All Market Groups

'Abatis' 100mm Steel Plates
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.
'Accord' Core Compensation
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'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.
'Anguis' Ice Harvester Upgrade
Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
'Aoede' Mining Laser Upgrade
Increases the yield on mining lasers, but causes them to use up more CPU.
'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.
'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.
'Arbalest' Rapid Heavy Missile Launcher I
Launcher for battleships intended to counter smaller combat ships such as frigates and cruisers, can only be loaded with heavy missiles.
'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.
'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.
'Augmented' Acolyte
Light Scout Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Berserker
Heavy Attack Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Hammerhead
Medium Scout Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Hobgoblin
Light Scout Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Hornet
Light Scout Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Ice Harvesting Drone
This advanced ice mining drone is based on Rogue Drone technology, optimized for impressive efficiency by the wild and hostile artificial intelligences. Drone AI experts were initially surprised by how easily this technology was adapted for capsuleer interfacing, almost as if the Rogue Drones had designed this mining equipment for human use.
'Augmented' Infiltrator
Medium Scout Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Mining Drone
This advanced mining drone is based on Rogue Drone technology, optimized for impressive efficiency by the wild and hostile artificial intelligences. Drone AI experts were initially surprised by how easily this technology was adapted for capsuleer interfacing, almost as if the Rogue Drones had designed this mining equipment for human use.
'Augmented' Ogre
Heavy Attack Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Praetor
Heavy Attack Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Valkyrie
Medium Scout Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Vespa
Medium Scout Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Warrior
Light Scout Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Augmented' Wasp
Heavy Attack Drone This drone has been augmented with so many rogue drone parts that it is unrecognizable from its original design. This new hybrid has a fearsome firepower.
'Aura' Warp Core Stabilizer I
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'Aurora Ominae' Thermal Doomsday
By using reverse-engineered Sleeper technology and advances in focused magnetic fields, this weapon emits a beam of antimatter that is capable of obliterating an entire capital ship. Notes: This weapon can only fire on ships that are capital-sized or larger. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for five minutes.
'Aurora Ominae' Thermal Doomsday Blueprint
'Bailey' 1600mm Steel Plates
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.
'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.
'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.
'Barbican' 800mm Steel Plates
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.
'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.
'Basic' Capacitor Flux Coil
Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
'Basic' Capacitor Power Relay
Increases capacitor recharge rate at the expense of shield boosting.
'Basic' Capacitor Recharger
Increases the capacitor recharge rate.
'Basic' Damage Control
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.
'Basic' Expanded Cargohold
Increases cargo hold capacity at the expense of maximum velocity and hull strength.
'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.
'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.
'Basic' 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.
'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.
'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.
'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.
'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.
'Basic' Reinforced Bulkheads
Increases structural hit points while reducing agility and cargo capacity.
'Basic' Shield Flux Coil
Increases shield recharge rate while lowering the maximum shield capacity.
'Basic' Shield Power Relay
Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
'Basic' Signal Amplifier
Augments the sensor and electronics suite of the fitted ship. Benefits include additional locked targets, increased maximum target acquisition range, faster locking speed, and increased sensor strength. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'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.
'Bastion' 400mm Steel Plates
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.
'Beatnik' Small Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
'Bootleg' Remote Sensor Booster
Can only be activated on targets to increase their scan resolutions, boost their targeting range and improve their sensor strength. 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.
'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.
'Carpo' Mining Laser Upgrade
Increases the yield on mining lasers, but causes them to use up more CPU.
'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.
'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.
'Censer' Medium Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
'Chainmail' 200mm Steel Plates
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.
'Chivalry' Large Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
'Citadella' 100mm Steel Plates
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.
'Collateral' Adaptive Nano Plating I
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is 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.
'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.
'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.
'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.
'Crop' Gas Cloud Harvester
Originally invented and supplied by the pirate organizations of New Eden, the 'Crop' and ‘Plow' Gas Cloud Harvesters once stood as 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 cloud 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.
'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.
'Crucible' Small Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
'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.
'Delineative' Warp Scrambler
Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.
'Desert Heat' Thermal 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
'Deuce' Co-Processor I
Increases CPU output.
'Distributor' Guidance Disruptor
Disrupts the effective range and precision of missiles fired by 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.
'Domino Turqoise' Augmentation Crate
This container contains a special gift set of female and male versions of the 'Domino Turqoise' Facial Augmentation.
'Draccous' Fortizar
The 'Draccous'-class upgraded Fortizar is a special edition structure released in limited numbers to capsuleers by the Upwell Consortium as part of their outpost migration project of YC120. During the outpost migration event all Amarr Manufacturing Outposts were converted into these new faction Fortizars, and after that event no more copies of this structure or its blueprints have been made available to capsuleers. The 'Draccous' Fortizar enjoys all of the capabilities of a standard Fortizar citadel alongside reinforced armor plating and enhanced manufacturing facilities. It is named for the "Draccous Station" of 0OYZ-G, the first ever Amarr Manufacturing Outpost to be deployed by capsuleers. The Fortizar has been built with new spaceship tethering technology as standard, and will readily accommodate most ships, including freighters and even capital ships, in its internal docking bays. While the docks are unable to service 'supercapital' level vessels, the defensive capabilities of the Fortizar are considerably enhanced in lower security star systems with the ability to mount area effect weapons. The Fortizar can be configured using Upwell's Standup brand service and structure modules so as to serve the specific needs of the structure operator. Further adjustment of the hardware of the Fortizar can be achieved by installed Standup L-Set rigs to optimize the specific role of the citadel.
'Dyad' Co-Processor I
Increases CPU output.
'Eico Flamjaw' Augmentation Crate
This container contains a special gift set of female and male versions of the 'Eico Flamjaw' Facial Augmentation.
'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.
'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.
'Excavator' Ice Harvesting Drone
“Reverse-engineering of the active specimens collected last quarter in U-FQ21 has proven even more fruitful than initially projected. We estimate completion of a shippable product within the next [REDACTED]. Disruption to this project during the ownership transfer has been minimal, largely due to the location of primary development at our facility in [REDACTED]. These machines have evolved incredible harvesting capabilities during their period of isolation. Our teams encountered signs of [REDACTED] during the latest expedition, which led them to suspect the potential of [REDACTED] within infested regions. Although this hypothesis may explain the scale of unrestricted drone mineral harvesting, it does raise serious questions concerning [REDACTED] and [REDACTED]. The Directive Omega-One-Five Compliance Report awaits [REDACTED] and will be sent to the [REDACTED] list.” Yarnen Haura, ORE Special Research Liaison Project Reaper Quarterly Report Insufficient clearance for unredacted access. Please contact the Department of Friendship and Mutual Assistance if you are receiving this message in error.
'Excavator' Mining Drone
“Reverse-engineering of the active specimens collected last quarter in U-FQ21 has proven even more fruitful than initially projected. We estimate completion of a shippable product within the next [REDACTED]. Disruption to this project during the ownership transfer has been minimal, largely due to the location of primary development at our facility in [REDACTED]. These machines have evolved incredible harvesting capabilities during their period of isolation. Our teams encountered signs of [REDACTED] during the latest expedition, which led them to suspect the potential of [REDACTED] within infested regions. Although this hypothesis may explain the scale of unrestricted drone mineral harvesting, it does raise serious questions concerning [REDACTED] and [REDACTED]. The Directive Omega-One-Five Compliance Report awaits [REDACTED] and will be sent to the [REDACTED] list.” Yarnen Haura, ORE Special Research Liaison Project Reaper Quarterly Report Insufficient clearance for unredacted access. Please contact the Department of Friendship and Mutual Assistance if you are receiving this message in error.
'Executive' Remote Sensor Dampener
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.
'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.
'Firewall' Signal Amplifier
Augments the sensor and electronics suite of the fitted ship. Benefits include additional locked targets, increased maximum target acquisition range, faster locking speed, and increased sensor strength. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Full Duplex' 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.
'Gallows' Light Missile Launcher
Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
'Gambler' Ladar ECM
Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems such as those found on Minmatar and Angel Cartel ships.
'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.
'Ghost' Burst Jammer
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, this module requires large amounts of capacitor energy to operate. Note: Only one module of this type can be activated at the same time.
'Gjallarhorn' Explosive Doomsday
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 unable to dock, tether, cloak, or activate your jump drive for five minutes.
'Gjallarhorn' Explosive Doomsday Blueprint
'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.
'Gorget' Small Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'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.
'Greaves' Medium Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'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.
'Halcyon' Core Equalizer I
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'Harmony' Small Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'Harness' Medium Capacitor Booster I
Provides a quick injection of power into the capacitor.
'Hauberk' Large Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'Heist' Radar ECM
Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against the Radar systems incorporated into ships built by the Amarr, Blood Raiders, and Sansha's Nation.
'High Noon' Thermal 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.
'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.
'Horizon' Fortizar
The 'Horizon'-class upgraded Fortizar is a special edition structure released in limited numbers to capsuleers by the Upwell Consortium as part of their outpost migration project of YC120. During the outpost migration event all Caldari Research Outposts were converted into these new faction Fortizars, and after that event no more copies of this structure or its blueprints have been made available to capsuleers. The 'Horizon' Fortizar enjoys all of the capabilities of a standard Fortizar citadel alongside improved shielding and enhanced research facilities. It is named for the "Celestial Horizon" corporation, who were the leading pioneers in outpost construction and deployment. Celestial Horizon deployed the first Minmatar and Caldari outposts in New Eden and co-founded the Ascendant Frontier alliance which built much of the early capsuleer infrastructure in the southern regions of nullsec space. The Fortizar has been built with new spaceship tethering technology as standard, and will readily accommodate most ships, including freighters and even capital ships, in its internal docking bays. While the docks are unable to service 'supercapital' level vessels, the defensive capabilities of the Fortizar are considerably enhanced in lower security star systems with the ability to mount area effect weapons. The Fortizar can be configured using Upwell's Standup brand service and structure modules so as to serve the specific needs of the structure operator. Further adjustment of the hardware of the Fortizar can be achieved by installed Standup L-Set rigs to optimize the specific role of the citadel.
'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.
'Hypnos' Signal Distortion Amplifier I
Magnifies the operational ability of regular ECM target jammers, making them stronger and giving them greater reach. 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.
'Inception' Target Painter
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.
'Ingenii' Ice Harvester Upgrade
Decreases the cycle time on Ice Harvester but causes them to use up more CPU.
'Integrated' Acolyte
Light Scout Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Berserker
Heavy Attack Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Hammerhead
Medium Scout Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Hobgoblin
Light Scout Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Hornet
Light Scout Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Infiltrator
Medium Scout Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Ogre
Heavy Attack Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Praetor
Heavy Attack Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Valkyrie
Medium Scout Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Vespa
Medium Scout Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Warrior
Light Scout Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Integrated' Wasp
Heavy Attack Drone This particular model has had multiple components from rogue drones incorporated into its design, enhancing its performance.
'Interruptive' Warp Disruptor
Disrupts the target ship's navigation computer which prevents it from warping.
'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.
'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.
'Judgment' Electromagnetic Doomsday
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 unable to dock, tether, cloak, or activate your jump drive for five minutes.
'Judgment' Electromagnetic Doomsday Blueprint
'Kindred' 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.
'Knight' Medium Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
'Lance' Medium EMP Smartbomb I
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
'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.
'Limos' Rapid Heavy Missile Launcher I
Launcher for battleships intended to counter smaller combat ships such as frigates and cruisers, can only be loaded with heavy missiles.
'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.
'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.
'Love' Medium Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
'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.
'Mafia' 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.
'Magpie' Mobile Tractor Unit
The mobile tractoring unit takes some of the work out of looting the scorched ruins left by capsuleers, be it pulverized asteroids, wrecked ships, or obliterated inhabitation modules of various kinds. Once it has been deployed and completed its automatic activation process, it will lock on to any containers or wrecks within range, reel them in one by one, and empty their contents into its own cargo bay. All the capsuleer needs to do is keep up the pace of destruction. 175km effective range. 10 second activation time. May not be deployed within 5km of another Mobile Tractor Unit, within 50km of Stargates, Stations or Upwell Structures, or within 40km of a Starbase. Automatically decays if abandoned for two days.
'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.
'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.
'Malkuth' Rapid Heavy Missile Launcher I
Launcher for battleships intended to counter smaller combat ships such as frigates and cruisers, can only be loaded with heavy missiles.
'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.
'Marginis' Fortizar
The 'Marginis'-class upgraded Fortizar is a special edition structure released in limited numbers to capsuleers by the Upwell Consortium as part of their outpost migration project of YC120. During the outpost migration event all Gallente Administrative Outposts were converted into these new faction Fortizars, and after that event no more copies of this structure or its blueprints have been made available to capsuleers. The 'Marginis' Fortizar enjoys all of the capabilities of a standard Fortizar citadel alongside reinforced hull bulkheads and significantly optimized fuel consumption for all Upwell service modules. It is named for the "ISS Marginis" outpost of KDF-GY, the first ever Gallente Administrative Outpost to be deployed by capsuleers. The Fortizar has been built with new spaceship tethering technology as standard, and will readily accommodate most ships, including freighters and even capital ships, in its internal docking bays. While the docks are unable to service 'supercapital' level vessels, the defensive capabilities of the Fortizar are considerably enhanced in lower security star systems with the ability to mount area effect weapons. The Fortizar can be configured using Upwell's Standup brand service and structure modules so as to serve the specific needs of the structure operator. Further adjustment of the hardware of the Fortizar can be achieved by installed Standup L-Set rigs to optimize the specific role of the citadel.
'Marketeer' 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.
'Marshall' Magnetometric ECM
Projects a low intensity field of ionized particles to disrupt the effectiveness of enemy sensors. Very effective against the Magnetometric-based sensors used by Gallente, Serpentis, ORE and SoE ships.
'Meditation' Medium Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'Micro' Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
'Micro' Remote Shield Booster
Transfers shield power over to the target ship, aiding in its defense.
'Monopoly' 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.
'Moonshine' Energized Thermal Membrane I
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
'Moreau' Fortizar
The 'Moreau'-class upgraded Fortizar is a special edition structure released in limited numbers to capsuleers by the Upwell Consortium as part of their outpost migration project of YC120. During the outpost migration event all Conquerable Stations were converted into these new faction Fortizars, and after that event no more copies of this structure or its blueprints have been made available to capsuleers. The 'Moreau' Fortizar enjoys all of the capabilities of a standard Fortizar citadel alongside a large variety of other enhancements. It enjoys increases to most key stats, as well as extra bonuses to industry, fuel consumption, and refining. It is named for Sébastien Moreau, the visionary leader who formed the "Immensea" organization that built the conquerable stations throughout most nullsec regions. The Fortizar has been built with new spaceship tethering technology as standard, and will readily accommodate most ships, including freighters and even capital ships, in its internal docking bays. While the docks are unable to service 'supercapital' level vessels, the defensive capabilities of the Fortizar are considerably enhanced in lower security star systems with the ability to mount area effect weapons. The Fortizar can be configured using Upwell's Standup brand service and structure modules so as to serve the specific needs of the structure operator. Further adjustment of the hardware of the Fortizar can be achieved by installed Standup L-Set rigs to optimize the specific role of the citadel.
'Motte' Capacitor Power Relay I
Increases capacitor recharge rate at the expense of shield boosting.
'Natura' Warp Core Stabilizer I
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'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.
'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.
'Oblivion' Kinetic Doomsday
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 unable to dock, tether, cloak, or activate your jump drive for five minutes.
'Oblivion' Kinetic Doomsday Blueprint
'Packrat' Mobile Tractor Unit
The mobile tractoring unit takes some of the work out of looting the scorched ruins left by capsuleers, be it pulverized asteroids, wrecked ships, or obliterated inhabitation modules of various kinds. Once it has been deployed and completed its automatic activation process, it will lock on to any containers or wrecks within range, reel them in one by one, and empty their contents into its own cargo bay. All the capsuleer needs to do is keep up the pace of destruction. 125km effective range. 10 second activation time. May not be deployed within 5km of another Mobile Tractor Unit, within 50km of Stargates, Stations or Upwell Structures, or within 40km of a Starbase. Automatically decays if abandoned for two days.
'Page' Capacitor Flux Coil I
Increases capacitor recharge rate, but causes a reduction in maximum capacitor storage.
'Palisade' Cap Recharger I
Increases the capacitor recharge rate.
'Peace' Large Remote Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the Target ship.
'Pickaxe' Rapid Light Missile Launcher
Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.
'Pike' Small EMP Smartbomb I
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
'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.
'Plough' Heavy Capacitor Booster I
Provides a quick injection of power into the capacitor.
'Plow' Gas Cloud Harvester
Originally invented and supplied by the pirate organizations of New Eden, the 'Crop' and ‘Plow' Gas Cloud Harvesters once stood as 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 cloud 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.
'Plunderer' Gravimetric ECM
Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems such as those found on Caldari, Guristas and Mordu's Legion ships.
'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.
'Portcullis' Reactor Control Unit I
Boosts power core output.
'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.
'Prometheus' Fortizar
The 'Prometheus'-class upgraded Fortizar is a special edition structure released in limited numbers to capsuleers by the Upwell Consortium as part of their outpost migration project of YC120. During the outpost migration event all Minmatar Service Outposts were converted into these new faction Fortizars, and after that event no more copies of this structure or its blueprints have been made available to capsuleers. The 'Prometheus' Fortizar enjoys all of the capabilities of a standard Fortizar citadel alongside enhanced durability and improved reprocessing facilities. It is named for "Prometheus Station" of 5P-AIP, the first ever Minmatar Service Outpost to be deployed by capsuleers. The Fortizar has been built with new spaceship tethering technology as standard, and will readily accommodate most ships, including freighters and even capital ships, in its internal docking bays. While the docks are unable to service 'supercapital' level vessels, the defensive capabilities of the Fortizar are considerably enhanced in lower security star systems with the ability to mount area effect weapons. The Fortizar can be configured using Upwell's Standup brand service and structure modules so as to serve the specific needs of the structure operator. Further adjustment of the hardware of the Fortizar can be achieved by installed Standup L-Set rigs to optimize the specific role of the citadel.
'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.
'Protest' Large Armor Repairer I
This module uses nano-assemblers to repair damage done to the armor of the ship.
'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.
'Radical' Damage Control
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.
'Recusant' Hostile Targeting Array I
Targets any hostile ship within range on activation. Grants a +2 bonus to max targets when online.
'Refuge' Adaptive Nano Plating I
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is 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.
'Repose' Core Compensation
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'Saddle' Small Capacitor Booster I
Provides a quick injection of power into the capacitor.
'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.
'Shady' Sensor Booster
Gives an increase to targeting range, scan resolution and sensor strength. 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.
'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.
'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.
'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: This particular module is advanced enough that it allows a ship to warp while cloaked. However, fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.
'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.
'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.
'Squire' Small Remote Capacitor Transmitter
Transfers capacitor energy to another ship.
'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.
'Stoic' Core Equalizer I
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.
'Subverted' JVN-UC49
An unusual combat drone design that achieves an enhanced firepower-to-control-bandwidth ratio from rogue drone technology. The base technology has been subverted and reduced to a standard combat expert system level of intelligence, as used in other ship-deployed drones. Despite being cleared for use under CONCORD's Directive Omega-One-Five and the Code Aria protocols, the technology is used strictly under terms of "operator's own risk" and is not being marketed by any of the major drone manufacturers. Independent capsuleers are the only known adopters of such technology.
'Subverted' JVN-UC49 Blueprint
'Subverted' JVN-UC49 Blueprint Crate
'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.
'Thurifer' Large Cap Battery
Increases capacitor storage. Provides defense against Energy Leech and Energy Neutralizer effects.
'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.
'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.
'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.
'Warhammer' Large EMP Smartbomb I
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
'Wetu' Mobile Depot
The mobile depot provides capsuleers with their very own base in space. It won't offer protection, but once deployed and activated it can allow the capsuleer to store their most valuable belongings and to refit their ship while exploring far and wide across New Eden. Once launched into space a mobile depot takes one minute to activate, during which time it is extremely vulnerable to attack. If a fully activated mobile depot with high shields comes under attack, it will enter a 48 hour reinforcement period once damaged below 25% shield hitpoints. During this reinforcement period the depot does not provide refitting services and cannot receive new cargo, however existing cargo can be removed and the depot can still be scooped into a ship by its owner. May not be deployed within 6km of another Mobile Depot, 50km of Stargates, Stations or Upwell Structures, 40km of a Starbase, or within 75km of a Moon Mining Beacon. Automatically decays if abandoned for thirty days.
'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.
'Yurt' Mobile Depot
The mobile depot provides capsuleers with their very own base in space. It won't offer protection, but once deployed and activated it can allow the capsuleer to store their most valuable belongings and to refit their ship while exploring far and wide across New Eden. Once launched into space a mobile depot takes one minute to activate, during which time it is extremely vulnerable to attack. If a fully activated mobile depot with high shields comes under attack, it will enter a 48 hour reinforcement period once damaged below 25% shield hitpoints. During this reinforcement period the depot does not provide refitting services and cannot receive new cargo, however existing cargo can be removed and the depot can still be scooped into a ship by its owner. May not be deployed within 6km of another Mobile Depot, 50km of Stargates, Stations or Upwell Structures, 40km of a Starbase, or within 75km of a Moon Mining Beacon. Automatically decays if abandoned for thirty days.
*Sneaks in a classic*
A comic series released to New Eden from YC 110 onward. In certain elite circles the comic was regarded as one of the best pieces of comedy entertainment written in recent times. Critics everywhere else never seemed to grasp its particular brand of jokes and as a result it never truly took off outside the capsuleer community.
100 Aurum Token
This item can be redeemed for 100 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)
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)
10000MN 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: May only be fitted to capital class ships.
10000MN Afterburner I Blueprint
10000MN 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: May only be fitted to capital class ships.
10000MN Monopropellant Enduring 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: May only be fitted to capital class ships.
10000MN Monopropellant Enduring Afterburner Blueprint
10000MN Y-S8 Compact 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: May only be fitted to capital class ships.
10000MN Y-S8 Compact Afterburner Blueprint
100mm Crystalline Carbonide Restrained Plates
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.
100mm Rolled Tungsten Compact Plates
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.
100mm 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.
100mm Steel Plates I Blueprint
100mm 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.
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: Usually fit on Battleships.
100MN Afterburner I Blueprint
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: Usually fit on Battleships.
100MN Analog Booster 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: Usually fit on Battleships.
100MN Monopropellant Enduring 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: Usually fit on Battleships.
100MN Y-S8 Compact 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: Usually fit on Battleships.
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: Usually fit on Cruisers and Battlecruisers.
10MN Afterburner I Blueprint
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: Usually fit on Cruisers and Battlecruisers.
10MN Analog Booster 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: Usually fit on Cruisers and Battlecruisers.
10MN Monopropellant Enduring 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: Usually fit on Cruisers and Battlecruisers.
10MN Y-S8 Compact 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: Usually fit on Cruisers and Battlecruisers.
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.
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.
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.
1200mm Artillery Cannon I Blueprint
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
125mm Gatling AutoCannon I Blueprint
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.
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.
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.
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.
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.
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.
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.
125mm Railgun I Blueprint
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.
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.
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.
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.
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.
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.
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.
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.
1400mm Howitzer Artillery I Blueprint
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.
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.
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.
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.
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.
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.
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.
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.
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.
150mm Light AutoCannon I Blueprint
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.
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.
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.
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.
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.
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.
150mm Railgun I Blueprint
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.
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.
1600mm Crystalline Carbonide Restrained Plates
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.
1600mm Rolled Tungsten Compact Plates
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.
1600mm 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.
1600mm Steel Plates I Blueprint
1600mm 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.
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.
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.
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.
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.
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: Usually fit on Frigates and Destroyers.
1MN Afterburner I Blueprint
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: Usually fit on Frigates and Destroyers.
1MN Analog Booster 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: Usually fit on Frigates and Destroyers.
1MN 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: Usually fit on Frigates and Destroyers.
1MN Monopropellant Enduring 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: Usually fit on Frigates and Destroyers.
1MN Y-S8 Compact 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: Usually fit on Frigates and Destroyers.
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.
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.
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.
200mm AutoCannon I Blueprint
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.
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.
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.
200mm Crystalline Carbonide Restrained Plates
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.
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.
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.
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.
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.
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.
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.
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.
200mm Railgun I Blueprint
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.
200mm Rolled Tungsten Compact Plates
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.
200mm 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.
200mm Steel Plates I Blueprint
200mm 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.
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.
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.
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.
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.
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.
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.
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.
220mm Vulcan AutoCannon I Blueprint
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.
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.
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.
25000mm Crystalline Carbonide Restrained Plates
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. Note: May only be fitted to capital class ships.
25000mm Crystalline Carbonide Restrained Plates Blueprint
25000mm Rolled Tungsten Compact Plates
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. Note: May only be fitted to capital class ships.
25000mm Rolled Tungsten Compact Plates Blueprint
25000mm 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. Note: May only be fitted to capital class ships.
25000mm Steel Plates I Blueprint
25000mm 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. Note: May only be fitted to capital class ships.
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.
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.
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.
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.
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.
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.
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.
250mm Light Artillery Cannon I Blueprint
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.
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.
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.
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.
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.
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.
250mm Railgun I Blueprint
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.
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.
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.
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.
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.
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.
280mm Howitzer Artillery I Blueprint
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.
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.
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.
300 Aurum Token
This item can be redeemed for 300 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)
300 Billion ISK Contract Copy
The documentation of a contract signing over a Chremoas class frigate and an Imp class frigate. In the countervalue section it reads: One Friendship.
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.
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.
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.
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.
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.
350mm Railgun I Blueprint
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.
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.
400mm Crystalline Carbonide Restrained Plates
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.
400mm Rolled Tungsten Compact Plates
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.
400mm 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.
400mm Steel Plates I Blueprint
400mm 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.
41F Veiled Targeting Unit
Uses advanced gravitational and visual targeting to identify threats. Allows target lock without alerting the ship to a possible threat.
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.
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.
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.
425mm AutoCannon I Blueprint
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
425mm Railgun I Blueprint
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.
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.
500 Aurum Token
This item can be redeemed for 500 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)
50000MN Cold-Gas Enduring 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: May only be fitted to capital class ships.
50000MN Cold-Gas Enduring Microwarpdrive Blueprint
50000MN 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: May only be fitted to capital class ships.
50000MN Microwarpdrive I Blueprint
50000MN 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: May only be fitted to capital class ships.
50000MN Quad LiF Restrained 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: May only be fitted to capital class ships.
50000MN Quad LiF Restrained Microwarpdrive Blueprint
50000MN Y-T8 Compact 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: May only be fitted to capital class ships.
50000MN Y-T8 Compact Microwarpdrive Blueprint
500MN Cold-Gas Enduring 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.
500MN Digital Booster 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.
500MN 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.
500MN Microwarpdrive I Blueprint
500MN 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.
500MN Quad LiF Restrained 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.
500MN Y-T8 Compact 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.
50mm Steel Plates I Blueprint
50MN Cold-Gas Enduring 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: Usually fit on Cruisers and Battlecruisers.
50MN Digital Booster 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: Usually fit on Cruisers and Battlecruisers.
50MN 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: Usually fit on Cruisers and Battlecruisers.
50MN Microwarpdrive I Blueprint
50MN 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: Usually fit on Cruisers and Battlecruisers.
50MN Quad LiF Restrained 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: Usually fit on Cruisers and Battlecruisers.
50MN Y-T8 Compact 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: Usually fit on Cruisers and Battlecruisers.
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.
5MN Cold-Gas Enduring 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: Usually fit on Frigates and Destroyers.
5MN Digital Booster 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: Usually fit on Frigates and Destroyers.
5MN 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: Usually fit on Frigates and Destroyers.
5MN Microwarpdrive I Blueprint
5MN 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: Usually fit on Frigates and Destroyers.
5MN Quad LiF Restrained 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: Usually fit on Frigates and Destroyers.
5MN Y-T8 Compact 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: Usually fit on Frigates and Destroyers.
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.
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.
650mm Artillery Cannon I Blueprint
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
720mm Howitzer Artillery I Blueprint
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.
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.
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.
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.
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.
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.
75mm Gatling Rail I Blueprint
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.
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.
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.
800mm Crystalline Carbonide Restrained Plates
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.
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.
800mm Heavy 'Scout' Repeating Cannon I
An autocannon 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.
800mm Heavy Carbine Repeating Cannon I
An autocannon 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.
800mm Heavy Gallium Repeating Cannon
An autocannon 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.
800mm Heavy Prototype Automatic Cannon
An autocannon 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.
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.
800mm Repeating Cannon I Blueprint
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.
800mm Rolled Tungsten Compact Plates
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.
800mm 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.
800mm Steel Plates I Blueprint
800mm 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.
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.
95th Interstellar Mindclash Championship Tickets
VIP tickets detailed with gold leaf and blue tigers, along with the embossed portrait of defending Interstellar Mindclash Champion Joelyn Donalokos. These tickets are now used, but once granted access to the 95th Interstellar Mindclash Championships, which was hosted at the Grand Teigjon Resort & Casino in October YC117.
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.
[CNS] Kiirasha Final Broadcast Fragment
>>> BREAK – CPD AUTH 66401 >>> FTL/FR – 30045340 >>> TS/REF – DISTRESS – UNAUTHORIZED AIRLOCK ACCESS >>> STATUS: PARTIAL ATMOSPHERE CONTAINEMENT FAILURE REACTOR CONTAINMENT FAILURE PROPULSION OFFLINE CAPACITOR BUSBAR SYSTEM OFFLINE FTL HARMONIZATION COILS OFFLINE
A Big Red Button
This button apparently restarts a central mainframe somewhere. An attached note indicates that it is not the personal computing device of someone apparently known by the callsign "Tuxford", though who this individual is remains a mystery.
A Handful of Tiny Stars
Good thing you can't actually refine stars or this would just keep going for far too long.
A Letter Of Complaint
This formal letter of complaint seems to be addressed to a capsuleer by the name of Grath Telkin, and is written by an unidentified but clearly irate gentleman who appears to have lost a Chimera class carrier in the region of Pure Blind.
A piece of Steve
Metal scrap retrieved from the destroyed Avatar class Titan named Steve. Constructed by the Ascendant Frontier (ASCN) capsuleer alliance with final construction completed on September 9th 2006. Steve was the first ever Titan vessel to be constructed and piloted by a capsuleer. Its primary pilot was CYVOK, ASCN' executor. Steve was eventually destroyed by the Band of Brothers capsuleer alliance on December 11th 2006 at 18:36 in the C9N-CC solar system.
A Pile of Logs
No matter how long you stare at them, they show nothing.
A Stolen Voting Pebble
This was one of the pebbles used in the final vote sanctioning the adoption of the Hope for All Act at the end of the Kyonoke Inquest of YC119. Allegedly, this pebble, alongside many others, was briefly in possession of former CSM member Xenuria, who attempted to steal them for reasons that remain obscure.
A Tank of Honor
An expanded glass tank filled with a substance that, scientific classification aside, looks and feels genuinely like honor.
A-211 Enduring Guidance Disruptor
Disrupts the effective range and precision of missiles fired by 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.
Abaddon
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.
Abaddon Blood Raiders SKIN (Permanent)
Abaddon Blueprint
Abaddon Cold Iron SKIN (Permanent)
Abaddon Cryptic Mimesis SKIN (Permanent)
Military experts have studied rogue drones extensively in an effort to learn useful techniques from these inscrutable, collective intelligences. Many observer units have attempted close-range study using a combination nanocoating and holoprojection method of imitating rogue drones, so as to achieve a kind of camouflage effect. The success rate of such attempts has not been released publicly but is thought to somewhat low. Oddly enough, the rather unusual look that can be achieved using the attempted camouflage method has caught the eye of some spaceship captains. The nanocoating and holography patterns may have limited utility as practical camouflage but its aesthetic properties has a certain appeal and can be seen being flaunted by some pilots plying the spacelanes of New Eden.
Abaddon Exoplanets Hunter SKIN (Permanent)
Abaddon Glacial Drift SKIN (Permanent)
Abaddon Headhunter SKIN (Permanent)
Abaddon Imperial Armaments SKIN (Permanent)
Abaddon Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Abaddon Ironblood SKIN (Permanent)
Abaddon Kador SKIN (Permanent)
Abaddon Purity of the Throne SKIN (Permanent)
Abaddon Raata Sunset SKIN (Permanent)
Abaddon Star Captain SKIN (Permanent)
Abaddon Tash-Murkon SKIN (Permanent)
Abaddon Valkyrie SKIN (Permanent)
Able_PLACEHOLDER
AbleBlueprint_PLACEHOLDER
Absolution
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 Command Burst 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.
Absolution Blueprint
Absolution Cold Iron SKIN (Permanent)
Absolution EoM SKIN (Permanent)
Absolution Exoplanets Hunter SKIN (Permanent)
Absolution Glacial Drift SKIN (Permanent)
Absolution Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Absolution Ironblood SKIN (Permanent)
Absolution Purity of the Throne SKIN (Permanent)
Absolution Raata Sunset SKIN (Permanent)
Absolution Star Captain SKIN (Permanent)
Accelerant Decryptor
Unexceptional texts mostly aimed at rookie researchers wishing to increase the production efficiency of invention jobs.Probability Multiplier: +20% Max. Run Modifier: +1 Material Efficiency Modifier: +2 Time Efficiency Modifier: +10
Acceleration Control
Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
Accounting
Proficiency at squaring away the odds and ends of business transactions, keeping the check books tight. Each level of skill reduces sales tax by 10%.
Acolyte EV-300
Energy Neutralizer Drone
Acolyte EV-300 Blueprint
Acolyte I
Light Scout Drone
Acolyte I Blueprint
Acolyte II
Light Scout Drone
Acolyte TD-300
Light Tracking Disruptor Drone
Acolyte TD-300 Blueprint
Active Shielding Charge
This compact bundle of active nanites can be loaded into a Shield Command Burst module and dispersed across allied ships to improve local and remote shield booster modules. The bonus provided by this module does not apply to Capital sized local booster modules.
Active Shielding Charge Blueprint
Activists
People engaged in anti-establishment activity of some sort, most often political or economical in nature.
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.
Adaptive Invulnerability Field I Blueprint
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.
Adaptive Nano Plating I
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is 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.
Adaptive Nano Plating I Blueprint
Adaptive Nano Plating II
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is 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.
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.
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.
Advanced 'Radiance' Cerebral Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Advanced 'Radiance' Cerebral Accelerator uses technology developed by Blood Raider Covenant psychosurgeons for use in the mental-conditioning programs their 'Crimson Harvest' crews undergo to enhance their efficiency in the field. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The compounds are only guaranteed to function until YC 120-11-27.
Advanced Drone Avionics
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.
Advanced Industrial Ship Construction
Skill required for the manufacturing of advanced industrial ships. 1% reduction in manufacturing time for all items requiring Advanced Industrial Ship Construction per level.
Advanced Industry
Skill at efficiently using industrial facilities. 3% reduction in all manufacturing and research times per skill level.
Advanced Infomorph Psychology
Advanced training for those Capsuleers who want to push clone technology to its limits. Allows 1 additional 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.
Advanced Laboratory Operation
Further training in the operation of multiple laboratories. Ability to run 1 additional research job per skill level.
Advanced Large Ship Assembly Array
A mobile assembly facility where advanced large ships such as Black Ops, Marauder class battleships as well as Jump Freighters can be manufactured. 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.
Advanced Large Ship Construction
Skill required for the manufacturing of advanced battleships. 1% reduction in manufacturing time for all items requiring Advanced Large Ship Construction per level.
Advanced Logistics Network
This upgrade allows the onlining of a Standup Conduit Generator at one Ansiblex Jump Gate structure in the same solar system.
Advanced Logistics Network Blueprint
Advanced Mass Production
Further training in the operation of multiple factories. Ability to run 1 additional manufacturing job per skill level.
Advanced Mass Reactions
Further training in the operation of multiple reactions. Ability to run 1 additional reaction job per skill level.
Advanced Medium Ship Assembly Array
A mobile assembly facility where advanced medium sized ships such as Logistics Cruisers, Heavy Assault Cruisers, Recon Cruisers, Heavy Interdiction Cruisers and Command Battlecruisers can be manufactured. 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.
Advanced Medium Ship Construction
Skill required for the manufacturing of advanced cruisers and battlecruisers. 1% reduction in manufacturing time for all items requiring Advanced Medium Ship Construction per level.
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.
Advanced Small Ship Assembly Array
A mobile assembly facility where advanced small ships such as Assault Frigates, Covert Ops Frigates, Electronic Attack Frigates, Interceptors, Interdictors, Stealth Bombers and Tactical Destroyers can be manufactured. 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.
Advanced Small Ship Construction
Skill required for the manufacturing of advanced frigates and destroyers. 1% reduction in manufacturing time for all items requiring Advanced Small Ship Construction per level.
Advanced Spaceship Command
The advanced operation of spaceships. Grants a 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command.
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.
Advanced Weapon Upgrades
Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
AE-K Compact Drone Damage Amplifier
The Drone Damage Amplifier projects a multi-node quantum entanglement onto the ship's drone or fighter communications net, creating a bridged processor link 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.
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.
Aeon Blueprint
Aeon Cold Iron SKIN (Permanent)
Aeon EoM SKIN (Permanent)
Aeon Eros Blossom SKIN (Permanent)
Traditional imagery of the petals of a blossom long associated with love and desire adorn the flanks of any ship using this romantically charged nanocoating from the Guardian Angels. Whether those choosing to display this tribute to the Eros Blossom are celebrating a love held close or are seeking another to receive their devotion is left to the observer to decide.
Aeon Exoplanets Hunter SKIN (Permanent)
Aeon Glacial Drift SKIN (Permanent)
Aeon Headhunter SKIN (Permanent)
Aeon Ironblood SKIN (Permanent)
Aeon Khanid SKIN (Permanent)
Aeon Purity of the Throne SKIN (Permanent)
Aeon Raata Sunset SKIN (Permanent)
Aeon Sarum SKIN (Permanent)
Aeon Star Captain SKIN (Permanent)
Aergia Compact Magnetometric ECM
Projects a low intensity field of ionized particles to disrupt the effectiveness of enemy sensors. Very effective against the Magnetometric-based sensors used by Gallente, Serpentis, ORE and SoE ships.
Affirmative. Modified Entosis Link
This Enduring variation of the standard Entosis Link was developed by the research division of the Capsuleer alliance Affirmative. Affirmative's forces played key parts in the first wave of research into the applications of Entosis technology and were able to optimize the standard Entosis Link for more efficient capacitor use. Originally intended for internal use only, copies of the blueprint have slipped onto the black market and can now be found by those with the right underworld connections. This mysterious device is the result of reverse-engineering salvaged Drifter technology. It appears to use ancient Jovian techniques and materials to allow more efficient mind-machine links than were thought possible in the past. The practical applications of this technology are still unclear. This module cannot be fitted to Interceptors. This module requires a full warm-up cycle before beginning to influence targeted structures. Ships fitted with an Entosis Link are unable to accelerate beyond 4000m/s using their normal sub-warp engines. Once activated, this module cannot be deactivated until it completes its current cycle. While an Entosis Link is active, the fitted ship cannot cloak, warp, jump, or dock. Capital ships cannot receive remote assistance while they have an Entosis Link active. Disclaimer: The Carthum Conglomerate, as well as its registered subsidiaries and partners, accepts absolutely no legal or ethical liability for any unforeseen consequences of connecting untested Drifter-derived technology directly to the user's mind.
Afocal Precise Dual Giga Beam Laser
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.
Afocal Precise Dual Giga Beam Laser Blueprint
Afocal Precise Dual Giga Pulse Laser
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.
Afocal Precise Dual Giga Pulse Laser Blueprint
Afocal Precise Quad Mega Pulse Laser
Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Afocal Precise Quad Mega Pulse Laser Blueprint
Afterburner
Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
Agency 'Hardshell' TB3 Dose I
+3% Armor Repair, +3% Shield Booster. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Hardshell’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Hardshell' lace attaches to synaptic pathways involved in fine-tuning field control at various energy levels, this allows an increase in shield booster efficiency and, through the low-energy fields that direct nano-repairers throughout a ship's armor layers, an increase in repair rates. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Hardshell' TB5 Dose II
+5% Armor Repair, +5% Shield Booster. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Hardshell’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Hardshell' lace attaches to synaptic pathways involved in fine-tuning field control at various energy levels, this allows an increase in shield booster efficiency and, through the low-energy fields that direct nano-repairers throughout a ship's armor layers, an increase in repair rates. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Hardshell' TB7 Dose III
+7% Armor Repair, +7% Shield Booster. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Hardshell’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Hardshell' lace attaches to synaptic pathways involved in fine-tuning field control at various energy levels, this allows an increase in shield booster efficiency and, through the low-energy fields that direct nano-repairers throughout a ship's armor layers, an increase in repair rates. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Hardshell' TB9 Dose IV
+9% Armor Repair, +9% Shield Booster. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Hardshell’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Hardshell' lace attaches to synaptic pathways involved in fine-tuning field control at various energy levels, this allows an increase in shield booster efficiency and, through the low-energy fields that direct nano-repairers throughout a ship's armor layers, an increase in repair rates. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Overclocker' SB3 Dose I
+3% Max Velocity. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Overclocker’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Overclocker' lace increases the efficiency of navigational processing relating to spatio-temporal drag factors and effectively increases subwarp velocity as the piloted ship takes greater advantage of local space-time topology. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Overclocker' SB5 Dose II
+5% Max Velocity. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Overclocker’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Overclocker' lace increases the efficiency of navigational processing relating to spatio-temporal drag factors and effectively increases subwarp velocity as the piloted ship takes greater advantage of local space-time topology. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Overclocker' SB7 Dose III
+7% Max Velocity. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Overclocker’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Overclocker' lace increases the efficiency of navigational processing relating to spatio-temporal drag factors and effectively increases subwarp velocity as the piloted ship takes greater advantage of local space-time topology. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Overclocker' SB9 Dose IV
+9% Max Velocity. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Overclocker’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Overclocker' lace increases the efficiency of navigational processing relating to spatio-temporal drag factors and effectively increases subwarp velocity as the piloted ship takes greater advantage of local space-time topology. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Pyrolancea' DB3 Dose I
+3% turret damage, +3% missile damage. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Pyrolancea’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Pyrolancea' lace enhances neural centers involved in calibration of munitions payloads and weapons energy profiles on the fly during high-intensity combat. The increase in the processing available to the capsuleer means that payload calibration solutions can be tailored more finely and results in improved damage yields against any given target. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Pyrolancea' DB5 Dose II
+5% turret damage, +5% missile damage. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Pyrolancea’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Pyrolancea' lace enhances neural centers involved in calibration of munitions payloads and weapons energy profiles on the fly during high-intensity combat. The increase in the processing available to the capsuleer means that payload calibration solutions can be tailored more finely and results in improved damage yields against any given target. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Pyrolancea' DB7 Dose III
+7% turret damage, +7% missile damage. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Pyrolancea’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Pyrolancea' lace enhances neural centers involved in calibration of munitions payloads and weapons energy profiles on the fly during high-intensity combat. The increase in the processing available to the capsuleer means that payload calibration solutions can be tailored more finely and results in improved damage yields against any given target. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency 'Pyrolancea' DB9 Dose IV
+9% turret damage, +9% missile damage. Duration 30 minutes. A novel and powerful addition to the range of neural boosters available to capsuleers, the Agency's ‘Pyrolancea’ compounds introduce a temporary but highly adaptive neural lace into the user’s synaptic structures. This 'Pyrolancea' lace enhances neural centers involved in calibration of munitions payloads and weapons energy profiles on the fly during high-intensity combat. The increase in the processing available to the capsuleer means that payload calibration solutions can be tailored more finely and results in improved damage yields against any given target. Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts.
Agency Support Drop
Compounds with the Agency identifier are being seeded into target locations identified by the mysterious network ahead of sponsored operations. Entities occupying the target sites often collect the Agency's support drops themselves even if they realize what they must portend. The Agency’s novel method of supporting capsuleer operations is thought to be as much an experiment as it is an incentive for freelance pilots to take up the public contracts. This kit contains one dose of a random Agency booster compound. It has a chance to contain one of the following: Agency 'Hardshell' TB3 Dose I Agency 'Hardshell' TB5 Dose II Agency 'Hardshell' TB7 Dose III Agency 'Overclocker' SB3 Dose I Agency 'Overclocker' SB5 Dose II Agency 'Overclocker' SB7 Dose III Agency 'Pyrolancea' DB3 Dose I Agency 'Pyrolancea' DB5 Dose II Agency 'Pyrolancea' DB7 Dose III
Agitated Dark Filament
This Abyssal Filament will pull a Tech I or Tech II Cruiser into a pocket of Abyssal Deadspace with a somewhat agitated environment, and clouded by a field of dark matter that will reduce weapon ranges but enhance ship velocity. Warning: Abyssal Deadspace is a particularly harsh and unforgiving environment. Entanglement of the warp core with a space-time filament introduces severe deformations of the ship's warp field that cumulatively increase over time. After 20 minutes catastrophic collapse of the warp field is predicted, with destruction of the ship and capsule certain. A device of Triglavian design that functions as one end of an energetically inert filament of space-time connected to a specific pocket of Abyssal Deadspace. When activated by a ship equipped with a warp core that has the correct mass-energy parameters, the filament becomes a conduit that will draw the activating vessel along it and into the connected deadspace pocket. The mass-energy exchange involved leaves a highly energetic trace at the ship's origin point and the space-time filament remains entangled with the warp core of the ship that uses it. Triglavian Transfer Conduits will permit such a ship to progress through the deadspace pocket but an Origin Conduit will return the ship to its starting location in normal space.
Agitated Electrical Filament
This Abyssal Filament will pull a Tech I or Tech II Cruiser into a pocket of Abyssal Deadspace with a somewhat agitated environment, and disrupted by massive electrical storms that will reduce EM resistance but enhance ship capacitor recharging. Warning: Abyssal Deadspace is a particularly harsh and unforgiving environment. Entanglement of the warp core with a space-time filament introduces severe deformations of the ship's warp field that cumulatively increase over time. After 20 minutes catastrophic collapse of the warp field is predicted, with destruction of the ship and capsule certain. A device of Triglavian design that functions as one end of an energetically inert filament of space-time connected to a specific pocket of Abyssal Deadspace. When activated by a ship equipped with a warp core that has the correct mass-energy parameters, the filament becomes a conduit that will draw the activating vessel along it and into the connected deadspace pocket. The mass-energy exchange involved leaves a highly energetic trace at the ship's origin point and the space-time filament remains entangled with the warp core of the ship that uses it. Triglavian Transfer Conduits will permit such a ship to progress through the deadspace pocket but an Origin Conduit will return the ship to its starting location in normal space.
Agitated Exotic Filament
This Abyssal Filament will pull a Tech I or Tech II Cruiser into a pocket of Abyssal Deadspace with a somewhat agitated environment, and saturated with exotic particles that will reduce kinetic resistance but enhance scan resolution. Warning: Abyssal Deadspace is a particularly harsh and unforgiving environment. Entanglement of the warp core with a space-time filament introduces severe deformations of the ship's warp field that cumulatively increase over time. After 20 minutes catastrophic collapse of the warp field is predicted, with destruction of the ship and capsule certain. A device of Triglavian design that functions as one end of an energetically inert filament of space-time connected to a specific pocket of Abyssal Deadspace. When activated by a ship equipped with a warp core that has the correct mass-energy parameters, the filament becomes a conduit that will draw the activating vessel along it and into the connected deadspace pocket. The mass-energy exchange involved leaves a highly energetic trace at the ship's origin point and the space-time filament remains entangled with the warp core of the ship that uses it. Triglavian Transfer Conduits will permit such a ship to progress through the deadspace pocket but an Origin Conduit will return the ship to its starting location in normal space.
Agitated Firestorm Filament
This Abyssal Filament will pull a Tech I or Tech II Cruiser into a pocket of Abyssal Deadspace with a somewhat agitated environment, and blasted by plasma firestorms that will reduce Thermal resistance but enhance ship armor strength. Warning: Abyssal Deadspace is a particularly harsh and unforgiving environment. Entanglement of the warp core with a space-time filament introduces severe deformations of the ship's warp field that cumulatively increase over time. After 20 minutes catastrophic collapse of the warp field is predicted, with destruction of the ship and capsule certain. A device of Triglavian design that functions as one end of an energetically inert filament of space-time connected to a specific pocket of Abyssal Deadspace. When activated by a ship equipped with a warp core that has the correct mass-energy parameters, the filament becomes a conduit that will draw the activating vessel along it and into the connected deadspace pocket. The mass-energy exchange involved leaves a highly energetic trace at the ship's origin point and the space-time filament remains entangled with the warp core of the ship that uses it. Triglavian Transfer Conduits will permit such a ship to progress through the deadspace pocket but an Origin Conduit will return the ship to its starting location in normal space.
Agitated Gamma Filament
This Abyssal Filament will pull a Tech I or Tech II Cruiser into a pocket of Abyssal Deadspace with a somewhat agitated environment, and bathed in the radioactive afterglow of a gamma-ray burst that will reduce explosive resistance but enhance ship shield strength. Warning: Abyssal Deadspace is a particularly harsh and unforgiving environment. Entanglement of the warp core with a space-time filament introduces severe deformations of the ship's warp field that cumulatively increase over time. After 20 minutes catastrophic collapse of the warp field is predicted, with destruction of the ship and capsule certain. A device of Triglavian design that functions as one end of an energetically inert filament of space-time connected to a specific pocket of Abyssal Deadspace. When activated by a ship equipped with a warp core that has the correct mass-energy parameters, the filament becomes a conduit that will draw the activating vessel along it and into the connected deadspace pocket. The mass-energy exchange involved leaves a highly energetic trace at the ship's origin point and the space-time filament remains entangled with the warp core of the ship that uses it. Triglavian Transfer Conduits will permit such a ship to progress through the deadspace pocket but an Origin Conduit will return the ship to its starting location in normal space.
Ahremen Arkah's Tag
Ahremen Arkah's Tag. It may prove valuable if turned in at proper authorities.
Ahremen's Modified Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is 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.
Ahremen's Modified Armor EM Hardener
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.
Ahremen's Modified Armor Explosive Hardener
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.
Ahremen's Modified Armor Kinetic Hardener
An 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.
Ahremen's Modified Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ahremen's Modified Cap Recharger
Increases the capacitor recharge rate.
Ahremen's Modified Capacitor Power Relay
Increases capacitor recharge rate at the expense of shield boosting.
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.
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.
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.
Ahremen's Modified Energized EM Membrane
An 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.
Ahremen's Modified Energized Explosive Membrane
An 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.
Ahremen's Modified Energized Kinetic Membrane
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.
Ahremen's Modified Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
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.
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.
Ahremen's Modified Heavy Capacitor Booster
Provides a quick injection of power into the capacitor.
Ahremen's Modified Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Ahremen's Modified Heavy Energy 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.
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.
Ahremen's Modified Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Ahremen's Modified Large EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
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.
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.
Ahremen's Modified Reactor Control Unit
Boosts power core output.
Ahremen's Modified Thermal 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.
Alfven Enduring 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.
Algos
The Algos, as is custom with the Gallente, relies on swiftness of action - preferably at a respectable distance - to accomplish its goals. In this it reflects well-honed Gallente values, which include taking independent action without taking forever to wait for a committee decision, and also doing so, if at all possible, in a fashion that allows for a nice, safe buffer for immediate retreat; because theory is one thing, and practice is sometimes quite another. As such, the Algos focuses on being able to hit its targets in rapid-fire fashion, with guns that fire fast and drones that race through space with destruction in mind.
Algos Blueprint
Algos Exoplanets Hunter SKIN (Permanent)
Algos Glacial Drift SKIN (Permanent)
Algos Glittering Dream SKIN (Permanent)
The Glittering Dream nightclub is one of the most famous venues situated on Caille's astounding Crystal Boulevard, noted for the exclusivity of its clientele as much as for an architecture that triples down on the synthetic diamond setting of the boulevard it sits on. A major tourist attraction, the sparkling slabs of the Crystal Boulevard obscure a deep, dark purpose as beneath it lies the continuity of government and military command bunker complex for the planet of Gallente Prime. Similarly, the towering triple helix spire of the Glittering Dream nightclub, fashioned without and within from expensive crystalline carbonides, appears to be just a high-class nightclub. Here though is where the political, military, business and even criminal elite of Luminaire meet to discuss their most secret affairs in assurance of privacy and confidentiality.
Algos Intaki Syndicate SKIN (Permanent)
Algos InterBus SKIN (Permanent)
Algos Kopis Edge SKIN (Permanent)
Algos Luminaire Zenith SKIN (Permanent)
The rays of Luminaire's light shining varicolored through the ancient forests of Gallente Prime at the sun's zenith are evoked by this nanocoating symbolically celebrating the extent of the Gallente Federation's spread across the stars.
Algos Ruby Sungrazer SKIN (Permanent)
Algos Sapphire Sungrazer SKIN (Permanent)
Algos Serpentis SKIN (Permanent)
Algos Spirit SKIN (Permanent)
Algos Valimor Legacy SKIN (Permanent)
Alice Saki’s Good Posting Guide
Straight from the woman with the most positive Intergalactic Summit profile in the cluster, 101 tips for public relations superiority.
Alliance Tournament I: Band of Brothers
In claiming the title of the first ever Alliance Tournament Champions, Band of Brothers began the first great Tournament dynasty. They would remain undefeated in tournament play for the next two years.
Alliance Tournament I: KAOS Empire
Making their mark in the first ever Alliance Tournament, Kaos Empire won victory after victory with stunning efficiency and coordination. After defeating well respected opponents like Red Alliance and The Five, Kaos finally met their match in a nailbiter final match against Band of Brothers, winning the first ever Alliance Tournament Silver Medal.
Alliance Tournament II: Band of Brothers
Establishing themselves as the dominant force in the early tournament years, Band of Brothers had a stellar run in the Second Alliance Tournament capped off with their victory in the first and only Tournament final decided by a 1v1 Interceptor duel tiebreaker.
Alliance Tournament III: Band of Brothers
Band of Brothers ensured their place in Alliance Tournament history by securing the gold medal in the Third Alliance Tournament. Their three consecutive victories stands as a record that has been tied, but never broken as of YC 115.
Alliance Tournament III: Cult of War
Cult of War stunned the population of New Eden in their quarter-final match of the Third Alliance Tournament against Interstellar Alcohol Conglomerate when they destroyed IAC's rare and priceless Apocalypse Imperial Issue live on air. The dramatic destruction of this legendary vessel has gone down as one of the memorable moments in Alliance Tournament history.
Alliance Tournament III: Interstellar Alcohol Conglomerate
The Guiding Hand Social Club and Tyrrax Thorrk have flown in the Tournament under multiple alliance banners. They have had a strong presence in the Alliance Tournament from the beginning, including a semi-final performance for their Interstellar Alcohol Conglomerate team in the Second Alliance Tournament. However it is their ATIII IAC team that made the biggest mark on history. Building their core strategy around cap warfare supported by the massive capacitor pool of a rare and priceless Apocalypse Imperial Issue, IAC made short work of most opponents until facing off against Cult of War who managed to counter the IAC nosferatu and destroy the Apocalypse Imperial Issue to the amazement of the crowd. No Tournament team before or since has put such a rare ship on the line in their pursuit of victory.
Alliance Tournament IV: HUN Reloaded
HUN Reloaded came out of nowhere to dominate and win the Fourth Alliance Tournament using a novel and effective strategy based around stealth bombers. This performance forever cemented the role of creative setup design as a key focus of top contender teams.
Alliance Tournament IV: Pandemic Legion
Entering the Tournament world with a bang, Pandemic Legion's first ever team took great advantage of sensor dampener tactics to go on an impressive run to the finals, knocking out Tournament stalwarts Interstellar Alcohol Conglomerate, ending The Star Fraction's string of heroic victories, and defeating a Terra Incognita. team full of legendary PVP pilots. They were swiftly defeated in the finals by HUN Reloaded, but this early silver medal would turn out to be a portent of future success.
Alliance Tournament IV: Star Fraction
By the time the Fourth Alliance Tournament began, many pundits in New Eden considered the Band of Brothers team unstoppable. After three years of undefeated dominance and running a team setup claimed as “unbeatable” by their captain, it seemed like nobody could defeat Band of Brothers. That is, until the former champions came up against the The Star Fraction on the final day of the tournament. With a swift charge of Thorax cruisers in one of the most memorable matches to ever grace EVE TV, The Star Fraction defeated the undefeatable and ended the first great Tournament dynasty.
Alliance Tournament IX: Darkside.
Newcomers a year before in the Eighth Alliance Tournament, DarkSide. had quickly made a name for themselves with a quarter-final performance that year. In the Ninth Alliance Tournament they catapulted themselves into Tournament history by ending the reign of Pandemic Legion and knocking them out in convincing fashion. In one fell swoop they blew the Tournament field wide open and made Shadoo the happiest man in the world.
Alliance Tournament IX: HYDRA RELOADED and 0utbreak
After a bitter finals defeat the previous year, HYDRA RELOADED entered the Ninth Alliance Tournament with something to prove. They played the field and metagame masterfully, shrugging aside all their opponents and ensuring a first-second place finish for themselves and their close allies in Outbreak.. A botched attempt to put on a show finals created controversy and forced changes to future Tournament rules, but the skill and dedication of the pilots in these two alliances was undeniable.
Alliance Tournament V: Ev0ke
After an excellent run that included victories over defending champions HUN Reloaded in the quarter-finals and upstart contender Cry Havoc. in the semi-finals, Ev0ke took the gold medal in the Fifth Alliance Tournament with a viscous Rupture charge in one of the most exciting finals in Tournament history.
Alliance Tournament V: Triumvirate
Well known PVP alliance Triumvirate. entered the Fifth Alliance Tournament with high expectations and did not disappoint. Triumvirate. relied on Battleships supported by Disruption Frigates for many victories, including a nail-biter semi-final win over Pandemic Legion. They were narrowly defeated by Ev0ke's Rupture Cruisers in one of the closest and most exciting finals in Tournament history.
Alliance Tournament VI: Pandemic Legion
After narrowly missing the crown in the Fourth and Fifth Tournaments, Pandemic Legion began their run of championships with an spectacularly close victory over the venerable R.U.R. in the finals.
Alliance Tournament VI: R.U.R.
Alternating between the alliances R.U.R. and THE R0NIN but remaining a powerful Tournament threat, the members of R.U.R. are the most accomplished tournament team to not yet have a Gold medal (as of YC 115). One of their many strong performances was in the Sixth Alliance Tournament where their impressive run was only ended by Pandemic Legion in an extremely memorable final match that came down to the wire.
Alliance Tournament VII: Pandemic Legion
Firmly establishing themselves as one of the great Tournament dynasties, Pandemic Legion appeared to effortlessly push aside their competition in the Seventh Alliance Tournament, punctuated by masterful use of the underrated stealth bombers.
Alliance Tournament VIII: HYDRA RELOADED
Emerging as a new powerhouse on the Tournament landscape, the HYDRA RELOADED team in the Eighth Alliance Tournament easily stood out from the pack both on and off the field. They crushed all opposition until the finals, and their metagame duels of will with arch-nemesis Pandemic Legion between the matches became the stuff of legend. Although defeated by Pandemic Legion in the finals, they would eventually have their revenge in the subsequent year.
Alliance Tournament VIII: Pandemic Legion
In the Eighth Alliance Tournament Pandemic Legion became the first alliance to tie the Band of Brothers record with three consecutive gold medals. Their dominant performance was capped off with a finals victory over the emerging Tournament superpower of HYDRA RELOADED.
Alliance Tournament X: HUN Reloaded
After their victory in the Fourth Alliance Tournament, HUN Reloaded had struggled to return to the top tier of teams for years. By the Tenth Alliance Tournament many had begun to discount them as old news. They proved their stature as long-term Tournament heavyweights with a brilliant performance in ATX, riding a versatile core of Vargur Marauders with ever-shifting support to the finals, including a strategic outmaneuvering of Pandemic Legion in the semi-finals. They will be looking to improve on their Silver medal performance in YC 115’s ATXI and return to the pinnacle they once ruled.
Alliance Tournament X: Verge of Collapse
Underestimated all throughout the Tenth Alliance Tournament, Verge of Collapse proved the power of the underdog with their stunning victories over such heavyweights as DarkSide., Goonswarm Federation, Rote Kapelle, Mildly Intoxicated and Exodus.. Their victory over HUN Reloaded in the finals demonstrated their mastery of the format, and it is unlikely that anyone will underestimate them again.
Alliance Tournament XV Meta
This was a representation of the Alliance Tournament meta, but it seems to be broken now. Faint traces of an impact with a Drake hull can be seen on the shattered pieces.
Allotek Industries Strong Box
A strong box belonging to the Allotek Industries corporation.
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.
Alumel-Wired Enduring Sensor Booster
Gives an increase to targeting range, scan resolution and sensor strength. 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.
Amarr 100K Bounty Reimbursement Tag
This tag can be sold at an Imperial Navy station. It is worth 100.000 ISK.
Amarr 10K Bounty Reimbursement Tag
This tag can be sold at an Imperial Navy station. It is worth 10.000 ISK.
Amarr 10M Bounty Reimbursement Tag
This tag can be sold at an Imperial Navy station. It is worth 10 million ISK.
Amarr 1M Bounty Reimbursement Tag
This tag can be sold at an Imperial Navy station. It is worth 1 million ISK.
Amarr Battlecruiser
Skill at operating Amarr battlecruisers.
Amarr Battleship
Skill at operating Amarr battleships.
Amarr Carrier
Skill at operating Amarr carriers.
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
Amarr Control Tower Blueprint
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
Amarr Control Tower Medium Blueprint
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
Amarr Control Tower Small Blueprint
Amarr Core Systems
Skill in the operation of Amarr Core Subsystems used on Tech III ships.
Amarr Cruiser
Skill at operating Amarr cruisers.
Amarr Defensive Systems
Skill in the operation of Amarr Defensive Subsystems used on Tech III ships.
Amarr Destroyer
Skill at operating Amarr destroyers.
Amarr Dreadnought
Skill at operating Amarr dreadnoughts.
Amarr Drone Specialization
Specialization in the operation of advanced Amarr drones. 2% bonus per skill level to the damage of light, medium, heavy and sentry drones requiring Amarr Drone Specialization.
Amarr Empire Slave Trader Insignia
Identification tags such as these may prove valuable if handed to the proper organization.
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.
Amarr Encounter Surveillance System
The Encounter Surveillance System can be deployed in any system outside empire jurisdiction. It monitors encounters in the system, allowing the Amarr Empire to supplement the rewards for killing a wanted pirate. With an active ESS in a system the bounty payout values change and a Loyalty Point payout is added. 80% of bounty is paid directly, with 20% being added to a system-wide pool that can be accessed through the ESS. The 20% can rise up to 25% over time, putting the total bounty payout at 5% above base value. The bonus payout resets to 20% if the ESS is accessed, destroyed or scooped up. For each 1000 ISK in bounties, 0.15 LPs are added. This can rise up to 0.2 LPs over time.
Amarr Encryption Methods
Understanding of the data encryption methods used by the Amarr Empire and its allies.
Amarr Force Auxiliary
Skill at operating Amarr force auxiliaries.
Amarr Freighter
Skill at operating Amarr freighters.
Amarr Frigate
Skill at operating Amarr frigates.
Amarr Inception Package
This package has been awarded to you for your just and righteous actions on the behalf of the Amarr Empire.
Amarr Industrial
Skill at operating Amarr industrial ships.
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 Imperial 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.
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 Imperial 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.
Amarr Offensive Systems
Skill in the operation of Amarr Offensive Subsystems used on Tech III ships.
Amarr Phenomena Generator
Adapted from advanced research into natural wormhole phenomena, this module wields an Avatar's massive Radar sensor array to bend local space and affect the properties of all nearby vessels. The effects of this phenomenon impact both friendly and hostile ships, altering the entire battlefield in subtle but significant ways. Clever fleet commanders can take advantage of these effects to ensure victory, even against insurmountable odds. Affected ships receive: +30% capacitor recharge rate +10% kinetic resistances -15% EM resistances -10% velocity
Amarr Phenomena Generator Blueprint
Amarr Propulsion Systems
Skill in the operation of Amarr Propulsion Subsystems used on Tech III ships.
Amarr Religious Mask
Masks have an important role in Amarr society due to their association with God's angelic servants, the sefrim, who wore them so that the people of Amarr would not be struck dead by their great beauty. Plain silver and gold sefrim masks are commonly used in Amarr religious ceremonies to invoke God. Donning a sefrim mask symbolizes the priest's role as an agent of God, investing them with the power and authority to perform their religious duties. Outside of ritual, masks are also used as a form of Amarrian heraldry. These masks, decorated with specific colors and iconography according to a strict set of rules, represent Amarrian noble houses, and they are frequently worn at high society affairs. Perhaps most in keeping with their original references in Scripture, though, Amarrian masks are sometimes used to hide great beauty or disfigurement in places where it might cause agitation. Some have also noted that masks feature extensively in the rites of extremist cults, such as the Sani Sabik and Equilibrium of Mankind, and a number of designs are listed as heretical in the Theology Council's monumental, multi-volume and highly restricted Codex of Forbidden Iconography and Symbols.
Amarr Shuttle
Amarr Shuttle
Amarr Shuttle Blueprint
Amarr Shuttle Exoplanets Hunter SKIN (Permanent)
Amarr Shuttle Glacial Drift SKIN (Permanent)
Amarr Starship Engineering
Skill and knowledge of Amarr Starship Engineering. Used in the research of Amarr Ships of all Sizes. Allows Amarr Starship Engineering research to be performed with the help of a research agent. Needed for all research and manufacturing operations on related blueprints. 1% reduction in manufacturing time for all items requiring Amarr Starship Engineering per level.
Amarr Strategic Cruiser
Skill at operating Amarr Strategic Cruisers.
Amarr Tactical Destroyer
Skill at operating Amarr Tactical Destroyers.
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 Imperial 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.
Amarr Titan
Skill at operating Amarr titans.
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.
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.
Amber Mykoserocin
Mykoserocin is a crystalline compound formed by intense pressure deep within large asteroids and moons. The crystals are commonly used in electronics and weapon manufacturing, as well as the creation of legalized Synth booster variants. Mykoserocin can only be found in abundance in a few areas, such as interstellar gas clouds within high security space.
Ametat I
Type: Heavy Fighter Role: Long Range Attack Description: The Ametat is purpose designed for long range attack duties. Beam Cannon: This weapon-system does good damage at long ranges. Micro Jump Drive: Jumping the fighter squadron over a significant distance. While the MJD spools up, the fighters signature radius blooms significantly. Bomb Launcher: Firing an unguided bomb that does area of effect damage.
Ametat I Blueprint
Ametat II
Type: Heavy Fighter Role: Long Range Attack Description: The Ametat is purpose designed for long range attack duties. Beam Cannon: This weapon-system does good damage at long ranges. Micro Jump Drive: Jumping the fighter squadron over a significant distance. While the MJD spools up, the fighters signature radius blooms significantly. Bomb Launcher: Firing an unguided bomb that does area of effect damage.
AML Compact Omnidirectional Tracking Link
Improves the optimal range and tracking of all drones. Improves the optimal range, falloff range, explosion radius and explosion velocity of all fighter weapons. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
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.
Ammatar Navy Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is 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.
Ammatar Navy Armor EM Hardener
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.
Ammatar Navy Armor Explosive Hardener
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.
Ammatar Navy Armor Kinetic Hardener
An 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.
Ammatar Navy Armor Thermal Hardener
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Ammatar Navy Cap Recharger
Increases the capacitor recharge rate.
Ammatar Navy Capacitor Power Relay
Increases capacitor recharge rate at the expense of shield boosting.
Ammatar Navy Captain Insignia I
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Colonel Insignia I
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Colonel Insignia II
Identification tags such as these may prove valuable if handed to the proper organization.
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.
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.
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.
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.
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.
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.
Ammatar Navy Energized EM Membrane
An 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.
Ammatar Navy Energized Explosive Membrane
An 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.
Ammatar Navy Energized Kinetic Membrane
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.
Ammatar Navy Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
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.
Ammatar Navy Fleet Commander Insignia
Identification tags such as these may prove valuable if handed to the proper organization.
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.
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.
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.
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.
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.
Ammatar Navy Heavy Capacitor Booster
Provides a quick injection of power into the capacitor.
Ammatar Navy Heavy Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Ammatar Navy Heavy Energy 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.
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.
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.
Ammatar Navy Large Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Ammatar Navy Large EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Ammatar Navy Major Insignia I
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Major Insignia II
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Medium Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Ammatar Navy Medium Capacitor Booster
Provides a quick injection of power into the capacitor.
Ammatar Navy Medium EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Ammatar Navy Medium Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Ammatar Navy Medium Energy 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.
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.
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.
Ammatar Navy Micro Capacitor Booster
Provides a quick injection of power into the capacitor.
Ammatar Navy Micro EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Ammatar Navy Midshipman Insignia I
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Midshipman Insignia II
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Midshipman Insignia III
Identification tags such as these may prove valuable if handed to the proper organization.
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.
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.
Ammatar Navy Raid Leader Insignia
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Reactor Control Unit
Boosts power core output.
Ammatar Navy Sergeant Elite Insignia
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Sergeant Insignia I
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Sergeant Insignia II
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Sergeant Insignia III
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Sergeant Major Insignia I
Identification tags such as these may prove valuable if handed to the proper organization.
Ammatar Navy Small Armor Repairer
This module uses nano-assemblers to repair damage done to the armor of the ship.
Ammatar Navy Small Capacitor Booster
Provides a quick injection of power into the capacitor.
Ammatar Navy Small EMP Smartbomb
Radiates an omnidirectional pulse from the ship that causes EM damage to surrounding vessels.
Ammatar Navy Small Energy Neutralizer
Neutralizes a portion of the energy in the target ship's capacitor.
Ammatar Navy Small Energy 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.
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.
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.
Ammatar Navy Squad Leader Insignia
Identification tags such as these may prove valuable if handed to the proper organization.
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.
Ammatar Navy Thermal 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.
Ammatar Slave Trader Insignia
Identification tags such as these may prove valuable if handed to the proper organization.
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.
Ample Compounds
Ample Conductors
Ample Electronics
Ample Gallium Quad 800mm Repeating Cannon
Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. 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.
Ample Gallium Quad 800mm Repeating Cannon Blueprint
Analog Panel
Alloys and special materials used in the manufacture of modules based on Ancient technology.
Anathema
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.
Anathema Blueprint
Anathema Cold Iron SKIN (Permanent)
Anathema EoM SKIN (Permanent)
Anathema Exoplanets Hunter SKIN (Permanent)
Anathema Glacial Drift SKIN (Permanent)
Anathema Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Anathema Ironblood SKIN (Permanent)
Anathema Purity of the Throne SKIN (Permanent)
Anathema Raata Sunset SKIN (Permanent)
Anchoring
Skill at Anchoring Deployables.
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.
Ancient Radar Decorrelator
Recent developments in salvager technology have allowed a greater variety of ancient components to be recovered from the wrecks of Sleeper drones. Initial scans of this salvaged Ancient Radar Decorrelator indicate that it includes technology that might be able to find a home in the sensor equipment of capsuleer ships. Engineers across the cluster have begun attempting to reverse engineer the Sleeper techniques used in this component, with Amarr researchers expressing particular interest.
Angel Advanced Trigger Mechanism
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.
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.
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
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
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
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.
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.
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.
Angel Dynamic Calibrator
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.
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.
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.
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.
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.
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.
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.
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.
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.
Angel Simple Trigger Mechanism
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.
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.
Angel Spatial Analyzer
Angel Standard Trigger Mechanism
Angel Stasis Webification Battery
The webifier's big brother. Designed to protect structures from fast-moving ships by making them into slow-moving ships.
Angels Arisen Firework
The Angel Cartel is more than just a criminal gang, at least in its own eyes, and uses complex and mystical iconography at every level of its organization. The Angels are much given to celebrating their successes in fine style and the 'Angels Arisen' pyrotechnic charge is used to signal their greatest triumphs.
Animal Medical Expert
Tastes rather sour.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Anode Scoped Dual Giga Beam Laser
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.
Anode Scoped Dual Giga Beam Laser Blueprint
Anode Scoped Dual Giga Pulse Laser
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.
Anode Scoped Dual Giga Pulse Laser Blueprint
Anode Scoped Ion Siege Blaster
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.
Anode Scoped Ion Siege Blaster Blueprint
Anode Scoped Quad Mega Pulse Laser
Three specialized high angle turrets fitted with quad-barreled weapons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.
Anode Scoped Quad Mega Pulse Laser Blueprint
Anode Scoped Triple Neutron Blaster Cannon
Three specialized high angle turrets fitted with neutron blaster cannons are designed for engaging sub-capital threats. Note: May only be fitted to capital class ships. Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.
Anode Scoped Triple Neutron Blaster Cannon Blueprint
Anshar
CreoDron surprised many by their quick conception of the Anshar, a stark diversification from their usual drone centric ship designs. The Anshar's specially-developed cargo-manipulation drones allowed CreoDron to optimize their loading algorithms and fully utilize every nook and cranny of the ship's spacious interior, ensuring it more than holds its own amongst its peers. Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers but has recently begun to expand their design focus and employ drone techniques on whole other levels which has led some to question where this leap in technology came from.
Anshar Exoplanets Hunter SKIN (Permanent)
Anshar Glacial Drift SKIN (Permanent)
Anshar Intaki Syndicate SKIN (Permanent)
Anshar Kopis Edge SKIN (Permanent)
Anshar Serpentis SKIN (Permanent)
Anshar Spirit SKIN (Permanent)
Anshar Valimor Legacy SKIN (Permanent)
Ansiblex Jump Gate
Designed by the Upwell Consortium to function as the successor and improvement over starbase jump bridges, the Ansiblex Jump Gate is the flagship of their new Fast Logistical EXpansion (FLEX) structures product line. The Ansiblex enables point-to-point FTL travel even for ships that lack their own jump drives, and a matched pair of gates provides a transport connection between two star systems within its operational range, using stabilized spatiotemporal tunneling. The Ansiblex makes a large number of improvements over the older jump bridge portal devices, and incorporates some elements of Triglavian Collective space-time conduit technology in its workings. Each Ansiblex Jump Gate structure is automatically equipped with one Standup Conduit Generator I service module. This service module may only be onlined in a system that contains an Infrastructure Hub with the Advanced Logistics Network upgrade active. May not be deployed within 200km of another Upwell Structure, or 1000km of Stargates, Stations, or Starbases. A maximum of one Jump Gate may be deployed per system.
Ansiblex Jump Gate Blueprint
Antaeus I
Type: Heavy Fighter Role: Long Range Attack Description: The Antaeus is purpose designed for long range attack duties. Railgun: This weapon-system does good damage at long ranges. Micro Jump Drive: Jumping the fighter squadron over a significant distance. While the MJD spools up, the fighters signature radius blooms significantly. Bomb Launcher: Firing an unguided bomb that does area of effect damage.
Antaeus I Blueprint
Antaeus II
Type: Heavy Fighter Role: Long Range Attack Description: The Antaeus is purpose designed for long range attack duties. Railgun: This weapon-system does good damage at long ranges. Micro Jump Drive: Jumping the fighter squadron over a significant distance. While the MJD spools up, the fighters signature radius blooms significantly. Bomb Launcher: Firing an unguided bomb that does area of effect damage.
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.
Antikythera Element
Limited information is available on this object. A direct analysis reveals some vague and distorted results. Slight external damage signals that it was detached from something else, but despite its removal, the core structure continues to thrum with a deep, surging power. Even without proof or solid knowledge of the function of this component, it is quite clear that it forms a vital part of something much larger.
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.
Antimatter Charge L Blueprint
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.
Antimatter Charge M Blueprint
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.
Antimatter Charge S Blueprint
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.
Antimatter Charge XL Blueprint
Antimatter Reactor Unit
Power Core component used primarily in Amarr ships. A component in various other technology as well.
Antimatter Reactor Unit Blueprint
Antipharmakon Aeolis
Scanning this object reveals a substance that could be used like a neural booster. This complex chemical has some similarities to boosters used to improve capsuleer performance with capacitor manipulation. Given that the substance appears to be of Drifter origin, and exhibits some very unusual properties at the quantum level, using it as a booster should be considered carefully.
Antipharmakon Iokira
Scanning this object reveals a substance that could be used like a neural booster. This complex chemical has some similarities to boosters used to improve capsuleer performance with tracking manipulation. Given that the substance appears to be of Drifter origin, and exhibits some very unusual properties at the quantum level, using it as a booster should be considered carefully.
Antipharmakon Kosybo
Scanning this object reveals a substance that could be used like a neural booster. This complex chemical has some similarities to boosters used to improve capsuleer performance with armor manipulation. Given that the substance appears to be of Drifter origin, and exhibits some very unusual properties at the quantum level, using it as a booster should be considered carefully.
Antipharmakon Thureo
Scanning this object reveals a substance that could be used like a neural booster. This complex chemical has some similarities to boosters used to improve capsuleer performance with shield manipulation. Given that the substance appears to be of Drifter origin, and exhibits some very unusual properties at the quantum level, using it as a booster should be considered carefully.
Antipharmakon Toxot
Scanning this object reveals a substance that could be used like a neural booster. This complex chemical has some similarities to boosters used to improve capsuleer performance with missile flight time manipulation. Given that the substance appears to be of Drifter origin, and exhibits some very unusual properties at the quantum level, using it as a booster should be considered carefully.
Apocalypse
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.
Apocalypse Ardishapur SKIN (Permanent)
Apocalypse Blueprint
Apocalypse Capsuleer Day XV SKIN (Permanent)
Mark the 15th anniversary of the dawn of the Capsuleer Age with the Capsuleer Day XV nanocoating. Since YC105, the world of New Eden has been transformed by the growth of the Capsuleer space pilot community. In YC120, the Capsuleers are at the forefront of space colonization and the exploration of new frontiers, making Capsuleer Day XV a moment for celebrations across New Eden.
Apocalypse Cold Iron SKIN (Permanent)
Apocalypse Exoplanets Hunter SKIN (Permanent)
Apocalypse Glacial Drift SKIN (Permanent)
Apocalypse IGC Victory SKIN (Permanent)
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.
Apocalypse Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Apocalypse Ironblood SKIN (Permanent)
Apocalypse Kador SKIN (Permanent)
Apocalypse Khanid SKIN (Permanent)
Apocalypse Navy Issue
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.
Apocalypse Navy Issue Cold Iron SKIN (Permanent)
Apocalypse Navy Issue EoM SKIN (Permanent)
Apocalypse Navy Issue Exoplanets Hunter SKIN (Permanent)
Apocalypse Navy Issue Glacial Drift SKIN (Permanent)
Apocalypse Navy Issue Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Apocalypse Navy Issue Purity of the Throne SKIN (Permanent)
Apocalypse Purity of the Throne SKIN (Permanent)
Apocalypse Raata Sunset SKIN (Permanent)
Apocalypse Star Captain SKIN (Permanent)
Apocalypse Tash-Murkon SKIN (Permanent)
Apostle
"Her Imperial Majesty's life will stand eternal as an example for all who live truly and rightly within the embrace of Holy Amarr. The martyrdom of Empress Jamyl I was inflicted with base treachery but its lasting effect will be the inspiration of a thousand generations down the ages." - excerpt from the Funeral Oration on the Passing of Empress Jamyl I by High Chaplain Kalefa Sufrin an-Kador, YC117.09.20 Following the assassination by a Drifter strikeforce of Empress Jamyl I while she was aboard an Avatar-class Titan in late August YC117, there was a period of soul-searching and close scrutiny of capital ship doctrines by the Imperial Navy's staff officers. It was soon realized that lack of experience in capital ship warfare had left fleet doctrines lagging behind the tactics of capsuleers fighting in the Outer Regions. From this realization was born the concept of the Force Auxiliary capital ship, a vessel dedicated to ensuring the survival of more combat- and command-oriented capital ships such as Carriers and Titans. The Apostle-class Force Auxiliary was commissioned in memory of Empress Jamyl I and is richly decorated in token of this dedication.
Apostle Blueprint
Apostle Capsuleer Elite XV SKIN (Permanent)
The Capsuleers are considered an elite group across New Eden and this gilded nanocoating marks that status on Capsuleer Day XV. The YC120 celebrations are the 15th anniversary of the dawn of the Capsuleer Age and the opening up of New Eden's frontiers by immortal clone space pilots. Capsuleer Day XV is a moment for celebration of "The Elite" across New Eden.
Apostle Cold Iron SKIN (Permanent)
Apostle Exoplanets Hunter SKIN (Permanent)
Apostle Glacial Drift SKIN (Permanent)
Apostle Headhunter SKIN (Permanent)
Apostle Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Apostle Purity of the Throne SKIN (Permanent)
Apostle Raata Sunset SKIN (Permanent)
Apotheosis
"For you, children, on your fifth birthday. May your next five years be as full of promise and hope, and may you one day walk with us as equals among the stars." Idmei Sver, Society of Conscious Thought, on the fifth anniversary of the Capsuleer Era.
Apotheosis Capsuleer Elite XV SKIN (Permanent)
The Capsuleers are considered an elite group across New Eden and this gilded nanocoating marks that status on Capsuleer Day XV. The YC120 celebrations are the 15th anniversary of the dawn of the Capsuleer Age and the opening up of New Eden's frontiers by immortal clone space pilots. Capsuleer Day XV is a moment for celebration of "The Elite" across New Eden.
Apotheosis Capsuleer Networker XV SKIN (Permanent)
Display your attendance at the SoCT's annual capsuleer gathering with this celebratory nanocoating. In the 15th anniversary year of the dawn of the Capsuleer Age, the SoCT chose to host the gathering at its new diplomatic facility, across the bay from Concord City, on the surface of Yulai III. The Society of Conscious Thought encourages graduates of its elite education programs to network with one another and has established many cohorts of former students throughout New Eden. As the SoCT takes a somewhat tutelary view of capsuleers as a class, the Society also encourages movers and shakers among the capsuleers to network with one another for the advancement of humanity in New Eden.
Apotheosis Glacial Drift SKIN (Permanent)
Apotheosis Ironblood SKIN (Permanent)
Apotheosis Midnight SKIN (Permanent)
Apotheosis Silver Racer SKIN (Permanent)
Apotheosis Versus Blueforce SKIN (Permanent)
Apotheosis Versus Redforce SKIN (Permanent)
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.
Arazu
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.
Arazu Blueprint
Arazu Exoplanets Hunter SKIN (Permanent)
Arazu Glacial Drift SKIN (Permanent)
Arazu Intaki Syndicate SKIN (Permanent)
Arazu Kopis Edge SKIN (Permanent)
Arazu Serpentis SKIN (Permanent)
Arazu Spirit SKIN (Permanent)
Arazu Valimor Legacy SKIN (Permanent)
Arbalest Compact Light Missile Launcher
Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.
Arbalest Compact Rapid Torpedo Launcher
Launcher for capitals intended to counter smaller combat ships such as battleships, can only be loaded with torpedoes.
Arbalest Compact Rapid Torpedo Launcher Blueprint
Arbalest Compact XL Cruise Missile Launcher
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.
Arbalest Compact XL Cruise Missile Launcher Blueprint
Arbalest Compact XL Torpedo Launcher
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.
Arbalest Compact XL Torpedo Launcher Blueprint
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.
Arbitrator Ardishapur SKIN (Permanent)
Arbitrator Blueprint
Arbitrator Cold Iron SKIN (Permanent)
Arbitrator Exoplanets Hunter SKIN (Permanent)
Arbitrator Glacial Drift SKIN (Permanent)
Arbitrator Ironblood SKIN (Permanent)
Arbitrator Kador SKIN (Permanent)
Arbitrator Luminaire Zenith SKIN (Permanent)
The rays of Luminaire's light shining varicolored through the ancient forests of Gallente Prime at the sun's zenith are evoked by this nanocoating symbolically celebrating the extent of the Gallente Federation's spread across the stars.
Arbitrator Purity of the Throne SKIN (Permanent)
Arbitrator Raata Sunset SKIN (Permanent)
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.
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.
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.
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.
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.
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.
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.
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.
Arch Angel EMP L
A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Arch Angel EMP M
A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
Arch Angel EMP S
A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. 50% reduced optimal range.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Archaeology
Proficiency at identifying and analyzing ancient artifacts. Required skill for the use of Relic Analyzer modules. Gives +10 Virus Coherence per level.
Archon
The Archon was commissioned by the Imperial 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.
Archon Blueprint
Archon Cold Iron SKIN (Permanent)
Archon EoM SKIN (Permanent)
Archon Exoplanets Hunter SKIN (Permanent)
Archon Glacial Drift SKIN (Permanent)
Archon Hunter's Quiver SKIN (Permanent)
Hunters using arrows to catch their prey is a common enough theme in the history and legends of New Eden. A quiver of arrows ready for use is echoed in the stylized patterning of this nanocoating. The hunt for prey no longer involves arrows but the thrill of the chase remains as primal an emotion as it was for the hunters of ancient tales.
Archon Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Archon Ironblood SKIN (Permanent)
Archon Kador SKIN (Permanent)
Archon Purity of the Throne SKIN (Permanent)
Archon Raata Sunset SKIN (Permanent)
Archon Spirit SKIN (Permanent)
Archon Tash-Murkon SKIN (Permanent)
Ares
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 Roden Shipyards is the fastest growing ship manufacturer in the Federation, thanks to an extremely aggressive R&D division and extensive connections in government and military procurement communities. Roden ships are distinguished by strong armor defenses and excellent electronic capabilities. They also tend towards gunboats with exceptional range and tracking systems, and less reliance on drones than the average Federation warship.
Ares Blueprint
Ares Exoplanets Hunter SKIN (Permanent)
Ares Glacial Drift SKIN (Permanent)
Ares Intaki Syndicate SKIN (Permanent)
Ares Kopis Edge SKIN (Permanent)
Ares Serpentis SKIN (Permanent)
Ares Spirit SKIN (Permanent)
Ares Valimor Legacy SKIN (Permanent)
Ark
At the end of days when they descend Watch for the coming of the Ark For within it Salvation is carried. -The Scriptures, Apocalypse Verses 32:6 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 electronics and shield systems tend to be rather limited.
Ark Cold Iron SKIN (Permanent)
Ark EoM SKIN (Permanent)
Ark Exoplanets Hunter SKIN (Permanent)
Ark Glacial Drift SKIN (Permanent)
Ark Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Ark Ironblood SKIN (Permanent)
Ark Purity of the Throne SKIN (Permanent)
Ark Raata Sunset SKIN (Permanent)
Ark Star Captain SKIN (Permanent)
Arkonor
One of the rarest and most sought-after ores 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 mexallon and tritanium. Available primarily in 0.0 security status solar systems or lower.
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.
Arkonor Mining Crystal I Blueprint
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.
Arkonor Processing
Specialization in Arkonor reprocessing. Allows a skilled individual to utilize reprocessing facilities at considerably greater efficiency. 2% bonus to Arkonor reprocessing yield per skill level.
Armageddon
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.
Armageddon "Blaze" Squadron SKIN (Permanent)
Designed by Angel Cartel engineers, and released as a tribute to the leader of the Dominations' notorious "Blaze" hit and run squadron who was lost in battle in late YC119, this nanocoating was made available in very limited numbers for only six hulls. Known only as "Blaze", a name earned from both the trail of burning wreckage usually left in his wake and his appearance with a golden red beard, his squadron became his namesake after hundreds of daring raids against Republic Fleet assets. Today, they wear his colors in honor of his legacy as one of the Angel Cartel’s most successful and notorious pirates. "Gone, but never forgotten. His name lives on in all of you. Hoist his colors, and decimate anything that stands in your way." Trald Vukenda – CEO, Dominations.
Armageddon Blueprint
Armageddon Cold Iron SKIN (Permanent)
Armageddon Exoplanets Hunter SKIN (Permanent)
Armageddon Glacial Drift SKIN (Permanent)
Armageddon Hunter's Quiver SKIN (Permanent)
Hunters using arrows to catch their prey is a common enough theme in the history and legends of New Eden. A quiver of arrows ready for use is echoed in the stylized patterning of this nanocoating. The hunt for prey no longer involves arrows but the thrill of the chase remains as primal an emotion as it was for the hunters of ancient tales.
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.
Armageddon Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Armageddon Ironblood SKIN (Permanent)
Armageddon Kador SKIN (Permanent)
Armageddon Navy Issue
An improved version of the feared Armageddon-class battleship, this vessel is probably one of the deadliest war machines ever built by the hand of man. Commanding one is among the greatest honors one can attain in the Amarr Empire, and suffering the fury of its turret batteries is surely the fastest way to reunite with the void.
Armageddon Navy Issue Cold Iron SKIN (Permanent)
Armageddon Navy Issue EoM SKIN (Permanent)
Armageddon Navy Issue Exoplanets Hunter SKIN (Permanent)
Armageddon Navy Issue Glacial Drift SKIN (Permanent)
Armageddon Navy Issue Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Armageddon Navy Issue Purity of the Throne SKIN (Permanent)
Armageddon Purity of the Throne SKIN (Permanent)
Armageddon Raata Sunset SKIN (Permanent)
Armageddon Spirit SKIN (Permanent)
Armageddon Star Captain SKIN (Permanent)
Armageddon Tash-Murkon SKIN (Permanent)
Armor Blocks
Alloys and special materials used in the manufacture of modules based on Ancient technology.
Armor Command Burst I
This module can be loaded with a variety of Armor Command Burst Charges to project a field of beneficial nanites over fleet members, improving their armor defenses.
Armor Command Burst I Blueprint
Armor Command Burst II
This module can be loaded with a variety of Armor Command Burst Charges to project a field of beneficial nanites over fleet members, improving their armor defenses. +25% bonus to the effect strength of Armor Command Burst charges launched from this module.
Armor EM Hardener I
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.
Armor EM Hardener I Blueprint
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.
Armor EM Resistance Script
Originally used by the adolescent hacker group The 'Fendahlian Collective' to break past high tech security firmware, these script packs contain intricate code which modify the inherent behavior of certain modules by directly inserting commands into the firmware. The applications of such technology was not lost on the major players and the kids who invented it now head their own research divisions. This script can be loaded into a Flex Armor Hardener module to increase the module's EM resistance bonus at the expense of its other damage resistances bonus.
Armor EM Resistance Script Blueprint
Armor Energizing Charge
This compact bundle of active nanites can be loaded into an Armor Command Burst module and dispersed across allied ships to provide increased armor resistances.
Armor Energizing Charge Blueprint
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.
Armor Explosive Hardener I Blueprint
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.
Armor Explosive Resistance Script
Originally used by the adolescent hacker group The 'Fendahlian Collective' to break past high tech security firmware, these script packs contain intricate code which modify the inherent behavior of certain modules by directly inserting commands into the firmware. The applications of such technology was not lost on the major players and the kids who invented it now head their own research divisions. This script can be loaded into a Flex Armor Hardener module to increase the module's Explosive resistance bonus at the expense of its other damage resistances bonus.
Armor Explosive Resistance Script Blueprint
Armor Kinetic Hardener I
An 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.
Armor Kinetic Hardener I Blueprint
Armor Kinetic Hardener II
An 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.
Armor Kinetic Resistance Script
Originally used by the adolescent hacker group The 'Fendahlian Collective' to break past high tech security firmware, these script packs contain intricate code which modify the inherent behavior of certain modules by directly inserting commands into the firmware. The applications of such technology was not lost on the major players and the kids who invented it now head their own research divisions. This script can be loaded into a Flex Armor Hardener module to increase the module's Kinetic resistance bonus at the expense of its other damage resistances bonus.
Armor Kinetic Resistance Script Blueprint
Armor Layering
Skill at installing upgraded armor plates efficiently and securely, reducing the impact they have on agility and speed. Grants a 5% reduction to armor plate mass penalty per level.
Armor Plates
Typical armor plating.
Armor Plating From TES Seraph
While the Imperial authorities have attempted to prevent looters from taking materials away from the wreckage site of TES Seraph, the Avatar class titan which was destroyed in Safizon, claiming the life of the late Empress of the Amarr Empire, scavengers and black market dealers have managed to make off with more than a few souvenirs. Be careful when transporting this in the Amarr Empire, as the Navy to not take kindly to looters.
Armor Reinforcement Charge
This compact bundle of active nanites can be loaded into an Armor Command Burst module and dispersed across allied ships to enhance armor durability.
Armor Reinforcement Charge Blueprint
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.
Armor Thermal Hardener I
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Armor Thermal Hardener I Blueprint
Armor Thermal Hardener II
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Armor Thermal Resistance Script
Originally used by the adolescent hacker group The 'Fendahlian Collective' to break past high tech security firmware, these script packs contain intricate code which modify the inherent behavior of certain modules by directly inserting commands into the firmware. The applications of such technology was not lost on the major players and the kids who invented it now head their own research divisions. This script can be loaded into a Flex Armor Hardener module to increase the module's Thermal resistance bonus at the expense of its other damage resistances bonus.
Armor Thermal Resistance Script Blueprint
Armored Command
Basic proficiency at boosting the armor defenses of allied ships. Grants a 10% bonus to the duration of Armored Command Burst effects per level.
Armored Command Mindlink
This advanced interface link drastically improves a commander's Armored Command ability by directly linking to the nanites launched by the command burst charge. +25% bonus to Armored Command Burst effect strength and duration.
Armored Command Specialist
Advanced proficiency at boosting the armor defenses of allied ships. Increases the strength of Armored Command Burst effects by 10% per skill level.
Arms Race Battlecruiser Assembler
To support their general efforts to build up capsuleer capabilities the core empires have sponsored operations against emergent threats through the Agency's Arms Race program. This special one-shot assembler contains nanite feedstock, templates and a dedicated processor that will build a standard battlecruiser when activated.
Arms Race Battleship Assembler
To support their general efforts to build up capsuleer capabilities the core empires have sponsored operations against emergent threats through the Agency's Arms Race program. This special one-shot assembler contains nanite feedstock, templates and a dedicated processor that will build a standard battleship when activated.
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.
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.
Ashimmu Blood Raider Victory SKIN (Permanent)
Ashimmu Glacial Drift SKIN (Permanent)
Assassination Contract: Mirial
Target: Mirial Contractor: Guiding Hand Social Club Fee: 1,000,000,000 ISK Required proof: Frozen corpse of Mirial Details: To assassinate and deal as much financial and emotional damage as possible to Mirial - CEO of Ubiqua Seraph and executor of the Aegis Militia alliance.
Assault Damage Control I
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. May be activated to grant extreme resistances to shield, armor and hull for a short period of time. Only one Damage Control can be fit at a given time. Assault Damage Controls can only be fit to Assault Frigates and Heavy Assault Cruisers.
Assault Damage Control I Blueprint
Assault Damage Control II
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. May be activated to grant extreme resistances to shield, armor and hull for a short period of time. Only one Damage Control can be fit at a given time. Assault Damage Controls can only be fit to Assault Frigates and Heavy Assault Cruisers.
Assault Frigates
Skill for operation of the Assault Frigates.
Astarte
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 Command Burst 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.
Astarte Blueprint
Astarte Exoplanets Hunter SKIN (Permanent)
Astarte Glacial Drift SKIN (Permanent)
Astarte Intaki Syndicate SKIN (Permanent)
Astarte Kopis Edge SKIN (Permanent)
Astarte Serpentis SKIN (Permanent)
Astarte Spirit SKIN (Permanent)
Astarte Valimor Legacy SKIN (Permanent)
Astero
This was one of the first vessels the Sisters of EVE made available to capsuleers. It had been under development by the Sanctuary corporation, whose interest in exploration includes not only search & rescue operations but also a constant inquiry into the nature of the EVE Gate. Thanks to the Sisters' efforts and the Sanctuary's particular expertise, the Astero is an agile, tenacious ship that aptly adheres to the mantra of both rescuers and explorers: Stay safe, stay hidden, and use every tool at your disposal. It is particularly adept at venturing into dangerous territories, not merely in recovering whatever may be of interest but also in being able to safely bring it back. Its engines have alternate power sources that come into play should any of its cargo - for which it has plenty of room - cause serious interference with internal systems. Its carapace is extremely well armored for a ship this agile, and covered in sensors capable of letting its crew track a myriad of different organic signatures. The crew itself is safely protected from any number of transmittable ailments from rescues and other unexpected passengers, thanks to special quarantine bays that are conveniently located near jettisonable openings. And lastly, an ingenious but cryptic transfer in part of the warp core functionality to an outlying cylindrical structure means the Astero is able to run certain higher-level cloaking functions with very little technical cost, and minimal interference from warp. The Sisters of EVE have refused to comment on this technology, other than to recommend it not be tampered with.
Astero Crystal Blast SKIN (Permanent)
Astero Deathglow Hunters SKIN (Permanent)
The substance nicknamed 'Deathglow' can be obtained by refining a rare mineral obtained from asteroids that have been altered by the strange gravitational and electromagnetic effects of certain deadspace pockets lying in the zones between 'shallow', stable deadspace and the truly twisted depths of abyssal deadspace. The Deathglow Hunters are notorious criminals and partake of frenzied rituals using the substance. Recent intelligence suggests the Deathglow gangs are largely affiliated with the Blood Raider Covenant, a development that may indicate a desire on the part of the Blood Raiders to expand their operations into the drugs and boosters trade.
Astero Glacial Drift SKIN (Permanent)
Astero One Eden SKIN (Permanent)
The Sisters of EVE's research and exploration efforts have garnered the organization a sinister reputation in the eyes of capsuleers, and conspiracy theorists, but its Food Relief charity arm has provided succor to billions across New Eden. Donations to Food Relief and other humanitarian projects are collected from all over the cluster and the annual "One Eden" fundraising drive is an important means of boosting the SOE's donation income. To many people in New Eden, the charitable works of the Sisters are their most notable.
Astero Sanctuary SKIN (Permanent)
Astero SOE Blue Cell (Surveillance) SKIN (Permanent)
Astero SOE Fire Cell (Defense) SKIN (Permanent)
Astero SOE Gold Cell (Archaeology) SKIN (Permanent)
Astero Spectral Shift SKIN (Permanent)
Astrahus
As the entry-level product in the Upwell Consortium's Citadel range of space stations, the Astrahus has been designed as an economical option for medium-scale operations in space, such as serving as a base of operations for a small- to medium-sized corporation, or as an outpost for larger corporations or even small alliances. The Astrahus has been built with new spaceship tethering technology as standard, and will happily accommodate ships under capital size, and even freighter-class hulls, in its internal docking bays. The Astrahus can be configured using Upwell's Standup brand service and structure modules so as to serve the specific needs of the structure operator. Further adjustment of the hardware of the Astrahus can be achieved by installed Standup M-Set rigs to optimize the specific role of the citadel.
Astrahus Blueprint
Astral Mining Inc. Strong Box
A strong box belonging to the Astral Mining Inc. corporation.
Astro-Inertial Compact Missile Guidance Computer
By predicting the trajectory of targets, it helps to boost the precision and range of missiles. 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.
Astrogeology
Skill at analyzing the content of celestial objects with the intent of mining them. 5% bonus to mining turret yield per skill level.
Astrometric Acquisition
Skill at the advanced operation of long range scanners. 5% reduction in scan probe scan time per level.
Astrometric Pinpointing
Greater accuracy in hunting down targets found through scanning. Reduces maximum scan deviation by 5% per level.
Astrometric Rangefinding
Skill for the advanced operation of long range scanners. 5% increase to scan probe strength per level.
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.
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.
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.
Athanor
“Seen thousands of auto miners come and go. Like a bucket quarry in space. Easy to get used to. New tech's more like slicing out a volcano and bringing the whole thing up. Don’t think I’ll ever get used to it.” – Ramon Fulcan, veteran moon-mining engineer The Athanor Refinery is a medium-sized structure from the Upwell Consortium and specialized for moon-mining and reaction-based industrial operations. The Athanor is the standard refinery in the Upwell Consortium’s line of industrial structures, and is able to use Upwell's Standup Service modules, allowing flexibility and customization of its functions. This dedicated extraction and refining structure also provides access to Upwell’s M-Set line of rigs designed to improve productivity and optimization of various aspects of chemical reaction and moon-mining operations. The Athanor has docking facilities for subcapital ships and freighters. The Moon Drill Service Module can only be installed if the Refinery is deployed on the eligible moon mining position.
Athanor Blueprint
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.
Atron
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.
Atron Blueprint
Atron Exoplanets Hunter SKIN (Permanent)
Atron Glacial Drift SKIN (Permanent)
Atron Hunter's Quiver SKIN (Permanent)
Hunters using arrows to catch their prey is a common enough theme in the history and legends of New Eden. A quiver of arrows ready for use is echoed in the stylized patterning of this nanocoating. The hunt for prey no longer involves arrows but the thrill of the chase remains as primal an emotion as it was for the hunters of ancient tales.
Atron Intaki Syndicate SKIN (Permanent)
Atron InterBus SKIN (Permanent)
Atron Kopis Edge SKIN (Permanent)
Atron Luminaire Zenith SKIN (Permanent)
The rays of Luminaire's light shining varicolored through the ancient forests of Gallente Prime at the sun's zenith are evoked by this nanocoating symbolically celebrating the extent of the Gallente Federation's spread across the stars.
Atron Serpentis SKIN (Permanent)
Atron Spirit SKIN (Permanent)
Atron Valimor Legacy SKIN (Permanent)
Attainment Decryptor
Dynamic guidelines for 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 Material Efficiency Modifier: -1 Time Efficiency Modifier: +4
Audio Log Backup – 115/11/11 A-0477
>> CAPTURE INIT. >> 03:01 - HQ 8-2 >> TERMINAL 66104 – ECHO PROGRAM >> TEXT TRANSCRIPT FOLLOWS 03:01 – K/001/44: “You’re not going to… to… to believe this.” 03:01 – T/007/64: “It’s three AM. I grav out at six. Do you ever sleep?” 03:02 – K/001/44: “You… told me to let you know of any devel… any… changes…” 03:02 – K/001/44: “Thar… Are you still there?” 03:02 – T/007/64: “I’m here.” >>INDISTINCT STATIC<< “What’s troubling you?” 03:03 – K/001/44: “I… I found him.” >> LINE BREAK – 01:33 03:05 – K/001/44: “Are you…” XX:XX – T/007/64: “Wake Kai, he’s going to want to know. I’m on my way.” >> ECHO DEINITIALIZED
Audio Log Backup – 117/07/01 G-6640
>>CAPTURE INIT. >> 22:41 – IR 6-6 >> TERMINAL 00401 – ECHO PROGRAM >> TEXT TRANSCRIPT FOLLOWS >>ECHO CORRUPT 22:41 – K/001/44 – “Number 654.” 22:41 – L/001/01 – “Yeah, what did you find?” 22:41 – K/001/44 – “We… we found her. Vitrauze, preparing for… for deployment with rookies.” 22:41 – L/001/01 – “Excellent. Prepare the taskforce.” 22:42 >>>> >> ECHO TABLE CORRUPT
Augmentation Decryptor
Clever research technique that allows for refolding of blueprint materials in invention jobs. While the number of runs is greatly increased the probability of invention is adversely affected. Probability Multiplier: -40% Max. Run Modifier: +9 Material Efficiency Modifier: -2 Time Efficiency Modifier: +2
Augoror
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.
Augoror Ardishapur SKIN (Permanent)
Augoror Blueprint
Augoror Cold Iron SKIN (Permanent)
Augoror Combat Medic Section SKIN (Permanent)
For certain tasks, CONCORD forces will use many of the ship designs of the four empires, and dedicated combat medic vessels are usually adaptations of the various repair and recovery cruisers manufactured by empire corporations. The Combat Medic Sections will accompany DED forces on search and rescue duty along spacelanes where piracy is commonplace and often the only practical action that can be taken is recovery of survivors.
Augoror Exoplanets Hunter SKIN (Permanent)
Augoror Glacial Drift SKIN (Permanent)
Augoror Ironblood SKIN (Permanent)
Augoror Khanid SKIN (Permanent)
Augoror Navy Issue
The Navy-issued version of the Augoror cruiser is an extremely resilient piece of hardware able to provide very good support in fleet battles, but it is also a relatively nimble cruiser ideally suited for escort duties as well as smaller skirmishes. Created to fill a void within the ranks of the traditionally slow and lumbering Amarrian fleet, this vessel has fit in perfectly.
Augoror Navy Issue Cold Iron SKIN (Permanent)
Augoror Navy Issue EoM SKIN (Permanent)
Augoror Navy Issue Exoplanets Hunter SKIN (Permanent)
Augoror Navy Issue Glacial Drift SKIN (Permanent)
Augoror Navy Issue Purity of the Throne SKIN (Permanent)
Augoror Navy Issue Serene Rou SKIN (Permanent)
In the Achuran way of living Serene Senism, the concept of "Rou" denotes steadfastness and loyalty in the face of adversity, a fine principle for the heavily-armored Augoror Navy Issue. The Achura have a rich cultural heritage that is more diverse than outsiders may realize, the philosopher Sen Taysun spent much of his time travelling from monastery to monastery, climbing some of the highest peaks of the planet Achura (Saisio III) in order to experience the different traditions of the many contemplative orders of the world. Sen Taysun found particular solace and inspiration in the austere yet profoundly optimistic views of the collectivist monks of the Serene Mountain Monastery. The philosopher later developed a way of living that became popular with the middle classes of various Achura states, and provided a foundation for a developing rule of law that would succeed the warlordism that dominated Achuran politics.
Augoror Purity of the Throne SKIN (Permanent)
Augoror Raata Sunset SKIN (Permanent)
Augoror Spirit SKIN (Permanent)
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.
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.
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.
Aurora XL
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 capital tech level II and faction Beam Lasers.
Auto Targeting System I
Targets any hostile ship within range on activation. Grants a +2 bonus to ship's max targets when online.
Auto Targeting System I Blueprint
Auto Targeting System II
Targets any hostile ship within range on activation. Grants a +3 bonus to ship's max targets when online.
Auto-Targeting Missiles
Skill with auto-targeting missiles. Special: 5% bonus to Auto-Targeting Missiles (light, heavy and cruise) damage per skill level.
Automated Targeting Unit I
Targets any hostile ship within range on activation. Grants a +2 bonus to max targets when online.
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.
Autrech Voucher
This is a candidate voucher for Eman Autrech, used to determine the biggest supporters of this particular candidate for selecting candidate emissaries.
Auxiliary Parts
Alloys and special materials used in the manufacture of modules based on Ancient technology.
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
Avatar Blueprint
Avatar Capsuleer Elite XV SKIN (Permanent)
The Capsuleers are considered an elite group across New Eden and this gilded nanocoating marks that status on Capsuleer Day XV. The YC120 celebrations are the 15th anniversary of the dawn of the Capsuleer Age and the opening up of New Eden's frontiers by immortal clone space pilots. Capsuleer Day XV is a moment for celebration of "The Elite" across New Eden.
Avatar Cold Iron SKIN (Permanent)
Avatar Deathglow Hunters SKIN (Permanent)
The substance nicknamed 'Deathglow' can be obtained by refining a rare mineral obtained from asteroids that have been altered by the strange gravitational and electromagnetic effects of certain deadspace pockets lying in the zones between 'shallow', stable deadspace and the truly twisted depths of abyssal deadspace. The Deathglow Hunters are notorious criminals and partake of frenzied rituals using the substance. Recent intelligence suggests the Deathglow gangs are largely affiliated with the Blood Raider Covenant, a development that may indicate a desire on the part of the Blood Raiders to expand their operations into the drugs and boosters trade.
Avatar EoM SKIN (Permanent)
Avatar Exoplanets Hunter SKIN (Permanent)
Avatar Glacial Drift SKIN (Permanent)
Avatar Headhunter SKIN (Permanent)
Avatar Imperial Jubilee SKIN (Permanent)
The jubilee of an Amarr ruler's coronation is a high holiday in the Imperial Calendar and is celebrated across the Amarr Empire. The ancient tradition of flying banners of purple and gold to show loyalty to the Imperial Throne is echoed in these nanocoatings that bear the coronation crest of Empress Catiz I.
Avatar Ironblood SKIN (Permanent)
Avatar Kador SKIN (Permanent)
Avatar Khanid SKIN (Permanent)
Avatar Purity of the Throne SKIN (Permanent)
Avatar Raata Sunset SKIN (Permanent)
Avatar Star Captain SKIN (Permanent)
Azbel
Named after Li Azbel, a Gallente scientist who pioneered the first breakthroughs in faster than light communications, the Azbel Engineering Complex is a large-sized structure from the Upwell Consortium and is specialized in manufacturing and research operations. The Azbel Engineering Complex fits into the industrial major-player spot in the Upwell Consortium’s new line of structures, and is able to use Upwell's Standup Service modules, allowing flexibility and customization of its functions. This dedicated industrial structure also provides access to Upwell’s L-Set line of rigs designed to improve productivity and optimization of various aspects of manufacturing and research. Due to its large size this engineering complex can accommodate construction of capital ships using the Standup Capital Shipyard I Service Module. The Azbel provides tethering technology and has docking capabilities for subcapital ships and freighters.
Azbel Blueprint
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.
Azure Mykoserocin
Mykoserocin is a crystalline compound formed by intense pressure deep within large asteroids and moons. The crystals are commonly used in electronics and weapon manufacturing, as well as the creation of legalized Synth booster variants. Mykoserocin can only be found in abundance in a few areas, such as interstellar gas clouds within high security space.
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 contains a large amount of pyerite and is thus always in constant demand. It also yields some tritanium and mexallon. Available in 0.9 security status solar systems or lower.
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.
Badger
The Badger-class industrial 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.
Badger Blue Tiger SKIN (Permanent)
Badger Blueprint
Badger Exoplanets Hunter SKIN (Permanent)
Badger Ghostbird SKIN (Permanent)
In Caldari animistic mythology, the Ghostbirds are heralds of war sweeping down from the mountains on wings of snow flecked with the blood of those who will fall in battle. The imagery of the Ghostbird is very popular among the Caldari military and has become a special totem for pilots of all kinds of warships.
Badger Glacial Drift SKIN (Permanent)
Badger Matigu Seabeast SKIN (Permanent)
Badger Raata Sunset SKIN (Permanent)
Badger Steel Cardinal SKIN (Permanent)
Badly Corrupted Holoreel
Upon attempting to turn this holoreel on, only a small part of the image remains visible, the rest distorted by the damage done to the holoreel. Upon closer inspection only the phrase "punchable face" can be made out. After a few moments the holoreel starts to produce an extremely irritating screeching sound. Clearly it is corrupted beyond recovery.
Baker Nunn Enduring 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.
Baker_PLACEHOLDER
BakerBlueprint_PLACEHOLDER
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.
Ballistic Control System I Blueprint
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.
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.
Ballistic Deflection Array Blueprint
Balmer Series Compact 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.
Band of Brothers Director Access Key
A director level access key for the now closed Band of Brothers capsuleer alliance. Normally deactivated upon the respected owners departure from an alliance, historical events have shown that certain access keys sometimes just never get deactivated. Since the alliance is closed these keys are of no value except to historians.
Bantam
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.
Bantam Blue Tiger SKIN (Permanent)
Bantam Blueprint
Bantam Exoplanets Hunter SKIN (Permanent)
Bantam Ghostbird SKIN (Permanent)
In Caldari animistic mythology, the Ghostbirds are heralds of war sweeping down from the mountains on wings of snow flecked with the blood of those who will fall in battle. The imagery of the Ghostbird is very popular among the Caldari military and has become a special totem for pilots of all kinds of warships.
Bantam Glacial Drift SKIN (Permanent)
Bantam Guristas SKIN (Permanent)
Bantam Matigu Seabeast SKIN (Permanent)
Bantam Raata Sunset SKIN (Permanent)
Bantam Steel Cardinal SKIN (Permanent)
Barbican Element
The strange, unreal aspect of this object plays havoc with your mind. The distortion is interfering with signal reception and hindering decryption. Despite this, one strong repetitive motif is breaking through the chaos. A single repeating concept. Barbican.
Barbican Index
This intriguing code is filled with unfamiliar mathematical algorithms. What little can be discerned is that it can be used to unlock a container of some sorts. It has a built-in recalibration code that makes it a one-use only passkey.
Barbican Sequence 0
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.
Barbican Sequence 1
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.
Barghest
In YC 116, Mordu’s Legion intelligence reported to command that the Guristas pirates were developing new and advanced strike craft capabilities using unknown technologies. In response to these reports, Mordu’s Legion accelerated a program of ship development that was itself a response to trends in capsuleer tactics and warfare. The crash development and manufacturing effort resulted in a new family of fast strike ships integrated with one another to provide tactical flexibility and firepower across ship class lines. The Barghest represents the pinnacle of the Legion’s ambitions for its new strike craft doctrine: A fast battleship with high-speed missile delivery systems, fully capable of contesting the field with more traditional heavy skirmishers.
Barghest "Blaze" Squadron SKIN (Permanent)
Designed by Angel Cartel engineers, and released as a tribute to the leader of the Dominations' notorious "Blaze" hit and run squadron who was lost in battle in late YC119, this nanocoating was made available in very limited numbers for only six hulls. Known only as "Blaze", a name earned from both the trail of burning wreckage usually left in his wake and his appearance with a golden red beard, his squadron became his namesake after hundreds of daring raids against Republic Fleet assets. Today, they wear his colors in honor of his legacy as one of the Angel Cartel’s most successful and notorious pirates. "Gone, but never forgotten. His name lives on in all of you. Hoist his colors, and decimate anything that stands in your way." Trald Vukenda – CEO, Dominations.
Barghest Convergence - Nova SKIN (Permanent)
Barghest Glacial Drift SKIN (Permanent)
Barghest Waschi Uprising 'Combat' SKIN (Permanent)
Barghest Waschi Uprising 'Parade' SKIN (Permanent)
Barium Firework
Barium Firework CXIV
Barrage L
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by large tech level II Autocannons.
Barrage M
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by medium tech level II Autocannons.
Barrage S
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking speed. 40% increased falloff. Note: This ammunition can only be used by small tech level II Autocannons.
Barrage XL
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by capital tech level II and faction Autocannons.
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.
Baryon Exotic Plasma L
An Entropic Disintegrator uses charges of exotic plasma to provide the particle feedstock for the weapon's beam, with different forms of exotic matter modulating the beam's characteristics. Baryon Exotic Plasma charges yield a beam with a relatively good balance of thermal and explosive damage at medium range.
Baryon Exotic Plasma M
An Entropic Disintegrator uses charges of exotic plasma to provide the particle feedstock for the weapon's beam, with different forms of exotic matter modulating the beam's characteristics. Baryon Exotic Plasma charges yield a beam with a relatively good balance of thermal and explosive damage at medium range.
Baryon Exotic Plasma S
An Entropic Disintegrator uses charges of exotic plasma to provide the particle feedstock for the weapon's beam, with different forms of exotic matter modulating the beam's characteristics. Baryon Exotic Plasma charges yield a beam with a relatively good balance of thermal and explosive damage at medium range.
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.
Basic 'Radiance' Cerebral Accelerator
Although very similar in effect to the CONCORD-approved line of Cerebral Accelerators, the Basic 'Radiance' Cerebral Accelerator uses technology developed by Blood Raider Covenant psychosurgeons for use in the mental-conditioning programs their 'Crimson Harvest' crews undergo to enhance their efficiency in the field. Using unstable Chromodynamic Tricarboxyls as a catalyzing agent, these boosters successfully accelerate the formation of neurosynaptic pathways. Understanding the premium put on capsuleer skill training, CONCORD authorities have nevertheless warned against the use of illegal booster technologies due to the unpredictable and dangerous effects they can produce. Cerebral accelerators are military grade boosters that significantly increase a pilot's skill development for a given window of time. This is achieved by priming the user's brain and neural pathways for increased data bandwidth during knowledge transfer. Capsuleers using this accelerator can expect a massive increase in neural bandwidth, aiding much more rapid transfer of neural data from skill packs. The compounds are only guaranteed to function until YC 120-11-27.
Basic Adaptive Nano Plating
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is 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.
Basic Co-Processor
Increases CPU output.
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.
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.
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.
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.
Basic Energized EM Membrane
An 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.
Basic Energized Explosive Membrane
An 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.
Basic Energized Kinetic Membrane
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.
Basic Energized Thermal Membrane
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
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.
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.
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.
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.
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.
Basic Reactor Control Unit
Boosts power core output.
Basic Thermal 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.
Basic Thermal 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.
Basilisk
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.
Basilisk Blue Tiger SKIN (Permanent)
Basilisk Blueprint
Basilisk Emergency Response Squad SKIN (Permanent)
For certain tasks, CONCORD forces will use many of the ship designs of the four empires, and the rapid emergency response vessels are usually adaptations of the advanced logistics cruisers manufactured by empire corporations. The Emergency Response Squad is an elite force within the DED that operates alongside the special forces of the SARO division. These ships are crewed by specialized rapid repair and shield stabilization engineers, and always carry a complement of elite battlefield search, rescue and resuscitate troops. The high premium that SARO places on preserving its elite operatives is such that ERS combat medics will usually be equipped with brain scanners capable of preserving the personality of a trooper even if the body is broken beyond repair.
Basilisk Exoplanets Hunter SKIN (Permanent)
Basilisk Ghostbird SKIN (Permanent)
In Caldari animistic mythology, the Ghostbirds are heralds of war sweeping down from the mountains on wings of snow flecked with the blood of those who will fall in battle. The imagery of the Ghostbird is very popular among the Caldari military and has become a special totem for pilots of all kinds of warships.
Basilisk Glacial Drift SKIN (Permanent)
Basilisk Matigu Seabeast SKIN (Permanent)
Basilisk Raata Sunset SKIN (Permanent)
Basilisk Steel Cardinal SKIN (Permanent)
Basilisk Wiyrkomi SKIN (Permanent)
Bastion Module I
An electronic interface designed to augment and enhance a marauder's siege abilities. Through a series of electromagnetic polarity field shifts, the bastion module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive capabilities. This results in a greatly increased rate of defensive self-sustenance and a boost to the ship's overall damage resistances. It also extends the reach of all the vessel's weapon systems, allowing it to engage targets at farther ranges. Due to the ionic field created by the bastion module, most electronic warfare effects - from friend or foe both - will not affect the ship while in bastion mode. All weapons, including energy nosferatus and destabilizers, are unaffected by this field leaving the ship capacitor as one of the only vulnerable points to be found. As a side effect of the ionic field created by the bastion module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active. In addition, the lack of power to mobility subsystems means that neither standard propulsion nor warp travel are available to the ship, nor is it allowed to dock or jump until out of bastion mode. Note: Only one bastion module can be fitted to a marauder-class ship. The increased shield boosting and armor repairing gained from the bastion module is subject to a stacking penalty when used with other modules that affect the same attribute on the ship.
Bastion Module I Blueprint
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.
Bellicose Blue Tiger SKIN (Permanent)
Bellicose Blueprint
Bellicose Dawn of Liberation SKIN (Permanent)
The Great Rebellion was the dawn of liberation for the Minmatar tribes that once lived almost entirely under the dominion of the Amarr. When the slave revolt broke out in 20 BYC (AD 23216), it stunned an Amarr Empire already reeling from the shock of their defeat by the Jovian fleet at the Battle of Vak'Atioth. The Minmatar that rose up were quickly able to cut a swathe through the territories surrounding the Matari home worlds, aided by groups of free Minmatar who had long operated as guerilla fighters both planet-side and in space. The Minmatar Republic was founded by four of the great tribes and was invited to join in the foundation of CONCORD in 3 BYC. By the end of YC 111, the Nefantar, Starkmanir and Thukker Tribes had rejoined their Brutor, Krusual, Sebiestor and Vherokior brothers and sisters in the Minmatar's Tribal Republic.
Bellicose Exoplanets Hunter SKIN (Permanent)
Bellicose Glacial Drift SKIN (Permanent)
Bellicose Krusual SKIN (Permanent)
Bellicose Tronhadar Ink SKIN (Permanent)
Bellicose Valklear Glory SKIN (Permanent)
Berserker I
Heavy Attack Drone
Berserker I Blueprint
Berserker II
Heavy Attack Drone
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.
Berserker SW-900 Blueprint
Berserker TP-900
Heavy Target Painter Drone
Berserker TP-900 Blueprint
Bestower
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.
Bestower Blueprint
Bestower Cold Iron SKIN (Permanent)
Bestower Exoplanets Hunter SKIN (Permanent)
Bestower Glacial Drift SKIN (Permanent)
Bestower Ironblood SKIN (Permanent)
Bestower Lodestrike SKIN (Permanent)
To mark the successful development, construction and firing of the Upwell Consortium's new moon drilling technology, ORE fleets dedicated to mining asteroids produced by blasting moon chunks apart adopted a special new livery. The striking design shows off the association of any ship bearing it with the awesome power of the moon drill beam and blast technology.
Bestower Purity of the Throne SKIN (Permanent)
Bestower Raata Sunset SKIN (Permanent)
Bestower Tash-Murkon SKIN (Permanent)
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.
Bhaalgorn Blood Raider Victory SKIN (Permanent)
Bhaalgorn Glacial Drift SKIN (Permanent)
Bifrost
Command Destroyers represent a versatile addition to fleets of all sizes. Being the smallest and most agile platforms for Command Burst technology positions them as the premier support option for fast-moving wolf packs. Unique access to Micro Jump Field Generators also allows them to perform maneuvers that rapidly reposition other ships, be they friend or foe.
Bifrost Exoplanets Hunter SKIN (Permanent)
Bifrost Glacial Drift SKIN (Permanent)
Bifrost Tronhadar Ink SKIN (Permanent)
Bifrost Valklear Glory SKIN (Permanent)
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.
Biochemical Reactor Array
This structure has been automatically disabled by CONCORD to make way for newer replacement technology.
Biochemical Silo
This structure has been automatically disabled by CONCORD to make way for newer replacement technology.
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.
Biology
The science of life and of living organisms, and how chemicals affect them. 20% Bonus to attribute booster duration per skill level.
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.
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.
Bistot
Bistot is a very valuable ore as it holds large portions of two of the rarest minerals in the universe, zydrine and megacyte. It also contains a decent amount of pyerite. Available primarily in 0.0 security status solar systems or lower.
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.
Bistot Mining Crystal I Blueprint
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.
Bistot Processing
Specialization in Bistot reprocessing. Allows a skilled individual to utilize reprocessing facilities at considerably greater efficiency. 2% bonus to Bistot reprocessing yield per skill level.
Bitumens
A ubiquitous ore commercially mined from moons, bitumens are very useful as they yield good quantities of hydrocarbons used as basic elements of some advanced materials. Bitumen ores will also yield mexallon, pyerite, and tritanium.
Black Dagger
A black dagger, typically constructed out of obsidian glass or dark iron, is an Amarrian implement used to mark a soul as corrupt. It is used most commonly in criminal sentencing performed by the Theology Council, which has the authority to convict a person accused of crimes against God, the Emperor or the Imperial Rite. The dagger is typically used to carve a symbol into the flesh to denote heretics, apostates, and those struck from the Amarr Book of Records. A person marked with a black dagger by the Theology Council courts can never return to the Amarr faith in this world. The best such an excommunicate can hope for, if they have worked to redeem themselves, is mercy from God when they meet their final judgment. When a black dagger is used for executions, Amarr believe that the soul of the sentenced is sent to God bearing what is essentially a note from the executioner declaring that this person is irredeemable. Black daggers are not the only ritual weapons used in Amarr. In ceremonies involving purification or atonement, Amarr priests use white-colored implements. Red daggers were once used in the ancient rites of the faith, in ceremonies of symbolic sacrifice and similar such rituals. The association with Sani Sabik heresies involving actual bloodletting has made such usage rare, although certain Sarumite sects continue to use red daggers in ceremonies of martial induction and the like.
Black Eagle Drone Link Augmentor
Increases drone control range.
Black Ops
Skill for the operation of Black Ops.
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.
Blackbird Blue Tiger SKIN (Permanent)
Blackbird Blueprint
Blackbird Exoplanets Hunter SKIN (Permanent)
Blackbird Ghostbird SKIN (Permanent)
In Caldari animistic mythology, the Ghostbirds are heralds of war sweeping down from the mountains on wings of snow flecked with the blood of those who will fall in battle. The imagery of the Ghostbird is very popular among the Caldari military and has become a special totem for pilots of all kinds of warships.
Blackbird Glacial Drift SKIN (Permanent)
Blackbird Luminaire Zenith SKIN (Permanent)
The rays of Luminaire's light shining varicolored through the ancient forests of Gallente Prime at the sun's zenith are evoked by this nanocoating symbolically celebrating the extent of the Gallente Federation's spread across the stars.
Blackbird Matigu Seabeast SKIN (Permanent)
Blackbird Raata Sunset SKIN (Permanent)
Blackbird Steel Cardinal SKIN (Permanent)
Blaque Voucher
This is a candidate voucher for Mentas Blaque, used to determine the biggest supporters of this particular candidate for selecting candidate emissaries.
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.
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.
Blood Coated Statuette
This statuette is coated in the blood of a supplicant blooded in the name of Bloody Omir and their Red God. This artifact of the Sani Sabik glistens wetly in dim light, making it look as if the blood might still be fresh.
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
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
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
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.
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.
Blood Dagger Firework
The Blood Raider Covenant likes to spread fear and intimidate its victims, and any that might think of standing up to them, with display and shock tactics wherever possible. The use of pyrotechnic displays to overawe the credulous is a stock tactic and the 'Blood Dagger' firework nicely serves that purpose.
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.
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.
Blood Energy Neutralizing Battery
An enhanced version of the Imperial Navy Energy Neutralizing Array.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blood Raider Chemosh Blueprint Armored Cache
This armored and electromagnetically hardened data cache is normally integrated into the Blood Raider Covenant's shipyard facilities, providing a high level of security and protection from corruption while building Chemosh-class Dreadnoughts. These armored caches have a good chance of surviving the destruction of the facility they are installed in. If recovered by suitable ships, the caches can be accessed and the Chemosh blueprint data recovered.
Blood Raider Dagon Blueprint Armored Cache
This armored and electromagnetically hardened data cache is normally integrated into the Blood Raider Covenant's shipyard facilities, providing a high level of security and protection from corruption while building Dagon-class Force Auxiliaries. These armored caches have a good chance of surviving the destruction of the facility they are installed in. If recovered by suitable ships, the caches can be accessed and the Dagon blueprint data recovered.
Blood Raider Extreme Ballistic Control