"
24835 Republic Tribal Manadis "A powerful cruiser of the Minmatar Republic.
"
24836 Republic Tribal Jarpur "A powerful cruiser of the Minmatar Republic.
"
24843 Republic Nutia "A battlecruiser of the Minmatar Republic.
"
24847 Republic Venis "A battlecruiser of the Minmatar Republic.
"
24848 Republic Tribal Nutia "A powerful battlecruiser of the Minmatar Republic.
"
24851 Republic Norn "A battlecruiser of the Minmatar Republic.
"
24855 Republic Tribal Venis "A powerful battlecruiser of the Minmatar Republic.
"
24857 Republic Tribal Norn "A powerful battlecruiser of the Minmatar Republic.
"
24859 Chief Republic Klaki "An elite cruiser of the Minmatar Republic.
"
24860 Chief Republic Orsin "An elite cruiser of the Minmatar Republic.
"
24861 Chief Republic Pafi "An elite cruiser of the Minmatar Republic.
"
24862 Chief Republic Tenar "An elite cruiser of the Minmatar Republic.
"
24863 Chief Republic Rodul "An elite cruiser of the Minmatar Republic.
"
24864 Chief Republic Manadis "An elite cruiser of the Minmatar Republic.
"
24865 Chief Republic Orka "An elite cruiser of the Minmatar Republic.
"
24866 Chief Republic Jarpur "An elite cruiser of the Minmatar Republic.
"
24867 Republic Pytara "A battleship of the Minmatar Republic.
"
24868 Republic Jarl "A battleship of the Minmatar Republic.
"
24869 Republic Jotun "A battleship of the Minmatar Republic.
"
24870 Republic Sigur "A battleship of the Minmatar Republic.
"
24875 Republic Ymir "A battleship of the Minmatar Republic.
"
24876 Republic Tribal Pytara "A battleship of the Minmatar Republic.
"
24883 Republic Tribal Sigur "A powerful battleship of the Minmatar Republic.
"
24884 Republic Tribal Ymir "A powerful battleship of the Minmatar Republic.
"
24886 Republic Tribal Jarl "A powerful battleship of the Minmatar Republic.
"
24888 Republic Tribal Jotun "A powerful battleship of the Minmatar Republic.
"
24891 Imperial Disciple "A frigate of the Amarr Empire.
"
24892 Imperial Dopa "A frigate of the Amarr Empire.
"
24893 Imperial Haran "A frigate of the Amarr Empire.
"
24894 Imperial Iezaz "A frigate of the Amarr Empire.
"
24895 Imperial Matendi "A frigate of the Amarr Empire.
"
24896 Imperial Nabih "A frigate of the Amarr Empire.
"
24897 Imperial Felix_old "A frigate of the Amarr Empire.
"
24898 Imperial Sixtus "A frigate of the Amarr Empire.
"
24899 Imperial Bahir "A frigate of the Amarr Empire.
"
24900 Imperial Templar Forian "A powerful frigate of the Amarr Empire.
"
24901 Imperial Forian "A frigate of the Amarr Empire.
"
24902 Imperial Sprite "A frigate of the Amarr Empire.
"
24903 Imperial Forian_old "A frigate of the Amarr Empire.
"
24904 Imperial Paladin "A frigate of the Amarr Empire.
"
24905 Imperial Felix "A frigate of the Amarr Empire.
"
24906 Imperial Templar Napat "A powerful frigate of the Amarr Empire.
"
24907 Imperial Templar Paladin "A powerful frigate of the Amarr Empire.
"
24908 Imperial Templar Forian_old "A powerful frigate of the Amarr Empire.
"
24909 Imperial Templar Valok "A powerful frigate of the Amarr Empire.
"
24910 Imperial Templar Paladin_old "A powerful frigate of the Amarr Empire.
"
24911 Imperial Deacon "A destroyer of the Amarr empire.
"
24912 Imperial Exarp "A destroyer of the Amarr empire.
"
24913 Imperial Caius "A destroyer of the Amarr empire.
"
24915 Imperial Crusader "A destroyer of the Amarr empire.
"
24917 Imperial Templar Caius "A powerful destroyer of the Amarr empire.
"
24919 Imperial Templar Crusader "A powerful destroyer of the Amarr empire.
"
24923 Divine Imperial Nabih "An elite frigate of the Amarr Empire.
"
24924 Divine Imperial Felix "An elite frigate of the Amarr Empire.
"
24925 Divine Imperial Imran "An elite frigate of the Amarr Empire.
"
24926 Divine Imperial Sixtus "An elite frigate of the Amarr Empire.
"
24927 Divine Imperial Bahir "An elite frigate of the Amarr Empire.
"
24928 Divine Imperial Napat "An elite frigate of the Amarr Empire.
"
24929 Divine Imperial Sprite "An elite frigate of the Amarr Empire.
"
24930 Divine Imperial Forian "An elite frigate of the Amarr Empire.
"
24931 Divine Imperial Valok "An elite frigate of the Amarr Empire.
"
24932 Divine Imperial Paladin "An elite frigate of the Amarr Empire.
"
24933 Imperial Muzakir "A cruiser of the Amarr Empire.
"
24935 Imperial Mathura "A cruiser of the Amarr Empire.
"
24938 Imperial Donus "A cruiser of the Amarr Empire.
"
24940 Imperial Tamir "A cruiser of the Amarr Empire.
"
24941 Imperial Agatho "A cruiser of the Amarr Empire.
"
24942 Imperial Templar Muzakir "A powerful cruiser of the Amarr Empire.
"
24944 Imperial Templar Mathura "A powerful cruiser of the Amarr Empire.
"
24947 Imperial Templar Donus "A powerful cruiser of the Amarr Empire.
"
24949 Imperial Templar Tamir "A powerful cruiser of the Amarr Empire.
"
24952 Imperial Templar Agatho "A powerful cruiser of the Amarr Empire.
"
24956 Imperial Equalizer "A battlecruiser of the Amarr Empire.
"
24957 Imperial Avenger "A battlecruiser of the Amarr Empire.
"
24958 Imperial Justicar "A battlecruiser of the Amarr Empire.
"
24959 Imperial Champion "A battlecruiser of the Amarr Empire.
"
24960 Imperial Templar Justicar "A powerful battlecruiser of the Amarr Empire.
"
24962 Imperial Templar Champion "A powerful battlecruiser of the Amarr Empire.
"
24968 Divine Imperial Wrath "An elite cruiser of the Amarr Empire.
"
24969 Divine Imperial Tamir "An elite cruiser of the Amarr Empire.
"
24970 Divine Imperial Ambrose "An elite cruiser of the Amarr Empire.
"
24971 Divine Imperial Basil "An elite cruiser of the Amarr Empire.
"
24972 Divine Imperial Equalizer "An elite cruiser of the Amarr Empire.
"
24973 Divine Imperial Avenger "An elite cruiser of the Amarr Empire.
"
24974 Divine Imperial Justicar "An elite cruiser of the Amarr Empire.
"
24975 Divine Imperial Champion "An elite cruiser of the Amarr Empire.
"
24976 Imperial Origen "A battleship of the Amarr Empire.
"
24977 Imperial Bataivah "A battleship of the Amarr Empire.
"
24978 Imperial Tanakh "A battleship of the Amarr Empire.
"
24979 Imperial Ultara "A battleship of the Amarr Empire.
"
24982 Imperial Dominator "A battleship of the Amarr Empire.
"
24983 Imperial Martyr "A battleship of the Amarr Empire.
"
24985 Imperial Templar Torah "A powerful battleship of the Amarr Empire.
"
24988 Imperial Templar Ultara "A powerful battleship of the Amarr Empire.
"
24991 Imperial Templar Dominator "A powerful battleship of the Amarr Empire.
"
24992 Imperial Templar Martyr "A powerful battleship of the Amarr Empire.
"
24997 State Bo-Hi "A frigate of the Caldari State.
"
24999 State Showato "A frigate of the Caldari State.
"
25001 State Nagasa "A frigate of the Caldari State.
"
25004 State Shinai "A frigate of the Caldari State.
"
25007 State Shuriken "A frigate of the Caldari State.
"
25008 State Daito "A frigate of the Caldari State.
"
25011 State Wakizashi "A frigate of the Caldari State.
"
25012 State Katana "A frigate of the Caldari State.
"
25013 State Shukuro Shinai "A powerful frigate of the Caldari State.
"
25015 State Shukuro Shuriken "A powerful frigate of the Caldari State.
"
25020 State Kai Gunto "A destroyer of the Caldari State.
"
25021 State Yumi "A destroyer of the Caldari State.
"
25022 State Kissaki "A destroyer of the Caldari State.
"
25024 State Tsuba "A destroyer of the Caldari State.
"
25026 State Shukuro Choji "A powerful destroyer of the Caldari State.
"
25028 State Shukuro Kamikazi "A powerful destroyer of the Caldari State.
"
25033 Taibu State Shirasaya "An elite frigate of the Caldari State.
"
25034 Taibu State Suriage "An elite frigate of the Caldari State.
"
25035 Taibu State Nagasa "An elite frigate of the Caldari State.
"
25036 Taibu State Shinai "An elite frigate of the Caldari State.
"
25037 Taibu State Shuriken "An elite frigate of the Caldari State.
"
25038 Taibu State Tachi "An elite frigate of the Caldari State.
"
25039 Taibu State Yari "An elite frigate of the Caldari State.
"
25040 Taibu State Daito "An elite frigate of the Caldari State.
"
25041 Taibu State Wakizashi "An elite frigate of the Caldari State.
"
25042 Taibu State Katana "An elite frigate of the Caldari State.
"
25043 State Bushi "A cruiser of the Caldari State.
"
25045 State Dogo "A cruiser of the Caldari State.
"
25046 State Fudai "A cruiser of the Caldari State.
"
25048 State Ashigaru "A cruiser of the Caldari State.
"
25050 State Chugen "A cruiser of the Caldari State.
"
25052 State Buke "A cruiser of the Caldari State.
"
25054 State Shukuro Ashigaru "A powerful cruiser of the Caldari State.
"
25056 State Shukuro Chugen "A powerful cruiser of the Caldari State.
"
25057 State Shukuro Buke "A powerful cruiser of the Caldari State.
"
25058 State Shukuro Ashura "A powerful cruiser of the Caldari State.
"
25063 State Kerai "A battlecruiser of the Caldari State.
"
25064 State Ronin "A battlecruiser of the Caldari State.
"
25065 State Oni "A battlecruiser of the Caldari State.
"
25066 State Kanpaku "A battlecruiser of the Caldari State.
"
25067 State Shukuro Bajo "A powerful battlecruiser of the Caldari State.
"
25069 State Shukuro Samurai "A powerful battlecruiser of the Caldari State.
"
25075 Taibu State Tendai "An elite cruiser of the Caldari State.
"
25076 Taibu State Sohei "An elite cruiser of the Caldari State.
"
25077 Taibu State Shugo "An elite cruiser of the Caldari State.
"
25078 Taibu State Daimyo "An elite cruiser of the Caldari State.
"
25079 Taibu State Oni "An elite cruiser of the Caldari State.
"
25080 Taibu State Kanpaku "An elite cruiser of the Caldari State.
"
25081 Taibu State Bajo "An elite cruiser of the Caldari State.
"
25082 Taibu State Samurai "An elite cruiser of the Caldari State.
"
25083 State Tenkyu "A battleship of the Caldari State.
"
25084 State Utaisho "A battleship of the Caldari State.
"
25085 State Yojimbo "A battleship of the Caldari State.
"
25086 State Zen "A battleship of the Caldari State.
"
25089 State Oshiro "A battleship of the Caldari State.
"
25090 State Shukuro Tenno "A battleship of the Caldari State.
"
25092 State Shukuro Taisho "A battleship of the Caldari State.
"
25094 State Shukuro Daijo "A powerful battleship of the Caldari State.
"
25097 State Shukuro Bishamon "This is a powerful battleship of the Caldari State.
"
25098 State Shukuro Shogun "A powerful battleship of the Caldari State.
"
25103 Federation Clavis "A frigate of the Gallente Federation.
"
25105 Federation Hastile "A frigate of the Gallente Federation.
"
25106 Federation Kontos "A frigate of the Gallente Federation.
"
25107 Federation Hoplon "A frigate of the Gallente Federation.
"
25110 Federation Manica "A frigate of the Gallente Federation.
"
25112 Federation Libertus "A frigate of the Gallente Federation.
"
25116 Federation Insidiator "A frigate of the Gallente Federation.
"
25117 Federation Praktor Balra "A powerful frigate of the Gallente Federation.
"
25118 Federation Praktor Belos "A powerful frigate of the Gallente Federation.
"
25120 Federation Praktor Harpago "A powerful frigate of the Gallente Federation.
"
25124 Federation Kopis "A frigate of the Gallente Federation.
"
25125 Federation Machaira "A destroyer of the Gallente Federation.
"
25126 Federation Matara "A destroyer of the Gallente Federation.
"
25127 Federation Arcus "A destroyer of the Gallente Federation.
"
25129 Federation Pelekus "A destroyer of the Gallente Federation.
"
25131 Federation Praktor Phalarica "A powerful destroyer of the Gallente Federation.
"
25133 Federation Praktor Machina "A powerful destroyer of the Gallente Federation.
"
25137 Elite Federation Lixa "An elite frigate of the Gallente Federation.
"
25138 Elite Federation Lochos "An elite frigate of the Gallente Federation.
"
25139 Elite Federation Manica "An elite frigate of the Gallente Federation.
"
25140 Elite Federation Libertus "An elite frigate of the Gallente Federation.
"
25141 Elite Federation Insidiator "An elite frigate of the Gallente Federation.
"
25142 Elite Federation Matara "An elite frigate of the Gallente Federation.
"
25143 Elite Federation Arcus "An elite frigate of the Gallente Federation.
"
25144 Elite Federation Pelekus "An elite frigate of the Gallente Federation.
"
25145 Elite Federation Phalarica "An elite frigate of the Gallente Federation.
"
25146 Elite Federation Machina "An elite frigate of the Gallente Federation.
"
25147 Federation Loras "A cruiser of the Gallente Federation.
"
25149 Federation Hastarius "A cruiser of the Gallente Federation.
"
25150 Federation Hastatus "A cruiser of the Gallente Federation.
"
25152 Federation Misthios "A cruiser of the Gallente Federation.
"
25154 Federation Nauclarius "A cruiser of the Gallente Federation.
"
25156 Federation Praktor Hippeus "A powerful cruiser of the Gallente Federation.
"
25158 Federation Praktor Ouragos "A powerful cruiser of the Gallente Federation.
"
25160 Federation Praktor Optioon "A powerful cruiser of the Gallente Federation.
"
25161 Federation Praktor Legionarius "A powerful cruiser of the Gallente Federation.
"
25162 Federation Praktor Centurion "A powerful cruiser of the Gallente Federation.
"
25167 Federation Pezos "A battlecruiser of the Gallente Federation.
"
25168 Federation Praeco "A battlecruiser of the Gallente Federation.
"
25169 Federation Calo "A battlecruiser of the Gallente Federation.
"
25170 Federation Praktor Bearcus "A powerful battlecruiser of the Gallente Federation.
"
25171 Federation Praktor Arx "A powerful battlecruiser of the Gallente Federation.
"
25173 Federation Praktor Auxilia "A powerful battlecruiser of the Gallente Federation.
"
25179 Elite Federation Calo "An elite cruiser of the Gallente Federation.
"
25180 Elite Federation Bearcus "An elite cruiser of the Gallente Federation.
"
25181 Elite Federation Arx "An elite cruiser of the Gallente Federation.
"
25182 Elite Federation Auxilia "An elite cruiser of the Gallente Federation.
"
25183 Elite Federation Liburna "An elite cruiser of the Gallente Federation.
"
25184 Elite Federation Navis "An elite cruiser of the Gallente Federation.
"
25185 Elite Federation Quadrieris "An elite cruiser of the Gallente Federation.
"
25186 Elite Federation Mentes "An elite cruiser of the Gallente Federation.
"
25187 Federation Triarius "A battleship of the Gallente Federation.
"
25188 Federation Xenan "A battleship of the Gallente Federation.
"
25189 Federation Helepolis "A battleship of the Gallente Federation.
"
25190 Federation Covinus "A battleship of the Gallente Federation.
"
25193 Federation Navis Longa "A battleship of the Gallente Federation.
"
25194 Federation Praktor Navis Praetoria "A powerful battleship of the Gallente Federation.
"
25196 Federation Praktor Hexeris "A powerful battleship of the Gallente Federation.
"
25198 Federation Praktor Praeses "A powerful battleship of the Gallente Federation.
"
25201 Federation Praktor Phanix "A powerful battleship of the Gallente Federation.
"
25202 Federation Praktor Magister "A powerful battleship of the Gallente Federation.
"
25215 Apocalypse 125ms 2500m This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
25230 Republic Fleet High Captain Insignia II Identification tags such as these may prove valuable if handed to the proper organization.
25231 LCO Stargate (Minmatar 1) This stargate has been manufactured according to Republic design. It is not usable without the proper authorization code.
25232 LCO Stargate (Gallente 1) This stargate has been manufactured according to Federation design. It is not usable without the proper authorization code.
25233 Corporation Contracting "You are familiar with the intricacies of formalizing contracts between your corporation and other entities.
For each level of this skill the number of concurrent corporation/alliance contracts you make on behalf of your corporation is increased by 10 up to a maximum of 60.
This skill has no effect on contracts you make personally.
There is no limit on the number of contracts a corporation can assign to itself.
Corporations have a hard limit of 500 outstanding public contracts."
25235 Contracting "This skill allows you to create formal agreements with other characters.
For each level of this skill the number of outstanding contracts is increased by four (up to a maximum of 21 at level 5)
Note: Cannot be trained on trial accounts"
25236 Gas Cloud 1
25237 Pure Standard Blue Pill Booster Standard Blue pill compound in its uncut form, ready to be processed into the final version of the combat booster.
25239 Blood Gold Tag This gold tag carries the rank insignia equivalent of a sergeant within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
25240 Improved Blue Pill Booster Reaction
25241 Pure Improved Blue Pill Booster Improved Blue Pill compound in its uncut form, ready to be processed into the final version of the combat booster.
25242 Pure Standard Crash Booster Standard Crash compound in its uncut form, ready to be processed into the final version of the combat booster.
25243 Standard Crash Booster Reaction
25244 Gas Cloud 2
25245 Gas Cloud 3
25246 Gas Cloud 4
25247 Gas Cloud 5
25248 Gas Cloud 6
25249 Gas Cloud 7
25250 Gas Cloud 8
25251 Standard Frentix Booster Reaction
25252 Pure Standard Frentix Booster Standard Frentix compound in its uncut form, ready to be processed into the final version of the combat booster.
25255 Damaged Heron_2 This ship has been damaged and has lost its ability to maneuver, as well as its warp capability.
25266 Gas Cloud Harvester I "The core technology employed by Gas Harvesters dates back centuries, to a time when the extraction of material in space was still a growing industry. Originally, asteroid miners had seen the tractor beams and in-space catalytic conversions used by today's Gas Harvesters as a promising new method for extracting spacebound ore. After many unsuccessful research projects and years of fruitless experiments however, the industry decided to return its focus to laser technology, which was eventually mastered to a level that has sustained the mining profession to this day.
When the first interstellar Gas Clouds were discovered, they proved particularly challenging for industrialists to extract raw materials from. Many methods were tried, and although successful acquisition was always guaranteed, there was a need for much greater efficiency. It was not until the mining industry returned to long-abandoned projects that a solution was found. Since that time, Gas harvesting technology has slowly moved forward, giving birth to new industries and economies in the process.
"
25267 Gas Cloud Harvester I Blueprint
25268 Amber Cytoserocin Cytoserocin is a crystalline compound formed by intense pressure deep within large asteroids and moons. It is used in electronics and weapon manufacturing, as well as the production of high-grade combat boosters. Cytoserocin can only be found in a few areas, such as interstellar gas clouds out in low security and 0.0 space.
25270 Biochemical Silo Specialized container designed to store and handle gas clouds.
25271 Catalyst Silo Specialized container designed to store and handle hazardous liquids.
25273 Golden Cytoserocin Cytoserocin is a crystalline compound formed by intense pressure deep within large asteroids and moons. It is used in electronics and weapon manufacturing, as well as the production of high-grade combat boosters. Cytoserocin can only be found in a few areas, such as interstellar gas clouds out in low security and 0.0 space.
25274 Viridian Cytoserocin Cytoserocin is a crystalline compound formed by intense pressure deep within large asteroids and moons. It is used in electronics and weapon manufacturing, as well as the production of high-grade combat boosters. Cytoserocin can only be found in a few areas, such as interstellar gas clouds out in low security and 0.0 space.
25275 Celadon Cytoserocin Cytoserocin is a crystalline compound formed by intense pressure deep within large asteroids and moons. It is used in electronics and weapon manufacturing, as well as the production of high-grade combat boosters. Cytoserocin can only be found in a few areas, such as interstellar gas clouds out in low security and 0.0 space.
25276 Malachite Cytoserocin Cytoserocin is a crystalline compound formed by intense pressure deep within large asteroids and moons. It is used in electronics and weapon manufacturing, as well as the production of high-grade combat boosters. Cytoserocin can only be found in a few areas, such as interstellar gas clouds out in low security and 0.0 space.
25277 Lime Cytoserocin Cytoserocin is a crystalline compound formed by intense pressure deep within large asteroids and moons. It is used in electronics and weapon manufacturing, as well as the production of high-grade combat boosters. Cytoserocin can only be found in a few areas, such as interstellar gas clouds out in low security and 0.0 space.
25278 Vermillion Cytoserocin Cytoserocin is a crystalline compound formed by intense pressure deep within large asteroids and moons. It is used in electronics and weapon manufacturing, as well as the production of high-grade combat boosters. Cytoserocin can only be found in a few areas, such as interstellar gas clouds out in low security and 0.0 space.
25279 Azure Cytoserocin Cytoserocin is a crystalline compound formed by intense pressure deep within large asteroids and moons. It is used in electronics and weapon manufacturing, as well as the production of high-grade combat boosters. Cytoserocin can only be found in a few areas, such as interstellar gas clouds out in low security and 0.0 space.
25280 Hazardous Chemical Silo Used to store and handle hazardous biochemicals.
25281 The Red Card Captain Rogue found that the acceleration gate he was supposed to be guarding was "leaking", and so decided to personally hold the passkey which he calls the "Red Card".
25282 Strong Blue Pill Booster Reaction
25283 Pure Strong Blue Pill Booster Strong Blue Pill compound in its uncut form, ready to be processed into the final version of the combat booster.
25284 Standard Drop Booster Reaction
25285 Standard Exile Booster Reaction
25286 Standard Mindflood Booster Reaction
25287 Standard X-Instinct Booster Reaction
25288 Standard Sooth Sayer Booster Reaction
25289 Improved Crash Booster Reaction
25290 Improved Drop Booster Reaction
25291 Improved Exile Booster Reaction
25292 Improved Mindflood Booster Reaction
25293 Improved Frentix Booster Reaction
25294 Improved X-Instinct Booster Reaction
25295 Improved Sooth Sayer Booster Reaction
25296 Strong Crash Booster Reaction
25297 Strong Drop Booster Reaction
25298 Strong Exile Booster Reaction
25299 Strong Mindflood Booster Reaction
25300 Strong Frentix Booster Reaction
25301 Strong X-Instinct Booster Reaction
25302 Strong Sooth Sayer Booster Reaction
25303 Standard Blue Pill Booster Blueprint
25304 Pith Guristas Spa-Card Keys like this one are expensive ones, manufactured for members of the deadspace Pith Guristas and handed out to those that have "delivered".
25305 Drug Lab "A laboratory to produce performance enhancing drugs.
1 booster manufacturing slot "
25306 Pithatis Speaker A speaker for the pith guristas, this oratory expert makes his living giving speeches that invigorate and inspire. If anything, then the demand for this particular skill is on the increase.
25307 Improved Blue Pill Booster Blueprint
25308 Strong Blue Pill Booster Blueprint
25309 Standard Crash Booster Blueprint
25310 Improved Crash Booster Blueprint
25311 Strong Crash Booster Blueprint
25314 Standard Sooth Sayer Booster Blueprint
25322 Strong Frentix Booster Blueprint
25323 Standard Mindflood Booster Blueprint
25327 Standard Drop Booster Blueprint
25328 Improved Drop Booster Blueprint
25329 Strong Drop Booster Blueprint
25330 Pure Standard Drop Booster Standard Drop compound in its uncut form, ready to be processed into the final version of the combat booster.
25331 Pure Standard Exile Booster Standard Exile compound in its uncut form, ready to be processed into the final version of the combat booster.
25332 Pure Standard Mindflood Booster Standard Mindflood compound in its uncut form, ready to be processed into the final version of the combat booster.
25333 Pure Standard X-Instinct Booster Standard X-Instinct compound in its uncut form, ready to be processed into the final version of the combat booster.
25334 Pure Standard Sooth Sayer Booster Standard Sooth Sayer compound in its uncut form, ready to be processed into the final version of the combat booster.
25335 Pure Improved Crash Booster Improved Crash compound in its uncut form, ready to be processed into the final version of the combat booster.
25336 Pure Improved Drop Booster Improved Drop compound in its uncut form, ready to be processed into the final version of the combat booster.
25337 Pure Improved Exile Booster Improved Exile compound in its uncut form, ready to be processed into the final version of the combat booster.
25338 Pure Improved Mindflood Booster Improved Mindflood compound in its uncut form, ready to be processed into the final version of the combat booster.
25339 Pure Improved Frentix Booster Improved Frentix compound in its uncut form, ready to be processed into the final version of the combat booster.
25340 Pure Improved X-Instinct Booster Improved X-Instinct compound in its uncut form, ready to be processed into the final version of the combat booster.
25341 Pure Improved Sooth Sayer Booster Improved Sooth Sayer compound in its uncut form, ready to be processed into the final version of the combat booster.
25342 Pure Strong Crash Booster Strong Crash compound in its uncut form, ready to be processed into the final version of the combat booster.
25343 Pure Strong Drop Booster Strong Drop compound in its uncut form, ready to be processed into the final version of the combat booster.
25344 Pure Strong Exile Booster Strong Exile compound in its uncut form, ready to be processed into the final version of the combat booster.
25345 Pure Strong Mindflood Booster Strong Mindflood compound in its uncut form, ready to be processed into the final version of the combat booster.
25346 Pure Strong Frentix Booster Strong Frentix compound in its uncut form, ready to be processed into the final version of the combat booster.
25347 Pure Strong X-Instinct Booster Strong X-Instinct compound in its uncut form, ready to be processed into the final version of the combat booster.
25348 Pure Strong Sooth Sayer Booster Strong Sooth Sayer compound in its uncut form, ready to be processed into the final version of the combat booster.
25349 Strong Exile Booster This booster hardens a pilot's resistance to attacks, letting him withstand their impact to a greater extent. The discomfort of having his armor reduced piecemeal remains unaltered, but the pilot is filled with such a surge of rage that he bullies through it like a living tank.
25351 Isana Dagin's Machariel While its utilitarian look may not give much of an indication, many are convinced that the Machariel is based on an ancient Jovian design uncovered by the Angel Cartel in one of their extensive exploratory raids into uncharted territory some years ago. Whatever the case may be, this behemoth appeared on the scene suddenly and with little fanfare, and has very quickly become one of the Arch Angels' staple war vessels.
25352 Black Jack's Underling An underling of the notorious Angel Cartel commander, Black Jack.
25353 Serpentis Shipyard Cipher This cipher seems to be meant for use on one of the acceleration gates in the Serpentis Fleet Shipyard.
25354 Celestial Agent Site Beacon Fitted with a power flash-battery, this beacon sends out signals throughout the entire solar system.
25355 LCS Station (Caldari 1) Docking has been prohibited into this Caldari station without proper authorization.
25356 LCS Station (Caldari 2) Docking has been prohibited into this Caldari station without proper authorization.
25357 LCS Station (Caldari 3) Docking has been prohibited into this Caldari station without proper authorization.
25358 LCS Station (Caldari 5) Docking has been prohibited into this Caldari station without proper authorization.
25359 LCS Station (Caldari Research Outpost) Docking has been prohibited into this Caldari station without proper authorization.
25360 Caldari Research Outpost Docking has been prohibited into this Caldari station without proper authorization.
25363 Static Caracal Navy Issue Created specifically in order to counter the ever-increasing numbers of pirate invaders in Caldari territories, the Navy Issue Caracal has performed admirably in its task. Sporting added defensive capability as well as increased fitting potential, it is seeing ever greater use in defense of the homeland.
25364 Black Jack's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the notorious Angel Cartel Commander, Black Jack."
25365 Oronata Vion's Caracal Oronata Vion's Caracal
25366 Oronata Vion's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
25367 Kois Entry Passcard Kois Entry Passcard
25368 Rattlesnake_Airkio Yanjulen "In the time-honored tradition of pirates everywhere, Korako ‘Rabbit' Kosakami shamelessly stole the idea of the Scorpion-class battleship and put his own spin on it.
The result: the fearsome Rattlesnake, flagship of any large Gurista attack force.
There are, of course, also those who claim things were the other way around; that the notorious silence surrounding the Scorpion's own origins is, in fact,
an indication of its having been designed by Kosakami all along. "
25369 Airkio Yanjulen's Corpse The corpse of the Guristas officer Airkio Yanjulen.
25371 Tomi_Hakiro Caracal The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.
25372 Tomi Hakiro's Insignia Identification tags such as these may prove valuable if handed to the proper organization.
25373 Militants A combative character; aggressive, especially in the service of a cause.
25374 Mutated Drone Parasite Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25375 LCO Guristas Control Tower Originally designed by the Kaalakiota, the Caldari Control Tower blueprint was quickly obtained by the Guristas, through their agents within the State, to serve their own needs.
25377 Akkeshu's Storage Facility Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
25378 Drone Modified Passcard The data within this chip unlocks the acceleration gate leading to a deadspace area behind the infamous Cadaver Reef. The accesscards are singe-use.
25379 Anti-Stabilizer Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25382 Guristas War Plans Guristas War Plans
25383 Otsalen Mano's Corpse The corpse of the Caldari agenet Otsalen Mano lies mangled inside one of the ejected capsules. Upon closer examination, a map has been madly scribbled on a piece of cloth torn from his garments. Perhaps these are the Guristas War Plans he had discovered?
25384 Shielded Prison Facility Smaller confined shield generators with their own access restrictions can be deployed outside the Control Tower's defense perimeter. This allows for lesser security areas around the Starbase, for purposes of storage or pickup.
25385 H-2874 Defense Sentinel An unstable yet extremely powerful 425mm railgun sentry
25386 Prison Area Pass This security passcard is manufactured by the Guristas Pirates, and allows the user to access the Prison grounds connected with the Iacta Space Plain in O-LR1H.
25387 Guristas Armory Codes These complicated data sheets may mean little to the layman's eye, but can prove valuable in the right hands.
25388 Guristas_Small Armory This small armory has a thick layer of reinforced tritanium and a customized shield module for deflecting incoming fire.
25389 Tantima Areki's Raven An agent working for the Caldari State. Tantima was picked up by this battleship once his operation in Guristas territory had failed.
25390 Tantima Areki A person following the pursuits of civil life.
25391 Hakiro's Scanner Data A small wafer of semiconductor material that forms the base for an integrated circuit.
25392 Knaaninn Aranuri's Rattlesnake In the time-honored tradition of pirates everywhere, Korako ‘Rabbit' Kosakami shamelessly stole the idea of the Scorpion-class battleship and put his own spin on it. The result: the fearsome Rattlesnake, flagship of any large Gurista attack force. There are, of course, also those who claim things were the other way around; that the notorious silence surrounding the Scorpion's own origins is, in fact, an indication of its having been designed by Kosakami all along.
25393 Imperial Navy Gate Permit Container A container, inside of which can be found standard gate permits leading to an Imperial Navy complex.
25394 Gue Mouey's Message Gue's message has been recorded inside this data chip.
25396 Gue Mouey Vindicator Gue Mouey is being used as a Syndicate dealer. He was recently sent here as the Syndicates answer to the growing demand for drugs and weapons in this constellation. he also acts as a neutral bargaining partner between Caldari vendors from Kois City and the pirate elements.
25397 Tikui's Stash This Tower acts as a Network relay. It might be possible for the right person to "liberate" some interestin information from its mainframe
25398 Tikui's Message Tikui's message has been recorded inside this data chip.
25400 Tikui Makan The personal battleship of the Guristas pirate Tikui Makan. Threat level: Deadly
25401 Expeditionary Data Data collected by the Caldari expeditions in E-8CSQ.
25402 Expeditionary Storage Facility Built to withstand assault, these behemoths can each hold roughly 8.5 million m3 worth of materials.
25403 Fetosa Kanim's Crane A Crane piloted by an agent.
25404 Vena Saapialen's Crane A Crane piloted by an agent.
25405 Ocho Shusiian's Crane A Crane piloted by an agent.
25406 Ozomi Obanen's Crane A Crane piloted by an agent.
25407 Akkeshu Karuan Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
25408 Akkeshu Karuan's DNA "DNA samples are any of various nucleic acids that are usually the molecular basis of heredity, are localized especially in cell nuclei, and are constructed of a double helix held together by hydrogen bonds between purine and pyrimidine bases which project inward from two chains containing alternate links of deoxyribose and phosphate.
This DNA sample is taken from the former Guristas commander, Akkeshu Karuan."
25409 Rakka's Rattlesnake In the time-honored tradition of pirates everywhere, Korako ‘Rabbit' Kosakami shamelessly stole the idea of the Scorpion-class battleship and put his own spin on it. The result: the fearsome Rattlesnake, flagship of any large Gurista attack force. There are, of course, also those who claim things were the other way around; that the notorious silence surrounding the Scorpion's own origins is, in fact, an indication of its having been designed by Kosakami all along.
25411 Gaseous Fluorine Isotopes Fluorine is a corrosive yellow gas. Its uncommon combination of characteristics, such as its electronegativity and its tiny atomic radius, give it a wide variety of unique applications in the field of booster production.
25412 Gaseous Chlorine Isotopes Chlorine is a common nonmetallic element belonging to the halogens, best known as a heavy yellow irritating toxic gas. It is commonly used as a bleaching agent and disinfectant, and its effectiveness as an oxidizing agent lends it great value in the production of boosters.
25413 Gaseous Bromine Isotopes Bromine gas is a strong-smelling red vapor. It is extremely reactive with various substances and one of its primary uses is as an organic synthesis intermediate, something which gives it great value in booster production.
25414 Gaseous Iodine Isotopes Iodine is a noxious-smelling purple gas. It forms
25415 Kara Morato's Bustard A Bustard piloted by an agent.
25416 Tehjus Otsini's Bustard A Bustard piloted by an agent.
25417 Heiraitah Siakkano's Bustard A Bustard piloted by an agent.
25418 Rahli Saronu's Impel An Impel piloted by an agent.
25419 Enna Ahruneh's Impel An Impel piloted by an agent.
25420 Desra Nekri's Impel An Impel piloted by an agent.
25421 Galhar Lahara's Impel An Impel piloted by an agent.
25422 Marera Arghun's Prorator An Prorator piloted by an agent.
25423 Rasa Jaswelu's Prorator An Prorator piloted by an agent.
25424 Yoti Haraisha's Prorator An Prorator piloted by an agent.
25425 Nemphad Azbias's Prorator A Prorator piloted by an agent.
25430 Goligere Debanelis's Viator An Viator piloted by an agent.
25431 Gomosabin Zerdanne's Viator An Viator piloted by an agent.
25432 Juvoire Sche's Viator An Viator piloted by an agent.
25433 Oguet Aene's Viator A Viator piloted by an agent.
25434 Ravacesel Roque's Viator An Viator piloted by an agent.
25435 Binnie Nigolier's Occator An Occator piloted by an agent.
25436 Grisier Challier's Occator An Occator piloted by an agent.
25437 Mabvrion Atlete's Occator An Occator piloted by an agent.
25438 Baftot Asluzof's Prorator An Prorator piloted by an agent.
25439 Horir Firvoon's Prorator An Prorator piloted by an agent.
25440 Vianes Ounid's Prorator An Prorator piloted by an agent.
25449 Bollen Odridur's Prowler An Prowler piloted by an agent.
25450 Golarad Hjom's Prowler An Prowler piloted by an agent.
25455 Urandi Krilin's Machariel A Machariel piloted by an agent.
25456 Bleur Hein's Machariel A Machariel piloted by an agent.
25457 Lunuin Eurek's Machariel A Machariel piloted by an agent.
25458 Henara Vern's Sleipnir A Sleipnir piloted by an agent.
25459 Kamal Sharadon's Nightmare A Nightmare piloted by an agent.
25460 Shusa Lemihonn's Nightmare A Nightmare piloted by an agent.
25461 Maboula Ahrenon's Phantasm A Phantasm piloted by an agent.
25462 Rerina Tarit's Phantasm A Phantasm piloted by an agent.
25463 Avora Alkas's Phantasm A Phantasm piloted by an agent.
25464 Riluko Hik's Prowler A Prowler piloted by an agent.
25465 Uiswin Aurtur's Prowler A Prowler piloted by an agent.
25466 Zwod Aden's Prowler A Prowler piloted by an agent.
25467 Caldari Corpse The corpse of someone with Caldari ancestry.
25468 Ship Carcass_2 The mangled wreck floats motionless in space, surrounded with a field of scorched debris.
25471 Erakki's Storage Bin The enclosed storage bin drifts quietly in space.
25472 Drone Creation Compound This drone manufacturing facility is controlled by a highly advanced AI. It will attack anyone it perceives as a threat.
25503 Improved X-Instinct Booster Blueprint
25504 Improved Exile Booster Blueprint
25505 Improved Frentix Booster Blueprint
25506 Improved Mindflood Booster Blueprint
25507 Improved Sooth Sayer Booster Blueprint
25508 Standard Exile Booster Blueprint
25509 Standard Frentix Booster Blueprint
25510 Standard X-Instinct Booster Blueprint
25511 Strong Mindflood Booster Blueprint
25512 Strong Sooth Sayer Booster Blueprint
25513 Strong X-Instinct Booster Blueprint
25514 Kakala's Voucher A voucher of approval. The mayor of Pioneer's Sanctuary in ZH3-BS has asked the major players in town to hand vouchers like these to ship farers who have proven themselves through some dangerous feat.
25515 Nuomo's Voucher A voucher of approval. The mayor of Pioneer's Sanctuary in ZH3-BS has asked the major players in town to hand vouchers like these to ship farers who have proven themselves through some dangerous feat.
25516 Erakki's Voucher A voucher of approval. The mayor of Pioneer's Sanctuary in ZH3-BS has asked the major players in town to hand vouchers like these to ship farers who have proven themselves through some dangerous feat.
25517 Oduma's Voucher A voucher of approval. The mayor of Pioneer's Sanctuary in ZH3-BS has asked the major players in town to hand vouchers like these to ship farers who have proven themselves through some dangerous feat.
25518 Kakala Ikkawa's Obsidian An Obsidian piloted by an agent.
25519 Erakki Kihuo's Obsidian An Obsidian piloted by an agent.
25520 Oduma Pakane's Rokh A Rokh piloted by an agent.
25522 Nuomo's Scanner Data A small wafer of semiconductor material that forms the base for an integrated circuit.
25523 Nuomo's Scanner This is a radio telescope used for scouting nearby territory
25524 Angel Central Command The headquarters of the Angel forces within Freebooters Haven.
25526 Hidden Treasure Chest The enclosed storage bin drifts quietly in space, waiting patiently to be pried open by a hungry looter.
25528 Guristas Fleet Stronghold One of the many quarters of the Gurista fleet.
25530 Neurotoxin Recovery Proficiency at biofeedback techniques intended to negate the side effects typically experienced upon injection of combat boosters.
25531 Dorim Fatimar's Punisher The Amarr Imperial Navy has been upgrading many of its ships in recent years and adding new ones. The Punisher is one of the most recent ones and considered by many to be the best Amarr frigate in existence. As witnessed by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels, but it is more than powerful enough for solo operations.
25532 Reqqa Bratesch's Vengeance The Vengeance represents the latest in the Kingdom's ongoing mission to wed Amarr and Caldari tech, molding the two into new and exciting forms. Sporting a Caldari ship's launcher hardpoints as well as an Amarr ship's armor systems, this relentless slugger is perfect for when you need to get up close and personal. Developer: Khanid Innovation Constantly striving to combine the best of two worlds, Khanid Innovation have utilized their Caldari connections to such an extent that the Kingdom's ships now possess the most advanced missile systems outside Caldari space, as well as fairly robust electronics systems.
25533 Kushan Horeat's Arbitrator The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.
25534 Ragot Parah's Maller Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches.
25535 Nimpor Fatimar's Omen The Omen is a stereotypical example of the Amarrian School of thinking when it comes to ship design: thick armor and hard hitting lasers. Advancements in heat dissipation allow the Omen to fire its lasers faster than other ships without this technology.
25537 Damaged Prorator This ship has been damaged and has lost its ability to maneuver, as well as its warp capability.
25538 Neurotoxin Control Proficiency at reducing the severity of the side effects experienced upon injection of combat boosters.
25539 Strong Exile Booster Blueprint
25540 'Crop' Gas Cloud Harvester "Originally invented and supplied by the pirate organizations of New Eden, the 'Crop' and ‘Plow' Gas Cloud Harvesters once stood the most advanced pieces of harvesting equipment available. Although they did not offer any improvement in their harvesting yield, the CPU reduction was valued by many who otherwise struggled to fit a full rack of harvesters to cruiser-class vessels. This one small improvement set the two harvesters above the standard, Tech I variant for many years.
All that changed however when new, stable wormholes began proliferating across the cluster. As soon as the wormholes were discovered, so too, were the giant gas clouds pockets within the unknown systems they linked to. In a single day, the demand for Tech II Gas Cloud Harvested exploded. Research projects were hastily established and grants hurriedly thrown out to the most promising firms pursuing a redesign. It was only a few days before a breakthrough was made, and the mighty ‘Crop' and ‘Plow' variants soon took second place to a superior Tech II counterpart that vastly increased the harvesting yield. "
25541 'Crop' Gas Cloud Harvester Blueprint
25542 'Plow' Gas Cloud Harvester "Originally invented and supplied by the pirate organizations of New Eden, the 'Crop' and ‘Plow' Gas Cloud Harvesters once stood the most advanced pieces of harvesting equipment available. Although they did not offer any improvement in their harvesting yield, the CPU reduction was valued by many who otherwise struggled to fit a full rack of harvesters to cruiser-class vessels. This one small improvement set the two harvesters above the standard, Tech I variant for many years.
All that changed however when new, stable wormholes began proliferating across the cluster. As soon as the wormholes were discovered, so too, were the giant gas clouds pockets within the unknown systems they linked to. In a single day, the demand for Tech II Gas Cloud Harvested exploded. Research projects were hastily established and grants hurriedly thrown out to the most promising firms pursuing a redesign. It was only a few days before a breakthrough was made, and the mighty ‘Crop' and ‘Plow' variants soon took second place to a superior Tech II counterpart that vastly increased the harvesting yield. "
25543 'Plow' Gas Cloud Harvester Blueprint
25544 Gas Cloud Harvesting Skill at harvesting gas clouds. Allows use of one gas cloud harvester per level. Can not be trained on Trial Accounts.
25545 Eifyr and Co. 'Alchemist' Nanite Control NC-903 "A neural Interface upgrade that boost the pilot's skill at handling boosters.
3% bonus reduction to side effects."
25546 Eifyr and Co. 'Alchemist' Nanite Control NC-905 "A neural Interface upgrade that boost the pilot's skill at handling boosters.
5% bonus reduction to side effects."
25547 Eifyr and Co. 'Alchemist' Neurotoxin Recovery NR-1003 "A neural Interface upgrade that boost the pilot's skill at handling boosters.
3% less chance of side effects when using boosters."
25548 Eifyr and Co. 'Alchemist' Neurotoxin Recovery NR-1005 "A neural Interface upgrade that boost the pilot's skill at handling boosters.
5% less chance of side effects when using boosters."
25549 Security Overseer The security is handled by this trusted servant of the Gist Angels serving straight from the Angel high command.
25550 Freebooter's Key Alpha This key allows you entrance into the Freebooter's Maintainance Facility
25551 Blood Raider Shipyard Keycard This keycard grants access to the deepest pockets of the Blood Raider Naval Shipyard.
25552 LCS Blood Raider Bhaalgorn Bhaalgorn battleship. Owned by the Blood Raider Covenant. Only those with the correct security codes can hope to pilot this ship.
25553 Cryptic Data Interface Designed for use with Minmatar technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed.
25554 Occult Data Interface Designed for use with Amarr technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed.
25555 Esoteric Data Interface Designed for use with Caldari technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed.
25556 Incognito Data Interface Designed for use with Gallente technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed.
25557 Jamur Fatimar "A powerful battleship of the Amarr Empire.
"
25559 Blood Raider Fleet Stronghold The largest and deadliest military facility currently owned by the Blood Raiders. High-ranking Blood Raider commanders are rumored to meet here every few months.
25560 Opux Dragoon Yacht Originally designed and built by Roden Shipyards exclusively for the Caldari Gaming Commission the Opux Dragoon Yacht is now being supplied to the IGC. Dragoon class Yachts are used to carry wealthy spectators for various high-profile sporting events around the galaxy.
25561 Signal Distortion Amplifier I "Magnifies the operational ability of regular ECM target jammers, making them stronger and faster. Works only with regular ECMs, not ECM Bursts.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25562 Signal Distortion Amplifier I Blueprint
25563 Signal Distortion Amplifier II "Magnifies the operational ability of regular ECM target jammers, making them stronger and faster. Works only with regular ECMs, not ECM Bursts.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25564 Signal Distortion Amplifier II Blueprint
25565 'Hypnos' Signal Distortion Amplifier I "Magnifies the operational ability of regular ECM target jammers, making them stronger and faster. Works only with regular ECMs, not ECM Bursts.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25567 Compulsive Signal Distortion Amplifier I "Magnifies the operational ability of regular ECM target jammers, making them stronger and faster. Works only with regular ECMs, not ECM Bursts.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25569 Induced Signal Distortion Amplifier I "Magnifies the operational ability of regular ECM target jammers, making them stronger and faster. Works only with regular ECMs, not ECM Bursts.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25571 Initiated Signal Distortion Amplifier I "Magnifies the operational ability of regular ECM target jammers, making them stronger and faster. Works only with regular ECMs, not ECM Bursts.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25575 Damaged Cloaking Device A damaged, non-functional cloaking device.
25576 Ketta Tomin2 This is a hostile pirate vessel. Threat level: Deadly
25577 Freebooter's Key Beta This key allows you entrance into the Freebooter's Mining Facility
25578 Security Maintenance Facility Overseer The security is handled by this trusted servant of the Gist Angels serving straight from the Angel high command.
25579 Freebooter's Key Gamma This key allows you entrance into the Krur Tajar Operation Command Center.
25581 Security Mining Facility Overseer The security is handled by this trusted servant of the Gist Angels serving straight from the Angel high command.
25582 Nuomo Kaavunin's Rokh A Rokh piloted by an agent.
25583 Lauka Ikunol's Phoenix A Phoenix piloted by an agent.
25584 Esoteric Data Interface Blueprint
25585 Occult Data Interface Blueprint
25586 Incognito Data Interface Blueprint
25587 Cryptic Data Interface Blueprint
25588 Scorched Telemetry Processor An expert system used in the construction of missile launchers. This one has been damaged by fire or an explosion.
25589 Malfunctioning Shield Emitter This Shield Emitter, while not being totally out of commission doesn't seem to be living up to its full potential. With some tender loving care the parts could be put to good use.
25590 Contaminated Nanite Compound A soup of nanite assemblers typically used in armor manufacturing processes. This compound needs to go through purification before it's of use again.
25591 Contaminated Lorentz Fluid So named for its myriad electrodynamic properties, Lorentz Fluid exhibits strong conductivity with extreme resistance to heat.
25592 Defective Current Pump Used to transfer energy from a ships capacitor to a laser gain medium. The mechanism on this device is in need of repair.
25593 Smashed Trigger Unit This Thermonuclear Trigger Unit while smashed still seems to have it's nuclei containment field intact and the plasma seems to be near thermal equilibrium. It would be a shame to waste this unit just because of its cosmetic damage.
25594 Tangled Power Conduit Power Conduit runs through ships delivering energy like arteries deliver blood through a body. Large ships can have hundreds of miles of conduit. This conduit is tangled and knotted as it seems to have gone through some sort of catastrophe.
25595 Alloyed Tritanium Bar Tritanium based alloy for use in applications requiring extremely high strength and temperature resistance. Some examples are thruster mounts or afterburner nozzles.
25596 Broken Drone Transceiver A multifunction chip with digital modulator and oscillator utilized in drone communication hardware. This one looks broken.
25597 Damaged Artificial Neural Network ANNs preside over a starship's various electronics subsystems and keep everything in working order, rerouting power and processing when systems are damaged or go offline. This ANN is damaged but doesn't seem to be a total loss.
25598 Tripped Power Circuit A closed loop electrical network with redundant autonomous switchgear. This unit has all of its breakers tripped but isn't beyond repair.
25599 Charred Micro Circuit Micro Circuits are one of the most common electronics components seen in use. This one has seen better days but could still be of some use.
25600 Burned Logic Circuit Autonomous field programmable holographic signal processor with embedded holographic data storage. Used in most modern computers, the ubiquitous AFPHSPEHDS is colloquially known as the "Aphid". This name leads of course to many bad puns about bugs in the system.
25601 Fried Interface Circuit Interface Circuits are common building blocks of starship subsystems. This one seems a little worse for wear but might be useful for something with a little ingenuity.
25602 Thruster Console The control unit for a starships thrusters.
25603 Melted Capacitor Console A slightly damaged but still seemingly usable capacitor console. Capacitor consoles are a necessary component of starship capacitor units.
25604 Conductive Polymer An extremely conductive synthetic compound of high molecular weight. Used in the construction of electronics.
25605 Armor Plates Typical armor plating
25606 Ward Console The control unit for a starships shield systems.
25607 Telemetry Processor An expert system used in the construction of missile launchers.
25608 Intact Shield Emitter An intact shield emitter component.
25609 Nanite Compound A soup of nanite assemblers typically used in armor manufacturing processes.
25610 Lorentz Fluid So named for its myriad electrodynamic properties, Lorentz Fluid exhibits strong conductivity with extreme resistance to heat.
25611 Current Pump Used to transfer energy from a ships capacitor to a laser gain medium.
25612 Trigger Unit A perfectly functioning cannon trigger unit.
25613 Power Conduit Power Conduit runs through ships delivering energy like arteries deliver blood through a body. Large ships can have hundreds of miles of conduit.
25614 Single-crystal Superalloy I-beam An intact section of tritanium based single-crystal alloy i-beam for use in applications requiring extremely high strength and temperature resistance. Some examples are thruster mounts or afterburner nozzles.
25615 Drone Transceiver Multifunction chip with digital modulator and oscillator.
25616 Artificial Neural Network ANNs preside over a starship's various electronics subsystems and keep everything in working order, rerouting power and processing when systems are damaged or go offline.
25617 Power Circuit Your average run-of-the-mill closed loop electrical network with redundant autonomous switchgear.
25618 Micro Circuit The Micro Circuit is one of the most common electronics components seen in use.
25619 Logic Circuit An "Aphid" logic circuit. The nickname is derived from the unfortunate acronym of autonomous field programmable holographic signal processor with embedded holographic data storage.
25620 Interface Circuit Interface Circuits are common building blocks of starship subsystems.
25621 Impetus Console A more advanced version of the common Thruster Console.
25622 Capacitor Console Capacitor consoles are a necessary component of starship capacitor units.
25623 Conductive Thermoplastic Used to build Tech II ship upgrades
25624 Intact Armor Plates Used to build Tech II ship upgrades
25625 Enhanced Ward Console A control unit for Tech II shield systems.
25626 Guristas Annihilation Missile Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
25632 Annihilator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
25633 Arachula Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
25634 Asmodeus Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25635 Atomizer Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25636 Barracuda Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25637 Beelzebub Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25638 Belphegor Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25639 Bomber Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25640 Crippler Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
25641 Decimator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
25642 Defeater Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
25643 Destructor Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
25644 Devastator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
25645 Devilfish Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25646 Disintegrator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25647 Dismantler Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25648 Domination Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25649 Dragonfly Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
25650 Drone Controller Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25651 Drone Creator Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25652 Drone Queen Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25653 Drone Ruler Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25654 Enforcer Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
25655 Exterminator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
25656 Hunter Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
25657 Incubus Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
25658 Infester Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
25659 Malphas Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
25660 Mammon Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25661 Marauder Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25662 Matriarch Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25663 Moth Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
25664 Nuker Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25665 Patriarch Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25666 Predator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25667 Raider Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
25668 Render Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
25669 Ripper Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25670 Scorpionfly Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
25671 Shatter Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25672 Shredder Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25673 Siege Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
25674 Silverfish Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25675 Spearhead Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25676 Splinter Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
25677 Strain Annihilator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
25678 Strain Atomizer Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25679 Strain Barracude Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25680 Strain Bomber Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25681 Strain Decimator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High
25682 Strain Destructor Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
25683 Strain Devastator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
25684 Strain Devilfish Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25685 Strain Disintegrator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25686 Strain Hunter Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25687 Strain Infester Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High
25688 Strain Nuker Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25689 Strain Raider Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
25690 Strain Render Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High
25691 Strain Silverfish Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
25692 Strain Splinter Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High
25693 Strain Sunder Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
25694 Strain Violator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25695 Strain Viral Infector Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25696 Strain Wrecker Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
25697 Striker Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
25698 Sunder Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
25699 Supreme Drone Parasite Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25700 Swarm Preserver Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25701 Tarantula Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
25702 Termite Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
25703 Violator Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25704 Viral Infector Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
25705 Wrecker Drone Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
25706 Tower Sentry Guristas III_buffed Guristas 425mm railgun sentry
25707 Prototype 'Arbalest' Heavy Assault Missile Launcher I A launcher intended for use on cruiser-class spacecraft. While assault launchers do not possess the sheer damage-dealing capability of regular heavy missile launchers, their blend of speed and attack power lends them application across a good range of tactical situations.
25709 Upgraded 'Malkuth' Heavy Assault Missile Launcher I A launcher intended for use on cruiser-class spacecraft. While assault launchers do not possess the sheer damage-dealing capability of regular heavy missile launchers, their blend of speed and attack power lends them application across a good range of tactical situations.
25711 Limited 'Limos' Heavy Assault Missile Launcher I A launcher intended for use on cruiser-class spacecraft. While assault launchers do not possess the sheer damage-dealing capability of regular heavy missile launchers, their blend of speed and attack power lends them application across a good range of tactical situations.
25713 Experimental XT-2800 Heavy Assault Missile Launcher I A launcher intended for use on cruiser-class spacecraft. While assault launchers do not possess the sheer damage-dealing capability of regular heavy missile launchers, their blend of speed and attack power lends them application across a good range of tactical situations.
25715 Heavy Assault Missile Launcher II A launcher intended for use on cruiser-class spacecraft. While assault launchers do not possess the sheer damage-dealing capability of regular heavy missile launchers, their blend of speed and attack power lends them application across a good range of tactical situations.
25716 Heavy Assault Missile Launcher II Blueprint
25717 Guristas War Installation This gigantic suprastructure is one of the military installations of the Guristas pirate corporation. Even for its size it has no commercial station services or docking bays to receive guests.
25718 Heavy Assault Missile Specialization Specialist training in the operation of advanced heavy assault missile launchers. 2% bonus per level to the rate of fire of modules requiring Heavy Assault Missile Specialization.
25719 Heavy Assault Missiles Skill with heavy assault missiles. Special: 5% bonus to heavy assault missile damage per skill level.
25722 Yekti Kimebu's Malediction A Malediction piloted by an agent.
25725 Stabber LCS Walls inside deadspace complexes both serve as personal transportation lanes between structures, as well as reinforcement tubes to make sure larger structures don't drift away from each other.
25734 Pagera Manton This used to be a space-ship at the head of an Amarrian exploration fleet. Later it was defiled by the Blood Raiders and today it serves as one of their holiest sites.
25735 Ship Wreckage6 The mangled wreck floats motionless in space, surrounded with a field of scorched debris.
25736 Large Anti-EM Pump I "This ship modification is designed to increase a ship's armor EM resistance at the expense of max velocity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25737 Large Anti-EM Pump I Blueprint
25739 Astrometric Rangefinding Skill for the advanced operation of long range scanners. 5% increase to scan probe strength per level.
25740 Kaymotin Gradance's Oneiros An Oneiros piloted by an agent.
25741 Wessette Gauze's Oneiros An Oneiros piloted by an agent.
25742 Bley Oreriel's Myrmidon A Myrmidon piloted by an agent.
25743 Cliene Veine's Dominix A Dominix piloted by an agent.
25744 Jarvas Ladier's Megathron A Megathron piloted by an agent.
25745 Valedt Midalle's Dominix A Dominix piloted by an agent.
25746 Ovon Flac's Megathron A Megathron piloted by an agent.
25747 Dars Amene's Myrmidon A Myrmidon piloted by an agent.
25748 Orain Purcour's Tristan A Tristan piloted by an agent.
25749 Marvernois Ruemin's Tristan A Tristan piloted by an agent.
25750 Androver Hnill's Tempest A Tempest piloted by an agent.
25751 Akelf Ortar's Tempest A Tempest piloted by an agent.
25752 Lafuni Oduntra's Tempest A Tempest piloted by an agent.
25753 Sigulo Ansa's Nidhoggur A Nidhoggur piloted by an agent.
25754 Ilkur Eiren's Nidhoggur A Nidhoggur piloted by an agent.
25771 Recon Probe Launcher II A missile launcher shell modified to fit recon probes. Only one probe launcher can be fitted per ship.
25772 Recon Probe Launcher II Blueprint
25797 Radar Quest Probe Lith probes pick up the diffraction of quasar emissions around large stationary objects in space, and utilize the resultant interference to estimate the distance at which the objects lie. The Quest probe is the longest-distance lith probe available.
25805 Outgrowth Strain Mother_00COSMOS This gargantuan mother drone holds the central CPU, controlling the rogue drones throughout the sector.
25806 TEST ATTACKER This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
25807 TestMeetingKeycard Kickass direct description of key, what gate, background, Overseer, etc.
25808 TestProphetBlood TestNPC_uber descfripitjnsol
25809 Kois City "The major State outpost in E-8CSQ was recently nicknamed 'Kois City', in referral to Admiral Aurobe Kois who runs the military operation in the constellation.
It is now a bustling hub of activity, 'a beacon of Caldari strength that shines through the unremarkable corner of the galaxy we call E-8CSQ' (Admiral Aurobe Kois's words). "
25810 Astrometric Pinpointing Greater accuracy in hunting down targets found through scanning. Reduces maximum scan deviation by 5% per level.
25811 Astrometric Acquisition Skill at the advanced operation of long range scanners. 5% reduction in scan probe scan time per level.
25812 Gas Cloud Harvester II "The core technology employed by Gas Harvesters dates back centuries, to a time when the extraction of material in space was still a growing industry. Originally, asteroid miners had seen the tractor beams and in-space catalytic conversions used by today's Gas Harvesters as a promising new method for extracting spacebound ore. After many unsuccessful research projects and years of fruitless experiments however, the industry decided to return its focus to laser technology, which was eventually mastered to a level that has sustained the mining profession to this day.
When the first interstellar Gas Clouds were discovered, they proved particularly challenging for industrialists to extract raw materials from. Many methods were tried, and although successful acquisition was always guaranteed, there was a need for much greater efficiency. It was not until the mining industry returned to long-abandoned projects that a solution was found. Since that time, Gas harvesting technology has slowly moved forward, giving birth to new industries and economies in the process.
Research interest picked back up in Gas Harvesting technology when new, stable wormholes began proliferating across the cluster. As soon as the wormholes were discovered, so too, were the giant gas clouds pockets within the unknown systems they linked to. In a single day, the demand for Tech II Gas Cloud Harvester exploded. Research projects were hastily established and grants hurriedly thrown out to the most promising firms pursuing a redesign. It was only a few days before a breakthrough was made, and all the harvesting technology that had come before was quickly relegated to second place. "
25813 Gas Cloud Harvester II Blueprint
25814 Admiral Aurobe Kois "A powerful battleship of the Caldari State.
"
25815 AoE SmartBomb Test The Amarr have always been fond of majestic and intimidating constructions. Their Control Towers do not deviate from that tradition and are truly big and powerful structures, intended more for preservation of territorial interests than commercial benefits.
25816 TEST Triggered Damage Cloud
25817 TEST Cap Drain Sentry
25818 Black Jack Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
25819 LCS Amarr Trade Post Docking in this station has been prohibited without private authorization.
25820 Kristjan's Gallente Boss "An elite cruiser of the Gallente Federation.
"
25821 General Storage Used to store or provide general commodities.
25822 Gist_Defender Battleship This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
25823 Gistii_Defender_Frigate This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
25824 Pith Defender This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
25825 Pithi Defender This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High
25826 LCS (Minmatar Mining Station) Docking has been prohibited into this station without proper authorization.
25827 Minmatar Station Sentry Minmatar Station Sentry
25828 LCS Drug Lab Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
25829 Angel Chaos Frigate This ship is currently undergoing maintenance.
25830 Pondah Shanjih's Malediction A Malediction piloted by an agent.
25831 Charit Rish's Baalgorn A Baalgorn piloted by an agent.
25832 Neyan Khahsel's Baalgorn A Baalgorn piloted by an agent.
25833 Dalitat Dakpor's Damnation A Damnation piloted by an agent.
25840 Station Sentry 9F A powerful station sentry gun primarily manufactured in the Amarr/Khanid/Ammatar territories.
25841 Slave Pens This tower acts as a Network relay. It might be possible for the right person to "liberate" some interesting information from its mainframe.
25844 Head in a Jar This is a human head, sealed in a jar of preservative fluid.
25845 Prison_Mission This rat-infested prison is being closely guarded.
25846 Kanmilia Oldit's Tempest A Tempest piloted by an agent.
25847 A Really REALLY Clueless Tourist This poor sod intended on taking a sight seeing tour through Yulai, but because he managed to hold his starmap upside-down he ended up 'touring' rat infested Blood Raider prisons in Delve.
25848 Kalorr Makur Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
25849 Kalorr Makur's Tag This diamond tag carries the rank insignia equivalent of an officer within the Blood Raider pirate cult. It may prove valuable if turned in at proper authorities.
25850 Dalitat Dakpor's Clone Dalitat Dakpor's Clone.
25851 Occult Ship Data Interface Designed for use with Amarr technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed.
25852 Occult Ship Data Interface Blueprint
25853 Esoteric Ship Data Interface Designed for use with Caldari technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed.
25854 Esoteric Ship Data Interface Blueprint
25855 Incognito Ship Data Interface Designed for use with Gallente technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed.
25856 Incognito Ship Data Interface Blueprint
25857 Cryptic Ship Data Interface Designed for use with Minmatar technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed.
25858 Cryptic Ship Data Interface Blueprint
25859 Amarr Battlestation_2 "This gigantic military installation is the pride of the Amarr Navy. Thousands, sometimes hundreds of thousands, of slaves pour their blood, sweat and tears into erecting one of these mega-structures. Only a fool would attempt to assault such a massive base without a fleet behind him.
Docking has been prohibited into this station without proper authorization."
25860 Argon Gas Environment_Damage
25861 Salvager I A specialized scanner used to detect salvageable items in ship wrecks.
25862 Salvager I Blueprint
25863 Salvaging Proficiency at salvaging ship wrecks. Required skill for the use of salvager modules. 100% increase in chance of salvage retrieval per additional level.
25864 Rakogh Officer Gate Key This passkey activates the highest level acceleration gate in the Rakogh Administration Complex. It is good for only one visit, so use it wisely.
25865 Pashan's Battle-Commander This is one of Pashan Mitah's commanders. They control many squadrons of his fighters, and answer only to Pashan himself or his closest advisors. Threat level: Deadly
25866 Rakogh Citadel A mighty bastion of Sansha's strength, this Citadel resides deep within the Rakogh Administration Complex. From within its maze of corriders and dark rooms Pashan Mitah fervently controls his subjects with a mind control device, ever so often contacted by his own superior many astronomical units away.
25867 Pashan's Turret Handling Mindlink "A gunnery hardwiring implant designed to enhance skill with large energy turrets.
7% bonus to large energy turret damage."
25868 Pashan's Turret Customization Mindlink "A gunnery hardwiring implant designed to enhance turret rate of fire.
7% bonus to all turret rate of fire."
25869 Harlots Exotic dancing is considered an art form, even though not everyone might agree. Exposing the flesh in public places may be perfectly acceptable within the Federation, but in the Amarr Empire it's considered a grave sin and a sign of serious deviancy.
25870 Serpentis Procurer A deadly procurer with interesting cargo.
25873 Piran Ketoisa Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
25875 Minmatar Reporter
25877 TestNPC001 Test
25878 Ovon Flac's Documents Detailed information regarding the Legends Trial.
25879 Ovon Flac's Container Contains documents which detail procedures for the Legends Trial tournament.
25880 Cosmic Agent Site Signature A cosmic signature.
25881 Serpentis Thief This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
25883 Minmatar Harvester Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
25884 Shadow Serpentis Thief The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
25885 Scientist A scientist.
25886 Rogue Drone Saboteur Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
25887 Datacore - Caldari Starship Engineering This datacore is a veritable storehouse of information, containing a considerable portion of mankind's collected knowledge in the field of Caldari starship engineering.
25888 Large Anti-Explosive Pump I "This ship modification is designed to increase a ship's armor explosive resistance at the expense of max velocity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25889 Large Anti-Explosive Pump I Blueprint
25890 Large Anti-Kinetic Pump I "This ship modification is designed to increase a ship's armor kinetic resistance at the expense of max velocity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25891 Large Anti-Kinetic Pump I Blueprint
25892 Large Anti-Thermic Pump I "This ship modification is designed to increase a ship's armor thermal resistance at the expense of max velocity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25893 Large Anti-Thermic Pump I Blueprint
25894 Large Trimark Armor Pump I This ship modification is designed to increase a ship's total armor hit points at the expense of max velocity.
25895 Large Trimark Armor Pump I Blueprint
25896 Large Auxiliary Nano Pump I "This ship modification is designed to increase a ship's armor repairer repair amount at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25897 Large Auxiliary Nano Pump I Blueprint
25898 Large Nanobot Accelerator I "This ship modification is designed to reduce a ship's armor repair cycle duration at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25899 Large Nanobot Accelerator I Blueprint
25900 Large Remote Repair Augmentor I This ship modification is designed to reduce the capacitor need for a ship's remote armor repair modules at the expense of max velocity.
25901 Large Remote Repair Augmentor I Blueprint
25902 Large Salvage Tackle I This ship modification is designed to increase a ship's chance of salvage retrieval at the expense of max velocity.
25903 Large Salvage Tackle I Blueprint
25906 Large Core Defense Capacitor Safeguard I This ship modification is designed to reduce the capacitor need of modules which require shield operation skills at the expense of increased signature radius.
25907 Large Core Defense Capacitor Safeguard I Blueprint
25908 Large Drone Control Range Augmentor I This ship modification is designed to increase a ship's drone control range at the expense of the ship's CPU capacity.
25909 Large Drone Control Range Augmentor I Blueprint
25910 Large Drone Repair Augmentor I This ship modification is designed to increase a ship's drone repair amount at the expense of the ship's CPU capacity.
25911 Large Drone Repair Augmentor I Blueprint
25912 Large Drone Scope Chip I This ship modification is designed to increase a ship's drone optimal range at the expense of the ship's CPU capacity.
25913 Large Drone Scope Chip I Blueprint
25914 Large Drone Speed Augmentor I "This ship modification is designed to increase a ship's drone max velocity at the expense of the ship's CPU capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
"
25915 Large Drone Speed Augmentor I Blueprint
25916 Large Drone Durability Enhancer I This ship modification is designed to increase a ship's drone shield, armor and structure hit points at the expense of the ship's CPU capacity.
25917 Large Drone Durability Enhancer I Blueprint
25918 Large Drone Mining Augmentor I This ship modification is designed to increase a ship's mining drone yield at the expense of the ship's CPU capacity.
25919 Large Drone Mining Augmentor I Blueprint
25920 Large Sentry Damage Augmentor I "This ship modification is designed to increase a ship's sentry drone damage at the expense of the ship's CPU capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25921 Large Sentry Damage Augmentor I Blueprint
25922 Large EW Drone Range Augmentor I This ship modification is designed to increase a ship's drone control range at the expense of the ship's CPU capacity.
25923 Large EW Drone Range Augmentor I Blueprint
25924 Large Stasis Drone Augmentor I This ship modification is designed to increase a ship's stasis web drones' factor of velocity decrease at the expense of the ship's CPU capacity.
25925 Large Stasis Drone Augmentor I Blueprint
25928 Large Signal Disruption Amplifier I "This ship modification is designed to reduce a ship's capacitor need for ECM and ECM Burst modules.
"
25929 Large Signal Disruption Amplifier I Blueprint
25930 Large Emission Scope Sharpener I This ship modification is designed to increase the efficiency of a ship's relic modules.
25931 Large Emission Scope Sharpener I Blueprint
25932 Large Memetic Algorithm Bank I "This ship modification is designed to increase the efficiency of a ship's data modules.
"
25933 Large Memetic Algorithm Bank I Blueprint
25934 Large Liquid Cooled Electronics I "This ship modification is designed to reduce the CPU need of modules which require the electronics upgrades skill.
"
25935 Large Liquid Cooled Electronics I Blueprint
25936 Large Gravity Capacitor Upgrade I This ship modification is designed to increase a ship's scan probe strength.
25937 Large Gravity Capacitor Upgrade I Blueprint
25948 Large Capacitor Control Circuit I "This ship modification is designed to increase a ship's capacitor recharge rate.
"
25949 Large Capacitor Control Circuit I Blueprint
25950 Large Egress Port Maximizer I This ship modification is designed to reduce a ship's capacitor need for all energy emission modules.
25951 Large Egress Port Maximizer I Blueprint
25952 Large Powergrid Subroutine Maximizer I This ship modification is designed to reduce a ship's CPU need for all power upgrade modules.
25953 Large Powergrid Subroutine Maximizer I Blueprint
25954 Large Semiconductor Memory Cell I "This ship modification is designed to increase a ship's capacitor capacity.
"
25955 Large Semiconductor Memory Cell I Blueprint
25956 Large Ancillary Current Router I This ship modification is designed to increase a ship's powergrid capacity.
25957 Large Ancillary Current Router I Blueprint
25968 Large Energy Discharge Elutriation I This ship modification is designed to decrease the capacitor need of a ship's energy turrets at the expense of increased power grid need for them.
25969 Large Energy Discharge Elutriation I Blueprint
25970 Large Energy Ambit Extension I This ship modification is designed to increase the accuracy falloff range of a ship's energy turrets at the expense of increased power grid need for them.
25971 Large Energy Ambit Extension I Blueprint
25972 Large Energy Locus Coordinator I "This ship modification is designed to increase the optimal range of a ship's energy turrets at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25973 Large Energy Locus Coordinator I Blueprint
25974 Large Energy Metastasis Adjuster I "This ship modification is designed to increase the tracking speed of a ship's energy turrets at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25975 Large Energy Metastasis Adjuster I Blueprint
25976 Large Algid Energy Administrations Unit I This ship modification is designed to decrease the CPU need of a ship's energy turrets at the expense of increased power grid need for them.
25977 Large Algid Energy Administrations Unit I Blueprint
25978 Large Energy Burst Aerator I "This ship modification is designed to increase a ship's energy turrets' rate of fire at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25979 Large Energy Burst Aerator I Blueprint
25980 Large Energy Collision Accelerator I "This ship modification is designed to increase the damage output of a ship's energy turrets at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
25981 Large Energy Collision Accelerator I Blueprint
25988 Mining Equipment Expensive mining equipment.
25989 Minecore Harvester These are dedicated Minecore workers. Highly skilled in operating complex mining equipment.
25990 Republic Fleet Keeper "A powerful battlecruiser of the Minmatar Republic.
"
25991 Guristas Starbase Control Tower_Tough Originally designed by the Kaalakiota, the Caldari Control Tower blueprint was quickly obtained by the Guristas, through their agents within the State, to serve their own needs.
25992 LCS Conquerable Station 3 Docking has been prohibited into this station without proper authorization.
25993 LCS Conquerable Station 2 Docking has been prohibited into this station without proper authorization.
25994 LCS Conquerable Station 1 Docking has been prohibited into this station without proper authorization.
25995 Sansha's Slave Master Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
25996 Large Hybrid Discharge Elutriation I This ship modification is designed to reduce the capacitor need of a ship's hybrid turrets at the expense of increased power grid need for hybrid weapons.
25997 Large Hybrid Discharge Elutriation I Blueprint
25998 Large Hybrid Ambit Extension I This ship modification is designed to increase the accuracy falloff range of a ship's hybrid turrets at the expense of increased power grid need for hybrid weapons.
25999 Large Hybrid Ambit Extension I Blueprint
26000 Large Hybrid Locus Coordinator I "This ship modification is designed to increase the optimal range of a ship's hybrid turrets at the expense of increased power grid need for hybrid weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26001 Large Hybrid Locus Coordinator I Blueprint
26002 Large Hybrid Metastasis Adjuster I "This ship modification is designed to increase the tracking speed of a ship's hybrid turrets at the expense of increased power grid need for hybrid weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26003 Large Hybrid Metastasis Adjuster I Blueprint
26004 Large Algid Hybrid Administrations Unit I This ship modification is designed to decrease the CPU need of a ship's hybrid turrets at the expense of increased power grid need for hybrid weapons.
26005 Large Algid Hybrid Administrations Unit I Blueprint
26006 Large Hybrid Burst Aerator I "This ship modification is designed to increase a ship's hybrid turret rate of fire at the expense of increased power grid need for hybrid weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26007 Large Hybrid Burst Aerator I Blueprint
26008 Large Hybrid Collision Accelerator I "This ship modification is designed to increase a ship's hybrid turret damage at the expense of increased power grid need for hybrid weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26009 Large Hybrid Collision Accelerator I Blueprint
26016 Large Hydraulic Bay Thrusters I "This ship modification is designed to increase missile velocity at the expense of increased CPU requirements for launchers.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26017 Large Hydraulic Bay Thrusters I Blueprint
26018 Launcher Processor Rig I THIS MOD NOT RELEASED
26019 Launcher Processor Rig I Blueprint
26020 Large Warhead Rigor Catalyst I This ship modification is designed to decrease the signature radius factor for missile explosions at the expense of increased CPU requirements for launchers.
26021 Large Warhead Rigor Catalyst I Blueprint
26022 Large Rocket Fuel Cache Partition I This ship modification is designed to increase maximum missile flight time at the expense of increased CPU requirements for launchers.
26023 Large Rocket Fuel Cache Partition I Blueprint
26024 Missile Guidance System Rig I "This rig isn't supposed to be in game until a use for it is decided.
Once affixed to the controlling mechanisms of a ship's missile launchers, this durable and multiplexing part assumes direct control of the ship's launching operations. All commands are routed through it, re-calculated and optimized, with the result that both the launchers themselves and the missiles they fire are made all the more deadlier - but, naturally, at a cost. Decreases missile launcher TO BE DECIDED at the expense of increased CPU requirements for launchers."
26025 Missile Guidance System Rig I Blueprint
26026 Large Bay Loading Accelerator I "This ship modification is designed to increase a ship's missile launchers' rate of fire at the expense of increased CPU requirements for launchers.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26027 Large Bay Loading Accelerator I Blueprint
26028 Large Warhead Flare Catalyst I This ship modification is designed to decrease the effect of a target's velocity in avoiding the radius of missile explosions at the expense of increased CPU requirements for launchers.
26029 Large Warhead Flare Catalyst I Blueprint
26030 Large Warhead Calefaction Catalyst I "This ship modification is designed to increase missile damage at the expense of increased CPU requirements for launchers.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26031 Large Warhead Calefaction Catalyst I Blueprint
26036 Projectile Cache Distributor I This ship modification is designed to increase a ship's projectile turret ammo capacity at the expense of increased power grid need for projectile weapons.
26038 Large Projectile Ambit Extension I This ship modification is designed to increase a ship's projectile turret accuracy falloff range at the expense of increased power grid need for projectile weapons.
26039 Large Projectile Ambit Extension I Blueprint
26040 Large Projectile Locus Coordinator I "This ship modification is designed to increase the optimal range of all projectile turrets at the expense of increased power grid need for projectile weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26041 Large Projectile Locus Coordinator I Blueprint
26042 Large Projectile Metastasis Adjuster I "This ship modification is designed to increase the tracking speed of all projectile turrets at the expense of increased power grid need for projectile weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26043 Large Projectile Metastasis Adjuster I Blueprint
26044 Projectile Consumption Elutriator I THIS MOD NOT RELEASED
26046 Large Projectile Burst Aerator I "This ship modification is designed to increase a ship's projectile turret rate of fire at the expense of increased power grid need for projectile weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26047 Large Projectile Burst Aerator I Blueprint
26048 Large Projectile Collision Accelerator I "This ship modification is designed to increase a ship's projectile turret damage output at the expense of increased power grid need for projectile weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26049 Large Projectile Collision Accelerator I Blueprint
26056 Large Dynamic Fuel Valve I "This ship modification is designed to reduce the capacitor need of a ship's afterburner and microwarpdrive modules at the expense of armor amount.
"
26057 Large Dynamic Fuel Valve I Blueprint
26058 Large Low Friction Nozzle Joints I "This ship modification is designed to increase a ship's agility at the expense of armor amount.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26059 Large Low Friction Nozzle Joints I Blueprint
26060 Large Auxiliary Thrusters I "This ship modification is designed to increase a ship's max velocity at the expense of armor amount.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26061 Large Auxiliary Thrusters I Blueprint
26062 Large Engine Thermal Shielding I This ship modification is designed to increase the duration of a ship's afterburner or microwarpdrive modules at the expense of armor amount.
26063 Large Engine Thermal Shielding I Blueprint
26064 Propellant Injection Vent I "This ship modification is designed to increase the speed boost of a ship's afterburner and microwarpdrive modules at the expense of armor amount.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26065 Propellant Injection Vent I Blueprint
26066 Large Warp Core Optimizer I This ship modification is designed to reduce a ship's capacitor need for initiating warp at the expense of the ship's CPU capacity.
26067 Large Warp Core Optimizer I Blueprint
26068 Large Hyperspatial Velocity Optimizer I This ship modification is designed to increase a ship's warp speed at the expense of the ship's CPU capacity.
26069 Large Hyperspatial Velocity Optimizer I Blueprint
26070 Large Polycarbon Engine Housing I "This ship modification is designed to increase ship's velocity and maneuverability at the expense of armor amount.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26071 Large Polycarbon Engine Housing I Blueprint
26072 Large Cargohold Optimization I This ship modification is designed to increase a ship's cargo capacity at the expense of armor amount.
26073 Large Cargohold Optimization I Blueprint
26076 Large Anti-EM Screen Reinforcer I "This ship modification is designed to increase the EM resistance of ship shields at the expense of increased signature radius.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26077 Large Anti-EM Screen Reinforcer I Blueprint
26078 Large Anti-Explosive Screen Reinforcer I "This ship modification is designed to increase the explosive resistance of ship shields at the expense of increased signature radius.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26079 Large Anti-Explosive Screen Reinforcer I Blueprint
26080 Large Anti-Kinetic Screen Reinforcer I "This ship modification is designed to increase the kinetic resistance of ship shields at the expense of increased signature radius.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26081 Large Anti-Kinetic Screen Reinforcer I Blueprint
26082 Large Anti-Thermal Screen Reinforcer I "This ship modification is designed to increase the thermal resistance of ship shields at the expense of increased signature radius.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26083 Large Anti-Thermal Screen Reinforcer I Blueprint
26084 Large Core Defense Field Purger I This ship modification is designed to improve shield recharge rate at the expense of increased signature radius.
26085 Large Core Defense Field Purger I Blueprint
26086 Large Core Defense Operational Solidifier I This ship modification is designed to reduce the duration of shield booster cycles at the expense of increased signature radius.
26087 Large Core Defense Operational Solidifier I Blueprint
26088 Large Core Defense Field Extender I This ship modification is designed to increase shield capacity at the expense of increased signature radius.
26089 Large Core Defense Field Extender I Blueprint
26090 Large Core Defense Charge Economizer I This ship modification is designed to reduce the power need of all shield upgrade modules at the expense of increased signature radius.
26091 Large Core Defense Charge Economizer I Blueprint
26096 Large Targeting Systems Stabilizer I This ship modification is designed to reduce a ship's targeting delay after de-cloaking at the expense of shields.
26097 Large Targeting Systems Stabilizer I Blueprint
26100 Large Targeting System Subcontroller I "This ship modification is designed to increase a ship's targeting speed at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26101 Large Targeting System Subcontroller I Blueprint
26102 Large Ionic Field Projector I "This ship modification is designed to increase a ship's targeting range at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26103 Large Ionic Field Projector I Blueprint
26104 Large Signal Focusing Kit I This ship modification is designed to increase the scan speed of modules which require the electronics skill (cargo scanner, ship scanner and survey scanner), at the expense of shields.
26105 Large Signal Focusing Kit I Blueprint
26106 Large Particle Dispersion Augmentor I "This ship modification is designed to increase the strength of a ship's ECM jammers at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26107 Large Particle Dispersion Augmentor I Blueprint
26108 Large Particle Dispersion Projector I "This ship modification is designed to increase the optimal range of a ship's ECM, remote sensor dampeners, tracking disruptors and target painters at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26109 Large Particle Dispersion Projector I Blueprint
26110 Large Inverted Signal Field Projector I "This ship modification is designed to increase the effectiveness of fitted remote sensor dampeners at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26111 Large Inverted Signal Field Projector I Blueprint
26112 Large Tracking Diagnostic Subroutines I "This ship modification is designed to increase the effectiveness of fitted tracking disruptors at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26113 Large Tracking Diagnostic Subroutines I Blueprint
26115 Informant This informant is rumoured to know the whereabouts of the evil Thukker lord, Martokar Alash.
26117 Thukker Informant This person is rumoured to know the whereabouts of the evil Thukker lord, Martokar Alash.
26118 Martokar Alash The legendary Thukker lord, Martokar Alash.
26119 Abufyr Joek Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others.
26120 Abufyr Joek's Head This is the head of Abufyr Joek, a feared Sansha lord.
26121 Amarr Battlestation_3 "This gigantic military installation is the pride of the Amarr Navy. Thousands, sometimes hundreds of thousands, of slaves pour their blood, sweat and tears into erecting one of these mega-structures. Only a fool would attempt to assault such a massive base without a fleet behind him.
Docking has been prohibited into this station without proper authorization."
26122 Pillaging 101 "This informative brochure contains helpful diagrams and elaborate tutorials on how to effectively function as a successful brigand. Key chapters include:
Priority Pillaging – Triage style tactics for post-combat logistics
Pursuing Passersby – Why anonymity is more useful than infamy
Punishing Pirates – What to do with a drunken crewman early in the morning
This handy guide could turn even the noblest capsuleer into a ruthless raider in just a few short years of night courses.
"
26123 The Little Pirate That Could An inspirational story if there ever was one. Fills every pirate wannabe with pride.
26124 17 Successful Torture Techniques You can only wonder about the dedication in filtering the successful techniques from the unsuccessful ones.
26125 Test Bong A curious device used by pirates to test their own product. Seems heavily used.
26126 Flower Power Powder Oddly smelling powder presumably used by pirates in some of their more exotic formulas.
26127 Angel Cartel Dust Finely grained dust manufactured by the Angel Cartel for use in hallucination drugs.
26128 Sansha Infiltrator Tag A dogtag carried by members of the Sansha's navy. Members carrying the rank of infiltrator are often tasked with intercepting and deciphering enemy communications.
26129 Cold Turkey From what little information you can garner the pirates seemed severely afraid of encountering cold turkeys and were researching ways to counter them. Why frozen poultry would frighten space pirates so is anybody's guess.
26130 Sansha Infiltrator Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Sansha Infiltrators are often tasked with intercepting and deciphering enemy communications.
26131 Booster Pack Apparently the pirates were researching a pack to store drugs in. It's supposed to have 11 racks, one for strong boosters, three for improved boosters and seven for standard boosters. What a curious idea.
26132 Purple Haze Purple haze is apparently a nirvana-like state that all pirates dream of entering, yet one that can kill the uninitiated. From the pieces of research notes you have here it seems the pirates sought to prolong this euphoric state while minimizing the risks of entering it.
26135 Production Cache A locked storage bin containing various items used by the local pirates in their drug manufacturing. A bit of hacking might unlock it.
26136 Training Cube The training cube is used by the local pirates to learn how to become good pirates. It is password protected, but probably not all that well.
26137 Research Lab The local pirates are actively trying to enhance the potency of their products, as well as improving other aspects of drug manufacturing. With the right equipment it might be possible to hack into the lab's mainframe and get something of interest.
26138 Research Tower Key Security key that grants entry into the Research Tower room.
26139 Guristas Sloth The top security officer of this outpost, while being a superb fighter, is more a liability than help in the security department. He should be guarding the entrance to the research tower room, but instead lingers here, lured by the promised pleasures of the brothels.
26140 Rogue Harvester A rogue harvester.
26142 Rogue Harvesting Vessel A rogue harvesting vessel.
26145 Shipping Crate A locked storage bin containing various items used by the local pirates in their drug distribution. A bit of hacking might unlock it.
26146 Com Relay The com relay is used in environments with high interference. It is used by the local pirates to chat about the booster industry. It is password protected, but probably not all that well.
26148 Product Sample Case The local pirates are actively trying to enhance the potency of their products, as well as improving other aspects of drug manufacturing. This case contains their latest discoveries and avenues of research. It has an advanced password protection, but very skillful hackers should be able to break through.
26149 Test Crate A locked storage bin containing various items used by the local pirates in their drug manufacturing. A bit of hacking might unlock it.
26150 Victim's Stash Leftovers from some unfortunate pirate overconfidant in his abilities. A bit of hacking might unlock it.
26151 Component Bin A locked storage bin containing various items used by the local pirates in their drug manufacturing. A bit of hacking might unlock it.
26152 Outbound Freight A locked storage bin containing various items used by the local pirates in their drug manufacturing. A bit of hacking might unlock it.
26153 Demo Kit A locked storage bin containing various items used by the local pirates in their drug manufacturing. A bit of hacking might unlock it.
26154 Gadget Casket A locked storage bin containing various items used by the local pirates in their drug manufacturing. A bit of hacking might unlock it.
26155 Info Matrix The info matrix is used by the local pirates to learn how to become good pirates. It is password protected, but probably not all that well.
26161 Think Tank The local pirates are actively trying to enhance the potency of their products, as well as improving other aspects of drug manufacturing. With the right equipment it might be possible to hack into the tank's mainframe and get something of interest.
26162 Restricted Punch Bowl Guests of honor are allowed to dip into whatever treasures and secrets the hosts have in their possession. It is password protected to keep not-so-VIP guests out, but a bit of hacking should suffice to get to the goods inside.
26163 Science Lab The local pirates are actively trying to enhance the potency of their products, as well as improving other aspects of drug manufacturing. With the right equipment it might be possible to hack into the lab's mainframe and get something of interest.
26164 Prototype Crate The local pirates are actively trying to enhance the potency of their products, as well as improving other aspects of drug manufacturing. This crate contains some of their latest efforts and might be accessible with the right equipment.
26165 Backup Array The local pirates are actively trying to enhance the potency of their products, as well as improving other aspects of drug manufacturing. This unit stores some of their backup files and with the right equipment it might be possible to hack into it.
26166 Novelty Box The local pirates are searching for ways to enhance their products. They collect their findings in these boxes. Those skilled in hacking might be able to bypass the security measures and access the contents of the box.
26167 Okelle's Encryption-Protected Hard Drive A small wafer of semiconductor material that forms the base for an integrated circuit.
26168 Okelle's Pleasure Hub This pleasure resort sports various activities open for guests, including casinos, baths, escort booths and three domes of simulated tropical paradise for maximum bliss.
26173 Demo Probe Launcher A missile launcher shell modified to fit scanner probes. Can hold up to twelve system scan probes of any one configuration. Can also be used to launch survey probes. Only one probe launcher can be fitted per ship.
26174 Demo Probe Launcher Blueprint
26176 Altan Uigot's Bunker A bunker inhabited by personnel of the Minmatar Republic.
26177 Frera Elgas's Bunker A bunker inhabited by personnel of the Minmatar Republic.
26178 Frie Tasmulo's Bunker A bunker inhabited by personnel of the Minmatar Republic.
26179 Adari Jammalgen's Bunker A bunker inhabited by personnel of the Minmatar Republic.
26180 Sanderi Ualmun's Bunker A bunker inhabited by personnel of the Minmatar Republic.
26181 Habad Rokusten's Bunker A bunker inhabited by personnel of the Minmatar Republic.
26182 Skia Alfota's Bunker A bunker inhabited by personnel of the Minmatar Republic.
26183 Eget Skovilen's Bunker A bunker inhabited by personnel of the Minmatar Republic.
26184 Osidei Esama's Bunker A bunker inhabited by personnel of the Minmatar Republic.
26185 Blique Hazardt's Bunker A bunker inhabited by personnel of the Gallente Federation.
26186 Alliot Graferr's Bunker A bunker inhabited by personnel of the Gallente Federation.
26187 Mobas Jouey's Bunker A bunker inhabited by personnel of the Gallente Federation.
26188 Alon Ahrassine's Bunker A bunker inhabited by personnel of the Gallente Federation.
26189 Amatin Chens's Bunker A bunker inhabited by personnel of the Gallente Federation.
26190 Fims Artalanche's Bunker A bunker inhabited by personnel of the Gallente Federation.
26191 Hana Isourin's Bunker A bunker inhabited by personnel of the Gallente Federation.
26192 Carvaire Botesane's Bunker A bunker inhabited by personnel of the Gallente Federation.
26193 Oisedia Gync's Bunker A bunker inhabited by personnel of the Gallente Federation.
26194 Selate Kalami's Bunker A bunker inhabited by personnel of the Amarr Empire.
26195 Jur Zehbani's Bunker A bunker inhabited by personnel of the Amarr Empire.
26196 Subin Barama's Bunker A bunker inhabited by personnel of the Amarr Empire.
26197 Timafa Esihiz's Bunker A bunker inhabited by personnel of the Amarr Empire.
26198 Hatia Madase's Bunker A bunker inhabited by personnel of the Amarr Empire.
26199 Odoosh Teroul's Bunker A bunker inhabited by personnel of the Amarr Empire.
26200 Matna Meri's Bunker A bunker inhabited by personnel of the Amarr Empire.
26201 Juki Khoun's Bunker A bunker inhabited by personnel of the Amarr Empire.
26202 Urat Mehrekar's Bunker A bunker inhabited by personnel of the Amarr Empire.
26203 Ollen Alulama's Outpost An outpost manned by personnel of the Caldari State.
26204 Ichmari Obesa's Outpost An outpost manned by personnel of the Caldari State.
26205 Kui Hisken's Outpost An outpost manned by personnel of the Caldari State.
26206 Tojawara Saziras's Outpost An outpost manned by personnel of the Caldari State.
26207 Oko Alo's Outpost An outpost manned by personnel of the Caldari State.
26208 Isu Jokaga's Outpost An outpost manned by personnel of the Caldari State.
26209 Ruupas Vonni's Outpost An outpost manned by personnel of the Caldari State.
26210 Ozunoa Poskat's Outpost An outpost manned by personnel of the Caldari State.
26211 Kanouchi Hisama's Outpost An outpost manned by personnel of the Caldari State.
26212 Complex Supervisor The supervisor of this outpost is extremely paranoid and carefully controls who enters the packaging center, from fear of theft or sabotage.
26213 Hazar Arjidsi's Bunker A bunker manned by personnel of the Ammatar Mandate.
26214 Sish Iaokih's Bunker A bunker manned by personnel of the Ammatar Mandate.
26215 Darabu Harva's Bunker A bunker manned by personnel of the Ammatar Mandate.
26216 Packaging Center Passkey This is a passkey used to enter the packaging center.
26217 Derqa Mandame's Bunker A bunker manned by personnel of the Ammatar Mandate.
26218 Cimalo Mahnab's Bunker A bunker manned by personnel of the Ammatar Mandate.
26219 Bamona Pizteed's Bunker A bunker manned by personnel of the Ammatar Mandate.
26220 Rolnia Houmar's Bunker A bunker manned by personnel of the Ammatar Mandate.
26221 Migart Anunat's Bunker A bunker manned by personnel of the Ammatar Mandate.
26222 Tizeli Reymta's Bunker A bunker manned by personnel of the Ammatar Mandate.
26223 TEST Barren Asteroid
26224 Drug Manufacturing Needed to manufacture boosters. Can not be trained on Trial Accounts.
26225 Jamiella Ortar Akelf Ortar's niece.
26227 Research Overseer The overseer of this research facility takes his job very seriously and keeps the most important area of the facility, the Think Tank, locked at all times.
26228 Think Tank Security Pad This security pad is used to access the Think Tank room.
26229 Minmatar Trade Station Ruins_No Description Ruins.
26230 Minmatar Mining Station Ruins - no description Ruins.
26231 Minmatar Commercial Station Ruins- no description Ruins.
26232 Amarr Commercial Station Ruins-no description Ruins.
26233 Amarr Mining Station Ruins- no description Ruins.
26234 Amarr Research Station Ruins- no description Ruins.
26235 Caldari Station Ruins - Flat Hulk- no description Ruins.
26236 Caldari Station Ruins - Huge & Sprawling - no description Ruins.
26237 Gallente Station Ruins - Fathom -no description Ruins.
26238 Gallente Station Ruins - Military-no description Ruins.
26239 Gallente Station Ruins - Ugly Industrial- no description Ruins.
26240 Weapon's Storage Facility Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
26241 VIP Pass This pass allows entrance for you and your entourage into the exclusive VIP Room.
26244 Head Bouncer The head bouncer has the final say in who is allowed entrance into the exclusive VIP Room.
26245 Coded Research Zone Key This is a passkey used to enter the off-limit Research Zone room.
26246 Soul Keeper The Soul Keeper is responsible for the spiritual well-being of all Blood Raiders in the complex. He also acts as liaison between the research team and the leaders of the Blood Raiders and has the authority to go anywhere he pleases within the complex.
26247 Blood Raider Control Center A control center.
26248 Guristas Control Center A control center.
26249 Sansha Control Center A control center.
26250 Serpentis Control Center A control center.
26251 Angel Control Center A control center.
26252 Jury Rigging General understanding of the inner workings of starship components. Allows makeshift modifications to ship systems through the use of rigs. Required learning for further study in the field of rigging.
26253 Armor Rigging "Advanced understanding of armor systems. Allows makeshift modifications to armor systems through the use of rigs.
10% reduction in Armor Rig drawbacks per level."
26254 Astronautics Rigging "Advanced understanding of a ships navigational systems. Allows makeshift modifications to warp drive, sub warp drive and other navigational systems through the use of rigs.
10% reduction in Astronautics Rig drawbacks per level."
26255 Drones Rigging "Advanced understanding of a ships drone control systems. Allows makeshift modifications to drone systems through the use of rigs.
10% reduction in Drone Rig drawbacks per level."
26256 Electronic Superiority Rigging "Advanced understanding of electronics systems. Allows makeshift modifications to targeting, scanning and ECM systems through the use of rigs.
10% reduction in Electronic Superiority Rig drawbacks per level."
26257 Projectile Weapon Rigging "Advanced understanding of the interface between projectile weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
10% reduction in Projectile Weapon Rig drawbacks per level."
26258 Energy Weapon Rigging "Advanced understanding of the interface between energy weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
10% reduction in Energy Weapon Rig drawbacks per level."
26259 Hybrid Weapon Rigging "Advanced understanding of the interface between hybrid weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
10% reduction in Hybrid Weapon Rig drawbacks per level."
26260 Launcher Rigging "Advanced understanding of the interface between Missile Launchers and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
10% reduction in Launcher Rig drawbacks per level."
26261 Shield Rigging "Advanced understanding of shield systems. Allows makeshift modifications to shield systems through the use of rigs.
10% reduction in Shield Rig drawbacks per level."
26262 Jeremy Tacs's Eagle Once bound within the confines of a tiny blue planet, enterprising young Jeremy Tacs decided at a tender age that his destiny lay between the stars. Having shed the limitations of his planetbound life, he now glides through celestial heavens, lending a hand of help to those proving themselves worthy.
26264 Lazron Kamon_ A former scientist working for the Angel Cartel, Lazron was an expert in drone manufacturing. Many years ago he disappeared entirely into the cosmos. His co-workers claimed he had suffered a mental breakdown from work related stress, and had simply left. Few know where he has been, or what he has been up to, these past few years ...
26266 Lazron Kamon A scientist specialized in Drone Creation and AI programming.
26267 TEST LCO Arkonor
26269 Elite Repair Drone An elite repair drone.
26270 Federal Star of Justice The Federal Star of Justice is a golden medallion, awarded by the Gallente Federation to individuals who have displayed exceptional bravery, self-sacrifice and wisdom in promoting the causes of liberty and democracy across the universe.
26271 Torin Tacs The son of Jeremy Tacs.
26272 Unstable Wormhole Your sensors show readings of the chart when you aim them at this peculiar phenomenon. From what little information you can gather you surmise that a stabling mechanism of some sort is needed for it to be safe to venture through the wormhole. But the readings also seem to indicate that this wormhole might not be a totally random natural phenomenon, but rather something that was created. When or by whom is impossible to tell and where it leads is an even bigger mystery.
26275 Hive mother 2_Complex Hive mother
26276 Floating Debris At first glance this looks like just another piece of space debris, but on closer inspection it looks to be very old. What secrets might it unveil to proficient archaeologists?
26277 Ancient Ruins Eons seperate you and this foreboding ruins. One can only wonder over who built it long ago and, more importantly, what they left behind. A shrewd archaeologist might be able to unearth something of interest.
26278 Privileged Guest Pass This passkey allows the bearer to enter the Inner Court of this complex.
26279 Sansha Administrator This is the administrator appointed by Sansha to run this facility. It is likely he as a key to enter the administration area, as his offices are located there.
26283 Master Key This key unlocks all acceleration gates in the complex, most notably the R&D Circle.
26284 Angel Inspector The inspector is here to keep a tab on the operation and make sure the workers don't get too fond of the products. He has the authority to enter any part of the complex.
26285 Akkeshu Karuan_2 Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
26286 Large Anti-EM Pump II "This ship modification is designed to increase a ship's armor EM resistance at the expense of max velocity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26287 Large Anti-EM Pump II Blueprint
26288 Large Anti-Explosive Pump II "This ship modification is designed to increase a ship's armor explosive resistance at the expense of max velocity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26289 Large Anti-Explosive Pump II Blueprint
26290 Large Anti-Kinetic Pump II "This ship modification is designed to increase a ship's armor kinetic resistance at the expense of max velocity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26291 Large Anti-Kinetic Pump II Blueprint
26292 Large Anti-Thermic Pump II "This ship modification is designed to increase a ship's armor thermal resistance at the expense of max velocity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26293 Large Anti-Thermic Pump II Blueprint
26294 Large Auxiliary Nano Pump II "This ship modification is designed to increase a ship's armor repairer repair amount at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26295 Large Auxiliary Nano Pump II Blueprint
26296 Large Nanobot Accelerator II "This ship modification is designed to reduce a ship's armor repair cycle duration at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26297 Large Nanobot Accelerator II Blueprint
26298 Large Remote Repair Augmentor II "This ship modification is designed to reduce the capacitor need for a ship's remote armor repair modules at the expense of max velocity.
"
26299 Large Remote Repair Augmentor II Blueprint
26300 Large Salvage Tackle II This ship modification is designed to increase a ship's chance of salvage retrieval at the expense of max velocity.
26301 Large Salvage Tackle II Blueprint
26302 Large Trimark Armor Pump II This ship modification is designed to increase a ship's total armor hit points at the expense of max velocity.
26303 Large Trimark Armor Pump II Blueprint
26304 Large Cargohold Optimization II This ship modification is designed to increase a ship's cargo capacity at the expense of armor amount.
26305 Large Cargohold Optimization II Blueprint
26306 Large Dynamic Fuel Valve II "This ship modification is designed to reduce the capacitor need of a ship's afterburner and microwarpdrive modules at the expense of armor amount.
"
26307 Large Dynamic Fuel Valve II Blueprint
26308 Large Engine Thermal Shielding II This ship modification is designed to increase the duration of a ship's afterburner or microwarpdrive modules at the expense of armor amount.
26309 Large Engine Thermal Shielding II Blueprint
26310 Large Low Friction Nozzle Joints II "This ship modification is designed to increase a ship's agility at the expense of armor amount.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26311 Large Low Friction Nozzle Joints II Blueprint
26312 Large Polycarbon Engine Housing II "This ship modification is designed to increase ship's velocity and maneuverability at the expense of armor amount.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26313 Large Polycarbon Engine Housing II Blueprint
26314 Propellant Injection Vent II "This ship modification is designed to increase the speed boost of a ship's afterburner and microwarpdrive modules at the expense of armor amount.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26315 Propellant Injection Vent II Blueprint
26318 Large Auxiliary Thrusters II "This ship modification is designed to increase a ship's max velocity at the expense of armor amount.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26319 Large Auxiliary Thrusters II Blueprint
26320 Large Warp Core Optimizer II This ship modification is designed to reduce a ship's capacitor need for initiating warp at the expense of the ship's CPU capacity.
26321 Large Warp Core Optimizer II Blueprint
26322 Large Hyperspatial Velocity Optimizer II This ship modification is designed to increase a ship's warp speed at the expense of the ship's CPU capacity.
26323 Large Hyperspatial Velocity Optimizer II Blueprint
26324 Large Drone Control Range Augmentor II This ship modification is designed to increase a ship's drone control range at the expense of the ship's CPU capacity.
26325 Large Drone Control Range Augmentor II Blueprint
26326 Large Drone Durability Enhancer II This ship modification is designed to increase a ship's drone shield, armor and structure hit points at the expense of the ship's CPU capacity.
26327 Large Drone Durability Enhancer II Blueprint
26328 Large Drone Mining Augmentor II This ship modification is designed to increase a ship's mining drone yield at the expense of the ship's CPU capacity.
26329 Large Drone Mining Augmentor II Blueprint
26330 Large Drone Repair Augmentor II This ship modification is designed to increase a ship's drone repair amount at the expense of the ship's CPU capacity.
26331 Large Drone Repair Augmentor II Blueprint
26332 Large Drone Scope Chip II This ship modification is designed to increase a ship's drone optimal range at the expense of the ship's CPU capacity.
26333 Large Drone Scope Chip II Blueprint
26334 Large Drone Speed Augmentor II "This ship modification is designed to increase a ship's drone max velocity at the expense of the ship's CPU capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26335 Large Drone Speed Augmentor II Blueprint
26336 Large EW Drone Range Augmentor II This ship modification is designed to increase a ship's drone control range at the expense of the ship's CPU capacity.
26337 Large EW Drone Range Augmentor II Blueprint
26338 Large Sentry Damage Augmentor II "This ship modification is designed to increase a ship's sentry drone damage at the expense of the ship's CPU capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26339 Large Sentry Damage Augmentor II Blueprint
26340 Large Stasis Drone Augmentor II This ship modification is designed to increase a ship's stasis web drones' factor of velocity decrease at the expense of the ship's CPU capacity.
26341 Large Stasis Drone Augmentor II Blueprint
26342 Large Emission Scope Sharpener II This ship modification is designed to increase the efficiency of a ship's relic modules.
26343 Large Emission Scope Sharpener II Blueprint
26344 Large Signal Disruption Amplifier II "This ship modification is designed to reduce a ship's capacitor need for ECM and ECM Burst modules.
"
26345 Large Signal Disruption Amplifier II Blueprint
26346 Large Memetic Algorithm Bank II This ship modification is designed to increase the efficiency of a ship's data modules.
26347 Large Memetic Algorithm Bank II Blueprint
26348 Large Liquid Cooled Electronics II "This ship modification is designed to reduce the CPU need of modules which require the electronics upgrades skill.
"
26349 Large Liquid Cooled Electronics II Blueprint
26350 Large Gravity Capacitor Upgrade II This ship modification is designed to increase a ship's scan probe strength.
26351 Large Gravity Capacitor Upgrade II Blueprint
26352 Large Particle Dispersion Augmentor II "This ship modification is designed to increase the strength of a ship's ECM jammers at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26353 Large Particle Dispersion Augmentor II Blueprint
26354 Large Inverted Signal Field Projector II "This ship modification is designed to increase the effectiveness of fitted remote sensor dampeners at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26355 Large Inverted Signal Field Projector II Blueprint
26356 Large Tracking Diagnostic Subroutines II "This ship modification is designed to increase the effectiveness of fitted tracking disruptors at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26357 Large Tracking Diagnostic Subroutines II Blueprint
26358 Large Ionic Field Projector II "This ship modification is designed to increase a ship's targeting range at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26359 Large Ionic Field Projector II Blueprint
26360 Large Particle Dispersion Projector II "This ship modification is designed to increase the optimal range of a ship's ECM, remote sensor dampeners, tracking disruptors and target painters at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26361 Large Particle Dispersion Projector II Blueprint
26362 Large Signal Focusing Kit II This ship modification is designed to increase the scan speed of modules which require the electronics skill (cargo scanner, ship scanner and survey scanner), at the expense of shields.
26363 Large Signal Focusing Kit II Blueprint
26364 Large Targeting System Subcontroller II "This ship modification is designed to increase a ship's targeting speed at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26365 Large Targeting System Subcontroller II Blueprint
26366 Large Targeting Systems Stabilizer II This ship modification is designed to reduce a ship's targeting delay after de-cloaking at the expense of shields.
26367 Large Targeting Systems Stabilizer II Blueprint
26368 Large Egress Port Maximizer II This ship modification is designed to reduce a ship's capacitor need for all energy emission modules.
26369 Large Egress Port Maximizer II Blueprint
26370 Large Ancillary Current Router II This ship modification is designed to increase a ship's powergrid capacity.
26371 Large Ancillary Current Router II Blueprint
26372 Large Powergrid Subroutine Maximizer II "This ship modification is designed to reduce a ship's CPU need for all power upgrade modules.
"
26373 Large Powergrid Subroutine Maximizer II Blueprint
26374 Large Capacitor Control Circuit II "This ship modification is designed to increase a ship's capacitor recharge rate.
"
26375 Large Capacitor Control Circuit II Blueprint
26376 Large Semiconductor Memory Cell II This ship modification is designed to increase a ship's capacitor capacity.
26377 Large Semiconductor Memory Cell II Blueprint
26378 Large Energy Discharge Elutriation II This ship modification is designed to decrease the capacitor need of a ship's energy turrets at the expense of increased power grid need for them.
26379 Large Energy Discharge Elutriation II Blueprint
26380 Large Energy Burst Aerator II "This ship modification is designed to increase a ship's energy turrets' rate of fire at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26381 Large Energy Burst Aerator II Blueprint
26382 Large Energy Collision Accelerator II "This ship modification is designed to increase the damage output of a ship's energy turrets at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26383 Large Energy Collision Accelerator II Blueprint
26384 Large Algid Energy Administrations Unit II This ship modification is designed to decrease the CPU need of a ship's energy turrets at the expense of increased power grid need for them.
26385 Large Algid Energy Administrations Unit II Blueprint
26386 Large Energy Ambit Extension II This ship modification is designed to increase the accuracy falloff range of a ship's energy turrets at the expense of increased power grid need for them.
26387 Large Energy Ambit Extension II Blueprint
26388 Large Energy Locus Coordinator II "This ship modification is designed to increase the optimal range of a ship's energy turrets at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26389 Large Energy Locus Coordinator II Blueprint
26390 Large Energy Metastasis Adjuster II "This ship modification is designed to increase the tracking speed of a ship's energy turrets at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26391 Large Energy Metastasis Adjuster II Blueprint
26392 Large Hybrid Discharge Elutriation II This ship modification is designed to reduce the capacitor need of a ship's hybrid turrets at the expense of increased power grid need for hybrid weapons.
26393 Large Hybrid Discharge Elutriation II Blueprint
26394 Large Hybrid Burst Aerator II "This ship modification is designed to increase a ship's hybrid turret rate of fire at the expense of increased power grid need for hybrid weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26395 Large Hybrid Burst Aerator II Blueprint
26396 Large Hybrid Collision Accelerator II "This ship modification is designed to increase a ship's hybrid turret damage at the expense of increased power grid need for hybrid weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26397 Large Hybrid Collision Accelerator II Blueprint
26398 Large Algid Hybrid Administrations Unit II This ship modification is designed to decrease the CPU need of a ship's hybrid turrets at the expense of increased power grid need for hybrid weapons.
26399 Large Algid Hybrid Administrations Unit II Blueprint
26400 Large Hybrid Ambit Extension II This ship modification is designed to increase the accuracy falloff range of a ship's hybrid turrets at the expense of increased power grid need for hybrid weapons.
26401 Large Hybrid Ambit Extension II Blueprint
26402 Large Hybrid Locus Coordinator II "This ship modification is designed to increase the optimal range of a ship's hybrid turrets at the expense of increased power grid need for hybrid weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26403 Large Hybrid Locus Coordinator II Blueprint
26404 Large Hybrid Metastasis Adjuster II "This ship modification is designed to increase the tracking speed of a ship's hybrid turrets at the expense of increased power grid need for hybrid weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26405 Large Hybrid Metastasis Adjuster II Blueprint
26406 Large Bay Loading Accelerator II "This ship modification is designed to increase a ship's missile launchers' rate of fire at the expense of increased CPU requirements for launchers.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26407 Large Bay Loading Accelerator II Blueprint
26408 Launcher Processor Rig II THIS MOD NOT RELEASED
26409 Launcher Processor Rig II Blueprint
26410 Missile Guidance System Rig II "This rig isn't supposed to be in game until a use for it is decided.
Once affixed to the controlling mechanisms of a ship's missile launchers, this durable and multiplexing part assumes direct control of the ship's launching operations. All commands are routed through it, re-calculated and optimized, with the result that both the launchers themselves and the missiles they fire are made all the more deadlier - but, naturally, at a cost. Decreases missile launcher TO BE DECIDED at the expense of increased CPU requirements for launchers."
26411 Missile Guidance System Rig II Blueprint
26412 Large Warhead Flare Catalyst II This ship modification is designed to decrease the effect of a target's velocity in avoiding the radius of missile explosions at the expense of increased CPU requirements for launchers.
26413 Large Warhead Flare Catalyst II Blueprint
26414 Large Warhead Rigor Catalyst II This ship modification is designed to decrease the signature radius factor for missile explosions at the expense of increased CPU requirements for launchers.
26415 Large Warhead Rigor Catalyst II Blueprint
26416 Large Hydraulic Bay Thrusters II "This ship modification is designed to increase missile velocity at the expense of increased CPU requirements for launchers.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26417 Large Hydraulic Bay Thrusters II Blueprint
26418 Large Rocket Fuel Cache Partition II This ship modification is designed to increase maximum missile flight time at the expense of increased CPU requirements for launchers.
26419 Large Rocket Fuel Cache Partition II Blueprint
26420 Large Warhead Calefaction Catalyst II "This ship modification is designed to increase missile damage at the expense of increased CPU requirements for launchers.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26421 Large Warhead Calefaction Catalyst II Blueprint
26422 Projectile Cache Distributor II This ship modification is designed to increase a ship's projectile turret ammo capacity at the expense of increased power grid need for projectile weapons.
26423 Projectile Cache Distributor II Blueprint
26424 Large Projectile Collision Accelerator II "This ship modification is designed to increase a ship's projectile turret damage output at the expense of increased power grid need for projectile weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26425 Large Projectile Collision Accelerator II Blueprint
26426 Projectile Consumption Elutriator II THIS MOD NOT RELEASED
26427 Projectile Consumption Elutriator II Blueprint
26428 Large Projectile Ambit Extension II This ship modification is designed to increase a ship's projectile turret accuracy falloff range at the expense of increased power grid need for projectile weapons.
26429 Large Projectile Ambit Extension II Blueprint
26430 Large Projectile Burst Aerator II "This ship modification is designed to increase a ship's projectile turret rate of fire at the expense of increased power grid need for projectile weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26431 Large Projectile Burst Aerator II Blueprint
26432 Large Projectile Locus Coordinator II "This ship modification is designed to increase the optimal range of all projectile turrets at the expense of increased power grid need for projectile weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26433 Large Projectile Locus Coordinator II Blueprint
26434 Large Projectile Metastasis Adjuster II "This ship modification is designed to increase the tracking speed of all projectile turrets at the expense of increased power grid need for projectile weapons.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26435 Large Projectile Metastasis Adjuster II Blueprint
26436 Large Anti-EM Screen Reinforcer II "This ship modification is designed to increase the EM resistance of ship shields at the expense of increased signature radius.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26437 Large Anti-EM Screen Reinforcer II Blueprint
26438 Large Anti-Explosive Screen Reinforcer II "This ship modification is designed to increase the explosive resistance of ship shields at the expense of increased signature radius.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26439 Large Anti-Explosive Screen Reinforcer II Blueprint
26440 Large Anti-Kinetic Screen Reinforcer II "This ship modification is designed to increase the kinetic resistance of ship shields at the expense of increased signature radius.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26441 Large Anti-Kinetic Screen Reinforcer II Blueprint
26442 Large Anti-Thermal Screen Reinforcer II "This ship modification is designed to increase the thermal resistance of ship shields at the expense of increased signature radius.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26443 Large Anti-Thermal Screen Reinforcer II Blueprint
26444 Large Core Defense Capacitor Safeguard II This ship modification is designed to reduce the capacitor need of modules which require shield operation skills at the expense of increased signature radius.
26445 Large Core Defense Capacitor Safeguard II Blueprint
26446 Large Core Defense Charge Economizer II This ship modification is designed to reduce the power need of all shield upgrade modules at the expense of increased signature radius.
26447 Large Core Defense Charge Economizer II Blueprint
26448 Large Core Defense Field Extender II This ship modification is designed to increase shield capacity at the expense of increased signature radius.
26449 Large Core Defense Field Extender II Blueprint
26450 Large Core Defense Field Purger II This ship modification is designed to improve shield recharge rate at the expense of increased signature radius.
26451 Large Core Defense Field Purger II Blueprint
26452 Large Core Defense Operational Solidifier II This ship modification is designed to reduce the duration of shield booster cycles at the expense of increased signature radius.
26453 Large Core Defense Operational Solidifier II Blueprint
26454 Angel Courtesan The courtesan is nothing but a high-level prostitute, but at least she's got class. What intrigues you is the fact that being in the favor of the powers that be in this complex allows the courtesan to go where she pleases.
26455 Administrative Key This passkey allows the bearer to enter the Administration Area of this complex.
26458 Me, Myself and Plunder "A harrowing tear-jerk tale of a pirate that succumbs to greed and gluttony. Have your handkerchief handy.
"
26459 Navigation for Dummies Gives you the answers to all the important questions, such as whether starboard is left or right.
26460 Cartography: The Art of Treasure Map Making X always marks the spot.
26461 Seasoned Dandruff "What this has to do with booster manufacturing is anybody's guess.
"
26462 Sweet Leaves Don't grow too fond of them.
26463 Free Sample The first one is always free.
26464 Speedometer Just how drugged are you?
26465 Divine Opium "Religion and Opium.What a strange notion. You wonder who could have thought of such a thing.
"
26466 Swirling Color-cards "You guess you have to be under heavy influence to be entertained by this.
"
26467 Amber Cytoserocin 2 Light-bluish crystal, formed by intense pressure deep within large asteroids and moons. Used in electronic and weapon manufacturing. Only found in abundance in a few areas.
26468 Wreck Destroyed remains; perhaps with the proper equipment something of value could be salvaged from it.
26469 Amarr Battlecruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26470 Amarr Battleship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26472 Amarr Carrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26473 Amarr Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26474 Amarr Destroyer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26475 Amarr Dreadnought Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26476 Amarr Elite Battlecruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26477 Amarr Elite Battleship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26478 Amarr Elite Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26479 Amarr Elite Destroyer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26480 Amarr Elite Frigate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26481 Amarr Elite Industrial Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26482 Amarr Elite Mining Barge Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26483 Amarr Freighter Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26484 Amarr Frigate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26485 Amarr Industrial Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26486 Amarr Mining Barge Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26487 Amarr Supercarrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26488 Amarr Rookie ship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26489 Amarr Shuttle Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26490 Amarr Titan Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26491 Caldari Battlecruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26492 Caldari Battleship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26494 Caldari Carrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26495 Caldari Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26496 Caldari Destroyer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26497 Caldari Dreadnought Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26498 Caldari Elite Battlecruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26499 Caldari Elite Battleship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26500 Caldari Elite Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26501 Caldari Elite Destroyer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26502 Caldari Elite Frigate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26503 Caldari Elite Industrial Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26504 Caldari Elite Mining Barge Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26505 Caldari Freighter Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26506 Caldari Frigate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26507 Caldari Industrial Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26508 Caldari Mining Barge Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26509 Caldari Supercarrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26510 Caldari Rookie ship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26511 Caldari Shuttle Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26512 Caldari Titan Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26513 Gallente Battlecruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26514 Gallente Battleship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26516 Gallente Carrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26517 Gallente Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26518 Gallente Destroyer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26519 Gallente Dreadnought Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26520 Gallente Elite Battlecruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26521 Gallente Elite Battleship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26522 Gallente Elite Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26523 Gallente Elite Destroyer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26524 Gallente Elite Frigate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26525 Gallente Elite Industrial Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26526 Gallente Elite Mining Barge Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26527 Gallente Freighter Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26528 Gallente Frigate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26529 Gallente Industrial Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26530 Gallente Mining Barge Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26531 Gallente Supercarrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26532 Gallente Rookie ship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26533 Gallente Shuttle Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26534 Gallente Titan Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26535 Minmatar Battlecruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26536 Minmatar Battleship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26538 Minmatar Carrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26539 Minmatar Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26540 Minmatar Destroyer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26541 Minmatar Dreadnought Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26542 Minmatar Elite Battlecruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26543 Minmatar Elite Battleship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26544 Minmatar Elite Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26545 Minmatar Elite Destroyer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26546 Minmatar Elite Frigate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26547 Minmatar Elite Industrial Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26548 Minmatar Elite Mining Barge Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26549 Minmatar Freighter Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26550 Minmatar Frigate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26551 Minmatar Industrial Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26552 Minmatar Mining Barge Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26553 Minmatar Supercarrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26554 Minmatar Rookie ship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26555 Minmatar Shuttle Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26556 Minmatar Titan Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26557 Frigate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26558 Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26559 Battleship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26560 Pirate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26561 Angel Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26562 Angel Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26563 Angel Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26564 Angel Small Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26565 Angel Large Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26566 Angel Officer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26567 Blood Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26568 Blood Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26569 Blood Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26570 Blood Small Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26571 Blood Medium Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26572 Blood Officer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26573 Guristas Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26574 Guristas Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26575 Guristas Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26576 Guristas Small Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26577 Guristas Medium Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26578 Guristas Officer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26579 Sanshas Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26580 Sanshas Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26581 Sanshas Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26582 Sanshas Small Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26583 Sanshas Medium Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26584 Sanshas Officer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26585 Serpentis Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26586 Serpentis Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26587 Serpentis Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26588 Serpentis Small Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26589 Serpentis Medium Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26590 Serpentis Officer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26591 Rogue Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26592 Rogue Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26593 Rogue Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26594 Rogue Elite Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26595 Rogue Elite Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26596 Rogue Officer Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26597 Cryptic Tuner Data Interface Designed for use with Minmatar technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed. The tuner interface is used in rig invention.
26598 Cryptic Tuner Data Interface Blueprint
26599 Esoteric Tuner Data Interface Designed for use with Caldari technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed. The tuner interface is used in rig invention.
26600 Esoteric Tuner Data Interface Blueprint
26601 Incognito Tuner Data Interface Designed for use with Gallente technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed. The tuner interface is used in rig invention.
26602 Incognito Tuner Data Interface Blueprint
26603 Occult Tuner Data Interface Designed for use with Amarr technology, this portable interface permits its user to course through the electronic stream of item schematics, hunting down the stray bits of data necessary for his grand creation. Only one data interface is required for invention, and it can be re-used as often as needed. The tuner interface is used in rig invention.
26604 Occult Tuner Data Interface Blueprint
26605 Drone Hold Drone Utility Container
26606 Sansha Deadspace Outpost Containing an inner habitation core surrounded by an outer shell filled with a curious fluid, the purpose of which remains unclear, this outpost is no doubt the brain-child of some nameless True Slave engineer.
26607 Miner II China Blueprint ONLY FOR CHINA. (Do not include this text with translation)
26657 Angel Waste You surmise that with some salvaging equipment there is still something of value to be had from this old waste.
26658 Angel Wreck You surmise that with some salvaging equipment there is still something of value to be had from this old wreck.
26659 Angel Derelict You surmise that with some salvaging equipment there is still something of value to be had from this old derelict.
26660 Angel Hulk You surmise that with some salvaging equipment there is still something of value to be had from this old hulk.
26661 Gistii Domination Scavenger Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
26662 Blood Waste You surmise that with some salvaging equipment there is still something of value to be had from this old waste.
26663 Blood Wreck You surmise that with some salvaging equipment there is still something of value to be had from this old wreck.
26664 Blood Derelict You surmise that with some salvaging equipment there is still something of value to be had from this old derelict.
26665 Blood Hulk You surmise that with some salvaging equipment there is still something of value to be had from this old hulk.
26666 Guristas Waste You surmise that with some salvaging equipment there is still something of value to be had from this old waste.
26667 Guristas Wreck You surmise that with some salvaging equipment there is still something of value to be had from this old wreck.
26668 Guristas Derelict You surmise that with some salvaging equipment there is still something of value to be had from this old derelict.
26669 Guristas Hulk You surmise that with some salvaging equipment there is still something of value to be had from this old hulk.
26670 Sansha Waste You surmise that with some salvaging equipment there is still something of value to be had from this old waste.
26671 Sansha Wreck You surmise that with some salvaging equipment there is still something of value to be had from this old wreck.
26672 Sansha Derelict You surmise that with some salvaging equipment there is still something of value to be had from this old derelict.
26673 Sansha Hulk You surmise that with some salvaging equipment there is still something of value to be had from this old hulk.
26674 Serpentis Waste You surmise that with some salvaging equipment there is still something of value to be had from this old waste.
26675 Serpentis Wreck You surmise that with some salvaging equipment there is still something of value to be had from this old wreck.
26676 Serpentis Derelict You surmise that with some salvaging equipment there is still something of value to be had from this old derelict.
26677 Serpentis Hulk You surmise that with some salvaging equipment there is still something of value to be had from this old hulk.
26678 Gistum Domination Racer Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
26679 Gist Domination Murderer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26680 Corpii Monk This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
26682 Dark Corpum Believer Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
26683 Dark Corpus Preacher Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
26684 Dread Pithi Terminator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
26686 Dread Pithum Vindicator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
26687 True Centii Revelator Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
26688 Shadow Coreli Antagonist The heavily armed Serpentis Commanders follow the creed of the paranoid. They shoot first and don't give a damn about the questions. Threat level: Deadly.
26689 Dread Pith Protagonist This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26690 True Centum General Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
26691 Shadow Corelum Infantry The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
26692 True Centus Preacher This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26694 Shadow Grand Admiral This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26695 LCS Station (Angel Serpentis) Docking has been prohibited into this pirate station without proper authorization.
26696 Sidura Meisana The niece of a Minmatar harvester working in 760-9C.
26699 Angel Medium Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26700 Blood Large Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26701 Guristas Large Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26702 Sanshas Large Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26703 Serpentis Large Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26704 Storage Facility - radioactive stuff and small arms Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
26706 Radioactive Cargo Rig This industrial structure serves as a platform for warehouses and the sorting of cargo containers.
26707 Hidden Data Sheets Secret documents.
26708 Port Rolette Residents A resident of the illegal settlement, Port Rolette.
26709 Secret Angel Facility A secret Angel facility. Its purpose is unknown.
26710 Prototype Nuclear Small Arms Prototype Nuclear Small Arms.
26712 Blood Phantom - Ectoplasm Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
26713 Flawed Gneiss Gneiss is a popular ore type because it holds a bit of many minerals, increasing its utility value. Flawed Gneiss however has the same properties as fools gold, in the sense that it looks like the original but is worth almost nothing in comparison.
26714 Blood Factory Overseer This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26715 Viral Stash The worn container drifts quietly in space.
26716 Centus Colony General Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
26717 Serpentis Prankster A member of the Serpentis organization.
26718 Serpentis Prankster_2 A member of the Serpentis organization.
26719 Madcat's Stash The worn container drifts quietly in space, closely guarded by pirates.
26720 Starbase Silo Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
26721 Starbase Ultra-Fast Silo Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
26722 Starbase Ship-Maintenance Array Mobile hangar and fitting structure. Used for ship storage and in-space fitting of modules contained in a ship's cargo bay.
26723 Starbase Capital Ship Maintenance Array Massive hangar and fitting structure.
26724 Starbase Capital Shipyard A large hangar structure with divisional compartments, for easy separation and storage of materials and modules.
26725 Starbase Stealth Emitter Array Decreases signature radius of control tower.
26726 Starbase Mobile Factory Mobile Factory
26727 Starbase Explosion Dampening Array Boosts the control tower's shield resistance against explosive damage.
26728 Starbase Moon Mining Silo Storage silos are much more secure and durable than their Secure Container counterparts. They are usually the focus of attacks on outposts and commonly contain ore, refined minerals or valuable items waiting to be transported to empire space.
26729 Minmatar Starbase Control Tower_Tough_Good Loot "The Matari aren't really that high-tech, preferring speed rather then firepower or involved technology. Unfortunately that doesn't apply very well to stationary objects, much to the liking of the Amarr Empire.
Amarrians call it a scrapheap of epic proportions. But don't underestimate these structures. Minmatar commanders usually have the last laugh when it comes to combat."
26731 Cartel Research Outpost Equally equipped for scientific observation and entertainment of all sorts, these multi-purpose structures, while not quite big enough to be classified as stations, nonetheless see quite a bit of use by both tourists and professionals.
26732 Amarr Starbase Control Tower_Tough_Good Loot The Amarr have always been fond of majestic and intimidating constructions. Their Control Towers do not deviate from that tradition and are truly big and powerful structures, intended more for preservation of territorial interests than commercial benefits.
26733 Blood Research Outpost Equally equipped for scientific observation and entertainment of all sorts, these multi-purpose structures, while not quite big enough to be classified as stations, nonetheless see quite a bit of use by both tourists and professionals.
26734 Caldari Starbase Control Tower_Tough_Good Loot At first the Caldari Control Towers were manufactured by Kaalakiota, but since they focused their efforts mostly on other, more profitable installations, they soon lost the contract and the Ishukone corporation took over the Control Towers' development and production.
26735 Guristas Research Outpost Equally equipped for scientific observation and entertainment of all sorts, these multi-purpose structures, while not quite big enough to be classified as stations, nonetheless see quite a bit of use by both tourists and professionals.
26736 Sansha Research Outpost Equally equipped for scientific observation and entertainment of all sorts, these multi-purpose structures, while not quite big enough to be classified as stations, nonetheless see quite a bit of use by both tourists and professionals.
26737 Gallente Starbase Control Tower_Tough_Good Loot Gallente Control Towers are more pleasing to the eye than they are strong or powerful. They have above average electronic countermeasures, average CPU output, and decent power output compared to towers from the other races, but are quite lacking in sophisticated defenses.
26738 Serpentis Research Outpost Equally equipped for scientific observation and entertainment of all sorts, these multi-purpose structures, while not quite big enough to be classified as stations, nonetheless see quite a bit of use by both tourists and professionals.
26739 LCO Bursar Convoys are a common sight in the universe of EVE, ferrying goods from one place to another.
26740 LCS Bursar A Mammoth-class industrial.
26741 Kaerleiks Bjorn Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
26742 Einhas Malak Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
26743 LCO Prorator Convoys are a common sight in the universe of EVE, ferrying goods from one place to another.
26744 Cura Gigno Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
26745 High Ritualist Padio Atour Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
26746 LCO Crane Convoys are a common sight in the universe of EVE, ferrying goods from one place to another.
26747 Guristas Annihilation Missile Battery_Uber This missile Sentry will Launch missiles at any target it considers to be a threat.
26748 Teinei Kuma Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
26749 Terrorist Overlord Inzi Kika Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
26750 Sansha Miner Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
26751 Fragmented Cathedral I_Under Construction This looks like a construction site of a grand structure of great importance.
26752 Angel Transport This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26753 chantal testing thingy Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
26754 Corpus Messiah This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26755 Gurista Guerilla Special Aquirement Division Captain This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme
26756 Gurista Special Acquirements Captain This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26757 Sansha Shipyard Foreman This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26758 Serpentis Drug Carrier This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26759 Heavy Assault Missile Launcher I Blueprint
26760 Mjolnir Heavy Assault Missile Blueprint
26761 Inferno Heavy Assault Missile Blueprint
26762 Scourge Heavy Assault Missile Blueprint
26763 Rogue Drone Logistic Overseer Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
26764 Rogue Production Captain Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
26765 Hive Overseer Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
26766 Hive Logistic Captain Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
26767 Dread Guristas Envoy_destroyer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
26768 Colony Captain Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
26769 Rogue Drone Liaisons Captain Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
26770 Independence Queen Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
26771 Radiant Hive Mother Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
26772 Hierarchy Hive Queen Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
26773 Regiment of Marines When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.
26774 Crates of Long-limb Roes The eggs of the Hanging Long-limb are among the most sought after delicacies in fancy restaurants. The main reason why the roe of the Hanging Long-limb is so rare is because no one has succeeded in breeding the species outside their natural habitat.
26775 Group of Janitors The janitor is the person who is in charge of keeping the premises of a building (as an apartment or office) clean, tends the heating system, and makes minor repairs.
26776 Barrels of Soil Fertile soil rich with nutrients is very sought after by agricultural corporations and colonists on worlds with short biological history.
26777 Barrels Of Viral Agent The causative agent of an infectious disease, the viral agent is a parasite with a noncellular structure composed mainly of nucleic acid within a protein coat.
26778 Crates of Holoreels Holo-Vid reels are the most common type of personal entertainment there is. From interactive gaming to erotic motion pictures, these reels can contain hundreds of titles each.
26779 Crates of Electronic Parts These basic elements of all electronic hardware are sought out by those who require spare parts in their hardware. Factories and manufacturers take these parts and assemble them into finished products, which are then sold on the market.
26780 Crates of Crystal Eggs Crystal is a common feel-good booster, used and abused around the universe in abundance.
26781 Crates of Transmitters An electronic device that generates and amplifies a carrier wave, modulates it with a meaningful signal derived from speech or other sources, and radiates the resulting signal from an antenna.
26782 Barrels of Fertilizer Fertilizer is particularly valued on agricultural worlds, where there is constant supply for all commodities that boost export value.
26783 Group of Homeless In most societies there are those who, for various reasons, live a life considered below the living standards of the normal citizen. These people are sometimes called tramps, beggars, drifters, vagabonds or homeless. They are especially common in the ultra-capitalistic Caldari State, but are also found elsewhere in most parts of the galaxy.
26784 Heap-Load of Garbage Production waste can mean garbage to some but valuable resource material to others.
26785 Crates of Frozen Plant Seeds Frozen plant seeds are in high demand in many regions, especially on stations orbiting a non-habitable planet.
26786 Crates of Spirits Alcoholic beverages made by distilling a fermented mash of grains.
26787 Crates of Rocket Fuel Augmented and concentrated fuel used primarily for missile production.
26788 Gang of Miners A sturdy miner.
26789 Cache of Pistols Semi-automatic small arms used for personal protection and skirmish warfare.
26790 Crates of Tobacco Tubular rolls of tobacco designed for smoking. The tube consists of finely shredded tobacco enclosed in a paper wrapper and is generally outfitted with a filter tip at the end.
26791 Crates of Construction Blocks Metal girders, plasteel concrete and fiber blocks are all very common construction material used around the universe.
26792 Barrels of Water Water is one of the basic conditional elements of human survival. Most worlds have this compound in relative short supply and hence must rely on starship freight.
26793 Colonial Master Diabolus Maytor This is the master of all nearby Sansha colonies, the infamous Diabolus Maytor. Few are above him in rank. Threat level: Deadly
26794 LCO Viator Convoys are a common sight in the universe of EVE, ferrying goods from one place to another.
26795 Ours De Soin Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
26796 Privateer Admiral Heysus Sarpati Heysus Sarpati is the official recruiter of the Serpentis in this sector. He commands a mighty battleship that is rivaled by few, hearing the mere mention of his name sparks fear into his enemies' hearts. Threat level: Deadly.
26797 Black Caesar An old warhorse, Black Caesar has been a dedicated member of the Guardian Angels since he was a boy. His name has been plastered upon 'most wanted' lists all over Gallente space for the last three decades. Threat level: Deadly
26798 Naberius Marquis Dark and mysterious, little is known of Naberious, other than his extreme loyalty to Sansha's Nation and convincing leadership skills. Threat level: Deadly
26799 Dread Guristas Colonel Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
26800 Angel Colonel This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26801 Shadow Serpentis Colonel The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
26802 True Sansha's Colonel Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
26803 Dark Blood Colonel Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
26806 Haruo Wako Formerly member of the Intaki Syndicate, Haruo has quickly risen through the ranks in the Guristas organization. Which comes as no wonder, as he is brilliant, charismatic and utterly corrupt. Threat level: Deadly
26807 Jorun 'Red Legs' Greaves Jorun has an air of vulnerability about her petite body, but don't expect any mercy from the infamous pirate leader, she'd sooner cut your throat than do any man's bidding. Threat level: Deadly
26810 Serpentis Tournament Host The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
26812 Sepentis Regional Baron Arain Percourt The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
26818 Serpentis Regional Baron - Arain Percourt The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
26832 Captain Blood Raven Little is known of Blood Raven, even his true name remains a secret. His nickname was acquired due to his tendency to walk around with a black Raven on his shoulder. Men under his command even claimed it was the only creature he truly loved. His other hobby was cutting open bodies of slain enemies and drinking their blood ... Threat level: Deadly
26833 Serpentis Holder The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
26840 Raven State Issue This State Issued version of the powerhouse Caldari Battleship - The Raven - was designed in a joint venture by the eight Caldari supercorporations. It was created expressly to honor those whose valor in combat, and adherence to the Caldari code of battle, has surpassed that of their comrades in arms. Of course, should the ship be lost, the immense dishonour to the pilot demands that he take his own life, but seeing as how this wouldn't affect him in the slightest, tradition holds that the highest-ranked of the surviving crew members take his place.
Caldari Battleship Skill Bonus: 5% bonus to Torpedo and Cruise Missile Launcher Rate Of Fire and 10% bonus to Torpedo and Cruise Missile Velocity per level of skill.
26842 Tempest Tribal Issue Commissioned by the four ruling tribes of the Republic, the Tribal Issue of their Fleet's key vessel is presented only to those who have displayed unyielding valor in the Republic's interest, and a tireless commitment to maintaince of the Tribes' precious freedom. Given the ship's status as a badge of honour, it is not uncommon for pilots or ship crew to add special tattoos to their anatomy, celebrating both the gift of the ship and the honour of piloting it.
Minmatar Battleship Skill Bonus: 5% bonus to Large Projectile Turret rate of fire and Large Projectile Turret damage per level.
26843 Tempest Tournament Issue TEST Blueprint
26844 Rubin Sozar Rubin Sozar was appointed into the Angel Cartel a few years ago, having defected from the Minmatar Navy after having been involved in a scandal that tarnished his reputation and prevented him from advancing further in the ranks of the military. He is an excellent pilot and naval commander, and has served the Cartel well in his few years of service. Threat level: Deadly.
26846 Okelle Alash Okelle Alash
26848 Okelle Alash_ "Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation.
Okelle is a fierce pirate captain that has been under his brothers shadow for a long time and is eager to prove himself. He knows the republic is after him and he is looking for confrontation to get the recognition he believes he deserves.
Threat level: Deadly."
26849 Tournament Bubble TEST A Large deployable self powered unit that prevents warping within its area of effect
26850 Tournament Bubble TEST Blueprint
26851 Fools Crokite Crokite is a very heavy ore that is always in high demand because it has the largest ratio of zydrine for any ore in the world. Fools Crokite on the other hand is infamous for making inexperienced miners look like fools. It closely resembles the real Crokite, while having very little usable mineral content.
26852 Flawed Arkonor Arkonor is one of the rarest and most sought-after ore in the known world. Flawed Arkonor on the other hand is very rarely sought after. In fact more than a few inexperienced miners have turned red-faced when discovering their 'valuable' cargo was in fact flawed and worth only a handful of ISK ...
26853 LCS Drug Lab_Crash Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
26854 LCS Drug Lab_Exile Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
26855 LCS Drug Lab_Mindflood Carving out asteroids to act as habitats for miners and manufacturers is a cheap and efficient way to quickly cash in on the insatiable needs of the space industry.
26856 Serpentis Crash Storage Platform This Serpentis Battlestation has several formidable defensive systems. Although used to store small quantities of their drugs, it is also able to detect and attack hostile forces.
26857 Serpentis Exile Storage Platform This Serpentis Battlestation has several formidable defensive systems. Although used to store small quantities of their drugs, it is also able to detect and attack hostile forces.
26858 Serpentis Mindflood Storage Platform This Serpentis Battlestation has several formidable defensive systems. Although used to store small quantities of their drugs, it is also able to detect and attack hostile forces.
26859 Hodura Amaba Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
26860 LCO Docked Mammoth This Mammoth-class industrial is currently undergoing maintenance.
26862 Jols Eytur This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High
26863 Vlye Cadille This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
26864 Eha Hidaiki Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving of the straight path to become outlaws. Threat level: Deadly.
26865 Gamat Hakoot This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
26866 Elgur Erinn This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
26867 Nikmar Eitan This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26868 Flawed Jaspet Jaspet has many mineral types, making it easy to sell. It has a large portion of mexallon plus some tritanium, pyerite, nocxium and zydrine. Flawed Jaspet, unfortunately, is rather harder to sell, as it is practically devoid of usable minerals and is good only for duping the unwary.
26869 QA ECM Burst "Emits random electronic bursts intended to disrupt target locks on any ship with lower sensor strengths than the ECM burst jamming strength. Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, only battleship-class vessels can use this module to its fullest extent.
Note: Only one module of this type can be activated at the same time"
26870 Tournament ECM Burst Blueprint
26871 Dini Mator Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
26878 Kazah Durn Revelling in the symbiotic relationship of man and machine Sansha's Commanders can push themselves harder and further than others. Threat level: Deadly.
26879 Marin Matola The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
26880 Motoh Olin Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
26881 Dark Templar Uthius Blood Raider Commanders have mastered the Rites of Blood, giving them unnatural affinity with all things living. Threat level: Deadly.
26882 Quertah Bleu The Angel Cartel profits enough from its protection deal with the Serpentis Corporation for it to send its best and brightest pilots on guarding duty. Threat level: Deadly.
26883 Suard Fish This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly
26884 Hakirim Grautur Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Deadly.
26885 Oushii Torun Guristas Commanders are master tacticians, frequently veterans of empire navies before swerving off the straight path to become outlaws. Threat level: Deadly.
26888 Mobile Large Warp Disruptor II A Large deployable self powered unit that prevents warping within its area of effect.
26889 Mobile Large Warp Disruptor II Blueprint
26890 Mobile Medium Warp Disruptor II A Medium deployable self powered unit that prevents warping within its area of effect.
26891 Mobile Medium Warp Disruptor II Blueprint
26892 Mobile Small Warp Disruptor II A small deployable self powered unit that prevents warping within its area of effect.
26893 Mobile Small Warp Disruptor II Blueprint
26894 Habitation Module - Breeding Facility The architectural design for the CreoDron Habitation Module started out as a contract deal from the Expert Housing Corporation to standardize the modular drifter homes normally used by miners and deep space explorers. When the project was cancelled due to insufficient funding, CreoDron utilized their design for the open market as high-orbit department buildings for commercial use. The marketing was a tremendous hit, making the Habitation Module a common sight across the universe. Common uses include anything from bars, casinos and brothels, to police stations and interrogation facilities.
26895 Amarrian Breeding Facility "This breeding facility produces Minmatar children ready to assume their place as servants to the Amarr. Once they reach puberty, the boys are sent away to take their place amongst the lower classes in Amarr society.
The girls, on the other hand, are left behind. Their place is here, stretched out on cold metal tables, silent and tense. The facility wears out its brood, but that's all right; more are created all the time.
And every now and then, a caravan will arrive, carrying men with cold eyes and clammy hands, ready and willing to help with the production."
26896 Amarr Battlestation_Event "This gigantic military installation is the pride of the Amarr Navy. Hundreds of thousands, of slaves poured their blood, sweat and tears into erecting one of these mega-structures. Only a fool would attempt to assault such a massive base without a fleet behind him.
Docking has been prohibited into this station without proper authorization."
26897 Sisters of EVE Aid Station The Sisters need to rapidly receive and deploy aid has led to the creation of the Aid Stations, relatively quick and easy to construct and place in orbit these stations can recieve vast quantities of aid and transfer them to orbital craft for quick deployment on a planet. Since their inception they have saved vast quantities of lives and other corporations have leased the design for their own purposes.
26898 Asteroid Slave Mine """There are some who will never embrace enlightment, and those poor souls we must.. educate""
Gavrin Lothril - Asteroid Mine XVII-232 Foreman"
26899 Unlicensed Mindclash Arena Mind Clash is one of the most popular sports throughout known space, it is as enthusiastically played in the royal court on Amarr Prime as in the gambling halls of the Caldari. However there are a certain cadre of people who think that the official sport is too tame, so they created a new set of rules, to the death - which was promptly banned from Empire space. However their is much underground hunger for this sport so hidden in space arena's have started to be constructed in which sport enthusiasts can enjoy watching their heroes fight and die without the inteference of the beaurcratic empires.
26900 Broadcast Tower The Caldari call these propoganda towers, however the Gallente people prefer to call them liberty towers. Whatever their designation these hidden broadcast towers send their amplified signal throughout the system they are located in. The Gallente networks use them to broadcast their channels to areas of space where such signals are usually banned. There are a network of relay towers which utilise the FTL networks to bring their underground signal to the source tower.
26901 Breeder Slave These slaves are held within breeder colonies for years for the sole purpose of increasing a slaver's stock. Discarded when they have outlived their usefulness, these poor creatures have a short life expectancy that might be a blessing when compared to the misery of their existence in captivity.
26902 Fedo The Fedo is an omnivorous, sponge-like creature. It has reddish skin and numerous small claw-like tentacles which it uses to move around and protect itself. A primitive being, the Fedo's method of eating and absorbing nutrition is slow and inefficient. This means that food stays for a long time in the Fedo's body, and will most often have rotted or turned foul before the animal passes it out of its system. The Fedos eject fumes from their body which, for the reasons explained above, have a most horrible odor. The Fedos possess a fantastic sense of smell and so use these fumes to communicate with each other; they are however both blind and deaf, having no eyes or ears. The mouth is located on the underside of the beast, and the Fedo feeds by positioning itself over the food and lowering itself down on it.
26903 Military Intelligence Report A military intelligence report on Fleet movements in the local vicinity, patrol schedules and current strength,
26904 Secure Coded Package A generic package containing goods in a protective wrapping. It is secured with a code lock and cannot be opened without knowing the proper combination.
26905 Slave Ownership Record A Record of owner ship of a single slave, previous owners, work history and current state of health
26906 Slave Manifests A Manifest of slave movements in the local area, quantity and quality of stock
26907 Starkmanir Slave The Starkmanir Tribe was virtually wiped after a failed rebellion, only a handful remain in the Empire and have now turned into collector's items for Amarrian Holder's. These slave's are rarely ever put to hard labour and generally live out their lives as exhibits for their Amarrian masters to show off. A pure blooded Starkmanir slave has made many a Holder a rich man
26908 Valkears """We aren't going to try to train you, we're going to try to kill you.""
- Valklear Instructor
In the great war for liberation the Minmatar tribes, finding themselves lacking able-bodied men, were forced to create soldiers from their most dangerous criminals—their thieves, schemers, and murderers. This method proved remarkably successful and continues to this day. One would have to be mad to join in a Valkear unit's fifteen-year tour of duty, and among the criminal element, the rivers of madness run deep indeed."
26911 Avatar Wreck These are the remnants of the Avatar-class titan piloted by CYVOK of Ascendant Frontier. It was destroyed by Band of Brothers in the war between the two alliances. The event marked the destruction of the first capsuleer owned titan in existence.
26912 Small Remote Armor Repairer II This module uses nano-assemblers to repair damage done to the armor of the Target ship.
26913 Medium Remote Armor Repairer II This module uses nano-assemblers to repair damage done to the armor of the Target ship.
26914 Large Remote Armor Repairer II This module uses nano-assemblers to repair damage done to the armor of the Target ship.
26915 Large Remote Armor Repairer II Blueprint
26916 Medium Remote Armor Repairer II Blueprint
26917 Small Remote Armor Repairer II Blueprint
26918 Overseer Frigate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26919 Overseer Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26920 Overseer Battleship Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26925 Drone Damage Rig I "This ship modification is designed to increase a ship's drone damage at the expense of the ship's CPU capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26926 Drone Damage Rig I Blueprint
26927 Drone Damage Rig II "This ship modification is designed to increase a ship's drone damage at the expense of the ship's CPU capacity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26928 Drone Damage Rig II Blueprint
26929 Small Processor Overclocking Unit I "This ship modification is designed to increase a ship's CPU.
"
26930 Small Processor Overclocking Unit I Blueprint
26931 Small Processor Overclocking Unit II This ship modification is designed to increase a ship's CPU.
26932 Small Processor Overclocking Unit II Blueprint
26933 Mission Generic Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26934 Mission Generic Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26935 Mission Generic Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26939 CONCORD Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26940 CONCORD Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26941 CONCORD Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26959 testing group Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
26960 Sensor Strength Rig I "This rig increases the ship's sensor strength to make it more resistant to being jammed at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26961 Sensor Strength Rig I Blueprint
26962 Sensor Strength Rig II "This rig increases the ship's sensor strength to make it more resistant to being jammed at the expense of shields.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
26963 Sensor Strength Rig II Blueprint
26964 Shield Transporter Rig I "This ship modification is designed to increase shield capacity at the expense of increased signature radius.
Note: Does not work on capital sized modules"
26965 Shield Transporter Rig I Blueprint
26966 Shield Transporter Rig II "This ship modification is designed to increase shield capacity at the expense of increased signature radius.
Note: Does not work on capital sized modules"
26967 Shield Transporter Rig II Blueprint
26968 LCO Drone Bunker A Drone Bunker
26969 Amarr Slaver Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
26970 Amarr Slave Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
26971 Blood Raider Slave Transport Ship Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.
26972 Faction Drone Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
26973 Domination Wang Chunger Scuttling from Heaven the Domination Commanders pursue a secret agenda as dark and sinister as their reputation. Threat level: Super Uber Deadly.
26974 Antiviral Drugs Antiviral Drugs are in constant demand everywhere and new, more potent versions, are always made available to counter new viral strains.
26975 Cargo Warehouse - Crates of Synthetic Oil This is a standard storage facility.
26976 Cargo Warehouse - Spiced Wine This is a standard storage facility.
26977 Cargo Warehouse - Crates of Silicate Glass This is a standard storage facility.
26978 Cargo Warehouse - Quafe Ultra This is a standard storage facility.
26983 Civilian Salvager A specialized scanner used to detect salvageable items in ship wrecks.
26984 Civilian Salvager Blueprint
26998 Hejilmar the Slave Hejilmar was recently released from the clutches of Amarrian slavelords.
27001 Stolen Imperial Deacon "A destroyer of the Amarr empire.
"
27014 Civilian Data Analyzer A Hacking system used to override electronic security systems.
27015 Civilian Data Analyzer Blueprint
27019 Civilian Relic Analyzer A simple scanning device designed for analyzing both terran archaeological structures and ruins floating in space.
27020 Civilian Relic Analyzer Blueprint
27021 Perpetual Motion Unit I The mere existence of this unit is a major vexation to physicists everywhere. That said, it doesn't do much at all for the pilot: It operates as a closed system, and any attempt at a breach or internal inspection will ruin the mechanism. It has no effect on any part of a ship's operation.
27022 Perpetual Motion Unit I Blueprint
27023 Perpetual Motion Unit II The mere existence of this unit is a major vexation to physicists everywhere. That said, it doesn't do much at all for the pilot: It operates as a closed system, and any attempt at a breach or internal inspection will ruin the mechanism. It has no effect on any part of a ship's operation.
27024 Perpetual Motion Unit II Blueprint
27025 Datacore - Basic Civilian Tech This datacore is a minor storehouse of information, containing a fair portion of mankind's collected knowledge in the field of ordinary civilian technology.
27026 Civilian Data Interface Designed to work with the basic technologies. It does however not work with the more advanced technologies.
27027 Civilian Data Interface Blueprint
27028 Chondrite This ore is of interest only to civilian and rookie pilot mining operations.
27029 Chalcopyrite This mineral is of interest only to civilian and rookie pilot factory production.
27038 Clay Pigeon A small pigeon statue made out of astral clay.
27039 Clay Pigeon Blueprint
27041 Minmatar Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27042 Minmatar Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27043 Minmatar Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27044 Khanid Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27045 Khanid Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27046 Khanid Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27047 Caldari Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27048 Caldari Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27049 Caldari Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27050 Amarr Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27051 Amarr Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27052 Amarr Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27053 Gallente Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27054 Gallente Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27055 Gallente Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27056 Thukker Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27057 Thukker Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27058 Thukker Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27059 Datacore - Elementary Civilian Tech This datacore is a minor storehouse of information, containing a fair portion of mankind's collected knowledge in the field of ordinary civilian technology.
27060 Mordu Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27061 Mordu Medium Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27062 Mordu Small Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27063 Repair Outpost_Weak Due to their amazing cost-effectiveness and the speed at which they can be built, these repair outposts are seeing greater and greater use among travelers who need to be able to stay mobile in dangerous territory.
27064 Capital Auxiliary Nano Pump I "This ship modification is designed to increase a ship's armor repairer repair amount at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
27065 Capital Auxiliary Nano Pump I Blueprint
27066 Capital Nanobot Accelerator II "This ship modification is designed to reduce a ship's armor repair cycle duration at the expense of increased power grid need for them.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
27067 Capital Nanobot Accelerator II Blueprint
27068 Small Remote Repair Augmentor I "This ship modification is designed to reduce the capacitor need for a ship's remote armor repair modules at the expense of max velocity.
"
27069 Small Remote Repair Augmentor I Blueprint
27070 Inherent Implants 'Noble' Repair Systems RS-601 "A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules.
1% reduction in repair systems duration.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
27071 Inherent Implants 'Noble' Remote Armor Repair Systems RA-701 "A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems.
1% reduced capacitor need for remote armor repair system modules."
27072 Inherent Implants 'Noble' Mechanic MC-801 "A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship.
1% bonus to hull hp."
27073 Inherent Implants 'Noble' Repair Proficiency RP-901 "A neural Interface upgrade for analyzing and repairing starship damage.
1% bonus to repair system repair amount.
Note: This implant has no effect on remote armor repair modules or capital sized modules."
27074 Inherent Implants 'Noble' Hull Upgrades HG-1001 "A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses.
1% bonus to armor hit points."
27075 Eifyr and Co. 'Gunslinger' Motion Prediction MR-701 "A Eifyr and Co. gunnery hardwiring designed to enhance turret tracking.
1% bonus to turret tracking speed."
27076 Zainou 'Deadeye' Sharpshooter ST-901 "A Zainou gunnery hardwiring designed to enhance optimal range.
1% bonus to turret optimal range."
27077 Inherent Implants 'Lancer' Gunnery RF-901 "A Inherent Implants gunnery hardwiring designed to enhance turret rate of fire.
1% bonus to all turret rate of fire."
27078 Zainou 'Deadeye' Trajectory Analysis TA-701 "A Zainou gunnery hardwiring designed to enhance falloff range.
1% bonus to turret falloff."
27079 Inherent Implants 'Lancer' Controlled Bursts CB-701 "A Inherent Implants gunnery hardwiring designed to enhance turret energy management.
1% reduction in all turret capacitor need."
27080 Zainou 'Gnome' Weapon Upgrades WU-1001 "A neural Interface upgrade that lowers turret CPU needs.
1% reduction in the CPU required by turrets."
27081 Eifyr and Co. 'Gunslinger' Surgical Strike SS-901 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets.
1% bonus to all turret damages."
27082 Inherent Implants 'Lancer' Small Energy Turret SE-601 "A Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets.
1% bonus to small energy turret damage."
27083 Zainou 'Deadeye' Small Hybrid Turret SH-601 "A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets.
1% bonus to small hybrid turret damage."
27084 Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-601 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets.
1% bonus to small projectile turret damage."
27085 Inherent Implants 'Lancer' Medium Energy Turret ME-801 "A Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets.
1% bonus to medium energy turret damage."
27086 Zainou 'Deadeye' Medium Hybrid Turret MH-801 "A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets.
1% bonus to medium hybrid turret damage."
27087 Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-801 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets.
1% bonus to medium projectile turret damage."
27088 Inherent Implants 'Lancer' Large Energy Turret LE-1001 "A Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets.
1% bonus to large energy turret damage."
27089 Zainou 'Deadeye' Large Hybrid Turret LH-1001 "A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.
1% bonus to large hybrid turret damage."
27090 Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1001 "A Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets.
1% bonus to large projectile turret damage."
27091 Zainou 'Gnome' Launcher CPU Efficiency LE-601 1% reduction in the CPU need of missile launchers.
27092 Zainou 'Deadeye' Missile Bombardment MB-701 "A Zainou missile hardwiring designed to enhance skill with missiles.
1% bonus to all missiles' maximum flight time."
27093 Zainou 'Deadeye' Missile Projection MP-701 "A Zainou missile hardwiring designed to enhance skill with missiles.
1% bonus to all missiles' maximum velocity."
27094 Zainou 'Deadeye' Guided Missile Precision GP-801 "A Zainou missile hardwiring designed to enhance skill with missiles.
1% reduced factor of signature radius for all missile explosions."
27095 Zainou 'Deadeye' Target Navigation Prediction TN-901 "A Zainou missile hardwiring designed to enhance skill with missiles.
1% decrease in factor of target's velocity for all missiles."
27096 Zainou 'Deadeye' Rapid Launch RL-1001 "A Zainou missile hardwiring designed to enhance skill with missiles.
1% bonus to all missile launcher rate of fire."
27097 Eifyr and Co. 'Rogue' Navigation NN-601 "A Eifyr and Co hardwiring designed to enhance pilot navigation skill.
1% bonus to ship velocity."
27098 Eifyr and Co. 'Rogue' Fuel Conservation FC-801 "Improved control over afterburner energy consumption.
1% reduction in afterburner capacitor needs."
27099 Eifyr and Co. 'Rogue' Evasive Maneuvering EM-701 "A Eifyr and Co hardwiring designed to enhance pilot Manuvering skill.
1% bonus to ship agility."
27100 Eifyr and Co. 'Rogue' High Speed Maneuvering HS-901 "Improves the performance of micro warpdrives.
1% reduction in capacitor need of modules requiring High Speed Maneuvering."
27101 Eifyr and Co. 'Rogue' Acceleration Control AC-601 "Improves speed boosting velocity.
1% bonus to afterburner and microwarpdrive speed increase."
27102 Inherent Implants 'Highwall' Mining MX-1001 "A neural Interface upgrade that boosts the pilot's skill at mining.
1% bonus to mining yield."
27103 Inherent Implants 'Yeti' Ice Harvesting IH-1001 "A neural Interface upgrade that boosts the pilot's skill at mining ice.
1% decrease in ice harvester cycle time."
27104 Zainou 'Gnome' Shield Upgrades SU-601 "A neural Interface upgrade that reduces the shield upgrade module power needs.
1% reduction in power grid needs of modules requiring the Shield Upgrades skill."
27105 Zainou 'Gnome' Shield Management SM-701 "Improved skill at regulating shield capacity.
1% bonus to shield capacity."
27106 Zainou 'Gnome' Shield Emission Systems SE-801 "A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array.
1% reduction in capacitor need of modules requiring the Shield Emission Systems skill."
27107 Zainou 'Gnome' Shield Operation SP-901 "A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.
1% boost to shield recharge rate."
27108 Zainou 'Snapshot' Light Missiles LM-903 "A neural interface upgrade that boosts the pilot's skill with light missiles.
3% bonus to damage of light missiles."
27109 Zainou 'Snapshot' Heavy Assault Missiles AM-703 "A neural interface upgrade that boosts the pilot's skill with heavy assault missiles.
3% bonus to heavy assault missile damage."
27110 Eifyr and Co. 'Rogue' Afterburner AB-610 "A neural interface upgrade that boosts the pilot's skill with afterburners.
10% bonus to the duration of afterburners."
27111 Eifyr and Co. 'Rogue' Afterburner AB-602 "A neural interface upgrade that boosts the pilot's skill with afterburners.
2% bonus to the duration of afterburners."
27112 Eifyr and Co. 'Rogue' Warp Drive Operation WD-610 "A neural interface upgrade that boosts the pilot's skill at warp drive operation.
10% reduction in the capacitor need of warp drive."
27113 Eifyr and Co. 'Rogue' Warp Drive Operation WD-602 "A neural interface upgrade that boosts the pilot's skill at warp drive operation.
2% reduction in the capacitor need of warp drive."
27114 Eifyr and Co. 'Rogue' Warp Drive Speed WS-615 "A neural interface upgrade that boosts the pilot's skill at warp navigation.
15% bonus to ships warp speed."
27115 Eifyr and Co. 'Rogue' Warp Drive Speed WS-605 "A neural interface upgrade that boosts the pilot's skill at warp navigation.
5% bonus to ships warp speed."
27116 Inherent Implants 'Squire' Energy Management EM-805 "A neural interface upgrade that boosts the pilot's skill at energy management.
5% bonus to ships capacitor capacity."
27117 Inherent Implants 'Squire' Energy Management EM-801 "A neural interface upgrade that boosts the pilot's skill at energy management.
1% bonus to ships capacitor capacity."
27118 Inherent Implants 'Squire' Energy Systems Operation EO-605 "A neural interface upgrade that boosts the pilot's skill at energy systems operation.
5% reduction in capacitor recharge time."
27119 Inherent Implants 'Squire' Energy Systems Operation EO-601 "A neural interface upgrade that boosts the pilot's skill at energy systems operation.
1% reduction in capacitor recharge time."
27120 Inherent Implants 'Squire' Energy Emission Systems ES-701 "A neural interface upgrade that boosts the pilot's skill with energy emission systems.
1% reduction in capacitor need of modules requiring the Energy Emission Systems skill."
27121 Inherent Implants 'Squire' Energy Emission Systems ES-705 "A neural interface upgrade that boosts the pilot's skill with energy emission systems.
5% reduction in capacitor need of modules requiring the Energy Emission Systems skill."
27122 Inherent Implants 'Squire' Energy Pulse Weapons EP-705 "A neural interface upgrade that boosts the pilot's skill with energy pulse weapons.
5% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill."
27123 Inherent Implants 'Squire' Energy Pulse Weapons EP-701 "A neural interface upgrade that boosts the pilot's skill with energy pulse weapons.
1% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill."
27124 Inherent Implants 'Squire' Energy Grid Upgrades EU-705 "A neural interface upgrade that boosts the pilot's skill with energy grid upgrades.
5% reduction in CPU need of modules requiring the Energy Grid Upgrades skill."
27125 Inherent Implants 'Squire' Energy Grid Upgrades EU-701 "A neural interface upgrade that boosts the pilot's skill with energy grid upgrades.
1% reduction in CPU need of modules requiring the Energy Grid Upgrades skill."
27126 Inherent Implants 'Squire' Engineering EG-605 "A neural interface upgrade that boosts the pilot's skill at engineering.
5% bonus to the power grid output of your ship."
27127 Inherent Implants 'Squire' Engineering EG-601 "A neural interface upgrade that boosts the pilot's skill at engineering.
1% bonus to the power grid output of your ship."
27128 Zainou 'Gypsy' Electronics Upgrades EU-605 "A neural interface upgrade that boosts the pilot's skill with electronics upgrades.
5% reduction in CPU need of modules requiring the Electronics Upgrade skill."
27129 Zainou 'Gypsy' Electronics Upgrades EU-601 "A neural interface upgrade that boosts the pilot's skill with electronics upgrades.
1% reduction in CPU need of modules requiring the Electronics Upgrade skill."
27130 Zainou 'Gypsy' Signature Analysis SA-705 "A neural interface upgrade that boosts the pilot's skill at operating targeting systems.
5% bonus to ships scan resolution."
27131 Zainou 'Gypsy' Signature Analysis SA-701 "A neural interface upgrade that boosts the pilot's skill at operating targeting systems.
1% bonus to ships scan resolution."
27142 Zainou 'Gypsy' Electronics EE-605 "A neural interface upgrade that boosts the pilot's skill at electronics.
5% bonus to the CPU output."
27143 Zainou 'Gypsy' Electronics EE-601 "A neural interface upgrade that boosts the pilot's skill at electronics.
1% bonus to the CPU output."
27147 Eifyr and Co. 'Alchemist' Biology BY-805 "A neural Interface upgrade that boost the pilot's skill at handling boosters.
5% bonus to attribute booster duration."
27148 Eifyr and Co. 'Alchemist' Biology BY-810 "A neural Interface upgrade that boost the pilot's skill at handling boosters.
10% bonus to attribute booster duration."
27149 Inherent Implants 'Highwall' Mining Upgrades MU-1003 "A neural Interface upgrade that boosts the pilot's skill at mining.
3% reduction in CPU penalty of mining upgrade modules."
27150 Inherent Implants 'Highwall' Mining Upgrades MU-1005 "A neural Interface upgrade that boosts the pilot's skill at mining.
5% reduction in CPU penalty of mining upgrade modules."
27151 Inherent Implants 'Highwall' Mining Upgrades MU-1001 "A neural Interface upgrade that boosts the pilot's skill at mining.
1% reduction in CPU penalty of mining upgrade modules."
27152 Hardwiring - Poteque Pharmaceuticals 'Consul' PPA-1 A neural Interface upgrade that boosts the pilots social skills. 3% Bonus to NPC agent, corporation and faction standing increase.
27153 Hardwiring - Poteque Pharmaceuticals 'Consul' PPB-1 A neural Interface upgrade that boosts the pilots social skills. 3% additional pay for agent missions.
27154 Hardwiring - Poteque Pharmaceuticals 'Consul' PPC-1 A neural Interface upgrade that boosts the pilots social skills. 2% Bonus to effective standing towards friendly NPC Corporations.
27155 Hardwiring - Poteque Pharmaceuticals 'Consul' PPD-1 A neural Interface upgrade that boosts the pilots social skills. Improves agent effective quality. 0.2 Bonus to effective standing towards hostile Agents.
27156 Hardwiring - Poteque Pharmaceuticals 'Consul' PPE-1 A neural Interface upgrade that boosts the pilots social skills. 3% Bonus to effective security rating increase.
27157 Hardwiring - Poteque Pharmaceuticals 'Consul' PPA-0 A neural Interface upgrade that boosts the pilots social skills. 1% Bonus to NPC agent, corporation and faction standing increase.
27158 Hardwiring - Poteque Pharmaceuticals 'Consul' PPA-2 A neural Interface upgrade that boosts the pilots social skills. 5% Bonus to NPC agent, corporation and faction standing increase.
27159 Hardwiring - Poteque Pharmaceuticals 'Consul' PPB-2 A neural Interface upgrade that boosts the pilots social skills. 5% additional pay for agent missions.
27160 Hardwiring - Poteque Pharmaceuticals 'Consul' PPB-0 A neural Interface upgrade that boosts the pilots social skills. 1% additional pay for agent missions.
27161 Hardwiring - Poteque Pharmaceuticals 'Consul' PPC-2 A neural Interface upgrade that boosts the pilots social skills. 4% Bonus to effective standing towards friendly NPC Corporations.
27162 Hardwiring - Poteque Pharmaceuticals 'Consul' PPC-0 A neural Interface upgrade that boosts the pilots social skills. 1% Bonus to effective standing towards friendly NPC Corporations.
27163 Hardwiring - Poteque Pharmaceuticals 'Consul' PPD-2 A neural Interface upgrade that boosts the pilots social skills. Improves agent effective quality. 0.4 Bonus to effective standing towards hostile Agents.
27164 Hardwiring - Poteque Pharmaceuticals 'Consul' PPD-0 A neural Interface upgrade that boosts the pilots social skills. Improves agent effective quality. 0.1 Bonus to effective standing towards hostile Agents.
27165 Hardwiring - Poteque Pharmaceuticals 'Consul' PPE-2 A neural Interface upgrade that boosts the pilots social skills. 5% Bonus to effective security rating increase.
27166 Hardwiring - Poteque Pharmaceuticals 'Consul' PPE-0 A neural Interface upgrade that boosts the pilots social skills. 1% Bonus to effective security rating increase.
27167 Zainou 'Beancounter' Industry BX-802 "A neural Interface upgrade that boosts the pilots manufacturing skills.
2% reduction in manufacturing time."
27169 Zainou 'Beancounter' Refining RX-802 "A neural Interface upgrade that boosts the pilots manufacturing skills.
2% reduction in refinery waste."
27170 Zainou 'Beancounter' Industry BX-801 "A neural Interface upgrade that boosts the pilots manufacturing skills.
1% reduction in manufacturing time."
27171 Zainou 'Beancounter' Industry BX-804 "A neural Interface upgrade that boosts the pilots manufacturing skills.
4% reduction in manufacturing time."
27174 Zainou 'Beancounter' Refining RX-804 "A neural Interface upgrade that boosts the pilots manufacturing skills.
4% reduction in refinery waste."
27175 Zainou 'Beancounter' Refining RX-801 "A neural Interface upgrade that boosts the pilots manufacturing skills.
1% reduction in refinery waste."
27176 Zainou 'Beancounter' Metallurgy MY-703 "A neural Interface upgrade that boosts the pilots research skills.
3% bonus to material efficiency research speed."
27177 Zainou 'Beancounter' Research RR-603 "A neural Interface upgrade that boosts the pilots research skills.
3% bonus to blueprint manufacturing time research."
27178 Zainou 'Beancounter' Science SC-803 "A neural Interface upgrade that boosts the pilots research skills.
3% bonus to blueprint copying speed."
27179 Zainou 'Beancounter' Research RR-605 "A neural Interface upgrade that boosts the pilots research skills.
5% bonus to blueprint manufacturing time research."
27180 Zainou 'Beancounter' Research RR-601 "A neural Interface upgrade that boosts the pilots research skills.
1% bonus to blueprint manufacturing time research."
27181 Zainou 'Beancounter' Metallurgy MY-705 "A neural Interface upgrade that boosts the pilots research skills.
5% bonus to material efficiency research speed."
27182 Zainou 'Beancounter' Metallurgy MY-701 "A neural Interface upgrade that boosts the pilots research skills.
1% bonus to material efficiency research speed."
27184 Zainou 'Beancounter' Science SC-805 "A neural Interface upgrade that boosts the pilots research skills.
5% bonus to blueprint copying speed."
27185 Zainou 'Beancounter' Science SC-801 "A neural Interface upgrade that boosts the pilots research skills.
1% bonus to blueprint copying speed."
27186 Poteque 'Prospector' Astrometric Pinpointing AP-606 "A neural Interface upgrade that boosts the pilots scanning skills.
6% reduction in maximum scan deviation."
27187 Poteque 'Prospector' Astrometric Acquisition AQ-706 "A neural Interface upgrade that boosts the pilots scanning skills.
6% reduction in probe scanning time."
27188 Poteque 'Prospector' Astrometric Rangefinding AR-806 "A neural Interface upgrade that boosts the pilots scanning skills.
6% stronger scanning strength with scan probes."
27190 Poteque 'Prospector' Astrometric Pinpointing AP-610 "A neural Interface upgrade that boosts the pilots scanning skills.
10% reduction in maximum scan deviation."
27191 Poteque 'Prospector' Astrometric Pinpointing AP-602 "A neural Interface upgrade that boosts the pilots scanning skills.
2% reduction in maximum scan deviation."
27192 Poteque 'Prospector' Astrometric Acquisition AQ-710 "A neural Interface upgrade that boosts the pilots scanning skills.
10% reduction in probe scanning time."
27193 Poteque 'Prospector' Astrometric Acquisition AQ-702 "A neural Interface upgrade that boosts the pilots scanning skills.
2% reduction in probe scanning time."
27194 Poteque 'Prospector' Astrometric Rangefinding AR-810 "A neural Interface upgrade that boosts the pilots scanning skills.
10% stronger scanning strength with scan probes."
27195 Poteque 'Prospector' Astrometric Rangefinding AR-802 "A neural Interface upgrade that boosts the pilots scanning skills.
2% stronger scanning strength with scan probes."
27196 Poteque 'Prospector' Archaeology AC-905 "A neural Interface upgrade that boosts the pilots exploration skills.
+5 Virus Coherence when accessing archaeology containers."
27197 Poteque 'Prospector' Hacking HC-905 "A neural Interface upgrade that boosts the pilots exploration skills.
+5 Virus Coherence when accessing hacking containers."
27198 Poteque 'Prospector' Salvaging SV-905 "A neural Interface upgrade that boosts the pilots exploration skills.
5% increase in chance of salvage retrieval."
27202 Convoy Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27203 Production Assistant This individual, dishevelled and exhausted, is responsible for seeing to completion various niggling tasks relegated by superiors. And, of course, he or she serves as a scapegoat in case a task goes horrendously wrong.
27204 Hardwiring - Zainou 'Sharpshooter' ZMX100 A Zainou missile hardwiring designed to enhance skill with missiles. 3% bonus to citadel torpedo damage.
27205 Hardwiring - Zainou 'Sharpshooter' ZMX1000 A Zainou missile hardwiring designed to enhance skill with missiles. 5% bonus to citadel torpedo damage.
27206 Hardwiring - Zainou 'Sharpshooter' ZMX10 A Zainou missile hardwiring designed to enhance skill with missiles. 1% bonus to citadel torpedo damage.
27223 Inherent Implants 'Sergeant' XE4 A neural interface upgrade that boosts the pilot's skill with energy emission systems.
27224 Zainou 'Gypsy' Target Painting TG-903 "A neural interface upgrade that boosts the pilot's skill at target painting.
3% reduction in capacitor need of modules requiring the Target Painting skill."
27225 Zainou 'Gypsy' Electronic Warfare EW-905 "A neural interface upgrade that boosts the pilot's skill at electronic warfare.
5% reduction in ECM and ECM Burst module capacitor need."
27226 Zainou 'Gypsy' Electronic Warfare EW-901 "A neural interface upgrade that boosts the pilot's skill at electronic warfare.
1% reduction in ECM and ECM Burst module capacitor need."
27227 Zainou 'Gypsy' Long Range Targeting LT-805 "A neural interface upgrade that boosts the pilot's skill at long range targeting.
5% bonus to max targeting range."
27229 Zainou 'Gypsy' Long Range Targeting LT-801 "A neural interface upgrade that boosts the pilot's skill at long range targeting.
1% bonus to max targeting range."
27230 Zainou 'Gypsy' Propulsion Jamming PJ-805 "A neural interface upgrade that boosts the pilot's skill at propulsion jamming.
5% reduction in capacitor need for modules requiring Propulsion Jamming skill."
27231 Zainou 'Gypsy' Propulsion Jamming PJ-801 "A neural interface upgrade that boosts the pilot's skill at propulsion jamming.
1% reduction in capacitor need for modules requiring Propulsion Jamming skill."
27232 Zainou 'Gypsy' Sensor Linking SL-905 "A neural interface upgrade that boosts the pilot's skill at sensor linking.
5% reduction in capacitor need of modules requiring the Sensor Linking skill."
27233 Zainou 'Gypsy' Sensor Linking SL-901 "A neural interface upgrade that boosts the pilot's skill at sensor linking.
1% reduction in capacitor need of modules requiring the Sensor Linking skill."
27234 Zainou 'Gypsy' Weapon Disruption WD-905 "A neural interface upgrade that boosts the pilot's skill at weapon disruption.
5% reduction in capacitor need of modules requiring the Weapon Disruption skill."
27235 Zainou 'Gypsy' Weapon Disruption WD-901 "A neural interface upgrade that boosts the pilot's skill at weapon disruption.
1% reduction in capacitor need of modules requiring the Weapon Disruption skill."
27236 Zainou 'Gypsy' Target Painting TG-905 "A neural interface upgrade that boosts the pilot's skill at target painting.
5% reduction in capacitor need of modules requiring the Target Painting skill."
27237 Zainou 'Gypsy' Target Painting TG-901 "A neural interface upgrade that boosts the pilot's skill at target painting.
1% reduction in capacitor need of modules requiring the Target Painting skill."
27238 Eifyr and Co. 'Alchemist' Gas Harvesting GH-803 "A neural Interface upgrade that boosts the pilot's skill at gas harvesting.
3% reduction to gas cloud harvester cycle time."
27239 Eifyr and Co. 'Alchemist' Gas Harvesting GH-805 "A neural Interface upgrade that boosts the pilot's skill at gas harvesting.
5% reduction to gas cloud harvester cycle time."
27240 Eifyr and Co. 'Alchemist' Gas Harvesting GH-801 "A neural Interface upgrade that boosts the pilot's skill at gas harvesting.
1% reduction to gas cloud harvester cycle time."
27243 Zainou 'Snapshot' Defender Missiles DM-805 "A neural interface upgrade that boosts the pilot's skill with defender missiles.
5% bonus to the velocity of defender missiles."
27244 Zainou 'Snapshot' Defender Missiles DM-801 "A neural interface upgrade that boosts the pilot's skill with defender missiles.
1% bonus to the velocity of defender missiles."
27245 Zainou 'Snapshot' Heavy Assault Missiles AM-705 "A neural interface upgrade that boosts the pilot's skill with heavy assault missiles.
5% bonus to heavy assault missile damage."
27246 Zainou 'Snapshot' Heavy Assault Missiles AM-701 "A neural interface upgrade that boosts the pilot's skill with heavy assault missiles.
1% bonus to heavy assault missile damage."
27247 Zainou 'Snapshot' FOF Explosion Radius FR-1005 "A neural interface upgrade that boosts the pilot's skill with auto-target missiles.
5% bonus to explosion radius of auto-target missiles."
27249 Zainou 'Snapshot' FOF Explosion Radius FR-1001 "A neural interface upgrade that boosts the pilot's skill with auto-target missiles.
1% bonus to explosion radius of auto-target missiles."
27250 Zainou 'Snapshot' Heavy Missiles HM-705 "A neural interface upgrade that boosts the pilot's skill with heavy missiles.
5% bonus to heavy missile damage."
27251 Zainou 'Snapshot' Heavy Missiles HM-701 "A neural interface upgrade that boosts the pilot's skill with heavy missiles.
1% bonus to heavy missile damage."
27252 Zainou 'Snapshot' Light Missiles LM-905 "A neural interface upgrade that boosts the pilot's skill with light missiles.
5% bonus to damage of light missiles."
27253 Zainou 'Snapshot' Light Missiles LM-901 "A neural interface upgrade that boosts the pilot's skill with light missiles.
1% bonus to damage of light missiles."
27254 Zainou 'Snapshot' Rockets RD-905 "A neural interface upgrade that boosts the pilot's skill with rockets.
5% bonus to the damage of rockets."
27255 Zainou 'Snapshot' Rockets RD-901 "A neural interface upgrade that boosts the pilot's skill with rockets.
1% bonus to the damage of rockets."
27256 Zainou 'Snapshot' Torpedoes TD-605 "A neural interface upgrade that boosts the pilot's skill with torpedoes.
5% bonus to the damage of torpedoes missiles."
27257 Zainou 'Snapshot' Torpedoes TD-601 "A neural interface upgrade that boosts the pilot's skill with torpedoes.
1% bonus to the damage of torpedoes missiles."
27258 Zainou 'Snapshot' Cruise Missiles CM-605 "A neural interface upgrade that boosts the pilot's skill with cruise missiles.
5% bonus to the damage of cruise missiles."
27259 Zainou 'Snapshot' Cruise Missiles CM-601 "A neural interface upgrade that boosts the pilot's skill with cruise missiles.
1% bonus to the damage of cruise missiles."
27260 Poteque 'Prospector' Environmental Analysis EY-1005 "A neural interface upgrade that boosts the pilot's skill at environmental analysis and increases the decay time of scattered containers in exploration sites.
5% reduction in cycle time of salvage, hacking and archaeology modules.
5 second increase to decay time of all scattered containers.
"
27264 Hardwiring - Zainou 'Beancounter' CI-1 A neural Interface upgrade that boost the pilot's skill at invention.
27265 Hardwiring - Poteque Pharmaceuticals 'Draftsman' GI-1 A defunct interface which does not work is being recalled by Poteque corporation.
27267 Hardwiring - Zainou 'Beancounter' CI-2 A neural Interface upgrade that boost the pilot's skill at invention.
27268 Hardwiring - Poteque Pharmaceuticals 'Draftsman' GI-2 A defunct interface which does not work is being recalled by Poteque corporation.
27269 Hardwiring - Poteque Pharmaceuticals 'Consul' PPA-X TEST IMPLANT
27270 Hardwiring - Poteque Pharmaceuticals 'Consul' PPB-X TEST IMPLANT
27271 Hardwiring - Poteque Pharmaceuticals 'Consul' PPC-X TEST IMPLANT
27272 Hardwiring - Poteque Pharmaceuticals 'Consul' PPD-X TEST IMPLANT
27273 Hardwiring - Poteque Pharmaceuticals 'Consul' PPE-X TEST IMPLANT
27274 Villard Wheel This item is an integral component of perpetual motion units. If the wheel ever stops spinning, the entire unit will grind to a halt.
27275 Civilian Transport Ship Wreck The remnants of a transport ship lost in battle.
27276 Black Box The black box contains the last communication from a space ship as well as various data regarding its destruction.
27277 Data Storage Device If you have the right equipment you might be able to hack into this container and get some valuable information.
27278 Ancient Ship Structure This piece of floating rubble looks intriguing, but requires analyzing equipment before it yields any of its secrets.
27279 Flimsy Pirate Base A pirate base with fragile defenses.
27280 Angel Basic Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
27281 Blood Basic Defense Battery This Light missile Sentry will Launch missiles at any target it considers to be a threat.
27282 Tower Basic Sentry Angel Angel sentry gun
27283 Tower Basic Sentry Bloodraider Bloodraider sentry gun.
27284 Tower Basic Sentry Guristas Guristas sentry gun.
27285 Tower Basic Sentry Serpentis Serpentis sentry gun.
27286 Pirate Drone Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27287 Pirate Capsule This is an escape capsule which is released upon the destruction of ones ship.
27288 Habitation_Module_Container A hotel, looks like it has been abandoned.
27290 Minmatar Starbase Control Tower_Tough_Good Loot_testing "The Matari aren't really that high-tech, preferring speed rather then firepower or involved technology. Unfortunately that doesn't apply very well to stationary objects, much to the liking of the Amarr Empire.
Amarrians call it a scrapheap of epic proportions. But don't underestimate these structures. Minmatar commanders usually have the last laugh when it comes to combat."
27292 Unstable Particle Acceleration Superstructure This particle accelerator is on the brink of destruction. Electronic particles ooze from its hull, filling the surrounding void and causing the structure to illuminate with an eerie glow.
27293 Brute Render Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High
27294 Christer Fuglesang's Medal A medal of honor awarded by the esteemed CONCORD operative, Christer Fuglesang.
27295 Angel Resilient Destroyer This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
27296 Blood Resilient Destroyer This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
27297 Guristas Resilient Destroyer This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
27298 Serpentis Resilient Destroyer This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high
27299 Civilian Amarr Shuttle Amarr Shuttle
27300 Civilian Amarr Shuttle Blueprint
27301 Civilian Caldari Shuttle Caldari Shuttle
27302 Civilian Caldari Shuttle Blueprint
27303 Civilian Gallente Shuttle Gallente Shuttle
27304 Civilian Gallente Shuttle Blueprint
27305 Civilian Minmatar Shuttle Minmatar Shuttle
27306 Civilian Minmatar Shuttle Blueprint
27308 Abandoned Wreck You surmise that with some salvaging equipment there is still something of value to be had from this old wreck.
27309 Station Warehouse Container Blueprint
27313 Guristas Inferno Rocket A small rocket with a plasma warhead.
27315 Caldari Navy Inferno Rocket A small rocket with a plasma warhead.
27317 Dread Guristas Inferno Rocket A small rocket with a plasma warhead.
27319 Guristas Mjolnir Rocket A small rocket with an EMP warhead.
27321 Caldari Navy Mjolnir Rocket A small rocket with an EMP warhead.
27323 Dread Guristas Mjolnir Rocket A small rocket with an EMP warhead.
27325 Guristas Nova Rocket A small rocket with a nuclear warhead.
27327 Caldari Navy Nova Rocket A small rocket with a nuclear warhead.
27329 Dread Guristas Nova Rocket A small rocket with a nuclear warhead.
27331 Guristas Scourge Rocket A small rocket with a piercing warhead.
27333 Caldari Navy Scourge Rocket A small rocket with a piercing warhead.
27335 Dread Guristas Scourge Rocket A small rocket with a piercing warhead.
27337 Guristas Mjolnir Torpedo An ultra-heavy EMP missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27339 Caldari Navy Mjolnir Torpedo An ultra-heavy EMP missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27341 Dread Guristas Mjolnir Torpedo An ultra-heavy EMP missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27343 Guristas Scourge Torpedo An ultra-heavy piercing missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27345 Caldari Navy Scourge Torpedo An ultra-heavy piercing missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27347 Dread Guristas Scourge Torpedo An ultra-heavy piercing missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27349 Guristas Inferno Torpedo An ultra-heavy plasma missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27351 Caldari Navy Inferno Torpedo An ultra-heavy plasma missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27353 Guristas Scourge Light Missile From its humble beginnings in tiny Minmatar design labs, the Scourge light missile has quickly established itself throughout the star cluster as a premier missile for light launchers.
27355 Dread Guristas Inferno Torpedo An ultra-heavy plasma missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27357 Guristas Nova Torpedo An ultra-heavy nuclear missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27359 Caldari Navy Nova Torpedo An ultra-heavy nuclear missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27361 Caldari Navy Scourge Light Missile From its humble beginnings in tiny Minmatar design labs, the Scourge light missile has quickly established itself throughout the star cluster as a premier missile for light launchers.
27363 Dread Guristas Nova Torpedo An ultra-heavy nuclear missile. While it is a slow projectile, its sheer damage potential is simply staggering.
27365 Dread Guristas Scourge Light Missile From its humble beginnings in tiny Minmatar design labs, the Scourge light missile has quickly established itself throughout the star cluster as a premier missile for light launchers.
27367 Guristas Inferno Light Missile The explosion the Inferno light missile creates upon impact is stunning enough for any display of fireworks - just ten times more deadly.
27369 Dread Guristas Inferno Light Missile The explosion the Inferno light missile creates upon impact is stunning enough for any display of fireworks - just ten times more deadly.
27371 Caldari Navy Inferno Light Missile The explosion the Inferno light missile creates upon impact is stunning enough for any display of fireworks - just ten times more deadly.
27373 Guristas Mjolnir Cruise Missile The mother of all missiles, the Mjolnir cruise missile delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner.
27375 Dread Guristas Nova Light Missile The Nova light missile is a tiny nuclear projectile based on a classic Minmatar design that has been in use since the early days of the Minmatar Resistance.
27377 Caldari Navy Mjolnir Cruise Missile The mother of all missiles, the Mjolnir cruise missile delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner.
27379 Guristas Nova Light Missile The Nova light missile is a tiny nuclear projectile based on a classic Minmatar design that has been in use since the early days of the Minmatar Resistance.
27381 Caldari Navy Nova Light Missile The Nova light missile is a tiny nuclear projectile based on a classic Minmatar design that has been in use since the early days of the Minmatar Resistance.
27383 Guristas Mjolnir Light Missile An advanced missile with a volatile payload of magnetized plasma, the Mjolnir light missile is specifically engineered to take down shield systems.
27385 Dread Guristas Mjolnir Light Missile An advanced missile with a volatile payload of magnetized plasma, the Mjolnir light missile is specifically engineered to take down shield systems.
27387 Caldari Navy Mjolnir Light Missile An advanced missile with a volatile payload of magnetized plasma, the Mjolnir light missile is specifically engineered to take down shield systems.
27389 Dread Guristas Mjolnir Cruise Missile The mother of all missiles, the Mjolnir cruise missile delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner.
27391 Guristas Scourge Cruise Missile The first Minmatar-made large missile. Constructed of reactionary alloys, the Scourge cruise missile is built to get to the target. Guidance and propulsion systems are of Gallente origin and were initially used in drones, making this a nimble projectile despite its heavy payload.
27393 Guristas Nova Heavy Assault Missile A nuclear warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27395 Caldari Navy Scourge Cruise Missile The first Minmatar-made large missile. Constructed of reactionary alloys, the Scourge cruise missile is built to get to the target. Guidance and propulsion systems are of Gallente origin and were initially used in drones, making this a nimble projectile despite its heavy payload.
27397 Dread Guristas Nova Heavy Assault Missile A nuclear warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27399 Dread Guristas Scourge Cruise Missile The first Minmatar-made large missile. Constructed of reactionary alloys, the Scourge cruise missile is built to get to the target. Guidance and propulsion systems are of Gallente origin and were initially used in drones, making this a nimble projectile despite its heavy payload.
27401 Caldari Navy Nova Heavy Assault Missile A nuclear warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27403 Guristas Inferno Heavy Assault Missile A plasma warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27405 Caldari Navy Inferno Heavy Assault Missile A plasma warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27407 Dread Guristas Inferno Heavy Assault Missile A plasma warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27409 Guristas Inferno Cruise Missile An Amarr creation with powerful capabilities, the Inferno cruise missile was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.
27411 Guristas Scourge Heavy Assault Missile A kinetic warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27413 Caldari Navy Scourge Heavy Assault Missile A kinetic warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27415 Dread Guristas Scourge Heavy Assault Missile A kinetic warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27417 Guristas Mjolnir Heavy Assault Missile An EMP warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27419 Caldari Navy Mjolnir Heavy Assault Missile An EMP warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27421 Dread Guristas Mjolnir Heavy Assault Missile An EMP warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27423 Caldari Navy Inferno Cruise Missile An Amarr creation with powerful capabilities, the Inferno cruise missile was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.
27425 Dread Guristas Inferno Cruise Missile An Amarr creation with powerful capabilities, the Inferno cruise missile was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.
27427 Guristas Nova Cruise Missile A very basic missile for large launchers with reasonable payload. Utilizes the now substandard technology of bulls-eye guidance systems.
27429 Caldari Navy Nova Cruise Missile A very basic missile for large launchers with reasonable payload. Utilizes the now substandard technology of bulls-eye guidance systems.
27431 Dread Guristas Nova Cruise Missile A very basic missile for large launchers with reasonable payload. Utilizes the now substandard technology of bulls-eye guidance systems.
27433 Guristas Mjolnir Heavy Missile First introduced by the armaments lab of the Wiyrkomi Corporation, the Mjolnir heavy missile is a solid investment with a large payload and steady performance.
27435 Caldari Navy Mjolnir Heavy Missile First introduced by the armaments lab of the Wiyrkomi Corporation, the Mjolnir heavy missile is a solid investment with a large payload and steady performance.
27437 Dread Guristas Mjolnir Heavy Missile First introduced by the armaments lab of the Wiyrkomi Corporation, the Mjolnir heavy missile is a solid investment with a large payload and steady performance.
27439 Guristas Scourge Heavy Missile The Scourge heavy missile is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.
27441 Caldari Navy Scourge Heavy Missile The Scourge heavy missile is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.
27443 Dread Guristas Scourge Heavy Missile The Scourge heavy missile is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.
27445 Guristas Inferno Heavy Missile Originally designed as a 'finisher' - the killing blow to a crippled ship - the Inferno heavy missile has since gone through various technological upgrades. The latest version has a lighter payload than the original, but much improved guidance systems.
27447 Caldari Navy Inferno Heavy Missile Originally designed as a 'finisher' - the killing blow to a crippled ship - the Inferno heavy missile has since gone through various technological upgrades. The latest version has a lighter payload than the original, but much improved guidance systems.
27449 Dread Guristas Inferno Heavy Missile Originally designed as a 'finisher' - the killing blow to a crippled ship - the Inferno heavy missile has since gone through various technological upgrades. The latest version has a lighter payload than the original, but much improved guidance systems.
27451 Guristas Nova Heavy Missile The be-all and end-all of medium-sized missiles, the Nova heavy missile is a must for those who want a guaranteed kill no matter the cost.
27453 Caldari Navy Nova Heavy Missile The be-all and end-all of medium-sized missiles, the Nova heavy missile is a must for those who want a guaranteed kill no matter the cost.
27455 Dread Guristas Nova Heavy Missile The be-all and end-all of medium-sized missiles, the Nova heavy missile is a must for those who want a guaranteed kill no matter the cost.
27457 Blood Mjolnir F.O.F. Cruise Missile I An Amarr cruise missile with an EMP warhead and automatic guidance system.
27459 Imperial Navy Mjolnir Auto-Targeting Cruise Missile I An Amarr cruise missile with an EMP warhead and automatic guidance system.
27461 Dark Blood Mjolnir F.O.F. Cruise Missile I An Amarr cruise missile with an EMP warhead and automatic guidance system.
27463 Guristas Scourge F.O.F. Cruise Missile I A Caldari cruise missile with a graviton warhead and automatic guidance system.
27465 Caldari Navy Scourge Auto-Targeting Cruise Missile I A Caldarian cruise missile with a graviton warhead and automatic guidance system.
27467 Dread Guristas Scourge F.O.F. Cruise Missile I A Caldari cruise missile with a graviton warhead and automatic guidance system.
27469 Shadow Inferno F.O.F. Cruise Missile I A Gallente cruise missile with a plasma warhead and automatic guidance system
27471 Federation Navy Inferno Auto-Targeting Cruise Missile I A Gallente cruise missile with a plasma warhead and automatic guidance system.
27473 Guardian Inferno F.O.F. Cruise Missile I A Gallente cruise missile with a plasma warhead and automatic guidance system
27475 Arch Angel Nova F.O.F. Cruise Missile I A Minmatar cruise missile with a nuclear warhead and automatic guidance system.
27477 Republic Fleet Nova Auto-Targeting Cruise Missile I A Minmatar cruise missile with a nuclear warhead and automatic guidance system.
27479 Domination Nova F.O.F. Cruise Missile I A Minmatar cruise missile with a nuclear warhead and automatic guidance system.
27481 Blood Mjolnir F.O.F. Heavy Missile I An Amarr heavy missile with an EMP warhead and automatic guidance system.
27483 Imperial Navy Mjolnir Auto-Targeting Heavy Missile I An Amarr heavy missile with an EMP warhead and automatic guidance system.
27485 Dark Blood Mjolnir F.O.F. Heavy Missile I An Amarr heavy missile with an EMP warhead and automatic guidance system.
27487 Guristas Scourge F.O.F. Heavy Missile I A Caldarian heavy missile with a graviton warhead and automatic guidance system.
27489 Caldari Navy Scourge Auto-Targeting Heavy Missile I A Caldarian heavy missile with a graviton warhead and automatic guidance system.
27491 Dread Guristas Scourge F.O.F. Heavy Missile I A Caldarian heavy missile with a graviton warhead and automatic guidance system.
27493 Shadow Inferno F.O.F. Heavy Missile I A Gallente heavy missile with a plasma warhead and automatic guidance system.
27495 Federation Navy Inferno Auto-Targeting Heavy Missile I A Gallente heavy missile with a plasma warhead and automatic guidance system.
27497 Guardian Inferno F.O.F. Heavy Missile I A Gallente heavy missile with a plasma warhead and automatic guidance system.
27499 Arch Angel Nova F.O.F. Heavy Missile I A Minmatar heavy missile with a nuclear warhead and automatic guidance system.
27501 Republic Fleet Nova Auto-Targeting Heavy Missile I A Minmatar heavy missile with a nuclear warhead and automatic guidance system.
27503 Domination Nova F.O.F. Heavy Missile I A Minmatar heavy missile with a nuclear warhead and automatic guidance system.
27505 Blood Mjolnir F.O.F. Light Missile I An Amarr light missile with an EMP warhead and automatic guidance system.
27507 Imperial Navy Mjolnir Auto-Targeting Light Missile I An Amarr light missile with an EMP warhead and automatic guidance system.
27509 Dark Blood Mjolnir F.O.F. Light Missile I An Amarr light missile with an EMP warhead and automatic guidance system.
27511 Guristas Scourge F.O.F. Light Missile I A Caldarian light missile with a graviton warhead and automatic guidance system.
27513 Caldari Navy Scourge Auto-Targeting Light Missile I A Caldarian light missile with a graviton warhead and automatic guidance system.
27515 Dread Guristas Scourge F.O.F. Light Missile I A Caldarian light missile with a graviton warhead and automatic guidance system.
27517 Shadow Inferno F.O.F. Light Missile I A Gallente light missile with a plasma warhead and automatic guidance system.
27519 Federation Navy Inferno Auto-Targeting Light Missile I A Gallente light missile with a plasma warhead and automatic guidance system.
27521 Guardian Inferno F.O.F. Light Missile I A Gallente light missile with a plasma warhead and automatic guidance system.
27523 Arch Angel Nova F.O.F. Light Missile I A Minmatar light missile with a nuclear warhead and automatic guidance system.
27525 Republic Fleet Nova Auto-Targeting Light Missile I A Minmatar light missile with a nuclear warhead and automatic guidance system.
27527 Domination Nova F.O.F. Light Missile I A Minmatar light missile with a nuclear warhead and automatic guidance system.
27530 Blood Control Tower "The Blood Control Tower is an enhanced version of the Amarr control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27532 Dark Blood Control Tower "The Dark Blood Control Tower is a special enhanced version of the Amarrian control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27533 Guristas Control Tower "The Guristas Control Tower is an enhanced version of the Caldari control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
25% bonus to Missile Battery Rate of Fire
50% bonus to Missile Velocity
-75% bonus to ECM Jammer Battery Target Cycling Speed"
27535 Dread Guristas Control Tower "The Dread Guristas Control Tower is a special enhanced version of the Caldari control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
25% bonus to Missile Battery Rate of Fire
50% bonus to Missile Velocity
-75% bonus to ECM Jammer Battery Target Cycling Speed"
27536 Serpentis Control Tower "The Serpentis Control Tower is an enhanced version of the Gallente control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
25% bonus to Hybrid Sentry Damage
100% bonus to Silo Cargo Capacity"
27538 Shadow Control Tower "The Shadow Control Tower is a special enhanced version of the Gallente control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
25% bonus to Hybrid Sentry Damage
100% bonus to Silo Cargo Capacity"
27539 Angel Control Tower "The Angel Control Tower is an enhanced version of the Matari control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
50% bonus to Projectile Sentry Optimal Range
50% bonus to Projectile Sentry Fall Off Range
25% bonus to Projectile Sentry RoF"
27540 Domination Control Tower "The Domination Control Tower is a special enhanced version of the Matari control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
50% bonus to Projectile Sentry Optimal Range
50% bonus to Projectile Sentry Fall Off Range
25% bonus to Projectile Sentry RoF"
27542 Serpentis Large Blaster Battery Fires a barrage of extra large hybrid slugs at those the Control Tower deems its enemies. Only effective at fairly close ranges, but extremely deadly in terms of sheer damage output.
27544 Shadow Large Blaster Battery Fires a barrage of extra large hybrid slugs at those the Control Tower deems its enemies. Only effective at fairly close ranges, but extremely deadly in terms of sheer damage output.
27545 Serpentis Large Railgun Battery Fires a barrage of extra large hybrid slugs at those the Control Tower deems its enemies. Provides high damage output and is effective at long ranges.
27547 Shadow Large Railgun Battery Fires a barrage of extra large hybrid slugs at those the Control Tower deems its enemies. Provides high damage output and is effective at long ranges.
27548 Blood Large Pulse Laser Battery Fires a pulsed energy beam using extra large sized frequency crystals at those the Control Tower deems its enemies. Effective at fairly long ranges, tracks moderately fast and has a higher rate of fire than its beam laser counterpart. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27550 Dark Blood Large Pulse Laser Battery Fires a pulsed energy beam using extra large sized frequency crystals at those the Control Tower deems its enemies. Effective at fairly long ranges, tracks moderately fast and has a higher rate of fire than its beam laser counterpart. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27551 Blood Large Beam Laser Battery Fires a deep modulated energy beam using extra large sized frequency crystals at those the Control Tower deems its enemies. Effective at very long ranges, but tracks slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27553 Dark Blood Large Beam Laser Battery Fires a deep modulated energy beam using extra large sized frequency crystals at those the Control Tower deems its enemies. Effective at very long ranges, but tracks slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27554 Angel Large AutoCannon Battery Fires a barrage of extra large projectiles at those the Control Tower deems its enemies. Maintains a consistent spread of fire and is able to track the faster-moving targets, but lacks the sheer bludgeoning force of its artillery counterpart.
27556 Domination Large AutoCannon Battery Fires a barrage of extra large projectiles at those the Control Tower deems its enemies. Maintains a consistent spread of fire and is able to track the faster-moving targets, but lacks the sheer bludgeoning force of its artillery counterpart.
27557 Angel Large Artillery Battery Fires a barrage of extra large projectiles at those the Control Tower deems its enemies. Extremely effective at long-range bombardment and hits hard, but lacks the speed to track fast and up-close targets.
27559 Domination Large Artillery Battery Fires a barrage of extra large projectiles at those the Control Tower deems its enemies. Extremely effective at long-range bombardment and hits hard, but lacks the speed to track fast and up-close targets.
27560 Guristas Citadel Torpedo Battery A torpedo launcher capable of firing the most powerful type of torpedo ever invented. A volley of these deathbringers can make piecemeal of most anything that floats in space.
27562 Dread Guristas Citadel Torpedo Battery A torpedo launcher capable of firing the most powerful type of torpedo ever invented. A volley of these deathbringers can make piecemeal of most anything that floats in space.
27563 Serpentis Warp Disruption Battery Deployable warp jamming structure.
27565 Shadow Warp Disruption Battery Deployable warp jamming structure.
27567 Serpentis Warp Scrambling Battery Deployable warp jamming structure.
27569 Shadow Warp Scrambling Battery Deployable warp jamming structure.
27570 Angel Stasis Webification Battery The webifier's big brother. Designed to protect structures from fast-moving ships by making them into slow-moving ships.
27573 Domination Stasis Webification Battery The webifier's big brother. Designed to protect structures from fast-moving ships by making them into slow-moving ships.
27574 Guristas Ion Field Projection Battery Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.
27576 Dread Guristas Ion Field Projection Battery Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.
27577 Guristas Phase Inversion Battery Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems.
27579 Dread Guristas Phase Inversion Battery Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems.
27580 Guristas Spatial Destabilization Battery Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.
27582 Dread Guristas Spatial Destabilization Battery Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.
27583 Guristas White Noise Generation Battery Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.
27585 Dread Guristas White Noise Generation Battery Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.
27589 Blood Control Tower Medium "The Blood Control Tower is an enhanced version of the Amarr control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27591 Dark Blood Control Tower Medium "The Dark Blood Control Tower is a special enhanced version of the Amarrian control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27592 Blood Control Tower Small "The Blood Control Tower is an enhanced version of the Amarr control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27594 Dark Blood Control Tower Small "The Blood Control Tower is an enhanced version of the Amarr control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27595 Guristas Control Tower Medium "The Guristas Control Tower is an enhanced version of the Caldari control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
25% bonus to Missile Battery Rate of Fire
50% bonus to Missile Velocity
-75% bonus to Electronic Warfare Battery Target Cycling Speed"
27597 Dread Guristas Control Tower Medium "The Dread Guristas Control Tower is a special enhanced version of the Caldari control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
25% bonus to Missile Battery Rate of Fire
50% bonus to Missile Velocity
-75% bonus to Electronic Warfare Battery Target Cycling Speed"
27598 Guristas Control Tower Small "The Guristas Control Tower is an enhanced version of the Caldari control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
25% bonus to Missile Battery Rate of Fire
50% bonus to Missile Velocity
-75% bonus to Electronic Warfare Battery Target Cycling Speed"
27600 Dread Guristas Control Tower Small "The Dread Guristas Control Tower is a special enhanced version of the Caldari control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
25% bonus to Missile Battery Rate of Fire
50% bonus to Missile Velocity
-75% bonus to Electronic Warfare Battery Target Cycling Speed"
27601 Serpentis Control Tower Medium "The Serpentis Control Tower is an enhanced version of the Gallente control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
25% bonus to Hybrid Sentry Damage
100% bonus to Silo Cargo Capacity"
27603 Shadow Control Tower Medium "The Shadow Control Tower is a special enhanced version of the Gallente control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
25% bonus to Hybrid Sentry Damage
100% bonus to Silo Cargo Capacity"
27604 Serpentis Control Tower Small "The Serpentis Control Tower is an enhanced version of the Gallente control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
25% bonus to Hybrid Sentry Damage
100% bonus to Silo Cargo Capacity"
27606 Shadow Control Tower Small "The Shadow Control Tower is a special enhanced version of the Gallente control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
25% bonus to Hybrid Sentry Damage
100% bonus to Silo Cargo Capacity"
27607 Angel Control Tower Medium "The Angel Control Tower is an enhanced version of the Matari control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
50% bonus to Projectile Sentry Optimal Range
50% bonus to Projectile Sentry Fall Off Range
25% bonus to Projectile Sentry RoF"
27609 Domination Control Tower Medium "The Domination Control Tower is a special enhanced version of the Matari control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
50% bonus to Projectile Sentry Optimal Range
50% bonus to Projectile Sentry Fall Off Range
25% bonus to Projectile Sentry RoF"
27610 Angel Control Tower Small "The Angel Control Tower is an enhanced version of the Matari control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
50% bonus to Projectile Sentry Optimal Range
50% bonus to Projectile Sentry Fall Off Range
25% bonus to Projectile Sentry RoF"
27612 Domination Control Tower Small "The Domination Control Tower is a special enhanced version of the Matari control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
50% bonus to Projectile Sentry Optimal Range
50% bonus to Projectile Sentry Fall Off Range
25% bonus to Projectile Sentry RoF"
27613 Serpentis Medium Blaster Battery Fires a barrage of large hybrid slugs at those the Control Tower deems its enemies. Only effective at fairly close ranges, but very deadly in terms of sheer damage output.
27615 Shadow Medium Blaster Battery Fires a barrage of large hybrid slugs at those the Control Tower deems its enemies. Only effective at fairly close ranges, but very deadly in terms of sheer damage output.
27616 Serpentis Medium Railgun Battery Fires a barrage of large hybrid slugs at those the Control Tower deems its enemies. Provides high damage output and is effective at long ranges.
27618 Shadow Medium Railgun Battery Fires a barrage of large hybrid slugs at those the Control Tower deems its enemies. Provides high damage output and is effective at long ranges.
27619 Serpentis Small Blaster Battery Fires a barrage of medium hybrid slugs at those the Control Tower deems its enemies. Only effective at fairly close ranges, but deadly in terms of sheer damage output.
27621 Shadow Small Blaster Battery Fires a barrage of medium hybrid slugs at those the Control Tower deems its enemies. Only effective at fairly close ranges, but deadly in terms of sheer damage output.
27622 Serpentis Small Railgun Battery Fires a barrage of medium hybrid slugs at those the Control Tower deems its enemies. Provides high damage output and is effective at long ranges.
27624 Shadow Small Railgun Battery Fires a barrage of medium hybrid slugs at those the Control Tower deems its enemies. Provides high damage output and is effective at long ranges.
27625 Blood Medium Beam Laser Battery Fires a deep modulated energy beam using large sized frequency crystals at those the Control Tower deems its enemies. Effective at long ranges, but tracks relatively slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27627 Dark Blood Medium Beam Laser Battery Fires a deep modulated energy beam using large sized frequency crystals at those the Control Tower deems its enemies. Effective at long ranges, but tracks relatively slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27628 Blood Medium Pulse Laser Battery Fires a pulsed energy beam using large sized frequency crystals at those the Control Tower deems its enemies. Effective at fairly long ranges, tracks fast and has a higher rate of fire than its beam laser counterpart. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27630 Dark Blood Medium Pulse Laser Battery Fires a pulsed energy beam using large sized frequency crystals at those the Control Tower deems its enemies. Effective at fairly long ranges, tracks fast and has a higher rate of fire than its beam laser counterpart. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27631 Blood Small Beam Laser Battery Fires a deep modulated energy beam using medium sized frequency crystals at those the Control Tower deems its enemies. Effective at relatively long ranges, but tracks fairly slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27633 Dark Blood Small Beam Laser Battery Fires a deep modulated energy beam using medium sized frequency crystals at those the Control Tower deems its enemies. Effective at relatively long ranges, but tracks fairly slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27634 Blood Small Pulse Laser Battery Fires a pulsed energy beam using medium sized frequency crystals at those the Control Tower deems its enemies. Effective only at relatively short range, but tracks very fast and has a higher rate of fire than any other laser battery. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27636 Dark Blood Small Pulse Laser Battery Fires a pulsed energy beam using medium sized frequency crystals at those the Control Tower deems its enemies. Effective only at relatively short range, but tracks very fast and has a higher rate of fire than any other laser battery. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27638 Guristas Cruise Missile Battery "A launcher array designed to fit cruise missiles. Fires at those the Control Tower deems its enemies.
"
27640 Dread Guristas Cruise Missile Battery "A launcher array designed to fit cruise missiles. Fires at those the Control Tower deems its enemies.
"
27641 Guristas Torpedo Battery "A launcher array designed to fit torpedos. Fires at those the Control Tower deems its enemies.
"
27643 Dread Guristas Torpedo Battery "A launcher array designed to fit torpedos. Fires at those the Control Tower deems its enemies.
"
27644 Angel Medium Artillery Battery Fires a barrage of large projectiles at those the Control Tower deems its enemies. Very effective at long-range bombardment and packs a punch, but lacks the speed to track fast and up-close targets effectively.
27646 Domination Medium Artillery Battery Fires a barrage of large projectiles at those the Control Tower deems its enemies. Very effective at long-range bombardment and packs a punch, but lacks the speed to track fast and up-close targets effectively.
27647 Angel Medium AutoCannon Battery Fires a barrage of large projectiles at those the Control Tower deems its enemies. Maintains a consistent spread of fire and is able to track fast-moving targets, but lacks some of the power of its artillery counterpart.
27649 Domination Medium AutoCannon Battery Fires a barrage of large projectiles at those the Control Tower deems its enemies. Maintains a consistent spread of fire and is able to track fast-moving targets, but lacks some of the power of its artillery counterpart.
27650 Angel Small Artillery Battery Fires a barrage of medium projectiles at those the Control Tower deems its enemies. Effective at long-range bombardment and can do some damage, but lacks the speed to track the fastest targets.
27652 Domination Small Artillery Battery Fires a barrage of medium projectiles at those the Control Tower deems its enemies. Effective at long-range bombardment and can do some damage, but lacks the speed to track the fastest targets.
27653 Angel Small AutoCannon Battery Fires a barrage of medium projectiles at those the Control Tower deems its enemies. Maintains a very rapid spread of fire and is able to track the fastest targets at close ranges, but lacks some of the punch evidenced by its artillery counterpart.
27655 Domination Small AutoCannon Battery Fires a barrage of medium projectiles at those the Control Tower deems its enemies. Maintains a very rapid spread of fire and is able to track the fastest targets at close ranges, but lacks some of the punch evidenced by its artillery counterpart.
27656 Foundation Upgrade Platform The Foundation upgrade platform is the first level of available upgrade platforms for deep-space outposts. It allows for the installation of 1 Tier 1 outpost improvement.
27657 Foundation Upgrade Platform Blueprint
27658 Pedestal Upgrade Platform "The Pedestal upgrade platform is the second level of available upgrade platforms for deep-space outposts. It allows for the installation of 1 Tier 1 improvement and 1 Tier 2 improvement.
Note: A Foundation outpost upgrade is a prerequisite for the installation of the Pedestal upgrade."
27659 Pedestal Upgrade Platform Blueprint
27660 Monument Upgrade Platform "The Monument upgrade platform is the third and highest level of available upgrade platforms for deep-space outposts. It allows for the installation of 1 Tier 1 improvement, 1 Tier 2 improvement and 1 Tier 3 improvement.
Note: The Foundation and Pedestal outpost upgrades are prerequisites for the installation of the Monument upgrade."
27661 Monument Upgrade Platform Blueprint
27662 Amarr Basic Outpost Factory Platform A basic upgrade to Amarr Outpost manufacturing capabilities. Gives an additional twenty factory slots and increases the manufacturing time reduction on all Tech I ships to 40%.
27663 Amarr Basic Outpost Factory Platform Blueprint
27664 Amarr Advanced Outpost Factory Platform An advanced upgrade to Amarr Outpost manufacturing capabilities. Gives an additional sixty factory slots and increases the manufacturing time reduction on all Tech I ships to 60%.
27665 Amarr Advanced Outpost Factory Platform Blueprint
27666 Amarr Outpost Factory Platform An intermediate upgrade to Amarr Outpost manufacturing capabilities. Gives an additional forty factory slots and increases the manufacturing time reduction on all Tech I ships to 50%.
27667 Amarr Outpost Factory Platform Blueprint
27668 Amarr Energy Neutralizer Sentry I This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27669 Amarr Energy Neutralizer Sentry II This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27670 Amarr Energy Neutralizer Sentry III This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27672 Energy Neutralizing Battery Like an Energy Neutralizer only bigger and nastier.
27673 Cynosural Generator Array Stationary Cynosural Generator, for rapid relocation of jump-capable vessels.
27674 Cynosural System Jammer Creates a system-wide inhibitor field which prevents cynosural generators except covert cynosural generators from functioning.
27675 System Scanning Array "Recent necessary changes to various capsuleer protocols have rendered these structures non-functional and obsolete.
The empire corporations who originally sold this structure have reached a deal with CONCORD to buy back all remaining examples.
CBD Corporation, Ducia Foundry, Material Acquisition, Minmatar Mining Corporation and Outer Ring Excavations are all now buying these structures at prices similar to the original retail price."
27676 Structure Repair Array Used to repair structures under attack
27677 Angel Control Tower Blueprint
27678 Remote ECM Burst I "Emits an area-of-effect electronic burst, centered on the designated target, which has a chance to momentarily disrupt the target locks of any ship within range, including ships normally immune to all forms of electronic warfare.
Note: Only Supercarriers can fit modules of this type. Only one module of this type can be fit per Supercarrier."
27679 Remote ECM Burst I Blueprint
27680 Angel Control Tower Medium Blueprint
27681 Angel Control Tower Small Blueprint
27682 Blood Control Tower Blueprint
27684 Blood Control Tower Medium Blueprint
27685 Blood Control Tower Small Blueprint
27688 Dark Blood Control Tower Blueprint
27689 Dark Blood Control Tower Medium Blueprint
27690 Dark Blood Control Tower Small Blueprint
27694 Domination Control Tower Medium Blueprint
27695 Domination Control Tower Blueprint
27696 Domination Control Tower Small Blueprint
27697 Guristas Control Tower Small Blueprint
27698 Guristas Control Tower Medium Blueprint
27699 Guristas Control Tower Blueprint
27703 Dread Guristas Control Tower Small Blueprint
27704 Dread Guristas Control Tower Medium Blueprint
27705 Dread Guristas Control Tower Blueprint
27706 Serpentis Control Tower Blueprint
27707 Serpentis Control Tower Medium Blueprint
27708 Serpentis Control Tower Small Blueprint
27712 Shadow Control Tower Medium Blueprint
27713 Shadow Control Tower Blueprint
27714 Shadow Control Tower Small Blueprint
27717 Imperial Redeemer Mounting border tensions have prompted the Empire to begin deployment of Archon-class carriers. These vessels have been tasked with both resupplying the frontlines as well as patrolling the borders using their Fighter units.
27719 State Izanaki Mounting border tensions have prompted the State to begin deployment of Chimera-class carriers. These vessels have been tasked with both resupplying the frontlines as well as patrolling the borders using their Fighter units.
27720 Federation Themis Mounting border tensions have prompted the Federation to begin deployment of Thanatos-class carriers. These vessels have been tasked with both resupplying the frontlines as well as patrolling the borders using their Fighter units.
27721 Republic Harkal Mounting border tensions have prompted the Republic to begin deployment of Nidhoggur-class carriers. These vessels have been tasked with both resupplying the frontlines as well as patrolling the borders using their Fighter units.
27722 Sentient Alvus Queen Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
27723 Sentient Alvus Controller Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
27724 Sentient Alvus Creator Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
27725 Sentient Alvus Ruler Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
27726 Sentient Domination Alvus Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
27727 Sentient Matriarch Alvus Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
27728 Sentient Patriarch Alvus Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
27729 Sentient Spearhead Alvus Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
27730 Sentient Supreme Alvus Parasite Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
27731 Sentient Swarm Preserver Alvus Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
27732 Sentient Crippler Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
27733 Sentient Defeater Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
27734 Sentient Enforcer Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
27735 Sentient Exterminator Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
27736 Sentient Siege Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
27737 Sentient Striker Alvatis Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high
27738 Sentient Annihilator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
27739 Sentient Atomizer Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
27740 Sentient Bomber Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
27741 Sentient Destructor Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
27742 Sentient Devastator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
27743 Sentient Disintegrator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
27744 Sentient Nuker Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
27745 Sentient Violator Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
27746 Sentient Viral Infector Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme
27747 Sentient Wrecker Alvum Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant
27748 Sentient Dismantler Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
27749 Sentient Marauder Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
27750 Sentient Predator Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
27751 Sentient Ripper Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
27752 Sentient Shatter Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
27753 Sentient Shredder Alvior Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
27754 Sentient Barracuda Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
27755 Sentient Decimator Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
27756 Sentient Devilfish Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
27757 Sentient Hunter Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
27758 Sentient Infester Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
27759 Sentient Raider Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
27760 Sentient Render Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
27761 Sentient Silverfish Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate
27762 Sentient Splinter Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low
27763 Sentient Sunder Alvi Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low
27765 TEST ICON Amarr Carrier "A powerful Archon-class carrier of the Amarr Empire. Threat level: OMGWTFH4X!
"
27766 Sansha Large Beam Laser Battery Fires a deep modulated energy beam using extra large sized frequency crystals at those the Control Tower deems its enemies. Effective at very long ranges, but tracks slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27767 Sansha Large Pulse Laser Battery Fires a pulsed energy beam using extra large sized frequency crystals at those the Control Tower deems its enemies. Effective at fairly long ranges, tracks moderately fast and has a higher rate of fire than its beam laser counterpart. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27768 Sansha Medium Beam Laser Battery Fires a deep modulated energy beam using large sized frequency crystals at those the Control Tower deems its enemies. Effective at long ranges, but tracks relatively slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27769 Sansha Medium Pulse Laser Battery Fires a pulsed energy beam using large sized frequency crystals at those the Control Tower deems its enemies. Effective at fairly long ranges, tracks fast and has a higher rate of fire than its beam laser counterpart. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27770 Sansha Small Beam Laser Battery Fires a deep modulated energy beam using medium sized frequency crystals at those the Control Tower deems its enemies. Effective at relatively long ranges, but tracks fairly slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27771 Sansha Small Pulse Laser Battery Fires a pulsed energy beam using medium sized frequency crystals at those the Control Tower deems its enemies. Effective only at relatively short range, but tracks very fast and has a higher rate of fire than any other laser battery. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27772 True Sansha Large Beam Laser Battery Fires a deep modulated energy beam using extra large sized frequency crystals at those the Control Tower deems its enemies. Effective at very long ranges, but tracks slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27773 True Sansha Large Pulse Laser Battery Fires a pulsed energy beam using extra large sized frequency crystals at those the Control Tower deems its enemies. Effective at fairly long ranges, tracks moderately fast and has a higher rate of fire than its beam laser counterpart. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27774 True Sansha Medium Beam Laser Battery Fires a deep modulated energy beam using large sized frequency crystals at those the Control Tower deems its enemies. Effective at long ranges, but tracks relatively slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27775 True Sansha Medium Pulse Laser Battery Fires a pulsed energy beam using large sized frequency crystals at those the Control Tower deems its enemies. Effective at fairly long ranges, tracks fast and has a higher rate of fire than its beam laser counterpart. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27776 True Sansha Small Beam Laser Battery Fires a deep modulated energy beam using medium sized frequency crystals at those the Control Tower deems its enemies. Effective at relatively long ranges, but tracks fairly slowly and has a low rate of fire. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27777 True Sansha Small Pulse Laser Battery Fires a pulsed energy beam using medium sized frequency crystals at those the Control Tower deems its enemies. Effective only at relatively short range, but tracks very fast and has a higher rate of fire than any other laser battery. Note: Placing a new type of crystal into the crystal compartment will result in the destruction of the crystal being replaced.
27778 Serpentis Sensor Dampening Battery Deployable structure that cycle dampens enemy sensors.
27779 Shadow Sensor Dampening Battery Deployable structure that cycle dampens enemy sensors.
27780 Sansha Control Tower "The Sansha Control Tower is an enhanced version of the Amarr control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27781 Sansha Control Tower Blueprint
27782 Sansha Control Tower Medium "The Sanshas Control Tower is an enhanced version of the Amarr control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27783 Sansha Control Tower Medium Blueprint
27784 Sansha Control Tower Small "The Sanshas Control Tower is an enhanced version of the Amarr control tower utilizing the latest frontier design techniques to increase its defenses and efficiency.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27785 Sansha Control Tower Small Blueprint
27786 True Sansha Control Tower "The True Sansha Control Tower is a special enhanced version of the Amarrian control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27787 True Sansha Control Tower Blueprint
27788 True Sansha Control Tower Medium "The True Sansha Control Tower is a special enhanced version of the Amarrian control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27789 True Sansha Control Tower Medium Blueprint
27790 True Sansha Control Tower Small "The True Sansha Control Tower is a special enhanced version of the Amarrian control tower utilizing the latest in cutting edge design techniques.
Racial Bonuses:
50% bonus to Energy Sentry Optimal Range
25% bonus to Energy Sentry Damage
50% bonus to Silo Cargo Capacity"
27791 True Sansha Control Tower Small Blueprint
27792 Caldari Energy Neutralizer Sentry I This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27793 Caldari Energy Neutralizer Sentry II This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27794 Caldari Energy Neutralizer Sentry III This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27795 Gallente Energy Neutralizer Sentry I This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27796 Gallente Energy Neutralizer Sentry II This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27797 Gallente Energy Neutralizer Sentry III This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27798 Minmatar Energy Neutralizer Sentry I This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27799 Minmatar Energy Neutralizer Sentry II This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27800 Minmatar Energy Neutralizer Sentry III This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27801 Petty Thief This is an outlaw vessel that thrives by preying on the weak and unwary. Threat level: Very low
27802 Mission Hacking Can "If you have the right equipment you might be able to hack into the databank and get some valuable information.
Requires Hacking module."
27803 Massive Sealed Cargo Containers These colossal containers are fitted with a password-protected security lock.
27804 Mission Hacking Can 1 "If you have the right equipment you might be able to hack into the databank and get some valuable information.
Requires Hacking module."
27807 Sansha Large Pulse Laser Battery Blueprint
27808 Sansha Large Beam Laser Battery Blueprint
27809 Sansha Medium Beam Laser Battery Blueprint
27810 Sansha Medium Pulse Laser Battery Blueprint
27811 Sansha Small Pulse Laser Battery Blueprint
27812 Sansha Small Beam Laser Battery Blueprint
27813 True Sansha Small Beam Laser Battery Blueprint
27814 True Sansha Small Pulse Laser Battery Blueprint
27815 True Sansha Medium Pulse Laser Battery Blueprint
27816 True Sansha Medium Beam Laser Battery Blueprint
27817 True Sansha Large Pulse Laser Battery Blueprint
27818 True Sansha Large Beam Laser Battery Blueprint
27819 Blood Large Beam Laser Battery Blueprint
27820 Blood Large Pulse Laser Battery Blueprint
27821 Blood Medium Beam Laser Battery Blueprint
27822 Blood Medium Pulse Laser Battery Blueprint
27823 Blood Small Beam Laser Battery Blueprint
27824 Blood Small Pulse Laser Battery Blueprint
27825 Dark Blood Large Beam Laser Battery Blueprint
27826 Dark Blood Large Pulse Laser Battery Blueprint
27827 Dark Blood Medium Beam Laser Battery Blueprint
27828 Dark Blood Medium Pulse Laser Battery Blueprint
27829 Dark Blood Small Beam Laser Battery Blueprint
27830 Dark Blood Small Pulse Laser Battery Blueprint
27831 Angel Large Artillery Battery Blueprint
27832 Angel Large Autocannon Battery Blueprint
27833 Angel Medium Autocannon Battery Blueprint
27834 Angel Small Autocannon Battery Blueprint
27835 Angel Medium Artillery Battery Blueprint
27836 Angel Small Artillery Battery Blueprint
27837 Domination Small Artillery Battery Blueprint
27838 Domination Medium Artillery Battery Blueprint
27839 Domination Large Artillery Battery Blueprint
27840 Domination Large Autocannon Battery Blueprint
27841 Domination Medium Autocannon Battery Blueprint
27842 Domination Small Autocannon Battery Blueprint
27843 Serpentis Large Railgun Battery Blueprint
27844 Serpentis Medium Railgun Battery Blueprint
27845 Serpentis Small Railgun Battery Blueprint
27846 Serpentis Small Blaster Battery Blueprint
27847 Serpentis Medium Blaster Battery Blueprint
27848 Serpentis Large Blaster Battery Blueprint
27849 Shadow Large Blaster Battery Blueprint
27850 Shadow Large Railgun Battery Blueprint
27851 Shadow Medium Railgun Battery Blueprint
27852 Shadow Medium Blaster Battery Blueprint
27853 Shadow Small Blaster Battery Blueprint
27854 Shadow Small Railgun Battery Blueprint
27855 Sansha Energy Neutralizing Battery An enhanced version of the Imperial Navy Energy Neutralizing Array.
27856 True Sansha Energy Neutralizing Battery An enhanced version of the Imperial Navy Energy Neutralizing Array.
27857 Blood Energy Neutralizing Battery An enhanced version of the Imperial Navy Energy Neutralizing Array.
27858 Dark Blood Energy Neutralizing Battery An enhanced version of the Imperial Navy Energy Neutralizing Array.
27859 Guristas Ion Field Projection Battery Blueprint
27860 Guristas White Noise Generation Battery Blueprint
27861 Guristas Spatial Destabilization Battery Blueprint
27862 Guristas Phase Inversion Battery Blueprint
27863 Dread Guristas Phase Inversion Battery Blueprint
27864 Dread Guristas Ion Field Projection Battery Blueprint
27865 Dread Guristas Spatial Destabilization Battery Blueprint
27866 Dread Guristas White Noise Generation Battery Blueprint
27867 Serpentis Warp Scrambling Battery Blueprint
27868 Serpentis Warp Disruption Battery Blueprint
27869 Shadow Warp Disruption Battery Blueprint
27870 Shadow Warp Scrambling Battery Blueprint
27871 Angel Stasis Webification Battery Blueprint
27872 Domination Stasis Webification Battery Blueprint
27873 Serpentis Sensor Dampening Battery Blueprint
27874 Shadow Sensor Dampening Battery Blueprint
27875 Blood Energy Neutralizing Battery Blueprint
27876 Dark Blood Energy Neutralizing Battery Blueprint
27877 Sansha Energy Neutralizing Battery Blueprint
27878 True Sansha Energy Neutralizing Battery Blueprint
27879 LCS Gallente Station 150k Docking has been prohibited into this station without proper authorization.
27880 LCS Minmatar Station 150k Docking has been prohibited into this station without proper authorization.
27881 LCS Caldari Station 150k Docking has been prohibited into this station without proper authorization.
27882 LCS Amarr Station 150k Docking has been prohibited into this station without proper authorization.
27883 Sansha Mjolnir Rocket A small rocket with an EMP warhead.
27884 True Sansha Mjolnir Rocket A small rocket with an EMP warhead.
27885 Sansha Sabretooth Light Missile Light assault missile. An advanced missile with a volatile payload of magnetized plasma, the Sabretooth is a multi-purpose missile specifically engineered to take down shield systems.
27886 True Sansha Sabretooth Light Missile Light assault missile. An advanced missile with a volatile payload of magnetized plasma, the Sabretooth is a multi-purpose missile specifically engineered to take down shield systems.
27887 Sansha Mjolnir Assault Missile An EMP warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27888 True Sansha Mjolnir Heavy Assault Missile An EMP warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.
27889 Sansha Thunderbolt Heavy Missile Recently introduced by the armaments lab of the Wiyrkomi Corporation, the Thunderbolt is a solid investment with a large payload and steady performance.
27890 True Sansha Thunderbolt Heavy Missile Recently introduced by the armaments lab of the Wiyrkomi Corporation, the Thunderbolt is a solid investment with a large payload and steady performance.
27891 Sansha Mjolnir Torpedo An ultra-heavy EMP missile. Slow and dumb but its sheer damage potential is simply staggering.
27892 True Sansha Mjolnir Torpedo An ultra-heavy EMP missile. Slow and dumb but its sheer damage potential is simply staggering.
27893 Sansha Paradise Cruise Missile Extra heavy assault missile. The mother of all missiles, the Paradise delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner.
27894 True Sansha Paradise Cruise Missile Extra heavy assault missile. The mother of all missiles, the Paradise delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner.
27897 Jump Bridge "Jump Bridges allow corporations to link two Starbases in nearby systems and establish an artificial jump corridor, granting instantaneous transit capability between the two.
Jump Bridges have a defined maximum range and cannot link to other Bridges outside this range. It is recommended that corporations check that their intended anchoring locations are in range of each other before purchasing the necessary structures."
27898 Imperial Fighter These ships are detached from nearby Carrier-class ships. Their small size and manoeuvrability, combined with state-of-the-art weaponry make them a threat to even the biggest of ships.
27899 State Fighter These ships are detached from nearby Carrier-class ships. Their small size and manoeuvrability, combined with state-of-the-art weaponry make them a threat to even the biggest of ships.
27900 Federation Fighter These ships are detached from nearby Carrier-class ships. Their small size and manoeuvrability, combined with state-of-the-art weaponry make them a threat to even the biggest of ships.
27901 Republic Fighter These ships are detached from nearby Carrier-class ships. Their small size and manoeuvrability, combined with state-of-the-art weaponry make them a threat to even the biggest of ships.
27902 Remote Hull Repair Systems Operation of remote hull repair systems. 5% reduced capacitor need for remote hull repair system modules per skill level.
27904 Large Remote Hull Repairer I This module uses nano-assemblers to repair damage done to the hull of the Target ship.
27905 Large Remote Hull Repairer I Blueprint
27906 Tactical Logistics Reconfiguration Skill at the operation of triage modules. 25-unit reduction in strontium clathrate consumption amount for module activation per skill level.
27911 Projected Electronic Counter Measures Operation of projected ECM jamming systems. Each skill level gives a 5% reduction in module activation time.
27912 Concussion Bomb Radiates an omnidirectional pulse upon detonation that causes kinetic damage to surrounding vessels. The bomb employs an advanced armor hardening system which makes it highly resistant to kinetic damage, thus enabling delivery of multiple bombs to a given target area.
27913 Concussion Bomb Blueprint
27914 Bomb Launcher I "A missile launcher bay module facilitating bomb preparation, and deployment.
Bomb Launchers can only be equipped by Stealth Bombers and each bomber can only equip one bomb launcher.
"
27915 Bomb Launcher I Blueprint
27916 Scorch Bomb Radiates an omnidirectional pulse upon detonation that causes thermal damage to surrounding vessels. The bomb employs an advanced armor hardening system which makes it highly resistant to thermal damage, thus enabling delivery of multiple bombs to a given target area.
27917 Scorch Bomb Blueprint
27918 Shrapnel Bomb Radiates an omnidirectional pulse upon detonation that causes explosive damage to surrounding vessels. The bomb employs an advanced armor hardening system which makes it highly resistant to explosive damage, thus enabling delivery of multiple bombs to a given target area.
27919 Shrapnel Bomb Blueprint
27920 Electron Bomb Radiates an omnidirectional pulse upon detonation that causes EM damage to surrounding vessels. The bomb employs an advanced armor hardening system which makes it highly resistant to EM damage, thus enabling delivery of multiple bombs to a given target area.
27921 Electron Bomb Blueprint
27922 Lockbreaker Bomb Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range.
27923 Lockbreaker Bomb Blueprint
27924 Void Bomb Radiates an omnidirectional pulse upon detonation that neutralizes a portion of the energy in the surrounding vessels.
27925 Void Bomb Blueprint
27926 Mission Caldari Carrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27927 Mission Amarr Carrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27928 Mission Minmatar Carrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27929 Mission Gallente Carrier Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
27930 Medium Remote Hull Repairer I This module uses nano-assemblers to repair damage done to the hull of the Target ship.
27931 Medium Remote Hull Repairer I Blueprint
27932 Small Remote Hull Repairer I This module uses nano-assemblers to repair damage done to the hull of the Target ship.
27933 Small Remote Hull Repairer I Blueprint
27934 Capital Remote Hull Repairer I "This module uses nano-assemblers to repair damage done to the hull of the Target ship.
Note: May only be fitted to capital class ships."
27935 Capital Remote Hull Repairer I Blueprint
27936 Capital Remote Hull Repair Systems Operation of remote capital class remote hull repair systems. 5% reduced capacitor need for capital class remote hull repair system modules per skill level.
27937 Caldari Basic Outpost Factory Platform A basic upgrade to Caldari Outpost manufacturing capabilities. Gives an additional five factory slots and gives a manufacturing time reduction on all Tech II components of 20%.
27938 Caldari Basic Outpost Factory Platform Blueprint
27939 Gallente Basic Outpost Factory Platform A basic upgrade to Gallente Outpost manufacturing capabilities. Gives a manufacturing time reduction on all Capital Construction Components of 20%
27940 Gallente Basic Outpost Factory Platform Blueprint
27941 Minmatar Basic Outpost Factory Platform A basic upgrade to Minmatar Outpost manufacturing capabilities. Gives a manufacturing time reduction on all Modules of 20%.
27942 Minmatar Basic Outpost Factory Platform Blueprint
27944 Guristas Citadel Torpedo Battery Blueprint
27945 Guristas Torpedo Battery Blueprint
27946 Guristas Cruise Missile Battery Blueprint
27947 Dread Guristas Cruise Missile Battery Blueprint
27948 Dread Guristas Torpedo Battery Blueprint
27949 Dread Guristas Citadel Torpedo Battery Blueprint
27951 Triage Module I "An electronic interface designed to augment and enhance a carrier's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.
This results in a great increase in the carrier's ability to provide aid to members of its fleet, as well as a greatly increased rate of defensive self-sustenance. Due to the ionic flux created by the triage module, remote effects like warp scrambling et al. will not affect the ship while in triage mode.
This also means that friendly remote effects will not work while in triage mode either. The flux only disrupts incoming effects, however, meaning the carrier can still provide aid to its cohorts. Sensor strength and targeting capabilities are also significantly boosted. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship, nor is the carrier able to dock until out of triage mode. Finally, any drones or fighters currently in space will be abandoned when the module is activated.
Note: A triage module requires Strontium Clathrates to run and operate effectively. Only one triage module can be run at any given time, so fitting more than one has no practical use. The remote repair module bonuses are only applied to capital sized modules. The amount of shield boosting gained from the Triage Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.
This module can only be fit on Carriers."
27952 Triage Module I Blueprint
27953 Drone Energy Neutralizer Sentry I This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27954 Drone Energy Neutralizer Sentry II This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27955 Drone Energy Neutralizer Sentry III This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
27956 Drone Stasis Tower Rogue Drone stasis web sentry
27957 Caldari Outpost Factory Platform An intermediate upgrade to Caldari Outpost manufacturing capabilities. Gives an additional ten factory slots and increases the manufacturing time reduction on all Tech II components to 40%.
27958 Caldari Outpost Factory Platform Blueprint
27959 Caldari Advanced Outpost Factory Platform An advanced upgrade to Caldari Outpost manufacturing capabilities. Gives an additional fifteen factory slots and increases the manufacturing time reduction on all Tech II components to 60%.
27960 Caldari Advanced Outpost Factory Platform Blueprint
27961 Amarr Basic Outpost Plant Platform A basic upgrade to Amarr Outpost manufacturing capabilities. Gives an additional twenty factory slots and increases the manufacturing time reduction on all Tech II ships to 40%.
27962 Amarr Basic Outpost Plant Platform Blueprint
27963 Amarr Outpost Plant Platform An intermediate upgrade to Amarr Outpost manufacturing capabilities. Gives an additional forty factory slots and increases the manufacturing time reduction on all Tech II ships to 50%.
27964 Amarr Outpost Plant Platform Blueprint
27965 Amarr Advanced Outpost Plant Platform An advanced upgrade to Amarr Outpost manufacturing capabilities. Gives an additional sixty factory slots and increases the manufacturing time reduction on all Tech II ships to 60%.
27966 Amarr Advanced Outpost Plant Platform Blueprint
27967 Gallente Outpost Factory Platform An intermediate upgrade to Gallente Outpost manufacturing capabilities. Increases the manufacturing time reduction on all Capital Construction Components to 40%.
27968 Gallente Outpost Factory Platform Blueprint
27969 Gallente Advanced Outpost Factory Platform An advanced upgrade to Gallente Outpost manufacturing capabilities. Increases the manufacturing time reduction on all Capital Construction Components ships to 60%.
27970 Gallente Advanced Outpost Factory Platform Blueprint
27971 Minmatar Outpost Factory Platform An intermediate upgrade to Minmatar Outpost manufacturing capabilities. Increases the manufacturing time reduction on all Modules to 40%.
27972 Minmatar Outpost Factory Platform Blueprint
27973 Minmatar Advanced Outpost Factory Platform An advanced upgrade to Minmatar Outpost manufacturing capabilities. Increases the manufacturing time reduction on all Modules to 60%.
27974 Minmatar Advanced Outpost Factory Platform Blueprint
27975 Gallente Outpost Plant Platform An intermediate upgrade to Gallente Outpost manufacturing capabilities. Gives an additional ten factory slots.
27976 Gallente Outpost Plant Platform Blueprint
27977 Gallente Advanced Outpost Plant Platform An advanced upgrade to Gallente Outpost manufacturing capabilities. Gives an additional fifteen factory slots.
27978 Gallente Advanced Outpost Plant Platform Blueprint
27979 Minmatar Outpost Plant Platform An intermediate upgrade to Minmatar Outpost manufacturing capabilities. Gives an additional fifteen factory slots.
27980 Minmatar Outpost Plant Platform Blueprint
27981 Minmatar Advanced Outpost Plant Platform An advanced upgrade to Minmatar Outpost manufacturing capabilities. Gives an additional twenty factory slots.
27982 Minmatar Advanced Outpost Plant Platform Blueprint
27983 Gallente Basic Outpost Plant Platform A basic upgrade to Gallente Outpost manufacturing capabilities. Gives an additional five factory slots.
27984 Gallente Basic Outpost Plant Platform Blueprint
27985 Minmatar Basic Outpost Plant Platform A basic upgrade to Minmatar Outpost manufacturing capabilities. Gives an additional fifteen factory slots.
27986 Minmatar Basic Outpost Plant Platform Blueprint
27987 Amarr Basic Outpost Laboratory Platform A basic upgrade to Amarr Outpost research capabilities. Gives an additional two ME, PE and Copy slots and gives a research time reduction on all PE research of 20%.
27988 Amarr Basic Outpost Laboratory Platform Blueprint
27989 Amarr Outpost Laboratory Platform An intermediate upgrade to Amarr Outpost research capabilities. Gives an additional five ME, PE and Copy slots and increases the research time reduction on all PE research to 40%.
27990 Amarr Outpost Laboratory Platform Blueprint
27991 Amarr Advanced Outpost Laboratory Platform An advanced upgrade to Amarr Outpost research capabilities. Gives an additional seven ME, PE and Copy slots and increases the research time reduction on all PE research to 60%.
27992 Amarr Advanced Outpost Laboratory Platform Blueprint
27993 Caldari Basic Outpost Laboratory Platform A basic upgrade to Caldari Outpost research capabilities. Gives an additional ten ME, PE and Copy slots.
27994 Caldari Basic Outpost Laboratory Platform Blueprint
27995 Caldari Outpost Laboratory Platform An intermediate upgrade to Caldari Outpost research capabilities. Gives an additional twenty ME, PE and Copy slots and increases the research time reduction on all ME, PE and Copy research to 40%.
27996 Caldari Outpost Laboratory Platform Blueprint
27997 Caldari Advanced Outpost Laboratory Platform An advanced upgrade to Caldari Outpost research capabilities. Gives an additional thirty ME, PE and Copy slots and increases the research time reduction on all ME, PE and Copying research to 50%.
27998 Caldari Advanced Outpost Laboratory Platform Blueprint
27999 Caldari Basic Outpost Research Facility Platform A basic upgrade to Caldari Outpost research capabilities. Gives an additional ten Invention slots and gives a research time reduction on all Invention research of 20%.
28000 Caldari Basic Outpost Research Facility Platform Blueprint
28001 Caldari Outpost Research Facility Platform An intermediate upgrade to Caldari Outpost research capabilities. Gives an additional twenty Invention slots and increases the research time reduction on all Invention research to 40%.
28002 Caldari Outpost Research Facility Platform Blueprint
28003 Caldari Advanced Outpost Research Facility Platform An advanced upgrade to Caldari Outpost research capabilities. Gives an additional thirty Invention slots and gives a research time reduction on all Invention research of 60%.
28004 Caldari Advanced Outpost Research Facility Platform Blueprint
28005 Gallente Basic Outpost Laboratory Platform A basic upgrade to Gallente Outpost research capabilities. Gives an additional five ME, PE and Copy slots and gives a research time reduction on all Copying research of 20%.
28006 Gallente Basic Outpost Laboratory Platform Blueprint
28007 Gallente Outpost Laboratory Platform An intermediate upgrade to Gallente Outpost research capabilities. Gives an additional seven ME, PE and Copy slots and increases the research time reduction on all Copying research to 40%.
28008 Gallente Outpost Laboratory Platform Blueprint
28009 Gallente Advanced Outpost Laboratory Platform An advanced upgrade to Gallente Outpost research capabilities. Gives an additional ten ME, PE and Copy slots and increases the research time reduction on all Copying research to 60%.
28010 Gallente Advanced Outpost Laboratory Platform Blueprint
28011 Minmatar Basic Outpost Laboratory Platform "A basic upgrade to Minmatar Outpost research capabilities. Gives an additional three ME, PE and Copy slots and gives a research time reduction on all ME research of 20%.
"
28012 Minmatar Basic Outpost Laboratory Platform Blueprint
28013 Minmatar Outpost Laboratory Platform An intermediate upgrade to Minmatar Outpost research capabilities. Gives an additional five ME, PE and Copy slots and increases the research time reduction on all ME research to 40%.
28014 Minmatar Outpost Laboratory Platform Blueprint
28015 Minmatar Advanced Outpost Laboratory Platform An advanced upgrade to Minmatar Outpost research capabilities. Gives an additional seven ME, PE and Copy slots and increases the research time reduction on all ME research to 60%.
28016 Minmatar Advanced Outpost Laboratory Platform Blueprint
28017 Amarr Basic Outpost Refinery Platform Installs a basic refinery into Amarr Outposts, with an efficiency of 10%.
28018 Amarr Basic Outpost Refinery Platform Blueprint
28019 Amarr Outpost Refinery Platform An intermediate upgrade to Amarr Outpost refining capabilities. Increases refinery efficiency to 20%.
28020 Amarr Outpost Refinery Platform Blueprint
28021 Amarr Advanced Outpost Refinery Platform An advanced upgrade to Amarr Outpost refining capabilities. Increases refinery efficiency to 30%.
28022 Amarr Advanced Outpost Refinery Platform Blueprint
28023 Caldari Basic Outpost Refinery Platform Installs a basic refinery into Caldari Outposts with an efficiency of 10%.
28024 Caldari Basic Outpost Refinery Platform Blueprint
28025 Caldari Outpost Refinery Platform An intermediate upgrade to Caldari Outpost refining facilities. Increases refinery efficiency to 20%.
28026 Caldari Outpost Refinery Platform Blueprint
28027 Caldari Advanced Outpost Refinery Platform An advanced upgrade to Caldari Outpost refining facilities. Increases refinery efficiency to 30%.
28028 Caldari Advanced Outpost Refinery Platform Blueprint
28029 Gallente Basic Outpost Refinery Platform Installs a basic refinery into Gallente Outposts with an efficiency of 10%.
28030 Gallente Basic Outpost Refinery Platform Blueprint
28031 Gallente Outpost Refinery Platform An intermediate upgrade to Gallente Outpost refining facilities. Increases refinery efficiency to 20%.
28032 Gallente Outpost Refinery Platform Blueprint
28033 Gallente Advanced Outpost Refinery Platform An advanced upgrade to Gallente Outpost refining facilities. Increases refinery efficiency to 30%.
28034 Gallente Advanced Outpost Refinery Platform Blueprint
28035 Minmatar Basic Outpost Refinery Platform A basic upgrade to Minmatar Outpost refining facilities. Increases refinery efficiency to 40%.
28036 Minmatar Basic Outpost Refinery Platform Blueprint
28037 Minmatar Outpost Refinery Platform An intermediate upgrade to Minmatar Outpost refining facilities. Increases refinery efficiency to 45%.
28038 Minmatar Outpost Refinery Platform Blueprint
28039 Minmatar Advanced Outpost Refinery Platform An advanced upgrade to Minmatar Outpost refining facilities. Increases refinery efficiency to 50%.
28040 Minmatar Advanced Outpost Refinery Platform Blueprint
28041 Amarr Basic Outpost Office Platform A basic upgrade to Amarr Outpost office facilities. Gives an additional ten office slots.
28042 Amarr Basic Outpost Office Platform Blueprint
28043 Amarr Outpost Office Platform An intermediate upgrade to Amarr Outpost office facilities. Gives an additional fifteen office slots.
28044 Amarr Outpost Office Platform Blueprint
28045 Amarr Advanced Outpost Office Platform An advanced upgrade to Amarr Outpost office facilities. Gives an additional twenty office slots.
28046 Amarr Advanced Outpost Office Platform Blueprint
28047 Caldari Basic Outpost Office Platform A basic upgrade to Caldari Outpost office facilities. Gives an additional ten office slots.
28048 Caldari Basic Outpost Office Platform Blueprint
28049 Caldari Outpost Office Platform An intermediate upgrade to Caldari Outpost office facilities. Gives an additional fifteen office slots.
28050 Caldari Outpost Office Platform Blueprint
28051 Caldari Advanced Outpost Office Platform An advanced upgrade to Caldari Outpost office facilities. Gives an additional twenty office slots.
28052 Caldari Advanced Outpost Office Platform Blueprint
28053 Gallente Basic Outpost Office Platform A basic upgrade to Gallente Outpost office facilities. Gives an additional twelve office slots.
28054 Gallente Basic Outpost Office Platform Blueprint
28055 Gallente Outpost Office Platform An intermediate upgrade to Gallente Outpost office facilities. Gives an additional twenty four office slots.
28056 Gallente Outpost Office Platform Blueprint
28057 Gallente Advanced Outpost Office Platform An advanced upgrade to Gallente Outpost office facilities. Gives an additional thirty six office slots.
28058 Gallente Advanced Outpost Office Platform Blueprint
28059 Minmatar Basic Outpost Office Platform A basic upgrade to Minmatar Outpost office facilities. Gives an additional seven office slots.
28060 Minmatar Basic Outpost Office Platform Blueprint
28061 Minmatar Outpost Office Platform An intermediate upgrade to Minmatar Outpost office facilities. Gives an additional ten office slots.
28062 Minmatar Outpost Office Platform Blueprint
28063 Minmatar Advanced Outpost Office Platform An advanced upgrade to Minmatar Outpost office facilities. Gives an additional fifteen office slots.
28064 Minmatar Advanced Outpost Office Platform Blueprint
28065 Remote Cloaking Array This heavily shielded structure remotely emits a cloaking field over far away structures, hiding them from sight.
28066 Amarr Battlestation Ruins Ruins.
28070 Caldari Station Ruins - Massive Ruins.
28071 Minmatar Trade Station Ruins - Large Ruins.
28073 Bomb Deployment Basic operation of bomb delivery systems. 5% reduction of Bomb Launcher reactivation delay per skill level.
28074 Pathfinder Gate_New "The Pathfinder Gate is a gizmo first produced by Kaalakiota corporation, as a handy navigational device in space that directs travelers to areas within and around the solarsystem. It was originally created for tourist attractions as a quick and easy way to navigate between important sites within a solar-system.
However recently it has become quite popular within military and pirate circles, as a way to limit the risk of losing highly-sensitive coordinates to the enemy. Instead of handing out bookmarks to every ship in the fleet, there would be a single Pathfinder Gate which would direct the ships from a common meetingplace. That way keeping the coordinates hidden would be that much simpler, as well as preventing hackers from uncovering the coordinates by breaking into a computer mainframe of a ship of the fleet.
You must approach the Pathfinder Gate before you can activate it."
28076 Amarr Advanced Outpost Factory An advanced upgrade to Amarr Outpost manufacturing capabilities. Gives an additional nine factory slots and increases the manufacturing time reduction on all Tech I ships to 60%.
28077 Amarr Advanced Outpost Plant An advanced upgrade to Amarr Outpost manufacturing capabilities. Gives an additional seven factory slots and increases the manufacturing time reduction on all Tech II ships to 60%.
28078 Amarr Advanced Outpost Laboratory "An advanced upgrade to Amarr Outpost research capabilities. Gives an additional four ME, PE and Copy slots and increases the research time reduction on all PE research to 60%.
"
28079 Amarr Advanced Outpost Office An advanced upgrade to Amarr Outpost office facilities. Gives an additional seven office slots.
28080 Amarr Advanced Outpost Refinery An advanced upgrade to Amarr Outpost refining capabilities. Increases refinery efficiency to 30%.
28081 Amarr Basic Outpost Factory A basic upgrade to Amarr Outpost manufacturing capabilities. Gives an additional five factory slots and increases the manufacturing time reduction on all Tech I ships to 40%.
28082 Amarr Basic Outpost Plant A basic upgrade to Amarr Outpost manufacturing capabilities. Gives an additional three factory slots and increases the manufacturing time reduction on all Tech II ships to 40%.
28083 Amarr Basic Outpost Laboratory A basic upgrade to Amarr Outpost research capabilities. Gives an additional two ME, PE and Copy slots and gives a research time reduction on all PE research of 20%.
28084 Amarr Basic Outpost Office A basic upgrade to Amarr Outpost office facilities. Gives an additional three office slots.
28085 Amarr Basic Outpost Refinery Installs a basic refinery into Amarr Outposts with an efficiency of 10%.
28086 Amarr Outpost Factory An intermediate upgrade to Amarr Outpost manufacturing capabilities. Gives an additional seven factory slots and increases the manufacturing time reduction on all Tech I ships to 50%.
28087 Amarr Outpost Plant An intermediate upgrade to Amarr Outpost manufacturing capabilities. Gives an additional five factory slots and increases the manufacturing time reduction on all Tech II ships to 50%.
28088 Amarr Outpost Laboratory An intermediate upgrade to Amarr Outpost research capabilities. Gives an additional three ME, PE and Copy slots and increases the research time reduction on all PE research to 40%.
28089 Amarr Outpost Office An intermediate upgrade to Amarr Outpost office facilities. Gives an additional five office slots.
28090 Amarr Outpost Refinery An intermediate upgrade to Amarr Outpost refining capabilities. Increases refinery efficiency to 20%.
28091 Caldari Advanced Outpost Factory An advanced upgrade to Caldari Outpost manufacturing capabilities. Gives an additional seven factory slots and increases the manufacturing time reduction on all Tech II components to 60%.
28092 Caldari Advanced Outpost Laboratory An advanced upgrade to Caldari Outpost research capabilities. Gives an additional nine ME, PE and Copy slots and increases the research time reduction on all ME, PE and Copying research to 50%.
28093 Caldari Advanced Outpost Research Facility An advanced upgrade to Caldari Outpost research capabilities. Gives an additional nine Invention slots and gives a research time reduction on all Invention research of 60%.
28094 Caldari Advanced Outpost Office An advanced upgrade to Caldari Outpost office facilities. Gives an additional seven office slots.
28095 Caldari Advanced Outpost Refinery An advanced upgrade to Caldari Outpost refining facilities. Increases refinery efficiency to 30%.
28096 Caldari Basic Outpost Factory A basic upgrade to Caldari Outpost manufacturing capabilities. Gives an additional three factory slots and gives a manufacturing time reduction on all Tech II components of 20%.
28097 Caldari Basic Outpost Laboratory "A basic upgrade to Caldari Outpost research capabilities. Gives an additional five ME, PE and Copy slots.
"
28098 Caldari Basic Outpost Research Facility "A basic upgrade to Caldari Outpost research capabilities. Gives an additional five Invention slots and gives a research time reduction on all Invention research of 20%.
"
28099 Caldari Basic Outpost Office A basic upgrade to Caldari Outpost office facilities. Gives an additional three office slots.
28100 Caldari Basic Outpost Refinery Installs a basic refinery into Caldari Outposts with an efficiency of 10%.
28101 Caldari Outpost Factory "An intermediate upgrade to Caldari Outpost manufacturing capabilities. Gives an additional five factory slots and increases the manufacturing time reduction on all Tech II components to 40%.
"
28102 Caldari Outpost Laboratory An intermediate upgrade to Caldari Outpost research capabilities. Gives an additional five ME, PE and Copy slots and increases the research time reduction on all ME, PE and Copy research to 40%.
28103 Caldari Outpost Research Facility An intermediate upgrade to Caldari Outpost research capabilities. Gives an additional seven Invention slots and increases the research time reduction on all Invention research to 40%.
28104 Caldari Outpost Office An intermediate upgrade to Caldari Outpost office facilities. Gives an additional five office slots.
28105 Caldari Outpost Refinery An intermediate upgrade to Caldari Outpost refining facilities. Increases refinery efficiency to 20%.
28106 Gallente Advanced Outpost Factory An advanced upgrade to Gallente Outpost manufacturing capabilities. Increases the manufacturing time reduction on all Capital Construction Components ships to 60%.
28107 Gallente Advanced Outpost Plant An advanced upgrade to Gallente Outpost manufacturing capabilities. Gives an additional seven factory slots.
28108 Gallente Advanced Outpost Laboratory An advanced upgrade to Gallente Outpost research capabilities. Gives an additional four ME, PE and Copy slots and increases the research time reduction on all Copying research to 60%.
28109 Gallente Advanced Outpost Office An advanced upgrade to Gallente Outpost office facilities. Gives an additional nine office slots.
28110 Gallente Advanced Outpost Refinery An advanced upgrade to Gallente Outpost refining facilities. Increases refinery efficiency to 30%.
28111 Gallente Basic Outpost Factory "A basic upgrade to Gallente Outpost manufacturing capabilities. Gives a manufacturing time reduction on all Capital Construction Components of 20%.
"
28112 Gallente Basic Outpost Plant A basic upgrade to Gallente Outpost manufacturing capabilities. Gives an additional three factory slots.
28113 Gallente Basic Outpost Laboratory A basic upgrade to Gallente Outpost research capabilities. Gives an additional two ME, PE and Copy slots and gives a research time reduction on all Copying research of 20%.
28114 Gallente Basic Outpost Office A basic upgrade to Gallente Outpost office facilities. Gives an additional five office slots.
28115 Gallente Basic Outpost Refinery Installs a basic refinery into Gallente Outposts with an efficiency of 10%.
28116 Gallente Outpost Factory An intermediate upgrade to Gallente Outpost manufacturing capabilities. Increases the manufacturing time reduction on all Capital Construction Components to 40%.
28117 Gallente Outpost Plant An intermediate upgrade to Gallente Outpost manufacturing capabilities. Gives an additional five factory slots.
28118 Gallente Outpost Laboratory An intermediate upgrade to Gallente Outpost research capabilities. Gives an additional three ME, PE and Copy slots and increases the research time reduction on all Copying research to 40%.
28119 Gallente Outpost Office An intermediate upgrade to Gallente Outpost office facilities. Gives an additional seven office slots.
28120 Gallente Outpost Refinery An intermediate upgrade to Gallente Outpost refining facilities. Increases refinery efficiency to 20%.
28121 Minmatar Advanced Outpost Factory An advanced upgrade to Minmatar Outpost manufacturing capabilities. Increases the manufacturing time reduction on all Modules to 60%.
28122 Minmatar Advanced Outpost Plant An advanced upgrade to Minmatar Outpost manufacturing capabilities. Gives an additional seven factory slots.
28123 Minmatar Advanced Outpost Laboratory An advanced upgrade to Minmatar Outpost research capabilities. Gives an additional four ME, PE and Copy slots and increases the research time reduction on all ME research to 60%.
28124 Minmatar Advanced Outpost Office An advanced upgrade to Minmatar Outpost office facilities. Gives an additional seven office slots.
28125 Minmatar Advanced Outpost Refinery An advanced upgrade to Minmatar Outpost refining facilities. Increases refinery efficiency to 50%.
28126 Minmatar Basic Outpost Factory A basic upgrade to Minmatar Outpost manufacturing capabilities. Gives a manufacturing time reduction on all Modules of 20%.
28127 Minmatar Basic Outpost Plant A basic upgrade to Minmatar Outpost manufacturing capabilities. Gives an additional three factory slots.
28128 Minmatar Basic Outpost Laboratory A basic upgrade to Minmatar Outpost research capabilities. Gives an additional two ME, PE and Copy slots and gives a research time reduction on all ME research of 20%.
28129 Minmatar Basic Outpost Office A basic upgrade to Minmatar Outpost office facilities. Gives an additional three office slots.
28130 Minmatar Basic Outpost Refinery A basic upgrade to Minmatar Outpost refining facilities. Increases refinery efficiency to 40%.
28131 Minmatar Outpost Factory An intermediate upgrade to Minmatar Outpost manufacturing capabilities. Increases the manufacturing time reduction on all Modules to 40%.
28132 Minmatar Outpost Plant An intermediate upgrade to Minmatar Outpost manufacturing capabilities. Gives an additional five factory slots.
28133 Minmatar Outpost Laboratory An intermediate upgrade to Minmatar Outpost research capabilities. Gives an additional three ME, PE and Copy slots and increases the research time reduction on all ME research to 40%.
28134 Minmatar Outpost Office An intermediate upgrade to Minmatar Outpost office facilities. Gives an additional five office slots.
28135 Minmatar Outpost Refinery An intermediate upgrade to Minmatar Outpost refining facilities. Increases refinery efficiency to 45%.
28136 Drone Battleship Boss lvl5 Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly
28137 Citizens This is a group of civilian citizens.
28138 Citizen Quarters This temporary structure is made to house The Seven's hostages until they are ready to be transported to a more secure location.
28139 Angel Energy Neutralizer Sentry I This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28140 Blood Energy Neutralizer Sentry I This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28141 Guristas Energy Neutralizer Sentry I This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28142 Sansha Energy Neutralizer Sentry I This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28143 Serpentis Energy Neutralizer Sentry I This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28144 Angel Energy Neutralizer Sentry II This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28145 Blood Energy Neutralizer Sentry II This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28146 Guristas Energy Neutralizer Sentry II This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28147 Sansha Energy Neutralizer Sentry II This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28148 Serpentis Energy Neutralizer Sentry II This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28149 Blood Energy Neutralizer Sentry III This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28150 Angel Energy Neutralizer Sentry III This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28151 Guristas Energy Neutralizer Sentry III This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28152 Sansha Energy Neutralizer Sentry III This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28153 Serpentis Energy Neutralizer Sentry III This sentry tower will disrupt the capacitor core of any target it considers to be a threat.
28155 Fitting Service Fitted with a power flash-battery, this beacon sends out signals throughout the entire solar system.
28156 Reprocessing Service Fitted with a power flash-battery, this beacon sends out signals throughout the entire solar system.
28157 Factory Service Fitted with a power flash-battery, this beacon sends out signals throughout the entire solar system.
28158 Cloning Service Fitted with a power flash-battery, this beacon sends out signals throughout the entire solar system.
28159 Repair Service Fitted with a power flash-battery, this beacon sends out signals throughout the entire solar system.
28160 Federation Freighter The large navy forces of the Empires regularly use freighters to transport a wide variety of military items and personnel en masse. Such vulnerable ships are usually heavily guarded as they traverse the space lanes.
28161 State Freighter The large navy forces of the Empires regularly use freighters to transport a wide variety of military items and personnel en masse. Such vulnerable ships are usually heavily guarded as they traverse the space lanes.
28162 Republic Freighter The large navy forces of the Empires regularly use freighters to transport a wide variety of military items and personnel en masse. Such vulnerable ships are usually heavily guarded as they traverse the space lanes.
28163 Imperial Freighter The large navy forces of the Empires regularly use freighters to transport a wide variety of military items and personnel en masse. Such vulnerable ships are usually heavily guarded as they traverse the space lanes.
28164 Thermodynamics Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
28166 Laboratory Service Fitted with a power flash-battery, this beacon sends out signals throughout the entire solar system.
28167 Imperial Templar Judgment This variant of the frontline battleship of the Amarr Empire has been heavily modified with only one purpose in mind: Destruction. It has been supplemented with decks of top-of the-line-fire control systems, and its entire power distribution structure has been redesigned to provide as much power as possible to its weapons, resulting in a truly fearsome battleship.
28168 Imperial Templar Diviner This variant of the frontline battleship of the Amarr Empire constitutes a substantial redesign with much of the traditional command and control systems having been subsumed by decks of electronic warfare support. These ships are becoming more and more popular in the Empire navies, as their ability to wreak havoc and confusion upon enemy fleet formations become increasingly essential.
28169 Imperial Templar Phalanx This variant of the frontline battlecruiser of the Amarr Empire has been heavily modified with only one purpose in mind: Destruction. It has been supplemented with decks of top-of the-line-fire control systems, and its entire power distribution structure has been redesigned to provide as much power as possible to its weapons, resulting in a truly fearsome battleship.
28170 Imperial Templar Seer This variant of the frontline battlecruiser of the Amarr Empire constitutes a substantial redesign with much of the traditional command and control systems having been subsumed by decks of electronic warfare support. These ships are becoming more and more popular in the Empire navies, as their ability to wreak havoc and confusion upon enemy fleet formations become increasingly essential.
28171 State Shukuro Nagashin This variant of the frontline battleship of the Caldari State has been heavily modified with only one purpose in mind: Destruction. It has been supplemented with decks of top-of the-line-fire control systems, and its entire power distribution structure has been redesigned to provide as much power as possible to its weapons, resulting in a truly fearsome battleship.
28172 State Shukuro Seki This variant of the frontline battlecruiser of the Caldari State has been heavily modified with only one purpose in mind: Destruction. It has been supplemented with decks of top-of the-line-fire control systems, and its entire power distribution structure has been redesigned to provide as much power as possible to its weapons, resulting in a truly fearsome battleship.
28173 State Shukuro Gassin This variant of the frontline battlecruiser of the Caldari State constitutes a substantial redesign with much of the traditional command and control systems having been subsumed by decks of electronic warfare support. These ships are becoming more and more popular in the Empire navies, as their ability to wreak havoc and confusion upon enemy fleet formations become increasingly essential.
28174 State Shukuro Turushima This variant of the frontline battleship of the Caldari State constitutes a substantial redesign with much of the traditional command and control systems having been subsumed by decks of electronic warfare support. These ships are becoming more and more popular in the Empire navies, as their ability to wreak havoc and confusion upon enemy fleet formations become increasingly essential.
28175 Federation Praktor Diablic This variant of the frontline battlecruiser of the Gallente Federation has been heavily modified with only one purpose in mind: Destruction. It has been supplemented with decks of top-of the-line-fire control systems, and its entire power distribution structure has been redesigned to provide as much power as possible to its weapons, resulting in a truly fearsome vessel.
28176 Federation Praktor Erenus This variant of the frontline battlecruiser of the Gallente Federation constitutes a substantial redesign with much of the traditional command and control systems having been subsumed by decks of electronic warfare support. These ships are becoming more and more popular in the Empire navies, as their ability to wreak havoc and confusion upon enemy fleet formations become increasingly essential.
28177 Federation Praktor Polemo This variant of the frontline battleship of the Gallente Federation has been heavily modified with only one purpose in mind: Destruction. It has been supplemented with decks of top-of the-line-fire control systems, and its entire power distribution structure has been redesigned to provide as much power as possible to its weapons, resulting in a truly fearsome battleship.
28178 Federation Praktor Dionia This variant of the frontline battleship of the Gallente Federation constitutes a substantial redesign with much of the traditional command and control systems having been subsumed by decks of electronic warfare support. These ships are becoming more and more popular in the Empire navies, as their ability to wreak havoc and confusion upon enemy fleet formations become increasingly essential.
28179 Republic Tribal Caluka This variant of the frontline battlecruiser of the Minmatar Republic has been heavily modified with only one purpose in mind: Destruction. It has been supplemented with decks of top-of the-line-fire control systems, and its entire power distribution structure has been redesigned to provide as much power as possible to its weapons, resulting in a truly fearsome battleship.
28180 Republic Tribal Vorshud This variant of the frontline battlecruiser of the Minmatar Republic constitutes a substantial redesign with much of the traditional command and control systems having been subsumed by decks of electronic warfare support. These ships are becoming more and more popular in the Empire navies, as their ability to wreak havoc and confusion upon enemy fleet formations become increasingly essential.
28181 Republic Tribal Kinai This variant of the frontline battleship of the Minmatar Republic has been heavily modified with only one purpose in mind: Destruction. It has been supplemented with decks of top-of the-line-fire control systems, and its entire power distribution structure has been redesigned to provide as much power as possible to its weapons, resulting in a truly fearsome battleship.
28182 Republic Tribal Akila This variant of the frontline battleship of the Minmatar Republic constitutes a substantial redesign with much of the traditional command and control systems having been subsumed by decks of electronic warfare support. These ships are becoming more and more popular in the Empire navies, as their ability to wreak havoc and confusion upon enemy fleet formations become increasingly essential.
28183 Rank 1 Upgrade An advanced upgrade to Amarr Outpost manufacturing capabilities. Gives an additional nine factory slots and increases the manufacturing time reduction on all Tech I ships to 60%
28184 Rank 2 Upgrade An advanced upgrade to Amarr Outpost manufacturing capabilities. Gives an additional nine factory slots and increases the manufacturing time reduction on all Tech I ships to 60%
28185 Rank 3 Upgrade An advanced upgrade to Amarr Outpost manufacturing capabilities. Gives an additional nine factory slots and increases the manufacturing time reduction on all Tech I ships to 60%
28190 MicroLink Encoder/Decoder A device used to encode and decode microlink messages.
28191 Target Painting Battery Deployable structure that target paints enemy targets.
28197 Heavy Armor Maintenance Bot II Armor Maintenance Drone
28198 Heavy Armor Maintenance Bot II Blueprint
28199 Heavy Shield Maintenance Bot II Shield Maintenance Drone
28200 Heavy Shield Maintenance Bot II Blueprint
28201 Light Armor Maintenance Bot II Armor Maintenance Drone
28202 Light Armor Maintenance Bot II Blueprint
28203 Light Shield Maintenance Bot II Shield Maintenance Drone
28204 Light Shield Maintenance Bot II Blueprint
28205 Medium Armor Maintenance Bot II Armor Maintenance Drone
28206 Medium Armor Maintenance Bot II Blueprint
28207 Medium Shield Maintenance Bot II Shield Maintenance Drone
28208 Medium Shield Maintenance Bot II Blueprint
28209 Warden II Sentry Drone
28210 Warden II Blueprint
28211 Garde II Sentry Drone
28212 Garde II Blueprint
28213 Curator II Sentry Drone
28214 Curator II Blueprint
28215 Bouncer II Sentry Drone
28216 Bouncer II Blueprint
28221 Rogue Large Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
28222 Rogue Medium Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
28223 Rogue Small Commander Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
28224 Mission Hacking Can 2 This communications hub is locked with an electronic security system. You will need a Data Analyzer to open it.
28227 Mining Outpost_event Mining Outpost
28228 Listening Post_event Listening Post
28231 Republic Fleet Navy Rear-Admiral Insignia Identification tags such as these may prove valuable if handed to the proper organization.
28234 Fuel Fump_event Reinforced Fuel Dump
28235 Supply Depot_event Supply Depot
28236 Federation Navy Fleet Rear-Admiral Insignia Identification tags such as these may prove valuable if handed to the proper organization.
28237 Caldari Navy Fleet Rear-Admiral Insignia Identification tags such as these may prove valuable if handed to the proper organization.
28238 Imperial Navy Fleet Rear-Admiral Insignia Identification tags such as these may prove valuable if handed to the proper organization.
28246 Prison_event Prison
28247 Angel Battlestation_event "Reinforced Angel Station.
Little is known about what exactly goes on in here."
28248 Blood Raider Battlestation_event This gigantic suprastructure is one of the military installations of the Blood Raiders pirate corporation.
28249 Gallente Station_event Docking has been prohibited for capsuleers into this station until the system has been given the all clear by CONCORD.
28250 Caldari Station_event Docking has been prohibited into this station until the all clear has been given by the manager.
28251 Minmatar Station_event Docking has been prohibited into this station without proper authorization.
28252 Sansha Battlestation_event This gigantic warstation is one of the military installations of Sansha's slumbering nation. It is known to be able to hold a massive number of Sansha vessels, but strange whispers hint at darker things than mere warfare going on underneath its jagged exterior.
28253 Serpentis Battlestation_event This gigantic suprastructure is one of the military installations of the Serpentis pirate corporation. Even for its size, it has no commercial station services or docking bay to receive guests.
28254 Guristas Station_event This gigantic suprastructure is one of the military installations of the Guristas pirate corporation. Even for its size it has no commercial station services or docking bays to receive guests.
28255 Mission Faction Freighter Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
28256 Alliance Tournament Cup "Passed on to the winners after every tournament, the magnificent Alliance Tournament cup is perhaps the most coveted prize in New Eden.
Glory and fame await the holders, who had to defeat the competition posed by the elite combat teams of their opponents in the one of the most gruelling, bloody and exciting tournaments in existence.
For almost a full year, she secretly turned the Thukkers' production capabilities toward her own ends, manufacturing massive amounts of the illegal X-Instinct booster. When her plans were eventually uncovered, she convinced the Thukkers that she had been producing them for use in their own roaming caravan fleets. Before the matter could be resolved by the tribal elders, however, she had destroyed the facility, stolen all the stock and vanished south toward the Heaven constellation." 29906 Captain Artey Vinck "Angel Captain Artey Vinck used to be one of the most successful civilian traders in the entire Nadire constellation of Sinq Laison, a place known for ruthlessly competitive trading practices. As with many booming Gallentean traders, his success eventually put him in the crosshairs of the criminal underworld. Recognizing an opportunity to shift their goods deep inside Federation space, Serpentis thugs threatened him with financial ruin if he didn't begin smuggling boosters for them.
Their extortion attempt ended poorly, however, when Vinck decided to go over their heads and cut a far more lucrative and efficient deal with their superiors. Days later they were all dead and Vinck vanished down the path of piracy and narcotics peddling. Since that time he has never been directly linked to any criminal activity, although in recent times he is rumored to have begun leading countless operations involving X-Instinct sales, both inside Federation space and beyond." 29907 Captain Appakir Tarvia Although few ever know the true histories of the Domination Angels' members, rumors abound that Tarvia was once a humble and harmless archaeologist working on the Eve gate alongside his colleagues in the Servant Sisters of Eve. The Angel Cartel has an immense and well-funded interest in uncovering the valuable secrets locked away inside the ancient Jovian stations they now inhabit. If the rumors are indeed true, then Tarvia would undoubtedly have been tempted away from his work, often viewed as a secondary aim by the Sisters, who set the provision of humanitarian aid as their top priority. Few men of science would have been able to resist the opportunity to conduct research that could change the face of New Eden overnight. 29908 Lieutenant Kaura Triat Formerly a Thukker Tribe member, Triat was enticed into work for the Salvation Angels when it became clear that a life of wandering would not get her any closer to the goals she had set for herself and her people. A firm believer in the potential of booster technology to uplift all of humanity, she has turned away from aimless and simple-minded drug peddling and begun working for the Cartel, who, like their partners in Serpentis, appreciate the deeper benefits of their trade. In Triat's eyes, the final manifestation of booster technology represents nothing less than the end of slavery. 29909 Lieutenant Tolen Akochi Caldari by birth, Tolen Akochi was the youngest of seven siblings in a highly successful family that built its fortunes on the back of risk-averse applied research. Even had he ever become heir to anything of substance, his daring methods would have never been tolerated by his family. Accepting these harsh realities, Akochi took what few assets were in his possession and set out for Curse. Serpentis agents soon realized that like their own leader, he had inherited the most important thing of all -- his father's talents. After a particularly ruthless SARO raid which almost cost him his life, Akochi saw first-hand how science on the frontier was an industry under constant threat. From that moment on, he changed paths and turned his brilliant mind toward combat training. 29910 Captain Saira Katori Katori has years of combat experience, having worked her way up from a lowly grunt to a respected commander. Prior to her days of piracy she served as a rookie inside the Caldari Navy but when they ruled her unfit to be a starship captain she sought other means to take to the stars. She is allegedly a close personal friend of Vepas Minimala who, as the rumor goes, was the one that recognized her raw talent and paid for everything she needed to grow into the fearsome pilot she is today. 29911 Captain Isoryn Ardorele "Formerly a Federation Navy commander, Isoryn Ardorele joined the Guristas Pirates for the simplest of reasons. While deployed inside Caldari borders on a reconnaissance operation for the Federation, Ardorele was targeted back home by State black ops soldiers who kidnapped her family and threatened to kill them if she didn't withdraw her forces. Against the orders of her superiors, Ardorele complied with the Caldari and was consequently labeled a traitor to the nation she had served for years. Although devastated by the decision, she was able to understand how it came to be. What she could not understand, however, was the death of her family at the hands of Caldari soldiers who, without any apparent thought or compassion, reneged on their end of the bargain.
Since that day, her mental wellbeing has come into question time and time again, since she engages in nothing short of genocide on the spacelanes. Keen to harness both her military knowledge and raw hatred for the Caldari people, Guristas leadership offered her a position overseeing their new narcotics operations near State borders. Ardorele is said to be completely uninterested in the booster side of things, but nobody can argue with the results of her security patrols. Her tendency to indiscriminately slaughter every Caldari that she comes across has meant that the curious stay well away. " 29912 Lieutenant Asitei Ohkunen There is a great deal said about Asitei Ohkunen but separating the fact from the fiction is no easy task. Reclusive and secretive, he has made himself scarce to everyone but his Gurista cohorts since abandoning his post in the Caldari Navy. Although the Caldari State initially denied he ever worked for them, a leaked CONCORD file later revealed that Ohkunen was indeed registered with them as an electronics expert. The political backlash from the State following the leak was in fact the only time people ever heard the name Asitei Ohkunen. Whatever crimes he may have committed, if any, his name certainly hasn't been linked to them. 29913 Lieutenant Sukkenen Fusura A computer expert like few others, Sukkenen Fusura was once destined for a promising career in the Caldari State. As an inquisitive young man with few moral qualms, he would often roam the greater network looking for challenging databases to hack into. It was this dubious hobby of his that saw him fall from grace inside the State, after he was caught digging around classified corporate databases. It didn't take long for the Guristas Pirates to notice just how easily he bypassed many of the State's classified systems, and soon enough he was spotted slipping out of Lonetrek towards Venal in the north. Fusura recently caused quite a stir when he boasted on a public network that the Caldari State's biotech corporations had all contributed heavily toward improving the design and production of the Guristas Crash boosters. 29914 Lieutenant Rodani Mihra As a lower-class Khanid exiled from the Amarr Empire, Rodani Mihra had to quickly adapt to a challenging and foreign environment. Pledging that he would never submit himself to manual labor, Mihra fine-tuned his talents at trading and market analysis. His service to the Guristas began almost a decade ago, just as he was about to enter into legitimate work as an advertising consultant. After a chance meeting with a Gurista booster manufacturer made him realize just how much money he could make with his skills, he left for Venal and never returned. Mihra is said to be absurdly protective of the financial kingdom he has built up around Blue Pill boosters these past years. 29915 Lieutenant Onoki Ekala "Like so many ranking Guristas commanders, Onoki Ekala once had strong ties to the Caldari Navy. A “knowledge nomad” similar to the famed Tyma Raitaru, he spent many years as a freelance scientist selling his patents to the highest bidder, which in his case were most commonly Navy subsidiaries. Considered a brilliant innovator across a number of disciplines, Ekala made a small fortune optimizing anything from missile manufacturing processes to bio-weapon delivery mechanisms.
Realizing that it was a simple matter of ISK and greed, the Guristas offered him access to research funding and cloning technology in exchange for his lasting loyalty. Ekala has stayed with them for almost a decade since then, much to the disappointment of his former clients in the Caldari Navy." 29916 Captain Scane Essyn Scane Essyn worked alongside Serpentis Officer Brynn Jerdola at the Federal Intelligence Office for many years. As one of the few close enough to her to be aware of her mission to infiltrate the Serpentis hierarchy, he was often rumored to be her lover. Not long after it became widely acknowledged that Jerdola had defected, Essyn quietly slipped outside Federation borders and was next seen in the Wyvern Constellation, flanked by a fleet of Serpentis Vindicators. Whether he followed her lead in defecting -- or, indeed, was the reason for it happening -- remains unknown. Most likely this very issue is still an ongoing investigation inside the shadowy corridors of the FIO. 29917 Captain Amiette Barcier Originally a high-ranking fleet commander for the Angel Cartel's Archangel Division, Barcier first came in to contact with Serpentis on a joint operation with the Guardian Angels, where her squadron was tasked with the defense of Serpentis Inquest HQ. Seeing what they thought was a weak link in Fountain's defensive line, CONCORD raiding parties repeatedly tried to hamper Inquest research operations. Rumor has it that Barcier eventually came to the attention of Salvador Sarpati himself when – after four long months of nothing but failed attempts – CONCORD's elite SARO Division called for an end to the assaults. Since that day, Barcier has continued to deliver results and impress her new employer. 29918 Lieutenant Elois Ottin Once destined to be a holovid star, Elois Ottin's promising career as an actress was crushed under the weight of a severe Drop addiction. Her drug dependence became a huge public scandal when a jaded lover ran to the press with the story. Unfortunately for Ottin, the revelation came on the heels of a highly successful anti-drug campaign. Federation politicians and their lackeys in the media wasted little time in alienating her completely. Seizing the opportunity to counter the Federation's propaganda machine, Serpentis Corporation saw to it that from then on, she would have access to training, cloning technology and anything else needed to become a flag-bearer for their ideals. 29919 Lieutenant Rayle Melania Born and bred on the Serpentis headquarters station in Serpentis Prime, Rayle Melania lived a daily life of crime, poverty and booster addiction. He struggled for many years as a lowly pimp and failed drug dealer before his far more impressive capabilities as a capsuleer pilot were uncovered. Taking the hard lessons from the station ghettos with him straight into the spacelanes, Melania quickly earned a name for himself as one of the most rough and ruthless narco-thugs Serpentis had employed in recent years. 29920 Lieutenant Raute Viriette A relic from the early years following the booster ban, Raute Viriette spent the last few decades locked away inside Poteque Pharmaceuticals biolabs, supposedly working on a top-secret research project for the Federal government. It was one of the worst kept secrets inside Poteque that her entry into science had come at a time when booster research was still seen in some fringe communities as the next great scientific breakthrough. Over the years however, people had forgotten about these associations. It was only recently, when she vanished from her post in the Federation, that people began to remember. 29921 Lieutenant Irrie Carlan Formerly a Federation Customs officer, few understand the ways of customs and anti-narcotic squads like Irrie Carlan. Tempted away from her duty to the Federation by the promise of vast riches and access to Serpentis Inquest's cloning technology, she wasted little time in defecting. Although she gambled the promise of a successful career away, the decision has been one she could hardly regret, having rocketed up the Serpentis chain of command on the back of her rare and precious knowledge. 29922 Captain Tori Aanai "A graduate from the School of Applied Knowledge, Tori Aanai stands as one of many lessons about the dangerous freedom that capsuleer technology bestows. Shortly after her graduation, Aanai found herself deployed deep inside Stain. She was guarding what was to become a failed attempt by the Poksu Mineral Group to uncover mineral riches in a system they wrongly assumed was unexploited. When the industrial convoy fled in the face of an unexpected Sansha presence, for reasons known only to her, Aanai decided to stay. From that point on, she has been linked to countless illegal activities.
DED reports state that she has been killed over a thousand times on the fringes of empire space, recklessly exposing herself to near-harmless physical death as she coordinates large-scale Frentix production and distribution on the front lines. Despite their success at reining her operations in, the DED has never brought them to a complete standstill. Indeed, many say that each death has only hardened her resolve." 29923 Lieutenant Onuoto TS-08A The pilot inside this Phantasm-class cruiser seems to be locked into a series of highly complex tactical maneuvers designed to hit hard and leave little room for their opponent to survive the opening assault. Although this battle strategy would spell instant death for a rookie or even an intermediate pilot, to a capsuleer these maneuvers are severely limited and, after some observation, easily predicted. Every few seconds the pilot attempts to open a comms link. When accepted, all that is transmitted is a deafening static. 29924 Lieutenant Onuoto TS-08B The pilot inside this Succubus-class frigate seems to be locked into a series of highly-complex tactical maneuvers designed to pin down an enemy in anticipation for a larger onslaught. Although this battle strategy would spell instant death for a rookie or even an intermediate pilot, to a capsuleer these maneuvers are severely limited and, after some observation, easily predicted. Every few seconds the pilot attempts to open a comms link. When accepted, it does nothing other than fill the audio receivers with the same looping audio fragment of some long-forgotten speech by Sansha Kuvakei. 29925 Captain Aneika Sareko "Known across Delve for her ruthless rise to Captain of the Crimson Hand fleet, Sareko has built a reputation for no-nonsense dealings and zero tolerance for insubordination. Of Caldari descent, she is primarily interested in business and getting the job done, but when clients' arrangements start to look suspect, her Sani Sabik side comes out in force. One particular story bears out the truth of this, although it has never been substantiated by CONCORD.
Apparently, during a particularly successful SARO raid deep into Delve, officers came across what appeared to be a cloning facility. Inside, however, the infrastructure had been converted into a prison of sorts. Rebellious Crimson Hand personnel had been cloned and subjected to a daily regime of capital punishment. Unofficial sources claimed they had been locked up inside their capsule prisons for as long as nine months, dying a new death each day only to be reborn to suffer it all over again. " 29926 Lieutenant Kannen Sumas A former Priest based out of Penirgman, Sumas was once a famed theologian back in his home system. He served almost two decades in the Imperial Navy before the lure of immortality brought him into the Crimson Hand's service. His finely honed expertise in Amarrian warfare, now augmented with the limitless potential of capsule technology has shaped him into a fearsome personal bodyguard for high-ranking military officers. 29927 Lieutenant Anton Rideux To most customers, Rideux is the public face for the outfit and the only person in the Hand they're likely to ever see. As a relatively calm and amicable Intaki he is perfectly suited to handle the front end of business with clients both large and small. Very rarely will he get his hands dirty but if his own personal honor or credibility comes under attack then he is quick to have an example made out of his detractors. 29932 Sareko's Capsule The self-destruct unit on this capsule has had the safety timer removed, a unique Crimson Hand modification that ensures military officers are rarely captured alive. The corpse also appears to have been liquefied in some way during the process, adding a dark ruby hue to the capsule fluid within. 29933 Victor Emblem This is an expensive replica of an old Amarr Navy medal once given to soldiers on their 20th year of service. Crimson Hand lieutenant Kannen Sumas has embedded a data file underneath the resilient metal alloy exterior. The file's sole contents are a few selected verses of the Amarrian Scriptures, all of them celebrating the virtues of humility in the face of a superior foe. 29934 Splinter Bodyguard Although the explosion of Anton Rideux's ship has scrambled the electronics, the intentions behind this Rogue Drone redesign remain clear. In typical Crimson Hand style, the violent and unpredictable Splinter variant has been captured and reprogrammed to protect its host ship. The fact that Rideux didn't launch it suggests perhaps the job hadn't quite been finished yet. 29935 Cartel Holovids Encapsulated in a surprisingly sturdy metal casing, this holovid collection appears to have survived the explosion of Serpentis drug lord Amiette Barcier's vessel. It seems that each of the numerous holovids involve a different depiction of the Angel Cartel from amateur documentaries theorizing about secretive research projects to underground films glorifying the Cartel's highly violent raids. 29936 Accounting Records It appears as if the only thing designed to survive the explosion of Rayle Melania's vessel was his accounting log, perhaps so it could later be recovered by his Serpentis colleagues. Although heavily encrypted, fragments of data are decipherable. Even from what little is readable, it is clear that Melania handles the shifting of his narcotic goods personally. According to one transaction log, he made almost 300 individual deliveries across seven regions of New Eden, all in the space of a single day. 29937 Inquest Drone Hundreds of these tiny devices were released momentarily before the explosion of Irrie Carlan's vessel. Motionless upon launch, they began to spring to life shortly afterwards, flitting around the ruins of the ship as they assessed the damage. Most curiously, they appeared to perform some kind of in-space surgical procedure on Carlan's corpse once it had been located amongst the wreckage. Now removed from the rest of its swarm, this particular drone has powered down entirely and seemingly erased its own subroutines. Any chance at reverse-engineering it in this state would be slim. 29938 Cipher Router This heavily damaged fluid router appears to offer a low-profile backdoor into classified FIO networks. In a more functional state this unit could have shed some light on whether or not Serpentis Captain Scane Essyn truly defected. Without a way to bypass the various built-in encryption systems, however, it will be impossible to make sense of any recoverable data. This could be proof of Essyn using old knowledge to his advantage in a new career, or simply his link back to one he never abandoned in the first place. 29939 Ottin Holoreels Case Kept safe from the explosion of her vessel, this Holoreel collection is a meticulous document of Serpentis Lieutenant Elois Ottin's entire acting career. A large Impetus logo is emblazoned on the outside of the container, suggesting that perhaps the case was a gift from the corporation. Although Ottin rarely managed to snare contracts with Impetus to produce her works, they did manage and fund her two most successful acting ventures. At one point she had a third lined up, but when her drug dependency became public knowledge Impetus dropped the contract amid the scandal. 29940 Advisory Notes Found among the wreckage of Serpentis Lieutenant Rautte Viriette's vessel, these notes offer a glimpse into her recent scientific pursuits. From what little is decipherable, Viriette seems to be advising Serpentis Inquest scientists on various methods of production efficiency, all of which appear to be applied to the manufacture of Drop boosters. Although there is no evidence directly linking any of her previous Poteque research to her current work with the Serpentis, it is clear that the methods she has learned in the last few decades are being put to good use. 29941 Dysfunctional Fluid Router The backbones of communication across New Eden, fluid routers play a crucial role in all faster than light (FTL) transmissions. The locator and identification subsystems on this particular model appear to have been removed entirely, most likely as part of an attempt to avoid CONCORD interference. Although the unit is heavily damaged from the explosion of Saira Katori's ship, fragments of data have survived in its cache. Most interesting among them is an unsent mail to Vepas Minimala which reveals a certain degree of familiarity between them. 29942 Research Data Fragment Barely intact as it lies among the wreckage of his ship, this data terminal offers a rare insight into the likely research interests of the enigmatic and reclusive pirate Asitei Ohkunen. Huge amounts of data have been compiled on the neurological states of test subjects, all of them under the effects of various boosters. The reasoning behind these tests remains uncertain, although the narrow focus on electrical impulses inside the brain might suggest an attempt at some kind of digitally-produced emulation. 29943 Demographic Analyses Moments before the destruction of his ship Rodani Mihra attempted to destroy these files. The formatting procedure didn't fully complete before his ship was downed, however, and fragments of data remain, including one important-looking document. Highly convoluted and riddled with economic terminology, it appears to be a comprehensive report on various regions. Each and every system has been broken down into demographic sub-groups that clearly outline where the demand for illegal boosters is currently greatest and where it is mostly likely to grow in the coming weeks and months. 29944 Ardorele Heirloom Found drifting in a container amongst the wreckage of her ship, Guristas Captain Isoryn Ardorele's personal possessions tell a tale of devastating loss. Federation Navy medals rewarding long years of service, hand paintings made by her late daughter, a wedding ring – all mementos of a past destroyed by Caldari thugs. With such a constant and effective reminder of her painful history, it is little wonder that Ardorele manages to sustain her murderous rage towards the Caldari. 29945 Network Decryption Analyzer This strange-looking piece of equipment was discovered unharmed amid the shattered hull of Guristas Lieutenant Sukkenen Fusura's vessel. Although baffling in its complexity, it is clearly used as a tool to breach secure networks. All the software appears to be proprietary, however. Without some way to understand even the basic functionality or system design there is little chance of using the device, let alone reverse-engineering it. 29946 Ekala's Design Documents Heavily damaged from the explosion of his vessel, Guristas Captain Onoki Ekala's private designs fail to offer any significant insights into what his brilliant mind is currently working toward. Careful analysis of the reconstructed diagrams reveals various bio-chemical refining array designs, but many crucial details are missing. Presumably this facility has something to do with the processing of cytoserocin, the material harvested from gas clouds as part of booster production. Without access to more information, the designs alone offer no real clue as to what Ekala is up to save for the obvious; producing Crash boosters. 29947 Enigmatic Reports "Completely unharmed from the destruction of Angel Captain Appakir Tarvia's vessel, this data storage unit appears to contain a wealth of information, although every last byte is encrypted in an unknown cipher that looks leagues above current data protection technology. Every attempt made to crack the code returns nothing more than a list of strange errors, none of which are typical for decryption fault analysis. More ominously still, each attempt at decryption seems to activate an internal uplink to a remote system in the Heaven constellation, with no apparent way to stop what must be outbound transmissions.
Despite the impenetrability of the data, one small image juts out among the garbled text, offering an explanation as menacing as the fact that it was clearly excluded from the encryption as some kind of warning. " 29948 Insorum Booster Prototype The only known cure for the infamous Vitoc method that Amarrians use to control their massive slave contingents, Insorum is the answer to every loyal Minmatar's desire to see their people freed from its insidious grip. How Angel Lieutenant Kaura Triat even came into possession of such a rare and highly-valued Insorum sample is anyone's guess. More intriguing, however, is the fact that it seems to have been heavily modified by scientists, perhaps those working for Serpentis Inquest. Encased in a resilient tamper-proof case that will destroy the contents within if opened by anyone but its owner, this sample seems to have been integrated with the Sooth Sayer booster. What purpose this process might have served remains entirely unclear. 29949 SARO Emblem Bizarrely enough, it seems that Angel Cartel Lieutenant Tolan Akochi has been carrying around a CONCORD dog tag, even going to the trouble of protecting it against the rigors of exposure in space. A database query on the ID number offers a grim explanation as to why, revealing that it belongs to an ex-SARO Commander. Although nothing about him is listed on the CONCORD public network, third party news articles related to his name detail how he once lead an offensive on Serpentis Inquest Headquarters. Initially thought to be a success, later pieces tell the story of what eventually amounted to a large-scale operational failure in the face of unexpected resistance. The final article available outlines a particularly gruesome death suffered by him, his entire family and a swathe of known associates. 29950 Customs Patrol Schedule Found among the wreckage of Angel Captain Artey Vinck's vessel, this innocuous looking data core actually holds a wealth of information about previous Federation Customs patrol routes, now probably a little outdated. The level of detail is staggering: including locations of almost every single Customs vessel in operation across the entire Sinq Laison region. With information like this, a smuggler could pass undetected anywhere they pleased with complete impunity. Attached to the information is a brief note bearing the logo of Serpentis Corporation that reads “Fly safe Artey, times change. As ever, I.C.” 29951 DisX Stash Encapsulated in a resilient Mexallon alloy container, this drug stash was clearly intended to survive the explosion of Angel Lieutenant Thora Faband's vessel, most likely so it could be recovered by her Cartel associates. A cursory analysis of the contents reveals them to be a modified version of an X-Instinct variant known as “DisX” which possesses greatly increased dissociative elements that serve to heighten sensory deprivation. Strangely enough, these drugs are most popular among the Matari tribes that she cheated to make them. They value DisX as a catalyst for self-exploration and spiritual insight. 29952 Rebellion Cache Locked away inside a secure container, this mass stockpile of small arms has somehow managed not to detonate following the explosion of Angel Lieutenant Orien Hakk's vessel. There must be tens of thousands of rifles and pistols here, all of them fully loaded and ready for immediate use. The weapons are supplemented by a deadly assortment of explosives and blunt weapons. Emblazoned on the cover of the container is what appears to be a parachute mechanism and the words “Rebel Cache.” 29953 PDW-09FX Data Shell This data storage unit must have contained invaluable insights into ongoing Sansha's Nation operations. However, it is encased within a neodymium trigger mechanism which caused it to auto-delete every single file in its database the moment it was exposed to the cold vacuum of space. A design utilizing the atmospheric reactivity of neodymium lies at the cutting edge of technology, requiring a level of ingenuity and craftsmanship well outside a True Slave's capabilities and indeed even beyond that of its former owner, Sansha's Nation Captain Toriiko Aanai. Stranger still, however, is the fact that this shell was also clearly designed to survive the explosion of her ship. 29954 PDW-09FX Tactical Subroutines This appears to be the logical nexus of the Phantasm-class cruiser once piloted by what was most probably a True Slave. Although heavily damaged following the explosion that freed it from the vessel, there are several semi-functional tactical subroutines still in operation now, seemingly unaware of their disconnection. The circuitry appears to have at one point been integrated into the pilot in some way, forming a frighteningly efficient harmony of mind and machine. Most disconcerting however, is the fact that various aspects of the software technology could only be a few years old. 29955 Address #298 Audio Fragment Unmistakably the voice of Sansha Kuvakei, this audio fragment captures a brief glimpse of a low-key speech he made over a century ago. Dating from the height of his fame, Kuvakei's speech is riddled with self-indulgent rhetoric and delusions of grandeur. As the speech's intensity reaches its peak, his final line “I am the answer” loops repeatedly for a few minutes before the process begins all over again. 29964 Legion Defensive - Adaptive Augmenter "Capitalizing on the exceptional defensive capabilities of fullerene-based components, this subsystem allows a pilot to augment their Legion's armor resistance, dramatically enhancing its survivability in combat. Tiny molecular-level conduits play a crucial role in orchestrating the flow of nano-assemblers beneath the armor's surface, guarding the flow of vital repairs against disruptive impact. Subsystem Skill Bonus: 4% bonus to all armor resistances per level 10% bonus to remote armor repair system effectiveness per level" 29965 Legion Defensive - Nanobot Injector "The advanced Sleeper-based technology in this subsystem is focused on increasing the effectiveness of a vessel's armor nanobots. When integrated into the hull of a Legion, it offers a substantial increase in the armor output of any repair modules fitted, whether local or remote. Although the subsystem offers the same end result as other built-in armor repair augmentations, the technology driving it operates in a vastly different way, allowing for easy removal from its host vessel. Subsystem Skill Bonus: 10% bonus to armor repairer effectiveness per level" 29966 Legion Defensive - Augmented Plating "Although this subsystem uses the same armor nano-assemblers as standard empire technology, various optimizations have been made. Taking full advantage of recently discovered Sleeper designs, the use of fullerene-based technology has allowed for the combination of far smaller and more resilient components. Subsystem Skill Bonus: 10% bonus to armor hitpoints per level. " 29967 Legion Defensive - Warfare Processor "After countless failed projects over the years, the dream of linking fleets with sub-Battlecruiser hulls was eventually shelved and relegated to the realm of engineering theory. It remained this way for some time, tempting few starship manufacturers to revisit the challenge, even after the discovery of ancient Sleeper designs and the influx of fullerene-based technology. It was not until the first Strategic Cruiser hulls began appearing in small numbers across the empires that they began to truly appreciate the potential Tech III vessels had for modifications. Not long after, the first warfare processor housing became a reality. Although what it delivered as a standalone unit was undoubtedly impressive, what would count more in time was the way it served as a catalyst. The unit demonstrated to the wider spacefaring industry that the possibilities for Tech III ships were broader than first imagined, and in doing so, it heralded the beginning of even more radical and innovative designs. Subsystem Skill Bonus: 2% bonus to effectiveness of Armored Warfare, Information Warfare, and Skirmish Warfare Links per subsystem skill level Role Bonus: Can fit Warfare Links" 29969 Tengu Defensive - Adaptive Shielding "Based on the same advanced technology employed by Sleeper drones to harden their armor plating, these tiny nano-assemblers have been reconfigured to improve a shield's resistance to damage. The influx of superior construction materials and the modularity of Sleeper components have made even this drastic redesign into a fairly simple process. Subsystem Skill Bonus: 4% bonus to all shield resistances per level 10% bonus to shield transporter effectiveness per level " 29970 Tengu Defensive - Amplification Node "When confronted with the challenge of adapting Sleeper designs to produce shield boost amplification systems, Caldari engineers turned to the defense systems used by certain Talocan structures that had also been found in a few ancient ruins. In some rare cases, the shielding systems on Talocan facilities were constructed using a harmony of Sleeper and Talocan designs. The first successful production of a shield boost amplification node drew heavily upon early study of this particular combination. Subsystem Skill Bonus: 10% bonus to shield booster effectiveness per level " 29971 Tengu Defensive - Supplemental Screening "Making full use of recent scientific advances afforded by the discovery of ancient technologies, Caldari starship designers have reverse engineered the equipment behind the Sleeper's metallofullerene armor plating. Through a complex substitution method, skilled engineers and physicists have been able to supplement a Tengu's shields, offering increased survivability for a pilot under heavy fire. Subsystem Skill Bonus: 10% bonus to shield hitpoints per level. " 29972 Tengu Defensive - Warfare Processor "After countless failed projects over the years, the dream of linking fleets with sub-Battlecruiser hulls was eventually shelved and relegated to the realm of engineering theory. It remained this way for some time, tempting few starship manufacturers to revisit the challenge, even after the discovery of ancient Sleeper designs and the influx of fullerene-based technology. It was not until the first Strategic Cruiser hulls began appearing in small numbers across the empires that they began to truly appreciate the potential Tech III vessels had for modifications. Not long after, the first warfare processor housing became a reality. Although what it delivered as a standalone unit was undoubtedly impressive, what would count more in time was the way it served as a catalyst. The unit demonstrated to the wider spacefaring industry that the possibilities for Tech III ships were broader than first imagined, and in doing so, it heralded the beginning of even more radical and innovative designs. Subsystem Skill Bonus: 2% bonus to effectiveness of Siege Warfare, Information Warfare, and Skirmish Warfare Links per subsystem skill level Role Bonus: Can fit Warfare Links" 29974 Loki Defensive - Adaptive Shielding "Based on the same advanced technology employed by Sleeper drones to harden their armor plating, these tiny nano-assemblers have been reconfigured to improve a shield's resistance to damage. The influx of superior construction materials and the modularity of Sleeper components have made even this drastic redesign into a fairly simple process. Subsystem Skill Bonus: 4% bonus to all shield resistances per level 10% bonus to shield transporter effectiveness per level " 29975 Loki Defensive - Adaptive Augmenter "Capitalizing on the exceptional defensive capabilities of fullerene-based components, this subsystem allows a pilot to augment their Loki' armor resistance, dramatically enhancing its survivability in combat. Tiny molecular-level conduits play a crucial role in orchestrating the flow of nano-assemblers beneath the armor's surface, guarding the flow of vital repairs against disruptive impact. Subsystem Skill Bonus: 4% bonus to all armor resistances per level." 29976 Loki Defensive - Amplification Node "When confronted with the challenge of adapting Sleeper designs to produce signature reduction systems, Sebiestor engineers turned to the defense systems used by certain Talocan structures that had also been found amongst a few ancient ruins. An unexpected harmony of Sleeper and Talocan design was discovered after extensive reverse engineering attempts and this new method was born soon after. Based around the amplification of noise in surrounding local space, the subsystem allows a pilot to passively emit such significant electromagnetic interference that hostile sensors, tracking subroutines and missile detonation triggers will all treat the ship as if it is significantly smaller than it actually is. Subsystem Skill Bonus: 5% reduction in signature radius per level. " 29977 Loki Defensive - Warfare Processor "After countless failed projects over the years, the dream of linking fleets with sub-Battlecruiser hulls was eventually shelved and relegated to the realm of engineering theory. It remained this way for some time, tempting few starship manufacturers to revisit the challenge, even after the discovery of ancient Sleeper designs and the influx of fullerene-based technology. It was not until the first Strategic Cruiser hulls began appearing in small numbers across the empires that they began to truly appreciate the potential Tech III vessels had for modifications. Not long after, the first warfare processor housing became a reality. Although what it delivered as a standalone unit was undoubtedly impressive, what would count more in time was the way it served as a catalyst. The unit demonstrated to the wider spacefaring industry that the possibilities for Tech III ships were broader than first imagined, and in doing so, it heralded the beginning of even more radical and innovative designs. Subsystem Skill Bonus: 2% bonus to effectiveness of Skirmish Warfare, Siege Warfare, and Armored Warfare Links per subsystem skill level Role Bonus: Can fit Warfare Links" 29979 Proteus Defensive - Adaptive Augmenter "Capitalizing on the exceptional defensive capabilities of fullerene-based components, this subsystem allows a pilot to augment their Proteus' armor resistance, dramatically enhancing its survivability in combat. Tiny molecular-level conduits play a crucial role in orchestrating the flow of nano-assemblers beneath the armor's surface, guarding the flow of vital repairs against disruptive impact. Subsystem Skill Bonus: 4% bonus to all armor resistances per level. 10% bonus to remote armor repair system effectiveness per level " 29980 Proteus Defensive - Nanobot Injector "The advanced Sleeper-based technology in this subsystem is focused on increasing the effectiveness of a vessel's armor nanobots. When integrated into the hull of a Proteus, it offers a substantial increase in the armor output of any repair modules fitted, whether local or remote. Although the subsystem offers the same end result as other built-in armor repair augmentations, the technology driving it operates in a vastly different way, allowing for easy removal from its host vessel. Subsystem Skill Bonus: 10% bonus to armor repairer effectiveness per level" 29981 Proteus Defensive - Augmented Plating "Although this subsystem uses the same armor nano-assemblers as standard empire technology, various optimizations have been made. Taking full advantage of recently discovered Sleeper designs, the use of fullerene-based technology has allowed for the combination of far smaller and more resilient components. Subsystem Skill Bonus: 10% bonus to armor hitpoints per level." 29982 Proteus Defensive - Warfare Processor "After countless failed projects over the years, the dream of linking fleets with sub-Battlecruiser hulls was eventually shelved and relegated to the realm of engineering theory. It remained this way for some time, tempting few starship manufacturers to revisit the challenge, even after the discovery of ancient Sleeper designs and the influx of fullerene-based technology. It was not until the first Strategic Cruiser hulls began appearing in small numbers across the empires that they began to truly appreciate the potential Tech III vessels had for modifications. Not long after, the first warfare processor housing became a reality. Although what it delivered as a standalone unit was undoubtedly impressive, what would count more in time was the way it served as a catalyst. The unit demonstrated to the wider spacefaring industry that the possibilities for Tech III ships were broader than first imagined, and in doing so, it heralded the beginning of even more radical and innovative designs. Subsystem Skill Bonus: 2% bonus to effectiveness of Armored Warfare, Skirmish Warfare, and Information Warfare Links per subsystem skill level Role Bonus: Can fit Warfare Links" 29984 Tengu "When we first saw the flock, we were surrounded, caught in a spectacle of stimuli. Brilliant colors, dancing lights, beautiful cacophonies, wafting ambrosia. Those birds surrounded us, each one a different shape, an altered species, a new wonder. I tried to follow a single bird, but my efforts were futile: Transformation is natural to their existence. Imagine it: an undulating mass, a changing mob, all those beasts partaking in wonderful transmogrification. These were our augurs, our deliverers, our saviors. Standing amidst the flock, we should have feared their glory; instead, we drew hope. This moment is the first time I understood what it meant to be Caldari: Divinity in the flock, delivery in flux, one being, many changes. - Janto Sitarbe, The Legendary Flock Caldari Strategic Cruiser Skill Bonus: 5% Reduction in the amount of heat damage absorbed by modules per level." 29985 Tengu Blueprint 29986 Legion "Revelation burrows through the material world, devours creation's soil, digests the thoughtless void, and produces significance with God's grace. From emptiness comes meaning, essence from existence, soul from matter. Is God through the wormhole? Did God grant us this boon, this new technology, a revelation from on high? These weapons are God's new prophecy, domain, and blessing. Let us use God's grace and prepare New Eden. We are God's soldiers, weapons, glory. Our people are God's army. Together, we are the legion. -The Heresies of Hinketsu Amarr Strategic Cruiser Skill Bonus: 5% Reduction in the amount of heat damage absorbed by modules per level." 29987 Legion Blueprint 29988 Proteus "Freedom is liquid, supple, mellifluous. It surrounds us, engulfs our bodies, drowns our fear. We plumb freedom's depths and consume the nourishment within. From these waters, we are born; when we die, we shall return to those waters. Out there, among the stars, are the waters, freedom incarnate. That dark, endless void is our destiny, our path, our goal. We must not fear it, nor should we control it. Rather, we should embrace it, trust it, love it. Its ever-changing face, its protean existence, is our very essence. We are those stars, the void, the awesome waters of space: ancient, forever, free. - Jinsente Parmen, The Gallente in New Eden Gallente Strategic Cruiser Skill Bonus: 5% Reduction in the amount of heat damage absorbed by modules per level." 29989 Proteus Blueprint 29990 Loki "For many Minmatar, the high mountains of Matar hold wonders unknown to the rest of New Eden: hidden glens, beautiful creatures, buried customs. Not surprisingly, the Krusual tribe lay claim to these mountains, their home for generations and base to their machinations. Krusual elders whisper ancient tales among their huddled tribes, describing the glory of heroes past and enigmatic prophecies of old. On the darkest day, at the most hopeless moments, an elder may speak of loki, in reverent tones and excited hushes. In the ancient tongue, the loki are the crux of Krusual thought. There is no direct translation for this word; in fact, loki translates differently among the elders. It can mean “hidden wonder” or “secret passage”, “changing mask” or “unseen dagger”. Regardless of its context, loki has one meaning common to all its tales across all the elders: “hope”. Minmatar Strategic Cruiser Skill Bonus: 5% Reduction in the amount of heat damage absorbed by modules per level." 29991 Loki Blueprint 29992 Optimized Nano-engines "Forming the beating heart of the Sleeper's automated drones, these tiny engines count in the billions. When fully intact, they deliver levels of power efficiency unrivalled by current technology. Unfortunately, whenever a Sleeper drone is destroyed, these engines are the first to go with them, making it difficult to emulate their functionality without the addition of other materials. To recreate a functional nanoengine housing, PPD fullerene fibers are combined with metallofullerenes and fullerene fiber conduits to rebuild the basic structures that once housed them. After that, the fused nanomechanical engines are connected to one another, forming a composite whole. Although mechanical engineers have theorized about this construction method for many decades, the process was always held back by a lack of fullerene material. It is said that only hours after the discovery of fullerite clouds in wormhole space, the empires used significant amounts of their fullerene stockpiles to produce these engines. The reasoning behind this is simply the staggering breadth of potential applications these engines have. When it comes to engineering, there isn't much they can't do." 29993 Optimized Nano-Engines Blueprint 29994 Warfare Computation Core "Warfare computation cores begin as basic microprocessors that handle the flow of data between various combat analyzers, prioritizing vital information and calculations. The cores are first built around salvaged Sleeper warfare processors which are then further enhanced by the integration of fullerene polymers and other Sleeper technology. The addition of emergent combat analyzers expands the functionality to include more abstract combat calculations, such as comparative analyses of fleets and predictive IFF identifications. When encased in thermophased metallofullerene plating, the cores can be embedded directly into the ship's hull. This allows for a far more efficient production method of Tech III vessels, enabling any subsystem variation to integrate into a hull without the need for further redesign in the combat electronics systems. " 29995 Warfare Computation Core Blueprint 29996 Emergent Neurovisual Interface "As a capsuleer, few things are more important in space flight than the ability to instantly gauge one's surroundings and make decisions accordingly. For this reason, capsules inside starships make frequent use of neurovisual reproductions; emulations that recreate external stimuli using the most low-latency processor available – the human brain. This process relies on digital relays from camera drones and monitoring systems embedded into the hull. After capturing the data, they then feed it directly into the brain, at which point the external surrounds are recreated almost instantaneously. Functions familiar to any capsuleer such as the overview, tactical overlay and hostile threat indicators are just a few examples of the device's capabilities. Although NVI technology has been around since the inception of the capsule, the addition of salvaged Sleeper drone components and the now widely available fullerene polymers has carried the functionality forward into the new Tech III paradigm. Even before the first Strategic Cruiser was built, engineers hypothesized about potential issues with an NVI trying to communicate with an almost limitless combination of subsystems. Fortunately, the solution to the problem came wrapped up in the same technology that moved Tech III vessels from the world of scientific theory into reality." 29997 Emergent Neurovisual Interface Blueprint 29998 Neuroprotectant Injector Array Tech III Component used in the manufacture of advanced hulls and subsystems. 30000 defunct item 8 Tech III Component used in the manufacture of advanced hulls and subsystems. 30002 Fullerene Intercalated Sheets "The manufacture of this component requires the rarest and most valuable technology salvageable from Sleeper drones. These sheets represent some of the most advanced composite materials known to New Eden. When other, more valuable devices are embedded into the structure at the molecular level, the sheets' performance enhances tremendously. The end result is a component with an almost endless number of applications in starship design. Ultra-resilient armor plating, defensive nanoassemblers, electronics housing, and even the molecular-level circuitry itself are only a few of the near-countless roles that fullerene intercalated sheets can perform. Although unrivalled in their modularity, the cost of construction remains a barrier on supply; consequently, they remain a component to be used only when absolutely necessary. Scientists and engineers alike claim that a steadier supply of these rare Sleeper pieces would instantly advance starship design ten years. Other experts have made even more interesting claims, stating that the staggering utility of the components suggests a level of technological advancement sufficient for capsule production." 30003 Fullerene Intercalated Sheets Blueprint 30008 Reinforced Metallofullerene Alloys These ultra-hard alloys are initially created from lanthanum metallofullerenes and heuristic selfassemblers; a combination that makes for an incredibly resilient base material. From there, fulleroferrocene and graphene nanoribbons are integrated into the metals, forming alloys that have unprecedented levels of structural strength. Although they have many uses in the manufacture of armor plating, the distinguishing feature of the alloys is the level of modularity they allow in starship design. A hull section comprised of metallofullerene alloys is able to accommodate a virtually endless array of subsystems around it, no matter how different their shape is. 30009 Reinforced Metallofullerene Alloys Blueprint 30013 Core Scanner Probe I "A scanner probe used for scanning down Cosmic Signatures in space. Can be launched from Core Probe Launchers and Expanded Probe Launchers." 30014 Core Scanner Probe I Blueprint 30016 Nozzle Reinforcements A strange piece of equipment recovered from a Sleeper drone. 30017 Thruster Mounts A strange piece of equipment recovered from a Sleeper drone. 30018 Fused Nanomechanical Engines The beating heart of the Sleeper's automated drones, these tiny engines count in the billions. When fully intact, they deliver levels of power efficiency unrivaled by current technology. Unfortunately, whenever a Sleeper drone goes down, these engines are the first to go with them, making it difficult to emulate their functionality without the addition of other components. 30019 Powdered C-540 Graphite This white, dusty substance was extracted from the center of high impact craters in the Sleeper drone's armor. When mixed with other materials it forms a stiff resin that can either be used to hold various pieces of hull sheets together or to coat them for additional protection against radiation and heat. 30020 Thermoelectric Power Core Since it has no moving parts, this solid-state power core can operate for extremely long amounts of time without the need for maintenance, offering an unlimited amount of energy regeneration in the process. Although the resilience of the Sleeper design is drastically different from other technology, the same fundamental principles have been used in capacitor production for centuries. 30021 Modified Fluid Router The backbones of communication across New Eden, fluid routers play a crucial role in all faster-than-light (FTL) transmissions. The Sleeper drones have been equipped with much the same communications equipment as contemporary starships. The only major difference observable with the Sleeper Fluid Routers is in the way transmissions are translated. The drones must be talking in their own proprietary language. 30022 Heuristic Selfassemblers These advanced nanoassemblers appear to be able to change their molecular structure on the fly, adapting to incoming damage. Without any understanding of how to properly operate them however, they only offer their default formations. Even in such a state, they add a significant amount of resilience to armor plating. 30023 generic item 40 Most of these tiny circuits have fused together from the heat and force of the Sleeper drone's explosion. The detonation of the drone's power core must have been immense to have had such an effect on these resilient nanostructures. 30024 Cartesian Temporal Coordinator "At first glance this coordinator appears to be a common enough piece of equipment, albeit an odd one to be found inside a drone. Designed to plot various points in time across a potentially infinite period, these devices are often used for scientific calculations. For some unknown reason, this particular coordinator is configured to synchronize its processing speed in time with the distance travelled between two points. What purpose this serves remains a mystery, but the object's basic functionality can be reconfigured. With the addition of a few other components, it would allow electronics systems to more easily withstand the interference from subspace distortion. " 30025 Thermophased Metallofullerenes A strange piece of equipment recovered from a Sleeper drone. 30027 Isogen V Morphite is a highly unorthodox mineral that can only be found in the hard-to-get Mercoxit ore. It is hard to use Morphite as a basic building material, but when it is joined with existing structures it can enhance the performance and durability manifold. This astounding quality makes this the material responsible for ushering in a new age in technology breakthroughs. 30028 Combat Scanner Probe I "A scanner probe used for scanning down Cosmic Signatures, starships, structures and drones. Can be launched from Expanded Probe Launchers." 30029 Combat Scanner Probe I Blueprint 30036 Legion Electronics - Energy Parasitic Complex "During some of the first conflicts with them, Amarr engineers noticed a remarkable feature in Sleeper drone technology: the ability of drones to transfer power between one another without the need for specialized equipment. This technology seemed to be innate to every drone in some capacity, and while the engineers could not reproduce this system in modern space vessels, they were able to adapt the technology into modular Tech III designs. The energy parasitic complex turns the Sleeper tech on its head, changing the energy transfer from a symbiotic function to a vampiric one by providing a boost to energy neutralizer and energy vampire equipment. Subsystem Skill Bonus: 10% bonus to energy vampire and energy neutralizer transfer amount per level " 30037 Legion Electronics - Energy Parasitic Complex Blueprint 30038 Legion Electronics - Tactical Targeting Network "Many engineers have attempted to reproduce the precision of the Sleeper drones' weapon systems, but with very few results. The closest reproduction achieved thus far is this targeting network, a complex system of neurovisual interlays, automated trigger response units, and microscanning resolution ordinances. The combination of these processes produces a bonus to scan resolution, easing the targeting of enemies in space. Subsystem Skill Bonus: 15% bonus to scan resolution per level " 30039 Legion Electronics - Tactical Targeting Network Blueprint 30040 Legion Electronics - Dissolution Sequencer "This subsystems employs a nano-electromechanical dispersion field to strengthen a vessel's sensor systems. Made from billions of advanced molecular-level circuits, the subsystem offers improved protection against hostile ECM. Subsystem Skill Bonus: 15% bonus to ship sensor strength, 5% bonus to max targeting range per level. " 30041 Legion Electronics - Dissolution Sequencer Blueprint 30042 Legion Electronics - Emergent Locus Analyzer "Emboldened by the development of other, more specialized subsystems, engineers and astrophysicists alike began to investigate modifications to a Strategic Cruiser that could aid their fellow scientists and explorers. The first reverse-engineering projects were predominantly focused on ways to improve a vessel's astrometrics capabilities. The two-pronged solution of boosting both the strength of the launchers and the probes they deployed proved to be the most popular design in the end. It was not long after the first designs were sold that others took notice and began to reverse-engineer their own. Soon enough, the subsystem was catapulted into mainstream Tech III subsystem manufacture, although perhaps for more than just that one reason. The first designers of the emergent locus analyzer noted an additional – and entirely unintended – effect in tractor beams. Not only did they reach further, but they would also pull in their cargo more quickly than normal tractor beams. It was an unexpected by-product of the processes that increased scan probe strength, but far from an undesirable one. Although it is not fully clear what part of the construction process enables this additional benefit, so long as the subsystem is built in that exact fashion, it will continue to provide it. Subsystem Skill Bonus: 10% increase to scan strength of probes per level. 20% bonus to range and velocity of tractor beams per level. Role Bonus: -99% reduced CPU need for Scan Probe Launchers. +10 Virus Strength to Relic and Data Analyzers." 30043 Legion Electronics - Emergent Locus Analyzer Blueprint 30046 Tengu Electronics - Obfuscation Manifold "This subsystem operates using the same fundamental mechanics as the signal distortion amplifier. When installed into a Tech III vessel, the fullerene-based components resonate with any ECM modules fitted , bolstering their disruptive strength. Subsystem Skill Bonus: 12.5% bonus to ECM target jammer optimal range per level. " 30047 Tengu Electronics - Obfuscation Manifold Blueprint 30048 Tengu Electronics - CPU Efficiency Gate "New technologies have resulted in a noticeable increase in CPU efficiency, as better nanotech enables further miniaturization of circuits, the result of which is a marked decrease in system bottlenecking. This CPU efficiency gate capitalizes on that technology, offering a pilot greater CPU output. Subsystem Skill Bonus: 5% bonus to CPU per level. " 30049 Tengu Electronics - CPU Efficiency Gate Blueprint 30050 Tengu Electronics - Dissolution Sequencer "This subsystems employs a nano-electromechanical dispersion field to strengthen a vessel's sensor systems. Made from billions of advanced molecular-level circuits, the subsystem offers improved protection against hostile ECM. Subsystem Skill Bonus: 15% bonus to ship sensor strength, 5% bonus to targeting range per level. " 30051 Tengu Electronics - Dissolution Sequencer Blueprint 30052 Tengu Electronics - Emergent Locus Analyzer "Emboldened by the development of other, more specialized subsystems, engineers and astrophysicists alike began to investigate modifications to a Strategic Cruiser that could aid their fellow scientists and explorers. The first reverse-engineering projects were predominantly focused on ways to improve a vessel's astrometrics capabilities. The two-pronged solution of boosting both the strength of the launchers and the probes they deployed proved to be the most popular design in the end. It was not long after the first designs were sold that others took notice and began to reverse-engineer their own. Soon enough, the subsystem was catapulted into mainstream Tech III subsystem manufacture, although perhaps for more than just that one reason. The first designers of the emergent locus analyzer noted an additional – and entirely unintended – effect in tractor beams. Not only did they reach further, but they would also pull in their cargo more quickly than normal tractor beams. It was an unexpected by-product of the processes that increased scan probe strength, but far from an undesirable one. Although it is not fully clear what part of the construction process enables this additional benefit, so long as the subsystem is built in that exact fashion, it will continue to provide it. Subsystem Skill Bonus: 10% increase to scan strength of probes per level. 20% bonus to range and velocity of tractor beams per level. Role Bonus: -99% reduced CPU need for Scan Probe Launchers. +10 Virus Strength to Relic and Data Analyzers." 30053 Tengu Electronics - Emergent Locus Analyzer Blueprint 30056 Proteus Electronics - Friction Extension Processor "The friction extension processor capitalizes on recent advances made in fullerene-based component development. The system works on a similar design to interdiction spheres by expanding a ship's warp interdiction range. The technology behind it has existed in theory for some years, dating back to when engineers first began development of Heavy Interdiction Cruisers. They noticed an increased efficiency in the electronic disruption of fullerene molecules when combined with the static disruption energies of the spheres. When more fullerene-based materials suddenly became available, it was only a matter of further testing before theory became reality. Subsystem Skill Bonus: 10% bonus to warp disruptor and warp scrambler range per level. " 30057 Proteus Electronics - Friction Extension Processor Blueprint 30058 Proteus Electronics - CPU Efficiency Gate "New technologies have resulted in a noticeable increase in CPU efficiency, as better nanotech enables further miniaturization of circuits, the result of which is a marked decrease in system bottlenecking. This CPU efficiency gate capitalizes on that technology, offering a pilot greater CPU output. Subsystem Skill Bonus: 5% bonus to CPU per level" 30059 Proteus Electronics - CPU Efficiency Gate Blueprint 30060 Proteus Electronics - Dissolution Sequencer "This subsystems employs a nano-electromechanical dispersion field to strengthen a vessel's sensor systems. Made from billions of advanced molecular-level circuits, the subsystem offers improved protection against hostile ECM. Subsystem Skill Bonus: 15% bonus to ship sensor strength, 5% bonus to max targeting range per level. " 30061 Proteus Electronics - Dissolution Sequencer Blueprint 30062 Proteus Electronics - Emergent Locus Analyzer "Emboldened by the development of other, more specialized subsystems, engineers and astrophysicists alike began to investigate modifications to a Strategic Cruiser that could aid their fellow scientists and explorers. The first reverse-engineering projects were predominantly focused on ways to improve a vessel's astrometrics capabilities. The two-pronged solution of boosting both the strength of the launchers and the probes they deployed proved to be the most popular design in the end. It was not long after the first designs were sold that others took notice and began to reverse-engineer their own. Soon enough, the subsystem was catapulted into mainstream Tech III subsystem manufacture, although perhaps for more than just that one reason. The first designers of the emergent locus analyzer noted an additional – and entirely unintended – effect in tractor beams. Not only did they reach further, but they would also pull in their cargo more quickly than normal tractor beams. It was an unexpected by-product of the processes that increased scan probe strength, but far from an undesirable one. Although it is not fully clear what part of the construction process enables this additional benefit, so long as the subsystem is built in that exact fashion, it will continue to provide it. Subsystem Skill Bonus: 10% increase to scan strength of probes per level. 20% bonus to range and velocity of tractor beams per level. Role Bonus: -99% reduced CPU need for Scan Probe Launchers. +10 Virus Strength to Relic and Data Analyzers." 30063 Proteus Electronics - Emergent Locus Analyzer Blueprint 30066 Loki Electronics - Immobility Drivers "Even millennia old, the technology employed by Sleeper drones is far from lacking. This is particularly true in the field of interdiction technology, where their capabilities often exceed contemporary systems. Consequently, this aspect of their fearsome arsenal has been the focus of much study and in some rare cases, the starting point for scientific breakthroughs. Minmatar researchers studied the long-range webification systems of the Sleeper drones from the moment they were discovered, quickly reverse engineering a subsystem for their Loki that could replicate the Sleeper's own offensive modules. The end result is a noticeable amplification of a stasis webifier's effective range. Subsystem Skill Bonus: 30% bonus to stasis webifier range per level " 30067 Loki Electronics - Immobility Drivers Blueprint 30068 Loki Electronics - Tactical Targeting Network "Many engineers have attempted to reproduce the precision of the Sleeper drones' weapon systems, but with very few results. The closest reproduction achieved thus far is this targeting network, a complex system of neurovisual interlays, automated trigger response units, and microscanning resolution ordinances. The combination of these processes produces a bonus to scan resolution, easing the targeting of enemies in space. Subsystem Skill Bonus: 15% bonus to scan resolution per level " 30069 Loki Electronics - Tactical Targeting Network Blueprint 30070 Loki Electronics - Dissolution Sequencer "This subsystems employs a nano-electromechanical dispersion field to strengthen a vessel's sensor systems. Made from billions of advanced molecular-level circuits, the subsystem offers improved protection against hostile ECM. Subsystem Skill Bonus: 15% bonus to ship sensor strength, 5% bonus to max targeting range per level. " 30071 Loki Electronics - Dissolution Sequencer Blueprint 30072 Loki Electronics - Emergent Locus Analyzer "Emboldened by the development of other, more specialized subsystems, engineers and astrophysicists alike began to investigate modifications to a Strategic Cruiser that could aid their fellow scientists and explorers. The first reverse-engineering projects were predominantly focused on ways to improve a vessel's astrometrics capabilities. The two-pronged solution of boosting both the strength of the launchers and the probes they deployed proved to be the most popular design in the end. It was not long after the first designs were sold that others took notice and began to reverse-engineer their own. Soon enough, the subsystem was catapulted into mainstream Tech III subsystem manufacture, although perhaps for more than just that one reason. The first designers of the emergent locus analyzer noted an additional – and entirely unintended – effect in tractor beams. Not only did they reach further, but they would also pull in their cargo more quickly than normal tractor beams. It was an unexpected by-product of the processes that increased scan probe strength, but far from an undesirable one. Although it is not fully clear what part of the construction process enables this additional benefit, so long as the subsystem is built in that exact fashion, it will continue to provide it. Subsystem Skill Bonus: 10% increase to scan strength of probes per level. 20% bonus to range and velocity of tractor beams per level. Role Bonus: -99% reduced CPU need for Scan Probe Launchers. +10 Virus Strength to Relic and Data Analyzers." 30073 Loki Electronics - Emergent Locus Analyzer Blueprint 30076 Legion Propulsion - Chassis Optimization "This subsystem exploits the latest technological advances afforded by discovery of the ancient Sleeper race's own designs. Optimizations made to the chassis allow for vast improvements to be made to a Legion's base velocity. Although the various layout optimizations sacrifice other options for propulsion customization, the flow-on effects from an increase in base velocity make it an attractive upgrade for those whose Tech III vessels are in need of an overall speed increase. Subsystem Skill Bonus: 5% bonus to max velocity per level." 30077 Legion Propulsion - Chassis Optimization Blueprint 30078 Legion Propulsion - Fuel Catalyst "The ancient Sleeper race was known to have mastered various sustainable energy technologies including thermoelectric systems, which they usually built directly into a vessel's hull. Capsuleer reverse-engineers took little time to adapt salvaged versions of these Sleeper energy systems into their own modular Tech III vessel pieces. Thanks to widespread demand in the Amarrian transport industry, fuel catalyst systems were one of the first to be developed for the Empire. Making full use of locally generated thermoelectric power, they are able to supplement the fuel needs of an afterburner. This process makes it possible to inject fuel in larger amounts for the same capacitor cost, offering pilots a significant boost to the velocity increase from afterburners. Subsystem Skill Bonus: 10% bonus to afterburner speed per level." 30079 Legion Propulsion - Fuel Catalyst Blueprint 30080 Legion Propulsion - Wake Limiter "This subsystem limits the wake left behind by a starship's microwarpdrive, allowing a pilot to maintain a lowered signature radius while still moving at high speed. The underlying design is based on the same technology used by smaller Sleeper drones and empire-produced Interceptors. Although the engineering processes behind wake limiters have existed for quite some time in the empires, their application in modular subsystems has only become a possibility after fullerene polymers became more widely available. Subsystem Skill Bonus: 5% reduction in microwarpdrive signature radius penalty per level. " 30081 Legion Propulsion - Wake Limiter Blueprint 30082 Legion Propulsion - Interdiction Nullifier "Dubbed the “interdiction nullifier” by the Guristas, who suffered its first introduction on the battlefield, this subsystem grants a startling and unprecedented capability; an immunity to non-targeted interdiction such as mobile warp disruptors and interdiction spheres. The origins of the first “nullifier” designs are shrouded in mystery, but the subsystem's initial production of is thought to have taken place soon after the wormhole openings, and well before the technology became widespread knowledge. Not long after the first Tengu were designed, the Caldari Navy intercepted emergency transmissions from Guristas fleets across Venal, Tenal and Vale of the Silent. All of the reports made mention of Loki-class vessels slipping past defensive deployments and into core Guristas territory despite all efforts to stop the ships or slow them down. Following these reports, rumors spread that other groups began to discover and implement this extraordinary new technology, and yet of all the factions that leapt upon the opportunity, none were so eager or ruthless in their own race to capitalize as the independent capsuleer and pirate organizations that make the nullsec frontiers their home. Subsystem Skill Bonus: 5% increased agility per level Role Bonus: Immunity to non-targeted interdiction" 30083 Legion Propulsion - Interdiction Nullifier Blueprint 30086 Tengu Propulsion - Intercalated Nanofibers "Constructed from hard yet lightweight fullerene polymers, these intercalated fibers boost the agility of a starship without compromising its structural resilience. Even though basic nanofibers have existed for hundreds of years, the integration of various Sleeper-based salvage and other polymers takes the technology to a completely new level of modularity. This has allowed the same centuries-old technology to be ported over to the new Tech III paradigm. Subsystem Skill Bonus: 5% increased agility per level. " 30087 Tengu Propulsion - Intercalated Nanofibers Blueprint 30088 Tengu Propulsion - Gravitational Capacitor "This subsystem lowers the capacitor cost of warping and increases actual warp speed. With the influx of fullerene-based polymers and the discovery of Sleeper drone technology, the same fundamental principles once only sparingly employed in advance scout vessels such as Covert Ops and Interceptors could be re-applied to modular Tech III vessels. The Caldari are said to have been the first empire to benefit from reverse-engineering attempts aimed at producing these subsystems, something which the Gallente Federation's own scientists flatly deny. Subsystem Skill Bonus: 12.5% bonus to warp speed per level 15% reduction in capacitor need when initiating warp per level " 30089 Tengu Propulsion - Gravitational Capacitor Blueprint 30090 Tengu Propulsion - Fuel Catalyst "The ancient Sleeper race was known to have mastered various sustainable energy technologies including thermoelectric systems, which they usually built directly into a vessel's hull. Capsuleer reverse-engineers took little time to adapt salvaged versions of these Sleeper energy systems into their own modular Tech III vessel pieces. Thanks to widespread demand in the Caldari transport industry, fuel catalyst systems were one of the first to be developed. Making full use of locally generated thermoelectric power, they are able to supplement the fuel needs of an afterburner. This process makes it possible to inject fuel in larger amounts for the same capacitor cost, offering pilots a significant boost to the velocity increase from afterburners. Subsystem Skill Bonus: 10% bonus to afterburner speed per level. " 30091 Tengu Propulsion - Fuel Catalyst Blueprint 30092 Tengu Propulsion - Interdiction Nullifier "Dubbed the “interdiction nullifier” by the Guristas, who suffered its first introduction on the battlefield, this subsystem grants a startling and unprecedented capability; an immunity to non-targeted interdiction such as mobile warp disruptors and interdiction spheres. The origins of the first “nullifier” designs are shrouded in mystery, but the subsystem's initial production of is thought to have taken place soon after the wormhole openings, and well before the technology became widespread knowledge. Not long after the first Tengu were designed, the Caldari Navy intercepted emergency transmissions from Guristas fleets across Venal, Tenal and Vale of the Silent. All of the reports made mention of Loki-class vessels slipping past defensive deployments and into core Guristas territory despite all efforts to stop the ships or slow them down. Following these reports, rumors spread that other groups began to discover and implement this extraordinary new technology, and yet of all the factions that leapt upon the opportunity, none were so eager or ruthless in their own race to capitalize as the independent capsuleer and pirate organizations that make the nullsec frontiers their home. Subsystem Skill Bonus: 5% increased agility per level Role Bonus: Immunity to non-targeted interdiction" 30093 Tengu Propulsion - Interdiction Nullifier Blueprint 30096 Proteus Propulsion - Wake Limiter "This subsystem limits the wake left behind by a starship's microwarpdrive, allowing a pilot to maintain a lowered signature radius while still moving at high speed. The underlying design is based on the same technology used by smaller Sleeper drones and empire-produced Interceptors. Although the engineering processes behind wake limiters have existed for quite some time in the empires, their application in modular subsystems has only become a possibility after fullerene polymers became more widely available. Subsystem Skill Bonus: 5% reduction in microwarpdrive signature radius penalty per level." 30097 Proteus Propulsion - Wake Limiter Blueprint 30098 Proteus Propulsion - Localized Injectors "This subsystem uses molecular-level nanotubes to increase the combustive efficiency of afterburners. Fuel is injected locally in a far more effective and controllable manner, thereby reducing the draw on the capacitor system. Although the decrease in capacitor use is relatively modest, even minute enhancements at this level can mean the difference between victory and defeat. Subsystem Skill Bonus: 15% reduction in afterburner and microwarpdrive capacitor consumption per level " 30099 Proteus Propulsion - Localized Injectors Blueprint 30100 Proteus Propulsion - Gravitational Capacitor "This subsystem lowers the capacitor cost of warping and increases actual warp speed. With the influx of fullerene-based polymers and the discovery of Sleeper drone technology, the same fundamental principles once only sparingly employed in advance scout vessels such as Covert Ops and Interceptors could be re-applied to modular Tech III vessels. Although the Caldari claim to have been the first to successfully reverse-engineer these subsystems, the Federation argues that they were the first to deliver the breakthrough. Despite the contention, neither party seems keen to publicize the research data necessary to back their respective claims. Subsystem Skill Bonus: 12.5% bonus to warp speed per level 15% reduction in capacitor need when initiating warp per level " 30101 Proteus Propulsion - Gravitational Capacitor Blueprint 30102 Proteus Propulsion - Interdiction Nullifier "Dubbed the “interdiction nullifier” by the Guristas, who suffered its first introduction on the battlefield, this subsystem grants a startling and unprecedented capability; an immunity to non-targeted interdiction such as mobile warp disruptors and interdiction spheres. The origins of the first “nullifier” designs are shrouded in mystery, but the subsystem's initial production of is thought to have taken place soon after the wormhole openings, and well before the technology became widespread knowledge. Not long after the first Tengu were designed, the Caldari Navy intercepted emergency transmissions from Guristas fleets across Venal, Tenal and Vale of the Silent. All of the reports made mention of Loki-class vessels slipping past defensive deployments and into core Guristas territory despite all efforts to stop the ships or slow them down. Following these reports, rumors spread that other groups began to discover and implement this extraordinary new technology, and yet of all the factions that leapt upon the opportunity, none were so eager or ruthless in their own race to capitalize as the independent capsuleer and pirate organizations that make the nullsec frontiers their home. Subsystem Skill Bonus: 5% increased agility per level Role Bonus: Immunity to non-targeted interdiction" 30103 Proteus Propulsion - Interdiction Nullifier Blueprint 30106 Loki Propulsion - Chassis Optimization "This subsystem exploits the latest technological advances afforded by discovery of the ancient Sleeper race's own designs. Optimizations made to the chassis allow for vast improvements to be made to a Loki's base velocity. Although the various layout optimizations sacrifice other options for propulsion customization, the flow-on effects from an increase in base velocity make it an attractive upgrade for those whose Tech III vessels are in need of an overall speed increase. Subsystem Skill Bonus: 5% bonus to max velocity per level. " 30107 Loki Propulsion - Chassis Optimization Blueprint 30108 Loki Propulsion - Intercalated Nanofibers "Constructed from hard yet lightweight fullerene polymers, these intercalated fibers boost the agility of a starship without compromising its structural resilience. Even though basic nanofibers have existed for hundreds of years, the integration of various Sleeper-based salvage and other polymers takes the technology to a completely new level of modularity. This has allowed the same centuries-old technology to be ported over to the new Tech III paradigm. Subsystem Skill Bonus: 5% increased agility per level. " 30109 Loki Propulsion - Intercalated Nanofibers Blueprint 30110 Loki Propulsion - Fuel Catalyst "The ancient Sleeper race was known to have mastered various sustainable energy technologies including thermoelectric systems, which they usually built directly into a vessel's hull. Capsuleer reverse-engineers took little time to adapt salvaged versions of these Sleeper energy systems into their own modular Tech III vessel pieces. Thanks to widespread demand in many Minmatar industries, fuel catalyst systems were one of the first to be developed. Making full use of locally generated thermoelectric power, they are able to partially meet the fuel needs of an afterburner. This process makes it possible to inject fuel in larger amounts for the same capacitor cost, offering pilots a significant boost to the velocity increase from afterburners. Subsystem Skill Bonus: 10% bonus to afterburner speed per level. " 30111 Loki Propulsion - Fuel Catalyst Blueprint 30112 Loki Propulsion - Interdiction Nullifier "Dubbed the “interdiction nullifier” by the Guristas, who suffered its first introduction on the battlefield, this subsystem grants a startling and unprecedented capability; an immunity to non-targeted interdiction such as mobile warp disruptors and interdiction spheres. The origins of the first “nullifier” designs are shrouded in mystery, but the subsystem's initial production of is thought to have taken place soon after the wormhole openings, and well before the technology became widespread knowledge. Not long after the first Tengu were designed, the Caldari Navy intercepted emergency transmissions from Guristas fleets across Venal, Tenal and Vale of the Silent. All of the reports made mention of Loki-class vessels slipping past defensive deployments and into core Guristas territory despite all efforts to stop the ships or slow them down. Following these reports, rumors spread that other groups began to discover and implement this extraordinary new technology, and yet of all the factions that leapt upon the opportunity, none were so eager or ruthless in their own race to capitalize as the independent capsuleer and pirate organizations that make the nullsec frontiers their home. Subsystem Skill Bonus: 5% increased agility per level Role Bonus: Immunity to non-targeted interdiction" 30113 Loki Propulsion - Interdiction Nullifier Blueprint 30117 Legion Offensive - Drone Synthesis Projector "Sleeper drones, while completely devoid of modern shielding technology, are nonetheless sturdy, mainly due to their metallofullerene armor plating and hull composition. When drones are docked into this system, the projection system enhances their damage capabilities, both in absorbing and delivering damage, through the creation of a fullerene-based field around the drones. Subsystem Skill Bonus: 10% bonus to medium energy turret capacitor use per level 10% bonus to drone damage per level 7.5% bonus to drone hitpoints per level" 30118 Legion Offensive - Assault Optimization "Originally a laser-based weapons system, Amarrian starship engineers were forced to seek alternative construction methods when several fatal flaws were discovered in their design. Khanid Innovations was quick to offer a missile-based solution that benefitted greatly from their years of experience working on Sacrilege cruisers. The reapplication of their previously successful technology was so fast and effective that the more traditional Amarrian engineers could do little but watch as the knowledge and consequent implementation of these new engineering methodologies proliferated across the cluster. Subsystem Skill Bonus: 5% bonus to heavy assault missile damage per level 5% bonus to missile launcher rate of fire per level" 30119 Legion Offensive - Liquid Crystal Magnifiers "One of the many gems discovered amidst Sleeper technology was the creation of more efficient liquid crystal lenses. Amarr researchers have engineered these lenses to increase a laser's focus for longer stretches, both in distance and in timing, allowing a laser to reach farther targets with more efficiency of energy output. Additionally, the fullerene-infused lenses can generate higher temperatures and stronger, more damaging beams and pulses. Subsystem Skill Bonus: 10% bonus to medium energy turret capacitor use per level 10% bonus to medium energy turret damage per level 10% bonus to medium energy turret optimal range per level " 30120 Legion Offensive - Covert Reconfiguration "From the moment Strategic Cruisers became a reality, there were whispers amongst the scientific community about the potential for advances in cloaking technology. They remained that alone for the longest time, with few involved in the reverse-engineering process willing to share any news of their discoveries. Everyone knew that, should the technology ever become a reality, the capabilities of the new Strategic Cruisers would change overnight. The Amarrians are suspected to have developed cloaking technology for the Legion around the same time as the first capsuleer designs began to surface. For almost a full week, Minmatar rebel camps deep inside Heimatar and Metropolis were subjected to ruthless guerilla attacks, almost unprecedented in their ferocity and viciousness. Although initially confused by such a marked changed in their opponent's warfare philosophy, the Matari knew that each target had been a high profile objective for the Amarr Navy, and noted with deep suspicion how all of the squads had been spearheaded by Legions that could hit and fade with alarming ease. Few doubted who was behind the bloodshed. The Amarrians remained silent for the most part, the only official statement; that God's will had manifested itself in the heart of evil. Subsystem Skill Bonus: 10% bonus to medium energy turret capacitor use per level Role Bonus: 100% reduction in Cloaking Device CPU use Notes: Can fit covert ops cloaks and covert cynosural field generators. Cloak reactivation delay reduced to 5 seconds." 30122 Tengu Offensive - Accelerated Ejection Bay "This missile launcher system was formed not from the missile bays of Sleeper drones, but from the direct-fire turrets and hardpoints salvaged from them instead. Adapting the underlying technology behind the drones' rapid-firing turrets for their own missile systems, Caldari engineers have managed to revolutionize modular launching mechanisms, improving launch speed and kinetic warhead payloads. Subsystem Skill Bonus: 5% bonus to Kinetic Missile Damage per level 7.5% bonus to Heavy, Heavy Assault and Rapid Light missile launcher rate of fire per level 10% bonus to Heavy Missile and Heavy Assault missile velocity per level " 30123 Tengu Offensive - Rifling Launcher Pattern "An odd bit of technology garnered from the Sleepers is missile rifling, a method adapted from more primitive projectile technology. The launcher bays in this missile pattern contain long, microscopic grooves that spiral through the launcher and can fit any known missile shape. Once the missile is launched, these grooves give additional velocity and accuracy to the missile. Additionally, the shallow cuts contain wiring that enhances the missile's guidance system, creating another conduit for communication between ship, missile, and target. Subsystem Skill Bonus: 10% bonus to ECM target jammer strength per level 5% bonus to Heavy Assault Launcher, Heavy Missile Launcher and Rapid Light Missile Launcher Rate of Fire per level " 30124 Tengu Offensive - Magnetic Infusion Basin "This subsystem serves as a specialized storage bin for a ship's hybrid ammo. The basin, however, also serves as a cyclotron, infusing the ammo with magnetic energy immediately before it is injected into the turret. The amplified ammo has an increased range and damage potential. Subsystem Skill Bonus: 5% bonus to medium hybrid turret damage per level 20% bonus to medium hybrid turret optimal range per level" 30125 Tengu Offensive - Covert Reconfiguration "From the moment Strategic Cruisers became a reality, there were whispers amongst the scientific community about the potential for advances in cloaking technology. They remained that alone for the longest time, with few involved in the reverse engineering process willing to share any news of their discoveries. Everyone knew that, should the technology ever become a reality, the capabilities of the new Strategic Cruisers would change overnight. When some of the State's first cloaking subsystems were unveiled at a secure Caldari military complex, those select few spectators did not understand for a moment, the reason behind the comparatively underwhelming offense. When the first Tengu broke from its attack and vanished in front of hundreds of onlookers – not only from the field of battle, but from the system itself – the reasons behind a conservative weapons design suddenly became clear. Subsystem Skill Bonus: 5% bonus to missile launcher rate of fire per level Role Bonus: 100% reduction in Cloaking Device CPU use Notes: Can fit covert ops cloaks and covert cynosural field generators. Cloak reactivation delay reduced to 5 seconds." 30127 Proteus Offensive - Dissonic Encoding Platform "A unique application of fullerene material can be found in this platform, where vibrations from the metallic plating transfer from turret to hybrid charge. Discharged ammo immersed in this dissonic frequency maintains its shape and velocity pattern once launched towards a target. However, upon impact, the ammo undulates in an unstable fashion, transfering the frequency to its target and thereby causing more damage. Subsystem Skill Bonus: 10% bonus to medium hybrid turret damage per level 10% bonus to medium hybrid turret falloff per level 7.5% bonus to medium hybrid turret tracking per level" 30128 Proteus Offensive - Hybrid Propulsion Armature "This complex armature is composed of fullerene composites and based upon the understood weapons mechanics of salvaged Sleeper drones. Gallente researchers have fused this technology with the emerging theories on magnetic resonance and microwarp capabilities to power the kinetic energy systems of hybrid turrets. With these mechanics in place, the propulsion armature creates an effective distribution module for hybrid charges, bolstering their damage output and their falloff range. Subsystem Skill Bonus: 10% bonus to medium hybrid turret damage per level 10% bonus to medium hybrid turret falloff per level " 30129 Proteus Offensive - Drone Synthesis Projector "Sleeper drones, while completely devoid of modern shielding technology, are nonetheless sturdy, mainly due to their metallofullerene armor plating and hull composition. Most of these technological applications are for capsuleer vessels, but a few rogue Gallente firms have quietly created this bay for use with contemporary drones. When drones are docked into this system, the projection system enhances their damage capabilities, both in absorbing and delivering damage, through the creation of a fullerene-based field around the drones. Subsystem Skill Bonus: 5% bonus to medium hybrid turret damage per level 10% bonus to drone damage per level 7.5% bonus to drone hitpoints per level " 30130 Proteus Offensive - Covert Reconfiguration "From the moment Strategic Cruisers became a reality, there were whispers amongst the scientific community about the potential for advances in cloaking technology. They remained that alone for the longest time, with few involved in the reverse engineering process willing to share any news of their discoveries. Everyone knew that, should the technology ever become a reality, the capabilities of the new Strategic Cruisers would change overnight. To many Gallente and Caldari, the development of the Proteus covert reconfiguration signaled a repeat of the technological arms race that arose from the ashes of Crielere. Once again seeking a balance of power, and entirely convinced that the Caldari were attempting to reverse-engineer their own cloak-capable Strategic Cruisers, the Federation diverted immense resources to their research. Private firms and the largest of conglomerates all played a role in development, offering up prototype designs and speculative theories that collectively resulted in some of the first Covert-Capable Proteus produced. It is not known who, or what organization led the project. Nor is known when, or where, the first Covert Reconfigurations were deployed. If it had not been for capsuleers developing the same designs, most people would have remained oblivious to their existence, just the way the Federation would have preferred. Subsystem Skill Bonus: 5% bonus to medium hybrid turret damage per level Role Bonus: 100% reduction in Cloaking Device CPU use Notes: Can fit covert ops cloaks and covert cynosural field generators. Cloak reactivation delay reduced to 5 seconds." 30132 Loki Offensive - Turret Concurrence Registry "Increasing the tracking capabilities of projectile weaponry has never been an easy task, yet the introduction of Sleeper technology has made this job more achievable. This registry is based on the idea of concurrence, where firing mechanisms can recycle energy among multiple turret emissions. This recycled energy is not only sustainable, but more powerful as well, a marvel considering its normal power output relative to other turret systems. Projectile turrets can be modified to use this surplus power to not only augment projectile damage output, but also to make minute adjustments on the fly, offering increasing tracking speed and optimal range. Subsystem Skill Bonus: 10% bonus to medium projectile turret damage per level 10% bonus to medium projectile turret optimal range per level 7.5% bonus to medium projectile turret tracking per level " 30133 Loki Offensive - Projectile Scoping Array "Scoping arrays were mostly out of fashion in recent ship design, but Sleeper technology has brought them somewhat back into vogue. Based upon the remarkable flexibility fullerene-based technology, Sleeper-based scoping arrays allowed projectile weaponry to produce longer-ranged accuracy without reducing the weapon's rate-of-fire. While a resurgence of scoping arrays is not expected, this subsystem certainly shows its uses in modern warfare. Subsystem Skill Bonus: 7.5% bonus to medium projectile turret rate of fire per level 10% bonus to medium projectile falloff per level. " 30134 Loki Offensive - Hardpoint Efficiency Configuration "Adaptation and innovation go hand-in-hand, and this subsystem is a prime example of both ideas. While researching Sleeper drone weapon systems, a group of Minmatar engineers discovered special similarities to the technology behind all Sleeper weapon types. Distilling the underlying mechanic to its essence produced this hardpoint configuration, which enabled projectile weapons and missile launchers to share power sources and energy supplies (most of which were advanced beyond modern standards). This offers a vast increase to the rate of fire of both weapon types. Attempts to merge this technology to other weapon groups have, as yet, proven unsuccessful. Subsystem Skill Bonus: 7.5% bonus to medium projectile turret rate of fire per level 7.5% bonus to missile launcher rate of fire per level " 30135 Loki Offensive - Covert Reconfiguration "From the moment Strategic Cruisers became a reality, there were whispers amongst the scientific community about the potential for advances in cloaking technology. They remained that alone for the longest time, with few involved in the reverse engineering process willing to share any news of their discoveries. Everyone knew that, should the technology ever become a reality, the capabilities of the new Strategic Cruisers would change overnight. The Loki's Covert Reconfiguration designs arose out of a collective will to respond to what was thought to be Amarrian aggression deep inside their home regions. Unlike many scientific and technological breakthroughs, it was not the Sebiestor tribe alone who ushered in the paradigm shift to covert-capable Strategic Cruisers. It was only through consultation and collaboration with many other tribes and sub-factions that something substantial began to take shape. The Krusual and Thukker are said to have played the most important roles, however, in realizing the final design; the Thukker by providing the cloaking technology, and the Krusual by convincing them to do so. How they achieved this, or what they may have promised remains a secret; the two tribes are notorious for having many, and keeping them all. Subsystem Skill Bonus: 5% bonus to medium projectile turret rate of fire per level Role Bonus: 100% reduction in Cloaking Device CPU use Notes: Can fit covert ops cloaks and covert cynosural field generators. Cloak reactivation delay reduced to 5 seconds." 30139 Tengu Engineering - Power Core Multiplier "Comprised of countless nanomachines that enhance the energy flow from a ship's reactor core, this engineering subsystem offers a pilot the option of increasing the power grid of their vessel. Although the empires mastered energy grid upgrades many centuries ago, the adaptation of old designs to the new Tech III paradigm has been a more recent breakthrough. Subsystem Skill Bonus: 5% bonus to power output per level. " 30140 Tengu Engineering - Power Core Multiplier Blueprint 30141 Tengu Engineering - Augmented Capacitor Reservoir "Another example of an old technology re-worked to fit the new Tech III paradigm, augmented capacitor subsystems improve upon the size of a vessel's capacitor. Designers of Tech III vessels were initially hampered by the problem of how to design a modular ship that could swap out basic engineering upgrades on a per-need basis. This proved particularly true when it came to increasing a vessel's capacitor size without the use of batteries. In the end, the provision of fullerene-based polymers allowed for solutions that had only existed in theory up until that point. Subsystem Skill Bonus: 5% bonus to capacitor capacity per level. " 30142 Tengu Engineering - Augmented Capacitor Reservoir Blueprint 30143 Tengu Engineering - Capacitor Regeneration Matrix "Using the same technology that can be found inside the ancient Sleeper race's guardian drones, this regeneration matrix greatly improves the recharge rate of a Tech III vessel's capacitor. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different. Rather than the usual tweaking of capacitor fluid formulas, this design simply triples the number of nanotubes inside – something not possible until the recent influx of fullerene polymers from which this subsystem is made. This results in a drastic increase in the speed and efficiency of energy flow throughout a ship. The quicker that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor. Subsystem Skill Bonus: 5% bonus to capacitor recharge time per level. " 30144 Tengu Engineering - Capacitor Regeneration Matrix Blueprint 30145 Tengu Engineering - Supplemental Coolant Injector "When it came to overheating modules on Tech III vessels, the spaceship engineering industry always knew, or at the very least suspected, that a larger breakthrough was on its way. Those first small advances made by reverse-engineering ancient Sleeper hulls were seen by many as simply the beginning of something greater. For these and other reasons, few were surprised by the introduction of a subsystem focused purely on pushing the “heat” envelope. Various designs surfaced in the weeks and months following the opening of the new wormholes, each offering increasingly smaller improvements on the last. Research seemed to stagnate for a while and it was not until the idea of additional, localized coolant injectors became widespread that heat-focused subsystems truly began to perform in a class of their own. The current iterations offer pilots truly unprecedented abilities when it comes to overheating and pushing modules to their limits. Military experts and even capsuleers alike have been left wondering just how drastically this new design, along with so many other radical new entries to the subsystems field, will reshape interstellar warfare. Subsystem Skill Bonus: 5% Reduction in the amount of heat damage absorbed by modules per level. " 30146 Tengu Engineering - Supplemental Coolant Injector Blueprint 30149 Proteus Engineering - Power Core Multiplier "Comprised of countless nanomachines that enhance the energy flow from a ship's reactor core, this engineering subsystem offers a pilot the option of increasing the power grid of their vessel. Although the empires mastered energy grid upgrades many centuries ago, the adaptation of old designs to the new Tech III paradigm has been a more recent breakthrough. Subsystem Skill Bonus: 5% bonus to power output per level. " 30150 Proteus Engineering - Power Core Multiplier Blueprint 30151 Proteus Engineering - Augmented Capacitor Reservoir "Another example of an old technology re-worked to fit the new Tech III paradigm, augmented capacitor subsystems redirect large segments of the capacitor to power other modules. In this case, reverse engineers have redesigned the ship's power flow to augment the systems responsible for microwarpdrive capacitor injection and drone control. Collectively, they combine to allow for a greater overall MWD speed, and increased resilience of a pilot's drones. Subsystem Skill Bonus: 5% bonus to drone MWD speed per level 7.5% bonus to drone hitpoints per level " 30152 Proteus Engineering - Augmented Capacitor Reservoir Blueprint 30153 Proteus Engineering - Capacitor Regeneration Matrix "Using the same technology that can be found inside the ancient Sleeper race's guardian drones, this regeneration matrix greatly improves the recharge rate and size of a Tech III vessel's capacitor. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different. Rather than the usual tweaking of capacitor fluid formulas, this design simply triples the number of nanotubes inside – something not possible until the recent influx of fullerene polymers from which this subsystem is made. The end result is a drastic increase in the speed and efficiency of energy flow throughout a ship, as well as a much larger surface area, which allows for above average capacitor size. The faster that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor. Subsystem Skill Bonus: 5% Reduction to capacitor recharge time per level." 30154 Proteus Engineering - Capacitor Regeneration Matrix Blueprint 30155 Proteus Engineering - Supplemental Coolant Injector "When it came to overheating modules on Tech III vessels, the spaceship engineering industry always knew, or at the very least suspected, that a larger breakthrough was on its way. Those first small advances made by reverse-engineering ancient Sleeper hulls were seen by many as simply the beginning of something greater. For these and other reasons, few were surprised by the introduction of a subsystem focused purely on pushing the “heat” envelope. Various designs surfaced in the weeks and months following the opening of the new wormholes, each offering increasingly smaller improvements on the last. Research seemed to stagnate for a while and it was not until the idea of additional, localized coolant injectors became widespread that heat-focused subsystems truly began to perform in a class of their own. The current iterations offer pilots truly unprecedented abilities when it comes to overheating and pushing modules to their limits. Military experts and even capsuleers alike have been left wondering just how drastically this new design, along with so many other radical new entries to the subsystems field, will reshape interstellar warfare. Subsystem Skill Bonus: 5% Reduction in the amount of heat damage absorbed by modules per level. " 30156 Proteus Engineering - Supplemental Coolant Injector Blueprint 30159 Loki Engineering - Power Core Multiplier "Comprised of countless nanomachines that enhance the energy flow from a ship's reactor core, this engineering subsystem offers a pilot the option of increasing the power grid of their vessel. Although the empires mastered energy grid upgrades many centuries ago, the adaptation of old designs to the new Tech III paradigm has been a more recent breakthrough. Subsystem Skill Bonus: 5% bonus to power output per level. " 30160 Loki Engineering - Power Core Multiplier Blueprint 30161 Loki Engineering - Augmented Capacitor Reservoir "Another example of an old technology re-worked to fit the new Tech III paradigm, augmented capacitor subsystems improve upon the size of a vessel's capacitor. Designers of Tech III vessels were initially hampered by the problem of how to design a modular ship that could swap out basic engineering upgrades on a per-need basis. This proved particularly true when it came to increasing a vessel's capacitor size without the use of batteries. In the end, the provision of fullerene-based polymers allowed for solutions that had only existed in theory up until that point. Subsystem Skill Bonus: 5% bonus to capacitor capacity per level. " 30162 Loki Engineering - Augmented Capacitor Reservoir Blueprint 30163 Loki Engineering - Capacitor Regeneration Matrix "Using the same technology that can be found inside the ancient Sleeper race's guardian drones, this regeneration matrix greatly improves the recharge rate of a Tech III vessel's capacitor. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different. Rather than the usual tweaking of capacitor fluid formulas, this design simply triples the number of nanotubes inside – something not possible until the recent influx of fullerene polymers from which this subsystem is made. This results in a drastic increase in the speed and efficiency of energy flow throughout a ship. The quicker that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor. Subsystem Skill Bonus: 5% bonus to capacitor recharge time per level. " 30164 Loki Engineering - Capacitor Regeneration Matrix Blueprint 30165 Loki Engineering - Supplemental Coolant Injector "When it came to overheating modules on Tech III vessels, the spaceship engineering industry always knew, or at the very least suspected, that a larger breakthrough was on its way. Those first small advances made by reverse-engineering ancient Sleeper hulls were seen by many as simply the beginning of something greater. For these and other reasons, few were surprised by the introduction of a subsystem focused purely on pushing the “heat” envelope. Various designs surfaced in the weeks and months following the opening of the new wormholes, each offering increasingly smaller improvements on the last. Research seemed to stagnate for a while and it was not until the idea of additional, localized coolant injectors became widespread that heat-focused subsystems truly began to perform in a class of their own. The current iterations offer pilots truly unprecedented abilities when it comes to overheating and pushing modules to their limits. Military experts and even capsuleers alike have been left wondering just how drastically this new design, along with so many other radical new entries to the subsystems field, will reshape interstellar warfare. Subsystem Skill Bonus: 5% Reduction in the amount of heat damage absorbed by modules per level. " 30166 Loki Engineering - Supplemental Coolant Injector Blueprint 30169 Legion Engineering - Power Core Multiplier "Comprised of countless nanomachines that enhance the energy flow from a ship's reactor core, this engineering subsystem offers a pilot the option of increasing the power grid of their vessel. Although the empires mastered energy grid upgrades many centuries ago, the adaptation of old designs to the new Tech III paradigm has been a more recent breakthrough. Subsystem Skill Bonus: 5% bonus to power output per level. " 30170 Legion Engineering - Power Core Multiplier Blueprint 30171 Legion Engineering - Augmented Capacitor Reservoir "Another example of an old technology re-worked to fit the new Tech III paradigm, augmented capacitor subsystems improve upon the size of a vessel's capacitor. Designers of Tech III vessels were initially hampered by the problem of how to design a modular ship that could swap out basic engineering upgrades on a per-need basis. This proved particularly true when it came to increasing a vessel's capacitor size without the use of batteries. In the end, the provision of fullerene-based polymers allowed for solutions that had only existed in theory up until that point. Subsystem Skill Bonus: 5% bonus to capacitor capacity per level. " 30172 Legion Engineering - Augmented Capacitor Reservoir Blueprint 30173 Legion Engineering - Capacitor Regeneration Matrix "Using the same technology that can be found inside the ancient Sleeper race's guardian drones, this regeneration matrix greatly improves the recharge rate of a Tech III vessel's capacitor. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different. Rather than the usual tweaking of capacitor fluid formulas, this design simply triples the number of nanotubes inside – something not possible until the recent influx of fullerene polymers from which this subsystem is made. This results in a drastic increase in the speed and efficiency of energy flow throughout a ship. The quicker that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor. Subsystem Skill Bonus: 5% bonus to capacitor recharge time per level. " 30174 Legion Engineering - Capacitor Regeneration Matrix Blueprint 30175 Legion Engineering - Supplemental Coolant Injector "When it came to overheating modules on Tech III vessels, the spaceship engineering industry always knew, or at the very least suspected, that a larger breakthrough was on its way. Those first small advances made by reverse-engineering ancient Sleeper hulls were seen by many as simply the beginning of something greater. For these and other reasons, few were surprised by the introduction of a subsystem focused purely on pushing the “heat” envelope. Various designs surfaced in the weeks and months following the opening of the new wormholes, each offering increasingly smaller improvements on the last. Research seemed to stagnate for a while and it was not until the idea of additional, localized coolant injectors became widespread that heat-focused subsystems truly began to perform in a class of their own. The current iterations offer pilots truly unprecedented abilities when it comes to overheating and pushing modules to their limits. Military experts and even capsuleers alike have been left wondering just how drastically this new design, along with so many other radical new entries to the subsystems field, will reshape interstellar warfare. Subsystem Skill Bonus: 5% Reduction in the amount of heat damage absorbed by modules per level. " 30176 Legion Engineering - Supplemental Coolant Injector Blueprint 30182 Serpentis Informant "This is a Serpentis officer. Well, ex-officer. He has agreed to turn himself in to authorities and give them information on the Serpentis in exchange for their protection. Maybe he grew a conscience and decided to give up the life of crime.
However, it's more likely he made someone bigger than him angry, and the only way to save his own skin was to give himself up. Who says there's honor among thieves?"
30187 Intact Thruster Sections "Even after millennia of exposure to space, these thruster sections show barely any signs of mechanical wear and appear to be completely functional. The modular design of Sleeper propulsion systems is similar to that of the empires, but deviates in a few interesting areas.
Pristine, working examples of Sleeper technology such as this are extremely rare and even more valuable. With the right skills and equipment, they can offer great insights into the scientific pursuits of the ancient race that designed them. "
30188 Sleepless Patroller An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30189 Sleepless Watchman An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30190 Sleepless Escort An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30191 Sleepless Outguard An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30192 Sleepless Defender An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30193 Sleepless Upholder An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30194 Sleepless Preserver An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30195 Sleepless Safeguard An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30196 Sleepless Sentinel An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30197 Sleepless Keeper An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30198 Sleepless Warden An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30199 Sleepless Guardian An abundance of repair seams in this Sleeper drone's armor tell the story of millennia spent on duty, protecting the same unchanging area. The drone moves about with a mechanical indifference to the monotony of its task, executing each new maneuver with a flawless, unthinking precision.
30200 Awakened Patroller The design of this Sleeper drone echoes what is believed to be the very earliest Sleeper Starships, suggesting it was perhaps constructed during that period too. Contrasting with its possible age is the unspoiled condition of its armor, suggesting that if it is indeed as ancient as its designers, it has only very recently been put into service.
30201 Awakened Watchman The design of this Sleeper drone echoes what is believed to be the very earliest Sleeper Starships, suggesting it was perhaps constructed during that period too. Contrasting with its possible age is the unspoiled condition of its armor, suggesting that if it is indeed as ancient as its designers, it has only very recently been put into service.
30202 Awakened Escort The design of this Sleeper drone echoes what is believed to be the very earliest Sleeper Starships, suggesting it was perhaps constructed during that period too. Contrasting with its possible age is the unspoiled condition of its armor, suggesting that if it is indeed as ancient as its designers, it has only very recently been put into service.
30203 Awakened Defender The design of this Sleeper drone echoes what is believed to be the very earliest Sleeper Starships, suggesting it was perhaps constructed during that period too. Contrasting with its possible age is the unspoiled condition of its armor, suggesting that if it is indeed as ancient as its designers, it has only very recently been put into service.
30204 Awakened Upholder The design of this Sleeper drone echoes what is believed to be the very earliest Sleeper Starships, suggesting it was perhaps constructed during that period too. Contrasting with its possible age is the unspoiled condition of its armor, suggesting that if it is indeed as ancient as its designers, it has only very recently been put into service.
30205 Awakened Preserver The design of this Sleeper drone echoes what is believed to be the very earliest Sleeper Starships, suggesting it was perhaps constructed during that period too. Contrasting with its possible age is the unspoiled condition of its armor, suggesting that if it is indeed as ancient as its designers, it has only very recently been put into service.
30206 Awakened Sentinel The design of this Sleeper drone echoes what is believed to be the very earliest Sleeper Starships, suggesting it was perhaps constructed during that period too. Contrasting with its possible age is the unspoiled condition of its armor, suggesting that if it is indeed as ancient as its designers, it has only very recently been put into service.
30207 Awakened Keeper The design of this Sleeper drone echoes what is believed to be the very earliest Sleeper Starships, suggesting it was perhaps constructed during that period too. Contrasting with its possible age is the unspoiled condition of its armor, suggesting that if it is indeed as ancient as its designers, it has only very recently been put into service.
30208 Awakened Warden The design of this Sleeper drone echoes what is believed to be the very earliest Sleeper Starships, suggesting it was perhaps constructed during that period too. Contrasting with its possible age is the unspoiled condition of its armor, suggesting that if it is indeed as ancient as its designers, it has only very recently been put into service.
30209 Emergent Patroller The pristine condition of this Sleeper drone's armor suggests it has only recently been activated, perhaps even newly-manufactured . Even though it appears to be a relative newcomer to the swarm, there is little questioning that it bears the same deadly technology as its more elderly and experienced kin.
30210 Emergent Watchman The pristine condition of this Sleeper drone's armor suggests it has only recently been activated, perhaps even newly-manufactured . Even though it appears to be a relative newcomer to the swarm, there is little questioning that it bears the same deadly technology as its more elderly and experienced kin.
30211 Emergent Escort The pristine condition of this Sleeper drone's armor suggests it has only recently been activated, perhaps even newly-manufactured . Even though it appears to be a relative newcomer to the swarm, there is little questioning that it bears the same deadly technology as its more elderly and experienced kin.
30212 Emergent Defender The pristine condition of this Sleeper drone's armor suggests it has only recently been activated, perhaps even newly-manufactured . Even though it appears to be a relative newcomer to the swarm, there is little questioning that it bears the same deadly technology as its more elderly and experienced kin.
30213 Emergent Upholder The pristine condition of this Sleeper drone's armor suggests it has only recently been activated, perhaps even newly-manufactured . Even though it appears to be a relative newcomer to the swarm, there is little questioning that it bears the same deadly technology as its more elderly and experienced kin.
30214 Emergent Preserver The pristine condition of this Sleeper drone's armor suggests it has only recently been activated, perhaps even newly-manufactured . Even though it appears to be a relative newcomer to the swarm, there is little questioning that it bears the same deadly technology as its more elderly and experienced kin.
30215 Emergent Sentinel The pristine condition of this Sleeper drone's armor suggests it has only recently been activated, perhaps even newly-manufactured . Even though it appears to be a relative newcomer to the swarm, there is little questioning that it bears the same deadly technology as its more elderly and experienced kin.
30216 Emergent Keeper The pristine condition of this Sleeper drone's armor suggests it has only recently been activated, perhaps even newly-manufactured . Even though it appears to be a relative newcomer to the swarm, there is little questioning that it bears the same deadly technology as its more elderly and experienced kin.
30217 Emergent Warden The pristine condition of this Sleeper drone's armor suggests it has only recently been activated, perhaps even newly-manufactured . Even though it appears to be a relative newcomer to the swarm, there is little questioning that it bears the same deadly technology as its more elderly and experienced kin.
30221 Snowball CXIV
30222 Melted Snowball CX This snowball used to be bigger than your head. Now it is just a puddle of water. Onoes.
30223 QA Mega Module This module does not exist.
30227 Legion Defensive - Adaptive Augmenter Blueprint
30228 Legion Defensive - Nanobot Injector Blueprint
30229 Legion Defensive - Augmented Plating Blueprint
30230 Legion Defensive - Warfare Processor Blueprint
30232 Tengu Defensive - Adaptive Shielding Blueprint
30233 Tengu Defensive - Amplification Node Blueprint
30234 Tengu Defensive - Supplemental Screening Blueprint
30235 Tengu Defensive - Warfare Processor Blueprint
30237 Proteus Defensive - Adaptive Augmenter Blueprint
30238 Proteus Defensive - Nanobot Injector Blueprint
30239 Proteus Defensive - Augmented Plating Blueprint
30240 Proteus Defensive - Warfare Processor Blueprint
30242 Loki Defensive - Adaptive Shielding Blueprint
30243 Loki Defensive - Adaptive Augmenter Blueprint
30244 Loki Defensive - Amplification Node Blueprint
30245 Loki Defensive - Warfare Processor Blueprint
30247 Standalone Warfare Processor A strange piece of equipment recovered from a Sleeper drone.
30248 Emergent Combat Analyzer "This combat analyzer appears to use the same fundamental programming as standard Empire-issue technology, although it operates at a much higher level of efficiency. These devices are typically employed in fleets where they provide predictive analyses of complex battle scenarios and supplement other combat electronics that handle smaller elements.
Combat analyzers are best employed in tasks such as calculating a fleet's success rate, running comparative analyses between fleets and other similarly abstract problem-solving tasks requiring higher levels of heuristic programming. Even though the equipment has been badly damaged, the core functionality remains intact. With a skilled programmer and a talented mechanic, it could be re-integrated into a starship."
30249 Nanoassembler Ligaments Designed in eerily organic ligament-like formations, these nanoassemblers are still fully operational. With the addition of a few other components and some reprogramming, they could be repurposed for use in defensive systems.
30250 Nanoelectromechanical Sheets Only a few millimeters thick, these sheets of fullerene alloys are able to store and generate power in small amounts, supplementing the capacitor of a ship and offering local power to nanoassemblers. They work best when integrated into armor plating around power core and repair systems.
30251 Neurovisual Input Matrix Used in conjunction with other equipment inside the capsule, neurovisual input matrices serve the vital function of translating external stimuli into visual data. Ship identifier tags, hostile threat indicators and tactical overlay interfaces are all typical examples of N.I.M at work. The Sleeper variants of these matrices are not substantively different from contemporary devices, needing only a few supplemental components and some minor reprogramming before they can operate in much the same way. The only major deviation is in the energy efficiency. The Sleeper device is almost a thousand times less demanding on a ship's power core.
30252 Thermoelectric Catalysts "These tiny nanomachines have been injected into the thermoelectric power core at the heart of the Sleeper drone. Inside each one is a small array of chemicals and components, all of which play a role in producing the often violent chemical reactions that provide power to the drones. Only the most advanced Sleeper drones are known to have had their power cores enhanced in this way.
Even though they all share the same fundamental role, thousands of minor variations in the machines that have emerged after millennia of use, as they adapted to the minute changes in chemical composition and electrical flux. How exactly they came to do this remains a mystery, but it is clear that the current product is the result of countless iterations.
Although salvaged easily enough, they have been built from the ground up to be integrated into other Sleeper technology. Trying to enhance any engineering systems outside of the Sleeper's own thermoelectric power cores with the current level of technology would represent an impossible reverse-engineering task."
30253 generic item 5 This white, dusty substance was extracted from the centre of high impact craters in the Sleeper drone's armor. When mixed with other materials it forms a stiff resin that can either be used to hold various pieces of hull sheets together or to coat them for additional protection against radiation and heat.
30254 Electromechanical Hull Sheeting These ultra-thin nanoplastic sheets are resilient enough to survive the explosion of the Sleeper drones that carry them. The molecular-level circuitry inside them can be encased in layers of protective fullerene alloys that are billions of times their size, allowing electronics systems to be safely embedded just beneath the armor surface.
30255 Thermal Diffusion Film "Normally synthesized at great cost, small amounts of this film are also able to be removed from the outer layers of a Sleeper drone's armor. When combined with other materials it has the capability to spread thermal damage out across the hull, cooling it quickly, thus minimize the incoming damage from heat-based weaponry.
"
30256 Generic Hull Salvage 4 Interface Circuits are common building blocks of starship subsystems.
30257 Generic Hull Salvage 5 An "Aphid" logic circuit. The nickname is derived from the unfortunate acronym of autonomous field programmable holographic signal processor with embedded holographic data storage.
30258 Resonance Calibration Matrix RCM play an important role in stabilizing a ship's alignment prior to, and in the first moments of, interstellar warp. The Sleeper drone RCM system works in an entirely different manner to contemporary Empire-based technology and yet the angles of alignment produced by their final calculations are always identical. Even though their inner workings remain a mystery, the matrices operate in a predictable and reliable enough fashion to form the basis of a new, slightly more efficient jump drive.
30259 Melted Nanoribbons Most of these tiny circuits have fused together from the heat and force of the Sleeper drone's explosion. The detonation of the drone's power core must have been immense to have had such an effect on these resilient nanostructures.
30260 Ruined Scraps 3 A slightly damaged but still seemingly usable capacitor console. Capacitor consoles are a necessary component of starship capacitor units.
30261 Ruined Scraps 4 The Micro Circuit is one of the most common electronics components seen in use.
30262 Intact Coolant Regulator A soup of nanite assemblers typically used in armor manufacturing processes.
30263 Intact Particle Emitter Your average run-of-the-mill closed loop electrical network with redundant autonomous switchgear.
30264 Intact Field Harmonic Regulator Power Conduit runs through ships delivering energy like arteries deliver blood through a body. Large ships can have hundreds of miles of conduit.
30265 Intact Sleeper AI Control Core An expert system used in the construction of missile launchers. This one has been damaged by fire or an explosion.
30266 Intact Secondary Power Couples This Thermonuclear Trigger Unit while smashed still seems to have it's nuclei containment field intact and the plasma seems to be near thermal equilibrium. It would be a shame to waste this unit just because of its cosmetic damage.
30267 Intact Plasma Conduit Power Conduit runs through ships delivering energy like arteries deliver blood through a body. Large ships can have hundreds of miles of conduit. This conduit is tangled and knotted as it seems to have gone through some sort of catastrophe.
30268 Jump Drive Control Nexus "Barely salvageable from the wreck of a Sleeper drone, this device could have been something much more impressive when it was fully functional. In its current state it is almost unrecognizable, having been scratched, burned and even chemically melted. It looks like it was housed next to the drone's power core, which would explain the extreme heat damage it suffered when the drone exploded.
Stranger yet, it almost seems as if it was lined with some kind of triggered-release corrosive. The self-destruct mechanism – if that's even what it was – only caused so much damage, and the acid didn't burn cleanly through the center of the drive.
Even as a shadow of its former self, it can be combined with other components to form a fully functional warp drive. Being capable of this, even in such a bad state, strongly suggests that the device was capable of other types of more advanced interstellar travel. Why a Sleeper drone was equipped with this level of technology remains a mystery."
30269 Defensive Control Node A rudimentary analysis of this device reveals an amazingly broad potential for the manipulation of nanomachines, allowing the user to reprogram them for numerous roles. The Sleeper defensive systems were so modular that, even though this particular node was designed to coordinate armor-repairing nanoassemblers, it could just as easily be reconfigured for shield defense.
30270 Central System Controller "Still fully intact and operational, this device stands as a testament to the ancient Sleeper's impressive scientific achievements. Although thousands of years old, the technology inside it is not only comparable to modern electronic designs, but in some cases even exceeds it.
Central system controllers lie at the heart of a starship's electronics systems. They are responsible for coordinating the flow of information between various analyzers and control nodes, monitoring subsystems, and ensuring they receive the appropriate supply of electrical power. Tackling such complex tasks simultaneously (and with near-zero latency) demands immense processing power and faultless, error-free programming. Traditionally, a CSC would comprise a significant portion of the cost in a starship's electronics systems, but the fullerene-based Sleeper designs have provided breakthroughs in the efficiency of circuitry and presented new and improved methods for increasing computational accuracy. The end result is a drastically reduced cost for top-of-the-line performance.
"
30271 Emergent Combat Intelligence "Although emergent systems are not fully-fledged Artificial Intelligences, they are often so advanced that they can border on sentience. The means by which they are created is also a common source for claims that they are in fact, full-blown AIs. Emergent system development is said to have been an early focal point in Jovian software design, where they hoped to create an atmosphere in which an advanced system could self-assemble its own consciousness and thus “emerge” as a sentient being. What became of these projects remains unknown, although the Jovians appear to have abandoned these pursuits many millennia ago in favor of something more tangible and containable.
Designed from the ground up to perform complex, real-time combat calculations such as weapon tracking and heat optimization, this device shows the signatures of an emergent intelligence. Despite this, various hard limitations have been encoded into the device at the most fundamental level, greatly limiting its potential to evolve any further. Even in its current state though, it represents some of the most advanced combat electronics ever built. Although nothing about the software is in itself revolutionary, it is able to tackle highly complex tasks with a frightening level of speed and efficiency."
30272 Sleeper Ward Console The control unit for a starships shield systems.
30273 Abandoned Sleeper Enclave "Imposing in its majesty, this giant dome stands as a testament to the technological might of the ancient Sleeper race. Even millennia old, the innumerable electronics systems within are still comparable to contemporary technology, in some cases even exceeding it. The distinctive hub-like design of this particular structure suggests that it operated as some kind of central data nexus, a shining capital amongst a digital metropolis.
This Enclave is heavily damaged from thousands of years in the unforgiving solitude of space. The only signs of life within are weak electronic signals."
30274 Eroded Sleeper Thermoelectric Converter After countless years in space, this structure is showing some signs of age. A brief analysis of the semi-functional technology inside reveals that it operates as some kind of auxiliary power source for other structures. Erosion in one of the armor panels exposes a small internal hangar bay, perhaps used as a docking port to power the Sleeper's automated drones.
30275 Exposed Sleeper Interlink Hub Distinctively Sleeper in design, this structure served as an information hub, linking various data sources with one another. Although countless years in the harsh environments of space have rendered its defenses all but non-existent, the structure continues to relay information back and forth, oblivious to its own vulnerability.
30276 Crippled Sleeper Preservation Conduit Tiny windows looking out into space offer a glimpse past this structure's once-impressive armor plating and through to the strange sights within. Barely visible in the dim light are rows upon rows of small chambers, stretching out endlessly inside the darkened hallways of this mammoth conduit. A myriad of connective wires interlace with giant pipelines, all of them broken or badly damaged. A strange electronic interference emanates from deep inside the facility, suggesting that perhaps not everything inside has fallen into disrepair.
30277 Malfunctioning Sleeper Multiplex Forwarder The Sleeper Multiplex Forwarder may have been responsible for transferring data between various Sleeper facilities. Hundreds of years in space have taken their toll, however, and brief scans of the structure show only miniscule amounts of electronic activity.
30278 Decrepit Talocan Outpost Core Centuries of emptiness have left this Talocan outpost's central hub in disarray, but the chambers and corridors inside portray a busy (if very spartan) existence. Advanced technology mingles with rustic repairs and patchwork assemblages. Some of the technology is ancient and very rudimentary in design, harkening back to cultures long gone, yet with hints of familiarity. Much of the interior is in shambles, and the outer hull is breached in several areas, leaving the outpost core teetering on the edge of total destruction.
30279 Collapsed Talocan Observation Dome Large windows and telescoping turrets peer out into the surrounding darkness. The windows of this dome are cracked and the roof partially collapsed, but the empty eyes of the Talocan observation dome always appears to be staring, despite the absence of its original occupants.
30280 Offline Talocan Reactor Spire The Spire's mechanical infrastructure suggests that it was once used for generating power and harvesting electricity. However, the design resembles a combination of different styles, many of them reminiscent of modern power stations. Despite many attempts, the internal generators won't start working, and the spire is now utterly offline, just another mass of debris in space.
30293 Sleeper Preservation Conduit "Tiny windows looking out into space offer a glimpse past this structure's impressive armor plating and through to the strange sights within. Barely visible in the dim light are rows upon rows of small chambers, stretching out endlessly inside the darkened hallways of this mammoth conduit. A myriad of connective wires interlace with giant pipelines, feeding into every area of the facility. Although they can be seen coiling up through the foundations, the compounds they are ferrying remain a mystery.
A strange electronic interference emanates from deep within, pulsing randomly every few seconds."
30294 Talocan Observation Dome Large windows and telescoping turrets peer out into the surrounding darkness. The Talocan observation dome always appears to be staring, despite the absence of its original occupants.
30295 Talocan Outpost Core Centuries of emptiness have left this Talocan outpost's central hub in disarray, but the chambers and corridors inside portray a busy (if very spartan) existence. Advanced technology mingles with rustic repairs and patchwork assemblages. Some of the technology is ancient and very rudimentary in design, harkening back to cultures long gone, yet with hints of familiarity.
30298 Talocan Reactor Spire Centuries of emptiness have left this Talocan outpost's central hub in disarray, but the chambers and corridors inside portray a busy (if very spartan) existence. Advanced technology mingles with rustic repairs and patchwork assemblages. Some of the technology is ancient and very rudimentary in design, harkening back to cultures long gone, yet with hints of familiarity.
30299 Sleeper Enclave "Imposing in its majesty, this giant dome stands as a testament to the technological might of the ancient Sleeper race. Even millennia old, the innumerable electronics systems within are still comparable to contemporary technology, in some cases even exceeding it. The distinctive hub-like design of this particular structure suggests that it operated as some kind of central data nexus, a shining capital amongst a digital metropolis.
Although entirely functional and intact, the only signs of life within are electrical currents and the eerily constant transfers of data."
30300 Sleeper Thermoelectric Converter Despite countless years in space, this structure appears to be entirely functional. A brief analysis of the technology inside reveals that it operates as some kind of central power source for other Sleeper facilities. Faint seams in the rigid armor suggest it may even house a docking port to power the Sleeper's automated drones.
30301 Sleeper Multiplex Forwarder The Sleeper Multiplex Forwarder was built as a massive router for transferring electronic data between various Sleeper facilities. Although enclosed in super-resilient metal alloys, the size of the data cables suggests that it is capable of transmitting extraordinary amounts of information.
30302 Sleeper Interlink Hub Distinctively Sleeper in design, this structure operates as an information hub, linking up various data sources with one another. An extraordinarily resilient superstructure guards the flow of information inside from any disruption.
30303 Fulleroferrocene Fulleroferrocene is a rare organometallic compound used to strengthen and supplement other materials. Most commonly, it is used to improve the structural integrity of metal alloys, but research is continuing on its potential applications in nanomechanical devices.
30304 PPD Fullerene Fibers The discovery of these microscopic, tubular structures has helped pave new paths in the construction of advanced starships. Known for their unrivaled strength-to-weight ratio, composite metals made of unique PPD fullerene fibers have become the standard for defensive plating. Atomic-scale, nanomechanical systems used inside repair modules often employ fullerene fibers as well.
30305 Fullerene Intercalated Graphite Originally this material was only used in the construction of advanced semiconductors, a role in which it still performs admirably. In recent years, however, structural engineers have proven that it has even better applications in nano-electromechanical systems. The unique “superlubricity” – a state of zero or near-zero friction – between mechanical components made of F.I.C significantly limits wear, allowing the tiny devices to operate for exceptionally long periods without the need for maintenance.
30306 Methanofullerene One of the most useful organic semiconductors discovered in recent years, methanofullerene can be blended with other polymers to create incredibly efficient solar cells, offering a near-endless source of power in places that would otherwise be difficult to supply.
30307 Lanthanum Metallofullerene This fullerene-lanthanum compound is made by encasing a single lanthanum atom in a cage of carbon atoms. The incredibly high melting point of lanthanum compounds make them ideal for the construction of offensive hardpoints, where heat dissipation is critical to keeping weapons systems operating effectively.
30308 Scandium Metallofullerene A fullerene-scandium compound made by encasing a single scandium atom in a cage of carbon atoms. Scandium is a grey-white element that has historically been incredibly hard to find. Scandium-tipped missiles were once valued for their armor-piercing qualities, which allowed them to wreck havoc deep inside starship hulls. The only thing holding the weapons industry back from these and other similar applications has been the low supply of the material.
30309 Graphene Nanoribbons Single-walled nanotubes such as these have been at the forefront of advanced electronics production for centuries. The nanoribbons make for some of the best, and smallest, conductors in the world, offering scientists new ways forward in the miniaturization of electronics systems.
30310 Carbon-86 Epoxy Resin C-86 epoxy resin is most commonly applied as a thin film to the structures housing propulsion systems. The tremendous flame-retardant properties of materials covered in the resin help prevent heat buildup and minimize onboard fires.
30311 C3-FTM Acid Difficult to procure and expensive to create, this rare chemical compound plays an important role as a neuroprotective agent for capsule pilots. It is integrated into the life-support systems on board a capsuleer's vessel, where it helps limit brain cell death and neurodegeneration.
30312 Nanotori Polymers Nanotori are carbon nanotubes bent into rings. The final product and its application vary drastically depending on the angle at which the tubes were rolled and the radius of the circle they created. For this reason, nanotori can be found in anything from metal alloys to insulators and semiconductors.
30313 Nanobud Polymers A combination of carbon nanotubes and other fullerenes, nanobuds have the unique properties of both materials, making them useful in the construction of advanced electronics as well as ultra-hard metal alloys.
30314 Fullero-Ferrocene Fulleroferrocene is a rare organometallic compound used to strengthen and supplement other materials. Most commonly, it is used to improve the structural integrity of metal alloys, but research is continuing on its potential applications in nanomechanical devices.
30315 generic item 6 C-86 Epoxy Resin is most commonly applied as a thin film to the structures housing propulsion systems. The tremendous flame-retardant properties of materials covered in the resin help prevent heat buildup and improve internal combustive efficiency.
30316 Polyfullerene Condensate This mixture of fullerene condensates is most commonly used to line gas storage tanks on starships. The unique qualities of the liquid provide increased thermal efficiency and reduced the risk of combustive malfunctions.
30317 generic item 4 The discovery of these microscopic tubular structures has helped pave new paths in the construction of advanced starships. Known for their unrivalled strength-to-weight ratio, composite metals made of unique PPD fullerene fibers have become the standard for defensive plating. Atomic-scale nanomechanical systems used inside repair modules often employ fullerene fibers as well.
30318 Plutonium Metallofullerene A fullerene-plutonium compound made by encasing a single plutonium atom in a cage of carbon atoms. Scientists originally envisaged this compound as a useful substance for non-applied research, but when the huge explosive potential of loosely-packed plutonium atoms inside a rigid fullerene cage was discovered, what little material there was quickly disappeared into the research labs of weapons manufacturers.
30319 Polymer 17
30320 Polymer 18
30321 Polymer 19
30322 Polymer 20
30324 Defensive Subsystem Technology Understanding of the technology used to create advanced defensive subsystems.
30325 Engineering Subsystem Technology Understanding of the technology used to create advanced engineering subsystems.
30326 Electronic Subsystem Technology Understanding of the technology used to create advanced electronic subsystems.
30327 Offensive Subsystem Technology "Understanding of the technology used to create advanced offensive subsystems.
"
30328 Civilian Stasis Webifier Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.
30329 Civilian Stasis Webifier I Blueprint
30342 Civilian Thermic Dissipation Field Boosts shield resistance against thermal damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
30343 Civilian Thermic Dissipation Field Blueprint
30344 Fulleroferrocene Reaction
30345 PPD Fullerene Fibers Reaction
30346 Fullerene Intercalated Graphite Reaction
30347 defunct reaction 4
30348 Lanthanum Metallofullerene Reaction
30349 Scandium Metallofullerene Reaction
30350 Graphene Nanoribbons Reaction
30351 Carbon-86 Epoxy Resin Reaction
30352 C3-FTM Acid Reaction
30353 defunct reaction 3
30354 defunct reaction 2
30355 defunct reaction 1
30356 defunct reaction 6
30357 defunct reaction 7
30358 defunct reaction 5
30365 Webber Drone These webifier drones were developed by the Gallentean research and development firm CreoDron, who are renowned across the cluster for high quality drone manufacture. The patent was sold to all of the other empires early after the rise of the capsuleer. Since that time, these and other similar drones have seen use in various training programs, most usually focused on familiarizing a pilot with advanced combat techniques such as, in this case, dealing with Stasis Webification on the battlefield.
30366 Runner Drone These Runner drones were first engineered by Serpentis scientists, who originally used them as forward scouts in systems bordering Gallentean space. Over time, Federation Navy scouts discovered their presence and soon enough, reverse-engineered their own variants. Since then, these and other similar drones have seen use in various training programs, most usually focused on familiarizing a pilot with advanced combat techniques on the battlefield.
30368 Methanofullerene Reaction
30369 Angel Rookie This is a fighter for the Angel Cartel. It is protecting the assets of the Angel Cartel and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
30370 Fullerite-C50 "Fullerite is the solid-state manifestation of fullerene molecules and can be found naturally occurring within interstellar gas clouds. Fullerites are coveted for the unique structural properties that make them some of the most useful materials known to humankind. Fullerene-based technology has applications in electronics, propulsion and engineering as well as the construction of ultra-hard metal alloys and heat-resistant weapons systems.
Although all of the empires have developed a rudimentary understanding of how to manipulate fullerene, only the Jovians are known to have mastered the science. This has allowed them to maintain a significant technological advantage over other races in many crucial areas. "
30371 Fullerite-C60 "Fullerite is the solid-state manifestation of fullerene molecules and can be found naturally occurring within interstellar gas clouds. Fullerites are coveted for the unique structural properties that make them some of the most useful materials known to humankind. Fullerene-based technology has applications in electronics, propulsion and engineering as well as the construction of ultra-hard metal alloys and heat-resistant weapons systems.
Although all of the empires have developed a rudimentary understanding of how to manipulate fullerene, only the Jovians are known to have mastered the science. This has allowed them to maintain a significant technological advantage over other races in many crucial areas. "
30372 Fullerite-C70 "Fullerite is the solid-state manifestation of fullerene molecules and can be found naturally occurring within interstellar gas clouds. Fullerites are coveted for the unique structural properties that make them some of the most useful materials known to humankind. Fullerene-based technology has applications in electronics, propulsion and engineering as well as the construction of ultra-hard metal alloys and heat-resistant weapons systems.
Although all of the empires have developed a rudimentary understanding of how to manipulate fullerene, only the Jovians are known to have mastered the science. This has allowed them to maintain a significant technological advantage over other races in many crucial areas. "
30373 Fullerite-C72 "Fullerite is the solid-state manifestation of fullerene molecules and can be found naturally occurring within interstellar gas clouds. Fullerites are coveted for the unique structural properties that make them some of the most useful materials known to humankind. Fullerene-based technology has applications in electronics, propulsion and engineering as well as the construction of ultra-hard metal alloys and heat-resistant weapons systems.
Although all of the empires have developed a rudimentary understanding of how to manipulate fullerene, only the Jovians are known to have mastered the science. This has allowed them to maintain a significant technological advantage over other races in many crucial areas. "
30374 Fullerite-C84 "Fullerite is the solid-state manifestation of fullerene molecules and can be found naturally occurring within interstellar gas clouds. Fullerites are coveted for the unique structural properties that make them some of the most useful materials known to humankind. Fullerene-based technology has applications in electronics, propulsion and engineering as well as the construction of ultra-hard metal alloys and heat-resistant weapons systems.
Although all of the empires have developed a rudimentary understanding of how to manipulate fullerene, only the Jovians are known to have mastered the science. This has allowed them to maintain a significant technological advantage over other races in many crucial areas. "
30375 Fullerite-C28 "Fullerite is the solid-state manifestation of fullerene molecules and can be found naturally occurring within interstellar gas clouds. Fullerites are coveted for the unique structural properties that make them some of the most useful materials known to humankind. Fullerene-based technology has applications in electronics, propulsion and engineering as well as the construction of ultra-hard metal alloys and heat-resistant weapons systems.
Although all of the empires have developed a rudimentary understanding of how to manipulate fullerene, only the Jovians are known to have mastered the science. This has allowed them to maintain a significant technological advantage over other races in many crucial areas."
30376 Fullerite-C32 "Fullerite is the solid-state manifestation of fullerene molecules and can be found naturally occurring within interstellar gas clouds. Fullerites are coveted for the unique structural properties that make them some of the most useful materials known to humankind. Fullerene-based technology has applications in electronics, propulsion and engineering as well as the construction of ultra-hard metal alloys and heat-resistant weapons systems.
Although all of the empires have developed a rudimentary understanding of how to manipulate fullerene, only the Jovians are known to have mastered the science. This has allowed them to maintain a significant technological advantage over other races in many crucial areas. "
30377 Fullerite-C320 "Fullerite is the solid-state manifestation of fullerene molecules and can be found naturally occurring within interstellar gas clouds. Fullerites are coveted for the unique structural properties that make them some of the most useful materials known to humankind. Fullerene-based technology has applications in electronics, propulsion and engineering as well as the construction of ultra-hard metal alloys and heat-resistant weapons systems.
Although all of the empires have developed a rudimentary understanding of how to manipulate fullerene, only the Jovians are known to have mastered the science. This has allowed them to maintain a significant technological advantage over other races in many crucial areas. "
30378 Fullerite-C540 "Fullerite is the solid-state manifestation of fullerene molecules and can be found naturally occurring within interstellar gas clouds. Fullerites are coveted for the unique structural properties that make them some of the most useful materials known to humankind. Fullerene-based technology has applications in electronics, propulsion and engineering as well as the construction of ultra-hard metal alloys and heat-resistant weapons systems.
Although all of the empires have developed a rudimentary understanding of how to manipulate fullerene, only the Jovians are known to have mastered the science. This has allowed them to maintain a significant technological advantage over other races in many crucial areas. "
30379 Blood Raider Rookie This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
30380 Guristas Rookie This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
30381 Serpentis Rookie This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low
30382 Amarr Hybrid Tech Decryptor "These decryptors allow the integration of ancient technology with Amarr systems.
"
30383 Caldari Hybrid Tech Decryptor "These decryptors allow the integration of ancient technology with Caldari systems.
"
30384 Minmatar Hybrid Tech Decryptor "These decryptors allow the integration of ancient technology with Minmatar systems.
"
30385 Gallente Hybrid Tech Decryptor "These decryptors allow the integration of ancient technology with Gallente systems.
"
30386 R.A.M.- Hybrid Technology The Hybrid Technology Robotic Assembly Module is a special automated system designed to integrate ancient technology with the technological specifications of the four empires.
30387 R.A.M.- Hybrid Technology Blueprint
30388 Arena_GA_MainStructure01
30389 Subsystem Assembly Array "A mobile assembly facility where advanced subsystems and hulls of strategic cruisers can be manufactured
3 manufacturing slots:
Base time multiplier: 1.0
Base material multiplier: 1.0
(Note: Tech III hulls cannot be assembled at starbase structures. The hulls and subsystems can only be assembled whilst docked in a station.)"
30391 Omni Effect Beacon Local spatial phenomena may cause strange effects on your ship systems.
30392 Legion Offensive - Drone Synthesis Projector Blueprint
30393 Legion Offensive - Assault Optimization Blueprint
30394 Legion Offensive - Liquid Crystal Magnifiers Blueprint
30395 Legion Offensive - Covert Reconfiguration Blueprint
30397 Tengu Offensive - Accelerated Ejection Bay Blueprint
30398 Tengu Offensive - Rifling Launcher Pattern Blueprint
30399 Tengu Offensive - Magnetic Infusion Basin Blueprint
30400 Tengu Offensive - Covert Reconfiguration Blueprint
30402 Proteus Offensive - Dissonic Encoding Platform Blueprint
30403 Proteus Offensive - Hybrid Propulsion Armature Blueprint
30404 Proteus Offensive - Drone Synthesis Projector Blueprint
30405 Proteus Offensive - Covert Reconfiguration Blueprint
30407 Loki Offensive - Turret Concurrence Registry Blueprint
30408 Loki Offensive - Projectile Scoping Array Blueprint
30409 Loki Offensive - Hardpoint Efficiency Configuration Blueprint
30410 Loki Offensive - Covert Reconfiguration Blueprint
30412 Caldari Arena MainStructure A main structure for CA combat simulator
30413 Arena_GA_SmallStructure01
30414 Caldari Arena SmallStructure
30416 Arena_GA_CenterFX01
30419 Caldari Arena CenterPiece
30420 Civilian EM Ward Field Boosts shield resistance against EM damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
30421 Civilian EM Ward Field Blueprint
30422 Civilian Explosive Deflection Field Boosts shield resistance against explosive damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.
30423 Civilian Explosive Deflection Field Blueprint
30424 Civilian Kinetic Deflection Field Boosts shield resistance against kinetic damage.
Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance
30425 Civilian Kinetic Deflection Field Blueprint
30426 Phantasmata Missile Cruise missile used by Sleeper battleships.
30428 Praedormitan Missile Heavy missile used by Sleeper cruisers.
30430 Oneiric Missile Heavy missile used by Sleeper frigates.
30434 Arena_MM_CenterPiece01
30435 Arena_GA_CenterPiece01
30436 Infested Lookout Ruins
30439 mobilestorage
30440 RedCloud
30444 Comet - Fire Comet Copy Comet
30446 Comet - Dark Comet Copy Comet
30447 Comet - Gold Comet Copy Comet
30448 Comet - Toxic Comet Copy Comet
30449 Gas Cloud 1 Copy
30451 Arena_AM_CenterPiece01
30452 Arena_AM_MainStructure01
30453 Arena_MM_MainStructure01
30454 Arena_AM_CenterFX01
30455 Arena_AM_SmallStructure01
30456 Arena_MM_SmallStructure01
30457 Sleeper Small Advanced Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30458 Sleeper Medium Advanced Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30459 Sleeper Large Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30460 Sirius These fearsome sentry towers have remained the faithful and dangerous guardians of their sleeping masters, even after countless years of constant duty. As unpredictable as they are powerful, the towers have been expertly designed to provide lasting vigilance with an unquestioning, mechanical loyalty. The weapons systems on board are frighteningly precise and devastating upon impact.
30461 Argos These fearsome sentry towers have remained the faithful and dangerous guardians of their sleeping masters, even after countless years of constant duty. As unpredictable as they are powerful, the towers have been expertly designed to provide lasting vigilance with an unquestioning, mechanical loyalty. The weapons systems on board are frighteningly precise and devastating upon impact.
30462 Orthrus These fearsome sentry towers have remained the faithful and dangerous guardians of their sleeping masters, even after countless years of constant duty. As unpredictable as they are powerful, the towers have been expertly designed to provide lasting vigilance with an unquestioning, mechanical loyalty. The weapons systems on board are frighteningly precise and devastating upon impact.
30464 Metallofullerene Plating "Metallofullerene plating is used to protect the connective joins in hull and subsystem structures so that Tech III vessels can be taken apart and put back together endlessly, all without the risk of wear. Mechanical engineers first attempted to create the plating using plutonium metallofullerenes, but it was quickly discovered that even miniscule amounts of them had a sizeable impact on ship mass. When integrated into armor plating in larger amounts, they also risked turning the vessel into a giant warhead, something even less desirable.
A solution was finally found. Tiny amounts of metallofullerenes would be integrated in conjunction with far larger quantities of graphene nanoribbons and then coated in powdered C-540 graphite. This process allowed the material to maintain structural durability whilst keeping mass down. The last and most ingenious addition was to incorporate fulleroferrocene into the metal beneath layers of electromechanical hull sheeting. This had the effect of turning the normally dangerous explosive reactions into kinetic energy, which could then be used to supplement the power supply to local nanoassemblers."
30465 Metallofullerene Plating Blueprint
30466 Electromechanical Interface Nexus When integrated into a starship with other components, an EMI Nexus is used to facilitate manual control over numerous electromechanical systems which, by default, run in an automated manner according to their programmed roles. Typically, the EMI Nexus acts as a conduit between a capsuleer and their ship, serving as an interface through which they can operate normally automated electromechanical systems, such as a Central System Controller. Other more simple tasks, such as the activation of a ship's modules, also frequently rely on these components.
30467 Electromechanical Interface Nexus Blueprint
30470 Neurovisual Output Analyzer "As a capsuleer, few things are more important in space-flight than the ability to instantly gauge one's surroundings and make decisions accordingly. For this reason, capsules inside starships make frequent use of neurovisual reproductions; emulations that recreate external stimuli using the most low-latency processor available: the human brain. This process relies on digital relays from camera drones and monitoring systems embedded into the hull. After the data is captured, it is then relayed directly into the brain, at which point the external surrounds are recreated almost instantaneously.
The synthetic translation of external stimuli into neurovisual imagery is incredibly risky, even relative to the standard hazards of pod piloting. Even though capsuleers have an innate resistance to neurobiological damage from these sorts of processes, the near- constant exposure to them has been linked to increased risk of aggressive neurodegenerative diseases. In recent years, engineers have begun to integrate neurovisual output analyzers into a starship's electronics systems. These devices monitor the pilot's status and, if necessary, take measures to protect against anything from mild headaches to catastrophic neural failure."
30471 Neurovisual Output Analyzer Blueprint
30474 Nanowire Composites Nanowire composites function as connective links between subsystems. Graphene nanoribbons form the base of the components, carrying electrical power between other devices integrated into electromechanical hull sheets. A final coating of thermal diffusion film ensures efficient heat dispersion, allowing a starship captain to overload modules connected to subsystems without risking the entire vessel.
30475 Nanowire Composites Blueprint
30476 Fulleroferrocene Power Conduits "These conduits supply power to minute, molecular-level devices. Extremely strong and yet surprising flexible, they have traditionally been used in rare situations where the normal methods of power supply were rendered impossible. The advent of Tech III starship technology and the influx of fullerene-based materials have seen the conduits take on new and more widespread roles.
The addition or removal of a single subsystem in a Tech III vessel can drastically change the ship's structure, and with it the internal wiring and available power supply routes. Fulleroferrocene power conduits have become an essential component in the construction of these new vessels for this very reason. The conduits can be remapped through a ship with relative ease, allowing for the near-endless variations of subsystems to be completely interchangeable without posing any problems of how to power them."
30477 Fulleroferrocene Power Conduits Blueprint
30478 Reconfigured Subspace Calibrator "Subspace calibrators perform the crucial role of tuning in on subspace frequencies. Being able to accurately pinpoint a destination on the other side of a wormhole is vital to interstellar travel, as it allows pilots to traverse wormholes safe in the knowledge that they won't accidentally arrive out the other side at the centre of a sun.
This particular calibrator was produced from a combination of fullerene polymers and salvaged Sleeper technology. The unique grouping enables some drastic reconfigurations to the basic design. The end result is a vastly increased efficiency in calculation time. Due to the modular design of Tech III vessels, tuning into subspace frequencies must be done individually for each subsystem. The development of this particular component has been an important time-saver in an area where mere seconds can mean life or death."
30479 Reconfigured Subspace Calibrator Blueprint
30484 Sleeper Small Basic Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30485 Sleeper Small Intermediate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30486 Sisters Combat Scanner Probe "A scanner probe used for scanning down Cosmic Signatures, starships, structures and drones.
Can be launched from Expanded Probe Launchers."
30488 Sisters Core Scanner Probe "A scanner probe used for scanning down Cosmic Signatures in space.
Can be launched from Core Probe Launchers and Expanded Probe Launchers."
30492 Sleeper Medium Basic Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30493 Sleeper Medium Intermediate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30494 Sleeper Large Basic Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30495 Sleeper Large Intermediate Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30496 Sleeper Large Advanced Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30497 Reinforced Metal Scraps "This mechanical hardware has obviously outlived its use, and is now ready to be recycled. Many station maintenance departments use the material gained from recycling these scraps to manufacture steel plates which replace worn out existing plates in the station hull. Most station managers consider this a cost-effective approach, rather than to send out a costly mining expedition for the ore, although these scraps rarely are enough to satisfy demand.
This commodity is not affected by the scrap metal processing skill any more than any other recyclable item."
30502 Talocan Polestar The central piece of this Talocan station is the Polestar, the nerve center of the complex and the heart of Talocan survival. Though dilapidated and unusable, the Polestar's outer hull holds many propulsion jets and mini-generators, implying its use as a self-sufficient structure with independent capabilities. From the burn marks around the propulsion thrusters, this Polestar has been jettisoned many times as a necessary structure for a migrant culture.
30503 Talocan Coupling Array The long capsules in the coupling array offer no hints as to their purpose. Archaeologists conjecture that the Array contained escape vessels, food bins, fuel resources or equipment for punishment. Some theories purport that all of the above are true.
30504 Talocan Static Gate This standing structure shares many similar aspects with modern acceleration gates. Whispers among Talocan lore-keepers tell of the Talocan's firm grasp of astronautical engineering, and this gate may offer some insight into this ancient race's knowledge.
30505 Talocan Exchange Depot Amidst the ruins of this Talocan outpost, the exchange depot looms, its presence foreboding. Judging from the wreckage inside, the depot was either used for imprisonment or cultural exchange; eerily, there seems to be very little difference between the two. Whatever its purpose, this structure is rather prevalent among the outposts, displaying its importance in Talocan society.
30506 Talocan Extraction Silo This towering structure contains all the basic elements of a regular silo: cavernous storage areas, thick walls, extensive ventilation, etc. Based on the scans of this silo, however, the silo's previous contents are unknown. The residue from inside reveals nothing known in modern times, or even odd genetic combinations. Whatever its contents, the silo emits an unfamiliar – and uneasy – presence.
30507 Worn Talocan Static Gate This standing structure shares many similar aspects with modern acceleration gates. Whispers among Talocan lore-keepers tell of the Talocan's firm grasp of astronautical engineering. This gate may offer some insight into this ancient race's knowledge, if only it could be fully repaired. Eons in space have worn the static gate completely down.
30508 Inverted Talocan Exchange Depot Amidst the ruins of this Talocan outpost, the exchange depot looms, its presence foreboding. Judging from the wreckage inside, the depot was either used for imprisonment or cultural exchange; eerily, there seems to be very little difference between the two. Whatever its purpose, this structure is rather prevalent among the outposts, displaying its importance in Talocan society.
30509 Disrupted Talocan Polestar The central piece of this Talocan station is the Polestar, the nerve center of the complex and the heart of Talocan survival. Though dilapidated and unusable, the Polestar's outer hull is breached in many parts. Its propulsion jets and mini-generators are destroyed and decaying. From the burn marks around the propulsion thrusters, this Polestar has been jettisoned many times as a necessary structure for a migrant culture, but in this condition the Polestar's current location will remain its last.
30510 Broken Talocan Coupling Array The long capsules in the coupling array offer no hints as to their purpose. Archaeologists conjecture that the Array contained escape vessels, food bins, fuel resources or equipment for punishment. Some theories purport that all of the above are true. Cracked and worn, the coupling array won't function as any of these, as its fragile frame is completely broken inside and out.
30511 Hollow Talocan Extraction Silo This towering structure contains all the basic elements of a regular silo: cavernous storage areas, thick walls, extensive ventilation, etc. Based on the scans of this silo, however, the silo's previous contents are unknown. The residue from inside reveals nothing known in modern times, or even odd genetic combinations. Whatever its contents, the silo emits an unfamiliar – and uneasy – presence.
30512 Weakened Sleeper Drone Hangar Clearly built to serve the needs of the Sleeper's automated defense drones, this ominous structure functions as one of their central docking points. The hangar's defensive capabilities have degraded over the millennia, leaving a thin outer shell that offers only token resistance to attack.
30513 Sleeper Drone Hangar Clearly built to serve the needs of the Sleeper's automated defense drones, this ominous structure functions as one of their central docking points. Despite its age, the facility shows few signs of decay, suggesting that it is perhaps maintained by its residents.
30514 Talocan Wreckage This appears to be the much-mangled remains of a Talocan vessel. It's too damaged to recover anything useful from
30515 Unidentified Wreckage There's no telling what this used to be; now though it's definitely scrap
30516 Malfunctioning Sleeper Databank This databank has clearly been the site of a serious impact, but it remains online. You may be able to extract something with your Data Analyzer.
30517 Ejected Sleeper Databank Ejected Sleeper Databank: This modular structure was long ago subjected to some sort of emergency ejection procedure, but you can detect an intact databank concealed under its heavy plating. You may be able to extract something with your Data Analyzer.
30518 Deformed Sleeper Databank Deformed Sleeper Databank: This section of hull plating once shielded an auxiliary databank on its obverse. The databank has been exposed to space for some time now, but you may still be able to extract something with your Data Analyzer.
30519 Obsolete Sleeper Databank Obsolete Sleeper Databank: This could once have been an airlock. Or an essential component of a ventilation system. Or some kind of stasis pod. Whatever it was, the only thing of value that remains is the databank you can detect concealed within.
30520 Broken Sleeper Databank This object was severed from some larger structure in the distant past, perhaps as the result of an asteroid strike. Fortunately, a once-redundant power source has provided just enough energy to keep its databank operable. You may be able to extract something with your Data Analyzer.
30521 Spavined Sleeper Databank This hull plate still has an unobstructed access point for the databank it holds. You may be able to extract something with your Data Analyzer.
30522 Forgotten Sleeper Artifact Your analyzer is picking up something of interest in this piece of twisted wreckage, though you can't for the life of you see what it is.
30523 Lost Sleeper Artifact You suspect this battered hunk of metal may conceal some kind of relic.
30524 Abandoned Sleeper Artifact This might once have been an important piece of an engine, but now you're not getting anything out of it without the help of an analyzer.
30525 Sleeper Artifact You think there might be something concealed here that an analyzer could discover.
30526 Decrepit Sleeper Artifact This mangled sheet of hull plating contains something of interest to your analyzer.
30527 Forlorn Sleeper Artifact Analysis could yield something valuable.
30528 Abandoned Talocan Battleship It looks like this ship was gutted, then left to drift.
30529 Deserted Talocan Cruiser It looks like this ship was gutted, then left to drift.
30530 Derelict Talocan Frigate It looks like this ship was gutted, then left to drift.
30532 Amarr Defensive Systems Skill in the operation of Amarr Defensive Subsystems used on Tech III ships.
30536 Amarr Electronic Systems Skill in the operation of Amarr Electronic Subsystems used on Tech III ships.
30537 Amarr Offensive Systems Skill in the operation of Amarr Offensive Subsystems used on Tech III ships.
30538 Amarr Propulsion Systems Skill in the operation of Amarr Propulsion Subsystems used on Tech III ships.
30539 Amarr Engineering Systems Skill in the operation of Amarr Engineering Subsystems used on Tech III ships.
30540 Gallente Defensive Systems Skill in the operation of Gallente Defensive Subsystems used on Tech III ships.
30541 Gallente Electronic Systems Skill in the operation of Gallente Electronic Subsystems used on Tech III ships.
30542 Caldari Electronic Systems Skill in the operation of Caldari Electronic Subsystems used on Tech III ships.
30543 Minmatar Electronic Systems Skill in the operation of Minmatar Electronic Subsystems used on Tech III ships.
30544 Caldari Defensive Systems Skill in the operation of Caldari Defensive Subsystems used on Tech III ships.
30545 Minmatar Defensive Systems Skill in the operation of Minmatar Defensive Subsystems used on Tech III ships.
30546 Gallente Engineering Systems Skill in the operation of Gallente Engineering Subsystems used on Tech III ships.
30547 Minmatar Engineering Systems Skill in the operation of Minmatar Engineering Subsystems used on Tech III ships.
30548 Caldari Engineering Systems Skill in the operation of Caldari Engineering Subsystems used on Tech III ships.
30549 Caldari Offensive Systems Skill in the operation of Caldari Offensive Subsystems used on Tech III ships.
30550 Gallente Offensive Systems Skill in the operation of Gallente Offensive Subsystems used on Tech III ships.
30551 Minmatar Offensive Systems Skill in the operation of Minmatar Offensive Subsystems used on Tech III ships.
30552 Caldari Propulsion Systems Skill in the operation of Caldari Propulsion Subsystems used on Tech III ships.
30553 Gallente Propulsion Systems Skill in the operation of Gallente Propulsion Subsystems used on Tech III ships.
30554 Minmatar Propulsion Systems Skill in the operation of Minmatar Propulsion Subsystems used on Tech III ships.
30558 Malfunctioning Thruster Sections "After millennia of exposure to space, these thruster sections have begun to wear significantly, offering only a limited example of their full functionality. The modular design of Sleeper propulsion systems is still observable however, and is notably similar to that of the empires, only deviating in a few interesting areas.
A determined and lucky researcher could still successfully reverse engineer something useful from this, but they would certainly stand a better chance with a more functional design. "
30562 Wrecked Thruster Sections "Originally misidentified by the analyzers as nothing more than scrap, these ancient thruster sections are only marginally more than that. Whether it was centuries of radiation or some violent explosion countless years ago, these thrusters have been damaged long ago and are now in a state of advanced erosion as a result.
The modular design of the Sleeper propulsion systems appears to be similar to empire technology, with only slight deviations observable. Perhaps there are secrets to the Sleeper propulsion designs locked away inside these broken relics, but it would take a significant amount of luck for even a skilled researcher to successfully reverse engineer them and find out. "
30574 Magnetar
30575 Black Hole
30576 Red Giant
30577 Pulsar
30579 Wormhole Z971 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30582 Intact Power Cores "Rescued from a crumbling Sleeper structure, these ancient power cores stand as an excellent example of Sleeper engineering. Unlike everything else that surrounded them, these cores appeared to be almost newly-manufactured.
Pristine, working examples of Sleeper technology such as this are extremely rare and even more valuable. With the right skills and equipment, they can offer great insights into the scientific pursuits of the ancient race that designed them. "
30583 Wormhole R943 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30584 Wormhole X702 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30586 Malfunctioning Power Cores Taken from amongst countless other ruined devices that cluttered the Sleeper facility once housing them, these ancient Sleeper power cores are still intact, yet extremely defective. Unlocking the technological secrets behind them would be a difficult task in their current state. Only those researchers who are skilled in reverse engineering would have a chance, and even then, not a great one.
30588 Wrecked Power Cores These ancient power cores have all but succumbed to millennia of neglect and disuse. A few elements of their basic design remain intact, offering a skilled researcher some small hope that the secrets locked away inside may still be reverse engineered into something more functional.
30599 Intact Electromechanical Component "This ancient piece of electronics equipment is in near-perfect condition, untarnished by centuries of disuse. The design of the circuitry appears to be highly modular, offering a wide-ranging insight into Sleeper electronics systems.
Pristine, working examples of Sleeper technology such as this are extremely rare and even more valuable. With the right skills and equipment, they can offer great insights into the scientific pursuits of the ancient race that designed them. "
30600 Malfunctioning Electromechanical Component This ancient piece of electronics equipment has long since begun to malfunction. Despite centuries of disuse having taken a heavy toll on the device, the design of the circuitry remains clear enough to the form the basis of scientific study. A skilled researcher could have a decent chance at unlocking the secrets of Sleeper electronics design within.
30605 Wrecked Electromechanical Component This ancient piece of electronics equipment has all but disintegrated after centuries of disuse. Much of the circuitry has been claimed by decay, leaving only the most fundamental information available for reverse engineering attempts. Even despite the low chance of success, in the hands of a skilled researcher these components could still help unlock the secrets of Sleeper electronics design.
30614 Intact Armor Nanobot "Recovered from amongst the debris of a Sleeper facility, this ancient device is somehow still entirely functional. Just one of these items holds countless nanoassemblers inside, offering a comprehensive view of the finer details in the Sleeper's defensive systems.
Pristine, working examples of Sleeper technology such as this are extremely rare and even more valuable. With the right skills and equipment, they can offer great insights into the scientific pursuits of the ancient race that designed them. "
30615 Malfunctioning Armor Nanobot "Recovered from amongst the debris of a Sleeper facility, this ancient device is locked into a slow decline. Just one of these items holds countless nanoassemblers inside, offering a comprehensive view of the finer details in the Sleeper's defensive systems. Unfortunately, a great deal of the assemblers inside this one have fused together, causing a terminal chain reaction inside the device.
Even though it is badly damaged, a skilled scientist could still possibly extract enough information to try and reverse engineer it. "
30618 Wrecked Armor Nanobot "Recovered from amongst the debris of a Sleeper facility, this ancient device is almost entirely shut down. Just one of these items would normally hold countless nanoassemblers inside, offering a comprehensive view of the finer details in the Sleeper's defensive systems. Unfortunately, all of the assemblers inside this one have fused together, causing a terminal chain reaction inside the device.
Even though it is only a shell of what it once used to be, with a bit of guesswork and luck, a skilled scientist might still be able to extract enough information to try and reverse engineer it. "
30628 Intact Weapon Subroutines "This collection of electronic devices represents the core of the computerized functionality behind the Sleeper weapons systems. An amalgam of advanced calibration and tracking devices, they are the driving force behind the frightening accuracy and efficiency of Sleeper armaments.
The subroutines have been coded into various devices which were then secreted away inside an ultra-hard metallofullerene alloy container. They show barely any sign of age, serving as an almost perfect example of Sleeper weapons design.
Pristine, working examples of Sleeper technology such as this are extremely rare and even more valuable. With the right skills and equipment, they can offer great insights into the scientific pursuits of the ancient race that designed them. "
30632 Malfunctioning Weapon Subroutines "This collection of electronic devices represents the core of the computerized functionality behind the Sleeper weapons systems. An amalgam of advanced calibration and tracking devices, they are the driving force behind the frightening accuracy and efficiency of Sleeper armaments.
The subroutines have been coded into various devices which were then secreted away inside an ultra-hard metallofullerene alloy container. A small tear in the container's seal has exposed them to centuries of radiation however, leaving them barely functional.
Even despite this, a skilled scientist could still possibly extract enough information to reverse engineer one. "
30633 Wrecked Weapon Subroutines "This collection of electronic devices represents the core of the computerized functionality behind the Sleeper weapons systems. An amalgam of advanced calibration and tracking devices, they are the driving force behind the frightening accuracy and efficiency of Sleeper armaments.
The subroutines have been coded into various devices which were then stored inside the facility from which they came. Exposed to countless centuries of radiation after its walls began to erode, the subroutines are barely recognizable, offering only the most rudimentary glimpses into Sleeper weapons design. It would take a skilled researcher and a good amount of luck to successfully reverse engineer anything functional from such a broken mess. "
30642 Wormhole O128 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30643 Wormhole N432 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30644 Wormhole M555 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30645 Wormhole B041 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30646 Wormhole U319 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30647 Wormhole B449 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30648 Wormhole N944 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30649 Wormhole S199 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30650 Amarr Strategic Cruiser Skill at operating Amarr Strategic Cruisers.
30651 Caldari Strategic Cruiser Skill at operating Caldari Strategic Cruisers.
30652 Gallente Strategic Cruiser Skill at operating Gallente Strategic Cruisers.
30653 Minmatar Strategic Cruiser Skill at operating Minmatar Strategic Cruisers.
30654 Luxury Spaceliner The large majority of luxury vessels are produced inside the Federation, which has an unrivaled reputation for opulence in boutique and luxury yacht design. Ships of this class are typically flown by the elite of interstellar society, but pilots and passengers can also include high-ranking corporate and governmental officials.
30655 Hybrid Polymer Silo Specialized container designed to store and handle polymers used in the production of hybrid components
30656 Polymer Reactor Array "The polymer reactor array is used to mix fullerenes with minerals and other materials to form hybrid polymers.
Only Hybrid Reactions will work in this array."
30657 Wormhole A641 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30658 Wormhole R051 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30659 Wormhole V283 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30660 Wormhole H121 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30661 Wormhole C125 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30662 Wormhole O883 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30663 Wormhole M609 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30664 Wormhole L614 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30665 Wormhole S804 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30666 Wormhole N110 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30667 Wormhole J244 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30668 Wormhole Z060 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30669 Wolf-Rayet Star
30670 Cataclysmic Variable
30671 Wormhole Z647 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30672 Wormhole D382 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30673 Wormhole O477 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30674 Wormhole Y683 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30675 Wormhole N062 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30676 Wormhole R474 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30677 Wormhole B274 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30678 Wormhole A239 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30679 Wormhole E545 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30680 Wormhole V301 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30681 Wormhole I182 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30682 Wormhole N968 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30683 Wormhole T405 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30684 Wormhole N770 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30685 Wormhole A982 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30686 Wormhole S047 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30687 Wormhole U210 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30688 Wormhole K346 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30689 Wormhole P060 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30690 Wormhole N766 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30691 Wormhole C247 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30692 Wormhole X877 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30693 Wormhole H900 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30694 Wormhole U574 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30695 Wormhole D845 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30696 Wormhole N290 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30697 Wormhole K329 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30698 Wormhole Y790 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30699 Wormhole D364 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30700 Wormhole M267 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30701 Wormhole E175 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30702 Wormhole H296 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30703 Wormhole V753 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30704 Wormhole D792 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30705 Wormhole C140 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30706 Wormhole Z142 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30707 Wormhole Q317 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30708 Wormhole G024 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30709 Wormhole L477 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30710 Wormhole Z457 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30711 Wormhole V911 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30712 Wormhole W237 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30713 Wormhole B520 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30714 Wormhole C391 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30715 Wormhole C248 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30716 Tahaki Karin "Her face is close enough, if you've only seen a photo or a holo. Right height, right weight. Her voice is close enough, too. Accent, vocabulary, everything suggests this is Tahaki Karin.
She isn't, of course, but you've been forewarned. Anyone who knew the original would find themselves hard-put to detect the mimic. There are little things, though. The scar on her neck is newer. Her nails are filed smooth rather than roughly clipped. And she listens. To everything. She doesn't make a point of it, of course. But she's taking in everything. The whine of the electrical system, the buzz coming off the gravity plating.
Who is she, really? You don't know. But she's closer to being Karin than she is anyone else. Close enough.
"
30719 Kritsan Parthus Parthus is an Amarr pirate. Quiet in person, he's known both as a wild gambler and a man who can cover his bets. His success in outfitting and executing illegal missions is similar: he takes a lot of risks, but thinks practically and can generally repay his debts.
30720 Parthus' Malfunctioning Capsule This capsule contains the Amarrian pirate Kritsan Parthus. The internal warp drive of the pod appear to be heavily damaged from the explosion of his ship, leaving him stranded.
30725 Civilian Gallente Cruiser Celestis "The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.
This ship poses no immediate threat.
"
30726 Civilian Gallente Cruiser Exequror "The Exequror is a heavy cargo cruiser capable of defending itself against raiding frigates, but lacks prowess in heavier combat situations. It is mainly used in relatively peaceful areas where bulk and strength is needed without too much investment involved.
This ship poses no immediate threat."
30727 Civilian Gallente Cruiser Thorax "The Thorax-class cruiser is the latest combat ship commissioned by the Federation. While the Thorax is a very effective ship at any range, typical of modern Gallente design philosophy it is most effective when working at extreme close range where its blasters and hordes of combat drones tear through even the toughest of enemies.
This ship poses no immediate threat.
"
30728 Civilian Gallente Cruiser Vexor "The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks.
This ship poses no immediate threat.
"
30729 Civilian Caldari Cruiser Blackbird "The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations.
This ship poses no immediate threat."
30730 Civilian Caldari Cruiser Caracal "The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.
This ship poses no immediate threat."
30731 Civilian Caldari Cruiser Moa "The Moa was designed as an all-out combat ship, and its heavy armament allows the Moa to tackle almost anything that floats in space. In contrast to its nemesis the Thorax, the Moa is most effective at long range where its railguns and missile batteries can rain death upon foes.
This ship poses no immediate threat."
30732 Civilian Caldari Cruiser Osprey "The Osprey offers excellent versatility and power for its low price. Designed from the top down as a cheap but complete cruiser, the Osprey utilizes the best the Caldari have to offer in state-of-the-art armor alloys, sensor technology and weaponry - all mass manufactured to ensure low price. In the constant struggle to stay ahead of the Gallente, new technology has been implemented in the field of mining laser calibration. A notable improvement in ore yields has been made, especially in the hands of a well trained pilot.
This ship poses no immediate threat."
30733 Civilian Amarr Cruiser Arbitrator "The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.
This ship poses no immediate threat."
30734 Civilian Amarr Cruiser Augoror "The Augoror-class cruiser is one of the old warhorses of the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion. It is mainly used by the Amarrians for escort and scouting duties where frigates are deemed too weak. Like most Amarrian vessels, the Augoror depends first and foremost on its resilience and heavy armor to escape unscathed from unfriendly encounters.
This ship poses no immediate threat."
30735 Civilian Amarr Cruiser Maller "Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches.
This ship poses no immediate threat."
30736 Civilian Amarr Cruiser Omen "The Omen is a stereotypical example of the Amarrian School of thinking when it comes to ship design: thick armor and hard hitting lasers. Advancements in heat dissipation allow the Omen to fire its lasers faster than other ships without this technology.
This ship poses no immediate threat."
30737 Independent Harbinger "Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.
The markings on this ship reveal no obvious connection to the Empire."
30738 Independent Prophecy "The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. Originally intended as a full-fledged battleship, it was determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile form of artillery support.
The markings on this ship reveal no obvious connection to the Empire."
30739 Civilian Minmatar Cruiser Bellicose "Being a highly versatile class of Minmatar ships, the Bellicose has been used as a combat juggernaut as well as a support ship for wings of frigates. While not quite in the league of newer navy cruisers, the Bellicose is still a very solid ship for most purposes, especially in terms of long range combat.
This ship poses no immediate threat."
30740 Civilian Minmatar Cruiser Rupture "The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations.
This ship poses no immediate threat."
30741 Civilian Minmatar Cruiser Scythe "The Scythe-class cruiser is the oldest Minmatar ship still in use. It has seen many battles and is an integrated part in Minmatar tales and heritage. Recent firmware upgrades ""borrowed"" from the Caldari have vastly increased the efficiency of its mining output.
This ship poses no immediate threat."
30742 Civilian Minmatar Cruiser Stabber "The Stabber is the mainstay of the Minmatar fleet. It is light and extremely fast, yet surprisingly powerful, with a wide variety of weapons. It is one of few Minmatar vessels that have reached popularity outside Minmatar space.
This ship poses no immediate threat."
30743 Society of Conscious Thought Cruiser The Society of Conscious Thought applies its cruiser when anticipating hostilities or when carrying precious cargo. Despite their objections to violence, they rather be deadly than dead.
30744 Neural Network Analyzer "Even millennium old, this bulky piece of equipment shows barely any sign of age. The explosion of the Sleeper drone ferrying it around doesn't seem to have affected it in any way, either. This device was clearly built to last.
A cursory analysis of the software systems within reveals that it operates as some kind of monitoring device. The specialized design suggests it was used to process vast amounts of basic data and identify anomalies.
Given its age and unique design, there would likely be very few who could make sense of the programming. Those who do recognize the value of such a component, however, would likely be willing to part with a significant sum of ISK to own it. "
30745 Sleeper Data Library "Found amongst the debris of an incapacitated Sleeper drone, this large device appears to be a data archive of some sort. Although the information within remains a complete mystery, it is immediately apparent that it stretches far back into time.
Small data fragments preceding each file appear to function as time-stamps. If this is indeed what they are, then this Data Library could offer a snapshot of the universe stretching back millennia.
Although it is obviously of great value in and of itself, those who have some basic understanding of interpreting the data would undoubtedly pay the most for it, should an opportunistic salvager wish to part with such a rare piece of technology. "
30746 Ancient Coordinates Database "Recovered from the wrecked hull of a Sleeper drone, this database stands as a testament to the lasting power of their ancient technology. Not only has it managed to survive for millennia completely intact, but it has come through the violence of its bearer's destruction without even a scratch.
A brief analysis of the technology inside reveals that the database may in fact still be fully functional. The format and layout of the information within suggests it is a list of three-dimensional coordinates, charting a path to some distant place.
Although this device could hold incredibly valuable information, there would only be a handful of people in the entire cluster that could make any sense of it. Finding a buyer may not be that easy. "
30747 Sleeper Drone AI Nexus "Rescued from the ruined hull of a Sleeper drone, this AI Nexus represents the digital soul of these strange creations. Although the technology behind the Sleeper AI is for the most part recognizable, this device offers some insight into the few mysterious aspects that are not.
As coveted as this component must be, only the foremost drone technicians in all of New Eden would be able to possibly find some use in it. There is little doubt however that the promise such a thing holds would ensure they paid a tidy sum. "
30752 Intact Hull Section "Found drifting amongst the ruins of a Sleeper compound, these large sections of a Sleeper vessel represent a significant archaeological discovery. Not only is the hull itself an incredibly rare find, but the excellent condition it is in makes this a particularly useful case study for the Sleeper's ship construction methods.
Pristine, working examples of Sleeper technology such as this are extremely rare and even more valuable. With the right skills and equipment, they can offer great insights into the scientific pursuits of the ancient race that designed them. "
30753 Malfunctioning Hull Section "Found drifting amongst the ruins of a Sleeper compound, these large sections of a Sleeper vessel represent a significant archaeological discovery. The hull itself is an incredibly rare find, tainted only by the condition it is in. Although it was clearly built to survive the stress of space, the countless years of environmental exposure have still taken a heavy toll, stripping from it a great deal of the original functionality.
Even despite the damage, it would still make a respectable case study for the Sleeper's vessel construction methods. A skilled scientist could still possibly extract enough information to try and reverse engineer it. "
30754 Wrecked Hull Section "Mistakenly identified by the analyzers as a derelict structure, these ancient Sleeper hull fragments are almost entirely destroyed. Whether slow erosion or some more rapid and violent event devastated the technology remains unclear. It is simply too badly damaged to make an educated guess.
There isn't much of a chance that anything useful could be reverse engineered from such badly ruined fragments, but there is little doubt that those few lucky researchers who successfully managed it would uncover the secrets to Sleeper hull designs. For many, that opportunity alone would be worth the gamble. "
30755 Strange Datacore This item, clearly salvaged from one of the wrecked ships, is recognizable as a datacore, but has a foreign interface that doesn't quite look like it came from any empire you're familiar with.
30756 Red This is the corpse of a man wearing a red shirt. It looks like he was a pretty tough guy just a few hours ago.
30757 Nebben Centrien, Janitor Nebben Centrien is in top physical condition, with sharp eyes and a shrewd expression.
30758 Centrien's Shuttle This vessel is just enough to keep its occupant alive. Looks like the station crew didn't want Nebben Centrien fighting back.
30759 Chef Aubrei Azil Aubrei Azil is a talented space-faring chef and ship's cook.
30760 Azil's Transport This tiny craft is badly damaged. All propulsion units have been completely disabled.
30761 Doctor Luija Elban Dr. Elban is an extremely competent ship's doctor who has recently been having a run of rather bad luck.
30762 Dead Drop Dr. Elban's kidnappers are expecting you to put a lot of money into this can.
30763 Civilian Amarr Frigate Crucifier "The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.
This ship poses no immediate threat."
30764 Civilian Amarr Frigate Executioner "The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.
This ship poses no immediate threat."
30765 Civilian Amarr Frigate Inquisitor "The Inquisitor is another example of how the Amarr Imperial Navy has modeled their design to counter specific tactics employed by the other empires. The Inquisitor is a fairly standard Amarr ship in most respects, having good defenses and lacking mobility. It is more Caldari-like than most Amarr ships, however, since its arsenal mostly consists of missile bays.
This ship poses no immediate threat."
30766 Civilian Amarr Frigate Punisher "The Amarr Imperial Navy has been upgrading many of its ships in recent years and adding new ones. The Punisher is one of the most recent ones and considered by many to be the best Amarr frigate in existence. As witnessed by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels, but it is more than powerful enough for solo operations.
This ship poses no immediate threat."
30768 A Lot of Money This is a lot of money.
30769 Civilian Caldari Frigate Condor "The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations.
This ship poses no immediate threat."
30770 Civilian Caldari Frigate Griffin "The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.
This ship poses no immediate threat."
30771 Civilian Caldari Frigate Heron "The Heron has good computer and electronic systems, giving it the option of participating in electronic warfare. But it has relatively poor defenses and limited weaponry, so it's more commonly used for scouting and exploration.
This ship poses no immediate threat."
30772 Civilian Caldari Frigate Kestrel "The Kestrel is a heavy missile boat with a fairly large cargo space and one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas.
This ship poses no immediate threat."
30773 Civilian Caldari Frigate Merlin "The Merlin is the most powerful all-out combat frigate of the Caldari. It is highly valued for its versatility in using both missiles and turrets, while its defenses are exceptionally strong for a Caldari vessel.
This ship poses no immediate threat."
30774 Engineer Tahaki Karin Tahaki Karin is a youngish woman of middling height and build, dressed practically in a mechanic's coveralls. Her hands are rough and heavily callused, and she carries some scars that look like they were caused by shrapnel. Her voice is brisk, carrying a clear expectation that her orders will be followed. She looks like she's seen a lot recently, and none of it's been pleasant.
30775 The Heartbreak Engineer Tahaki Karin signed on with this ship not long ago, and now it's destroyed. She's been having a tough time lately.
30776 Mizara's Doll This doll is old and well-worn. It still smells faintly of brown sugar.
30777 Mizara Family Hovel Even among the remnants of this rundown mining colony, the Mizara family's hovel looks particularly impoverished.
30778 Mysterious Statuette This ancient, faintly engraved statuette looks like just the kind of thing Canius was after.
30779 Ancient Tomb Dig Site Both conservative Amarr and the fanatical Blood Raiders have left this tomb alone out of respect for the honored dead. You think you could get a good pot out of it.
30780 Strange Coded Document This document would look like gibberish if it weren't for Dagan's signature at the bottom. Perhaps Canius can decipher it.
30781 Corrupted Drone This corrupted drone looks safe to approach.
30782 Corrupted Drone Components These components were gathered from obviously malfunctioning drones.
30783 Colonial Supply Depot The "Medical Supply Hold" is down to a few bandages and cobwebs.
30784 Dr. Castille's Data Core (Property of CreoDron) This data core contains Dr. Aspasia Castille's notes on the corrupted drone problem, but it's heavily encrypted.
30785 Destroyed Ship It doesn't really matter whose ship this was, now. What matters is that Dr. Castille's data may be still be inside.
30786 Storage Warehouse These huge spacebound facilities are used to stock anything from ammunitions to agricultural supplies.
30788 Propulsion Subsystem Technology Understanding of the technology used to create advanced propulsion subsystems.
30789 LCO Starbase Auxiliary Power Array These arrays provide considerable added power output, allowing for an increased number of deployable structures in the starbase's field of operation.
30790 Civilian Caldari Battleship Scorpion "The first Scorpion-class battleship was launched only a couple of years ago, and those that have been built are considered to be prototypes. Little is known of its capabilities, but what has been garnered suggests that the Scorpion is crammed to the brink with sophisticated hi-tech equipment that few can match.
This ship poses no immediate threat."
30791 Civilian Caldari Battleship Rokh "Having long suffered the lack of an adequate hybrid platform, the Caldari State's capsule pilots found themselves rejoicing as the Rokh's design specs were released. A fleet vessel if ever there was one, this far-reaching and durable beast is expected to see a great deal of service on battlefields near and far.
This ship poses no immediate threat."
30792 Civilian Caldari Battleship Raven "The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty.
This ship poses no immediate threat."
30793 Storage Warehouse Container These huge spacebound facilities are used to stock anything from ammunitions to agricultural supplies.
30794 Farming Supplies This huge freight container is loaded with all sorts of agricultural equipment. Almost anything a farm could need has been packed away inside, from seeds and plant samples to tractors and ploughs.
30797 Talocan Outpost Hub Though large in design, this structure is sparsely adorned, with only a few antechambers and docking platforms inside. Speculation among historians suggests that this outpost hub was capable of immediate and easy disconnection from the Talocan outpost in case of attack, but there hasn't been a scholarly consensus about this.
30798 Talocan Outpost Conduit Narrow tubes and electrical wiring fill the outpost conduit. Equal parts electrical artery and linking structure, the interior of this connecting structure is in disrepair, but it's polyferrous hull keeps the ravages of space and time at bay.
30799 Debris - Broken Drive Unit Part 1 This massive hulk of debris seems to have once been a part of the outer hull of a battleship or station.
30800 Debris - Broken Drive Unit Part 2 This damaged hunk of machinery could once have been a part of a powerplant or relay station.
30801 Debris - Power Feed This space debris appears to have served as an external power conduit system on a gigantic vessel.
30802 Debris - Crumpled Metal This floating debris appears to have once been a part of an outer hull or armor, ripped apart by an explosion or asteroid impact.
30804 Lieutenant Kirus Irai Kirus is a lowly smuggler known to operate in both Amarr and Minmatar space. Interrogating him will likely reveal the name and location of his superior.
30805 Wolf Burgan's Hideout According to Serpentis intelligence, this outpost is the hiding spot for Wolf Burgan. According to your intelligence, this is where Wolf Burgan loaded an unhealthy amount of explosives.
30806 Disjointed Talocan Outpost Hub Though large in design, this structure is sparsely adorned, with only a few antechambers and docking platforms inside. Speculation among historians suggests that this outpost hub was capable of immediate and easy disconnection from the Talocan outpost in case of attack, but there hasn't been a scholarly consensus about this. Most of the docking bays have eroded away, and a few walls are on the verge of collapse, leaving the hub in complete disrepair.
30807 Disjointed Talocan Outpost Conduit Narrow tubes and electrical wiring fill the outpost conduit. Equal parts electrical artery and linking structure, the interior of this connecting structure is in disrepair and on the verge of complete wreckage.
30809 Wolf Burgan's Body Double This slab of biomass was once a blank slate waiting to be turned into a functioning clone for some capsuleer. With the help of an engineered virus and the sample you provided, the slab is now a DNA-perfect replication of Wolf Burgan. Sure, it only looks like him if you squint really hard, but that is what explosions are for.
30810 Wolf Burgan's DNA The genetic material of Wolf Burgan, taken from a local law enforcement agency. Mercenary life has one major drawback: For every client, there's a victim…another mercenary available to make you their target.
30811 Drone Tracking Data An analysis of this data may help to uncover the mysteries of that evasive rogue drone.
30812 Corin Risia Corin Risia is a Scope reporter held captive by Mordu's Legion. He has information for you – at a price, of course.
30813 Wrecked Ship The remains of a once mighty exploration vessel, now reduced to scarred metal and blackened fragments.
30814 FR Personnel Peaceful emissaries of comfort and salvation, the Food Relief personnel are not a threat to anybody. But try telling that to a swarm of rogue drones.
30815 Habitation Module w/FR Personnel A defenseless storage facility housing Food Relief workers. Inside the station are loads of supplies and food, as well as personnel workers and a few volunteers.
30816 Medical Supplies Does what it says on the tin.
30818 Izia Tabar Izia Tabar has been wanted by CONCORD for many years, having been charged with countless kidnappings and assaults. He has always managed to evade their raiding parties by maintaining a large security detachment wherever he goes.
30819 Mysterious Drone The mysterious drone that began this whole affair. Sensors show that the drone is comprised of an carbonaceous alloy not used by any of the empires. It continuously gives off a signal that on audio sounds like a mournful whale song with the chattering of insects.
30820 Generic Cargo Container
30821 Adani Yusev's Raven A Raven piloted by an agent.
30822 Amarr Advanced Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30823 Caldari Advanced Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30824 Gallente Advanced Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30825 Minmatar Advanced Cruiser Wreck The remains of a destroyed ship. Perhaps with the proper equipment something of value could be salvaged from it.
30826 Altered Identity Records These identity records will overwrite the original data in the system.
30827 Dagan Dagan lies imprisoned within his pod. Distorted through the glass, you can see impressive, chiseled features contorted in impotent rage. He knows he is at your mercy, and has every reason to fear the "mercy" of a capsule pilot.
30830 Brus Colterne's Megathron A Megathron piloted by an agent.
30831 Wormhole K162 An unstable wormhole, deep in space. Wormholes of this kind usually collapse after a few days, and can lead to anywhere.
30832 Relic Analyzer II An archaeology system used to analyze and search ancient ruins.
30833 Relic Analyzer II Blueprint
30834 Data Analyzer II A Hacking system used to override electronic security systems.
30835 Data Analyzer II Blueprint
30836 Salvager II A specialized scanner used to detect salvageable items in ship wrecks.
30837 Salvager II Blueprint
30838 Kitar Ang's Tempest A Tempest piloted by an agent.
30839 Civilian Damage Control "Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage.
Grants a bonus to resistance for shield, armor and hull.
Only one Damage Control can be activated at a given time."
30840 Civilian Damage Control Blueprint
30841 Lear Evanus' Apocalypse An Apocalypse piloted by an agent.
30842 Interbus Shuttle "Interbus commissioned Duvolle Laboratories to design them an upgraded shuttlecraft in YC 106. The result was this vessel, which combines compact size with a surprisingly large cargo hold - ideal for the multipurpose transportation that Interbus specializes in.
The ship remained a closely-guarded Interbus asset for many years, but in YC111 it was made available to select capsuleer pilots as part of an outreach programme intended to raise awareness of the Interbus brand among the growing capsuleer population. It remains, however, a very rare sight among the spacelanes and is considered by many to be a valuable collector's item."
30843 Interbus Shuttle Blueprint
30844 Pulsar Effect Beacon Class 1 Local spatial phenomena may cause strange effects on your ship systems.
30845 Black Hole Effect Beacon Class 1 Local spatial phenomena may cause strange effects on your ship systems.
30846 Cataclysmic Variable Effect Beacon Class 1 Local spatial phenomena may cause strange effects on your ship systems.
30847 Magnetar Effect Beacon Class 1 Local spatial phenomena may cause strange effects on your ship systems.
30848 Red Giant Beacon Class 1 Local spatial phenomena may cause strange effects on your ship systems.
30849 Wolf Rayet Effect Beacon Class 1 Local spatial phenomena may cause strange effects on your ship systems.
30850 Black Hole Effect Beacon Class 2 Local spatial phenomena may cause strange effects on your ship systems.
30851 Black Hole Effect Beacon Class 3 Local spatial phenomena may cause strange effects on your ship systems.
30852 Black Hole Effect Beacon Class 4 Local spatial phenomena may cause strange effects on your ship systems.
30853 Black Hole Effect Beacon Class 5 Local spatial phenomena may cause strange effects on your ship systems.
30854 Black Hole Effect Beacon Class 6 Local spatial phenomena may cause strange effects on your ship systems.
30860 Magnetar Effect Beacon Class 2 Local spatial phenomena may cause strange effects on your ship systems.
30861 Magnetar Effect Beacon Class 3 Local spatial phenomena may cause strange effects on your ship systems.
30862 Magnetar Effect Beacon Class 4 Local spatial phenomena may cause strange effects on your ship systems.
30863 Magnetar Effect Beacon Class 5 Local spatial phenomena may cause strange effects on your ship systems.
30864 Magnetar Effect Beacon Class 6 Local spatial phenomena may cause strange effects on your ship systems.
30865 Pulsar Effect Beacon Class 2 Local spatial phenomena may cause strange effects on your ship systems.
30866 Pulsar Effect Beacon Class 3 Local spatial phenomena may cause strange effects on your ship systems.
30867 Pulsar Effect Beacon Class 4 Local spatial phenomena may cause strange effects on your ship systems.
30868 Pulsar Effect Beacon Class 5 Local spatial phenomena may cause strange effects on your ship systems.
30869 Pulsar Effect Beacon Class 6 Local spatial phenomena may cause strange effects on your ship systems.
30870 Red Giant Beacon Class 2 Local spatial phenomena may cause strange effects on your ship systems.
30871 Red Giant Beacon Class 3 Local spatial phenomena may cause strange effects on your ship systems.
30872 Red Giant Beacon Class 4 Local spatial phenomena may cause strange effects on your ship systems.
30873 Red Giant Beacon Class 5 Local spatial phenomena may cause strange effects on your ship systems.
30874 Red Giant Beacon Class 6 Local spatial phenomena may cause strange effects on your ship systems.
30875 Wolf Rayet Effect Beacon Class 2 Local spatial phenomena may cause strange effects on your ship systems.
30876 Wolf Rayet Effect Beacon Class 3 Local spatial phenomena may cause strange effects on your ship systems.
30877 Wolf Rayet Effect Beacon Class 4 Local spatial phenomena may cause strange effects on your ship systems.
30878 Wolf Rayet Effect Beacon Class 5 Local spatial phenomena may cause strange effects on your ship systems.
30879 Wolf Rayet Effect Beacon Class 6 Local spatial phenomena may cause strange effects on your ship systems.
30880 Cataclysmic Variable Effect Beacon Class 2 Local spatial phenomena may cause strange effects on your ship systems.
30881 Cataclysmic Variable Effect Beacon Class 3 Local spatial phenomena may cause strange effects on your ship systems.
30882 Cataclysmic Variable Effect Beacon Class 6 Local spatial phenomena may cause strange effects on your ship systems.
30883 Cataclysmic Variable Effect Beacon Class 5 Local spatial phenomena may cause strange effects on your ship systems.
30884 Cataclysmic Variable Effect Beacon Class 4 Local spatial phenomena may cause strange effects on your ship systems.
30887 Tevis Jak's Epithal An Epithal piloted by an agent.
30889 Planet (Shattered) Shattered worlds were once terrestrial planets, torn asunder by some immense cataclysm. All such worlds in the New Eden cluster are products of the disastrous stellar events that occurred during the "Seyllin Incident". However, reports continue to circulate of similar planets discovered in the unmapped systems reached exclusively through unstable wormholes. How these met their fate, if indeed they exist at all, is unknown.
30894 Amarr Armageddon Battleship The mighty Armageddon class is one of the enduring warhorses of the Amarr Empire. Once a juggernaut that steamrolled its way into battle, it has now taken on a more stately and calculated approach, sending out a web of drones in its place while it drains the enemy from a distance.
30895 LCO Raven A Raven-class battleship.
30896 LCO Tempest A Tempest-class battleship.
30897 LCO Dominix A Dominix-class battleship.
30898 LCO Wreathe A Wreathe-class industrial.
30899 Cargo Wreathe A Wreathe-class industrial awaiting cargo.
30900 LCO Drone Structure I This gigantic superstructure was built by the effort of thousands of rogue drones. While the structure appears to be incomplete, its intended shape remains a mystery to the clueless carbon-based lifeforms.
30901 Sleeper Engineering Station This enigmatic structure appears to house numerous engineering subsystems. An outer defense system is still online, shielding the installation from any hostile actions. Inside the facility there is a maze of data networks tangled amongst the cables and conduits that sustain them.
30902 Talocan Embarkment Destroyer This Talocan ship wreckage drifts in space with surprising grace and efficiency. Even completely offline and abandoned, the embarkment destroyer appears to have been created for just this function, or at least for survival across vast stretches of unknown space for extended periods of time. Despite its incapacitated status, the wreckage looks sturdy enough to be rebuilt; perhaps its appearance is merely a ruse, a trap set long ago by a dead civilization. Regardless, caution is recommended.
30903 Talocan Disruption Tower The Talocan disruption tower is the most mysterious of the Talocan structures. Although certainly a part of the Talocan station, its hinges and propulsion systems imply ready removal from stations, but the peaks and points are unlike any current weapon grouping or turret structure. The tower appears as more of a mechanical syringe than a defense turret, but that may be just speculation. Regardless of the theories, the disruption tower is an unsettling relic of the Talocans.
30904 Talocan Engineering Station This is a Talocan engineering station
30905 Sleeper linkage structure This is a Sleeper linkage structure
30906 Letter of Recommendation "For the eyes of Militia recruitment officers:
Sir,
I do hereby certify and vouchsafe that the bearer of this document is a newly-certified capsuleer of good character and firm disposition, whom I do rightly judge is a fine and worthy candidate for enrolment into our most esteemed and successful Militia organization.
Furthermore, I have verified that, at time of issuance, the bearer does meet the criteria for Fast Track recruitment, namely that: