Comparing Tranquility (Build: 2168287) to Singularity (Build: 2168478)

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New Items (58 Entries)
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<url=showinfo:74143>Cruor Aurora Universalis SKIN</url>
<url=showinfo:74144>Worm Aurora Universalis SKIN</url>
<url=showinfo:74145>Succubus Aurora Universalis SKIN</url>
<url=showinfo:74146>Dramiel Aurora Universalis SKIN</url>
<url=showinfo:74147>Daredevil Aurora Universalis SKIN</url>
<url=showinfo:74148>Astero Aurora Universalis SKIN</url>
<url=showinfo:74149>Skybreaker Aurora Universalis SKIN</url>
<url=showinfo:74150>Damavik Aurora Universalis SKIN</url>
<url=showinfo:74151>Garmur Aurora Universalis SKIN</url>
<url=showinfo:74152>Sacrilege Aurora Universalis SKIN</url>
<url=showinfo:74153>Cerberus Aurora Universalis SKIN</url>
<url=showinfo:74154>Muninn Aurora Universalis SKIN</url>
<url=showinfo:74155>Armageddon Aurora Universalis SKIN</url>
<url=showinfo:74156>Scorpion Aurora Universalis SKIN</url>
<url=showinfo:74157>Dominix Aurora Universalis SKIN</url>
<url=showinfo:74158>Typhoon Aurora Universalis SKIN</url>
<url=showinfo:74160>Ishtar Aurora Universalis SKIN</url>
<url=showinfo:74161>Extended 'Brainfreeze' Cerebral Accelerator</url>
<url=showinfo:74162>Potent 'Brainfreeze' Cerebral Accelerator</url>
<url=showinfo:74163>Basic 'Brainfreeze' Cerebral Accelerator</url>
<url=showinfo:74199>Wightstorm Sunyata Booster I</url>
<url=showinfo:74200>Wightstorm Sunyata Booster II</url>
<url=showinfo:74201>Wightstorm Sunyata Booster III</url>
<url=showinfo:74202>Wightstorm Nirvana Booster I</url>
<url=showinfo:74203>Wightstorm Nirvana Booster II</url>
<url=showinfo:74204>Wightstorm Nirvana Booster III</url>
<url=showinfo:74205>Wightstorm Rapture Booster I</url>
<url=showinfo:74206>Wightstorm Rapture Booster II</url>
<url=showinfo:74207>Wightstorm Rapture Booster III</url>
<url=showinfo:74208>Wightstorm Cetana Booster I</url>
<url=showinfo:74209>Wightstorm Cetana Booster II</url>
<url=showinfo:74210>Wightstorm Cetana Booster III</url>
<url=showinfo:74211>Wightstorm Vitarka Booster I</url>
<url=showinfo:74212>Wightstorm Vitarka Booster II</url>
<url=showinfo:74213>Wightstorm Vitarka Booster III</url>
<url=showinfo:74214>Wightstorm Manasikara Booster I</url>
<url=showinfo:74215>Wightstorm Manasikara Booster II</url>
<url=showinfo:74216>Wightstorm Manasikara Booster III</url>
<url=showinfo:74257>Wightstorm Sunyata Booster IV</url>
<url=showinfo:74258>Wightstorm Nirvana Booster IV</url>
<url=showinfo:74259>Wightstorm Rapture Booster IV</url>
<url=showinfo:74260>Wightstorm Cetana Booster IV</url>
<url=showinfo:74261>Wightstorm Vitarka Booster IV</url>
<url=showinfo:74262>Wightstorm Manasikara Booster IV</url>
<url=showinfo:74385>Scarlet Embrace Firework ( copy )</url>
<url=showinfo:74386>Yoiuls Embrace Firework</url>
<url=showinfo:74387>Yoiuls Embrace Firework Crate</url>
<url=showinfo:74406>Invisible Cloud - Disallow Cloaking 500KM</url>
<url=showinfo:74426>DNCR-05H Highsec Ice Storm Filament</url>
<url=showinfo:74427>DNNR-01L Lowsec Ice Storm Filament</url>
<url=showinfo:74428>DSHR-01H Highsec Ice Storm Filament</url>
<url=showinfo:74429>PRNCR-10H Highsec Ice Storm Filament</url>
<url=showinfo:74430>RDLF-10L Lowsec Ice Storm Filament</url>
<url=showinfo:74431>VXN-01N Nullsec Ice Storm Filament</url>
<url=showinfo:74432>BLTZN-05L Lowsec Ice Storm Filament</url>
<url=showinfo:74433>CMT-05N Nullsec Ice Storm Filament</url>
<url=showinfo:74434>CPD-10N Nullsec Ice Storm Filament</url>
<url=showinfo:74449>Ice Storm Filaments Crate</url>
Icon TypeID & Name Description Group Attributes
74143 - Cruor Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639747
typeID: 74143
Capacity: 0.0
raceID: 4
typeNameID: 639748
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
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skin_internalName: Cruor Aurora Universalis
skin_skinMaterialID: 2704
skin_isSingleUse: False
skin_skinDescription: 639746
skin_visibleSerenity: False
skin_skinID: 11531
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [17926]
skin_licenseTypeID: 74143
Extra Skin Attributes:
Applies to: Cruor
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74144 - Worm Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639750
typeID: 74144
Capacity: 0.0
raceID: 1
typeNameID: 639751
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Worm Aurora Universalis
skin_skinMaterialID: 2705
skin_isSingleUse: False
skin_skinDescription: 639749
skin_visibleSerenity: False
skin_skinID: 11532
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [17930]
skin_licenseTypeID: 74144
Extra Skin Attributes:
Applies to: Worm
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74145 - Succubus Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639753
typeID: 74145
Capacity: 0.0
raceID: 4
typeNameID: 639754
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Succubus Aurora Universalis
skin_skinMaterialID: 2707
skin_isSingleUse: False
skin_skinDescription: 639752
skin_visibleSerenity: False
skin_skinID: 11533
skin_allowCCPDevs: False
skin_visibleTranquility: True
skin_duration: -1
skin_types: [17924]
skin_licenseTypeID: 74145
Extra Skin Attributes:
Applies to: Succubus
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74146 - Dramiel Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639756
typeID: 74146
Capacity: 0.0
raceID: 2
typeNameID: 639757
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Dramiel Aurora Universalis
skin_skinMaterialID: 2708
skin_isSingleUse: False
skin_skinDescription: 639755
skin_visibleSerenity: False
skin_skinID: 11534
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [17932]
skin_licenseTypeID: 74146
Extra Skin Attributes:
Applies to: Dramiel
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74147 - Daredevil Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639759
typeID: 74147
Capacity: 0.0
raceID: 8
typeNameID: 639760
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Daredevil Aurora Universalis
skin_skinMaterialID: 2708
skin_isSingleUse: False
skin_skinDescription: 639758
skin_visibleSerenity: False
skin_skinID: 11535
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [17928]
skin_licenseTypeID: 74147
Extra Skin Attributes:
Applies to: Daredevil
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74148 - Astero Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639762
typeID: 74148
Capacity: 0.0
raceID: 8
typeNameID: 639763
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Astero Aurora Universalis
skin_skinMaterialID: 2709
skin_isSingleUse: False
skin_skinDescription: 639761
skin_visibleSerenity: False
skin_skinID: 11536
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [33468]
skin_licenseTypeID: 74148
Extra Skin Attributes:
Applies to: Astero
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74149 - Skybreaker Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639765
typeID: 74149
Capacity: 0.0
raceID: 1
typeNameID: 639766
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Skybreaker Aurora Universalis
skin_skinMaterialID: 2712
skin_isSingleUse: False
skin_skinDescription: 639764
skin_visibleSerenity: False
skin_skinID: 11537
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [54731]
skin_licenseTypeID: 74149
Extra Skin Attributes:
Applies to: Skybreaker
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74150 - Damavik Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 639768
typeID: 74150
Capacity: 0.0
raceID: 135
typeNameID: 639769
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Damavik Aurora Universalis
skin_skinMaterialID: 2711
skin_isSingleUse: False
skin_isStructureSkin: False
skin_skinDescription: 639767
skin_visibleSerenity: False
skin_skinID: 11538
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [47269]
skin_licenseTypeID: 74150
Extra Skin Attributes:
Applies to: Damavik
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74151 - Garmur Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639771
typeID: 74151
Capacity: 0.0
raceID: 1
typeNameID: 639772
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Garmur Aurora Universalis
skin_skinMaterialID: 2710
skin_isSingleUse: False
skin_skinDescription: 639770
skin_visibleSerenity: False
skin_skinID: 11539
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [33816]
skin_licenseTypeID: 74151
Extra Skin Attributes:
Applies to: Garmur
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74152 - Sacrilege Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639774
typeID: 74152
Capacity: 0.0
raceID: 4
typeNameID: 639775
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
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skin_internalName: Sacrilege Aurora Universalis
skin_skinMaterialID: 2573
skin_isSingleUse: False
skin_skinDescription: 639773
skin_visibleSerenity: False
skin_skinID: 11540
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [12019]
skin_licenseTypeID: 74152
Extra Skin Attributes:
Applies to: Sacrilege
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74153 - Cerberus Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639777
typeID: 74153
Capacity: 0.0
raceID: 1
typeNameID: 639778
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Cerberus Aurora Universalis
skin_skinMaterialID: 2570
skin_isSingleUse: False
skin_skinDescription: 639776
skin_visibleSerenity: False
skin_skinID: 11541
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [11993]
skin_licenseTypeID: 74153
Extra Skin Attributes:
Applies to: Cerberus
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74154 - Muninn Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639780
typeID: 74154
Capacity: 0.0
raceID: 2
typeNameID: 639781
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Muninn Aurora Universalis
skin_skinMaterialID: 2572
skin_isSingleUse: False
skin_skinDescription: 639779
skin_visibleSerenity: False
skin_skinID: 11542
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [12015]
skin_licenseTypeID: 74154
Extra Skin Attributes:
Applies to: Muninn
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74155 - Armageddon Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639783
typeID: 74155
Capacity: 0.0
raceID: 4
typeNameID: 639784
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Armageddon Aurora Universalis
skin_skinMaterialID: 2422
skin_isSingleUse: False
skin_skinDescription: 639782
skin_visibleSerenity: False
skin_skinID: 11543
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [643]
skin_licenseTypeID: 74155
Extra Skin Attributes:
Applies to: Armageddon
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74156 - Scorpion Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639786
typeID: 74156
Capacity: 0.0
raceID: 1
typeNameID: 639787
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Scorpion Aurora Universalis
skin_skinMaterialID: 2421
skin_isSingleUse: False
skin_skinDescription: 639785
skin_visibleSerenity: False
skin_skinID: 11544
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [640]
skin_licenseTypeID: 74156
Extra Skin Attributes:
Applies to: Scorpion
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74157 - Dominix Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639789
typeID: 74157
Capacity: 0.0
raceID: 8
typeNameID: 639790
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
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groupID: 1950
portionSize: 1
skin_internalName: Dominix Aurora Universalis
skin_skinMaterialID: 2420
skin_isSingleUse: False
skin_skinDescription: 639788
skin_visibleSerenity: False
skin_skinID: 11545
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [645]
skin_licenseTypeID: 74157
Extra Skin Attributes:
Applies to: Dominix
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74158 - Typhoon Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639792
typeID: 74158
Capacity: 0.0
raceID: 2
typeNameID: 639793
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Typhoon Aurora Universalis
skin_skinMaterialID: 2419
skin_isSingleUse: False
skin_skinDescription: 639791
skin_visibleSerenity: False
skin_skinID: 11546
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [644]
skin_licenseTypeID: 74158
Extra Skin Attributes:
Applies to: Typhoon
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74160 - Ishtar Aurora Universalis SKIN Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 639797
typeID: 74160
Capacity: 0.0
raceID: 8
typeNameID: 639798
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: 1
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Ishtar Aurora Universalis
skin_skinMaterialID: 2420
skin_isSingleUse: False
skin_skinDescription: 639796
skin_visibleSerenity: False
skin_skinID: 11547
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [12005]
skin_licenseTypeID: 74160
Extra Skin Attributes:
Applies to: Ishtar
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
74161 - Extended 'Brainfreeze' Cerebral Accelerator This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time.

Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
Booster
Click to toggle showing the 27 attributes. descriptionID: 639803
typeID: 74161
Capacity: 0.0
isDynamicType: 0
typeNameID: 639802
iconID: 10144
basePrice: 32768.0
metaGroupID: 19
marketGroupID: 2487 (Cerebral Accelerators)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Non-Destructible: 1.0
Primary Skill required: 3402.0
Booster Duration: 259200000.0
Charisma Modifier: 6.0
Intelligence Modifier: 6.0
Memory Modifier: 6.0
Perception Modifier: 6.0
Willpower Modifier: 6.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Follows Jump Clones: 1.0
Booster Slot: 10.0
74162 - Potent 'Brainfreeze' Cerebral Accelerator This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time.

Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
Booster
Click to toggle showing the 27 attributes. descriptionID: 639805
typeID: 74162
Capacity: 0.0
isDynamicType: 0
typeNameID: 639804
iconID: 10144
basePrice: 32768.0
metaGroupID: 19
marketGroupID: 2487 (Cerebral Accelerators)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Non-Destructible: 1.0
Primary Skill required: 3402.0
Booster Duration: 86400000.0
Charisma Modifier: 8.0
Intelligence Modifier: 8.0
Memory Modifier: 8.0
Perception Modifier: 8.0
Willpower Modifier: 8.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Follows Jump Clones: 1.0
Booster Slot: 10.0
74163 - Basic 'Brainfreeze' Cerebral Accelerator This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time.

Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
Booster
Click to toggle showing the 27 attributes. descriptionID: 639807
typeID: 74163
Capacity: 0.0
isDynamicType: 0
typeNameID: 639806
iconID: 10144
basePrice: 32768.0
metaGroupID: 19
marketGroupID: 2487 (Cerebral Accelerators)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Non-Destructible: 1.0
Primary Skill required: 3402.0
Booster Duration: 86400000.0
Charisma Modifier: 4.0
Intelligence Modifier: 4.0
Memory Modifier: 4.0
Perception Modifier: 4.0
Willpower Modifier: 4.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Follows Jump Clones: 1.0
Booster Slot: 10.0
74199 - Wightstorm Sunyata Booster I This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-8% Module Heat Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639894
typeID: 74199
Capacity: 0.0
metaLevel: 0
isDynamicType: 0
typeNameID: 639893
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2531 (Booster Slot 14)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Expiry Date: 19397.4576389
Booster Duration: 7200000.0
Heat damage modifier: -8.0
requiredSkill1Level: 1.0
Primary Skill required: 3405.0
Meta Level: 0.0
Booster Slot: 14.0
74200 - Wightstorm Sunyata Booster II This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-12% Module Heat Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639896
typeID: 74200
Capacity: 0.0
metaLevel: 3
isDynamicType: 0
typeNameID: 639895
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2531 (Booster Slot 14)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Expiry Date: 19397.4576389
Booster Duration: 7200000.0
Heat damage modifier: -12.0
requiredSkill1Level: 1.0
Primary Skill required: 3405.0
Meta Level: 3.0
Booster Slot: 14.0
74201 - Wightstorm Sunyata Booster III This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-16% Module Heat Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639898
typeID: 74201
Capacity: 0.0
metaLevel: 5
isDynamicType: 0
typeNameID: 639897
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2531 (Booster Slot 14)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Expiry Date: 19397.4576389
Booster Duration: 7200000.0
Heat damage modifier: -16.0
requiredSkill1Level: 1.0
Primary Skill required: 3405.0
Meta Level: 5.0
Booster Slot: 14.0
74202 - Wightstorm Nirvana Booster I This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+4% Shield Hitpoints. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639900
typeID: 74202
Capacity: 0.0
metaLevel: 0
isDynamicType: 0
typeNameID: 639899
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2790 (Booster Slot 15)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
Shield Capacity Bonus: 4.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 0.0
Booster Slot: 15.0
74203 - Wightstorm Nirvana Booster II This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+6% Shield Hitpoints. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639902
typeID: 74203
Capacity: 0.0
metaLevel: 3
isDynamicType: 0
typeNameID: 639901
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2790 (Booster Slot 15)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
Shield Capacity Bonus: 6.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 3.0
Booster Slot: 15.0
74204 - Wightstorm Nirvana Booster III This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+8% Shield Hitpoints. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639904
typeID: 74204
Capacity: 0.0
metaLevel: 5
isDynamicType: 0
typeNameID: 639903
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2790 (Booster Slot 15)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
Shield Capacity Bonus: 8.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 5.0
Booster Slot: 15.0
74205 - Wightstorm Rapture Booster I This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-4% Capacitor Recharge Time. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639910
typeID: 74205
Capacity: 0.0
metaLevel: 0
isDynamicType: 0
typeNameID: 639909
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2790 (Booster Slot 15)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 0.0
Cap Recharge Time Reduction: -4.0
Booster Slot: 15.0
74206 - Wightstorm Rapture Booster II This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-6% Capacitor Recharge Time. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639912
typeID: 74206
Capacity: 0.0
metaLevel: 3
isDynamicType: 0
typeNameID: 639911
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2790 (Booster Slot 15)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 3.0
Cap Recharge Time Reduction: -6.0
Booster Slot: 15.0
74207 - Wightstorm Rapture Booster III This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-8% Capacitor Recharge Time. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639914
typeID: 74207
Capacity: 0.0
metaLevel: 5
isDynamicType: 0
typeNameID: 639913
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2790 (Booster Slot 15)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 5.0
Cap Recharge Time Reduction: -8.0
Booster Slot: 15.0
74208 - Wightstorm Cetana Booster I This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+8% Afterburner Speed Boost. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639916
typeID: 74208
Capacity: 0.0
metaLevel: 0
isDynamicType: 0
typeNameID: 639915
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2791 (Booster Slot 16)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 0.0
Speed Bonus: 8.0
Booster Slot: 16.0
74209 - Wightstorm Cetana Booster II This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+12% Afterburner Speed Boost. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639918
typeID: 74209
Capacity: 0.0
metaLevel: 3
isDynamicType: 0
typeNameID: 639917
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2791 (Booster Slot 16)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 3.0
Speed Bonus: 12.0
Booster Slot: 16.0
74210 - Wightstorm Cetana Booster III This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+16% Afterburner Speed Boost. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639920
typeID: 74210
Capacity: 0.0
metaLevel: 5
isDynamicType: 0
typeNameID: 639919
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2791 (Booster Slot 16)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 5.0
Speed Bonus: 16.0
Booster Slot: 16.0
74211 - Wightstorm Vitarka Booster I This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+4% Energy Turret Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639922
typeID: 74211
Capacity: 0.0
metaLevel: 0
isDynamicType: 0
typeNameID: 639921
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2792 (Booster Slot 17)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Damage Modifier: 1.04
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 0.0
Booster Slot: 17.0
74212 - Wightstorm Vitarka Booster II This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+6% Energy Turret Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639924
typeID: 74212
Capacity: 0.0
metaLevel: 3
isDynamicType: 0
typeNameID: 639923
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2792 (Booster Slot 17)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Damage Modifier: 1.06
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 3.0
Booster Slot: 17.0
74213 - Wightstorm Vitarka Booster III This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+8% Energy Turret Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639926
typeID: 74213
Capacity: 0.0
metaLevel: 5
isDynamicType: 0
typeNameID: 639925
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2792 (Booster Slot 17)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Damage Modifier: 1.08
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 5.0
Booster Slot: 17.0
74214 - Wightstorm Manasikara Booster I This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+8% Energy Turret Tracking Speed. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639929
typeID: 74214
Capacity: 0.0
metaLevel: 0
isDynamicType: 0
typeNameID: 639928
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2792 (Booster Slot 17)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 0.0
Booster Slot: 17.0
Tracking Speed Bonus: 8.0
74215 - Wightstorm Manasikara Booster II This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+12% Energy Turret Tracking Speed. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639931
typeID: 74215
Capacity: 0.0
metaLevel: 3
isDynamicType: 0
typeNameID: 639930
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2792 (Booster Slot 17)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 3.0
Booster Slot: 17.0
Tracking Speed Bonus: 12.0
74216 - Wightstorm Manasikara Booster III This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+16% Energy Turret Tracking Speed. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 639933
typeID: 74216
Capacity: 0.0
metaLevel: 5
isDynamicType: 0
typeNameID: 639932
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2792 (Booster Slot 17)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 5.0
Booster Slot: 17.0
Tracking Speed Bonus: 16.0
74257 - Wightstorm Sunyata Booster IV This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-20% Module Heat Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 640071
typeID: 74257
Capacity: 0.0
metaLevel: 6
isDynamicType: 0
typeNameID: 640070
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2531 (Booster Slot 14)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Expiry Date: 19397.4576389
Booster Duration: 7200000.0
Heat damage modifier: -20.0
requiredSkill1Level: 1.0
Primary Skill required: 3405.0
Meta Level: 6.0
Booster Slot: 14.0
74258 - Wightstorm Nirvana Booster IV This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+10% Shield Hitpoints. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 640073
typeID: 74258
Capacity: 0.0
metaLevel: 6
isDynamicType: 0
typeNameID: 640072
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2790 (Booster Slot 15)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
Shield Capacity Bonus: 10.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 6.0
Booster Slot: 15.0
74259 - Wightstorm Rapture Booster IV This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-10% Capacitor Recharge Time. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 640075
typeID: 74259
Capacity: 0.0
metaLevel: 6
isDynamicType: 0
typeNameID: 640074
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2790 (Booster Slot 15)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 6.0
Cap Recharge Time Reduction: -10.0
Booster Slot: 15.0
74260 - Wightstorm Cetana Booster IV This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+20% Afterburner Speed Boost. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 640077
typeID: 74260
Capacity: 0.0
metaLevel: 6
isDynamicType: 0
typeNameID: 640076
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2791 (Booster Slot 16)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 6.0
Speed Bonus: 20.0
Booster Slot: 16.0
74261 - Wightstorm Vitarka Booster IV This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+10% Energy Turret Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 640079
typeID: 74261
Capacity: 0.0
metaLevel: 6
isDynamicType: 0
typeNameID: 640078
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2792 (Booster Slot 17)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Damage Modifier: 1.1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 6.0
Booster Slot: 17.0
74262 - Wightstorm Manasikara Booster IV This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+20% Energy Turret Tracking Speed. Base Duration: 2 Hours.

Expiry date: February 9th YC125
Booster
Click to toggle showing the 23 attributes. descriptionID: 640081
typeID: 74262
Capacity: 0.0
metaLevel: 6
isDynamicType: 0
typeNameID: 640080
iconID: 10144
basePrice: 0.0
metaGroupID: 19
marketGroupID: 2792 (Booster Slot 17)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 303
portionSize: 1
Primary Skill required: 3405.0
Booster Duration: 7200000.0
requiredSkill1Level: 1.0
Expiry Date: 19397.4576389
Meta Level: 6.0
Booster Slot: 17.0
Tracking Speed Bonus: 20.0
74385 - Scarlet Embrace Firework ( copy ) No Description Festival Charges
Click to toggle showing the 29 attributes. typeID: 74385
graphicID: 25596
Capacity: 0.0
isDynamicType: 0
typeNameID: 640367
iconID: 20973
basePrice: 0.0
metaGroupID: 19
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 100.0
Tech Level: 1.0
groupID: 500
portionSize: 100
Base Shield Damage: 0.0
Maximum Velocity: 1000.0
Inertia Modifier: 3000.0
Structure Hitpoints: 10.0
detonationRange: 35.0
structureUniformity: 1.0
missileNeverDoesDamage: 1.0
rate of fire bonus: 1.0
Used with (Launcher Group): 56.0
aimedLaunch: 1.0
armorPiercingChance: 1.0
Maximum Flight Time: 100000.0
Base Armor Damage: 0.0
74386 - Yoiuls Embrace Firework No Description Festival Charges
Click to toggle showing the 29 attributes. typeID: 74386
graphicID: 25811
Capacity: 0.0
isDynamicType: 0
typeNameID: 640368
iconID: 20973
basePrice: 0.0
metaGroupID: 19
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 100.0
Tech Level: 1.0
groupID: 500
portionSize: 100
Base Shield Damage: 0.0
Maximum Velocity: 1000.0
Inertia Modifier: 3000.0
Structure Hitpoints: 10.0
detonationRange: 35.0
structureUniformity: 1.0
missileNeverDoesDamage: 1.0
rate of fire bonus: 1.0
Used with (Launcher Group): 56.0
aimedLaunch: 1.0
armorPiercingChance: 1.0
Maximum Flight Time: 100000.0
Base Armor Damage: 0.0
74387 - Yoiuls Embrace Firework Crate This crate contains Yoiuls Embrace Fireworks and a Festival Launcher. Permanent SKIN
Click to toggle showing the 13 attributes. descriptionID: 640369
typeID: 74387
Capacity: 0.0
typeNameID: 640370
iconID: 24295
basePrice: 0.0
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 1.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 1950
portionSize: 1
Extra Skin Attributes:
isSingleUse: None
visibleTranquility: None
visibleSerenity: None
duration: None
74406 - Invisible Cloud - Disallow Cloaking 500KM No Description Non-Interactable Object
Click to toggle showing the 13 attributes. typeID: 74406
graphicID: 10026
Capacity: 0.0
isDynamicType: 0
typeNameID: 640467
basePrice: 0.0
Volume: 0.0
isisGroupID: 4
radius: 500000.0
published: 0
Mass: 0.0
groupID: 1975
portionSize: 1
74426 - DNCR-05H Highsec Ice Storm Filament Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This DNCR-05H Highsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in high-sec space.
Jump Filaments
Click to toggle showing the 18 attributes. descriptionID: 640517
typeID: 74426
Capacity: 0.0
metaLevel: 0
typeNameID: 640516
iconID: 24566
basePrice: 1000.0
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 0.0
Tech Level: 1
groupID: 4041
portionSize: 1
Maximum Ship Jump cap: 5.0
FilamentDescriptionMessageID: 554513.0
Area Effect Radius: 6000.0
74427 - DNNR-01L Lowsec Ice Storm Filament Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This DNNR-01L Lowsec Ice Storm Filament can transport an individual capsuleer and is configured to limit its range of destinations to volatile ice storms in low-sec space.
Jump Filaments
Click to toggle showing the 18 attributes. descriptionID: 640519
typeID: 74427
Capacity: 0.0
metaLevel: 0
typeNameID: 640518
iconID: 24567
basePrice: 1000.0
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 0.0
Tech Level: 1
groupID: 4041
portionSize: 1
Maximum Ship Jump cap: 1.0
FilamentDescriptionMessageID: 554518.0
Area Effect Radius: 6000.0
74428 - DSHR-01H Highsec Ice Storm Filament Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This DSHR-01H Highsec Ice Storm Filament can transport one individual capsuleer and is configured to limit its range of destinations to volatile ice storms in high-sec space.
Jump Filaments
Click to toggle showing the 18 attributes. descriptionID: 640521
typeID: 74428
Capacity: 0.0
metaLevel: 0
typeNameID: 640520
iconID: 24566
basePrice: 1000.0
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 0.0
Tech Level: 1
groupID: 4041
portionSize: 1
Maximum Ship Jump cap: 1.0
FilamentDescriptionMessageID: 554512.0
Area Effect Radius: 6000.0
74429 - PRNCR-10H Highsec Ice Storm Filament Frostline Laboratories, a subsidiary division of Outer Ring Excavations, has begun to develop new technologies to expedite resource extraction in Nullsec. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study.

In the spirit of Yoiul—and to expand their data pool—Frostline has chosen to share the products of their research with capsuleers across New Eden. For a limited time, pilots will be able to utilize these experimental filaments to more quickly and efficiently travel to Nullsec territories.

This BLTZN-05L Lowsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in low-sec space.
Jump Filaments
Click to toggle showing the 18 attributes. descriptionID: 640523
typeID: 74429
Capacity: 0.0
metaLevel: 0
typeNameID: 640522
iconID: 24566
basePrice: 1000.0
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 0.0
Tech Level: 1
groupID: 4041
portionSize: 1
Maximum Ship Jump cap: 10.0
FilamentDescriptionMessageID: 554514.0
Area Effect Radius: 6000.0
74430 - RDLF-10L Lowsec Ice Storm Filament Frostline Laboratories, a subsidiary division of Outer Ring Excavations, has begun to develop new technologies to expedite resource extraction in Nullsec. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study.

In the spirit of Yoiul—and to expand their data pool—Frostline has chosen to share the products of their research with capsuleers across New Eden. For a limited time, pilots will be able to utilize these experimental filaments to more quickly and efficiently travel to Nullsec territories.
Jump Filaments
Click to toggle showing the 18 attributes. descriptionID: 640525
typeID: 74430
Capacity: 0.0
metaLevel: 0
typeNameID: 640524
iconID: 24567
basePrice: 1000.0
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 0.0
Tech Level: 1
groupID: 4041
portionSize: 1
Maximum Ship Jump cap: 10.0
FilamentDescriptionMessageID: 554520.0
Area Effect Radius: 6000.0
74431 - VXN-01N Nullsec Ice Storm Filament Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This VXN-01N Nullsec Ice Storm Filament can transport one individual capsuleer and is configured to limit its range of destinations to volatile ice storms in null-sec space.
Jump Filaments
Click to toggle showing the 18 attributes. descriptionID: 640527
typeID: 74431
Capacity: 0.0
metaLevel: 0
typeNameID: 640526
iconID: 24568
basePrice: 1000.0
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 0.0
Tech Level: 1
groupID: 4041
portionSize: 1
Maximum Ship Jump cap: 1.0
FilamentDescriptionMessageID: 554515.0
Area Effect Radius: 6000.0
74432 - BLTZN-05L Lowsec Ice Storm Filament Frostline Laboratories, a subsidiary division of Outer Ring Excavations, has begun to develop new technologies to expedite resource extraction in Nullsec. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study.

In the spirit of Yoiul—and to expand their data pool—Frostline has chosen to share the products of their research with capsuleers across New Eden. For a limited time, pilots will be able to utilize these experimental filaments to more quickly and efficiently travel to Nullsec territories.

This BLTZN-05L Lowsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in low-sec space.
Jump Filaments
Click to toggle showing the 18 attributes. descriptionID: 640529
typeID: 74432
Capacity: 0.0
metaLevel: 0
typeNameID: 640528
iconID: 24567
basePrice: 1000.0
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 0.0
Tech Level: 1
groupID: 4041
portionSize: 1
Maximum Ship Jump cap: 5.0
FilamentDescriptionMessageID: 554519.0
Area Effect Radius: 6000.0
74433 - CMT-05N Nullsec Ice Storm Filament Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This CMT-05N Nullsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in null-sec space.
Jump Filaments
Click to toggle showing the 18 attributes. descriptionID: 640531
typeID: 74433
Capacity: 0.0
metaLevel: 0
typeNameID: 640530
iconID: 24568
basePrice: 1000.0
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 0.0
Tech Level: 1
groupID: 4041
portionSize: 1
Maximum Ship Jump cap: 5.0
FilamentDescriptionMessageID: 554516.0
Area Effect Radius: 6000.0
74434 - CPD-10N Nullsec Ice Storm Filament Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This CPD-10N Nullsec Ice Storm Filament can transport up to ten capsuleers and is configured to limit its range of destinations to volatile ice storms in null-sec space.
Jump Filaments
Click to toggle showing the 18 attributes. descriptionID: 640533
typeID: 74434
Capacity: 0.0
metaLevel: 0
typeNameID: 640532
iconID: 24568
basePrice: 1000.0
marketGroupID: 1663 (Special Edition Festival Assets)
Volume: 0.1
radius: 1.0
published: 1
Mass: 0.0
Tech Level: 1
groupID: 4041
portionSize: 1
Maximum Ship Jump cap: 10.0
FilamentDescriptionMessageID: 554517.0
Area Effect Radius: 6000.0
74449 - Ice Storm Filaments Crate This crate contains a random selection of Frostline Laboratories Ice Storm filaments. Special Edition Commodities
Click to toggle showing the 12 attributes. descriptionID: 640566
typeID: 74449
Capacity: 0.0
typeNameID: 640567
iconID: 24290
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: 1
Mass: 0.0
groupID: 1194
portionSize: 1
Removed Items (0 Entries)

Please note that a "removed" item often means the item was just not yet added to the "newer" build.

TypeID & Name Description Group

Blueprints (0 Entries)
Blueprint Name Old BP Data New BP Data Raw Diff
Reprocessing (3 Entries)
TypeID, Name, and Group Old Reprocessing Data New Reprocessing Data Raw Diff
74161 - Extended 'Brainfreeze' Cerebral Accelerator (Booster) No reprocessing data found. 1x Chromodynamic Tricarboxyls 1x 48927
74162 - Potent 'Brainfreeze' Cerebral Accelerator (Booster) No reprocessing data found. 1x Chromodynamic Tricarboxyls 1x 48927
74163 - Basic 'Brainfreeze' Cerebral Accelerator (Booster) No reprocessing data found. 1x Chromodynamic Tricarboxyls 1x 48927

Traits (0 Entries)
TypeID, Group, & Name Tranquility Singularity Diff
Attributes (0 Entries)
Attribute Name Diff
Attributes per Type (12 Entries)
TypeID, Name, and Group Diff
61129 - Expired Ice Storm Filaments Crate (Special Edition Commodities) published: 1 => 0
61130 - Expired DSHR-01H Highsec Ice Storm Filament (Expired Jump Filaments) published: 1 => 0
groupID: 4041 => 4072
marketGroupID: 1663 (Special Edition Festival Assets) => None
61131 - Expired DNCR-05H Highsec Ice Storm Filament (Expired Jump Filaments) published: 1 => 0
groupID: 4041 => 4072
marketGroupID: 1663 (Special Edition Festival Assets) => None
61132 - Expired PRNCR-10H Highsec Ice Storm Filament (Expired Jump Filaments) published: 1 => 0
groupID: 4041 => 4072
marketGroupID: 1663 (Special Edition Festival Assets) => None
61133 - Expired VXN-01N Nullsec Ice Storm Filament (Expired Jump Filaments) published: 1 => 0
groupID: 4041 => 4072
marketGroupID: 1663 (Special Edition Festival Assets) => None
61134 - Expired CMT-05N Nullsec Ice Storm Filament (Expired Jump Filaments) published: 1 => 0
groupID: 4041 => 4072
marketGroupID: 1663 (Special Edition Festival Assets) => None
61135 - Expired CPD-10N Nullsec Ice Storm Filament (Expired Jump Filaments) published: 1 => 0
groupID: 4041 => 4072
marketGroupID: 1663 (Special Edition Festival Assets) => None
61136 - Expired DNNR-01L Lowsec Ice Storm Filament (Expired Jump Filaments) published: 1 => 0
groupID: 4041 => 4072
marketGroupID: 1663 (Special Edition Festival Assets) => None
61137 - Expired BLTZN-05L Lowsec Ice Storm Filament (Expired Jump Filaments) published: 1 => 0
groupID: 4041 => 4072
marketGroupID: 1663 (Special Edition Festival Assets) => None
61138 - Expired RDLF-10L Lowsec Ice Storm Filament (Expired Jump Filaments) published: 1 => 0
groupID: 4041 => 4072
marketGroupID: 1663 (Special Edition Festival Assets) => None
73447 - Amarr Scoreboard - DO NOT TRANSLATE (Cloud) radius: 231.0 => 1.0
captureProximityRange: 400000.0 => 250000.0
73449 - Caldari Scoreboard - DO NOT TRANSLATE (Cloud) radius: 231.0 => 1.0
captureProximityRange: 400000.0 => 250000.0
Dynamic Items (0 Entries)
Mutator Combines With Produces Mutations

Effects (0 Entries)
Effect Name Diff
Effects per Type (29 Entries)
TypeID, Name, and Group Effects Changes
74161 - Extended 'Brainfreeze' Cerebral Accelerator (Booster) Added Effects:
empathyCharismaBonusModAddCharismaLocationChar
instantRecallMemoryBonusModAddMemoryLocationChar
analyticalMindIntelligenceBonusModAddIntelligenceLocationChar
ironWillWillpowerBonusModAddWillpowerLocationChar
spatialAwarenessPerceptionBonusModAddPerceptionLocationChar
74162 - Potent 'Brainfreeze' Cerebral Accelerator (Booster) Added Effects:
empathyCharismaBonusModAddCharismaLocationChar
instantRecallMemoryBonusModAddMemoryLocationChar
analyticalMindIntelligenceBonusModAddIntelligenceLocationChar
ironWillWillpowerBonusModAddWillpowerLocationChar
spatialAwarenessPerceptionBonusModAddPerceptionLocationChar
74163 - Basic 'Brainfreeze' Cerebral Accelerator (Booster) Added Effects:
empathyCharismaBonusModAddCharismaLocationChar
instantRecallMemoryBonusModAddMemoryLocationChar
analyticalMindIntelligenceBonusModAddIntelligenceLocationChar
ironWillWillpowerBonusModAddWillpowerLocationChar
spatialAwarenessPerceptionBonusModAddPerceptionLocationChar
74199 - Wightstorm Sunyata Booster I (Booster) Added Effects:
thermodynamicsSkillDamageBonus
74200 - Wightstorm Sunyata Booster II (Booster) Added Effects:
thermodynamicsSkillDamageBonus
74201 - Wightstorm Sunyata Booster III (Booster) Added Effects:
thermodynamicsSkillDamageBonus
74202 - Wightstorm Nirvana Booster I (Booster) Added Effects:
shieldManagementShieldCapacityBonusPostPercentCapacityLocationShipGroupShield
74203 - Wightstorm Nirvana Booster II (Booster) Added Effects:
shieldManagementShieldCapacityBonusPostPercentCapacityLocationShipGroupShield
74204 - Wightstorm Nirvana Booster III (Booster) Added Effects:
shieldManagementShieldCapacityBonusPostPercentCapacityLocationShipGroupShield
74205 - Wightstorm Rapture Booster I (Booster) Added Effects:
capacitorRechargeTimeBonusPostPercentPassive
74206 - Wightstorm Rapture Booster II (Booster) Added Effects:
capacitorRechargeTimeBonusPostPercentPassive
74207 - Wightstorm Rapture Booster III (Booster) Added Effects:
capacitorRechargeTimeBonusPostPercentPassive
74208 - Wightstorm Cetana Booster I (Booster) Added Effects:
afterburnerSpeedBoostBonusPassive
74209 - Wightstorm Cetana Booster II (Booster) Added Effects:
afterburnerSpeedBoostBonusPassive
74210 - Wightstorm Cetana Booster III (Booster) Added Effects:
afterburnerSpeedBoostBonusPassive
74211 - Wightstorm Vitarka Booster I (Booster) Added Effects:
energyWeaponDamageMultiplyPassive
74212 - Wightstorm Vitarka Booster II (Booster) Added Effects:
energyWeaponDamageMultiplyPassive
74213 - Wightstorm Vitarka Booster III (Booster) Added Effects:
energyWeaponDamageMultiplyPassive
74214 - Wightstorm Manasikara Booster I (Booster) Added Effects:
trackingSpeedBonusEffectLasers
74215 - Wightstorm Manasikara Booster II (Booster) Added Effects:
trackingSpeedBonusEffectLasers
74216 - Wightstorm Manasikara Booster III (Booster) Added Effects:
trackingSpeedBonusEffectLasers
74257 - Wightstorm Sunyata Booster IV (Booster) Added Effects:
thermodynamicsSkillDamageBonus
74258 - Wightstorm Nirvana Booster IV (Booster) Added Effects:
shieldManagementShieldCapacityBonusPostPercentCapacityLocationShipGroupShield
74259 - Wightstorm Rapture Booster IV (Booster) Added Effects:
capacitorRechargeTimeBonusPostPercentPassive
74260 - Wightstorm Cetana Booster IV (Booster) Added Effects:
afterburnerSpeedBoostBonusPassive
74261 - Wightstorm Vitarka Booster IV (Booster) Added Effects:
energyWeaponDamageMultiplyPassive
74262 - Wightstorm Manasikara Booster IV (Booster) Added Effects:
trackingSpeedBonusEffectLasers
74385 - Scarlet Embrace Firework ( copy ) (Festival Charges) Added Effects:
ammoSpeedMultiplier
snowBallLaunching
74386 - Yoiuls Embrace Firework (Festival Charges) Added Effects:
ammoSpeedMultiplier
snowBallLaunching

Clone State Access (0 Entries)
Alpha Caldari (0 Skills & 0 Items)
Skill Access (0 Entries)
TypeID & Skill Name Old Level New Level
Item Access (0 Entries)
0 added items
TypeID, Item Name, & Group
0 removed items
TypeID, Item Name, & Group
Alpha Minmatar (0 Skills & 0 Items)
Skill Access (0 Entries)
TypeID & Skill Name Old Level New Level
Item Access (0 Entries)
0 added items
TypeID, Item Name, & Group
0 removed items
TypeID, Item Name, & Group
Alpha Amarr (0 Skills & 0 Items)
Skill Access (0 Entries)
TypeID & Skill Name Old Level New Level
Item Access (0 Entries)
0 added items
TypeID, Item Name, & Group
0 removed items
TypeID, Item Name, & Group
Alpha Gallente (0 Skills & 0 Items)
Skill Access (0 Entries)
TypeID & Skill Name Old Level New Level
Item Access (0 Entries)
0 added items
TypeID, Item Name, & Group
0 removed items
TypeID, Item Name, & Group
Expert Systems (0 Entries)
TypeID & Name Tranquility Singularity Diff

Strings (474 Entries)
Key Tranquility Singularity Diff Usage
93929 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. 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 initiative 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. 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 initiative 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. Description of item "Archon" (23757)
124161 Steon: There's the scoundrel that destroyed our base! Get him alive if possible, I'd like to have a word with him in person. Steon: There's the scoundrel that destroyed our base! Get them alive if possible, I'd like to have a word with them in person. Steon: There's the scoundrel that destroyed our base! Get hithem alive if possible, I'd like to have a word with hithem in person.
124163 Tahamar: There's the scoundrel that destroyed our base! Get him alive if possible, I'd like to have a word with him in person. Tahamar: There's the scoundrel that destroyed our base! Get them alive if possible, I'd like to have a word with them in person. Tahamar: There's the scoundrel that destroyed our base! Get hithem alive if possible, I'd like to have a word with hithem in person.
124165 Wolf: There's the scoundrel that destroyed our base! Get him alive if possible, I'd like to have a word with him in person. Wolf: There's the scoundrel that destroyed our base! Get them alive if possible, I'd like to have a word with them in person. Wolf: There's the scoundrel that destroyed our base! Get hithem alive if possible, I'd like to have a word with hithem in person.
124167 The Devout: There's the scoundrel that destroyed our base! Get him alive if possible, I'd like to have a word with him in person. The Devout: There's the scoundrel that destroyed our base! Get them alive if possible, I'd like to have a word with them in person. The Devout: There's the scoundrel that destroyed our base! Get hithem alive if possible, I'd like to have a word with hithem in person.
239934 Enable/disable display state by selecting the corresponding check box, drag-and-drop to modify the display order. Drag entries to modify column order Enable/disable display state by selecting the corresponding check box, drag-and-drop to modify the displayDrag entries to modify column order. UI/Overview/HintToggleDisplayStateAndOrder
258907 Operation of {[item]item.name} requires the skills {requiredSkills} Operation of {[item]item.name} requires the following {[numeric]skillCount -> "skill", "skills"}: {requiredSkills}. Operation of {[item]item.name} requires the skillsfollowing {[numeric]skillCount -> "skill", "skills"}: {requiredSkills}. UI/Messages/1563/ShipHasSkillPrerequisitesBody
500863 Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor Immune to <a href=showinfo:22782>Interdiction Sphere Launcher</a>, <a href=showinfo:28654>Warp Disruption Field Generator</a> and <a href=showinfo:12198>Mobile Small</a>, <a href=showinfo:12199>Medium</a> and <a href=showinfo:12200>Large Warp Disruptor</a>
500893 Can fit covert ops cloaks, covert cynosural field generators and bomb launchers Can fit covert ops cloaks, covert cynosural field generators and bomb launchers
500894 Cloak reactivation delay reduced to 15 seconds Cloak reactivation delay reduced to 15 seconds
500895 reduction in Cloak CPU use reduction in Cloak CPU use
500896 targeting delay after decloaking targeting delay after decloaking
500897 reduction in Torpedo Launcher powergrid needs reduction in Torpedo Launcher powergrid needs
500898 bonus to Torpedo explosion velocity and flight time bonus to Torpedo explosion velocity and flight time
500899 bonus to Torpedo velocity bonus to Torpedo velocity
500900 bonus to Torpedo EM damage bonus to Torpedo EM damage
500901 bonus to Bomb EM damage bonus to Bomb EM damage
500902 Can fit covert ops cloaks, covert cynosural field generators and bomb launchers Can fit covert ops cloaks, covert cynosural field generators and bomb launchers
500903 Cloak reactivation delay reduced to 15 seconds Cloak reactivation delay reduced to 15 seconds
500904 reduction in Cloak CPU use reduction in Cloak CPU use
500905 targeting delay after decloaking targeting delay after decloaking
500906 reduction in Torpedo Launcher powergrid needs reduction in Torpedo Launcher powergrid needs
500907 bonus to Torpedo explosion velocity and flight time bonus to Torpedo explosion velocity and flight time
500908 bonus to Torpedo velocity bonus to Torpedo velocity
500909 bonus to Torpedo EM damage bonus to Torpedo EM damage
500910 bonus to Bomb EM damage bonus to Bomb EM damage
500911 bonus to Torpedo explosion velocity and flight time bonus to Torpedo explosion velocity and flight time
500912 bonus to Torpedo velocity bonus to Torpedo velocity
500913 bonus to Torpedo velocity bonus to Torpedo velocity
500948 reduction in cynosural field duration reduction in cynosural field duration
500949 can fit covert ops cloaks and covert cynosural field generators can fit covert ops cloaks and covert cynosural field generators
500950 reduction in liquid ozone consumption for cynosural field generation reduction in liquid ozone consumption for cynosural field generation
500958 bonus to Weapon Disruptor effectiveness bonus to <a href=showinfo:3434>Weapon Disruptor</a> effectiveness
500959 bonus to drone hit points and damage bonus to drone hit points and damage
500960 bonus to Energy Nosferatu and Energy Neutralizer drain amount bonus to Energy Nosferatu and Energy Neutralizer drain amount
500961 bonus to Energy Nosferatu and Energy Neutralizer range bonus to Energy Nosferatu and Energy Neutralizer range
500970 reduction in Microwarpdrive signature radius penalty reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
500975 reduction in Microwarpdrive signature radius penalty reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
501042 bonus to all armor resistances bonus to all armor resistances
501043 Can deploy 1 additional Drone or Fighter Can deploy 1 additional <a href=showinfo:3436>Drone</a> or <a href=showinfo:23069>Fighter</a>
501048 bonus to all armor resistances bonus to all armor resistances
501049 Can deploy one additional Fighter or Fighter Bomber Can deploy one additional <a href=showinfo:23069>Fighter</a> or <a href=showinfo:32339>Fighter Bomber</a>
501050 Can fit Warfare Link modules Can fit <a href=showinfo:3348>Warfare Link</a> modules
501056 bonus to fleet members' capacitor recharge rate bonus to fleet members' capacitor recharge rate
501111 Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor Immune to <a href=showinfo:22782>Interdiction Sphere Launcher</a>, <a href=showinfo:28654>Warp Disruption Field Generator</a> and <a href=showinfo:12198>Mobile Small</a>, <a href=showinfo:12199>Medium</a> and <a href=showinfo:12200>Large Warp Disruptor</a>
501156 bonus to Remote Shield Booster amount bonus to Remote Shield Booster amount
501157 reduction in Remote Shield Booster capacitor use reduction in Remote Shield Booster capacitor use
501158 bonus to Remote Capacitor Transmitter transfer amount bonus to Remote Capacitor Transmitter transfer amount
501159 bonus to Remote Shield Booster and Remote Capacitor Transmitter range bonus to Remote Shield Booster and Remote Capacitor Transmitter range
501199 reduction in Microwarpdrive signature radius penalty reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
501204 reduction in Microwarpdrive signature radius penalty reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
501252 bonus to ECM Burst range bonus to <a href=showinfo:3427>ECM Burst</a> range
501277 bonus to all shield resistances bonus to all shield resistances
501278 Can deploy 1 additional Drone or Fighter Can deploy 1 additional <a href=showinfo:3436>Drone</a> or <a href=showinfo:23069>Fighter</a>
501284 bonus to all shield resistances bonus to all shield resistances
501285 Can deploy one additional Fighter or Fighter Bomber Can deploy one additional <a href=showinfo:23069>Fighter</a> or <a href=showinfo:32339>Fighter Bomber</a>
501341 Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor Immune to <a href=showinfo:22782>Interdiction Sphere Launcher</a>, <a href=showinfo:28654>Warp Disruption Field Generator</a> and <a href=showinfo:12198>Mobile Small</a>, <a href=showinfo:12199>Medium</a> and <a href=showinfo:12200>Large Warp Disruptor</a>
501421 reduction in Microwarpdrive signature radius penalty reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
501426 reduction in Microwarpdrive signature radius penalty reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
501493 bonus to Fighter damage bonus to <a href=showinfo:23069>Fighter</a> damage
501494 Can deploy 1 additional Drone or Fighter Can deploy 1 additional <a href=showinfo:3436>Drone</a> or <a href=showinfo:23069>Fighter</a>
501499 bonus to Fighter and Fighter Bomber damage bonus to <a href=showinfo:23069>Fighter</a> and <a href=showinfo:32339>Fighter Bomber</a> damage
501500 Can deploy one additional Fighter or Fighter Bomber Can deploy one additional <a href=showinfo:23069>Fighter</a> or <a href=showinfo:32339>Fighter Bomber</a>
501501 Can fit 1 additional Warfare Link module Can fit 1 additional <a href=showinfo:3348>Warfare Link</a> module
501508 bonus to fleet members' maximum armor hitpoints bonus to fleet members' maximum armor hitpoints
501542 bonus to cargo capacity bonus to cargo capacity
501564 Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor Immune to <a href=showinfo:22782>Interdiction Sphere Launcher</a>, <a href=showinfo:28654>Warp Disruption Field Generator</a> and <a href=showinfo:12198>Mobile Small</a>, <a href=showinfo:12199>Medium</a> and <a href=showinfo:12200>Large Warp Disruptor</a>
501648 reduction in Microwarpdrive signature radius penalty reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
501653 reduction in Microwarpdrive signature radius penalty reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
501722 bonus to Capital Remote Armor Repairer and Capital Remote Shield Booster amount bonus to <a href=showinfo:24568>Capital Remote Armor Repairer</a> and <a href=showinfo:24571>Capital Remote Shield Booster</a> amount
501723 Can deploy 1 additional Drone or Fighter Can deploy 1 additional <a href=showinfo:3436>Drone</a> or <a href=showinfo:23069>Fighter</a>
501728 bonus to Capital Remote Armor Repairer and Capital Remote Shield Booster amount bonus to <a href=showinfo:24568>Capital Remote Armor Repairer</a> and <a href=showinfo:24571>Capital Remote Shield Booster</a> amount
501729 Can deploy one additional Fighter or Fighter Bomber Can deploy one additional <a href=showinfo:23069>Fighter</a> or <a href=showinfo:32339>Fighter Bomber</a>
501730 Can fit 1 additional Warfare Link module Can fit 1 additional <a href=showinfo:3348>Warfare Link</a> module
501737 reduction in fleet members' signature radius reduction in fleet members' signature radius
501778 reduction in Ice Harvester duration and activation cost reduction in <a href=showinfo:16278>Ice Harvester</a> duration and activation cost
501779 bonus to Strip Miner yield bonus to <a href=showinfo:17482>Strip Miner</a> yield
501781 reduction in Ice Harvester duration and activation cost reduction in <a href=showinfo:16278>Ice Harvester</a> duration and activation cost
501782 bonus to Strip Miner yield bonus to <a href=showinfo:17482>Strip Miner</a> yield
501787 reduction in Ice Harvester duration and activation cost reduction in <a href=showinfo:16278>Ice Harvester</a> duration and activation cost
501788 bonus to Strip Miner yield bonus to <a href=showinfo:17482>Strip Miner</a> yield
501793 reduction in Ice Harvester duration and activation cost reduction in <a href=showinfo:16278>Ice Harvester</a> duration and activation cost
501794 bonus to Strip Miner yield bonus to <a href=showinfo:17482>Strip Miner</a> yield
501804 bonus to Capital Remote Shield Booster range bonus to <a href=showinfo:24571>Capital Remote Shield Booster</a> range
501835 Can deploy 1 additional Fighter or Fighter Bomber Can deploy 1 additional <a href=showinfo:23069>Fighter</a> or <a href=showinfo:32339>Fighter Bomber</a>
501910 bonus to Capital Projectile Turret damage bonus to <a href=showinfo:21667>Capital Projectile Turret</a> damage
501911 Can fit 1 additional Warfare Link module Can fit 1 additional <a href=showinfo:3348>Warfare Link</a> module
501912 Can fit 1 additional Warfare Link module Can fit 1 additional <a href=showinfo:3348>Warfare Link</a> module
502124 bonus to all Amarr Electronic Systems effectiveness bonus to all <a href=showinfo:30536>Amarr Electronic Systems</a> effectiveness
502129 bonus to all Caldari Electronic Systems effectiveness bonus to all <a href=showinfo:30542>Caldari Electronic Systems</a> effectiveness
502134 bonus to all Gallente Electronic Systems effectiveness bonus to all <a href=showinfo:30541>Gallente Electronic Systems</a> effectiveness
502139 bonus to all Minmatar Electronic Systems effectiveness bonus to all <a href=showinfo:30543>Minmatar Electronic Systems</a> effectiveness
502232 bonus to ship warp speed bonus to ship warp speed
504573 bonus to Large Energy Turret damage bonus to <a href=showinfo:3309>Large Energy Turret</a> damage
504574 bonus to Armor Repairer amount bonus to <a href=showinfo:3393>Armor Repairer</a> amount
504575 bonus to ship capacitor capacity bonus to ship capacitor capacity
504576 bonus to Large Energy Turret optimal range bonus to <a href=showinfo:3309>Large Energy Turret</a> optimal range
504577 Can fit Bastion modules Can fit <a href=showinfo:33400>Bastion modules</a>
504578 reduction in Micro Jump Drive reactivation delay reduction in <a href=showinfo:4385>Micro Jump Drive</a> reactivation delay
504579 bonus to Tractor Beams range and velocity bonus to <a href=showinfo:24348>Tractor Beams</a> range and velocity
504580 bonus to Large Energy Turret damage bonus to <a href=showinfo:3309>Large Energy Turret</a> damage
504581 bonus to Large Energy Turret damage bonus to <a href=showinfo:3309>Large Energy Turret</a> damage
504582 bonus to Armor Repairer amount bonus to <a href=showinfo:3393>Armor Repairer</a> amount
504583 bonus to ship capacitor capacity bonus to ship capacitor capacity
504584 bonus to Large Energy Turret optimal range bonus to <a href=showinfo:3309>Large Energy Turret</a> optimal range
504585 Can fit Bastion modules Can fit <a href=showinfo:33400>Bastion modules</a>
504586 reduction in Micro Jump Drive reactivation delay reduction in <a href=showinfo:4385>Micro Jump Drive</a> reactivation delay
504587 bonus to Tractor Beams range and velocity bonus to <a href=showinfo:24348>Tractor Beams</a> range and velocity
504588 bonus to Large Energy Turret damage bonus to <a href=showinfo:3309>Large Energy Turret</a> damage
504597 bonus to Large Energy Turret damage bonus to <a href=showinfo:3309>Large Energy Turret</a> damage
504598 bonus to Armor Repairer amount bonus to <a href=showinfo:3393>Armor Repairer</a> amount
504599 bonus to ship capacitor capacity bonus to ship capacitor capacity
504600 bonus to Large Energy Turret tracking speed bonus to <a href=showinfo:3309>Large Energy Turret</a> tracking speed
504601 Can fit Bastion modules Can fit <a href=showinfo:33400>Bastion modules</a>
504602 reduction in Micro Jump Drive reactivation delay reduction in <a href=showinfo:4385>Micro Jump Drive</a> reactivation delay
504603 bonus to Tractor Beams range and velocity bonus to <a href=showinfo:24348>Tractor Beams</a> range and velocity
504604 bonus to Large Energy Turret damage bonus to <a href=showinfo:3309>Large Energy Turret</a> damage
504664 Can fit Bastion modules Can fit <a href=showinfo:33400>Bastion modules</a>
504665 bonus to Tractor Beam range and velocity bonus to <a href=showinfo:24348>Tractor Beam</a> range and velocity
504666 reduction in Micro Jump Drive reactivation delay reduction in <a href=showinfo:4385>Micro Jump Drive</a> reactivation delay
504667 bonus to Large Hybrid Turret damage bonus to <a href=showinfo:3307>Large Hybrid Turret</a> damage
504668 bonus to Large Hybrid Turret rate of fire bonus to <a href=showinfo:3307>Large Hybrid Turret</a> rate of fire
504669 bonus to Large Hybrid Turret tracking speed bonus to <a href=showinfo:3307>Large Hybrid Turret</a> tracking speed
504670 bonus to Large Hybrid Turret tracking speed bonus to <a href=showinfo:3307>Large Hybrid Turret</a> tracking speed
504671 bonus to Armor Repairer amount bonus to <a href=showinfo:3393>Armor Repairer</a> amount
504716 max velocity per level max velocity per level
504717 ship maintenance array capacity ship maintenance array capacity
504718 reduction in Reinforced Bulkhead CPU requirements reduction in <a href=showinfo:1333>Reinforced Bulkhead</a> CPU requirements
504721 bonus to ship maintenance array capacity bonus to ship maintenance array capacity
504824 bonus to Capital Projectile Turret damage bonus to <a href=showinfo:21667>Capital Projectile Turret</a> damage
504843 bonus to ship inertia modifier while Speed Mode is enabled bonus to ship inertia modifier while Speed Mode is enabled
504844 bonus to maximum velocity while Speed Mode is enabled bonus to maximum velocity while Speed Mode is enabled
504845 reduction in signature radius while Defensive Mode is enabled reduction in signature radius while Defensive Mode is enabled
504846 bonus to sensor strength, targeting range and scan resolution while Sniper Mode is enabled bonus to sensor strength, targeting range and scan resolution while Sniper Mode is enabled
504847 bonus to all armor resistances while Defensive Mode is enabled bonus to all armor resistances while Defensive Mode is enabled
504848 bonus to Small Energy Turret optimal range while Sniper Mode is enabled bonus to <a href=showinfo:3303>Small Energy Turret</a> optimal range while Sniper Mode is enabled
504849 reduction in signature radius while Defensive Mode is enabled reduction in signature radius while Defensive Mode is enabled
504850 bonus to all armor resistances while Defensive Mode is enabled bonus to all armor resistances while Defensive Mode is enabled
504880 reduction in Scan Probe Launcher CPU requirements reduction in Scan Probe Launcher CPU requirements
504881 bonus to sensor strength, targeting range and scan resolution while Sharpshooter Mode is enabled bonus to sensor strength, targeting range and scan resolution while <i>Sharpshooter Mode</i> is enabled
504975 bonus to Rapid Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire bonus to Rapid <a href=showinfo:3324>Heavy Missile</a>, <a href=showinfo:3326>Cruise Missile</a> and <a href=showinfo:3325>Torpedo</a> Launcher rate of fire
504976 bonus to Cruise Missile and Torpedo max velocity bonus to <a href=showinfo:3326>Cruise Missile</a> and <a href=showinfo:3325>Torpedo</a> max velocity
504991 bonus to Drone hitpoints and damage bonus to <a href=showinfo:3436>Drone</a> hitpoints and damage
505839 bonus to sensor strength, targeting range and scan resolution while Sharpshooter Mode is enabled bonus to sensor strength, targeting range and scan resolution while <i>Sharpshooter Mode</i> is enabled
505840 Sharpshooter Mode <b><u>Sharpshooter Mode</b></u>
505841 bonus to Light Missile and Rocket velocity while Sharpshooter Mode is enabled bonus to <a href=showinfo:3321>Light Missile</a> and <a href=showinfo:3320>Rocket</a> velocity while <i>Sharpshooter Mode</i> is enabled
505842 bonus to Light Missile and Rocket damage bonus to <a href=showinfo:3321>Light Missile</a> and <a href=showinfo:3320>Rocket</a> damage
505843 reduction in Scan Probe Launcher CPU requirements reduction in Scan Probe Launcher CPU requirements
505844 Additional bonuses are available while one of three Tactical Destroyer Modes are active. Modes may be switched no more than once every 10 seconds. <b>Additional bonuses are available while one of three Tactical Destroyer Modes are active. Modes may be switched no more than once every 10 seconds.</b>
505845 Defense Mode <b><u>Defense Mode</b></u>
505846 bonus to all shield resistances while Defense Mode is enabled bonus to all shield resistances while <i>Defense Mode</i> is enabled
505847 reduction in ship signature radius while Defense Mode is enabled reduction in ship signature radius while <i>Defense Mode</i> is enabled
505848 Propulsion Mode <b><u>Propulsion Mode</b></u>
505849 bonus to maximum velocity while Propulsion Mode is enabled bonus to maximum velocity while <i>Propulsion Mode</i> is enabled
505850 bonus to ship inertia modifier while Propulsion Mode is enabled bonus to ship inertia modifier while <i>Propulsion Mode</i> is enabled
505851 reduction in module heat damage amount taken reduction in module heat damage amount taken
505852 bonus to ship shield hitpoints bonus to ship shield hitpoints
505853 bonus to Light Missile launcher and Rocket launcher rate of fire bonus to <a href=showinfo:3321>Light Missile</a> launcher and <a href=showinfo:3320>Rocket</a> launcher rate of fire
508491 bonus to Afterburner velocity bonus bonus to <a href=showinfo:3450>Afterburner</a> velocity bonus
508492 bonus to Small Energy Turret tracking speed bonus to <a href=showinfo:3303>Small Energy Turret</a> tracking speed
508493 bonus to Small Energy Turret damage bonus to <a href=showinfo:3303>Small Energy Turret</a> damage
513580 bonus to Remote Shield Booster amount bonus to <a href=showinfo:3422>Remote Shield Booster</a> amount
513581 reduction in Remote Shield Booster activation cost reduction in <a href=showinfo:3422>Remote Shield Booster</a> activation cost
513582 bonus to shield hitpoints bonus to shield hitpoints
513583 reduction in Remote Armor Repairer duration and activation cost reduction in <a href=showinfo:16069>Remote Armor Repairer</a> duration and activation cost
513584 bonus to Remote Shield Booster optimal range bonus to <a href=showinfo:3422>Remote Shield Booster</a> optimal range
513586 bonus to Remote Shield Booster optimal range bonus to <a href=showinfo:3422>Remote Shield Booster</a> optimal range
515848 reduction in Capital Energy Turret activation cost reduction in <a href=showinfo:20327>Capital Energy Turret</a> activation cost
515861 bonus to maximum capacitor pool bonus to maximum capacitor pool
515868 bonus to maximum capacitor pool bonus to maximum capacitor pool
515875 bonus to capacitor booster charge strength bonus to capacitor booster charge strength
515882 bonus to capacitor booster charge strength bonus to capacitor booster charge strength
516196 bonus to Armored Warfare and Information Warfare Links effectiveness bonus to <a href=showinfo:11569>Armored Warfare</a> and <a href=showinfo:3352>Information Warfare Links</a> effectiveness
516339 bonus to fleet members' maximum shield hitpoints bonus to fleet members' maximum shield hitpoints
522825 increased resistances against hostile Sensor Dampeners and Weapon Disruptors while Sharpshooter Mode is enabled increased resistances against hostile <a href=showinfo:3433>Sensor Dampeners</a> and <a href=showinfo:3434>Weapon Disruptors</a> while <i>Sharpshooter Mode</i> is enabled
522873 bonus to Command Burst area of effect range bonus to <a href=showinfo:3348>Command Burst</a> area of effect range
522875 bonus to Command Burst area of effect range bonus to <a href=showinfo:3348>Command Burst</a> area of effect range
522877 bonus to Command Burst area of effect range bonus to <a href=showinfo:3348>Command Burst</a> area of effect range
522880 bonus to Command Burst area of effect range bonus to <a href=showinfo:3348>Command Burst</a> area of effect range
522889 bonus to Command Burst area of effect range bonus to <a href=showinfo:3348>Command Burst</a> area of effect range
526100 Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level <a href=showinfo:3423>Energy Nosferatu</a> fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
527258 reduction in nanite repair paste required duration reduction in nanite repair paste required duration
527264 reduction in nanite repair paste required duration reduction in nanite repair paste required duration
527482 +1 High Slot, +3 Mid Slots +1 High Slot, +3 Mid Slots
527509 +5m Signature Radius +5m Signature Radius
527517 bonus to all armor hitpoints bonus to all armor hitpoints
527532 bonus to the benefits of overheating armor hardeners bonus to the benefits of overheating armor hardeners
535638 bonus to all structure combat rig effects bonus to all structure combat rig effects
535643 bonus to the rate of fire and capacitor consumption of Standup Burst Projectors and Guided Bomb Launchers bonus to the rate of fire and capacitor consumption of Standup Burst Projectors and Guided Bomb Launchers
535645 bonus to the rate of fire and capacitor consumption of Standup Burst Projectors and Guided Bomb Launchers bonus to the rate of fire and capacitor consumption of Standup Burst Projectors and Guided Bomb Launchers
535646 While this structure has at least one online service module it enters full power mode and will gain increased shield and armor hitpoints and an extra reinforcement cycle. While this structure has at least one online service module it enters full power mode and will gain increased shield and armor hitpoints and an extra reinforcement cycle.
535647 bonus to the rate of fire and capacitor consumption of Standup Burst Projectors and Guided Bomb Launchers bonus to the rate of fire and capacitor consumption of Standup Burst Projectors and Guided Bomb Launchers
535648 While this structure has at least one online service module it enters full power mode and will gain increased shield and armor hitpoints and an extra reinforcement cycle. While this structure has at least one online service module it enters full power mode and will gain increased shield and armor hitpoints and an extra reinforcement cycle.
536379 bonus to Small Entropic Disintegrator damage bonus to <a href=showinfo:47870>Small Entropic Disintegrator</a> damage
536393 bonus to Large Entropic Disintegrator damage bonus to <a href=showinfo:47872>Large Entropic Disintegrator</a> damage
543582 This Upwell FLEX structure is always equipped with a built in Standup Cynosural Field Generator I service module. This Upwell FLEX structure is always equipped with a built in <a href=showinfo:35912>Standup Cynosural Field Generator I</a> service module.
543586 This Upwell FLEX structure is always equipped with a built in Standup Cynosural Field Generator I service module. This Upwell FLEX structure is always equipped with a built in <a href=showinfo:35912>Standup Cynosural Field Generator I</a> service module.
543587 While this structure has its Standup Cynosural Field Generator I service module online it enters full power mode and will gain increased shield and armor hitpoints and an extra reinforcement cycle While this structure has its <a href=showinfo:35912>Standup Cynosural Field Generator I</a> service module online it enters full power mode and will gain increased shield and armor hitpoints and an extra reinforcement cycle
543589 While this structure has its Standup Cynosural Field Generator I service module online it enters full power mode and will gain increased shield and armor hitpoints and an extra reinforcement cycle While this structure has its <a href=showinfo:35912>Standup Cynosural Field Generator I</a> service module online it enters full power mode and will gain increased shield and armor hitpoints and an extra reinforcement cycle
544041 reduced Mutadaptive Remote Armor Repairer power need reduced <a href=showinfo:49770>Mutadaptive Remote Armor Repairer</a> power need
544042 reduced Remote Capacitor Transfer power need reduced <a href=showinfo:3423>Remote Capacitor Transfer</a> power need
544045 reduced Mutadaptive Remote Armor Repairer capacitor need reduced <a href=showinfo:49770>Mutadaptive Remote Armor Repairer</a> capacitor need
544046 bonus to Mutadaptive Remote Armor Repairer amount bonus to <a href=showinfo:49770>Mutadaptive Remote Armor Repairer</a> amount
544047 reduced Mutadaptive Remote Armor Repairer capacitor need reduced <a href=showinfo:49770>Mutadaptive Remote Armor Repairer</a> capacitor need
544048 bonus to Mutadaptive Remote Armor Repairer amount bonus to <a href=showinfo:49770>Mutadaptive Remote Armor Repairer</a> amount
549356 reduction in Microwarpdrive signature radius penalty reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
552564 reduced Energy Neutralizer capacitor need reduced <a href=showinfo:3423>Energy Neutralizer</a> capacitor need
552565 reduced Remote Armor Repairer capacitor need reduced <a href=showinfo:16069>Remote Armor Repairer</a> capacitor need
552566 reduced Smart Bomb capacitor need reduced <a href=showinfo:3421>Smart Bomb</a> capacitor need
552567 bonus to Remote Armor Repairer range bonus to <a href=showinfo:16069>Remote Armor Repairer</a> range
574171 chance of PVP loot drop chance of PVP loot drop
590698 Ice Storm Filaments Crate Expired Ice Storm Filaments Crate Expired Ice Storm Filaments Crate Name of item 61129 (Special Edition Commodities)
590700 DSHR-01H Highsec Ice Storm Filament Expired DSHR-01H Highsec Ice Storm Filament Expired DSHR-01H Highsec Ice Storm Filament Name of item 61130 (Expired Jump Filaments)
590702 DNCR-05H Highsec Ice Storm Filament Expired DNCR-05H Highsec Ice Storm Filament Expired DNCR-05H Highsec Ice Storm Filament Name of item 61131 (Expired Jump Filaments)
590704 PRNCR-10H Highsec Ice Storm Filament Expired PRNCR-10H Highsec Ice Storm Filament Expired PRNCR-10H Highsec Ice Storm Filament Name of item 61132 (Expired Jump Filaments)
590706 VXN-01N Nullsec Ice Storm Filament Expired VXN-01N Nullsec Ice Storm Filament Expired VXN-01N Nullsec Ice Storm Filament Name of item 61133 (Expired Jump Filaments)
590708 CMT-05N Nullsec Ice Storm Filament Expired CMT-05N Nullsec Ice Storm Filament Expired CMT-05N Nullsec Ice Storm Filament Name of item 61134 (Expired Jump Filaments)
590710 CPD-10N Nullsec Ice Storm Filament Expired CPD-10N Nullsec Ice Storm Filament Expired CPD-10N Nullsec Ice Storm Filament Name of item 61135 (Expired Jump Filaments)
590712 DNNR-01L Lowsec Ice Storm Filament Expired DNNR-01L Lowsec Ice Storm Filament Expired DNNR-01L Lowsec Ice Storm Filament Name of item 61136 (Expired Jump Filaments)
590714 BLTZN-05L Lowsec Ice Storm Filament Expired BLTZN-05L Lowsec Ice Storm Filament Expired BLTZN-05L Lowsec Ice Storm Filament Name of item 61137 (Expired Jump Filaments)
590716 RDLF-10L Lowsec Ice Storm Filament Expired RDLF-10L Lowsec Ice Storm Filament Expired RDLF-10L Lowsec Ice Storm Filament Name of item 61138 (Expired Jump Filaments)
599621 TBD desc Enforcers focus on completing missions for Agents, hunting pirates for bounties, participating in Incursions or diving into Abyssal Deadspace in search of loot. TBD descEnforcers focus on completing missions for Agents, hunting pirates for bounties, participating in Incursions or diving into Abyssal Deadspace in search of loot. Character/CareerGoals/CareerPaths/Descriptions/Enforcer
599622 TBD desc Industrialists focus on mining ore, reprocessing minerals, salvaging destroyed ships, manufacturing items, market trading or transporting goods across New Eden. TBD descIndustrialists focus on mining ore, reprocessing minerals, salvaging destroyed ships, manufacturing items, market trading or transporting goods across New Eden. Character/CareerGoals/CareerPaths/Descriptions/Industrialist
599623 TBD desc Explorers focus on using probes to scan Cosmic Signatures which may contain hackable containers with items inside, resources like gas clouds or ore, wormholes to distant star systems or combat sites. TBD descExplorers focus on using probes to scan Cosmic Signatures which may contain hackable containers with items inside, resources like gas clouds or ore, wormholes to distant star systems or combat sites. Character/CareerGoals/CareerPaths/Descriptions/Explorer
599624 TBD desc Soldiers of Fortune focus on combat with other Capsuleers, participating in Faction Warfare, electronic warfare, hunting in covert ships, joining fleets to provide support or to fight in huge battles. TBD descSoldiers of Fortune focus on combat with other Capsuleers, participating in Faction Warfare, electronic warfare, hunting in covert ships, joining fleets to provide support or to fight in huge battles. Character/CareerGoals/CareerPaths/Descriptions/SoldierOfFortune
601527 Defend a Novice Complex Defend a Scout Complex Defend a NoviceScout Complex Character/CareerGoals/SoldierOfFortune/Names/SofDefendFwComplexNovice
601528 Capture a Novice Complex Capture a Scout Complex Capture a NoviceScout Complex Character/CareerGoals/SoldierOfFortune/Names/SofCaptureFwComplexNovice
601715 Participate in the successful defense of a Novice Complex Participate in the successful defense of a Scout Complex Participate in the successful defense of a Novice Scout Complex Character/CareerGoals/SoldierOfFortune/Descriptions/SofDefendFwComplexNovice
601716 Participate in the successful capture of a Novice Complex Participate in the successful capture of a Scout Complex Participate in the successful capture of a NoviceScout Complex Character/CareerGoals/SoldierOfFortune/Descriptions/SofCaptureFwComplexNovice
602447 There's the scoundrel that destroyed our base! Get him alive if possible, I'd like to have a word with him in person. There's the scoundrel that destroyed our base! Get them alive if possible, I'd like to have a word with them in person. There's the scoundrel that destroyed our base! Get hithem alive if possible, I'd like to have a word with hithem in person. Part of conversation "Cash Flow for Capsuleer (7 of 10) - Conversation 1 - Amarr"
609769 There's the scoundrel that destroyed our base! Get him alive if possible, I'd like to have a word with him in person. There's the scoundrel that destroyed our base! Get them alive if possible, I'd like to have a word with them in person. There's the scoundrel that destroyed our base! Get hithem alive if possible, I'd like to have a word with hithem in person. Part of conversation "Cash Flow for Capsuleer (7 of 10) - Conversation 1 - Caldari"
609771 There's the scoundrel that destroyed our base! Get him alive if possible, I'd like to have a word with him in person. There's the scoundrel that destroyed our base! Get them alive if possible, I'd like to have a word with them in person. There's the scoundrel that destroyed our base! Get hithem alive if possible, I'd like to have a word with hithem in person. Part of conversation "Cash Flow for Capsuleer (7 of 10) - Conversation 1 - Gallente"
609773 There's the scoundrel that destroyed our base! Get him alive if possible, I'd like to have a word with him in person. There's the scoundrel that destroyed our base! Get them alive if possible, I'd like to have a word with them in person. There's the scoundrel that destroyed our base! Get hithem alive if possible, I'd like to have a word with hithem in person. Part of conversation "Cash Flow for Capsuleer (7 of 10) - Conversation 1 - Minmatar"
625932 Paragon Fulfillment Center Paragon Fulfilment Center Paragon Fulfillment Center Name of item 71361 (Station)
636290 A decoder package used to make a Minmatar Listening Outpost that will listen in on the Amarr communications network. A decoder package used to obtain a Minmatar Listening Outpost that will listen in on the Amarr communications network. This particular splice can occasionally be found in Amarr Cryptograph Storage that are located in Amarr Operation Centers.

This item can be exchanged along with some LP for a Minmatar Listening Outpost at a Tribal Liberation Force loyalty point store.
A decoder package used to make a <bobtain a <a href=showinfo:73271>Minmatar Listening Outpost</ba> that will listen in on the Amarr communications network. This particular splice can occasionally be found in <a href=showinfo:73427>Amarr Cryptograph Storage</a> that are located in <b>Amarr Operation Centers</b>.

This item can be exchanged along with some LP for a Minmatar Listening Outpost at a <a href=showinfo:2//1000182>Tribal Liberation Force</a> loyalty point store.
Description of item "Amarr Decoder Package" (73397)
636292 A decoder package used to make an Amarr Listening Outpost that will listen in on the Minmatar communications network. A decoder package used to obtain an Amarr Listening Outpost that will listen in on the Minmatar communications network. This particular splice can occasionally be found in Minmatar Cryptograph Storage that are located in Minmatar Operation Centers.

This item can be exchanged along with some LP for a Amarr Listening Outpost at a 24th Imperial Crusade loyalty point store.
A decoder package used to make an <bobtain an <a href=showinfo:73270>Amarr Listening Outpost</ba> that will listen in on the Minmatar communications network. This particular splice can occasionally be found in <a href=showinfo:73428>Minmatar Cryptograph Storage</a> that are located in <b>Minmatar Operation Centers</b>.

This item can be exchanged along with some LP for a Amarr Listening Outpost at a <a href=showinfo:2//1000179>24th Imperial Crusade</a> loyalty point store.
Description of item "Minmatar Decoder Package" (73398)
636294 A decoder package used to make a Gallente Listening Outpost that will listen in on the Caldari communications network. A decoder package used to obtain a Gallente Listening Outpost that will listen in on the Caldari communications network. This particular splice can occasionally be found in Caldari Cryptograph Storage that are located in Caldari Operation Centers.

This item can be exchanged along with some LP for a Gallente Listening Outpost at a Federal Defense Union loyalty point store.
A decoder package used to make a <bobtain a <a href=showinfo:73273>Gallente Listening Outpost </ba> that will listen in on the Caldari communications network. This particular splice can occasionally be found in <a href=showinfo:73429>Caldari Cryptograph Storage</a> that are located in <b>Caldari Operation Centers</b>.

This item can be exchanged along with some LP for a Gallente Listening Outpost at a <a href=showinfo:2//1000181>Federal Defense Union</a> loyalty point store.
Description of item "Caldari Decoder Package" (73399)
636296 A decoder package used to make a Caldari Listening Outpost that will listen in on the Gallente communications network. A decoder package used to obtain a Caldari Listening Outpost that will listen in on the Gallente communications network. This particular splice can occasionally be found in Gallente Cryptograph Storage that are located in Gallente Operation Centers.

This item can be exchanged along with some LP for a Caldari Listening Outpost at a State Protectorate loyalty point store.
A decoder package used to make a <bobtain a <a href=showinfo:73272>Caldari Listening Outpost</ba> that will listen in on the Gallente communications network. This particular splice can occasionally be found in <a href=showinfo:73430>Gallente Cryptograph Storage</a> that are located in <b>Gallente Operation Centers</b>.

This item can be exchanged along with some LP for a Caldari Listening Outpost at a <a href=showinfo:2//1000180>State Protectorate</a> loyalty point store.
Description of item "Gallente Decoder Package" (73400)
636298 An encoder splice used to make a Minmatar Propaganda Broadcast Structure that will broadcast into the Amarr communications network. An encoder splice used to obtain a Minmatar Propaganda Broadcast Structure that will broadcast into the Amarr communications network. This particular splice can occasionally be found in Amarr Cryptograph Storage that are located in Amarr Operation Centers.

This item can be exchanged along with some LP for a Minmatar Propaganda Broadcast Structure at a Tribal Liberation Force loyalty point store.
An encoder splice used to make a <bobtain a <a href=showinfo:73226>Minmatar Propaganda Broadcast Structure</ba> that will broadcast into the Amarr communications network. This particular splice can occasionally be found in <a href=showinfo:73427>Amarr Cryptograph Storage</a> that are located in <b>Amarr Operation Centers</b>.

This item can be exchanged along with some LP for a Minmatar Propaganda Broadcast Structure at a <a href=showinfo:2//1000182>Tribal Liberation Force</a> loyalty point store.
Description of item "Amarr Encoder Splice" (73401)
636300 An encoder splice used to make an Amarr Propaganda Broadcast Structure that will broadcast into the Minmatar communications network. An encoder splice used to obtain an Amarr Propaganda Broadcast Structure that will broadcast into the Minmatar communications network. This particular splice can occasionally be found in Minmatar Cryptograph Storage that are located in Minmatar Operation Centers.

This item can be exchanged along with some LP for a Amarr Propaganda Broadcast Structure at a 24th Imperial Crusade loyalty point store.
An encoder splice used to make an <bobtain an <a href=showinfo:73225>Amarr Propaganda Broadcast Structure</ba> that will broadcast into the Minmatar communications network. This particular splice can occasionally be found in <a href=showinfo:73428>Minmatar Cryptograph Storage</a> that are located in <b>Minmatar Operation Centers</b>.

This item can be exchanged along with some LP for a Amarr Propaganda Broadcast Structure at a <a href=showinfo:2//1000179>24th Imperial Crusade</a> loyalty point store.
Description of item "Minmatar Encoder Splice" (73402)
636302 An encoder splice used to make a Gallente Propaganda Broadcast Structure that will broadcast into the Caldari communications network. An encoder splice used to obtain a Gallente Propaganda Broadcast Structure that will broadcast into the Caldari communications network. This particular splice can occasionally be found in Caldari Cryptograph Storage that are located in Caldari Operation Centers.

This item can be exchanged along with some LP for a Gallente Propaganda Broadcast Structure at a Federal Defense Union loyalty point store.
An encoder splice used to make a <bobtain a <a href=showinfo:73228>Gallente Propaganda Broadcast Structure</ba> that will broadcast into the Caldari communications network. This particular splice can occasionally be found in <a href=showinfo:73429>Caldari Cryptograph Storage</a> that are located in <b>Caldari Operation Centers</b>.

This item can be exchanged along with some LP for a Gallente Propaganda Broadcast Structure at a <a href=showinfo:2//1000181>Federal Defense Union</a> loyalty point store.
Description of item "Caldari Encoder Splice" (73403)
636304 An encoder splice used to make a Caldari Propaganda Broadcast Structure that will broadcast into the Gallente communications network. An encoder splice used to obtain a Caldari Propaganda Broadcast Structure that will broadcast into the Gallente communications network. This particular splice can occasionally be found in Gallente Cryptograph Storage that are located in Gallente Operation Centers.

This item can be exchanged along with some LP for a Caldari Propaganda Broadcast Structure at a State Protectorate loyalty point store.
An encoder splice used to make a <bobtain a <a href=showinfo:73227>Caldari Propaganda Broadcast Structure</ba> that will broadcast into the Gallente communications network. This particular splice can occasionally be found in <a href=showinfo:73430>Gallente Cryptograph Storage</a> that are located in <b>Gallente Operation Centers</b>.

This item can be exchanged along with some LP for a Caldari Propaganda Broadcast Structure at a <a href=showinfo:2//1000180>State Protectorate</a> loyalty point store.
Description of item "Gallente Encoder Splice" (73404)
638129 Use selected tab Bracket Preset Determined by selected tab Use selected tab Bracket PresetDetermined by selected tab UI/Overview/UseSelectedTabBracketPreset
638240 Changes the size of the margins and headers on all windows. Changes the size of the margins and headers on all windows. UI/SystemMenu/GeneralSettings/Windows/WindowMarginModeHint
638241 Window margin size Window margin size UI/SystemMenu/GeneralSettings/Windows/WindowMarginModeTitle
638242 Auto Auto UI/SystemMenu/GeneralSettings/Windows/WindowMarginModeAutoTitle
638243 Normal Normal UI/SystemMenu/GeneralSettings/Windows/WindowMarginModeNormalTitle
638244 Compact Compact UI/SystemMenu/GeneralSettings/Windows/WindowMarginModeCompactTitle
638245 The window margin size will be determined automatically based on the client resolution. The window margin size will be determined automatically based on the client resolution. UI/SystemMenu/GeneralSettings/Windows/WindowMarginModeAutoHint
638481 We have updated the default Overview with better presets and a more robust tab system. Do you want to update? The default settings for the overview have been updated but your current overview settings remain unchanged.



The new default settings are based on the community-made Z-S Overview pack and they provide many improvements to the overview structure of tabs and presets.



To apply the new default settings to your overview, use the Reset All Overview Settings option in the Misc section of the Overview Menu.



To preserve your current settings, use the Export Overview Settings option before resetting the settings.
We have updated the default Overview with better presets and a more robust tab system. Do you want to update?The default settings for the overview have been updated but your current overview settings remain unchanged.



The new default settings are based on the community-made Z-S Overview pack and they provide many improvements to the overview structure of tabs and presets.



To apply the new default settings to your overview, use the Reset All Overview Settings option in the Misc section of the Overview Menu.



To preserve your current settings, use the Export Overview Settings option before resetting the settings.
638482 New Default Overview Updated Default Overview Settings NewUpdated Default Overview Settings
638746 Access denied. This gate is tuned to only accept Tech 1 and empire faction Navy ships of Frigate size. Tech 1 and empire faction Navy ships of Frigate size. Access denied. This gate is tuned to only accept <b>Tech 1</b> and empire faction <b>Navy</b> ships of <b>Frigate size</b>.
638747 Access denied. This gate is tuned to only accept Tech 1 and empire faction Navy ships of Destroyer size or smaller. Tech 1 and empire faction Navy ships of Destroyer size or smaller. Access denied. This gate is tuned to only accept <b>Tech 1</b> and empire faction <b>Navy</b> ships of <b>Destroyer size or smaller</b>.
638748 Access denied. This gate is tuned to only accept Tech 1 and empire faction Navy ships of Cruiser size or smaller. Tech 1 and empire faction Navy ships of Cruiser size or smaller. Access denied. This gate is tuned to only accept <b>Tech 1</b> and empire faction <b>Navy</b> ships of <b>Cruiser size or smaller</b>.
638749 Access denied. This gate is tuned to only accept Tech 1 and empire faction Navy ships of Battleship size or smaller. Tech 1 and empire faction Navy ships of Battleship size or smaller. Access denied. This gate is tuned to only accept <b>Tech 1</b> and empire faction <b>Navy</b> ships of <b>Battleship size or smaller</b>.
638750 Access denied. This gate is tuned to only accept Tech 2 and below Destroyer size ships or smaller. Tech 2 and below Destroyer size ships or smaller. Access denied. This gate is tuned to only accept <b>Tech 2</b> and below <b>Destroyer size</b> ships or smaller.
638751 Access denied. This gate is tuned to only accept Tech 2 and below Cruiser size ships or smaller, as well as Tech 3 Destroyers. Tech 2 and below Cruiser size ships or smaller, as well as Tech 3 Destroyers. Access denied. This gate is tuned to only accept <b>Tech 2</b> and below <b>Cruiser size</b> ships or smaller, as well as <b>Tech 3 Destroyers</b>.
638752 Access denied. This gate is tuned to only accept Battleship size ships or smaller. Battleship size ships or smaller. Access denied. This gate is tuned to only accept <b>Battleship size</b> ships or smaller.
639304 Drop fighters here to add to launch tube Drop fighters here to add to launch tube UI/Inventory/Fighters/AddFighterHint
639305 Click to launch squadron to space Click to launch squadron to space UI/Inventory/Fighters/LaunchFighterHint
639306 Click to recall to launch tube Click to recall to launch tube UI/Inventory/Fighters/RecallFighterHint
639384 Targets Targets Overview/Default/TabNames/Targets
639431 ✥ Target Capsuleer: Carriers ✥ Target Capsuleer: Carriers
639432 ✪ Friendly: Fleet ✪ Friendly: Fleet
639433 ✥ Target Capsuleer: Supercarriers ✥ Target Capsuleer: Supercarriers
639434 ✥ Target Capsuleer: Flag Cruisers ✥ Target Capsuleer: Flag Cruisers
639435 ✥ Target Capsuleer: Titans ✥ Target Capsuleer: Titans
639436 ✥ Target Capsuleer: All - No Drones ✥ Target Capsuleer: All - No Drones
639437 Target Capsuleer: All Target Capsuleer: All
639438 ✥ Target Capsuleer: Cruisers ✥ Target Capsuleer: Cruisers
639439 ➲ WarpTo: Jump ➲ WarpTo: Jump
639440 ✥ Target Capsuleer: Stealth Bombers ✥ Target Capsuleer: Stealth Bombers
639441 ✥ Target Capsuleer: Fighters ✥ Target Capsuleer: Fighters
639442 Mining Mining
639443 All All
639444 ✜ General: NPSI Fleet ✜ General: NPSI Fleet
639445 ✥ Target Capsuleer: Frigates / Destroyers ✥ Target Capsuleer: Frigates / Destroyers
639446 ✥ Target Capsuleer: Recons ✥ Target Capsuleer: Recons
639447 ✥ Target Capsuleer: Capitals ✥ Target Capsuleer: Capitals
639448 WarpTo: Escape WarpTo: Escape
639449 ✥ Target Capsuleer: Command Ships / T3 ✥ Target Capsuleer: Command Ships / T3
639450 ➲ WarpTo: Point of Interest ➲ WarpTo: Point of Interest
639451 ✥ Target Capsuleer: Command Destroyers ✥ Target Capsuleer: Command Destroyers
639452 General General
639453 ✥ Target Capsuleer: Force Auxiliaries ✥ Target Capsuleer: Force Auxiliaries
639454 ✜ General: War Targets ✜ General: War Targets
639455 ➲ WarpTo: Dock ➲ WarpTo: Dock
639456 ✥ Target Capsuleer: Capsules ✥ Target Capsuleer: Capsules
639457 ✥ Target Capsuleer: Interdictors ✥ Target Capsuleer: Interdictors
639458 ✥ Target Capsuleer: Battleships ✥ Target Capsuleer: Battleships
639459 ✥ Target Capsuleer: Supercapitals ✥ Target Capsuleer: Supercapitals
639460 ✥ Target Capsuleer: Dreadnoughts ✥ Target Capsuleer: Dreadnoughts
639461 ✥ Target Capsuleer: Logistics ✥ Target Capsuleer: Logistics
639462 ✜ General: Clean - No Wrecks, Collidables ✜ General: Clean - No Wrecks, Collidables
639463 ✥ Target Capsuleer: Drones ✥ Target Capsuleer: Drones
639464 ✜ General: Incursion ✜ General: Incursion
639465 ✥ Target Capsuleer: Battlecruisers ✥ Target Capsuleer: Battlecruisers
639466 ✜ General: Factional Warfare ✜ General: Factional Warfare
639501 Revert Revert UI/Common/Buttons/Revert
639502 Save As Save As UI/Common/Buttons/SaveAs
639509 This name is reserved by a default filter. Please try another one. This name is reserved by a default filter. Please try another one.
639510 Invalid filter name Invalid filter name
639511 Are you sure you want to revert all changes to the selected filter? Are you sure you want to revert all changes to the selected filter?
639512 Revert changes Revert changes
639624 Filters Filters UI/Overview/Filters
639625 Tabs Tabs UI/Overview/Tabs
639626 Filter Filter UI/Overview/Filter
639627 Bracket Filter Bracket Filter UI/Overview/BracketFilter
639628 Types Shown Types Shown UI/Overview/TypesShown
639629 Exceptions Exceptions UI/Overview/Exceptions
639630 Filter Name Filter Name UI/Overview/FilterName
639642 Select filter to edit Select filter to edit UI/Overview/FilterToEdit
639649 Delete Filter Delete Filter UI/Overview/DeleteFilter
639725 Default Filters Default Filters UI/Overview/DefaultFilters
639726 Custom Filters Custom Filters UI/Overview/CustomFilters
639734 Default setup Default setup UI/Fleet/FleetWindow/DefaultSetup
639735 Auto ({scale}) Auto ({scale}) UI/SystemMenu/DisplayAndGraphics/DisplaySetup/AutoUIScaleOption
639746 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639747 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Cruor Aurora Universalis SKIN" (74143)
639748 Cruor Aurora Universalis SKIN Cruor Aurora Universalis SKIN Name of item 74143 (Permanent SKIN)
639749 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639750 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Worm Aurora Universalis SKIN" (74144)
639751 Worm Aurora Universalis SKIN Worm Aurora Universalis SKIN Name of item 74144 (Permanent SKIN)
639752 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639753 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Succubus Aurora Universalis SKIN" (74145)
639754 Succubus Aurora Universalis SKIN Succubus Aurora Universalis SKIN Name of item 74145 (Permanent SKIN)
639755 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639756 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Dramiel Aurora Universalis SKIN" (74146)
639757 Dramiel Aurora Universalis SKIN Dramiel Aurora Universalis SKIN Name of item 74146 (Permanent SKIN)
639758 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639759 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Daredevil Aurora Universalis SKIN" (74147)
639760 Daredevil Aurora Universalis SKIN Daredevil Aurora Universalis SKIN Name of item 74147 (Permanent SKIN)
639761 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639762 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Astero Aurora Universalis SKIN" (74148)
639763 Astero Aurora Universalis SKIN Astero Aurora Universalis SKIN Name of item 74148 (Permanent SKIN)
639764 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639765 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Skybreaker Aurora Universalis SKIN" (74149)
639766 Skybreaker Aurora Universalis SKIN Skybreaker Aurora Universalis SKIN Name of item 74149 (Permanent SKIN)
639767 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639768 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Damavik Aurora Universalis SKIN" (74150)
639769 Damavik Aurora Universalis SKIN Damavik Aurora Universalis SKIN Name of item 74150 (Permanent SKIN)
639770 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639771 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Garmur Aurora Universalis SKIN" (74151)
639772 Garmur Aurora Universalis SKIN Garmur Aurora Universalis SKIN Name of item 74151 (Permanent SKIN)
639773 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639774 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Sacrilege Aurora Universalis SKIN" (74152)
639775 Sacrilege Aurora Universalis SKIN Sacrilege Aurora Universalis SKIN Name of item 74152 (Permanent SKIN)
639776 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639777 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Cerberus Aurora Universalis SKIN" (74153)
639778 Cerberus Aurora Universalis SKIN Cerberus Aurora Universalis SKIN Name of item 74153 (Permanent SKIN)
639779 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639780 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Muninn Aurora Universalis SKIN" (74154)
639781 Muninn Aurora Universalis SKIN Muninn Aurora Universalis SKIN Name of item 74154 (Permanent SKIN)
639782 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639783 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Armageddon Aurora Universalis SKIN" (74155)
639784 Armageddon Aurora Universalis SKIN Armageddon Aurora Universalis SKIN Name of item 74155 (Permanent SKIN)
639785 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639786 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Scorpion Aurora Universalis SKIN" (74156)
639787 Scorpion Aurora Universalis SKIN Scorpion Aurora Universalis SKIN Name of item 74156 (Permanent SKIN)
639788 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639789 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Dominix Aurora Universalis SKIN" (74157)
639790 Dominix Aurora Universalis SKIN Dominix Aurora Universalis SKIN Name of item 74157 (Permanent SKIN)
639791 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639792 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Typhoon Aurora Universalis SKIN" (74158)
639793 Typhoon Aurora Universalis SKIN Typhoon Aurora Universalis SKIN Name of item 74158 (Permanent SKIN)
639796 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.
639797 Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Auroras, or polar lights, are a universal concept and shared experience among the peoples of New Eden. The heavily-populated terrestrial home planets are particularly noted for stories and myths involving these striking, dancing lights in the sky.

To the Amarr, the aurora are linked to ancient religious stories and are sometimes known as "Sefrim Banners", alluding to the angelic figures considered messengers from God. A tradition of the appearance of these lights heralding divine approval for the armies of Amarr during the Reclaiming of Athra is well attested.

For the Caldari, the polar lights are the enigmatic "Flame Wind", a mysterious force in the animistic mythology of Caldari Prime's pre-industrial era. On the cold Caldari home world, the appearance of the aurora was associated with unusual weather and sudden migrations of animals.

The various nations of Gallente Prime had their ancient legends about polar lights but knew the aurora to be an interaction of atmosphere, magnetic fields and stellar winds from the time of the "Airship Wars". Viewing aurora on airship trips to the polar regions of Gallente Prime is a popular tourist activity on the planet.

The Minmatar have a somewhat mixed viewpoint on aurora, with some believing that such lights were seen during the storms that wracked Matar during the "Day of Darkness" that heralded the Amarr invasion. However, most think this notion misreads the fragmentary tales of what happened in those times. The traditional view of the polar lights, at least for tribes such as the Brutor and Sebiestor, is that they represent a "standing place gathering" or moot of tribal spirits.

At the time of the Yoiul Festival, the aurora lights of the worlds of New Eden are one reminder of the shared history of the people of the cluster and have becomes a symbol to some of their universal connections with one another.

This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
Description of item "Ishtar Aurora Universalis SKIN" (74160)
639798 Ishtar Aurora Universalis SKIN Ishtar Aurora Universalis SKIN Name of item 74160 (Permanent SKIN)
639802 Extended 'Brainfreeze' Cerebral Accelerator Extended 'Brainfreeze' Cerebral Accelerator Name of item 74161 (Booster)
639803 This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time.

Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time.

Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
Description of item "Extended 'Brainfreeze' Cerebral Accelerator" (74161)
639804 Potent 'Brainfreeze' Cerebral Accelerator Potent 'Brainfreeze' Cerebral Accelerator Name of item 74162 (Booster)
639805 This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time.

Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time.

Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
Description of item "Potent 'Brainfreeze' Cerebral Accelerator" (74162)
639806 Basic 'Brainfreeze' Cerebral Accelerator Basic 'Brainfreeze' Cerebral Accelerator Name of item 74163 (Booster)
639807 This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time.

Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
This cerebral accelerator has been produced by the Sansha's Nation. When consumed by a capsuleer, this booster will increase the rate at which they train skills for a short time.

Volatile compounds were used to create this cerebral accelerator, limiting its shelf life. It will cease to function after February 9, YC125.
Description of item "Basic 'Brainfreeze' Cerebral Accelerator" (74163)
639893 Wightstorm Sunyata Booster I Wightstorm Sunyata Booster I Name of item 74199 (Booster)
639894 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-8% Module Heat Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>-8% Module Heat Damage. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Sunyata Booster I" (74199)
639895 Wightstorm Sunyata Booster II Wightstorm Sunyata Booster II Name of item 74200 (Booster)
639896 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-12% Module Heat Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>-12% Module Heat Damage. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Sunyata Booster II" (74200)
639897 Wightstorm Sunyata Booster III Wightstorm Sunyata Booster III Name of item 74201 (Booster)
639898 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-16% Module Heat Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>-16% Module Heat Damage. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Sunyata Booster III" (74201)
639899 Wightstorm Nirvana Booster I Wightstorm Nirvana Booster I Name of item 74202 (Booster)
639900 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+4% Shield Hitpoints. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+4% Shield Hitpoints. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Nirvana Booster I" (74202)
639901 Wightstorm Nirvana Booster II Wightstorm Nirvana Booster II Name of item 74203 (Booster)
639902 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+6% Shield Hitpoints. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+6% Shield Hitpoints. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Nirvana Booster II" (74203)
639903 Wightstorm Nirvana Booster III Wightstorm Nirvana Booster III Name of item 74204 (Booster)
639904 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+8% Shield Hitpoints. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+8% Shield Hitpoints. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Nirvana Booster III" (74204)
639905 Add to {tabName} tab Add to {tabName} tab UI/Overview/AddGroupToTab
639906 Remove from {tabName} tab Remove from {tabName} tab UI/Overview/RemoveGroupToTab
639907 Overview visibility for {groupName} Overview visibility for {groupName} UI/Overview/ToggleOverviewVisibilty
639909 Wightstorm Rapture Booster I Wightstorm Rapture Booster I Name of item 74205 (Booster)
639910 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-4% Capacitor Recharge Time. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>-4% Capacitor Recharge Time. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Rapture Booster I" (74205)
639911 Wightstorm Rapture Booster II Wightstorm Rapture Booster II Name of item 74206 (Booster)
639912 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-6% Capacitor Recharge Time. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>-6% Capacitor Recharge Time. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Rapture Booster II" (74206)
639913 Wightstorm Rapture Booster III Wightstorm Rapture Booster III Name of item 74207 (Booster)
639914 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-8% Capacitor Recharge Time. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>-8% Capacitor Recharge Time. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Rapture Booster III" (74207)
639915 Wightstorm Cetana Booster I Wightstorm Cetana Booster I Name of item 74208 (Booster)
639916 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+8% Afterburner Speed Boost. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+8% Afterburner Speed Boost. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Cetana Booster I" (74208)
639917 Wightstorm Cetana Booster II Wightstorm Cetana Booster II Name of item 74209 (Booster)
639918 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+12% Afterburner Speed Boost. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+12% Afterburner Speed Boost. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Cetana Booster II" (74209)
639919 Wightstorm Cetana Booster III Wightstorm Cetana Booster III Name of item 74210 (Booster)
639920 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+16% Afterburner Speed Boost. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+16% Afterburner Speed Boost. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Cetana Booster III" (74210)
639921 Wightstorm Vitarka Booster I Wightstorm Vitarka Booster I Name of item 74211 (Booster)
639922 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+4% Energy Turret Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+4% Energy Turret Damage. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Vitarka Booster I" (74211)
639923 Wightstorm Vitarka Booster II Wightstorm Vitarka Booster II Name of item 74212 (Booster)
639924 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+6% Energy Turret Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+6% Energy Turret Damage. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Vitarka Booster II" (74212)
639925 Wightstorm Vitarka Booster III Wightstorm Vitarka Booster III Name of item 74213 (Booster)
639926 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+8% Energy Turret Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+8% Energy Turret Damage. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Vitarka Booster III" (74213)
639928 Wightstorm Manasikara Booster I Wightstorm Manasikara Booster I Name of item 74214 (Booster)
639929 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+8% Energy Turret Tracking Speed. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+8% Energy Turret Tracking Speed. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Manasikara Booster I" (74214)
639930 Wightstorm Manasikara Booster II Wightstorm Manasikara Booster II Name of item 74215 (Booster)
639931 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+12% Energy Turret Tracking Speed. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+12% Energy Turret Tracking Speed. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Manasikara Booster II" (74215)
639932 Wightstorm Manasikara Booster III Wightstorm Manasikara Booster III Name of item 74216 (Booster)
639933 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+16% Energy Turret Tracking Speed. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+16% Energy Turret Tracking Speed. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Manasikara Booster III" (74216)
639934 You must have Photon UI enabled in order to try out the Improved Overview feature. You must have Photon UI enabled in order to try out the Improved Overview feature. UI/FeaturePreview/NewOverview/PhotonUIRequired
639935 Multiple Overviews Multiple Overviews UI/FeaturePreview/NewOverview/Title
639936 This iteration of the Overview allows for multiple instances of the window to be open at once, allowing you to configure the visibility of tactical information precisely to your needs. Additionally, it comes with various improvements to how Overview tabs and filters are configured and applied. This iteration of the Overview allows for multiple instances of the window to be open at once, allowing you to configure the visibility of tactical information precisely to your needs. Additionally, it comes with various improvements to how Overview tabs and filters are configured and applied. UI/FeaturePreview/NewOverview/Description
640070 Wightstorm Sunyata Booster IV Wightstorm Sunyata Booster IV Name of item 74257 (Booster)
640071 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-20% Module Heat Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>-20% Module Heat Damage. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Sunyata Booster IV" (74257)
640072 Wightstorm Nirvana Booster IV Wightstorm Nirvana Booster IV Name of item 74258 (Booster)
640073 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+10% Shield Hitpoints. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+10% Shield Hitpoints. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Nirvana Booster IV" (74258)
640074 Wightstorm Rapture Booster IV Wightstorm Rapture Booster IV Name of item 74259 (Booster)
640075 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

-10% Capacitor Recharge Time. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>-10% Capacitor Recharge Time. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Rapture Booster IV" (74259)
640076 Wightstorm Cetana Booster IV Wightstorm Cetana Booster IV Name of item 74260 (Booster)
640077 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+20% Afterburner Speed Boost. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+20% Afterburner Speed Boost. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Cetana Booster IV" (74260)
640078 Wightstorm Vitarka Booster IV Wightstorm Vitarka Booster IV Name of item 74261 (Booster)
640079 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+10% Energy Turret Damage. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+10% Energy Turret Damage. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Vitarka Booster IV" (74261)
640080 Wightstorm Manasikara Booster IV Wightstorm Manasikara Booster IV Name of item 74262 (Booster)
640081 This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

+20% Energy Turret Tracking Speed. Base Duration: 2 Hours.

Expiry date: February 9th YC125
This booster has been produced by the Sansha's Nation to assist with their efforts to control the valuable resources found within the metaliminal volatile ice storms.

<b>+20% Energy Turret Tracking Speed. Base Duration: 2 Hours.</b>

<b>Expiry date: February 9th YC125</b>
Description of item "Wightstorm Manasikara Booster IV" (74262)
640170 Change Order Change Order UI/Overview/ChangeOrder
640185 {tabName} Tab Columns {tabName} Tab Columns UI/Overview/TabColumnsCaption
640367 Scarlet Embrace Firework ( copy ) Scarlet Embrace Firework ( copy ) Name of item 74385 (Festival Charges)
640368 Yoiuls Embrace Firework Yoiuls Embrace Firework Name of item 74386 (Festival Charges)
640369 This crate contains Yoiuls Embrace Fireworks and a Festival Launcher. This crate contains Yoiuls Embrace Fireworks and a Festival Launcher. Description of item "Yoiuls Embrace Firework Crate" (74387)
640370 Yoiuls Embrace Firework Crate Yoiuls Embrace Firework Crate Name of item 74387 (Permanent SKIN)
640371 Yoiuls Embrace Firework Crate Yoiuls Embrace Firework Crate
640372 This crate contains Yoiuls Embrace Fireworks and a Festival Launcher. This crate contains Yoiuls Embrace Fireworks and a Festival Launcher.
640392 <color=grey>loading advantage data...</color> <color=grey>loading advantage data...</color> UI/FactionWarfare/frontlinesDashboard/loadingAdvantageData
640393 <color=red>Error loading advantage data</color> <color=red>Error loading advantage data</color> UI/FactionWarfare/frontlinesDashboard/errorLoadingAdvantageData
640394 Bracket visibility is determined by tab selection in this window Bracket visibility is determined by tab selection in this window UI/Overview/DictateBracketFilterHint
640426 Amarr Battlefield NVY-30 Amarr Battlefield NVY-30
640427 Minmatar Battlefield NVY-30 Minmatar Battlefield NVY-30
640428 Caldari Battlefield NVY-30 Caldari Battlefield NVY-30
640429 Gallente Battlefield NVY-30 Gallente Battlefield NVY-30
640443 Depth Of Field Depth Of Field UI/SystemMenu/DisplayAndGraphics/Effects/DepthOfField
640444 Simulates camera lens, out of focus regions seem blurry Simulates camera lens, out of focus regions seem blurry UI/SystemMenu/DisplayAndGraphics/Effects/DepthOfFieldTooltip
640445 Feature Preview: Multiple Overviews Feature Preview: Multiple Overviews Name of new feature 2187
640446 Tailor in-space tactical information precisely to your playstyle Tailor in-space tactical information precisely to your playstyle Description of new feature "Feature Preview: Multiple Overviews" (2187)
640447 Multiple Overview windows visible at once Multiple Overview windows visible at once Bullet point for new feature "Feature Preview: Multiple Overviews" (2187)
640448 Improved configurability of tabs and columns Improved configurability of tabs and columns Bullet point for new feature "Feature Preview: Multiple Overviews" (2187)
640449 Try it out by enabling "Multiple Overviews" under the System Menu's Feature Preview panel Try it out by enabling "Multiple Overviews" under the System Menu's Feature Preview panel Bullet point for new feature "Feature Preview: Multiple Overviews" (2187)
640467 Invisible Cloud - Disallow Cloaking 500KM Invisible Cloud - Disallow Cloaking 500KM Name of item 74406 (Non-Interactable Object)
640513 13 Days of EVE 13 Days of EVE
640516 DNCR-05H Highsec Ice Storm Filament DNCR-05H Highsec Ice Storm Filament Name of item 74426 (Jump Filaments)
640517 Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This DNCR-05H Highsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in high-sec space.
Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This DNCR-05H Highsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in high-sec space.
Description of item "DNCR-05H Highsec Ice Storm Filament" (74426)
640518 DNNR-01L Lowsec Ice Storm Filament DNNR-01L Lowsec Ice Storm Filament Name of item 74427 (Jump Filaments)
640519 Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This DNNR-01L Lowsec Ice Storm Filament can transport an individual capsuleer and is configured to limit its range of destinations to volatile ice storms in low-sec space.
Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This DNNR-01L Lowsec Ice Storm Filament can transport an individual capsuleer and is configured to limit its range of destinations to volatile ice storms in low-sec space.
Description of item "DNNR-01L Lowsec Ice Storm Filament" (74427)
640520 DSHR-01H Highsec Ice Storm Filament DSHR-01H Highsec Ice Storm Filament Name of item 74428 (Jump Filaments)
640521 Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This DSHR-01H Highsec Ice Storm Filament can transport one individual capsuleer and is configured to limit its range of destinations to volatile ice storms in high-sec space.
Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This DSHR-01H Highsec Ice Storm Filament can transport one individual capsuleer and is configured to limit its range of destinations to volatile ice storms in high-sec space.
Description of item "DSHR-01H Highsec Ice Storm Filament" (74428)
640522 PRNCR-10H Highsec Ice Storm Filament PRNCR-10H Highsec Ice Storm Filament Name of item 74429 (Jump Filaments)
640523 Frostline Laboratories, a subsidiary division of Outer Ring Excavations, has begun to develop new technologies to expedite resource extraction in Nullsec. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study.

In the spirit of Yoiul—and to expand their data pool—Frostline has chosen to share the products of their research with capsuleers across New Eden. For a limited time, pilots will be able to utilize these experimental filaments to more quickly and efficiently travel to Nullsec territories.

This BLTZN-05L Lowsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in low-sec space.
Frostline Laboratories, a subsidiary division of Outer Ring Excavations, has begun to develop new technologies to expedite resource extraction in Nullsec. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study.

In the spirit of Yoiul—and to expand their data pool—Frostline has chosen to share the products of their research with capsuleers across New Eden. For a limited time, pilots will be able to utilize these experimental filaments to more quickly and efficiently travel to Nullsec territories.

This BLTZN-05L Lowsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in low-sec space.
Description of item "PRNCR-10H Highsec Ice Storm Filament" (74429)
640524 RDLF-10L Lowsec Ice Storm Filament RDLF-10L Lowsec Ice Storm Filament Name of item 74430 (Jump Filaments)
640525 Frostline Laboratories, a subsidiary division of Outer Ring Excavations, has begun to develop new technologies to expedite resource extraction in Nullsec. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study.

In the spirit of Yoiul—and to expand their data pool—Frostline has chosen to share the products of their research with capsuleers across New Eden. For a limited time, pilots will be able to utilize these experimental filaments to more quickly and efficiently travel to Nullsec territories.
Frostline Laboratories, a subsidiary division of Outer Ring Excavations, has begun to develop new technologies to expedite resource extraction in Nullsec. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study.

In the spirit of Yoiul—and to expand their data pool—Frostline has chosen to share the products of their research with capsuleers across New Eden. For a limited time, pilots will be able to utilize these experimental filaments to more quickly and efficiently travel to Nullsec territories.
Description of item "RDLF-10L Lowsec Ice Storm Filament" (74430)
640526 VXN-01N Nullsec Ice Storm Filament VXN-01N Nullsec Ice Storm Filament Name of item 74431 (Jump Filaments)
640527 Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This VXN-01N Nullsec Ice Storm Filament can transport one individual capsuleer and is configured to limit its range of destinations to volatile ice storms in null-sec space.
Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This VXN-01N Nullsec Ice Storm Filament can transport one individual capsuleer and is configured to limit its range of destinations to volatile ice storms in null-sec space.
Description of item "VXN-01N Nullsec Ice Storm Filament" (74431)
640528 BLTZN-05L Lowsec Ice Storm Filament BLTZN-05L Lowsec Ice Storm Filament Name of item 74432 (Jump Filaments)
640529 Frostline Laboratories, a subsidiary division of Outer Ring Excavations, has begun to develop new technologies to expedite resource extraction in Nullsec. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study.

In the spirit of Yoiul—and to expand their data pool—Frostline has chosen to share the products of their research with capsuleers across New Eden. For a limited time, pilots will be able to utilize these experimental filaments to more quickly and efficiently travel to Nullsec territories.

This BLTZN-05L Lowsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in low-sec space.
Frostline Laboratories, a subsidiary division of Outer Ring Excavations, has begun to develop new technologies to expedite resource extraction in Nullsec. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study.

In the spirit of Yoiul—and to expand their data pool—Frostline has chosen to share the products of their research with capsuleers across New Eden. For a limited time, pilots will be able to utilize these experimental filaments to more quickly and efficiently travel to Nullsec territories.

This BLTZN-05L Lowsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in low-sec space.
Description of item "BLTZN-05L Lowsec Ice Storm Filament" (74432)
640530 CMT-05N Nullsec Ice Storm Filament CMT-05N Nullsec Ice Storm Filament Name of item 74433 (Jump Filaments)
640531 Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This CMT-05N Nullsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in null-sec space.
Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This CMT-05N Nullsec Ice Storm Filament can transport up to five capsuleers and is configured to limit its range of destinations to volatile ice storms in null-sec space.
Description of item "CMT-05N Nullsec Ice Storm Filament" (74433)
640532 CPD-10N Nullsec Ice Storm Filament CPD-10N Nullsec Ice Storm Filament Name of item 74434 (Jump Filaments)
640533 Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This CPD-10N Nullsec Ice Storm Filament can transport up to ten capsuleers and is configured to limit its range of destinations to volatile ice storms in null-sec space.
Frostline Laboratories, a subsidiary division of Outer Ring Excavations, continues to be a leader in the development of new technologies to expedite resource extraction in hostile environments. Filaments acquired from skirmishes with Triglavian Collective vessels have provided a wealth of information to study and emerging metaliminal storms, such as volatile ice storms, are a clear field of interest for resource extraction technologies.

To further the spirit of Yoiul—and continue expanding their data pool—Frostline has chosen to share the latest variants of their transport filaments with capsuleers across New Eden. For a limited time, pilots will be able to use these experimental metaliminal filaments to more quickly travel to locations affected by volatile ice storms across New Eden.

This CPD-10N Nullsec Ice Storm Filament can transport up to ten capsuleers and is configured to limit its range of destinations to volatile ice storms in null-sec space.
Description of item "CPD-10N Nullsec Ice Storm Filament" (74434)
640566 This crate contains a random selection of Frostline Laboratories Ice Storm filaments. This crate contains a random selection of Frostline Laboratories Ice Storm filaments. Description of item "Ice Storm Filaments Crate" (74449)
640567 Ice Storm Filaments Crate Ice Storm Filaments Crate Name of item 74449 (Special Edition Commodities)
640568 Ice Storm Filaments Crate Ice Storm Filaments Crate
640569 This crate contains a random selection of Frostline Laboratories Ice Storm filaments. This crate contains a random selection of Frostline Laboratories Ice Storm filaments.

New Files (148 Entries)
File Name Size in kb (Decompressed)
audio/1022079931.wem
699
audio/1030884645.wem
501
audio/21507976.wem
293
audio/260710501.wem
705
audio/307381261.wem
582
audio/362112228.wem
486
audio/362596384.wem
278
audio/363548918.wem
613
audio/492765462.wem
741
audio/558969221.wem
463
audio/565727902.wem
480
audio/722712025.wem
534
audio/746124739.wem
494
audio/878090615.wem
764
audio/893927312.wem
487
audio/936936163.wem
586
audio/972094557.wem
560
audio/99856454.wem
459
dx9/model/decal/minmatar/logo_minmatar_atxviii_a.dds
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dx9/model/decal/minmatar/logo_minmatar_atxviii_f.dds
22
dx9/model/decal/minmatar/logo_minmatar_atxviii_n.dds
22
dx9/model/decal/minmatar/logo_minmatar_atxviii_r.dds
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dx9/model/decal/minmatar/logo_minmatar_atxviii_t.dds
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dx9/model/hangar/shared/docker/fxattributes_01a.black
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dx9/model/hangar/shared/docker/multieffect_depthoffield.black
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dx9/model/ship/amarr/battleship/ab2/effects/ab2_northern_fx_01a.black
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dx9/model/ship/amarr/battleship/ab2/effects/ab2_t1_northern_geo.gr2
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dx9/model/ship/amarr/battleship/ab2/effects/ab2_t1_northern_geo_lowdetail.gr2
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dx9/model/ship/amarr/frigate/af8/effects/af8_northern_fx.black
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dx9/model/ship/amarr/frigate/af8/effects/af8_t1_northern_geo_01a.gr2
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dx9/model/ship/amarr/frigate/af8/effects/af8_t1_northern_geo_01a_lowdetail.gr2
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dx9/model/ship/angel/frigate/angf1/effect/angf1_northern_fx.black
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dx9/model/ship/angel/frigate/angf1/effect/angf1_northern_geo_01a.gr2
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dx9/model/ship/angel/frigate/angf1/effect/angf1_northern_geo_01a_lowdetail.gr2
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dx9/model/ship/angel/frigate/angf2/effects/angf2_northern_fx.black
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dx9/model/ship/angel/frigate/angf2/effects/angf2_northern_geo_01a.gr2
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dx9/model/ship/angel/frigate/angf2/effects/angf2_northern_geo_01a_lowdetail.gr2
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dx9/model/ship/caldari/battleship/cb2/effects/cb2_northern_fx.black
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dx9/model/ship/caldari/battleship/cb2/effects/cb2_northern_geo_02.gr2
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dx9/model/ship/caldari/battleship/cb2/effects/cb2_northern_geo_02_lowdetail.gr2
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dx9/model/ship/caldari/frigate/cf7/effects/cf7_northern_fx.black
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dx9/model/ship/gallente/battleship/gb1/effects/gb1_t1_northern_fx.black
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dx9/model/ship/minmatar/battleship/mb1/effects/mb1_northern_fx.black
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dx9/model/ship/minmatar/battleship/mb1/effects/mb1_northern_geo.gr2
15
dx9/model/ship/minmatar/battleship/mb1/effects/mb1_northern_geo_lowdetail.gr2
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dx9/model/ship/minmatar/cruiser/mc2/effects/mc2_at_xviii_fx.black
24
dx9/model/ship/minmatar/cruiser/mc2/effects/mc2_at_xviii_mesh_01a.gr2
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dx9/model/ship/minmatar/cruiser/mc2/effects/mc2_at_xviii_mesh_01a_lowdetail.gr2
124
dx9/model/ship/minmatar/cruiser/mc2/effects/mc2_at_xviii_mesh_01b.gr2
119
dx9/model/ship/minmatar/cruiser/mc2/effects/mc2_at_xviii_mesh_01b_lowdetail.gr2
104
dx9/model/ship/minmatar/frigate/mf4/effects/mf4_at_xviii_fx.black
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dx9/model/ship/minmatar/frigate/mf4/effects/mf4_xviii_mesh_01a.gr2
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dx9/model/ship/minmatar/frigate/mf4/effects/mf4_xviii_mesh_01a_lowdetail.gr2
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dx9/model/ship/minmatar/frigate/mf4/effects/mf4_xviii_mesh_01b.gr2
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dx9/model/ship/minmatar/frigate/mf4/effects/mf4_xviii_mesh_01b_lowdetail.gr2
97
dx9/model/ship/minmatar/frigate/mf4/mf4_xviii.gr2
354
dx9/model/ship/minmatar/frigate/mf4/mf4_xviii_lowdetail.gr2
292
dx9/model/ship/minmatar/frigate/mf4/navy/mf4_t1_navy_m_lowdetail.dds
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dx9/model/ship/mordu/frigate/morf1/effects/morf1_northern_fx.black
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dx9/model/ship/mordu/frigate/morf1/effects/morf1_northern_geo.gr2
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dx9/model/ship/mordu/frigate/morf1/effects/morf1_northern_geo_lowdetail.gr2
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dx9/model/ship/sansha/frigate/sf1/effects/sf1_northern_geo_01a.gr2
11
dx9/model/ship/sansha/frigate/sf1/effects/sf1_northern_geo_01a_lowdetail.gr2
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dx9/model/ship/sansha/frigate/sf1/effects/sf1_t1_northern_fx_01a.black
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dx9/model/ship/soe/frigate/soef1/effects/soef1_northern_fx_geo_01a.gr2
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dx9/model/ship/soe/frigate/soef1/effects/soef1_northern_fx_geo_01a_lowdetail.gr2
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dx9/model/ship/soe/frigate/soef1/effects/soef1_t1_northern_fx.black
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dx9/model/ship/triglavian/cruiser/tgc01/base/tgc01_t2_base_a.dds
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dx9/model/ship/triglavian/cruiser/tgc01/base/tgc01_t2_base_r.dds
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dx9/model/ship/triglavian/frigate/tgf01/effects/tgf01_northern_fx.black
2
dx9/model/ship/triglavian/frigate/tgf01/effects/tgf01_northern_geo_01a.gr2
12
dx9/model/ship/triglavian/frigate/tgf01/effects/tgf01_northern_geo_01a_lowdetail.gr2
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dx9/model/ship/upwell/frigate/uwf01/effects/uwf01_northern_fx.black
2
dx9/model/ship/upwell/frigate/uwf01/effects/uwf01_northern_geo_01a.gr2
12
dx9/model/ship/upwell/frigate/uwf01/effects/uwf01_northern_geo_01a_lowdetail.gr2
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dx9/model/spaceobjectfactory/factions/holiday_19_creodron.black
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dx9/model/spaceobjectfactory/factions/holiday_22_angel.black
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dx9/model/spaceobjectfactory/factions/holiday_22_mordu.black
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dx9/model/spaceobjectfactory/factions/holiday_22_sansha.black
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dx9/model/spaceobjectfactory/hulls/mf4_xviii.black
10
dx9/model/spaceobjectfactory/patterns/glittering_dream_amarr.black
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dx9/model/turret/launcher/holiday/holiday_impact_winter7.black
22
graphics/generic/custom/planemirror_01a_packedts.gr2
4
graphics/generic/unitplane/unitplane_packedts.gr2
7
overview/jotunn_default.yaml
62
overview/old_default.yaml
25
staticdata/skilltreegroupsbyskills.fsdbinary
3
texture/global/film_grain_noise.png
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ui/texture/classes/button/background_cut_bottom_left.png
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ui/texture/classes/button/background_cut_bottom_left_right.png
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ui/texture/classes/button/background_cut_bottom_right.png
0
ui/texture/classes/button/background_rectangle.png
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ui/texture/classes/button/frame_cut_bottom_left.png
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ui/texture/classes/button/frame_cut_bottom_left_right.png
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ui/texture/classes/button/frame_cut_bottom_right.png
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ui/texture/classes/button/frame_rectangle.png
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ui/texture/classes/newfeaturenotify/overview_banner.png
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ui/texture/classes/resizehandle/fill.png
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ui/texture/classes/resizehandle/mask.png
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ui/texture/classes/window/resize_handle_corner.png
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ui/texture/classes/window/resize_handle_edge_horizontal.png
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ui/texture/classes/window/resize_handle_edge_vertical.png
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ui/texture/eveicon/action/load_16px.png
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ui/texture/eveicon/arrow/collapse_16px.png
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ui/texture/eveicon/arrow/collapse_panel_16px.png
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ui/texture/eveicon/gameplay/brackets_16px.png
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ui/texture/eveicon/generic/people_16px.png
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ui/texture/medals/ranks/500001_6.png
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ui/texture/medals/ranks/500001_7.png
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ui/texture/medals/ranks/500001_9.png
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ui/texture/medals/ranks/500002_2.png
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ui/texture/medals/ranks/500003_0.png
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ui/texture/medals/ranks/500003_1.png
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ui/texture/medals/ranks/500003_2.png
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ui/texture/medals/ranks/500003_3.png
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ui/texture/medals/ranks/500003_4.png
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ui/texture/medals/ranks/500003_5.png
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ui/texture/medals/ranks/500003_6.png
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ui/texture/medals/ranks/500003_7.png
20
ui/texture/medals/ranks/500003_8.png
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ui/texture/medals/ranks/500003_9.png
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ui/texture/medals/ranks/500004_0.png
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ui/texture/medals/ranks/500004_1.png
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ui/texture/medals/ranks/500004_2.png
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ui/texture/medals/ranks/500004_3.png
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ui/texture/medals/ranks/500004_4.png
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ui/texture/medals/ranks/500004_5.png
13
ui/texture/medals/ranks/500004_6.png
13
ui/texture/medals/ranks/500004_7.png
16
ui/texture/medals/ranks/500004_8.png
20
ui/texture/medals/ranks/500004_9.png
17
Changed Files (490 Entries)
File Name Size in kb (Decompressed)
audio/atmos.bnk
36950 -> 36950
audio/common.bnk
439 -> 439
audio/hangar.bnk
103279 -> 103279
audio/soundbanksinfo.json
5072 -> 5076
audio/soundbanksinfo.xml
4568 -> 4572
audio/structures.bnk
50851 -> 50853
bin64/_audio2.dll
2824 -> 2824
bin64/_d3dinfo.dll
228 -> 228
bin64/_destiny.dll
721 -> 721
bin64/_evelocalization.dll
252 -> 252
bin64/_eveplanetresources.dll
219 -> 219
bin64/_geo2.dll
186 -> 186
bin64/_ime.dll
108 -> 108
bin64/_pyevepathfinder.dll
771 -> 771
bin64/_pyfsd.dll
347 -> 347
bin64/_spacemouse.dll
58 -> 58
bin64/_trinity_dx11.dll
23624 -> 23634
bin64/_trinity_dx12.dll
23816 -> 23825
bin64/_videoplayer.dll
1981 -> 1981
bin64/_yaml.pyd
234 -> 234
bin64/accountingEntryTypesLoader.pyd
56 -> 56
bin64/accountingKeysLoader.pyd
56 -> 56
bin64/achievementEventsLoader.pyd
61 -> 61
bin64/activityNodesLoader.pyd
74 -> 74
bin64/agencyHelpVideoGroupsLoader.pyd
61 -> 61
bin64/agencyHelpVideosLoader.pyd
56 -> 56
bin64/agentTypesLoader.pyd
52 -> 52
bin64/agentsInSpaceLoader.pyd
55 -> 55
bin64/ancestriesLoader.pyd
56 -> 56
bin64/atomsLoader.pyd
102 -> 102
bin64/billTypesLoader.pyd
56 -> 56
bin64/billboardsLoader.pyd
119 -> 119
bin64/bloodlinesLoader.pyd
55 -> 55
bin64/blue.dll
7813 -> 7816
bin64/careerPathsLoader.pyd
56 -> 56
bin64/categoriesLoader.pyd
56 -> 56
bin64/challengeConditionsLoader.pyd
53 -> 53
bin64/challengeEventsLoader.pyd
53 -> 53
bin64/challengesLoader.pyd
82 -> 82
bin64/character_avatarbehaviorsLoader.pyd
62 -> 62
bin64/character_colorLocationsLoader.pyd
56 -> 56
bin64/character_colorNamesLoader.pyd
56 -> 56
bin64/character_modifierLocationsLoader.pyd
56 -> 56
bin64/character_portraitresourcesLoader.pyd
56 -> 56
bin64/character_resourcesLoader.pyd
62 -> 62
bin64/character_sculptingLocationsLoader.pyd
56 -> 56
bin64/checkPointsLoader.pyd
56 -> 56
bin64/commandSetsLoader.pyd
67 -> 67
bin64/compressibleTypesLoader.pyd
52 -> 52
bin64/contestedGatesDataLoader.pyd
56 -> 56
bin64/contrabandTypesLoader.pyd
71 -> 71
bin64/controlTowerResourcesLoader.pyd
64 -> 64
bin64/conversationAgentsLoader.pyd
57 -> 57
bin64/conversationsLoader.pyd
79 -> 79
bin64/corporationActivitiesLoader.pyd
55 -> 55
bin64/corporationRoleGroupsLoader.pyd
56 -> 56
bin64/corporationRolesLoader.pyd
56 -> 56
bin64/cratesLoader.pyd
71 -> 71
bin64/currencyBucketsLoader.pyd
56 -> 56
bin64/dailyChallengeCampaignsLoader.pyd
55 -> 55
bin64/dailyChallengePoolsLoader.pyd
69 -> 69
bin64/dailyChallengeRewardsLoader.pyd
66 -> 66
bin64/dailyChallengesLoader.pyd
78 -> 78
bin64/defaultOverviewsLoader.pyd
61 -> 61
bin64/dogmaAttributeCategoriesLoader.pyd
56 -> 56
bin64/dogmaAttributesLoader.pyd
58 -> 58
bin64/dogmaEffectsLoader.pyd
68 -> 68
bin64/dogmaUnitsLoader.pyd
56 -> 56
bin64/dungeonEnvironmentTemplatesLoader.pyd
77 -> 77
bin64/dungeonsLoader.pyd
64 -> 64
bin64/dynamicItemAttributesLoader.pyd
85 -> 85
bin64/effectSequencesLoader.pyd
89 -> 89
bin64/effectsLoader.pyd
89 -> 89
bin64/environmentTemplateAnchorCategoryIDsLoader.pyd
69 -> 69
bin64/environmentTemplateAnchorGroupIDsLoader.pyd
69 -> 69
bin64/environmentTemplateAnchorTypeIDsLoader.pyd
69 -> 69
bin64/environmentTemplatesLoader.pyd
118 -> 118
bin64/epicArcsLoader.pyd
80 -> 80
bin64/essReserveKeysLoader.pyd
55 -> 55
bin64/eve_crashmon.exe
775 -> 775
bin64/exefile.exe
898 -> 898
bin64/expertSystemsLoader.pyd
75 -> 75
bin64/explosionBucketIDsLoader.pyd
86 -> 86
bin64/explosionIDsLoader.pyd
56 -> 56
bin64/factionsLoader.pyd
62 -> 62
bin64/globalTypesLoader.pyd
69 -> 69
bin64/goalsLoader.pyd
56 -> 56
bin64/graphicIDsLoader.pyd
94 -> 94
bin64/graphicLocationsLoader.pyd
75 -> 75
bin64/graphicMaterialSetsLoader.pyd
60 -> 60
bin64/groupGraphicsLoader.pyd
81 -> 81
bin64/groupRewardsLoader.pyd
73 -> 73
bin64/groupsLoader.pyd
55 -> 55
bin64/iconIDsLoader.pyd
56 -> 56
bin64/marketGroupsLoader.pyd
55 -> 55
bin64/menuHighlightsLoader.pyd
61 -> 61
bin64/metaGroupsLoader.pyd
56 -> 56
bin64/missionsLoader.pyd
83 -> 83
bin64/musicTriggersLoader.pyd
56 -> 56
bin64/newActivitiesLoader.pyd
62 -> 62
bin64/newFeaturesLoader.pyd
62 -> 62
bin64/nodeGraphsLoader.pyd
141 -> 141
bin64/nodeTypesLoader.pyd
107 -> 107
bin64/npcCharactersLoader.pyd
73 -> 73
bin64/npcCorporationDivisionsLoader.pyd
56 -> 56
bin64/npcCorporationsLoader.pyd
117 -> 117
bin64/objectivesLoader.pyd
57 -> 57
bin64/operationCategoriesLoader.pyd
61 -> 61
bin64/operationSitesLoader.pyd
59 -> 59
bin64/operationTasksLoader.pyd
112 -> 112
bin64/operationTreeStructuresLoader.pyd
77 -> 77
bin64/operationsLoader.pyd
79 -> 79
bin64/packages/monolithgeoip2/data/GeoLite2-ASN.mmdb
7904 -> 7948
bin64/packages/monolithgeoip2/data/GeoLite2-Country.mmdb
5703 -> 5629
bin64/petitionEventsLoader.pyd
56 -> 56
bin64/petitionPropertiesLoader.pyd
57 -> 57
bin64/pvpFilamentEventDatesLoader.pyd
56 -> 56
bin64/pvpFilamentMatchTypesLoader.pyd
65 -> 65
bin64/racesLoader.pyd
69 -> 69
bin64/recruitmentGroupsLoader.pyd
55 -> 55
bin64/recruitmentTypesLoader.pyd
55 -> 55
bin64/requiredSkillsForTypesLoader.pyd
66 -> 66
bin64/requiredSkillsIndexLoader.pyd
111 -> 111
bin64/schematicsLoader.pyd
77 -> 77
bin64/schoolMapLoader.pyd
55 -> 55
bin64/schoolsLoader.pyd
61 -> 61
bin64/seasonSelectionLoader.pyd
41 -> 41
bin64/seasonalCampaignsLoginRewardsLoader.pyd
75 -> 75
bin64/shipCosmeticLicensesLoader.pyd
55 -> 55
bin64/skillPlansLoader.pyd
71 -> 71
bin64/skillTreeGroupsLoader.pyd
61 -> 61
bin64/skyBoxEffectsLoader.pyd
64 -> 64
bin64/soundIDsLoader.pyd
56 -> 56
bin64/spaceComponentsByTypeLoader.pyd
346 -> 346
bin64/spaceObjectHighlightsLoader.pyd
57 -> 57
bin64/stationOperationsLoader.pyd
75 -> 75
bin64/stationServicesLoader.pyd
55 -> 55
bin64/stationStandingsRestrictionsLoader.pyd
69 -> 69
bin64/surveysLoader.pyd
70 -> 70
bin64/tagsLoader.pyd
56 -> 56
bin64/travelEffectsLoader.pyd
59 -> 59
bin64/typeDogmaLoader.pyd
71 -> 71
bin64/typeListLoader.pyd
62 -> 62
bin64/typeMaterialsLoader.pyd
63 -> 63
bin64/typesLoader.pyd
57 -> 57
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91 -> 92
staticdata/dbuffcollections.static
77 -> 77
staticdata/dialogs.static
301 -> 302
staticdata/dungeons.fsdbinary
351 -> 351
staticdata/fighterabilities.static
32 -> 32
staticdata/fighterabilitiesbytype.static
40 -> 40
staticdata/graphicids.fsdbinary
1205 -> 1206
staticdata/graphicmaterialsets.fsdbinary
186 -> 187
staticdata/industry_activities.static
24 -> 24
staticdata/industry_activity_modifier_sources.static
77 -> 77
staticdata/industry_activity_target_filters.static
24 -> 24
staticdata/industry_assembly_lines.static
372 -> 372
staticdata/industry_installation_types.static
40 -> 40
staticdata/infobubbles.static
344 -> 344
staticdata/newfeatures.fsdbinary
29 -> 30
staticdata/nodegraphs.fsdbinary
3110 -> 3139
staticdata/nodetypes.fsdbinary
18 -> 19
staticdata/requiredskillsfortypes.fsdbinary
761 -> 763
staticdata/requiredskillsindex.fsdbinary
251 -> 251
staticdata/seasonalcampaignsloginrewards.fsdbinary
162 -> 164
staticdata/skinlicenses.static
1769 -> 1769
staticdata/skinmaterials.static
147 -> 147
staticdata/skins.static
3411 -> 3436
staticdata/spacecomponentsbytype.fsdbinary
12360 -> 12328
staticdata/typedogma.fsdbinary
10743 -> 10750
staticdata/typematerials.fsdbinary
801 -> 802
staticdata/types.fsdbinary
6366 -> 6375
staticdata/uiblinks.fsdbinary
4 -> 4
staticdata/uihighlights.fsdbinary
26 -> 26
staticdata/wwiseevents.fsdbinary
1801 -> 1802
texture/projection/pattern_geometric_07.dds
699 -> 174
ui/texture/classes/experiments/overview_banner.png ->
234 -> 292
ui/texture/eveicon/action/market_details_16px.png ->
0 -> 0
ui/texture/eveicon/action/set_destination_16px.png ->
0 -> 0
ui/texture/eveicon/generic/person_16px.png ->
0 -> 0
ui/texture/eveicon/window/minimize_16px.png ->
0 -> 0

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