About

TQ SDE Complements

"I'll try anything sexual" - CCP Falcon

Comparing Tranquility (Build: 1510825) to Singularity (Build: 1510828)

Want to be notified of new Singularity builds? Hop into #hoboleaks on Tweetfleet Slack! Instructions on how to join Tweetfleet Slack here.

Est. patch size: 623mb

New Items (140 Entries)
Show/Hide EVE notepad list for in-game viewing.
<url=showinfo:50165>Seeker Drone</url>
<url=showinfo:52204>Blockout Sphere</url>
<url=showinfo:52205>Starving Damavik</url>
<url=showinfo:52206>Harrowing Damavik</url>
<url=showinfo:52207>Anchoring Damavik</url>
<url=showinfo:52208>Renewing Damavik</url>
<url=showinfo:52209>Blinding Damavik</url>
<url=showinfo:52210>Ghosting Damavik</url>
<url=showinfo:52211>Harrowing Vedmak</url>
<url=showinfo:52212>Harrowing Kikimora</url>
<url=showinfo:52213>Anchoring Kikimora</url>
<url=showinfo:52214>Renewing Rodiva</url>
<url=showinfo:52215>Renewing Leshak</url>
<url=showinfo:52216>Blinding Leshak</url>
<url=showinfo:52217>Blinding Kikimora</url>
<url=showinfo:52218>Ghosting Drekavac</url>
<url=showinfo:52220>Scout Roaming Spawner</url>
<url=showinfo:52221>Vanguard Roaming Spawner</url>
<url=showinfo:52222>Assault Roaming Spawner</url>
<url=showinfo:52223>WW Roaming Spawner</url>
<url=showinfo:52224>Decayed Damage Control Mutaplasmid</url>
<url=showinfo:52225>Gravid Damage Control Mutaplasmid</url>
<url=showinfo:52226>Unstable Damage Control Mutaplasmid</url>
<url=showinfo:52227>Abyssal Damage Control</url>
<url=showinfo:52228>Decayed Assault Damage Control Mutaplasmid</url>
<url=showinfo:52229>Gravid Assault Damage Control Mutaplasmid</url>
<url=showinfo:52230>Abyssal Assault Damage Control</url>
<url=showinfo:52231>Unstable Assault Damage Control Mutaplasmid</url>
<url=showinfo:52232>Tangling Damavik</url>
<url=showinfo:52233>Tangling Kikimora</url>
<url=showinfo:52234>Starving Drekavac</url>
<url=showinfo:52236>Zorya's Light Entropic Disintegrator</url>
<url=showinfo:52237>Zorya's Light Entropic Disintegrator Blueprint</url>
<url=showinfo:52238>Zorya's Heavy Entropic Disintegrator</url>
<url=showinfo:52239>Zorya's Heavy Entropic Disintegrator Blueprint</url>
<url=showinfo:52240>Zorya's Supratidal Entropic Disintegrator</url>
<url=showinfo:52241>Zorya's Supratidal Entropic Disintegrator Blueprint</url>
<url=showinfo:52242>Zorya's Entropic Radiation Sink</url>
<url=showinfo:52243>Zorya's Entropic Radiation Sink Blueprint</url>
<url=showinfo:52244>Veles Entropic Radiation Sink</url>
<url=showinfo:52245>Veles Entropic Radiation Sink Blueprint</url>
<url=showinfo:52247>Invasion Effects Light</url>
<url=showinfo:52248>Invasion Effects Medium</url>
<url=showinfo:52249>Invasion Effects Strong</url>
<url=showinfo:52250>Nergal</url>
<url=showinfo:52251>Nergal Blueprint</url>
<url=showinfo:52252>Ikitursa</url>
<url=showinfo:52253>Ikitursa Blueprint</url>
<url=showinfo:52254>Draugur</url>
<url=showinfo:52255>Draugur Blueprint</url>
<url=showinfo:52264>Test Site Gatling Pulse Laser</url>
<url=showinfo:52265>Test Site Armor Repair</url>
<url=showinfo:52266>Test Site Damage Mod</url>
<url=showinfo:52267>Test Site Maller</url>
<url=showinfo:52306>Talassonite</url>
<url=showinfo:52307>Triglavian Quantum Engineering</url>
<url=showinfo:52308>Triglavian Encryption Methods</url>
<url=showinfo:52309>Datacore - Triglavian Quantum Engineering</url>
<url=showinfo:52310>Radiation Absorption Thruster</url>
<url=showinfo:52311>Singularity Radiation Convertor</url>
<url=showinfo:52312>Zero-Point Field Manipulator</url>
<url=showinfo:52313>Trinary State Processor</url>
<url=showinfo:52314>Lattice Locked Dekaisogen</url>
<url=showinfo:52315>Rakovene</url>
<url=showinfo:52316>Bezdnacine</url>
<url=showinfo:52320>Zorya's Leshak</url>
<url=showinfo:52326>Invasion Core Environment</url>
<url=showinfo:52327>Invasion Neighbourhood Environment</url>
<url=showinfo:52328>Invasion Fringe Environment</url>
<url=showinfo:52329>Empress Jamyl's Avatar</url>
<url=showinfo:52336>Zorya's Damavik</url>
<url=showinfo:52337>Zorya's Drekavac</url>
<url=showinfo:52338>Zorya's Leshak</url>
<url=showinfo:52343>Small Rift</url>
<url=showinfo:52344>Large Rift</url>
<url=showinfo:52348>Veles Light Entropic Disintegrator Blueprint</url>
<url=showinfo:52349>Veles Heavy Entropic Disintegrator Blueprint</url>
<url=showinfo:52350>Veles Supratidal Entropic Disintegrator Blueprint</url>
<url=showinfo:52351>Nergal Singularity Storm SKIN (Permanent)</url>
<url=showinfo:52352>Draugur Singularity Storm SKIN (Permanent)</url>
<url=showinfo:52353>Ikitursa Singularity Storm SKIN (Permanent)</url>
<url=showinfo:52354>ECM TFU Wreck</url>
<url=showinfo:52355>Damp TFU Wreck</url>
<url=showinfo:52356>Web TFU Wreck</url>
<url=showinfo:52357>MJFG TFU Wreck</url>
<url=showinfo:52358>Bomb TFU Wreck</url>
<url=showinfo:52359>Triglavian Graviton Monitor</url>
<url=showinfo:52360>Triglavian Entropic Monitor</url>
<url=showinfo:52361>World Ark (Xordazh-class)</url>
<url=showinfo:52362>Triglavian Boundary Geodesic 140k</url>
<url=showinfo:52363>Particle cloud spiral 01a</url>
<url=showinfo:52364>ENV_RedFog_01a</url>
<url=showinfo:52365>Particle cloud 01a</url>
<url=showinfo:52390>Triglavian Fermion Monitor</url>
<url=showinfo:52392>Apocalypse Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52393>Prophecy Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52394>Coercer Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52395>Thorax Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52396>Megathron Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52397>Brutix Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52398>Algos Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52399>Caracal Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52400>Scorpion Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52401>Drake Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52402>Cormorant Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52403>Stabber Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52404>Typhoon Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52405>Hurricane Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52406>Talwar Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52407>Arbitrator Triglavian Twilight SKIN (Permanent)</url>
<url=showinfo:52414>Triglavian Small Wreck</url>
<url=showinfo:52415>Triglavian Medium Wreck</url>
<url=showinfo:52416>Triglavian Large Wreck</url>
<url=showinfo:52417>Damavik Deadspace Dreamtime SKIN (Permanent)</url>
<url=showinfo:52418>Rodiva Deadspace Dreamtime SKIN (Permanent)</url>
<url=showinfo:52419>Drekavac Deadspace Dreamtime SKIN (Permanent)</url>
<url=showinfo:52420>Sunesis Violet Vellication SKIN (Permanent)</url>
<url=showinfo:52421>Sleeper Large Advanced Wreck</url>
<url=showinfo:52422>Boundary bubble scalable</url>
<url=showinfo:52423>Jaguar In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52424>Wolf In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52425>Sabre In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52426>Svipul In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52427>Muninn In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52428>Loki In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52429>Hurricane In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52430>Hurricane Fleet Issue In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52431>Sleipnir In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52432>Vargur In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52433>Naglfar In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52434>Hel In Rust We Trust SKIN (Permanent)</url>
<url=showinfo:52435>Thorax Police SKIN (Permanent)</url>
<url=showinfo:52436>Brutix Police SKIN (Permanent)</url>
<url=showinfo:52437>Brutix Navy Issue Police SKIN (Permanent)</url>
<url=showinfo:52438>Hyperion Police SKIN (Permanent)</url>
<url=showinfo:52439>Ninazu Police SKIN (Permanent)</url>
<url=showinfo:52440>Erebus Police SKIN (Permanent)</url>
<url=showinfo:52442>Damavik Trig Beat 04 SKIN (Permanent)</url>
<url=showinfo:52443>Rodiva Trig Beat 04 SKIN (Permanent)</url>
<url=showinfo:52444>Drekavac Trig Beat 04 SKIN (Permanent)</url>
Icon TypeID & Name Description Group Attributes
50165 - Seeker Drone No Description Seeker Scouts
Click to toggle showing the 16 attributes. typeID: 50165
graphicID: 3528
Capacity: 0.0
isDynamicType: False
raceID: 64
typeNameID: 546342
basePrice: 0.0
Volume: 0.0
soundID: 12
wreckTypeID: 47758
radius: 50.0
factionID: 500021
published: False
Mass: 2000000.0
groupID: 1768
portionSize: 1
52204 - Blockout Sphere No Description Harvestable Cloud
Click to toggle showing the 12 attributes. typeID: 52204
graphicID: 22396
Capacity: 0.0
isDynamicType: False
typeNameID: 548686
basePrice: 0.0
Volume: 0.0
radius: 1000.0
published: False
Mass: 0.0
groupID: 711
portionSize: 1
52205 - Starving Damavik A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards the use of Energy Neutralizer and Remote Repair modules.

Damavik Subclade of Perun Clade revised adaptation schema for cladeship of the 3 tactical troika classification has been accepted for imprinting in advancing-time generations after cladistic glorification over Samovda Subclade. Tactical subrole dispersal is in the gift of strategic troika. – partial translation of data included in recovered design schematics of the Damavik
Invading Precursor Entities
Click to toggle showing the 78 attributes. descriptionID: 550176
typeID: 52205
graphicID: 22007
Capacity: 135.0
isDynamicType: False
typeNameID: 548742
basePrice: 0.0
Volume: 28600.0
soundID: 20063
wreckTypeID: 52414
radius: 34.0
factionID: 500026
published: False
Mass: 950000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
Shield Capacity: 625.0
Structure Hitpoints: 812.5
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 2750.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 2900.0
Signature Radius: 192.0
entityChaseMaxDurationChance: 1.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
Bounty: 0.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 50000.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
behaviorEnergyNeutralizerDuration: 8000.0
behaviorEnergyNeutralizerRange: 4000.0
behaviorEnergyNeutralizerFalloff: 9000.0
behaviorEnergyNeutralizerDischarge: 33.75
Shield recharge time: 400000.0
Neutralization Amount: 100.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 43.9
Kinetic damage: 0.0
Thermal damage: 95.76
Orbit Velocity: 1450.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52206 - Harrowing Damavik A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards making use of Target Painter and Remote Repair modules.

Damavik Subclade of Perun Clade revised adaptation schema for cladeship of the 3 tactical troika classification has been accepted for imprinting in advancing-time generations after cladistic glorification over Samovda Subclade. Tactical subrole dispersal is in the gift of strategic troika. – partial translation of data included in recovered design schematics of the Damavik
Invading Precursor Entities
Click to toggle showing the 82 attributes. descriptionID: 550167
typeID: 52206
graphicID: 22007
Capacity: 135.0
isDynamicType: False
typeNameID: 548743
basePrice: 0.0
Volume: 28600.0
soundID: 20063
wreckTypeID: 52414
radius: 34.0
factionID: 500026
published: False
Mass: 950000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
Shield Capacity: 625.0
Structure Hitpoints: 812.5
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 2750.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 2900.0
Signature Radius: 192.0
Signature Radius Modifier: 25.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
behaviorRemoteArmorRepairDuration: 3000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 50000.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
behaviorTargetPainterDuration: 6500.0
behaviorTargetPainterRange: 7000.0
behaviorTargetPainterFalloff: 13000.0
behaviorTargetPainterDischarge: 22.5
Shield recharge time: 400000.0
Bounty: 0.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 43.9
Kinetic damage: 0.0
Thermal damage: 95.76
Orbit Velocity: 1450.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52207 - Anchoring Damavik A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards making use of Warp Scrambler and Remote Repair modules.

Damavik Subclade of Perun Clade revised adaptation schema for cladeship of the 3 tactical troika classification has been accepted for imprinting in advancing-time generations after cladistic glorification over Samovda Subclade. Tactical subrole dispersal is in the gift of strategic troika. – partial translation of data included in recovered design schematics of the Damavik
Invading Precursor Entities
Click to toggle showing the 81 attributes. descriptionID: 550164
typeID: 52207
graphicID: 22007
Capacity: 135.0
isDynamicType: False
typeNameID: 548744
basePrice: 0.0
Volume: 28600.0
soundID: 20063
wreckTypeID: 52414
radius: 34.0
factionID: 500026
published: False
Mass: 950000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
Shield Capacity: 625.0
Structure Hitpoints: 812.5
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 2750.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 2900.0
Signature Radius: 192.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.875
behaviorWarpScrambleDischarge: 1.0
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
behaviorRemoteArmorRepairDuration: 3000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
behaviorWarpScrambleDuration: 5000.0
behaviorWarpScrambleRange: 9500.0
Maximum Targeting Range: 50000.0
behaviorWarpScrambleStrength: 2.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
Shield recharge time: 400000.0
Bounty: 0.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 43.9
Kinetic damage: 0.0
Thermal damage: 95.76
Orbit Velocity: 1450.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52208 - Renewing Damavik A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered specifically towards remote repair capability.

Damavik Subclade of Perun Clade revised adaptation schema for cladeship of the 3 tactical troika classification has been accepted for imprinting in advancing-time generations after cladistic glorification over Samovda Subclade. Tactical subrole dispersal is in the gift of strategic troika. – partial translation of data included in recovered design schematics of the Damavik
Invading Precursor Entities
Click to toggle showing the 77 attributes. descriptionID: 550173
typeID: 52208
graphicID: 22007
Capacity: 135.0
isDynamicType: False
typeNameID: 548745
basePrice: 0.0
Volume: 28600.0
soundID: 20063
wreckTypeID: 52414
radius: 34.0
factionID: 500026
published: False
Mass: 950000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
Shield Capacity: 500.0
Structure Hitpoints: 650.0
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 2200.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 3000.0
Signature Radius: 192.0
Damage Multiplier Bonus Per Cycle: 0.04
Maximum Damage Multiplier Bonus: 1.5
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
behaviorRemoteArmorRepairDuration: 3000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.8
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 50000.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
Shield recharge time: 400000.0
Bounty: 0.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 33.0
Kinetic damage: 0.0
Thermal damage: 72.0
Orbit Velocity: 1500.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52209 - Blinding Damavik A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards making use of Sensor Dampener and Remote Repair modules.

Damavik Subclade of Perun Clade revised adaptation schema for cladeship of the 3 tactical troika classification has been accepted for imprinting in advancing-time generations after cladistic glorification over Samovda Subclade. Tactical subrole dispersal is in the gift of strategic troika. – partial translation of data included in recovered design schematics of the Damavik
Invading Precursor Entities
Click to toggle showing the 83 attributes. descriptionID: 550165
typeID: 52209
graphicID: 22007
Capacity: 135.0
isDynamicType: False
typeNameID: 548746
basePrice: 0.0
Volume: 28600.0
soundID: 20063
wreckTypeID: 52414
radius: 34.0
factionID: 500026
published: False
Mass: 950000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
behaviorSensorDampenerFalloff: 35000.0
Shield Capacity: 625.0
Structure Hitpoints: 812.5
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
behaviorSensorDampenerDuration: 5000.0
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 2750.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 2900.0
Signature Radius: 192.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Maximum Targeting Range Bonus: -12.75
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
behaviorRemoteArmorRepairDuration: 3000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 50000.0
behaviorSensorDampenerDischarge: 6.5
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
Shield recharge time: 400000.0
behaviorSensorDampenerRange: 20000.0
Bounty: 0.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
Scan Resolution Bonus: -12.75
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 43.9
Kinetic damage: 0.0
Thermal damage: 95.76
Orbit Velocity: 1450.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52210 - Ghosting Damavik A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards making use of Tracking/Guidance Disruptor and Remote Repair modules.

Damavik Subclade of Perun Clade revised adaptation schema for cladeship of the 3 tactical troika classification has been accepted for imprinting in advancing-time generations after cladistic glorification over Samovda Subclade. Tactical subrole dispersal is in the gift of strategic troika. – partial translation of data included in recovered design schematics of the Damavik
Invading Precursor Entities
Click to toggle showing the 92 attributes. descriptionID: 550166
typeID: 52210
graphicID: 22007
Capacity: 135.0
isDynamicType: False
typeNameID: 548747
basePrice: 0.0
Volume: 28600.0
soundID: 20063
wreckTypeID: 52414
radius: 34.0
factionID: 500026
published: False
Mass: 950000.0
groupID: 4028
portionSize: 1
Explosion Radius Bonus: 13.75
Maximum Locked Targets: 5.0
Shield Capacity: 625.0
Structure Hitpoints: 812.5
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
npcGuidanceDisruptorDuration: 5000.0
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 2750.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Missile Velocity Bonus: -10.625
npcGuidanceDisruptorRange: 20000.0
Maximum Velocity: 2900.0
Signature Radius: 192.0
npcTrackingDisruptorRange: 20000.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
Shield recharge time: 400000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 50000.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
npcTrackingDisruptorFalloff: 10000.0
npcTrackingDisruptorDischarge: 5.0
Explosion Velocity Bonus: -13.75
Falloff Bonus: -20.3
Optimal Range Bonus: -20.3
Bounty: 0.0
Capacitor Capacity: 500.0
behaviorRemoteArmorRepairDuration: 3000.0
Shield Uniformity: 1.0
npcGuidanceDisruptorFalloff: 10000.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
npcGuidanceDisruptorDischarge: 5.0
Structure EM Damage Resistance: 0.67
EM damage: 0.0
npcTrackingDisruptorDuration: 5000.0
Explosive damage: 43.9
Kinetic damage: 0.0
Thermal damage: 95.76
Flight Time Bonus: -10.625
Orbit Velocity: 1450.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
Tracking Speed Bonus: -20.3
52211 - Harrowing Vedmak A powerful strike craft that is the Triglavian Collective's conception of a cruiser, the Vedmak is capable of mounting Heavy Entropic Disintegrators and an array of support weapons. This particular Vedmak variant appears to be engineered towards the use of Target Painter and Remote Repair modules.

Vedmak Subclade of Svarog Clade relinquished the adaptation schema of reverse-time accepted 81 tactical troika classification into the cladeflow of Triglav after cladistic mortification by Dazhbog Subclade. Strategic troika have advancing-time pressure for adaptation into tactical subroles. – partial translation of data included in recovered design schematics of the Vedmak.
Invading Precursor Entities
Click to toggle showing the 83 attributes. descriptionID: 550187
typeID: 52211
graphicID: 21976
Capacity: 480.0
isDynamicType: False
typeNameID: 548748
basePrice: 0.0
Volume: 118000.0
soundID: 20063
wreckTypeID: 52415
radius: 110.0
factionID: 500026
published: False
Mass: 9530000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 7.0
Shield Capacity: 2500.0
Structure Hitpoints: 3750.0
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 16000.0
Armor Hitpoints: 8750.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 65.0
Maximum Velocity: 2000.0
Damage Multiplier Bonus Per Cycle: 0.05
Signature Radius: 660.0
Signature Radius Modifier: 35.0
entityMaxVelocitySignatureRadiusMultiplier: 6.0
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 5000.0
Scan Resolution: 375.0
Optimal Range: 22000.0
Capacitor Recharge time: 395000.0
behaviorRemoteArmorRepairDuration: 6000.0
behaviorRemoteArmorRepairRange: 28000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 50.0
gfxTurretID: 47918.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 0.3
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 70000.0
npcBehaviorMaximumCombatOrbitRange: 15000.0
structureUniformity: 1.0
RADAR Sensor Strength: 24.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 160.0
behaviorTargetPainterDuration: 7000.0
behaviorTargetPainterRange: 20000.0
behaviorTargetPainterFalloff: 40000.0
behaviorTargetPainterDischarge: 0.0
Shield recharge time: 800000.0
Bounty: 0.0
Capacitor Capacity: 1400.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 55.86
Kinetic damage: 0.0
Thermal damage: 75.81
Orbit Velocity: 1000.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52212 - Harrowing Kikimora A light, long-range combat ship that may be considered the Collective's approach to standoff destroyer designs, the Kikimora is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Kikimora variant appears to be engineered towards the use of Target Painting and Remote Repair modules.

Kikimora Subclade of Svarog Clade revised adaptation schema for cladeship of the 9 tactical troika classification has been accepted for imprinting in advancing-time generations after reverse-time reclamation following audience communion with reverse-time proving from ancient noema. Tactical subrole dispersal is subject to suspended-time pressure contingent on proving anew. – partial translation of data included in recovered design schematics of the Kikimora.
Invading Precursor Entities
Click to toggle showing the 84 attributes. descriptionID: 550183
typeID: 52212
graphicID: 22316
Capacity: 360.0
isDynamicType: False
raceID: 135
typeNameID: 548749
basePrice: 33500000.0
marketGroupID: 2523 (Triglavian)
Volume: 43000.0
soundID: 20063
wreckTypeID: 52414
radius: 42.0
factionID: 500026
published: False
Mass: 1350000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
Shield Capacity: 937.0
Structure Hitpoints: 1218.75
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 4125.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 2320.0
Signature Radius: 384.0
Signature Radius Modifier: 30.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
behaviorRemoteArmorRepairDuration: 3000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 50000.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
behaviorTargetPainterDuration: 7000.0
behaviorTargetPainterRange: 13000.0
behaviorTargetPainterFalloff: 25000.0
behaviorTargetPainterDischarge: 0.0
Shield recharge time: 400000.0
Bounty: 0.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 59.4
Kinetic damage: 0.0
Thermal damage: 129.6
Orbit Velocity: 1160.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52213 - Anchoring Kikimora A light, long-range combat ship that may be considered the Collective's approach to standoff destroyer designs, the Kikimora is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Kikimora variant appears to be engineered towards the use of Warp Scrambling and Remote Repair modules.

Kikimora Subclade of Svarog Clade revised adaptation schema for cladeship of the 9 tactical troika classification has been accepted for imprinting in advancing-time generations after reverse-time reclamation following audience communion with reverse-time proving from ancient noema. Tactical subrole dispersal is subject to suspended-time pressure contingent on proving anew. – partial translation of data included in recovered design schematics of the Kikimora.
Invading Precursor Entities
Click to toggle showing the 83 attributes. descriptionID: 550181
typeID: 52213
graphicID: 22316
Capacity: 360.0
isDynamicType: False
raceID: 135
typeNameID: 548750
basePrice: 33500000.0
marketGroupID: 2523 (Triglavian)
Volume: 43000.0
soundID: 20063
wreckTypeID: 52414
radius: 42.0
factionID: 500026
published: False
Mass: 1350000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
Shield Capacity: 937.0
Structure Hitpoints: 1218.75
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 4125.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 2320.0
Signature Radius: 384.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.875
behaviorWarpScrambleDischarge: 1.0
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
behaviorRemoteArmorRepairDuration: 3000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
behaviorWarpScrambleDuration: 4000.0
behaviorWarpScrambleRange: 9500.0
Maximum Targeting Range: 50000.0
behaviorWarpScrambleStrength: 2.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
Shield recharge time: 400000.0
Bounty: 0.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 59.4
Kinetic damage: 0.0
Thermal damage: 129.6
Orbit Velocity: 1160.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52214 - Renewing Rodiva A cruiser-sized vessel that is oriented towards remote armor repair and seems to be the Collective's equivalent of a support cruiser, the Rodiva's remote repair systems are considerably enhanced by adaptive armor-repair mutaplasmids that are used as nanite feedstock for its remote repair projectors. This particular Rodiva variant appears to be engineered to make optimal use of it's remote repair capabilities.

By the prayer of Convocation of Triglav Outside the Struggle, Rodiva Subclade of Veles Clade relinquished the adaptation scheme of now-time accepted 72 tactical troika classification into the cladeflow of Triglav. Strategic troika have advancing-time pressure for adaptation into tactical subroles conforming to now-time accepted noema of cladistic proving by Convocation of Triglav Outside the Struggle. – partial translation of data included in recovered design schematics of the Rodiva
Invading Precursor Entities
Click to toggle showing the 79 attributes. descriptionID: 550189
typeID: 52214
graphicID: 22317
Capacity: 435.0
isDynamicType: False
raceID: 135
typeNameID: 548751
basePrice: 7500000.0
Volume: 118000.0
soundID: 20063
wreckTypeID: 52415
radius: 250.0
factionID: 500026
published: False
Mass: 10120000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 7.0
Shield Capacity: 1675.0
Structure Hitpoints: 2512.0
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 16000.0
Armor Hitpoints: 5862.5
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 65.0
Maximum Velocity: 1800.0
Damage Multiplier Bonus Per Cycle: 0.05
Signature Radius: 550.0
entityMaxVelocitySignatureRadiusMultiplier: 6.0
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 5000.0
Scan Resolution: 375.0
Optimal Range: 22000.0
Capacitor Recharge time: 395000.0
behaviorRemoteArmorRepairDuration: 6000.0
behaviorRemoteArmorRepairRange: 28000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 50.0
gfxTurretID: 47918.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 0.3
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 70000.0
npcBehaviorMaximumCombatOrbitRange: 15000.0
structureUniformity: 1.0
RADAR Sensor Strength: 24.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 200.0
Shield recharge time: 800000.0
Bounty: 0.0
Capacitor Capacity: 1870.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 37.0
Kinetic damage: 0.0
Thermal damage: 45.0
Orbit Velocity: 900.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52215 - Renewing Leshak A very heavy and well-armed warship that is clearly the Collective's frontline battleship, the Leshak is capable of mounting Supratidal Entropic Disintegrators and an array of support weapons. This particular Leshak variant appears to be engineered specifically towards remote repair capabilities.

Leshak Subclade of Veles Clade scattered the adaptation schema of reverse-time reclaimed adapation schema of 729 tactical troika classification vessel into the cladeflow without proving after Convocation of Triglav Outside the Struggle. Convocations of the Commune Troika have now-time pressure for dispersal to strategic troika. – partial translation of data included in recovered design schematics of the Leshak
Invading Precursor Entities
Click to toggle showing the 69 attributes. descriptionID: 550196
typeID: 52215
graphicID: 21993
Capacity: 933.0
isDynamicType: False
typeNameID: 548752
basePrice: 112500000.0
Volume: 495000.0
soundID: 20061
wreckTypeID: 52416
radius: 400.0
published: False
Mass: 63000000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 7.0
Shield Capacity: 6250.0
Structure Hitpoints: 12500.0
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
Armor Hitpoints: 16250.0
Accuracy falloff : 0.0
Turret Tracking: 7.0
Maximum Velocity: 400.0
Signature Radius: 370.0
Damage Multiplier Bonus Per Cycle: 0.025
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 5000.0
Scan Resolution: 125.0
Optimal Range: 63000.0
Capacitor Recharge time: 750000.0
behaviorRemoteArmorRepairDuration: 6000.0
behaviorRemoteArmorRepairRange: 33000.0
behaviorRemoteArmorRepairFalloff: 28000.0
behaviorRemoteArmorRepairDischarge: 136.875
gfxTurretID: 47922.0
Damage Modifier: 0.9
gfxBoosterID: 397.0
Inertia Modifier: 0.11
entityEquipmentMin: 1.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 108000.0
structureUniformity: 1.0
RADAR Sensor Strength: 33.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 225.0
Shield recharge time: 600000.0
Bounty: 0.0
Capacitor Capacity: 8250.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 297.5
Kinetic damage: 0.0
Thermal damage: 475.5
armorUniformity: 1.0
52216 - Blinding Leshak A very heavy and well-armed warship that is clearly the Collective's frontline battleship, the Leshak is capable of mounting Supratidal Entropic Disintegrators and an array of support weapons. This particular Leshak variant appears to be engineered towards making use of Sensor Dampener and Remote Repair modules.

Leshak Subclade of Veles Clade scattered the adaptation schema of reverse-time reclaimed adapation schema of 729 tactical troika classification vessel into the cladeflow without proving after Convocation of Triglav Outside the Struggle. Convocations of the Commune Troika have now-time pressure for dispersal to strategic troika. – partial translation of data included in recovered design schematics of the Leshak
Invading Precursor Entities
Click to toggle showing the 75 attributes. descriptionID: 550193
typeID: 52216
graphicID: 21993
Capacity: 933.0
isDynamicType: False
typeNameID: 548753
basePrice: 112500000.0
Volume: 495000.0
soundID: 20061
wreckTypeID: 52416
radius: 400.0
published: False
Mass: 63000000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 7.0
Shield Capacity: 6250.0
Structure Hitpoints: 12500.0
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
behaviorSensorDampenerDuration: 10000.0
Armor Hitpoints: 16250.0
Accuracy falloff : 0.0
Turret Tracking: 7.0
Maximum Velocity: 400.0
Signature Radius: 370.0
Damage Multiplier Bonus Per Cycle: 0.025
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 5000.0
Scan Resolution: 125.0
Maximum Targeting Range Bonus: -30.0
Optimal Range: 63000.0
Capacitor Recharge time: 750000.0
behaviorRemoteArmorRepairDuration: 6000.0
behaviorRemoteArmorRepairRange: 33000.0
behaviorRemoteArmorRepairFalloff: 28000.0
behaviorRemoteArmorRepairDischarge: 136.875
gfxTurretID: 47922.0
Damage Modifier: 0.9
gfxBoosterID: 397.0
Inertia Modifier: 0.11
behaviorSensorDampenerFalloff: 80000.0
entityEquipmentMin: 1.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 108000.0
behaviorSensorDampenerDischarge: 20.0
structureUniformity: 1.0
RADAR Sensor Strength: 33.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 225.0
Shield recharge time: 600000.0
behaviorSensorDampenerRange: 40000.0
Bounty: 0.0
Capacitor Capacity: 8250.0
Shield Uniformity: 1.0
Scan Resolution Bonus: -30.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 297.5
Kinetic damage: 0.0
Thermal damage: 475.5
armorUniformity: 1.0
52217 - Blinding Kikimora A light, long-range combat ship that may be considered the Collective's approach to standoff destroyer designs, the Kikimora is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Kikimora variant appears to be engineered towards the use of Sensor Dampener and Remote Repair modules.

Kikimora Subclade of Svarog Clade revised adaptation schema for cladeship of the 9 tactical troika classification has been accepted for imprinting in advancing-time generations after reverse-time reclamation following audience communion with reverse-time proving from ancient noema. Tactical subrole dispersal is subject to suspended-time pressure contingent on proving anew. – partial translation of data included in recovered design schematics of the Kikimora.
Invading Precursor Entities
Click to toggle showing the 85 attributes. descriptionID: 550182
typeID: 52217
graphicID: 22316
Capacity: 360.0
isDynamicType: False
raceID: 135
typeNameID: 548754
basePrice: 33500000.0
marketGroupID: 2523 (Triglavian)
Volume: 43000.0
soundID: 20063
wreckTypeID: 52414
radius: 42.0
factionID: 500026
published: False
Mass: 1350000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
behaviorSensorDampenerFalloff: 15000.0
Shield Capacity: 937.0
Structure Hitpoints: 1218.75
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
behaviorSensorDampenerDuration: 6000.0
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 4125.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 2320.0
Signature Radius: 384.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Maximum Targeting Range Bonus: -20.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
behaviorRemoteArmorRepairDuration: 3000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 50000.0
behaviorSensorDampenerDischarge: 5.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
Shield recharge time: 400000.0
behaviorSensorDampenerRange: 6000.0
Bounty: 0.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
Scan Resolution Bonus: -20.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 59.4
Kinetic damage: 0.0
Thermal damage: 129.6
Orbit Velocity: 1160.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52218 - Ghosting Drekavac A heavy, intermediate warship that appears to be the Collective's equivalent of a combat battlecruiser, the Drekavac is capable of mounting Heavy Entropic Disintegrators and an array of support weapons. This particular Drekavac variant appears to be engineered towards making use of Tracking/Guidance Disruptor and Remote Repair modules.

Drekavac Subclade of Perun Clade relinquished the adaptation schema of reverse-time accepted 243 tactical troika classification cladeship into the proving grounds of Perun Clade on the assent-conjunction of prayer from Gromovi and Samovda Subclades. Evocation of playful communion across repeated-time by tactical troika in sub-15, sub-21 and sub-27 exclaves of repeated conduit loop construct-303 is under now-time pressure. – partial translation of data included recovered design schematics of the Drekavac
Invading Precursor Entities
Click to toggle showing the 94 attributes. descriptionID: 550190
typeID: 52218
graphicID: 22318
Capacity: 650.0
isDynamicType: False
raceID: 135
typeNameID: 548755
basePrice: 165000000.0
Volume: 233000.0
soundID: 20063
wreckTypeID: 52416
radius: 250.0
factionID: 500026
published: False
Mass: 9900000.0
groupID: 4028
portionSize: 1
Explosion Radius Bonus: 16.5
Maximum Locked Targets: 7.0
Shield Capacity: 3437.5
Structure Hitpoints: 5500.0
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
npcGuidanceDisruptorDuration: 8000.0
entityChaseMaxDistance: 16000.0
Armor Hitpoints: 8937.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 95.0
Missile Velocity Bonus: -12.75
npcGuidanceDisruptorRange: 20000.0
Maximum Velocity: 1200.0
Damage Multiplier Bonus Per Cycle: 0.025
Signature Radius: 350.0
npcTrackingDisruptorRange: 20000.0
entityMaxVelocitySignatureRadiusMultiplier: 6.0
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 5000.0
Scan Resolution: 125.0
Optimal Range: 63000.0
Capacitor Recharge time: 750000.0
Shield recharge time: 800000.0
behaviorRemoteArmorRepairRange: 33000.0
behaviorRemoteArmorRepairFalloff: 28000.0
behaviorRemoteArmorRepairDischarge: 136.875
gfxTurretID: 47918.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 0.11
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 1.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 108000.0
npcBehaviorMaximumCombatOrbitRange: 15000.0
structureUniformity: 1.0
RADAR Sensor Strength: 33.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 225.0
npcTrackingDisruptorFalloff: 40000.0
npcTrackingDisruptorDischarge: 15.0
Explosion Velocity Bonus: -16.5
Falloff Bonus: -24.36
Optimal Range Bonus: -24.36
Bounty: 0.0
Capacitor Capacity: 8250.0
behaviorRemoteArmorRepairDuration: 6000.0
Shield Uniformity: 1.0
npcGuidanceDisruptorFalloff: 40000.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
npcGuidanceDisruptorDischarge: 15.0
Structure EM Damage Resistance: 0.67
EM damage: 0.0
npcTrackingDisruptorDuration: 8000.0
Explosive damage: 130.9
Kinetic damage: 0.0
Thermal damage: 207.9
Flight Time Bonus: -12.75
Orbit Velocity: 600.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
Tracking Speed Bonus: -24.36
52220 - Scout Roaming Spawner No Description Cloud
Click to toggle showing the 13 attributes. descriptionID: 548837
typeID: 52220
graphicID: 10026
Capacity: 0.0
isDynamicType: False
typeNameID: 548832
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 227
portionSize: 1
52221 - Vanguard Roaming Spawner No Description Cloud
Click to toggle showing the 12 attributes. typeID: 52221
graphicID: 10026
Capacity: 0.0
isDynamicType: False
typeNameID: 548834
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 227
portionSize: 1
52222 - Assault Roaming Spawner No Description Cloud
Click to toggle showing the 12 attributes. typeID: 52222
graphicID: 10026
Capacity: 0.0
isDynamicType: False
typeNameID: 548835
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 227
portionSize: 1
52223 - WW Roaming Spawner No Description Cloud
Click to toggle showing the 12 attributes. typeID: 52223
graphicID: 10026
Capacity: 0.0
isDynamicType: False
typeNameID: 548836
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 227
portionSize: 1
52224 - Decayed Damage Control Mutaplasmid This bioadaptive mutaplasmid tool is designed to interface with and alter devices that mitigate the impact of critical system damage. As such this mutaplasmid could be used to mutate the performance characteristics of standard damage control modules.

Triglavian bioadaptive technology makes extensive use of engineered colonies of extremophilic bacteria, that are used to grow, harvest and adapt various resources found in Abyssal Deadspace. Artificial colonizing plasmids integrated into specialist tools used for direct adaptation of technology can be found in Triglavian caches in various stages of development. These mutaplasmids can be used to alter the characteristics of a wide variety of equipment types, depending on the strain and the bioadaptive tool with which they are integrated.

The mutaplasmid colony integrated into this bioadaptive tool has begun to decay and mutation effects will be less pronounced as a result. While possible mutational benefits are low, the risks of using this mutaplasmid are also reduced.
Mutaplasmids
Click to toggle showing the 16 attributes. descriptionID: 550353
typeID: 52224
Capacity: 0.0
Meta Level: 0
isDynamicType: False
typeNameID: 548839
iconID: 24129
basePrice: 1000.0
marketGroupID: 2533 (Damage Control Mutaplasmids)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
Tech Level: 1
groupID: 1964
portionSize: 1
52225 - Gravid Damage Control Mutaplasmid This bioadaptive mutaplasmid tool is designed to interface with and alter devices that mitigate the impact of critical system damage. As such this mutaplasmid could be used to mutate the performance characteristics of standard damage control modules.

Triglavian bioadaptive technology makes extensive use of engineered colonies of extremophilic bacteria, that are used to grow, harvest and adapt various resources found in Abyssal Deadspace. Artificial colonizing plasmids integrated into specialist tools used for direct adaptation of technology can be found in Triglavian caches in various stages of development. These mutaplasmids can be used to alter the characteristics of a wide variety of equipment types, depending on the strain and the bioadaptive tool with which they are integrated.

The mutaplasmid colony integrated into this bioadaptive tool appears to be mature and reproducing at a healthy rate. The mutational benefits and risks of using this mutaplasmid are within relatively balanced bounds.
Mutaplasmids
Click to toggle showing the 16 attributes. descriptionID: 550354
typeID: 52225
Capacity: 0.0
Meta Level: 0
isDynamicType: False
typeNameID: 548840
iconID: 24131
basePrice: 1000.0
marketGroupID: 2533 (Damage Control Mutaplasmids)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
Tech Level: 1
groupID: 1964
portionSize: 1
52226 - Unstable Damage Control Mutaplasmid This bioadaptive mutaplasmid tool is designed to interface with and alter devices that mitigate the impact of critical system damage. As such this mutaplasmid could be used to mutate the performance characteristics of standard damage control modules.

Triglavian bioadaptive technology makes extensive use of engineered colonies of extremophilic bacteria, that are used to grow, harvest and adapt various resources found in Abyssal Deadspace. Artificial colonizing plasmids integrated into specialist tools used for direct adaptation of technology can be found in Triglavian caches in various stages of development. These mutaplasmids can be used to alter the characteristics of a wide variety of equipment types, depending on the strain and the bioadaptive tool with which they are integrated.

The mutaplasmid colony integrated into this bioadaptive tool is highly unstable, with a high rate of reproduction and mutation. The mutational benefits of using this mutaplasmid are potentially very high but the risks are also extreme.
Mutaplasmids
Click to toggle showing the 16 attributes. descriptionID: 550355
typeID: 52226
Capacity: 0.0
Meta Level: 0
isDynamicType: False
typeNameID: 548841
iconID: 24133
basePrice: 1000.0
marketGroupID: 2533 (Damage Control Mutaplasmids)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
Tech Level: 1
groupID: 1964
portionSize: 1
52227 - Abyssal Damage Control Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage.

Grants a bonus to resistance for shield, armor and hull.

Only one Damage Control can be fit at a given time.
Damage Control
Click to toggle showing the 19 attributes. descriptionID: 548843
typeID: 52227
Capacity: 0.0
Meta Level: 10
isDynamicType: True
typeNameID: 548842
Volume: 5.0
iconID: 77
basePrice: 0.0
metaGroupID: 15
radius: 1.0
published: True
Mass: 0.0
Tech Level: 1
groupID: 60
portionSize: 1
Max Modules Of This Group Allowed: 1.0
requiredSkill1Level: 4.0
Primary Skill required: 3394.0
52228 - Decayed Assault Damage Control Mutaplasmid This bioadaptive mutaplasmid tool is designed to interface with and alter devices that mitigate the impact of critical system damage and provide short bursts of extreme damage resistances. As such this mutaplasmid could be used to mutate the performance characteristics of assault damage control modules.

Triglavian bioadaptive technology makes extensive use of engineered colonies of extremophilic bacteria, that are used to grow, harvest and adapt various resources found in Abyssal Deadspace. Artificial colonizing plasmids integrated into specialist tools used for direct adaptation of technology can be found in Triglavian caches in various stages of development. These mutaplasmids can be used to alter the characteristics of a wide variety of equipment types, depending on the strain and the bioadaptive tool with which they are integrated.

The mutaplasmid colony integrated into this bioadaptive tool has begun to decay and mutation effects will be less pronounced as a result. While possible mutational benefits are low, the risks of using this mutaplasmid are also reduced.
Mutaplasmids
Click to toggle showing the 16 attributes. descriptionID: 550356
typeID: 52228
Capacity: 0.0
Meta Level: 0
isDynamicType: False
typeNameID: 548844
iconID: 24128
basePrice: 1000.0
marketGroupID: 2534 (Assault Damage Control Mutaplasmids)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
Tech Level: 1
groupID: 1964
portionSize: 1
52229 - Gravid Assault Damage Control Mutaplasmid This bioadaptive mutaplasmid tool is designed to interface with and alter devices that mitigate the impact of critical system damage and provide short bursts of extreme damage resistances. As such this mutaplasmid could be used to mutate the performance characteristics of assault damage control modules.

Triglavian bioadaptive technology makes extensive use of engineered colonies of extremophilic bacteria, that are used to grow, harvest and adapt various resources found in Abyssal Deadspace. Artificial colonizing plasmids integrated into specialist tools used for direct adaptation of technology can be found in Triglavian caches in various stages of development. These mutaplasmids can be used to alter the characteristics of a wide variety of equipment types, depending on the strain and the bioadaptive tool with which they are integrated.

The mutaplasmid colony integrated into this bioadaptive tool has begun to decay and mutation effects will be less pronounced as a result. While possible mutational benefits are low, the risks of using this mutaplasmid are also reduced.
Mutaplasmids
Click to toggle showing the 16 attributes. descriptionID: 550357
typeID: 52229
Capacity: 0.0
Meta Level: 0
isDynamicType: False
typeNameID: 548845
iconID: 24130
basePrice: 1000.0
marketGroupID: 2534 (Assault Damage Control Mutaplasmids)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
Tech Level: 1
groupID: 1964
portionSize: 1
52230 - Abyssal Assault Damage Control No Description Damage Control
Click to toggle showing the 20 attributes. typeID: 52230
Capacity: 0.0
isDynamicType: True
Meta Level: 10
typeNameID: 548847
iconID: 21860
basePrice: 0.0
metaGroupID: 15
Volume: 5.0
radius: 1.0
published: True
Mass: 0.0
Tech Level: 1
groupID: 60
portionSize: 1
Max Modules Of This Group Allowed: 1.0
Can be fitted to: 324.0
Can be fitted to: 358.0
requiredSkill1Level: 5.0
Primary Skill required: 3394.0
52231 - Unstable Assault Damage Control Mutaplasmid This bioadaptive mutaplasmid tool is designed to interface with and alter devices that mitigate the impact of critical system damage and provide short bursts of extreme damage resistances. As such this mutaplasmid could be used to mutate the performance characteristics of assault damage control modules.

Triglavian bioadaptive technology makes extensive use of engineered colonies of extremophilic bacteria, that are used to grow, harvest and adapt various resources found in Abyssal Deadspace. Artificial colonizing plasmids integrated into specialist tools used for direct adaptation of technology can be found in Triglavian caches in various stages of development. These mutaplasmids can be used to alter the characteristics of a wide variety of equipment types, depending on the strain and the bioadaptive tool with which they are integrated.

The mutaplasmid colony integrated into this bioadaptive tool has begun to decay and mutation effects will be less pronounced as a result. While possible mutational benefits are low, the risks of using this mutaplasmid are also reduced.
Mutaplasmids
Click to toggle showing the 16 attributes. descriptionID: 550358
typeID: 52231
Capacity: 0.0
Meta Level: 0
isDynamicType: False
typeNameID: 548846
iconID: 24132
basePrice: 1000.0
marketGroupID: 2534 (Assault Damage Control Mutaplasmids)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
Tech Level: 1
groupID: 1964
portionSize: 1
52232 - Tangling Damavik A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards the use of Stasis Webifier and Remote Repair modules.

Damavik Subclade of Perun Clade revised adaptation schema for cladeship of the 3 tactical troika classification has been accepted for imprinting in advancing-time generations after cladistic glorification over Samovda Subclade. Tactical subrole dispersal is in the gift of strategic troika. – partial translation of data included in recovered design schematics of the Damavik
Invading Precursor Entities
Click to toggle showing the 82 attributes. descriptionID: 550177
typeID: 52232
graphicID: 22007
Capacity: 135.0
isDynamicType: False
typeNameID: 548866
basePrice: 0.0
Volume: 28600.0
soundID: 20063
wreckTypeID: 48373
radius: 34.0
factionID: 500026
published: False
Mass: 950000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
Shield Capacity: 625.0
behaviorWebifierDischarge: 0.0
Structure Hitpoints: 812.5
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
Maximum Velocity Bonus: -50.0
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 2750.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 2900.0
Signature Radius: 192.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
behaviorRemoteArmorRepairDuration: 3000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
behaviorWebifierDuration: 5000.0
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 50000.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
Shield recharge time: 400000.0
Bounty: 0.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
behaviorWebifierFalloff: 0.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 43.9
Kinetic damage: 0.0
Thermal damage: 95.76
Orbit Velocity: 1450.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
behaviorWebifierRange: 10000.0
52233 - Tangling Kikimora A light, long-range combat ship that may be considered the Collective's approach to standoff destroyer designs, the Kikimora is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Kikimora variant appears to be engineered towards the use of Stasis Webifier and Remote Repair modules.

Kikimora Subclade of Svarog Clade revised adaptation schema for cladeship of the 9 tactical troika classification has been accepted for imprinting in advancing-time generations after reverse-time reclamation following audience communion with reverse-time proving from ancient noema. Tactical subrole dispersal is subject to suspended-time pressure contingent on proving anew. – partial translation of data included in recovered design schematics of the Kikimora.
Invading Precursor Entities
Click to toggle showing the 84 attributes. descriptionID: 550186
typeID: 52233
graphicID: 22316
Capacity: 360.0
isDynamicType: False
raceID: 135
typeNameID: 548870
basePrice: 33500000.0
marketGroupID: 2523 (Triglavian)
Volume: 43000.0
soundID: 20063
wreckTypeID: 52414
radius: 42.0
factionID: 500026
published: False
Mass: 1350000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
Shield Capacity: 937.0
behaviorWebifierDischarge: 0.0
Structure Hitpoints: 1218.75
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
Maximum Velocity Bonus: -60.0
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 4125.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 2320.0
Signature Radius: 384.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
behaviorRemoteArmorRepairDuration: 3000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
behaviorWebifierDuration: 6500.0
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 0.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 50000.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
Shield recharge time: 400000.0
Bounty: 0.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
behaviorWebifierFalloff: 0.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 59.4
Kinetic damage: 0.0
Thermal damage: 129.6
Orbit Velocity: 1160.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
behaviorWebifierRange: 10000.0
52234 - Starving Drekavac A heavy, intermediate warship that appears to be the Collective's equivalent of a combat battlecruiser, the the Drekavac is capable of mounting Heavy Entropic Disintegrators and an array of support weapons. This particular Dekavac variant appears to be engineered towards making use of Energy Neutralizer and Remote Repair modules.

Drekavac Subclade of Perun Clade relinquished the adaptation schema of reverse-time accepted 243 tactical troika classification cladeship into the proving grounds of Perun Clade on the assent-conjunction of prayer from Gromovi and Samovda Subclades. Evocation of playful communion across repeated-time by tactical troika in sub-15, sub-21 and sub-27 exclaves of repeated conduit loop construct-303 is under now-time pressure. – partial translation of data included recovered design schematics of the Drekavac
Invading Precursor Entities
Click to toggle showing the 84 attributes. descriptionID: 550192
typeID: 52234
graphicID: 22318
Capacity: 650.0
isDynamicType: False
raceID: 135
typeNameID: 548871
basePrice: 165000000.0
Volume: 233000.0
soundID: 20063
wreckTypeID: 52416
radius: 250.0
factionID: 500026
published: False
Mass: 9900000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 7.0
Shield Capacity: 3437.5
Structure Hitpoints: 5500.0
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 16000.0
Armor Hitpoints: 8937.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 95.0
Maximum Velocity: 1200.0
Damage Multiplier Bonus Per Cycle: 0.025
Signature Radius: 350.0
entityChaseMaxDurationChance: 1.0
entityMaxVelocitySignatureRadiusMultiplier: 6.0
Maximum Damage Multiplier Bonus: 1.875
entityFactionLoss: 0.0
Rate of fire: 5000.0
Scan Resolution: 125.0
Optimal Range: 63000.0
Capacitor Recharge time: 750000.0
behaviorRemoteArmorRepairDuration: 6000.0
behaviorRemoteArmorRepairRange: 33000.0
behaviorRemoteArmorRepairFalloff: 28000.0
behaviorRemoteArmorRepairDischarge: 136.875
gfxTurretID: 47918.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 0.11
Bounty: 0.0
entityEquipmentMin: 1.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 108000.0
npcBehaviorMaximumCombatOrbitRange: 15000.0
structureUniformity: 1.0
RADAR Sensor Strength: 33.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 225.0
behaviorEnergyNeutralizerDuration: 8000.0
behaviorEnergyNeutralizerRange: 4000.0
behaviorEnergyNeutralizerFalloff: 9000.0
behaviorEnergyNeutralizerDischarge: 33.75
Shield recharge time: 800000.0
Neutralization Amount: 250.0
Capacitor Capacity: 8250.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 130.9
Kinetic damage: 0.0
Thermal damage: 207.9
Orbit Velocity: 600.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52236 - Zorya's Light Entropic Disintegrator This small Entropic Disintegrator is typically seen in use on Triglavian frigates and destroyers, which are able to handle the relatively minimal radiation and gravitational tidal forces the weapon generates as a side-effect of its operation.

Entropic Disintegrators draw on the tremendous power of the Triglavian singularity-based energy systems to convert exotic matter into a particle stream directed with locally generated entropic force. While powerful, the range of the weapon is limited by the attenuation of entropic forces, which dissipate critically beyond the optimal range. As a result this weapon has no falloff range.

The particle stream generates thermal and explosive reactions on impact, and the entropic forces resolve into a localized gravitational conduit that steadily increases the acceleration on the exotic particles. In effect, the weapon's damage potential increases to a maximum level as long as the particle stream is kept on the same target.

Requires exotic plasma charge ammo types: Baryon, Meson, and Tetryon.
Precursor Weapon
Click to toggle showing the 51 attributes. descriptionID: 549540
typeID: 52236
graphicID: 21997
Capacity: 5.0
isDynamicType: False
raceID: 135
typeNameID: 548877
Volume: 5.0
iconID: 21923
basePrice: 0.0
marketGroupID: 2433 (Small)
metaGroupID: 4.0
radius: 1.0
Meta Level: 8.0
published: True
Mass: 500.0
Tech Level: 1.0
groupID: 1986
portionSize: 1
Charge size: 1.0
Reload Time: 0.01
Can be fitted to: 47269.0
Activation Cost: 3.8
Structure Hitpoints: 40.0
Can be fitted to: 52254.0
requiredSkill1Level: 1.0
requiredSkill2Level: 1.0
Can be fitted to: 48636.0
Can be fitted to: 49710.0
Can be fitted to: 52250.0
heatDissipationRateModifier: 0.01
Powergrid Usage: 25.0
Turret Tracking: 410.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.5
slots occupied: 1.0
CPU usage: 45.0
Rate of fire: 3500.0
Optimal Range: 7000.0
Secondary Skill required: 47870.0
Charges Per Cycle: 1.0
Overload damage bonus: 15.0
Heat Damage: 3.6
Required Thermodynamics Level: 1.0
targetModule: 0.0
Damage Modifier: 1.4
Primary Skill required: 3300.0
Used with (Charge Group): 1987.0
Used with (Charge Group): 1989.0
Color Scheme: 11313.0
Signature Resolution: 40000.0
52237 - Zorya's Light Entropic Disintegrator Blueprint No Description Precursor Weapon Blueprint
Click to toggle showing the 13 attributes. typeID: 52237
Capacity: 0.0
isDynamicType: False
typeNameID: 548878
iconID: 21923
basePrice: 120000.0
marketGroupID: 292 (Small)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1990
portionSize: 1
52238 - Zorya's Heavy Entropic Disintegrator This medium-sized Entropic Disintegrator is normally seen in use on Triglavian cruisers or battlecruisers, which are able to handle the increased radiation and serious gravitational tidal forces the weapon generates as a side-effect of its operation.

Entropic Disintegrators draw on the tremendous power of the Triglavian singularity-based energy systems to convert exotic matter into a particle stream directed with locally generated entropic force. While powerful, the range of the weapon is limited by the attenuation of entropic forces, which dissipate critically beyond the optimal range. As a result this weapon has no falloff range.

The particle stream generates thermal and explosive reactions on impact, and the entropic forces resolve into a localized gravitational conduit that steadily increases the acceleration on the exotic particles. In effect, the weapon's damage potential increases to a maximum level as long as the particle stream is kept on the same target.

Requires exotic plasma charge ammo types: Baryon, Meson, and Tetryon.
Precursor Weapon
Click to toggle showing the 50 attributes. descriptionID: 549541
typeID: 52238
graphicID: 21996
Capacity: 5.0
isDynamicType: False
raceID: 135
typeNameID: 548879
Volume: 10.0
iconID: 21922
basePrice: 0.0
marketGroupID: 2434 (Medium)
metaGroupID: 4.0
radius: 1.0
Meta Level: 8.0
published: True
Mass: 1000.0
Tech Level: 1.0
groupID: 1986
portionSize: 1
Charge size: 2.0
Reload Time: 0.01
Can be fitted to: 47270.0
Activation Cost: 18.0
Structure Hitpoints: 40.0
requiredSkill1Level: 1.0
requiredSkill2Level: 3.0
Can be fitted to: 48635.0
Can be fitted to: 49711.0
Can be fitted to: 52252.0
heatDissipationRateModifier: 0.01
Powergrid Usage: 750.0
Turret Tracking: 42.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.5
slots occupied: 1.0
CPU usage: 160.0
Rate of fire: 5500.0
Optimal Range: 17000.0
Secondary Skill required: 3300.0
Charges Per Cycle: 1.0
Overload damage bonus: 15.0
Heat Damage: 3.6
Required Thermodynamics Level: 1.0
targetModule: 0.0
Damage Modifier: 1.4
Primary Skill required: 47871.0
Used with (Charge Group): 1987.0
Used with (Charge Group): 1989.0
Color Scheme: 11313.0
Signature Resolution: 40000.0
52239 - Zorya's Heavy Entropic Disintegrator Blueprint No Description Precursor Weapon Blueprint
Click to toggle showing the 13 attributes. typeID: 52239
Capacity: 0.0
isDynamicType: False
typeNameID: 548880
iconID: 21922
basePrice: 1200000.0
marketGroupID: 293 (Medium)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1990
portionSize: 1
52240 - Zorya's Supratidal Entropic Disintegrator This large Entropic Disintegrator is only seen in use on Triglavian battleships, these massive ships being capable of managing the considerable radiation and enormous gravitational tidal forces the weapon generates. At the energy levels of this superheavy weapon system, the tidal forces are such that special systems are built into the ship to counteract them.

Entropic Disintegrators draw on the tremendous power of the Triglavian singularity-based energy systems to convert exotic matter into a particle stream directed with locally generated entropic force. While powerful, the range of the weapon is limited by the attenuation of entropic forces, which dissipate critically beyond the optimal range. As a result this weapon has no falloff range.

The particle stream generates thermal and explosive reactions on impact, and the entropic forces resolve into a localized gravitational conduit that steadily increases the acceleration on the exotic particles. In effect, the weapon's damage potential increases to a maximum level as long as the particle stream is kept on the same target.

Requires exotic plasma charge ammo types: Baryon, Meson, and Tetryon.
Precursor Weapon
Click to toggle showing the 47 attributes. descriptionID: 549539
typeID: 52240
graphicID: 21994
Capacity: 5.0
isDynamicType: False
raceID: 135
typeNameID: 548881
Volume: 20.0
iconID: 21921
basePrice: 0.0
marketGroupID: 2435 (Large)
metaGroupID: 4.0
radius: 1.0
Meta Level: 8.0
published: True
Mass: 2000.0
Tech Level: 1.0
groupID: 1986
portionSize: 1
Charge size: 3.0
Reload Time: 0.01
Can be fitted to: 47271.0
Activation Cost: 50.0
Structure Hitpoints: 40.0
requiredSkill1Level: 1.0
requiredSkill2Level: 5.0
heatDissipationRateModifier: 0.01
Powergrid Usage: 15000.0
Turret Tracking: 5.45
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 1.5
slots occupied: 1.0
CPU usage: 342.0
Rate of fire: 8000.0
Optimal Range: 28000.0
Secondary Skill required: 3300.0
Charges Per Cycle: 1.0
Overload damage bonus: 15.0
Heat Damage: 3.6
Required Thermodynamics Level: 1.0
targetModule: 0.0
Damage Modifier: 1.4
Primary Skill required: 47872.0
Used with (Charge Group): 1987.0
Used with (Charge Group): 1989.0
Color Scheme: 11313.0
Signature Resolution: 40000.0
52241 - Zorya's Supratidal Entropic Disintegrator Blueprint No Description Precursor Weapon Blueprint
Click to toggle showing the 13 attributes. typeID: 52241
Capacity: 0.0
isDynamicType: False
typeNameID: 548882
iconID: 21921
basePrice: 9000000.0
marketGroupID: 295 (Large)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1990
portionSize: 1
52242 - Zorya's Entropic Radiation Sink Entropic Disintegrators generate a considerable amount of radiation when firing and this must be contained in order to avoid a dangerous build up. Bringing online additional Entropic Radiation Sinks allows the weapons to be fired at higher levels of energy and more rapidly, considerably increasing their damage potential.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Entropic Radiation Sink
Click to toggle showing the 24 attributes. descriptionID: 549543
typeID: 52242
Capacity: 0.0
Meta Level: 0.0
isDynamicType: False
typeNameID: 548883
Volume: 5.0
iconID: 1046
basePrice: 0.0
marketGroupID: 2471 (Entropic Radiation Sinks)
metaGroupID: 5
radius: 1.0
published: True
Mass: 1.0
Tech Level: 1.0
groupID: 1988
portionSize: 1
Damage Modifier: 1.15
Structure Hitpoints: 40.0
rate of fire bonus: 0.92
CPU usage: 25.0
requiredSkill1Level: 1.0
Primary Skill required: 3318.0
Powergrid Usage: 1.0
52243 - Zorya's Entropic Radiation Sink Blueprint No Description Entropic Radiation Sink Blueprint
Click to toggle showing the 13 attributes. typeID: 52243
Capacity: 0.0
isDynamicType: False
typeNameID: 548884
iconID: 1046
basePrice: 249600.0
marketGroupID: 343 (Weapon Upgrades)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1992
portionSize: 1
52244 - Veles Entropic Radiation Sink Entropic Disintegrators generate a considerable amount of radiation when firing and this must be contained in order to avoid a dangerous build up. Bringing online additional Entropic Radiation Sinks allows the weapons to be fired at higher levels of energy and more rapidly, considerably increasing their damage potential.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Entropic Radiation Sink
Click to toggle showing the 24 attributes. descriptionID: 549542
typeID: 52244
Capacity: 0.0
Meta Level: 0.0
isDynamicType: False
typeNameID: 548887
Volume: 5.0
iconID: 1046
basePrice: 0.0
marketGroupID: 2471 (Entropic Radiation Sinks)
metaGroupID: 4
radius: 1.0
published: True
Mass: 1.0
Tech Level: 1.0
groupID: 1988
portionSize: 1
Damage Modifier: 1.14
Structure Hitpoints: 40.0
rate of fire bonus: 0.93
CPU usage: 23.0
requiredSkill1Level: 1.0
Primary Skill required: 3318.0
Powergrid Usage: 1.0
52245 - Veles Entropic Radiation Sink Blueprint No Description Entropic Radiation Sink Blueprint
Click to toggle showing the 13 attributes. typeID: 52245
Capacity: 0.0
isDynamicType: False
typeNameID: 548888
iconID: 1046
basePrice: 249600.0
marketGroupID: 343 (Weapon Upgrades)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1992
portionSize: 1
52247 - Invasion Effects Light No Description Effect Beacon
Click to toggle showing the 17 attributes. typeID: 52247
graphicID: 1217
Capacity: 0.0
isDynamicType: False
typeNameID: 548891
basePrice: 0.0
Volume: 20.0
radius: 1.0
published: True
Mass: 1.0
groupID: 920
portionSize: 250
Hitpoint Bonus: -15.0
miningDurationMultiplier: -10.0
Drone Velocity Bonus: -20.0
Inertia Modifier: -10.0
Drone Damage Bonus: -20.0
52248 - Invasion Effects Medium No Description Effect Beacon
Click to toggle showing the 17 attributes. typeID: 52248
graphicID: 1217
Capacity: 0.0
isDynamicType: False
typeNameID: 548892
basePrice: 0.0
Volume: 20.0
radius: 1.0
published: True
Mass: 1.0
groupID: 920
portionSize: 250
Hitpoint Bonus: -25.0
miningDurationMultiplier: -25.0
Drone Velocity Bonus: -35.0
Inertia Modifier: -25.0
Drone Damage Bonus: -35.0
52249 - Invasion Effects Strong No Description Effect Beacon
Click to toggle showing the 17 attributes. typeID: 52249
graphicID: 1217
Capacity: 0.0
isDynamicType: False
typeNameID: 548893
basePrice: 0.0
Volume: 20.0
radius: 1.0
published: True
Mass: 1.0
groupID: 920
portionSize: 250
Hitpoint Bonus: -40.0
miningDurationMultiplier: -45.0
Drone Velocity Bonus: -50.0
Inertia Modifier: -45.0
Drone Damage Bonus: -50.0
52250 - Nergal Adapting the Collective's Damavik-class frigate design, the Nergal's basic premise is to turn the Triglavian light hull into an assault frigate that builds on the powerful capabilities of the core ship frame. The Nergal has been modified using a variety of designs but draws principally from the popular Enyo-class assault frigate, using the Triglavian energy systems and the light entropic disintegrator capacity create a fearsome attack ship.

As an assault frigate, the Nergal has improved microwarpdrive signature radius damping and can use an assault damage control for enhanced defense. This compact brawler also benefits from increased entropic disintegrator range and damage, while its Triglavian core systems give it advantages in the use of energy neutralizer and pulse weapons, as well as remote armor repairers.

"Refitting the core Damavik hull type with the Enyo's assault modifications was relatively straightforward due to the larger size of the ship's frame. We were also able to install improved drone bays and control bandwidth. A note on drones: one of our technicians improperly accessed a locked out section of the Triglavian encryption database and inadvertently activated a dormant subversion routine. Damage to the testbed was extensive. Unfortunately, no disciplinary action is necessary and next of kin have been informed according to cover protocols. The Navy R&D Board should consider notifying the CreoDron research group to take extra precautions." – excerpt from a report for the Federal Navy from Roden Shipyards Precursor Technology Research Group
Assault Frigate
Click to toggle showing the 107 attributes. raceID: 135
typeNameID: 548899
radius: 42.0
factionID: 500026
typeID: 52250
graphicID: 24470
Capacity: 250.0
isDynamicType: False
soundID: 20063
wreckTypeID: 48373
Tech Level: 1.0
basePrice: 1500000.0
marketGroupID: 2536 (Triglavian)
Volume: 28600.0
portionSize: 1
descriptionID: 549887
Meta Level: 0.0
metaGroupID: 2
isisGroupID: 11
Mass: 1043000.0
published: True
certificateTemplate: 234
groupID: 324
Item Damage: 0.0
Structure Hitpoints: 700.0
Rig Size: 1.0
Low Slots: 4.0
Medium Slots: 3.0
High Slots: 2.0
Power Load: 0.0
powerToSpeed: 1.0
warpFactor: 0.0
Maximum Velocity: 313.0
Signature Radius: 36.0
CPU Output: 150.0
CPU Load: 0.0
Scan Resolution: 640.0
Capacitor Recharge time: 212500.0
Powergrid Output: 55.0
Inertia Modifier: 2.9
armorUniformity: 0.75
Maximum Targeting Range: 45000.0
structureUniformity: 1.0
Warp Speed Multiplier: 5.5
Launcher Hardpoints: 0.0
Turret Hardpoints: 1.0
Calibration: 400.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Rig Slots: 2.0
fwLpKill: 25.0
mainColor: 16777215.0
maxPassengers: 12.0
Rig Slots: 2.0
uniformity: 1.0
maxDirectionalVelocity: 3000.0
minTargetVelDmgMultiplier: 0.05
warpCapacitorNeed: 2.24e-06
heatCapacityHi: 100.0
heatDissipationRate: 0.01
eliteBonusGunship2: 7.5
Structure EM Damage Resistance: 0.67
heatDissipationRateHi: 0.01
heatDissipationRateLow: 0.01
heatCapacityMed: 100.0
heatCapacityLow: 100.0
Primary Skill required: 47867.0
Secondary Skill required: 12095.0
Maximum Locked Targets: 5.0
heatGenerationMultiplier: 1.0
Special Ability Bonus: 5.0
Special Ability Bonus: -4.0
RADAR Sensor Strength: 14.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
propulsionGraphicID: 394.0
Color Scheme: 11313.0
Heat Attenuation: 0.5
heatAttenuationMed: 0.5
heatAttenuationMed: 0.63
gfxBoosterID: 394.0
Drone Bandwidth: 25.0
shipBonusRole1: 100.0
shipBonusRole2: -50.0
Ship Warp Speed: 1.0
Shield Capacity: 225.0
Armor Hitpoints: 1120.0
MWDSignatureRadiusBonus: -50.0
Armor Explosive Damage Resistance: 0.35
Armor Kinetic Damage Resistance: 0.75
Armor Thermal Damage Resistance: 0.25
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.15
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.5
requiredSkill1Level: 5.0
requiredSkill2Level: 1.0
Drone Capacity: 25.0
Armor EM Damage Resistance: 0.5
eliteBonusGunship1: 20.0
Targeting Speed: 2000.0
Shield recharge time: 625000.0
Capacitor Capacity: 525.0
Shield Uniformity: 0.75
shipScanResistance: 0.0
52251 - Nergal Blueprint No Description Frigate Blueprint
Click to toggle showing the 13 attributes. typeID: 52251
graphicID: 24470
Capacity: 0.0
isDynamicType: False
typeNameID: 548900
basePrice: 50000000000.0
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
Tech Level: 2
groupID: 105
portionSize: 1
52252 - Ikitursa Using the Triglavian Vedmak-class cruiser as a basis, the designers of the Ikitursa have fashioned a powerful heavy assault cruiser from the already potent core design. The Ikitursa has been adapted for capsuleer service using systems based on the venerable Eagle-class heavy assault cruiser and has the powerful defenses and hard striking power one would expect of such a vessel wielding heavy entropic disintegrators.

As a heavy assault cruiser, the Ikitursa can use an assault damage control for enhanced defense and benefits from increased entropic disintegrator range and damage, while its Triglavian core systems give it advantages in the use of energy neutralizer and pulse weapons, as well as remote armor repairers.

"We can confirm that Ishukone's propriety Heavy Assault Cruiser Enhancement Package can be adapted for use in conversion of the Vedmak design to a heavy assault configuration. The basic technology allowing for damage resistance spiking will function on command and microwarpdrive bloom is reduced using the standard techniques. We did attempt to improve shield systems on prototype 2 but overtuning the thermo-kinetic shielding caused a singularity instability alert and the experiment was aborted. Recommend further research and experimentation in an isolated test location." – excerpt from report to Caldari Navy Design Bureau 47 from Ishukone Corporation
Heavy Assault Cruiser
Click to toggle showing the 106 attributes. raceID: 135
typeNameID: 548901
radius: 250.0
factionID: 500026
typeID: 52252
graphicID: 24469
Capacity: 550.0
isDynamicType: False
soundID: 20063
wreckTypeID: 48372
Tech Level: 1.0
basePrice: 7500000.0
marketGroupID: 2535 (Triglavian)
Volume: 118000.0
portionSize: 1
descriptionID: 549885
Meta Level: 0.0
metaGroupID: 2
isisGroupID: 19
Mass: 11900000.0
published: True
certificateTemplate: 235
groupID: 358
Item Damage: 0.0
Structure Hitpoints: 2200.0
Rig Size: 2.0
Low Slots: 6.0
Medium Slots: 4.0
High Slots: 4.0
Power Load: 0.0
powerToSpeed: 1.0
warpFactor: 0.0
Maximum Velocity: 220.0
Signature Radius: 120.0
CPU Output: 400.0
CPU Load: 0.0
Scan Resolution: 300.0
Capacitor Recharge time: 280000.0
Powergrid Output: 1250.0
Inertia Modifier: 0.64
armorUniformity: 0.75
Maximum Targeting Range: 65000.0
structureUniformity: 1.0
Warp Speed Multiplier: 3.3
Launcher Hardpoints: 0.0
Turret Hardpoints: 1.0
Calibration: 400.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Rig Slots: 2.0
fwLpKill: 100.0
mainColor: 16777215.0
maxPassengers: 500.0
Rig Slots: 2.0
uniformity: 1.0
maxDirectionalVelocity: 2000.0
minTargetVelDmgMultiplier: 0.25
warpCapacitorNeed: 8.13e-07
heatCapacityHi: 100.0
heatDissipationRate: 0.01
Structure EM Damage Resistance: 0.67
heatDissipationRateHi: 0.01
heatDissipationRateLow: 0.01
heatCapacityMed: 100.0
heatCapacityLow: 100.0
eliteBonusHeavyGunship1: 20.0
eliteBonusHeavyGunship2: 7.5
Primary Skill required: 47868.0
Secondary Skill required: 16591.0
Maximum Locked Targets: 7.0
heatGenerationMultiplier: 0.75
Special Ability Bonus: 5.0
Special Ability Bonus: 5.0
RADAR Sensor Strength: 22.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
propulsionGraphicID: 394.0
Color Scheme: 11313.0
Heat Attenuation: 0.71
heatAttenuationMed: 0.63
heatAttenuationMed: 0.76
gfxBoosterID: 394.0
Drone Bandwidth: 50.0
shipBonusRole1: 100.0
shipBonusRole2: -50.0
Ship Warp Speed: 1.0
Shield Capacity: 850.0
Armor Hitpoints: 3450.0
MWDSignatureRadiusBonus: -50.0
Armor Explosive Damage Resistance: 0.35
Armor Kinetic Damage Resistance: 0.75
Armor Thermal Damage Resistance: 0.25
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.15
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.5
requiredSkill1Level: 5.0
requiredSkill2Level: 1.0
Drone Capacity: 75.0
Armor EM Damage Resistance: 0.5
Targeting Speed: 5000.0
Shield recharge time: 1250000.0
Capacitor Capacity: 1650.0
Shield Uniformity: 0.75
52253 - Ikitursa Blueprint No Description Cruiser Blueprint
Click to toggle showing the 13 attributes. typeID: 52253
graphicID: 24469
Capacity: 0.0
isDynamicType: False
typeNameID: 548902
basePrice: 50000000000.0
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
Tech Level: 2
groupID: 106
portionSize: 1
52254 - Draugur A modification of the Collective's Kikimora-class destroyer, the Draugur design takes the core of the Triglavian hull design and completely overhauls it to produce a potent example of the command destroyer type of vessel. The Draugur's design has taken principles and technology from the Minmatar Bifrost-class of command destroyer, while retaining the energy systems and characteristic weaponry of Triglavian ships.

As a command destroyer, the Draugur can use command bursts and micro jump field generators, while its Triglavian core systems give it advantages in the use of energy neutralizer and pulse weapons, as well as remote armor repairers.

"The Kikimora hull is entirely viable for conversion to a command destroyer pattern and we believe it will be possible to incorporate the high-capacity power couplings for a micro jump field generator without difficulty. The couplings and related warp field systems will require additional shielding from the entropic radiation of the weapon system but this is offset by existing hull integrity thresholds being well above the tolerances for jump field use." – excerpt from a proposal from Core Complexion/Thukker Mix Elgoi VIII Collaborative Design Circle
Command Destroyer
Click to toggle showing the 108 attributes. raceID: 135
typeNameID: 548903
radius: 42.0
factionID: 500026
typeID: 52254
graphicID: 24471
Capacity: 360.0
isDynamicType: False
soundID: 20063
wreckTypeID: 48373
Tech Level: 1.0
basePrice: 33500000.0
marketGroupID: 2537 (Triglavian)
Volume: 43000.0
portionSize: 1
descriptionID: 549886
Meta Level: 0.0
metaGroupID: 2
isisGroupID: 93
Mass: 1450000.0
published: True
certificateTemplate: 234
groupID: 1534
Item Damage: 0.0
Structure Hitpoints: 1010.0
Rig Size: 1.0
Low Slots: 4.0
Medium Slots: 3.0
High Slots: 3.0
Power Load: 0.0
roleBonusCD: -95.0
powerToSpeed: 1.0
warpFactor: 0.0
Maximum Velocity: 318.0
Signature Radius: 62.0
CPU Output: 220.0
CPU Load: 0.0
Scan Resolution: 525.0
Capacitor Recharge time: 340000.0
Powergrid Output: 70.0
Inertia Modifier: 2.88
eliteBonusCommandDestroyer2: -5.0
Maximum Targeting Range: 60000.0
structureUniformity: 1.0
Warp Speed Multiplier: 5.5
Launcher Hardpoints: 0.0
Turret Hardpoints: 1.0
Calibration: 400.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Rig Slots: 2.0
fwLpKill: 25.0
mainColor: 16777215.0
maxPassengers: 12.0
Rig Slots: 2.0
uniformity: 1.0
maxDirectionalVelocity: 3000.0
minTargetVelDmgMultiplier: 0.05
warpCapacitorNeed: 2.24e-06
heatCapacityHi: 100.0
heatDissipationRate: 0.01
Structure EM Damage Resistance: 0.67
heatDissipationRateHi: 0.01
heatDissipationRateLow: 0.01
heatCapacityMed: 100.0
heatCapacityLow: 100.0
Primary Skill required: 49742.0
Secondary Skill required: 37615.0
Maximum Locked Targets: 7.0
heatGenerationMultiplier: 1.0
RADAR Sensor Strength: 14.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
propulsionGraphicID: 394.0
Color Scheme: 11313.0
Heat Attenuation: 0.5
heatAttenuationMed: 0.5
heatAttenuationMed: 0.63
shipBonusPD1: 20.0
shipBonusPD2: 15.0
gfxBoosterID: 394.0
Drone Bandwidth: 10.0
shipBonusRole1: 100.0
shipBonusRole2: -50.0
Ship Warp Speed: 1.0
Shield Capacity: 475.0
Armor Hitpoints: 1250.0
MWDSignatureRadiusBonus: -50.0
Armor Explosive Damage Resistance: 0.35
Armor Kinetic Damage Resistance: 0.75
Armor Thermal Damage Resistance: 0.25
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.15
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.5
requiredSkill1Level: 5.0
requiredSkill2Level: 1.0
Drone Capacity: 20.0
Armor EM Damage Resistance: 0.5
armorUniformity: 0.75
eliteBonusCommandDestroyer1: 2.0
Targeting Speed: 2000.0
Shield recharge time: 625000.0
Capacitor Capacity: 950.0
Shield Uniformity: 0.75
shipScanResistance: 0.0
52255 - Draugur Blueprint No Description Command Destroyer Blueprint
Click to toggle showing the 13 attributes. typeID: 52255
graphicID: 24471
Capacity: 0.0
isDynamicType: False
typeNameID: 548904
basePrice: 50000000000.0
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
Tech Level: 2
groupID: 1542
portionSize: 1
52264 - Test Site Gatling Pulse Laser No Description Energy Weapon
Click to toggle showing the 39 attributes. typeID: 52264
graphicID: 11118
Capacity: 0.0
isDynamicType: False
Meta Level: 0.0
typeNameID: 548941
iconID: 350
basePrice: 0.0
Volume: 5.0
radius: 1.0
published: False
Mass: 500.0
Tech Level: 1.0
groupID: 53
portionSize: 1
Charge size: 1.0
Reload Time: 0.01
Activation Cost: 1.82
Structure Hitpoints: 40.0
requiredSkill1Level: 1.0
requiredSkill2Level: 1.0
heatDissipationRateModifier: 0.01
Accuracy falloff : 1000.0
Turret Tracking: 308.125
slots occupied: 1.0
CPU usage: 4.0
Rate of fire: 2100.0
Powergrid Usage: 5.0
Optimal Range: 4200.0
Secondary Skill required: 3300.0
Overload damage bonus: 15.0
Heat Damage: 0.6
Required Thermodynamics Level: 1.0
targetModule: 0.0
Damage Modifier: 1.5
Primary Skill required: 3303.0
Used with (Charge Group): 86.0
Color Scheme: 11313.0
Signature Resolution: 40000.0
52265 - Test Site Armor Repair No Description Armor Repair Unit
Click to toggle showing the 30 attributes. typeID: 52265
Capacity: 0.0
isDynamicType: False
Meta Level: 0.0
typeNameID: 548942
iconID: 80
basePrice: 0.0
marketGroupID: 1049 (Small )
Volume: 5.0
radius: 1.0
published: False
Mass: 500.0
Tech Level: 1.0
groupID: 62
portionSize: 1
Activation Cost: 40.0
Structure Hitpoints: 40.0
Secondary Skill required: 3392.0
Overload Repair Bonus: 10.0
CPU usage: 5.0
Required Thermodynamics Level: 1.0
Armor Hitpoints Repaired: 69.0
requiredSkill1Level: 1.0
Primary Skill required: 3393.0
Activation time / duration: 6000.0
requiredSkill2Level: 1.0
Heat Damage: 5.4
heatDissipationRateModifier: 0.01
Powergrid Usage: 5.0
Overload duration bonus: -15.0
52266 - Test Site Damage Mod No Description QA Module
Click to toggle showing the 26 attributes. typeID: 52266
Capacity: 0.0
isDynamicType: False
Meta Level: 0.0
typeNameID: 548943
iconID: 1046
basePrice: 0.0
Volume: 1.0
radius: 1.0
published: False
Mass: 0.0
Tech Level: 1.0
groupID: 353
portionSize: 1
Damage Modifier: 20.0
Structure Hitpoints: 40.0
Damage multiplier multiplier: 100.0
Maximum Locked Targets Bonus: 20.0
Targeting Range Bonus: 5.0
Missile Damage Bonus: 20.0
Primary Skill required: 9955.0
Scan Resolution Bonus: 5000.0
Optimal Range Bonus: 5000.0
Tracking Speed Bonus: 5000.0
Falloff Bonus: 5000.0
requiredSkill1Level: 5.0
52267 - Test Site Maller No Description Cruiser
Click to toggle showing the 97 attributes. typeID: 52267
graphicID: 57
Capacity: 480.0
isDynamicType: False
raceID: 4
isisGroupID: 16
typeNameID: 548945
basePrice: 0.0
Mass: 13150000.0
marketGroupID: 74 (Amarr)
Volume: 118000.0
soundID: 20063
wreckTypeID: 26473
radius: 110.0
Meta Level: 0.0
factionID: 500003
published: False
portionSize: 1
Tech Level: 1.0
groupID: 26
certificateTemplate: 19
Rig Size: 2.0
maxPassengers: 500.0
Rig Slots: 3.0
Item Damage: 0.0
minTargetVelDmgMultiplier: 0.25
Shield Capacity: 1000.0
uniformity: 1.0
Structure Hitpoints: 1700.0
Powergrid Output: 1150.0
Low Slots: 6.0
Medium Slots: 3.0
High Slots: 5.0
Power Load: 0.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
powerToSpeed: 1.0
Armor Kinetic Damage Resistance: 0.75
warpFactor: 0.0
maxDirectionalVelocity: 2000.0
warpCapacitorNeed: 8.13e-07
heatCapacityHi: 100.0
Drone Capacity: 15.0
Armor Hitpoints: 2300.0
heatDissipationRate: 0.01
Maximum Velocity: 205.0
Rig Slots: 3.0
Signature Radius: 130.0
heatDissipationRateHi: 0.01
heatDissipationRateLow: 0.01
heatCapacityMed: 100.0
CPU Output: 300.0
CPU Load: 0.0
Scan Resolution: 280.0
Primary Skill required: 3335.0
Capacitor Recharge time: 465000.0
Maximum Locked Targets: 6.0
structureUniformity: 1.0
Armor EM Damage Resistance: 0.5
Inertia Modifier: 0.476
heatGenerationMultiplier: 0.75
Armor Explosive Damage Resistance: 0.8
heatCapacityLow: 100.0
Maximum Targeting Range: 47500.0
Targeting Speed: 5000.0
RADAR Sensor Strength: 16.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Ship Warp Speed: 1.0
Armor Thermal Damage Resistance: 0.65
heatAttenuationMed: 0.76
Warp Speed Multiplier: 3.0
propulsionGraphicID: 394.0
Shield EM Damage Resistance: 1.0
shipBonusAC: 5.0
Shield recharge time: 1250000.0
shipBonusAC2: -4.0
Capacitor Capacity: 1625.0
Shield Uniformity: 0.75
Launcher Hardpoints: 0.0
Turret Hardpoints: 5.0
Color Scheme: 11313.0
Heat Attenuation: 0.71
Calibration: 400.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
fwLpKill: 100.0
Structure EM Damage Resistance: 0.67
heatAttenuationMed: 0.5
gfxBoosterID: 394.0
Drone Bandwidth: 15.0
mainColor: 16777215.0
armorUniformity: 0.75
requiredSkill1Level: 1.0
52306 - Talassonite Light neutron deposition from the chaotic radiations observed near Abyssal Conduits have morphed the mineralogical composition of this Asteroid type, suspected to be formerly of the Scordite family. Reprocessing it will yield significant amounts of Tritanium whilst also yielding smaller amounts of Zydrine, Nocxium and Megacyte. Talassonite
Click to toggle showing the 20 attributes. descriptionID: 549788
typeID: 52306
graphicID: 24434
Capacity: 0.0
isDynamicType: False
typeNameID: 549019
iconID: 24136
basePrice: 234353.0
marketGroupID: 2540 (No Name)
Volume: 16.0
radius: 1.0
published: True
Mass: 0.0
groupID: 4029
portionSize: 100
asteroidMetaLevel: 1.0
requiredSkill1Level: 3386.0
Reprocessing Skill: 3385.0
Asteroid radius size multiplier: 15.0
Asteroid unit radius: 1000.0
52307 - Triglavian Quantum Engineering Skill and knowledge of Triglavian Quantum Engineering and its use in the development of advanced technology.

Used primarily in the research and manufacturing of Triglavian ship technologies.

Provides a 1% reduction in manufacturing time for all items requiring Triglavian Quantum Engineering per level.
Science
Click to toggle showing the 24 attributes. descriptionID: 549890
typeID: 52307
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549011
iconID: 33
basePrice: 15000000.0
marketGroupID: 375 (Science)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 270
portionSize: 1
requiredSkill2Level: 5.0
Training time multiplier : 5.0
Primary attribute: 165.0
Secondary attribute: 166.0
Primary Skill required: 3402.0
Secondary Skill required: 3392.0
Level: 0.0
Manufacturing Time Bonus: -1.0
requiredSkill1Level: 5.0
52308 - Triglavian Encryption Methods Understanding of the data encryption methods used by the Triglavian Collective.

Critical to the research and development of advanced ship designs based on Triglavian technology.
Science
Click to toggle showing the 26 attributes. descriptionID: 549888
typeID: 52308
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549012
iconID: 33
basePrice: 15000000.0
marketGroupID: 375 (Science)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 270
portionSize: 1
requiredSkill2Level: 4.0
requiredSkill3Level: 4.0
Level: 0.0
Training time multiplier : 4.0
Primary attribute: 165.0
Secondary attribute: 166.0
Primary Skill required: 3402.0
Secondary Skill required: 3409.0
Tertiary Skill required: 3403.0
inventionBonus: 10.0
requiredSkill1Level: 5.0
52309 - Datacore - Triglavian Quantum Engineering This datacore is of Triglavian design and contains a vast amount of information pertaining to Triglavian approaches to quantum engineering. The device should be invaluable in reverse-engineering Triglavian designs and making breakthroughs in the invention of new technologies based on the precursor civilization's science. Datacores
Click to toggle showing the 15 attributes. descriptionID: 549889
typeID: 52309
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549013
iconID: 24137
basePrice: 0.0
marketGroupID: 1880 (Datacores)
Volume: 0.1
radius: 1.0
published: True
Mass: 1.0
groupID: 333
portionSize: 1
52310 - Radiation Absorption Thruster A propulsion system component used in Triglavian ship designs and others adapted from such designs. Potentially useful as a component in various other technologies.

This propulsion technology is clearly designed to be used in conjunction with Triglavian power systems, harnessing for motive power some of the radiation released by quantum effects of the singularity at the heart of the ship.
Construction Components
Click to toggle showing the 15 attributes. descriptionID: 549884
typeID: 52310
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549014
iconID: 24138
basePrice: 0.0
marketGroupID: 802 (Amarr)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
groupID: 334
portionSize: 1
52311 - Singularity Radiation Convertor A power generation system component used in Triglavian ship designs and others adapted from such designs. Potentially useful as a component in various other technologies.

This power generation technology works by converting into usable energy the radiation produced by the singularity that is the critical feature of Triglavian power systems.
Construction Components
Click to toggle showing the 15 attributes. descriptionID: 549883
typeID: 52311
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549015
iconID: 24140
basePrice: 0.0
marketGroupID: 802 (Amarr)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
groupID: 334
portionSize: 1
52312 - Zero-Point Field Manipulator A power control and distribution system component used in Triglavian ship designs and others adapted from such designs. Potentially useful as a component in various other technologies.

Triglavian power systems produce vast quantities of energy, harvesting and converting the energy from singularity radiation, and use zero-point field manipulation to control, distribute and even store this energy.
Construction Components
Click to toggle showing the 15 attributes. descriptionID: 549882
typeID: 52312
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549016
iconID: 24142
basePrice: 0.0
marketGroupID: 802 (Amarr)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
groupID: 334
portionSize: 1
52313 - Trinary State Processor An information processing component used in Triglavian ship designs and others adapted from such designs. Potentially useful as a component in various other technologies.

Triglavian technologies are designed to be run by trinary-based code and this device is a key component of information processing in such systems. Determining how to interface with and interpret the input and output of such devices was a key breakthrough in the use of Triglavian technology.
Construction Components
Click to toggle showing the 15 attributes. descriptionID: 549864
typeID: 52313
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549017
iconID: 24141
basePrice: 0.0
marketGroupID: 802 (Amarr)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
groupID: 334
portionSize: 1
52314 - Lattice Locked Dekaisogen A strong and light construction material that is used in Triglavian ship designs and others adapted from such designs. Potentially useful as a component in various other technologies.

A highly versatile material, lattice locked dekaisogen is a refined and processed product based on Crystalline Isogen-10. The material is used throughout Triglavian technology and is the basis of the highly effective armor used in their ships.
Construction Components
Click to toggle showing the 15 attributes. descriptionID: 549863
typeID: 52314
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549018
iconID: 24139
basePrice: 0.0
marketGroupID: 802 (Amarr)
Volume: 1.0
radius: 1.0
published: True
Mass: 1.0
groupID: 334
portionSize: 1
52315 - Rakovene Protracted neutron deposition from the chaotic radiations observed near Abyssal Conduits have morphed the mineralogical composition of this Asteroid type, suspected to be formerly of the Scordite family. Reprocessing it will yield significant amounts of Tritanium and Pyerite whilst also yielding smaller amounts of Mexallon, Zydrine, Nocxium, Morphite and Megacyte. Rakovene
Click to toggle showing the 20 attributes. descriptionID: 549787
typeID: 52315
graphicID: 24446
Capacity: 0.0
isDynamicType: False
typeNameID: 549020
iconID: 24144
basePrice: 401168.0
marketGroupID: 2539 (No Name)
Volume: 16.0
radius: 1.0
published: True
Mass: 0.0
groupID: 4030
portionSize: 100
asteroidMetaLevel: 1.0
requiredSkill1Level: 3386.0
Reprocessing Skill: 3385.0
Asteroid radius size multiplier: 15.0
Asteroid unit radius: 1000.0
52316 - Bezdnacine Intense neutron deposition from the chaotic radiations observed near Abyssal Conduits have morphed the mineralogical composition of this Asteroid type, suspected to be formerly of the Scordite family. Reprocessing it will yield significant amounts of Tritanium, Pyerite, Isogen and Mexallon whilst also yielding smaller amounts of Morphite and Megacyte. Bezdnacine
Click to toggle showing the 20 attributes. descriptionID: 549786
typeID: 52316
graphicID: 24452
Capacity: 0.0
isDynamicType: False
typeNameID: 549021
iconID: 24143
basePrice: 449945.0
marketGroupID: 2538 (No Name)
Volume: 16.0
radius: 1.0
published: True
Mass: 0.0
groupID: 4031
portionSize: 100
asteroidMetaLevel: 1.0
requiredSkill1Level: 3386.0
Reprocessing Skill: 3385.0
Asteroid radius size multiplier: 15.0
Asteroid unit radius: 1000.0
52320 - Zorya's Leshak A very heavy and well-armed warship that is clearly the Collective's frontline battleship, the Leshak is capable of mounting Supratidal Entropic Disintegrators and an array of support weapons. This particular Leshak variant appears to be engineered towards damage application and remote repair capabilities.

Leshak Subclade of Veles Clade scattered the adaptation schema of reverse-time reclaimed adapation schema of 729 tactical troika classification vessel into the cladeflow without proving after Convocation of Triglav Outside the Struggle. Convocations of the Commune Troika have now-time pressure for dispersal to strategic troika. – partial translation of data included in recovered design schematics of the Leshak
Invading Precursor Entities
Click to toggle showing the 70 attributes. descriptionID: 550194
typeID: 52320
graphicID: 21993
Capacity: 933.0
isDynamicType: False
raceID: 135
typeNameID: 549057
basePrice: 112500000.0
Volume: 495000.0
soundID: 20061
wreckTypeID: 52416
radius: 400.0
published: False
Mass: 63000000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 7.0
Shield Capacity: 13750.0
Structure Hitpoints: 27500.0
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
Armor Hitpoints: 35750.0
Accuracy falloff : 0.0
Turret Tracking: 7.0
Maximum Velocity: 400.0
Signature Radius: 370.0
Damage Multiplier Bonus Per Cycle: 0.025
Maximum Damage Multiplier Bonus: 2.68
entityFactionLoss: 0.0
Rate of fire: 5000.0
Scan Resolution: 125.0
Optimal Range: 63000.0
Capacitor Recharge time: 750000.0
behaviorRemoteArmorRepairDuration: 6000.0
behaviorRemoteArmorRepairRange: 33000.0
behaviorRemoteArmorRepairFalloff: 28000.0
behaviorRemoteArmorRepairDischarge: 136.875
gfxTurretID: 47922.0
Damage Modifier: 0.9
gfxBoosterID: 397.0
Inertia Modifier: 0.11
entityEquipmentMin: 1.0
entityEquipmentMax: 3.0
Maximum Targeting Range: 108000.0
structureUniformity: 1.0
RADAR Sensor Strength: 33.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 225.0
Shield recharge time: 600000.0
Bounty: 0.0
Capacitor Capacity: 8250.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 297.5
Kinetic damage: 0.0
Thermal damage: 475.5
armorUniformity: 1.0
52326 - Invasion Core Environment No Description MassiveEnvironments
Click to toggle showing the 12 attributes. typeID: 52326
graphicID: 24466
Capacity: 0.0
isDynamicType: False
typeNameID: 549156
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 1882
portionSize: 1
52327 - Invasion Neighbourhood Environment No Description MassiveEnvironments
Click to toggle showing the 12 attributes. typeID: 52327
graphicID: 24467
Capacity: 0.0
isDynamicType: False
typeNameID: 549157
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 1882
portionSize: 1
52328 - Invasion Fringe Environment No Description MassiveEnvironments
Click to toggle showing the 12 attributes. typeID: 52328
graphicID: 24468
Capacity: 0.0
isDynamicType: False
typeNameID: 549158
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 1882
portionSize: 1
52329 - Empress Jamyl's Avatar No Description Hidden Zenith Amarr Capital
Click to toggle showing the 59 attributes. typeID: 52329
graphicID: 2910
Capacity: 0.0
isDynamicType: False
typeNameID: 549159
basePrice: 0.0
Volume: 100000000.0
radius: 6000.0
published: False
Mass: 2075625000.0
groupID: 1804
portionSize: 1
Shield Capacity: 300.0
Structure Hitpoints: 300.0
Armor EM Damage Resistance: 0.53
Armor Explosive Damage Resistance: 0.23
Armor Kinetic Damage Resistance: 0.33
Armor Thermal Damage Resistance: 0.43
Shield EM Damage Resistance: 0.53
Shield Explosive Damage Resistance: 0.23
Shield Kinetic Damage Resistance: 0.33
Shield Thermal Damage Resistance: 0.43
entityChaseMaxDistance: 0.0
Activation proximity: 250000.0
Armor Hitpoints: 300.0
entityBracketColour: 1.0
entityFlyRange: 0.0
Maximum Velocity: 1.0
Signature Radius: 30000.0
Scan Resolution: 500.0
Capacitor Recharge time: 500000.0
Threat Target Switch: 1.0
Maximum Locked Targets: 1.0
maxAttackTargets: 1.0
fighterAbilityAntiCapitalMissileResistance: 1.0
armorUniformity: 0.75
structureUniformity: 1.0
RADAR Sensor Strength: 72.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Disallows Assistance: 1.0
propulsionGraphicID: 397.0
Shield recharge time: 10000000.0
Capacitor Capacity: 3700.0
Shield Uniformity: 0.75
entityOverviewShipGroupId: 26.0
entityShieldBoostDuration: 10000.0
entityShieldBoostDelayChanceLarge: 0.175
Use Signature Radius: 1.0
Chance to not change targets: 0.0
use effect monitoring: 1.0
gfxBoosterID: 397.0
entityAttackRange: 250000.0
Drone Tanking Modifier: 0.7
Capital Sized Vessel: 1.0
Ignore Drones Below This Size: 100.0
Orbit Velocity: 1.0
entityShieldBoostAmount: 28.0
52336 - Zorya's Damavik A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards damage application and remote repair capabilities.

Damavik Subclade of Perun Clade revised adaptation schema for cladeship of the 3 tactical troika classification has been accepted for imprinting in advancing-time generations after cladistic glorification over Samovda Subclade. Tactical subrole dispersal is in the gift of strategic troika. – partial translation of data included in recovered design schematics of the Damavik
Invading Precursor Entities
Click to toggle showing the 78 attributes. descriptionID: 550169
typeID: 52336
graphicID: 22007
Capacity: 135.0
isDynamicType: False
raceID: 135
typeNameID: 549209
basePrice: 0.0
Volume: 28600.0
soundID: 20063
wreckTypeID: 52414
radius: 34.0
factionID: 500026
published: False
Mass: 950000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 5.0
Shield Capacity: 1375.0
Structure Hitpoints: 1787.5
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 7000.0
Armor Hitpoints: 6050.0
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 500.0
Maximum Velocity: 3100.0
Signature Radius: 192.0
Damage Multiplier Bonus Per Cycle: 0.05
Maximum Damage Multiplier Bonus: 2.68
entityFactionLoss: 0.0
Rate of fire: 3500.0
Scan Resolution: 800.0
Optimal Range: 10000.0
Capacitor Recharge time: 150000.0
behaviorRemoteArmorRepairDuration: 3000.0
behaviorRemoteArmorRepairRange: 14000.0
behaviorRemoteArmorRepairFalloff: 2500.0
behaviorRemoteArmorRepairDischarge: 10.0
gfxTurretID: 47914.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 1.0
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 2.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 50000.0
npcBehaviorMaximumCombatOrbitRange: 6000.0
structureUniformity: 1.0
RADAR Sensor Strength: 15.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 40.0
Shield recharge time: 400000.0
Bounty: 0.0
Capacitor Capacity: 500.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 43.9
Kinetic damage: 0.0
Thermal damage: 95.76
Orbit Velocity: 1450.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52337 - Zorya's Drekavac A heavy, intermediate warship that appears to be the Collective's equivalent of a combat battlecruiser, the the Drekavac is capable of mounting Heavy Entropic Disintegrators and an array of support weapons. This particular Dekavac variant appears to be engineered towards damage application and remote repair capabilities.

Drekavac Subclade of Perun Clade relinquished the adaptation schema of reverse-time accepted 243 tactical troika classification cladeship into the proving grounds of Perun Clade on the assent-conjunction of prayer from Gromovi and Samovda Subclades. Evocation of playful communion across repeated-time by tactical troika in sub-15, sub-21 and sub-27 exclaves of repeated conduit loop construct-303 is under now-time pressure. – partial translation of data included recovered design schematics of the Drekavac
Invading Precursor Entities
Click to toggle showing the 79 attributes. descriptionID: 550191
typeID: 52337
graphicID: 22318
Capacity: 650.0
isDynamicType: False
raceID: 135
typeNameID: 549210
basePrice: 165000000.0
Volume: 233000.0
soundID: 20063
wreckTypeID: 52416
radius: 250.0
factionID: 500026
published: False
Mass: 9900000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 7.0
Shield Capacity: 7562.5
Structure Hitpoints: 12100.0
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
entityChaseMaxDistance: 16000.0
Armor Hitpoints: 19661.4
Accuracy falloff : 0.0
entityChaseMaxDelayChance: 0.0
Turret Tracking: 95.0
Maximum Velocity: 1200.0
Damage Multiplier Bonus Per Cycle: 0.025
Signature Radius: 350.0
entityMaxVelocitySignatureRadiusMultiplier: 6.0
Maximum Damage Multiplier Bonus: 2.68
entityFactionLoss: 0.0
Rate of fire: 5000.0
Scan Resolution: 125.0
Optimal Range: 63000.0
Capacitor Recharge time: 750000.0
behaviorRemoteArmorRepairDuration: 6000.0
behaviorRemoteArmorRepairRange: 33000.0
behaviorRemoteArmorRepairFalloff: 28000.0
behaviorRemoteArmorRepairDischarge: 136.875
gfxTurretID: 47918.0
Damage Modifier: 0.9
entityChaseMaxDelay: 1.0
gfxBoosterID: 397.0
Inertia Modifier: 0.11
entityChaseMaxDurationChance: 1.0
entityEquipmentMin: 2.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 108000.0
npcBehaviorMaximumCombatOrbitRange: 15000.0
structureUniformity: 1.0
RADAR Sensor Strength: 33.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 225.0
Shield recharge time: 800000.0
Bounty: 0.0
Capacitor Capacity: 8250.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 130.9
Kinetic damage: 0.0
Thermal damage: 207.9
Orbit Velocity: 600.0
entityChaseMaxDuration: 3000.0
armorUniformity: 1.0
52338 - Zorya's Leshak A very heavy and well-armed warship that is clearly the Collective's frontline battleship, the Leshak is capable of mounting Supratidal Entropic Disintegrators and an array of support weapons. This particular Leshak variant appears to be engineered towards damage application and remote repair capabilities.

Leshak Subclade of Veles Clade scattered the adaptation schema of reverse-time reclaimed adapation schema of 729 tactical troika classification vessel into the cladeflow without proving after Convocation of Triglav Outside the Struggle. Convocations of the Commune Troika have now-time pressure for dispersal to strategic troika. – partial translation of data included in recovered design schematics of the Leshak
Invading Precursor Entities
Click to toggle showing the 70 attributes. descriptionID: 550195
typeID: 52338
graphicID: 21993
Capacity: 933.0
isDynamicType: False
raceID: 135
typeNameID: 549211
basePrice: 112500000.0
Volume: 495000.0
soundID: 20061
wreckTypeID: 52416
radius: 400.0
published: False
Mass: 63000000.0
groupID: 4028
portionSize: 1
Maximum Locked Targets: 7.0
Shield Capacity: 13750.0
Structure Hitpoints: 27500.0
Armor EM Damage Resistance: 0.4
Armor Explosive Damage Resistance: 0.64
Armor Kinetic Damage Resistance: 0.47
Armor Thermal Damage Resistance: 0.52
Shield EM Damage Resistance: 1.0
Shield Explosive Damage Resistance: 0.5
Shield Kinetic Damage Resistance: 0.6
Shield Thermal Damage Resistance: 0.8
Armor Hitpoints: 35750.0
Accuracy falloff : 0.0
Turret Tracking: 7.0
Maximum Velocity: 400.0
Signature Radius: 370.0
Damage Multiplier Bonus Per Cycle: 0.025
Maximum Damage Multiplier Bonus: 2.68
entityFactionLoss: 0.0
Rate of fire: 5000.0
Scan Resolution: 125.0
Optimal Range: 63000.0
Capacitor Recharge time: 750000.0
behaviorRemoteArmorRepairDuration: 6000.0
behaviorRemoteArmorRepairRange: 33000.0
behaviorRemoteArmorRepairFalloff: 28000.0
behaviorRemoteArmorRepairDischarge: 136.875
gfxTurretID: 47922.0
Damage Modifier: 0.9
gfxBoosterID: 397.0
Inertia Modifier: 0.11
entityEquipmentMin: 2.0
entityEquipmentMax: 2.0
Maximum Targeting Range: 108000.0
structureUniformity: 1.0
RADAR Sensor Strength: 33.0
Ladar Sensor Strength: 0.0
Magnetometric Sensor Strength: 0.0
Gravimetric Sensor Strength: 0.0
Armor Hitpoints Repaired: 225.0
Shield recharge time: 600000.0
Bounty: 0.0
Capacitor Capacity: 8250.0
Shield Uniformity: 1.0
Signature Resolution: 40000.0
Structure Kinetic Damage Resistance: 0.67
Structure Thermal Damage Resistance: 0.67
Structure Explosive Damage Resistance: 0.67
Structure EM Damage Resistance: 0.67
EM damage: 0.0
Explosive damage: 297.5
Kinetic damage: 0.0
Thermal damage: 475.5
armorUniformity: 1.0
52343 - Small Rift No Description Non-Interactable Object
Click to toggle showing the 13 attributes. typeID: 52343
graphicID: 24422
Capacity: 0.0
isDynamicType: False
typeNameID: 549214
basePrice: 0.0
Volume: 0.0
soundID: 20211
radius: 1274.0
published: False
Mass: 1.0
groupID: 1975
portionSize: 1
52344 - Large Rift No Description Non-Interactable Object
Click to toggle showing the 13 attributes. typeID: 52344
graphicID: 24420
Capacity: 0.0
isDynamicType: False
typeNameID: 549215
basePrice: 0.0
Volume: 0.0
soundID: 20211
radius: 1274.0
published: False
Mass: 1.0
groupID: 1975
portionSize: 1
52348 - Veles Light Entropic Disintegrator Blueprint No Description Precursor Weapon Blueprint
Click to toggle showing the 13 attributes. typeID: 52348
Capacity: 0.0
isDynamicType: False
typeNameID: 549368
iconID: 21923
basePrice: 120000.0
marketGroupID: 292 (Small)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1990
portionSize: 1
52349 - Veles Heavy Entropic Disintegrator Blueprint No Description Precursor Weapon Blueprint
Click to toggle showing the 13 attributes. typeID: 52349
Capacity: 0.0
isDynamicType: False
typeNameID: 549369
iconID: 21922
basePrice: 1200000.0
marketGroupID: 293 (Medium)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1990
portionSize: 1
52350 - Veles Supratidal Entropic Disintegrator Blueprint No Description Precursor Weapon Blueprint
Click to toggle showing the 13 attributes. typeID: 52350
Capacity: 0.0
isDynamicType: False
typeNameID: 549370
iconID: 21921
basePrice: 9000000.0
marketGroupID: 295 (Large)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1990
portionSize: 1
52351 - Nergal Singularity Storm SKIN (Permanent) Triglavian ships use a nanocoating technology on their external surfaces that is sufficiently similar to that used with the ships of other races to allow adaptation of commercial nanocoatings for use with them. Some configurations of the nanocoatings produce striking effects due to the interaction between the surface coating and the unusual design elements of Triglavian vessels.

One of these configurations takes a small amount of the excess radiation from the singularity energy systems of Triglavian ships and produces an electrical discharge on the surface of the ship. While eye-catching and unusual, this effect has a negligible impact on the performance characteristics of the ship.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 549375
typeID: 52351
Capacity: 0.0
raceID: 135
typeNameID: 549374
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Nergal Singularity Storm
skin_skinMaterialID: 301
skin_isSingleUse: False
skin_skinDescription: 549373
skin_visibleSerenity: False
skin_skinID: 7945
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [52250]
skin_licenseTypeID: 52351
Extra Skin Attributes:
Applies to: Nergal
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52352 - Draugur Singularity Storm SKIN (Permanent) Triglavian ships use a nanocoating technology on their external surfaces that is sufficiently similar to that used with the ships of other races to allow adaptation of commercial nanocoatings for use with them. Some configurations of the nanocoatings produce striking effects due to the interaction between the surface coating and the unusual design elements of Triglavian vessels.

One of these configurations takes a small amount of the excess radiation from the singularity energy systems of Triglavian ships and produces an electrical discharge on the surface of the ship. While eye-catching and unusual, this effect has a negligible impact on the performance characteristics of the ship.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 549378
typeID: 52352
Capacity: 0.0
raceID: 135
typeNameID: 549377
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Draugur Singularity Storm
skin_skinMaterialID: 301
skin_isSingleUse: False
skin_skinDescription: 549376
skin_visibleSerenity: False
skin_skinID: 7946
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [52254]
skin_licenseTypeID: 52352
Extra Skin Attributes:
Applies to: Draugur
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52353 - Ikitursa Singularity Storm SKIN (Permanent) Triglavian ships use a nanocoating technology on their external surfaces that is sufficiently similar to that used with the ships of other races to allow adaptation of commercial nanocoatings for use with them. Some configurations of the nanocoatings produce striking effects due to the interaction between the surface coating and the unusual design elements of Triglavian vessels.

One of these configurations takes a small amount of the excess radiation from the singularity energy systems of Triglavian ships and produces an electrical discharge on the surface of the ship. While eye-catching and unusual, this effect has a negligible impact on the performance characteristics of the ship.
Permanent SKIN
Click to toggle showing the 23 attributes. descriptionID: 549381
typeID: 52353
Capacity: 0.0
raceID: 135
typeNameID: 549380
basePrice: 0.0
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Ikitursa Singularity Storm
skin_skinMaterialID: 301
skin_isSingleUse: False
skin_skinDescription: 549379
skin_visibleSerenity: False
skin_skinID: 7947
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [52252]
skin_licenseTypeID: 52353
Extra Skin Attributes:
Applies to: Ikitursa
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52354 - ECM TFU Wreck No Description Wreck
Click to toggle showing the 12 attributes. typeID: 52354
graphicID: 24426
Capacity: 27500.0
isDynamicType: False
typeNameID: 549383
basePrice: 0.0
Volume: 27500.0
radius: 14.0
published: False
Mass: 10000.0
groupID: 186
portionSize: 1
52355 - Damp TFU Wreck No Description Wreck
Click to toggle showing the 12 attributes. typeID: 52355
graphicID: 24428
Capacity: 27500.0
isDynamicType: False
typeNameID: 549384
basePrice: 0.0
Volume: 27500.0
radius: 14.0
published: False
Mass: 10000.0
groupID: 186
portionSize: 1
52356 - Web TFU Wreck No Description Wreck
Click to toggle showing the 12 attributes. typeID: 52356
graphicID: 24425
Capacity: 27500.0
isDynamicType: False
typeNameID: 549385
basePrice: 0.0
Volume: 27500.0
radius: 14.0
published: False
Mass: 10000.0
groupID: 186
portionSize: 1
52357 - MJFG TFU Wreck No Description Wreck
Click to toggle showing the 12 attributes. typeID: 52357
graphicID: 24429
Capacity: 27500.0
isDynamicType: False
typeNameID: 549386
basePrice: 0.0
Volume: 27500.0
radius: 14.0
published: False
Mass: 10000.0
groupID: 186
portionSize: 1
52358 - Bomb TFU Wreck No Description Wreck
Click to toggle showing the 12 attributes. typeID: 52358
graphicID: 24427
Capacity: 27500.0
isDynamicType: False
typeNameID: 549387
basePrice: 0.0
Volume: 27500.0
radius: 14.0
published: False
Mass: 10000.0
groupID: 186
portionSize: 1
52359 - Triglavian Graviton Monitor Scans indicate this device is unusually simple for Trigalvian technology. It appears to be gathering gravitonic information from the surrounding system using methods very similar to those common throughout New Eden. Where it differs is that all the data gathered is being contextualized relative to apparently random coordinates in Abyssal space. Early analysis has not been able to provide any rational link between these two data sets. Large Collidable Structure
Click to toggle showing the 13 attributes. descriptionID: 550346
typeID: 52359
graphicID: 24430
Capacity: 0.0
isDynamicType: False
typeNameID: 549388
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 319
portionSize: 1
52360 - Triglavian Entropic Monitor Analysis of these devices has led to great confusion amongst CONCORD scientists. It appears that the sensors that line its surface are designed to measure nothing. More precisely, the location and arrangements of negative space and null-energy zones within the surrounding system. What the purpose of this information might be is currently unknown. Large Collidable Structure
Click to toggle showing the 13 attributes. descriptionID: 550345
typeID: 52360
graphicID: 24431
Capacity: 0.0
isDynamicType: False
typeNameID: 549389
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 319
portionSize: 1
52361 - World Ark (Xordazh-class) The immense World Ark is the center of operations for the local Triglavian forces in this invasion zone. The vessel appears to function as a mobile base of operations and is speculated to incorporate a Triglavian conduit gate through which additional forces can flow from Abyssal Deadspace to New Eden.

The Xordazh-class World Ark would seem to be easily the match of any vessel known to New Eden and is presumably at least as powerful and hard to destroy as the heaviest military structures. The ship has been observed deploying numerous "field effect subpylons" of a variety of types as part of its defensive network. Approach with extreme caution.
Large Collidable Structure
Click to toggle showing the 27 attributes. descriptionID: 549891
typeID: 52361
graphicID: 24432
Capacity: 0.0
isDynamicType: False
typeNameID: 549390
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 319
portionSize: 1
Shield Capacity: 100000000.0
Structure Hitpoints: 100000000.0
Armor EM Damage Resistance: 0.01
Armor Explosive Damage Resistance: 0.01
Armor Kinetic Damage Resistance: 0.01
Armor Thermal Damage Resistance: 0.01
Shield EM Damage Resistance: 0.01
Shield Explosive Damage Resistance: 0.01
Shield Kinetic Damage Resistance: 0.01
Shield Thermal Damage Resistance: 0.01
Armor Hitpoints: 100000000.0
structureUniformity: 1.0
armorUniformity: 1.0
Shield recharge time: 1000.0
52362 - Triglavian Boundary Geodesic 140k Used to visually establish Triglavian dungeon boundaries. Non-Interactable Object
Click to toggle showing the 13 attributes. descriptionID: 549398
typeID: 52362
graphicID: 24461
Capacity: 0.0
isDynamicType: False
typeNameID: 549397
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 1975
portionSize: 1
52363 - Particle cloud spiral 01a No Description Non-Interactable Object
Click to toggle showing the 12 attributes. typeID: 52363
graphicID: 24462
Capacity: 0.0
isDynamicType: False
typeNameID: 549399
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 1975
portionSize: 1
52364 - ENV_RedFog_01a No Description Non-Interactable Object
Click to toggle showing the 12 attributes. typeID: 52364
graphicID: 10026
Capacity: 0.0
isDynamicType: False
typeNameID: 549400
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 1975
portionSize: 1
52365 - Particle cloud 01a No Description Non-Interactable Object
Click to toggle showing the 12 attributes. typeID: 52365
graphicID: 24463
Capacity: 0.0
isDynamicType: False
typeNameID: 549430
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 1975
portionSize: 1
52390 - Triglavian Fermion Monitor Intercepted data transfers indicate that this device is gathering information on the quantum state of particles throughout the surrounding system. CONCORD researchers believe this may be an error however, as the computational power required to process such vast quantities of data is theoretically impossible. Large Collidable Structure
Click to toggle showing the 13 attributes. descriptionID: 550344
typeID: 52390
graphicID: 24464
Capacity: 0.0
isDynamicType: False
typeNameID: 549481
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 319
portionSize: 1
52392 - Apocalypse Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549871
typeID: 52392
Capacity: 0.0
isDynamicType: False
raceID: 4
typeNameID: 549485
basePrice: 0.0
marketGroupID: 1964 (Amarr)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Apocalypse Triglavian Twilight
skin_skinMaterialID: 2378
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7973
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [642]
skin_licenseTypeID: 52392
Extra Skin Attributes:
Applies to: Apocalypse
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52393 - Prophecy Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549878
typeID: 52393
Capacity: 0.0
isDynamicType: False
raceID: 4
typeNameID: 549486
basePrice: 0.0
marketGroupID: 1956 (Amarr)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Prophecy Triglavian Twilight
skin_skinMaterialID: 2378
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7974
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [16233]
skin_licenseTypeID: 52393
Extra Skin Attributes:
Applies to: Prophecy
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52394 - Coercer Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 25 attributes. descriptionID: 549867
typeID: 52394
Capacity: 0.0
isDynamicType: False
raceID: 4
typeNameID: 549487
basePrice: 0.0
marketGroupID: 1994 (Amarr)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Coercer Triglavian Twilight
skin_skinMaterialID: 2378
skin_isSingleUse: False
skin_isStructureSkin: False
skin_visibleSerenity: False
skin_skinID: 7975
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [16236]
skin_licenseTypeID: 52394
Extra Skin Attributes:
Applies to: Coercer
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52395 - Thorax Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549874
typeID: 52395
Capacity: 0.0
isDynamicType: False
raceID: 8
typeNameID: 549488
basePrice: 0.0
marketGroupID: 1992 (Gallente)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Thorax Triglavian Twilight
skin_skinMaterialID: 2378
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7976
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [627]
skin_licenseTypeID: 52395
Extra Skin Attributes:
Applies to: Thorax
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52396 - Megathron Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549879
typeID: 52396
Capacity: 0.0
isDynamicType: False
raceID: 8
typeNameID: 549489
basePrice: 0.0
marketGroupID: 1966 (Gallente)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Megathron Triglavian Twilight
skin_skinMaterialID: 2378
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7977
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [641]
skin_licenseTypeID: 52396
Extra Skin Attributes:
Applies to: Megathron
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52397 - Brutix Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 25 attributes. descriptionID: 549869
typeID: 52397
Capacity: 0.0
isDynamicType: False
raceID: 8
typeNameID: 549490
basePrice: 0.0
marketGroupID: 1958 (Gallente)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Brutix Triglavian Twilight
skin_skinMaterialID: 2378
skin_isSingleUse: False
skin_isStructureSkin: False
skin_visibleSerenity: False
skin_skinID: 7978
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [16229]
skin_licenseTypeID: 52397
Extra Skin Attributes:
Applies to: Brutix
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52398 - Algos Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549872
typeID: 52398
Capacity: 0.0
isDynamicType: False
raceID: 8
typeNameID: 549491
basePrice: 0.0
marketGroupID: 1996 (Gallente)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Algos Triglavian Twilight
skin_skinMaterialID: 2378
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7979
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [32872]
skin_licenseTypeID: 52398
Extra Skin Attributes:
Applies to: Algos
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52399 - Caracal Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549868
typeID: 52399
Capacity: 0.0
isDynamicType: False
raceID: 1
typeNameID: 549492
basePrice: 0.0
marketGroupID: 1991 (Caldari)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Caracal Triglavian Twilight
skin_skinMaterialID: 2379
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7981
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [621]
skin_licenseTypeID: 52399
Extra Skin Attributes:
Applies to: Caracal
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52400 - Scorpion Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549877
typeID: 52400
Capacity: 0.0
isDynamicType: False
raceID: 1
typeNameID: 549493
basePrice: 0.0
marketGroupID: 1965 (Caldari)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Scorpion Triglavian Twilight
skin_skinMaterialID: 2379
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7982
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [640]
skin_licenseTypeID: 52400
Extra Skin Attributes:
Applies to: Scorpion
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52401 - Drake Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549881
typeID: 52401
Capacity: 0.0
isDynamicType: False
raceID: 1
typeNameID: 549494
basePrice: 0.0
marketGroupID: 1957 (Caldari)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Drake Triglavian Twilight
skin_skinMaterialID: 2379
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7983
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [24698]
skin_licenseTypeID: 52401
Extra Skin Attributes:
Applies to: Drake
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52402 - Cormorant Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549866
typeID: 52402
Capacity: 0.0
isDynamicType: False
raceID: 1
typeNameID: 549495
basePrice: 0.0
marketGroupID: 1995 (Caldari)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Cormorant Triglavian Twilight
skin_skinMaterialID: 2379
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7984
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [16238]
skin_licenseTypeID: 52402
Extra Skin Attributes:
Applies to: Cormorant
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52403 - Stabber Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549876
typeID: 52403
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 549496
basePrice: 0.0
marketGroupID: 1993 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Stabber Triglavian Twilight
skin_skinMaterialID: 2379
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7985
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [622]
skin_licenseTypeID: 52403
Extra Skin Attributes:
Applies to: Stabber
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52404 - Typhoon Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549873
typeID: 52404
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 549497
basePrice: 0.0
marketGroupID: 1967 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Typhoon Triglavian Twilight
skin_skinMaterialID: 2379
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7986
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [644]
skin_licenseTypeID: 52404
Extra Skin Attributes:
Applies to: Typhoon
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52405 - Hurricane Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549880
typeID: 52405
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 549498
basePrice: 0.0
marketGroupID: 1959 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Hurricane Triglavian Twilight
skin_skinMaterialID: 2379
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7987
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [24702]
skin_licenseTypeID: 52405
Extra Skin Attributes:
Applies to: Hurricane
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52406 - Talwar Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549875
typeID: 52406
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 549499
basePrice: 0.0
marketGroupID: 1997 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Talwar Triglavian Twilight
skin_skinMaterialID: 2379
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7988
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [32878]
skin_licenseTypeID: 52406
Extra Skin Attributes:
Applies to: Talwar
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52407 - Arbitrator Triglavian Twilight SKIN (Permanent) Commissioned in YC121 by CONCORD's own Kjersidur Elladall of the Direct Enforcement Department, these commemorative SKINs serve as a reminder and a badge of honour for those daring Capsuleers who risked all to say "I was there" when the Triglavian Collective breached the boundaries of Abyssal Deadspace and invaded the systems of New Eden.

In that year across the Empire-owned systems of the cluster, Conduits from Abyssal Deadspace appeared and carried the forces of the Collective into the comparatively rich and utopian star systems that CONCORD and the DED are sworn to protect.

CONCORD will never forget - nor fail to honour - the brave pilots who dedicated their time, their resources and their clones in the fight against the Triglavian menace.
Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549870
typeID: 52407
Capacity: 0.0
isDynamicType: False
raceID: 4
typeNameID: 549530
basePrice: 0.0
marketGroupID: 1964 (Amarr)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Arbitrator Triglavian Twilight
skin_skinMaterialID: 2378
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7972
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [628]
skin_licenseTypeID: 52407
Extra Skin Attributes:
Applies to: Arbitrator
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52414 - Triglavian Small Wreck No Description Wreck
Click to toggle showing the 17 attributes. typeID: 52414
graphicID: 3117
Capacity: 27500.0
isDynamicType: False
typeNameID: 549800
basePrice: 0.0
Volume: 27500.0
radius: 14.0
published: False
Mass: 10000.0
groupID: 186
portionSize: 1
Access Difficulty: 10.0
Signature Radius: 5000.0
Structure Hitpoints: 700.0
structureUniformity: 1.0
Structure EM Damage Resistance: 0.001
52415 - Triglavian Medium Wreck No Description Wreck
Click to toggle showing the 17 attributes. typeID: 52415
graphicID: 3116
Capacity: 27500.0
isDynamicType: False
typeNameID: 549801
basePrice: 0.0
Volume: 27500.0
radius: 14.0
published: False
Mass: 10000.0
groupID: 186
portionSize: 1
Access Difficulty: 12.0
Signature Radius: 5000.0
Structure Hitpoints: 1500.0
structureUniformity: 1.0
Structure EM Damage Resistance: 0.001
52416 - Triglavian Large Wreck No Description Wreck
Click to toggle showing the 17 attributes. typeID: 52416
graphicID: 3115
Capacity: 27500.0
isDynamicType: False
typeNameID: 549802
basePrice: 0.0
Volume: 27500.0
radius: 14.0
published: False
Mass: 10000.0
groupID: 186
portionSize: 1
Access Difficulty: 15.0
Signature Radius: 5000.0
Structure Hitpoints: 3500.0
structureUniformity: 1.0
Structure EM Damage Resistance: 0.001
52417 - Damavik Deadspace Dreamtime SKIN (Permanent) Hypnotic patterns adorn the pale hulls of ships outfitted with this special edition nanocoating that evokes mythological ideas of a dreamtime outside time and suggests by implication that the depths of Abyssal Deadspace are somehow associated with such mysterious and penumbral realms.

Imaginative as these ideas are, they stand at odds with the overwhelming evidence that Abyssal Deadspace is a region of space or spaces that are accessible through the application of science and technology rather than any supernatural or magical means. Despite that, the design of the Deadspace Dreamtime nanocoating makes for a striking and bright display.
Permanent SKIN
Click to toggle showing the 25 attributes. descriptionID: 550297
typeID: 52417
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549839
basePrice: 0.0
marketGroupID: 2486 (Triglavian)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Damavik Deadspace Dreamtime
skin_skinMaterialID: 2380
skin_isSingleUse: False
skin_isStructureSkin: False
skin_visibleSerenity: False
skin_skinID: 7989
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [47269]
skin_licenseTypeID: 52417
Extra Skin Attributes:
Applies to: Damavik
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52418 - Rodiva Deadspace Dreamtime SKIN (Permanent) Hypnotic patterns adorn the pale hulls of ships outfitted with this special edition nanocoating that evokes mythological ideas of a dreamtime outside time and suggests by implication that the depths of Abyssal Deadspace are somehow associated with such mysterious and penumbral realms.

Imaginative as these ideas are, they stand at odds with the overwhelming evidence that Abyssal Deadspace is a region of space or spaces that are accessible through the application of science and technology rather than any supernatural or magical means. Despite that, the design of the Deadspace Dreamtime nanocoating makes for a striking and bright display.
Permanent SKIN
Click to toggle showing the 25 attributes. descriptionID: 550298
typeID: 52418
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549840
basePrice: 0.0
marketGroupID: 2485 (Triglavian)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Rodiva Deadspace Dreamtime
skin_skinMaterialID: 2380
skin_isSingleUse: False
skin_isStructureSkin: False
skin_visibleSerenity: False
skin_skinID: 7990
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [49712]
skin_licenseTypeID: 52418
Extra Skin Attributes:
Applies to: Rodiva
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52419 - Drekavac Deadspace Dreamtime SKIN (Permanent) Hypnotic patterns adorn the pale hulls of ships outfitted with this special edition nanocoating that evokes mythological ideas of a dreamtime outside time and suggests by implication that the depths of Abyssal Deadspace are somehow associated with such mysterious and penumbral realms.

Imaginative as these ideas are, they stand at odds with the overwhelming evidence that Abyssal Deadspace is a region of space or spaces that are accessible through the application of science and technology rather than any supernatural or magical means. Despite that, the design of the Deadspace Dreamtime nanocoating makes for a striking and bright display.
Permanent SKIN
Click to toggle showing the 25 attributes. descriptionID: 550299
typeID: 52419
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 549841
basePrice: 0.0
marketGroupID: 2519 (Triglavian)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Drekavac Deadspace Dreamtime
skin_skinMaterialID: 2380
skin_isSingleUse: False
skin_isStructureSkin: False
skin_visibleSerenity: False
skin_skinID: 7991
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [49711]
skin_licenseTypeID: 52419
Extra Skin Attributes:
Applies to: Drekavac
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52420 - Sunesis Violet Vellication SKIN (Permanent) A special nanocoating released to dedicated viewers of capsuleer escapades via personal holovisual channels on GalNet. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 549844
typeID: 52420
Capacity: 0.0
isDynamicType: False
raceID: 16
typeNameID: 549843
basePrice: 0.0
marketGroupID: 2314 (Special Destroyers)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Sunesis Violet Vellication
skin_skinMaterialID: 2381
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7992
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [42685]
skin_licenseTypeID: 52420
Extra Skin Attributes:
Applies to: Sunesis
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52421 - Sleeper Large Advanced Wreck No Description Large Collidable Object
Click to toggle showing the 12 attributes. typeID: 52421
graphicID: 3115
Capacity: 27500.0
isDynamicType: False
typeNameID: 550003
basePrice: 0.0
Volume: 27500.0
radius: 14.0
published: False
Mass: 10000.0
groupID: 226
portionSize: 1
52422 - Boundary bubble scalable No Description Abyssal Hazards
Click to toggle showing the 13 attributes. typeID: 52422
graphicID: 24465
Capacity: 0.0
isDynamicType: False
typeNameID: 550236
iconID: 22020
basePrice: 0.0
Volume: 0.0
radius: 1.0
published: False
Mass: 0.0
groupID: 1971
portionSize: 1
52423 - Jaguar In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550272
typeID: 52423
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550257
basePrice: 0.0
marketGroupID: 2050 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Jaguar In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7993
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [11400]
skin_licenseTypeID: 52423
Extra Skin Attributes:
Applies to: Jaguar
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52424 - Wolf In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550280
typeID: 52424
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550258
basePrice: 0.0
marketGroupID: 2050 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Wolf In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7994
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [11371]
skin_licenseTypeID: 52424
Extra Skin Attributes:
Applies to: Wolf
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52425 - Sabre In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550276
typeID: 52425
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550259
basePrice: 0.0
marketGroupID: 2041 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Sabre In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7995
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [22456]
skin_licenseTypeID: 52425
Extra Skin Attributes:
Applies to: Sabre
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52426 - Svipul In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550278
typeID: 52426
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550260
basePrice: 0.0
marketGroupID: 2392 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Svipul In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7996
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [34562]
skin_licenseTypeID: 52426
Extra Skin Attributes:
Applies to: Svipul
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52427 - Muninn In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550274
typeID: 52427
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550261
basePrice: 0.0
marketGroupID: 2072 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Muninn In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7997
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [12015]
skin_licenseTypeID: 52427
Extra Skin Attributes:
Applies to: Muninn
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52428 - Loki In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550273
typeID: 52428
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550262
basePrice: 0.0
marketGroupID: 2373 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Loki In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7998
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [29990]
skin_licenseTypeID: 52428
Extra Skin Attributes:
Applies to: Loki
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52429 - Hurricane In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550271
typeID: 52429
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550263
basePrice: 0.0
marketGroupID: 1959 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Hurricane In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 7999
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [24702]
skin_licenseTypeID: 52429
Extra Skin Attributes:
Applies to: Hurricane
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52430 - Hurricane Fleet Issue In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550270
typeID: 52430
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550264
basePrice: 0.0
marketGroupID: 2103 (Navy Faction)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Hurricane Fleet Issue In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8000
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [33157]
skin_licenseTypeID: 52430
Extra Skin Attributes:
Applies to: Hurricane Fleet Issue
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52431 - Sleipnir In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550277
typeID: 52431
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550265
basePrice: 0.0
marketGroupID: 2107 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Sleipnir In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8001
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [22444]
skin_licenseTypeID: 52431
Extra Skin Attributes:
Applies to: Sleipnir
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52432 - Vargur In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550279
typeID: 52432
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550266
basePrice: 0.0
marketGroupID: 2027 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Vargur In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8002
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [28665]
skin_licenseTypeID: 52432
Extra Skin Attributes:
Applies to: Vargur
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52433 - Naglfar In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550275
typeID: 52433
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550267
basePrice: 0.0
marketGroupID: 1983 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Naglfar In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8003
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [19722]
skin_licenseTypeID: 52433
Extra Skin Attributes:
Applies to: Naglfar
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52434 - Hel In Rust We Trust SKIN (Permanent) This special nanocoating mimics a layer of oxidation products on the surface of the ship it is applied to for decorative effect. The allusion to used and repurposed ships from the early days of rebellion and subsequently the Republic's fleets celebrates the early days of Minmatar spaceship design and the considerable combat effectiveness of such craft. For many years past, Minmatar spaceship technology has developed to a high level with modern and powerful ships supplanting older designs, which themselves have been upgraded and improved many times over. Even so, the old slogan "In Rust We Trust" has the power to evoke pride and memories of the glory days of Minmatar guerilla warfare and liberation. Permanent SKIN
Click to toggle showing the 24 attributes. descriptionID: 550269
typeID: 52434
Capacity: 0.0
isDynamicType: False
raceID: 2
typeNameID: 550268
basePrice: 0.0
marketGroupID: 1977 (Minmatar)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Hel In Rust We Trust
skin_skinMaterialID: 2383
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8004
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [22852]
skin_licenseTypeID: 52434
Extra Skin Attributes:
Applies to: Hel
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52435 - Thorax Police SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 22 attributes. typeID: 52435
Capacity: 0.0
raceID: 8
typeNameID: 550291
basePrice: 0.0
marketGroupID: 1992 (Gallente)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Thorax Police
skin_skinMaterialID: 18
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8005
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [627]
skin_licenseTypeID: 52435
Extra Skin Attributes:
Applies to: Thorax
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52436 - Brutix Police SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 22 attributes. typeID: 52436
Capacity: 0.0
raceID: 8
typeNameID: 550292
basePrice: 0.0
marketGroupID: 1958 (Gallente)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Brutix Police
skin_skinMaterialID: 18
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8006
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [16229]
skin_licenseTypeID: 52436
Extra Skin Attributes:
Applies to: Brutix
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52437 - Brutix Navy Issue Police SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 22 attributes. typeID: 52437
Capacity: 0.0
raceID: 8
typeNameID: 550293
basePrice: 0.0
marketGroupID: 2103 (Navy Faction)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Brutix Navy Issue Police
skin_skinMaterialID: 18
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8007
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [33151]
skin_licenseTypeID: 52437
Extra Skin Attributes:
Applies to: Brutix Navy Issue
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52438 - Hyperion Police SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 22 attributes. typeID: 52438
Capacity: 0.0
raceID: 8
typeNameID: 550294
basePrice: 0.0
marketGroupID: 1966 (Gallente)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Hyperion Police
skin_skinMaterialID: 18
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8008
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [24690]
skin_licenseTypeID: 52438
Extra Skin Attributes:
Applies to: Hyperion
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52439 - Ninazu Police SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 23 attributes. typeID: 52439
Capacity: 0.0
isDynamicType: False
raceID: 8
typeNameID: 550295
basePrice: 0.0
marketGroupID: 2280 (Gallente)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Ninazu Police
skin_skinMaterialID: 18
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8009
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [37607]
skin_licenseTypeID: 52439
Extra Skin Attributes:
Applies to: Ninazu
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52440 - Erebus Police SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 22 attributes. typeID: 52440
Capacity: 0.0
raceID: 8
typeNameID: 550296
basePrice: 0.0
marketGroupID: 1979 (Gallente)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Erebus Police
skin_skinMaterialID: 18
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8010
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [671]
skin_licenseTypeID: 52440
Extra Skin Attributes:
Applies to: Erebus
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52442 - Damavik Trig Beat 04 SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 23 attributes. typeID: 52442
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 550372
basePrice: 0.0
marketGroupID: 2486 (Triglavian)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Damavik Trig Beat 04
skin_skinMaterialID: 2384
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8011
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [47269]
skin_licenseTypeID: 52442
Extra Skin Attributes:
Applies to: Damavik
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52443 - Rodiva Trig Beat 04 SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 23 attributes. typeID: 52443
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 550373
basePrice: 0.0
marketGroupID: 2485 (Triglavian)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Rodiva Trig Beat 04
skin_skinMaterialID: 2384
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8012
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [49712]
skin_licenseTypeID: 52443
Extra Skin Attributes:
Applies to: Rodiva
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52444 - Drekavac Trig Beat 04 SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 23 attributes. typeID: 52444
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 550374
basePrice: 0.0
marketGroupID: 2519 (Triglavian)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Drekavac Trig Beat 04
skin_skinMaterialID: 2384
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8013
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [49711]
skin_licenseTypeID: 52444
Extra Skin Attributes:
Applies to: Drekavac
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
Removed Items (0 Entries)

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

TypeID & Name Description Group Attributes

Changed Blueprints (21 Entries)
Blueprint Name Old BP Data New BP Data Raw Diff
48097 - Tetryon Exotic Plasma S Blueprint BP Price: 100,000 ISK
Build Time: 0:05:00
Copy:240 ME:105 TE:105 Limit:600x
Materials:
2x Crystalline Isogen-10
21x Pyerite
27x Tritanium
45x Zero-Point Condensate
Skills:
Industry I
Outcome:
1000x Tetryon Exotic Plasma S (47885)
BP Price: 100,000 ISK
Build Time: 0:05:00
Copy:240 ME:105 TE:105 Limit:600x
Materials:
2x Crystalline Isogen-10
21x Pyerite
27x Tritanium
45x Zero-Point Condensate
Skills:
Industry I
Outcome:
5000x Tetryon Exotic Plasma S (47885)
BP Price: 100,000 ISK
Build Time: 0:05:00
Copy:240 ME:105 TE:105 Limit:600x
Materials:
2x 47975
21x 35
27x 34
45x 48112
Skills:
3380 I
Outcome:
15000x 47885
48098 - Baryon Exotic Plasma S Blueprint BP Price: 50,000 ISK
Build Time: 0:05:00
Copy:240 ME:105 TE:105 Limit:600x
Materials:
2x Crystalline Isogen-10
21x Pyerite
27x Tritanium
45x Zero-Point Condensate
Skills:
Industry I
Outcome:
1000x Baryon Exotic Plasma S (47924)
BP Price: 50,000 ISK
Build Time: 0:05:00
Copy:240 ME:105 TE:105 Limit:600x
Materials:
2x Crystalline Isogen-10
21x Pyerite
27x Tritanium
45x Zero-Point Condensate
Skills:
Industry I
Outcome:
5000x Baryon Exotic Plasma S (47924)
BP Price: 50,000 ISK
Build Time: 0:05:00
Copy:240 ME:105 TE:105 Limit:600x
Materials:
2x 47975
21x 35
27x 34
45x 48112
Skills:
3380 I
Outcome:
15000x 47924
48099 - Meson Exotic Plasma S Blueprint BP Price: 40,000 ISK
Build Time: 0:05:00
Copy:240 ME:105 TE:105 Limit:600x
Materials:
2x Crystalline Isogen-10
21x Pyerite
27x Tritanium
45x Zero-Point Condensate
Skills:
Industry I
Outcome:
1000x Meson Exotic Plasma S (47925)
BP Price: 40,000 ISK
Build Time: 0:05:00
Copy:240 ME:105 TE:105 Limit:600x
Materials:
2x Crystalline Isogen-10
21x Pyerite
27x Tritanium
45x Zero-Point Condensate
Skills:
Industry I
Outcome:
5000x Meson Exotic Plasma S (47925)
BP Price: 40,000 ISK
Build Time: 0:05:00
Copy:240 ME:105 TE:105 Limit:600x
Materials:
2x 47975
21x 35
27x 34
45x 48112
Skills:
3380 I
Outcome:
15000x 47925
48102 - Tetryon Exotic Plasma M Blueprint BP Price: 400,000 ISK
Build Time: 0:10:00
Copy:480 ME:210 TE:210 Limit:300x
Materials:
3x Crystalline Isogen-10
85x Zero-Point Condensate
119x Pyerite
143x Tritanium
Skills:
Industry I
Outcome:
1000x Tetryon Exotic Plasma M (47886)
BP Price: 400,000 ISK
Build Time: 0:10:00
Copy:480 ME:210 TE:210 Limit:300x
Materials:
3x Crystalline Isogen-10
85x Zero-Point Condensate
119x Pyerite
143x Tritanium
Skills:
Industry I
Outcome:
5000x Tetryon Exotic Plasma M (47886)
BP Price: 400,000 ISK
Build Time: 0:10:00
Copy:480 ME:210 TE:210 Limit:300x
Materials:
3x 47975
85x 48112
119x 35
143x 34
Skills:
3380 I
Outcome:
15000x 47886
48103 - Baryon Exotic Plasma M Blueprint BP Price: 175,000 ISK
Build Time: 0:10:00
Copy:480 ME:210 TE:210 Limit:300x
Materials:
3x Crystalline Isogen-10
85x Zero-Point Condensate
119x Pyerite
143x Tritanium
Skills:
Industry I
Outcome:
1000x Baryon Exotic Plasma M (47928)
BP Price: 175,000 ISK
Build Time: 0:10:00
Copy:480 ME:210 TE:210 Limit:300x
Materials:
3x Crystalline Isogen-10
85x Zero-Point Condensate
119x Pyerite
143x Tritanium
Skills:
Industry I
Outcome:
5000x Baryon Exotic Plasma M (47928)
BP Price: 175,000 ISK
Build Time: 0:10:00
Copy:480 ME:210 TE:210 Limit:300x
Materials:
3x 47975
85x 48112
119x 35
143x 34
Skills:
3380 I
Outcome:
15000x 47928
48104 - Meson Exotic Plasma M Blueprint BP Price: 150,000 ISK
Build Time: 0:10:00
Copy:480 ME:210 TE:210 Limit:300x
Materials:
3x Crystalline Isogen-10
85x Zero-Point Condensate
119x Pyerite
143x Tritanium
Skills:
Industry I
Outcome:
1000x Meson Exotic Plasma M (47929)
BP Price: 150,000 ISK
Build Time: 0:10:00
Copy:480 ME:210 TE:210 Limit:300x
Materials:
3x Crystalline Isogen-10
85x Zero-Point Condensate
119x Pyerite
143x Tritanium
Skills:
Industry I
Outcome:
5000x Meson Exotic Plasma M (47929)
BP Price: 150,000 ISK
Build Time: 0:10:00
Copy:480 ME:210 TE:210 Limit:300x
Materials:
3x 47975
85x 48112
119x 35
143x 34
Skills:
3380 I
Outcome:
15000x 47929
48107 - Tetryon Exotic Plasma L Blueprint BP Price: 1,000,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
5x Crystalline Isogen-10
125x Zero-Point Condensate
458x Tritanium
580x Pyerite
Skills:
Industry I
Outcome:
1000x Tetryon Exotic Plasma L (47887)
BP Price: 1,000,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
5x Crystalline Isogen-10
125x Zero-Point Condensate
458x Tritanium
580x Pyerite
Skills:
Industry I
Outcome:
5000x Tetryon Exotic Plasma L (47887)
BP Price: 1,000,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
5x 47975
125x 48112
458x 34
580x 35
Skills:
3380 I
Outcome:
15000x 47887
48108 - Baryon Exotic Plasma L Blueprint BP Price: 175,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
5x Crystalline Isogen-10
125x Zero-Point Condensate
458x Tritanium
580x Pyerite
Skills:
Industry I
Outcome:
1000x Baryon Exotic Plasma L (47932)
BP Price: 175,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
5x Crystalline Isogen-10
125x Zero-Point Condensate
458x Tritanium
580x Pyerite
Skills:
Industry I
Outcome:
5000x Baryon Exotic Plasma L (47932)
BP Price: 175,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
5x 47975
125x 48112
458x 34
580x 35
Skills:
3380 I
Outcome:
15000x 47932
48109 - Meson Exotic Plasma L Blueprint BP Price: 400,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
5x Crystalline Isogen-10
125x Zero-Point Condensate
458x Tritanium
580x Pyerite
Skills:
Industry I
Outcome:
1000x Meson Exotic Plasma L (47933)
BP Price: 400,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
5x Crystalline Isogen-10
125x Zero-Point Condensate
458x Tritanium
580x Pyerite
Skills:
Industry I
Outcome:
5000x Meson Exotic Plasma L (47933)
BP Price: 400,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
5x 47975
125x 48112
458x 34
580x 35
Skills:
3380 I
Outcome:
15000x 47933
49717 - Zarmazd Blueprint BP Price: 50,000,000,000 ISK
Build Time: 2 days, 18:40:00
Copy:192000 ME:84000 TE:84000 Limit:1x
Materials:
1x Rodiva
12x R.A.M.- Starship Tech
23x Antimatter Reactor Unit
75x Construction Blocks
75x Fusion Thruster
90x Morphite
150x Linear Shield Emitter
263x Radar Sensor Cluster
750x Tesseract Capacitor Unit
1800x Nanoelectrical Microprocessor
2250x Tungsten Carbide Armor Plate
Skills:
Advanced Medium Ship Construction I
Nanite Engineering I
Industry V
Outcome:
1x Zarmazd (49713)
BP Price: 50,000,000,000 ISK
Build Time: 2 days, 18:40:00
Copy:192000 ME:84000 TE:84000 Limit:1x
Materials:
1x Rodiva
12x R.A.M.- Starship Tech
20x Singularity Radiation Convertor
71x Radiation Absorption Thruster
80x Lattice Locked Dekaisogen
90x Morphite
150x Linear Shield Emitter
263x Radar Sensor Cluster
750x Zero-Point Field Manipulator
1800x Trinary State Processor
2250x Tungsten Carbide Armor Plate
Skills:
Advanced Medium Ship Construction I
Triglavian Quantum Engineering I
Industry V
Outcome:
1x Zarmazd (49713)
BP Price: 50,000,000,000 ISK
Build Time: 2 days, 18:40:00
Copy:192000 ME:84000 TE:84000 Limit:1x
Materials:
1x 49712
12x 11478
2
30x 1154952311
7
51x 3828
75x 11532
52310
80x 52314

90x 11399
150x 11557
263x 11537
750x
1155452312
1800x
1153952313
2250x 11543
Skills:
3397 I
1144252307 I
3380 V
Outcome:
1x 49713
52237 - Zorya's Light Entropic Disintegrator Blueprint No blueprint entry found. BP Price: 120,000 ISK
Build Time: 0:45:00
Copy:2160 ME:945 TE:945 Limit:60x
Materials:
1x Light Entropic Disintegrator II
8x Crystalline Isogen-10
28x Zero-Point Condensate
Skills:
Industry I
Triglavian Quantum Engineering I
Outcome:
1x Zorya's Light Entropic Disintegrator (52236)
BP Price: 120,000 ISK
Build Time: 0:45:00
Copy:2160 ME:945 TE:945 Limit:60x
Materials:
1x 47914
8x 47975
28x 48112
Skills:
3380 I
52307 I
Outcome:
1x 52236
52239 - Zorya's Heavy Entropic Disintegrator Blueprint No blueprint entry found. BP Price: 1,200,000 ISK
Build Time: 0:30:00
Copy:1440 ME:630 TE:630 Limit:100x
Materials:
1x Heavy Entropic Disintegrator II
14x Crystalline Isogen-10
52x Zero-Point Condensate
Skills:
Industry I
Triglavian Quantum Engineering I
Outcome:
1x Zorya's Heavy Entropic Disintegrator (52238)
BP Price: 1,200,000 ISK
Build Time: 0:30:00
Copy:1440 ME:630 TE:630 Limit:100x
Materials:
1x 47918
14x 47975
52x 48112
Skills:
3380 I
52307 I
Outcome:
1x 52238
52241 - Zorya's Supratidal Entropic Disintegrator Blueprint No blueprint entry found. BP Price: 9,000,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
1x Supratidal Entropic Disintegrator II
22x Crystalline Isogen-10
64x Zero-Point Condensate
Skills:
Industry I
Triglavian Quantum Engineering I
Outcome:
1x Zorya's Supratidal Entropic Disintegrator (52240)
BP Price: 9,000,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
1x 47922
22x 47975
64x 48112
Skills:
3380 I
52307 I
Outcome:
1x 52240
52243 - Zorya's Entropic Radiation Sink Blueprint No blueprint entry found. BP Price: 249,600 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
1x Entropic Radiation Sink II
12x Crystalline Isogen-10
42x Zero-Point Condensate
Skills:
Industry I
Triglavian Quantum Engineering I
Outcome:
1x Zorya's Entropic Radiation Sink (52242)
BP Price: 249,600 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
1x 47911
12x 47975
42x 48112
Skills:
3380 I
52307 I
Outcome:
1x 52242
52245 - Veles Entropic Radiation Sink Blueprint No blueprint entry found. BP Price: 249,600 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
1x Entropic Radiation Sink II
12x Crystalline Isogen-10
42x Zero-Point Condensate
Skills:
Industry I
Triglavian Quantum Engineering I
Outcome:
1x Veles Entropic Radiation Sink (52244)
BP Price: 249,600 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
1x 47911
12x 47975
42x 48112
Skills:
3380 I
52307 I
Outcome:
1x 52244
52251 - Nergal Blueprint No blueprint entry found. BP Price: 50,000,000,000 ISK
Build Time: 1 day, 9:20:00
Copy:192000 ME:84000 TE:84000 Limit:1x
Materials:
1x Damavik
8x R.A.M.- Starship Tech
16x Singularity Radiation Convertor
34x Morphite
42x Radiation Absorption Thruster
48x Lattice Locked Dekaisogen
50x Pulse Shield Emitter
280x Radar Sensor Cluster
328x Zero-Point Field Manipulator
650x Trinary State Processor
800x Crystalline Carbonide Armor Plate
Skills:
Advanced Small Ship Construction I
Triglavian Quantum Engineering I
Industry V
Outcome:
1x Nergal (52250)
BP Price: 50,000,000,000 ISK
Build Time: 1 day, 9:20:00
Copy:192000 ME:84000 TE:84000 Limit:1x
Materials:
1x 47269
8x 11478
16x 52311
34x 11399
42x 52310
48x 52314
50x 11556
280x 11537
328x 52312
650x 52313
800x 11545
Skills:
3395 I
52307 I
3380 V
Outcome:
1x 52250
52253 - Ikitursa Blueprint No blueprint entry found. BP Price: 50,000,000,000 ISK
Build Time: 2 days, 18:40:00
Copy:192000 ME:84000 TE:84000 Limit:1x
Materials:
1x Vedmak
12x R.A.M.- Starship Tech
22x Singularity Radiation Convertor
65x Radiation Absorption Thruster
80x Morphite
80x Lattice Locked Dekaisogen
125x Sustained Shield Emitter
278x Radar Sensor Cluster
800x Zero-Point Field Manipulator
1600x Trinary State Processor
2550x Titanium Diborite Armor Plate
Skills:
Advanced Medium Ship Construction I
Triglavian Quantum Engineering I
Industry V
Outcome:
1x Ikitursa (52252)
BP Price: 50,000,000,000 ISK
Build Time: 2 days, 18:40:00
Copy:192000 ME:84000 TE:84000 Limit:1x
Materials:
1x 47270
12x 11478
22x 52311
65x 52310
80x 11399
80x 52314
125x 11558
278x 11537
800x 52312
1600x 52313
2550x 11544
Skills:
3397 I
52307 I
3380 V
Outcome:
1x 52252
52255 - Draugur Blueprint No blueprint entry found. BP Price: 50,000,000,000 ISK
Build Time: 2 days, 2:00:00
Copy:192000 ME:84000 TE:84000 Limit:1x
Materials:
1x Kikimora
10x R.A.M.- Starship Tech
18x Singularity Radiation Convertor
55x Lattice Locked Dekaisogen
65x Morphite
75x Radiation Absorption Thruster
95x Deflection Shield Emitter
210x Radar Sensor Cluster
550x Zero-Point Field Manipulator
1050x Trinary State Processor
1400x Fernite Carbide Composite Armor Plate
Skills:
Advanced Small Ship Construction I
Triglavian Quantum Engineering I
Industry V
Outcome:
1x Draugur (52254)
BP Price: 50,000,000,000 ISK
Build Time: 2 days, 2:00:00
Copy:192000 ME:84000 TE:84000 Limit:1x
Materials:
1x 49710
10x 11478
18x 52311
55x 52314
65x 11399
75x 52310
95x 11555
210x 11537
550x 52312
1050x 52313
1400x 11542
Skills:
3395 I
52307 I
3380 V
Outcome:
1x 52254
52348 - Veles Light Entropic Disintegrator Blueprint No blueprint entry found. BP Price: 120,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
1x Light Entropic Disintegrator II
8x Crystalline Isogen-10
28x Zero-Point Condensate
Skills:
Industry I
Triglavian Quantum Engineering I
Outcome:
1x Veles Light Entropic Disintegrator (47915)
BP Price: 120,000 ISK
Build Time: 0:15:00
Copy:720 ME:315 TE:315 Limit:200x
Materials:
1x 47914
8x 47975
28x 48112
Skills:
3380 I
52307 I
Outcome:
1x 47915
52349 - Veles Heavy Entropic Disintegrator Blueprint No blueprint entry found. BP Price: 1,200,000 ISK
Build Time: 0:30:00
Copy:1440 ME:630 TE:630 Limit:100x
Materials:
1x Heavy Entropic Disintegrator II
14x Crystalline Isogen-10
52x Zero-Point Condensate
Skills:
Industry I
Triglavian Quantum Engineering I
Outcome:
1x Veles Heavy Entropic Disintegrator (47919)
BP Price: 1,200,000 ISK
Build Time: 0:30:00
Copy:1440 ME:630 TE:630 Limit:100x
Materials:
1x 47918
14x 47975
52x 48112
Skills:
3380 I
52307 I
Outcome:
1x 47919
52350 - Veles Supratidal Entropic Disintegrator Blueprint No blueprint entry found. BP Price: 9,000,000 ISK
Build Time: 0:45:00
Copy:2160 ME:945 TE:945 Limit:60x
Materials:
1x Supratidal Entropic Disintegrator II
22x Crystalline Isogen-10
64x Zero-Point Condensate
Skills:
Industry I
Triglavian Quantum Engineering I
Outcome:
1x Veles Supratidal Entropic Disintegrator (47923)
BP Price: 9,000,000 ISK
Build Time: 0:45:00
Copy:2160 ME:945 TE:945 Limit:60x
Materials:
1x 47922
22x 47975
64x 48112
Skills:
3380 I
52307 I
Outcome:
1x 47923
Changed Reprocessing (20 Entries)
TypeID, Name, and Group Old Reprocessing Data New Reprocessing Data Raw Diff
47915 - Veles Light Entropic Disintegrator (Precursor Weapon) 1102x Tritanium
113x Pyerite
4x Mexallon
2x Nocxium
2x Zydrine
1102x Tritanium
113x Pyerite
4x Mexallon
2x Nocxium
2x Zydrine
8x Crystalline Isogen-10
28x Zero-Point Condensate
1102x 34
113x 35
4x 36
2x 38
2x 39

8x 47975
28x 48112
47919 - Veles Heavy Entropic Disintegrator (Precursor Weapon) 4453x Tritanium
1287x Pyerite
1199x Mexallon
2x Megacyte
4453x Tritanium
1287x Pyerite
1199x Mexallon
2x Megacyte
14x Crystalline Isogen-10
62x Zero-Point Condensate
4453x 34
1287x 35
1199x 36
2x 40

14x 47975
62x 48112
47923 - Veles Supratidal Entropic Disintegrator (Precursor Weapon) 13684x Tritanium
4117x Pyerite
3851x Mexallon
2x Zydrine
8x Megacyte
13684x Tritanium
4117x Pyerite
3851x Mexallon
2x Zydrine
8x Megacyte
22x Crystalline Isogen-10
64x Zero-Point Condensate
13684x 34
4117x 35
3851x 36
2x 39
8x 40

22x 47975
64x 48112
49713 - Zarmazd (Logistics) 514356x Tritanium
184233x Pyerite
39907x Mexallon
9687x Isogen
2387x Nocxium
1202x Zydrine
156x Megacyte
75x Construction Blocks
90x Morphite
75x Fusion Thruster
263x Radar Sensor Cluster
1800x Nanoelectrical Microprocessor
2250x Tungsten Carbide Armor Plate
23x Antimatter Reactor Unit
750x Tesseract Capacitor Unit
150x Linear Shield Emitter
546x Zero-Point Condensate
90x Morphite
12x R.A.M.- Starship Tech
263x Radar Sensor Cluster
2250x Tungsten Carbide Armor Plate
150x Linear Shield Emitter
71x Radiation Absorption Thruster
20x Singularity Radiation Convertor
750x Zero-Point Field Manipulator
1800x Trinary State Processor
80x Lattice Locked Dekaisogen
514356x 34
184233x 35
39907x 36
9687x 37
2387x 38
1202x 39
156x 40
75x 3828
90x 11399
75x 11532
263
90x 11399
12x 11478
263x 11537
2250x 11543
150
x 115357
1800x 11539
2250x 11543
23x 11549
750x 11554
150x 11557
546x 48112
71x 52310
20x 52311
750x 52312
1800x 52313
80x 52314
52227 - Abyssal Damage Control (Damage Control) No reprocessing data found. 1062x Tritanium
2x Pyerite
53x Mexallon
1062x 34
2x 35
53x 36
52230 - Abyssal Assault Damage Control (Damage Control) No reprocessing data found. 1462x Tritanium
3x Pyerite
62x Mexallon
1462x 34
3x 35
62x 36
52236 - Zorya's Light Entropic Disintegrator (Precursor Weapon) No reprocessing data found. 1102x Tritanium
113x Pyerite
4x Mexallon
2x Nocxium
2x Zydrine
8x Crystalline Isogen-10
28x Zero-Point Condensate
1102x 34
113x 35
4x 36
2x 38
2x 39
8x 47975
28x 48112
52238 - Zorya's Heavy Entropic Disintegrator (Precursor Weapon) No reprocessing data found. 4453x Tritanium
1287x Pyerite
1199x Mexallon
2x Megacyte
14x Crystalline Isogen-10
52x Zero-Point Condensate
4453x 34
1287x 35
1199x 36
2x 40
14x 47975
52x 48112
52240 - Zorya's Supratidal Entropic Disintegrator (Precursor Weapon) No reprocessing data found. 13684x Tritanium
4117x Pyerite
3851x Mexallon
2x Zydrine
8x Megacyte
22x Crystalline Isogen-10
64x Zero-Point Condensate
13684x 34
4117x 35
3851x 36
2x 39
8x 40
22x 47975
64x 48112
52242 - Zorya's Entropic Radiation Sink (Entropic Radiation Sink) No reprocessing data found. 676x Tritanium
318x Mexallon
2x Isogen
6x Zydrine
2x Megacyte
8x Mechanical Parts
3x Miniature Electronics
8x Morphite
8x Nanoelectrical Microprocessor
676x 34
318x 36
2x 37
6x 39
2x 40
8x 3689
3x 9842
8x 11399
8x 11539
52244 - Veles Entropic Radiation Sink (Entropic Radiation Sink) No reprocessing data found. 676x Tritanium
318x Mexallon
2x Isogen
6x Zydrine
2x Megacyte
676x 34
318x 36
2x 37
6x 39
2x 40
52250 - Nergal (Assault Frigate) No reprocessing data found. 34x Morphite
8x R.A.M.- Starship Tech
280x Radar Sensor Cluster
800x Crystalline Carbonide Armor Plate
50x Pulse Shield Emitter
42x Radiation Absorption Thruster
16x Singularity Radiation Convertor
328x Zero-Point Field Manipulator
650x Trinary State Processor
48x Lattice Locked Dekaisogen
34x 11399
8x 11478
280x 11537
800x 11545
50x 11556
42x 52310
16x 52311
328x 52312
650x 52313
48x 52314
52252 - Ikitursa (Heavy Assault Cruiser) No reprocessing data found. 80x Morphite
12x R.A.M.- Starship Tech
278x Radar Sensor Cluster
2550x Titanium Diborite Armor Plate
125x Sustained Shield Emitter
65x Radiation Absorption Thruster
800x Singularity Radiation Convertor
1600x Trinary State Processor
80x Lattice Locked Dekaisogen
80x 11399
12x 11478
278x 11537
2550x 11544
125x 11558
65x 52310
800x 52311
1600x 52313
80x 52314
52254 - Draugur (Command Destroyer) No reprocessing data found. 65x Morphite
10x R.A.M.- Starship Tech
210x Radar Sensor Cluster
1400x Fernite Carbide Composite Armor Plate
95x Deflection Shield Emitter
75x Radiation Absorption Thruster
18x Singularity Radiation Convertor
550x Zero-Point Field Manipulator
1050x Trinary State Processor
55x Lattice Locked Dekaisogen
65x 11399
10x 11478
210x 11537
1400x 11542
95x 11555
75x 52310
18x 52311
550x 52312
1050x 52313
55x 52314
52264 - Test Site Gatling Pulse Laser (Energy Weapon) No reprocessing data found. 231x Tritanium
220x Pyerite
231x 34
220x 35
52265 - Test Site Armor Repair (Armor Repair Unit) No reprocessing data found. 858x Tritanium
288x Pyerite
4x Megacyte
858x 34
288x 35
4x 40
52267 - Test Site Maller (Cruiser) No reprocessing data found. 633333x Tritanium
144444x Pyerite
42222x Mexallon
10000x Isogen
2556x Nocxium
1222x Zydrine
322x Megacyte
633333x 34
144444x 35
42222x 36
10000x 37
2556x 38
1222x 39
322x 40
52306 - Talassonite (Talassonite) No reprocessing data found. 12600x Tritanium
456x Nocxium
81x Zydrine
13x Megacyte
12600x 34
456x 38
81x 39
13x 40
52315 - Rakovene (Rakovene) No reprocessing data found. 2200x Tritanium
7200x Pyerite
855x Mexallon
450x Nocxium
270x Zydrine
83x Megacyte
2x Morphite
2200x 34
7200x 35
855x 36
450x 38
270x 39
83x 40
2x 11399
52316 - Bezdnacine (Bezdnacine) No reprocessing data found. 13200x Tritanium
2200x Pyerite
3780x Mexallon
1100x Isogen
185x Megacyte
10x Morphite
13200x 34
2200x 35
3780x 36
1100x 37
185x 40
10x 11399

Changed Traits (4 Entries)
TypeID, Group, & Name Tranquility Singularity Diff
47269 - Damavik
(Frigate)
Precursor Frigate bonuses (per skill level):
  • 5% bonus to Light Entropic Disintegrator damage
  • 7.5% bonus to Light Entropic Disintegrator optimal range


Role Bonus:
  • 100% bonus to Remote Armor Repairer range
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Remote Armor Repairer capacitor need
  • 50% reduced Smart Bomb capacitor need
Precursor Frigate bonuses (per skill level):
  • 5% bonus to Light Entropic Disintegrator damage
  • 4% bonus to all armor resistances


Role Bonus:
  • 100% bonus to Remote Armor Repairer range
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Remote Armor Repairer capacitor need
  • 50% reduced Smart Bomb capacitor need
Precursor Frigate bonuses (per skill level):
5% bonus to <a href=showinfo:47870>Light Entropic Disintegrator</a> damage
7.54% bonus to <a href=showinfo:47870>Light Entropic Disintegrator</a> optimal rangeall armor resistances

Role Bonus:
100% bonus to <a href=showinfo:16069>Remote Armor Repairer</a> range
50% reduced <a href=showinfo:3423>Energy Neutralizer</a> capacitor need
50% reduced <a href=showinfo:16069>Remote Armor Repairer</a> capacitor need
50% reduced <a href=showinfo:3421>Smart Bomb</a> capacitor need
52250 - Nergal
(Assault Frigate)
Assault Frigates bonuses (per skill level):
  • 7.5% bonus to Light Entropic Disintegrator maximum range
  • 20% bonus to Light Entropic Disintegrator maximum damage multiplier bonus


Precursor Frigate bonuses (per skill level):
  • 5% bonus to Light Entropic Disintegrator damage
  • 4% bonus to all armor resistances


Role Bonus:
  • 50% reduction in Microwarpdrive signature radius penalty
  • Can fit Assault Damage Controls
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Remote Armor Repairer capacitor need
  • 50% reduced Smart Bomb capacitor need
  • 100% bonus to Remote Armor Repairer range
Assault Frigates bonuses (per skill level):
7.5% bonus to <a href=showinfo:47870>Light Entropic Disintegrator</a> maximum range
20% bonus to <a href=showinfo:47870>Light Entropic Disintegrator</a> maximum damage multiplier bonus

Precursor Frigate bonuses (per skill level):
5% bonus to <a href=showinfo:47870>Light Entropic Disintegrator</a> damage
4% bonus to all armor resistances

Role Bonus:
50% reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
Can fit <a href=showinfo:47254>Assault Damage Controls</a>
50% reduced <a href=showinfo:3423>Energy Neutralizer</a> capacitor need
50% reduced <a href=showinfo:16069>Remote Armor Repairer</a> capacitor need
50% reduced <a href=showinfo:3421>Smart Bomb</a> capacitor need
100% bonus to <a href=showinfo:16069>Remote Armor Repairer</a> range
52252 - Ikitursa
(Heavy Assault Cruiser)
Heavy Assault Cruisers bonuses (per skill level):
  • 20% bonus to Heavy Entropic Disintegrator maximum damage multiplier bonus
  • 7.5% bonus to Heavy Entropic Disintegrator maximum range


Precursor Cruiser bonuses (per skill level):
  • 5% bonus to Heavy Entropic Disintegrator damage
  • 5% bonus to Heavy Entropic Disintegrator tracking speed


Role Bonus:
  • Can fit Assault Damage Controls
  • 50% reduction in Microwarpdrive signature radius penalty
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Remote Armor Repairer capacitor need
  • 50% reduced Smart Bomb capacitor need
  • 100% bonus to Remote Armor Repairer range
Heavy Assault Cruisers bonuses (per skill level):
20% bonus to <a href=showinfo:47871>Heavy Entropic Disintegrator</a> maximum damage multiplier bonus
7.5% bonus to <a href=showinfo:47871>Heavy Entropic Disintegrator</a> maximum range

Precursor Cruiser bonuses (per skill level):
5% bonus to <a href=showinfo:47871>Heavy Entropic Disintegrator</a> damage
5% bonus to <a href=showinfo:47871>Heavy Entropic Disintegrator</a> tracking speed

Role Bonus:
Can fit <a href=showinfo:47254>Assault Damage Controls</a>
50% reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
50% reduced <a href=showinfo:3423>Energy Neutralizer</a> capacitor need
50% reduced <a href=showinfo:16069>Remote Armor Repairer</a> capacitor need
50% reduced <a href=showinfo:3421>Smart Bomb</a> capacitor need
100% bonus to <a href=showinfo:16069>Remote Armor Repairer</a> range
52254 - Draugur
(Command Destroyer)
Command Destroyers bonuses (per skill level):
  • 2% bonus to Skirmish Command and Information Command Burst effect strength and duration
  • 5% reduction in Micro Jump Field Generator spool up time


Precursor Destroyer bonuses (per skill level):
  • 15% bonus to Light Entropic Disintegrator optimal range
  • 20% bonus to Light Entropic Disintegrator damage


Role Bonus:
  • Can use one Command Burst module
  • Can fit Micro Jump Field Generators
  • 50% reduction in reactivation delay for Defender Launcher
  • 95% reduction in powergrid requirements for Command Bursts
  • 50% reduction in Microwarpdrive signature radius penalty
  • 100% bonus to Remote Armor Repairer range
  • 50% reduced Remote Armor Repairer capacitor need
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Smart Bomb capacitor need
Command Destroyers bonuses (per skill level):
2% bonus to <a href=showinfo:3349>Skirmish Command</a> and <a href=showinfo:20495>Information Command</a> Burst effect strength and duration
5% reduction in <a href=showinfo:37479>Micro Jump Field Generator</a> spool up time

Precursor Destroyer bonuses (per skill level):
15% bonus to <a href=showinfo:47870>Light Entropic Disintegrator</a> optimal range
20% bonus to <a href=showinfo:47870>Light Entropic Disintegrator</a> damage

Role Bonus:
Can use one <a href=showinfo:3348>Command Burst</a> module
Can fit Micro Jump Field Generators
50% reduction in reactivation delay for <a href=showinfo:3323>Defender Launcher</a>
95% reduction in powergrid requirements for <a href=showinfo:3348>Command Bursts</a>
50% reduction in <a href=showinfo:3454>Microwarpdrive</a> signature radius penalty
100% bonus to <a href=showinfo:16069>Remote Armor Repairer</a> range
50% reduced <a href=showinfo:16069>Remote Armor Repairer</a> capacitor need
50% reduced <a href=showinfo:3423>Energy Neutralizer</a> capacitor need
50% reduced <a href=showinfo:3421>Smart Bomb</a> capacitor need
Changes to Attributes (7 Entries)
Attribute Name Diff
2812 - behaviorSmartBombDuration attributeCategory: None => 5
attributeID: None => 2812
attributeName: None => behaviorSmartBombDuration
categoryID: None => 42
defaultValue: None => 0.0
description: None => Duration of npcBehaviorSmartBombDuration effect
displayName: None =>
highIsGood: None => True
published: None => True
stackable: None => True
unitID: None => 101
2814 - behaviorSmartBombDischarge attributeCategory: None => 5
attributeID: None => 2814
attributeName: None => behaviorSmartBombDischarge
categoryID: None => 42
defaultValue: None => 0.0
description: None => The capacitor discharge for the npcBehaviorSmartBomb effect
displayName: None =>
highIsGood: None => False
published: None => True
stackable: None => True
unitID: None => 114
2815 - behaviorMicroJumpAttackDischarge attributeCategory: None => 5
attributeID: None => 2815
attributeName: None => behaviorMicroJumpAttackDischarge
categoryID: None => 42
defaultValue: None => 0.0
description: None => The capacitor discharge amount for the npcBehaviorMicroJumpAttackDischarge effect
displayName: None =>
highIsGood: None => True
published: None => True
stackable: None => True
unitID: None => 114
2816 - behaviorMicroJumpAttackRange attributeCategory: None => 5
attributeID: None => 2816
attributeName: None => behaviorMicroJumpAttackRange
categoryID: None => 42
defaultValue: None => 0.0
description: None => The range in meters for the npcBehaviorMicroJumpAttackRange effect
displayName: None =>
highIsGood: None => True
published: None => True
stackable: None => True
unitID: None => 1
2818 - behaviorMicroJumpAttackJumpDistance attributeCategory: None => 5
attributeID: None => 2818
attributeName: None => behaviorMicroJumpAttackJumpDistance
categoryID: None => 42
defaultValue: None => 0.0
description: None => The length of the jump induced by the npcBehaviorMicroJumpAttack effect in meters
displayName: None =>
highIsGood: None => True
published: None => True
stackable: None => True
unitID: None => 1
2819 - behaviorMicroJumpAttackDuration attributeCategory: None => 5
attributeID: None => 2819
attributeName: None => behaviorMicroJumpAttackDuration
categoryID: None => 42
defaultValue: None => 0.0
description: None => The duration of the npcBehaviorMicroJumpAttack effect from the time the effect is activated on a ship, until the ship jumps
displayName: None =>
highIsGood: None => True
published: None => True
stackable: None => True
unitID: None => 101
2822 - ecmJamDuration attributeCategory: None => 5
attributeID: None => 2822
attributeName: None => ecmJamDuration
categoryID: None => 7
defaultValue: None => 0.0
description: None => Length of jam duration
displayName: None =>
displayNameID: None => 318103 ("Jam Duration")
highIsGood: None => True
published: None => True
stackable: None => True
unitID: None => 101
Attribute Changes per Type (515 Entries)
TypeID, Name, and Group Diff
1193 - Basic EM Plating (Armor Coating) isDynamicType: None => False
1229 - Gneiss (Gneiss) radius: 0.0 => 1.0
isDynamicType: None => False
2191 - Antem Neo (Incursion Sansha's Nation Cruiser) isDynamicType: None => False
2909 - Niarja Myelen (Incursion Sansha's Nation Frigate) isDynamicType: None => False
3265 - Zainou 'Gypsy' CPU Management EE-602 (Cyber Engineering) radius: 0.0 => 1.0
isDynamicType: None => False
3266 - Zainou 'Gypsy' CPU Management EE-604 (Cyber Engineering) radius: 0.0 => 1.0
isDynamicType: None => False
3267 - Zainou 'Gypsy' CPU Management EE-606 (Cyber Engineering) radius: 0.0 => 1.0
isDynamicType: None => False
3362 - DED Connections (Social) radius: 0.0 => 1.0
isDynamicType: None => False
11136 - CONCORD Billboard (Billboard) isDynamicType: None => False
12552 - Lux S (Advanced Beam Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12557 - Gleam S (Advanced Beam Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12559 - Aurora S (Advanced Beam Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12561 - Blaze S (Advanced Pulse Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12563 - Scorch S (Advanced Pulse Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12565 - Conflagration S (Advanced Pulse Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12608 - Hail S (Advanced Autocannon Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12610 - Desolation S (Advanced Blaster Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12612 - Void S (Advanced Blaster Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12614 - Null S (Advanced Blaster Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12616 - Bolt S (Advanced Railgun Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12618 - Spike S (Advanced Railgun Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12620 - Javelin S (Advanced Railgun Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12625 - Barrage S (Advanced Autocannon Ammo) isDynamicType: None => False
12627 - Storm S (Advanced Autocannon Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12629 - Shock S (Advanced Artillery Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12631 - Quake S (Advanced Artillery Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12633 - Tremor S (Advanced Artillery Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12709 - Target Painter I (Target Painter) isDynamicType: None => False
12761 - Quake L (Advanced Artillery Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12763 - Shock L (Advanced Artillery Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12765 - Tremor L (Advanced Artillery Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12767 - Quake M (Advanced Artillery Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12769 - Shock M (Advanced Artillery Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12771 - Tremor M (Advanced Artillery Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12773 - Barrage M (Advanced Autocannon Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12775 - Barrage L (Advanced Autocannon Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12777 - Hail M (Advanced Autocannon Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12779 - Hail L (Advanced Autocannon Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12781 - Storm M (Advanced Autocannon Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12783 - Storm L (Advanced Autocannon Ammo) radius: 0.0 => 1.0
isDynamicType: None => False
12785 - Null M (Advanced Blaster Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12787 - Null L (Advanced Blaster Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12789 - Void M (Advanced Blaster Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12791 - Void L (Advanced Blaster Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12793 - Desolation M (Advanced Blaster Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12795 - Desolation L (Advanced Blaster Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12797 - Bolt M (Advanced Railgun Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12799 - Bolt L (Advanced Railgun Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12801 - Javelin M (Advanced Railgun Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12803 - Javelin L (Advanced Railgun Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12805 - Spike M (Advanced Railgun Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12807 - Spike L (Advanced Railgun Charge) radius: 0.0 => 1.0
isDynamicType: None => False
12810 - Blaze M (Advanced Pulse Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12812 - Blaze L (Advanced Pulse Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12814 - Conflagration M (Advanced Pulse Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12816 - Conflagration L (Advanced Pulse Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12818 - Scorch M (Advanced Pulse Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12820 - Scorch L (Advanced Pulse Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12822 - Aurora M (Advanced Beam Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12824 - Aurora L (Advanced Beam Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12826 - Gleam M (Advanced Beam Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12828 - Gleam L (Advanced Beam Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12830 - Lux M (Advanced Beam Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
12832 - Lux L (Advanced Beam Laser Crystal) radius: 0.0 => 1.0
isDynamicType: None => False
13046 - Sansha's Loyal Scavenger (Asteroid Sansha's Nation Frigate) isDynamicType: None => False
13216 - Zainou 'Gypsy' CPU Management EE-603 (Cyber Engineering) radius: 0.0 => 1.0
isDynamicType: None => False
13773 - Domination 125mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
13774 - Domination 1200mm Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
13775 - Domination 1400mm Howitzer Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
13776 - Domination 150mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
13777 - Domination 200mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
13778 - Domination 220mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
13779 - Domination 250mm Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
13781 - Domination 280mm Howitzer Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
13782 - Domination 425mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
13783 - Domination 650mm Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
13784 - Domination 720mm Howitzer Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
13785 - Domination 800mm Repeating Cannon (Projectile Weapon) Used with (Charge Group): None => 372.0
13786 - Domination Dual 180mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
13787 - Domination Dual 425mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
13788 - Domination Dual 650mm Repeating Cannon (Projectile Weapon) Used with (Charge Group): None => 372.0
13791 - Dark Blood Dual Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13793 - Dark Blood Dual Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13795 - Dark Blood Dual Light Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13797 - Dark Blood Dual Light Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13799 - Dark Blood Focused Medium Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13801 - Dark Blood Focused Medium Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13803 - Dark Blood Gatling Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13805 - Dark Blood Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13807 - Dark Blood Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13809 - Dark Blood Small Focused Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13811 - Dark Blood Small Focused Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13813 - Dark Blood Mega Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13815 - Dark Blood Mega Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13817 - Dark Blood Tachyon Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13819 - Dark Blood Quad Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13820 - True Sansha Dual Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13821 - True Sansha Dual Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13822 - True Sansha Dual Light Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13823 - True Sansha Dual Light Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13824 - True Sansha Focused Medium Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13825 - True Sansha Focused Medium Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13826 - True Sansha Gatling Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13827 - True Sansha Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13828 - True Sansha Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13829 - True Sansha Small Focused Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13830 - True Sansha Small Focused Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13831 - True Sansha Mega Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13832 - True Sansha Mega Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
13833 - True Sansha Quad Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13834 - True Sansha Tachyon Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
13864 - Shadow Serpentis 125mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13865 - Dread Guristas 125mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13866 - Shadow Serpentis 150mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13867 - Dread Guristas 150mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13868 - Shadow Serpentis 200mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13870 - Dread Guristas 200mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13872 - Shadow Serpentis 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13873 - Dread Guristas 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13874 - Shadow Serpentis 350mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13876 - Dread Guristas 350mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13878 - Shadow Serpentis 425mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13879 - Dread Guristas 425mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13880 - Shadow Serpentis Dual 150mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13881 - Dread Guristas Dual 150mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13882 - Shadow Serpentis Dual 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13883 - Dread Guristas Dual 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13884 - Shadow Serpentis Heavy Electron Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
13885 - Shadow Serpentis Heavy Ion Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
13886 - Shadow Serpentis Light Electron Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
13887 - Shadow Serpentis Light Ion Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
13888 - Shadow Serpentis Light Neutron Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
13889 - Shadow Serpentis Electron Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
13890 - Shadow Serpentis Ion Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
13891 - Shadow Serpentis Neutron Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
13892 - Shadow Serpentis Heavy Neutron Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
13893 - Dread Guristas 75mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13894 - Shadow Serpentis 75mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
13919 - Domination Rapid Light Missile Launcher (Missile Launcher Rapid Light) Used with (Charge Group): None => 653.0
13920 - Dread Guristas Rapid Light Missile Launcher (Missile Launcher Rapid Light) Used with (Charge Group): None => 653.0
13921 - Domination Heavy Missile Launcher (Missile Launcher Heavy) Used with (Charge Group): None => 655.0
13922 - Dread Guristas Heavy Missile Launcher (Missile Launcher Heavy) Used with (Charge Group): None => 655.0
13923 - Domination Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
13924 - Dread Guristas Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
13925 - Domination Light Missile Launcher (Missile Launcher Light) Used with (Charge Group): None => 653.0
13926 - Dread Guristas Light Missile Launcher (Missile Launcher Light) Used with (Charge Group): None => 653.0
13927 - Domination Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
13929 - Dread Guristas Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
13931 - Domination Rocket Launcher (Missile Launcher Rocket) Used with (Charge Group): None => 648.0
13933 - Dread Guristas Rocket Launcher (Missile Launcher Rocket) Used with (Charge Group): None => 648.0
14375 - Tuvan's Modified Electron Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
14377 - Cormack's Modified Electron Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
14379 - Cormack's Modified Ion Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
14381 - Tuvan's Modified Ion Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
14383 - Tuvan's Modified Neutron Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
14385 - Cormack's Modified Neutron Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
14387 - Brynn's Modified 350mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14389 - Setele's Modified 350mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14391 - Kaikka's Modified 350mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14393 - Vepas' Modified 350mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14395 - Estamel's Modified 350mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14397 - Brynn's Modified 425mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14399 - Setele's Modified 425mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14401 - Kaikka's Modified 425mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14403 - Vepas' Modified 425mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14405 - Estamel's Modified 425mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14407 - Brynn's Modified Dual 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14409 - Setele's Modified Dual 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14411 - Kaikka's Modified Dual 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14413 - Vepas' Modified Dual 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14415 - Estamel's Modified Dual 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
14417 - Selynne's Modified Dual Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14419 - Chelm's Modified Dual Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14421 - Raysere's Modified Dual Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14423 - Draclira's Modified Dual Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14425 - Tairei's Modified Dual Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
14427 - Ahremen's Modified Dual Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
14429 - Brokara's Modified Dual Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
14431 - Vizan's Modified Dual Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
14433 - Selynne's Modified Mega Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14435 - Chelm's Modified Mega Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14437 - Raysere's Modified Mega Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14439 - Draclira's Modified Mega Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14441 - Tairei's Modified Mega Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
14443 - Ahremen's Modified Mega Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
14445 - Brokara's Modified Mega Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
14447 - Vizan's Modified Mega Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
14449 - Selynne's Modified Tachyon Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14451 - Chelm's Modified Tachyon Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14453 - Raysere's Modified Tachyon Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14455 - Draclira's Modified Tachyon Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
14457 - Mizuro's Modified 800mm Repeating Cannon (Projectile Weapon) Used with (Charge Group): None => 372.0
14459 - Gotan's Modified 800mm Repeating Cannon (Projectile Weapon) Used with (Charge Group): None => 372.0
14461 - Hakim's Modified 1200mm Artillery Cannon (Projectile Weapon) Used with (Charge Group): None => 376.0
14463 - Tobias' Modified 1200mm Artillery Cannon (Projectile Weapon) Used with (Charge Group): None => 376.0
14465 - Hakim's Modified 1400mm Howitzer Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
14467 - Tobias' Modified 1400mm Howitzer Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
14469 - Mizuro's Modified Dual 425mm AutoCannon (Projectile Weapon) Used with (Charge Group): None => 372.0
14471 - Gotan's Modified Dual 425mm AutoCannon (Projectile Weapon) Used with (Charge Group): None => 372.0
14473 - Mizuro's Modified Dual 650mm Repeating Cannon (Projectile Weapon) Used with (Charge Group): None => 372.0
14475 - Gotan's Modified Dual 650mm Repeating Cannon (Projectile Weapon) Used with (Charge Group): None => 372.0
14516 - Mizuro's Modified Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
14518 - Hakim's Modified Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
14520 - Gotan's Modified Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
14522 - Tobias' Modified Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
14524 - Mizuro's Modified Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
14525 - Hakim's Modified Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
14526 - Gotan's Modified Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
14527 - Tobias's Modified Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
14672 - Kaikka's Modified Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
14674 - Thon's Modified Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
14676 - Vepas' Modified Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
14678 - Estamel's Modified Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
14680 - Kaikka's Modified Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
14681 - Thon's Modified Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
14682 - Vepas's Modified Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
14683 - Estamel's Modified Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
15399 - Luther Veron's Modified Dual Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15401 - Luther Veron's Modified Mega Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15403 - Luther Veron's Modified Tachyon Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15814 - Caldari Navy Dual 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15815 - Caldari Navy Dual 150mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15816 - Caldari Navy 75mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15817 - Caldari Navy 425mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15818 - Caldari Navy 350mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15820 - Caldari Navy 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15821 - Caldari Navy 200mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15823 - Caldari Navy 150mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15824 - Caldari Navy 125mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15825 - Federation Navy Neutron Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
15826 - Federation Navy Light Neutron Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
15827 - Federation Navy Light Ion Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
15828 - Federation Navy Light Electron Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
15829 - Federation Navy Ion Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
15830 - Federation Navy Heavy Neutron Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
15831 - Federation Navy Heavy Ion Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
15832 - Federation Navy Heavy Electron Blaster (Hybrid Weapon) Used with (Charge Group): None => 377.0
15833 - Federation Navy Electron Blaster Cannon (Hybrid Weapon) Used with (Charge Group): None => 377.0
15834 - Federation Navy Dual 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15835 - Federation Navy Dual 150mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15836 - Federation Navy 75mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15837 - Federation Navy 425mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15838 - Federation Navy 350mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15840 - Federation Navy 250mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15841 - Federation Navy 200mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15843 - Federation Navy 150mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15844 - Federation Navy 125mm Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
15845 - Ammatar Navy Tachyon Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15846 - Ammatar Navy Quad Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15847 - Ammatar Navy Mega Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15848 - Ammatar Navy Mega Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15849 - Ammatar Navy Small Focused Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15850 - Ammatar Navy Small Focused Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15851 - Ammatar Navy Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15852 - Ammatar Navy Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15853 - Ammatar Navy Gatling Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15854 - Ammatar Navy Focused Medium Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15855 - Ammatar Navy Focused Medium Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15856 - Ammatar Navy Dual Light Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15857 - Ammatar Navy Dual Light Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15858 - Ammatar Navy Dual Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15859 - Ammatar Navy Dual Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15860 - Imperial Navy Tachyon Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15861 - Imperial Navy Quad Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15862 - Imperial Navy Mega Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15863 - Imperial Navy Mega Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15864 - Imperial Navy Small Focused Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15865 - Imperial Navy Small Focused Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15866 - Imperial Navy Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15867 - Imperial Navy Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15868 - Imperial Navy Gatling Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15869 - Imperial Navy Focused Medium Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15870 - Imperial Navy Focused Medium Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15871 - Imperial Navy Dual Light Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15872 - Imperial Navy Dual Light Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
15873 - Imperial Navy Dual Heavy Pulse Laser (Energy Weapon) Used with (Charge Group): None => 375.0
15874 - Imperial Navy Dual Heavy Beam Laser (Energy Weapon) Used with (Charge Group): None => 374.0
16046 - Republic Fleet 125mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
16047 - Republic Fleet 1200mm Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
16048 - Republic Fleet 1400mm Howitzer Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
16049 - Republic Fleet 150mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
16050 - Republic Fleet 200mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
16051 - Republic Fleet 220mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
16052 - Republic Fleet 250mm Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
16053 - Republic Fleet 280mm Howitzer Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
16054 - Republic Fleet 425mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
16055 - Republic Fleet 650mm Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
16056 - Republic Fleet 720mm Howitzer Artillery (Projectile Weapon) Used with (Charge Group): None => 376.0
16057 - Republic Fleet 800mm Repeating Cannon (Projectile Weapon) Used with (Charge Group): None => 372.0
16058 - Republic Fleet Dual 180mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
16059 - Republic Fleet Dual 425mm Autocannon (Projectile Weapon) Used with (Charge Group): None => 372.0
16060 - Republic Fleet Dual 650mm Repeating Cannon (Projectile Weapon) Used with (Charge Group): None => 372.0
16061 - Caldari Navy Rapid Light Missile Launcher (Missile Launcher Rapid Light) Used with (Charge Group): None => 653.0
16062 - Caldari Navy Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
16064 - Caldari Navy Heavy Missile Launcher (Missile Launcher Heavy) Used with (Charge Group): None => 655.0
16065 - Caldari Navy Rocket Launcher (Missile Launcher Rocket) Used with (Charge Group): None => 648.0
16067 - Caldari Navy Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
16068 - Caldari Navy Light Missile Launcher (Missile Launcher Light) Used with (Charge Group): None => 653.0
16736 - Infested Station Ruins (Large Collidable Structure) isDynamicType: None => False
17075 - Centum Ravisher (Deadspace Sansha's Nation Cruiser) isDynamicType: None => False
17484 - Republic Fleet Rapid Light Missile Launcher (Missile Launcher Rapid Light) Used with (Charge Group): None => 653.0
17485 - Republic Fleet Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
17487 - Republic Fleet Heavy Missile Launcher (Missile Launcher Heavy) Used with (Charge Group): None => 655.0
17488 - Republic Fleet Rocket Launcher (Missile Launcher Rocket) Used with (Charge Group): None => 648.0
17490 - Republic Fleet Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
17491 - Republic Fleet Light Missile Launcher (Missile Launcher Light) Used with (Charge Group): None => 653.0
17918 - Rattlesnake (Battleship) isDynamicType: None => False
19400 - 1st Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19401 - 2nd Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19402 - 3rd Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19403 - 4th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19404 - 5th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19405 - 6th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19406 - 7th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19407 - 8th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19408 - 9th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19409 - 11th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19410 - 12th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19411 - 13th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19412 - 14th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19413 - 15th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19414 - 16th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19415 - 17th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19416 - 18th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19417 - 19th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19418 - 20th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19419 - 21st Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19420 - 22nd Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19421 - 23rd Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19422 - 10th Tier Overseer's Personal Effects (Overseer Personal Effects) radius: None => 1.0
isDynamicType: None => False
19806 - Target Painter II (Target Painter) isDynamicType: None => False
20587 - 150mm 'Musket' Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
20589 - 250mm 'Flintlock' Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
20591 - 425mm 'Popper' Railgun (Hybrid Weapon) Used with (Charge Group): None => 373.0
20593 - 'Balefire' Rocket Launcher (Missile Launcher Rocket) Used with (Charge Group): None => 648.0
20595 - 'Gallows' Light Missile Launcher (Missile Launcher Light) Used with (Charge Group): None => 653.0
20597 - 'Pickaxe' Rapid Light Missile Launcher (Missile Launcher Rapid Light) Used with (Charge Group): None => 653.0
20599 - 'Undertaker' Heavy Missile Launcher (Missile Launcher Heavy) Used with (Charge Group): None => 655.0
20601 - 'Noose' Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
20603 - 'Barrage' Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
21542 - N-1 Neon Type Rocket Bay (Missile Launcher Rocket) Used with (Charge Group): None => 648.0
21545 - 200mm Light 'Jolt' Autocannon I (Projectile Weapon) Used with (Charge Group): None => 372.0
21547 - 250mm Light 'Jolt' Artillery I (Projectile Weapon) Used with (Charge Group): None => 376.0
21549 - 280mm 'Jolt' Artillery I (Projectile Weapon) Used with (Charge Group): None => 376.0
21551 - 425mm Medium 'Jolt' Autocannon I (Projectile Weapon) Used with (Charge Group): None => 372.0
21553 - 650mm Medium 'Jolt' Artillery I (Projectile Weapon) Used with (Charge Group): None => 376.0
21555 - 720mm 'Jolt' Artillery I (Projectile Weapon) Used with (Charge Group): None => 376.0
21557 - 800mm Heavy 'Jolt' Repeating Cannon I (Projectile Weapon) Used with (Charge Group): None => 372.0
21559 - 1200mm Heavy 'Jolt' Artillery I (Projectile Weapon) Used with (Charge Group): None => 376.0
21561 - 1400mm 'Jolt' Artillery I (Projectile Weapon) Used with (Charge Group): None => 376.0
21857 - 1MN Civilian Afterburner (Propulsion Module) basePrice: 120 => 0.0
isDynamicType: None => False
22564 - True Sansha Rocket Launcher (Missile Launcher Rocket) Used with (Charge Group): None => 648.0
22565 - True Sansha Light Missile Launcher (Missile Launcher Light) Used with (Charge Group): None => 653.0
22566 - True Sansha Rapid Light Missile Launcher (Missile Launcher Rapid Light) Used with (Charge Group): None => 653.0
22567 - True Sansha Heavy Missile Launcher (Missile Launcher Heavy) Used with (Charge Group): None => 655.0
22568 - True Sansha Cruise Missile Launcher (Missile Launcher Cruise) Used with (Charge Group): None => 656.0
22569 - True Sansha Torpedo Launcher (Missile Launcher Torpedo) Used with (Charge Group): None => 657.0
22899 - 'Corporate' Light Electron Blaster I (Hybrid Weapon) Used with (Charge Group): None => 377.0
22901 - 'Dealer' Light Ion Blaster I (Hybrid Weapon) Used with (Charge Group): None => 377.0
22903 - 'Racket' Light Neutron Blaster I (Hybrid Weapon) Used with (Charge Group): None => 377.0
22905 - 'Slither' Heavy Electron Blaster I (Hybrid Weapon) Used with (Charge Group): None => 377.0
22907 - 'Hooligan' Heavy Ion Blaster I (Hybrid Weapon) Used with (Charge Group): None => 377.0
22909 - 'Hustler' Heavy Neutron Blaster I (Hybrid Weapon) Used with (Charge Group): None => 377.0
22911 - 'Swindler' Electron Blaster Cannon I (Hybrid Weapon) Used with (Charge Group): None => 377.0
22913 - 'Felon' Ion Blaster Cannon I (Hybrid Weapon) Used with (Charge Group): None => 377.0
22915 - 'Underhand' Neutron Blaster Cannon I (Hybrid Weapon) Used with (Charge Group): None => 377.0
23473 - Wasp EC-900 (Electronic Warfare Drone) Jam Duration: None => 5000.0
23615 - Asteroid Station - Dark and Spiky (Large Collidable Object) isDynamicType: None => False
23663 - Asteroid Station - 1 (Large Collidable Structure) isDynamicType: None => False
23705 - Vespa EC-600 (Electronic Warfare Drone) Jam Duration: None => 5000.0
23707 - Hornet EC-300 (Electronic Warfare Drone) Jam Duration: None => 5000.0
23828 - Spatial Rift (Warp Gate) isDynamicType: None => False
23834 - 'Mace' Dual Light Beam Laser I (Energy Weapon) Used with (Charge Group): None => 374.0
23836 - 'Longbow' Small Focused Pulse Laser I (Energy Weapon) Used with (Charge Group): None => 375.0
23838 - 'Gauntlet' Small Focused Beam Laser I (Energy Weapon) Used with (Charge Group): None => 374.0
23840 - 'Crossbow' Focused Medium Beam Laser I (Energy Weapon) Used with (Charge Group): None => 374.0
23842 - 'Joust' Heavy Pulse Laser I (Energy Weapon) Used with (Charge Group): None => 375.0
23844 - 'Arquebus' Heavy Beam Laser I (Energy Weapon) Used with (Charge Group): None => 374.0
23846 - 'Halberd' Mega Pulse Laser I (Energy Weapon) Used with (Charge Group): None => 375.0
23848 - 'Catapult' Mega Beam Laser I (Energy Weapon) Used with (Charge Group): None => 374.0
23850 - 'Ballista' Tachyon Beam Laser I (Energy Weapon) Used with (Charge Group): None => 374.0
24262 - Asteroid Station (Deadspace Overseer's Structure) isDynamicType: None => False
24480 - Spatial Rift (Large Collidable Object) isDynamicType: None => False
24606 - Cloning Facility Operation (Neural Enhancement) radius: 0.0 => 1.0
isDynamicType: None => False
27142 - Zainou 'Gypsy' CPU Management EE-605 (Cyber Engineering) radius: 0.0 => 1.0
isDynamicType: None => False
27143 - Zainou 'Gypsy' CPU Management EE-601 (Cyber Engineering) radius: 0.0 => 1.0
isDynamicType: None => False
28375 - Republic Fleet Heavy Assault Missile Launcher (Missile Launcher Heavy Assault) Used with (Charge Group): None => 654.0
28377 - Caldari Navy Heavy Assault Missile Launcher (Missile Launcher Heavy Assault) Used with (Charge Group): None => 654.0
28379 - Domination Heavy Assault Missile Launcher (Missile Launcher Heavy Assault) Used with (Charge Group): None => 654.0
28381 - Dread Guristas Heavy Assault Missile Launcher (Missile Launcher Heavy Assault) Used with (Charge Group): None => 654.0
28383 - True Sansha Heavy Assault Missile Launcher (Missile Launcher Heavy Assault) Used with (Charge Group): None => 654.0
28397 - Compressed Gneiss (Gneiss) radius: 0.0 => 1.0
isDynamicType: None => False
28511 - Khanid Navy Rocket Launcher (Missile Launcher Rocket) Used with (Charge Group): None => 648.0
28565 - Khanid Navy Heavy Assault Missile Launcher (Missile Launcher Heavy Assault) Used with (Charge Group): None => 654.0
28571 - Damaged Sentinel Angel (Destructible Sentry Gun) isDynamicType: None => False
28608 - Asteroid Station - 1 - Strong HP (Large Collidable Structure) isDynamicType: None => False
29003 - Focused Warp Disruption Script (Warp Disruption Script) isDynamicType: None => False
30209 - Emergent Patroller (Deadspace Sleeper Emergent Patroller) isDynamicType: None => False
30210 - Emergent Watchman (Deadspace Sleeper Emergent Patroller) isDynamicType: None => False
30211 - Emergent Escort (Deadspace Sleeper Emergent Patroller) isDynamicType: None => False
30212 - Emergent Defender (Deadspace Sleeper Emergent Defender) isDynamicType: None => False
30213 - Emergent Upholder (Deadspace Sleeper Emergent Defender) isDynamicType: None => False
30214 - Emergent Preserver (Deadspace Sleeper Emergent Defender) isDynamicType: None => False
30215 - Emergent Sentinel (Deadspace Sleeper Emergent Sentinel) isDynamicType: None => False
30216 - Emergent Keeper (Deadspace Sleeper Emergent Sentinel) isDynamicType: None => False
30217 - Emergent Warden (Deadspace Sleeper Emergent Sentinel) isDynamicType: None => False
30308 - Scandium Metallofullerene (Hybrid Polymers) radius: None => 1.0
isDynamicType: None => False
31944 - Republic Fleet Target Painter (Target Painter) isDynamicType: None => False
32414 - Domination Target Painter (Target Painter) isDynamicType: None => False
32458 - Infrastructure Hub (Infrastructure Hub) isDynamicType: None => False
33446 - Caldari Navy Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33452 - Domination Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33453 - Dread Guristas Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33454 - Estamel's Modified Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33455 - Gotan's Modified Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33456 - Hakim's Modified Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33457 - Kaikka's Modified Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33458 - Mizuro's Modified Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33459 - Republic Fleet Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33461 - Shaqil's Modified Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33462 - Thon's Modified Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33463 - Tobias' Modified Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33464 - True Sansha Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33465 - Vepas' Modified Rapid Heavy Missile Launcher (Missile Launcher Rapid Heavy) Used with (Charge Group): None => 655.0
33467 - Customs Code Expertise (Trade) radius: 0.0 => 1.0
isDynamicType: None => False
33744 - Women's 'Poise' Pants (glossy black) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33745 - Women's 'Poise' Pants (black) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33746 - Women's 'Poise' Pants (beige swirl) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33747 - Women's 'Poise' Pants (cream) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33748 - Women's 'Poise' Pants (dark green) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33749 - Women's 'Poise' Pants (dark swirl) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33750 - Women's 'Poise' Pants (glossy bronze) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33751 - Women's 'Poise' Pants (blue) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33752 - Women's 'Poise' Pants (red) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33753 - Women's 'Poise' Pants (glossy red) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33754 - Women's 'Strut' Pants (black) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33755 - Women's 'Strut' Pants (blue) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33756 - Women's 'Strut' Pants (camo) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33757 - Women's 'Strut' Pants (matte gray) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33758 - Women's 'Strut' Pants (orange) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33759 - Women's 'Strut' Pants (red) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33760 - Women's 'Strut' Pants (red gloss) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
33761 - Women's 'Strut' Pants (yellow gloss) (Bottoms) radius: 0.0 => 1.0
isDynamicType: None => False
37603 - Women's Sisters of EVE Advanced Combat Suit (Outer) published: False => True
isDynamicType: None => False
marketGroupID: None => 1399 (Outerwear)
37815 - Men's Sisters of EVE Advanced Combat Suit (Outer) published: False => True
isDynamicType: None => False
marketGroupID: None => 1399 (Outerwear)
41334 - Gleam XL (Advanced Beam Laser Crystal) isDynamicType: None => False
41336 - Aurora XL (Advanced Beam Laser Crystal) isDynamicType: None => False
41338 - Emergent Retainer (Deadspace Sleeper Emergent Sentinel) isDynamicType: None => False
44209 - [CNS] Kiirasha Final Broadcast Fragment (Special Edition Commodities) isDynamicType: None => False
44216 - Armor Plating From TES Seraph (Special Edition Commodities) isDynamicType: None => False
45490 - Zeolites (Ubiquitous Moon Asteroids) isDynamicType: None => False
45491 - Sylvite (Ubiquitous Moon Asteroids) isDynamicType: None => False
45492 - Bitumens (Ubiquitous Moon Asteroids) isDynamicType: None => False
45493 - Coesite (Ubiquitous Moon Asteroids) isDynamicType: None => False
45494 - Cobaltite (Common Moon Asteroids) isDynamicType: None => False
45495 - Euxenite (Common Moon Asteroids) isDynamicType: None => False
45496 - Titanite (Common Moon Asteroids) isDynamicType: None => False
45497 - Scheelite (Common Moon Asteroids) isDynamicType: None => False
45498 - Otavite (Uncommon Moon Asteroids) isDynamicType: None => False
45499 - Sperrylite (Uncommon Moon Asteroids) isDynamicType: None => False
45500 - Vanadinite (Uncommon Moon Asteroids) isDynamicType: None => False
45501 - Chromite (Uncommon Moon Asteroids) isDynamicType: None => False
45502 - Carnotite (Rare Moon Asteroids) isDynamicType: None => False
45503 - Zircon (Rare Moon Asteroids) isDynamicType: None => False
45504 - Pollucite (Rare Moon Asteroids) isDynamicType: None => False
45506 - Cinnabar (Rare Moon Asteroids) isDynamicType: None => False
45510 - Xenotime (Exceptional Moon Asteroids) isDynamicType: None => False
45511 - Monazite (Exceptional Moon Asteroids) isDynamicType: None => False
45512 - Loparite (Exceptional Moon Asteroids) isDynamicType: None => False
45513 - Ytterbite (Exceptional Moon Asteroids) isDynamicType: None => False
46346 - Eosian Sentinel (Irregular Cruiser) isDynamicType: None => False
46363 - Guristas Forward Operating Base (♦ Forward Operating Base) isDynamicType: None => False
46770 - Pashanai Bombing Monument (Large Collidable Object) isDynamicType: None => False
47269 - Damavik (Frigate) Powergrid Output: 50.0 => 55.0
Special Ability Bonus: 7.5 => -4.0
47272 - Light Entropic Disintegrator I (Precursor Weapon) Can be fitted to: None => 52250.0
Can be fitted to: None => 52254.0
47273 - Heavy Entropic Disintegrator I (Precursor Weapon) Can be fitted to: None => 52252.0
47547 - Apotheosis Versus Blueforce SKIN (Permanent) (Permanent SKIN) isDynamicType: None => False
47548 - Sunesis Versus Blueforce SKIN (Permanent) (Permanent SKIN) isDynamicType: None => False
47549 - Gnosis Versus Blueforce SKIN (Permanent) (Permanent SKIN) isDynamicType: None => False
47795 - Triglavian Support Pylon Wreck (Wreck) Structure Hitpoints: None => 3500.0
structureUniformity: None => 1.0
Signature Radius: None => 5000.0
Access Difficulty: None => 10.0
Structure EM Damage Resistance: None => 0.001
47912 - Light Compact Entropic Disintegrator (Precursor Weapon) Can be fitted to: None => 52250.0
Can be fitted to: None => 52254.0
47913 - Light Scoped Entropic Disintegrator (Precursor Weapon) Can be fitted to: None => 52250.0
Can be fitted to: None => 52254.0
47914 - Light Entropic Disintegrator II (Precursor Weapon) Can be fitted to: None => 52250.0
Can be fitted to: None => 52254.0
47915 - Veles Light Entropic Disintegrator (Precursor Weapon) Used with (Charge Group): None => 1989.0
Can be fitted to: None => 52250.0
Can be fitted to: None => 52254.0
47916 - Heavy Compact Entropic Disintegrator (Precursor Weapon) Can be fitted to: None => 52252.0
47917 - Heavy Scoped Entropic Disintegrator (Precursor Weapon) Can be fitted to: None => 52252.0
47918 - Heavy Entropic Disintegrator II (Precursor Weapon) Can be fitted to: None => 52252.0
47919 - Veles Heavy Entropic Disintegrator (Precursor Weapon) Used with (Charge Group): None => 1989.0
Can be fitted to: None => 52252.0
47923 - Veles Supratidal Entropic Disintegrator (Precursor Weapon) Used with (Charge Group): None => 1989.0
47927 - Mystic S (Advanced Exotic Plasma Charge) Tracking Speed Multiplier: 0.75 => 0.5
47931 - Mystic M (Advanced Exotic Plasma Charge) Tracking Speed Multiplier: 0.75 => 0.5
47935 - Mystic L (Advanced Exotic Plasma Charge) Tracking Speed Multiplier: 0.75 => 0.5
47975 - Crystalline Isogen-10 (Abyssal Materials) isDynamicType: None => False
47977 - Triglavian Battleship Wreck (Wreck) Structure EM Damage Resistance: None => 0.001
48372 - Triglavian Cruiser Wreck (Wreck) Structure EM Damage Resistance: None => 0.001
48373 - Triglavian Frigate Wreck (Wreck) Structure EM Damage Resistance: None => 0.001
49710 - Kikimora (Destroyer) Powergrid Output: 58.0 => 55.0
Drone Capacity: 20.0 => 0.0
Drone Bandwidth: 10.0 => 0.0
49728 - Gravid Heat Sink Mutaplasmid (Mutaplasmids) iconID: 22064 => 22065
49729 - Unstable Heat Sink Mutaplasmid (Mutaplasmids) iconID: 22064 => 22066
50089 - Circadian Seeker (Seeker Scouts) graphicID: 3527 => 3516
wreckTypeID: 47758 => 34440
50097 - Avatar (Hidden Zenith Amarr Capital) radius: 7800.0 => 6000.0
50176 - Stasis Field Effect Subpylon (Large Collidable Structure)
Click to toggle showing the 49 attributes.Structure Hitpoints: None => 10000.0
Maximum Velocity Bonus: None => -50.0
Maximum Velocity: None => 0.0
Capacitor Recharge time: None => 10.0
Inertia Modifier: None => 0.0
Maximum Targeting Range: None => 15000.0
Maximum Locked Targets: None => 0.0
RADAR Sensor Strength: None => 0.0
Ladar Sensor Strength: None => 0.0
Magnetometric Sensor Strength: None => 0.0
Gravimetric Sensor Strength: None => 15.0
gfxTurretID: None => 372.0
entityLootCountMin: None => 0.0
Security Status Kill Amount: None => 0.0
Shield Capacity: None => 20000.0
Armor Hitpoints: None => 40000.0
Armor EM Damage Resistance: None => 1.0
Armor Explosive Damage Resistance: None => 1.0
Armor Kinetic Damage Resistance: None => 1.0
Armor Thermal Damage Resistance: None => 1.0
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 1.0
Shield Kinetic Damage Resistance: None => 1.0
Shield Thermal Damage Resistance: None => 1.0
entityFlyRange: None => 0.0
entityEquipmentMin: None => 0.0
entityEquipmentMax: None => 3.0
Shield recharge time: None => 625000.0
Bounty: None => 0.0
Capacitor Capacity: None => 1000.0
Orbit Velocity: None => 0.0
Signature Radius: None => 260.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 30.0
entityChaseMaxDelay: None => 0.0
entityChaseMaxDelayChance: None => 1.0
entityChaseMaxDuration: None => 0.0
entityChaseMaxDurationChance: None => 1.0
entityChaseMaxDistance: None => 1000000.0
entityBracketColour: None => 1.0
Disallows Assistance: None => 1.0
behaviorWebifierDuration: None => 5000.0
behaviorWebifierRange: None => 15000.0
behaviorWebifierFalloff: None => 0.0
behaviorWebifierDischarge: None => 7.0
descriptionID: None => 549893
graphicID: 2500 => 24401
groupID: 383 => 319
wreckTypeID: None => 52356
50177 - ECM Field Effect Subpylon (Large Collidable Structure)
Click to toggle showing the 57 attributes.Structure Hitpoints: None => 10000.0
Maximum Velocity: None => 0.0
Capacitor Recharge time: None => 10.0
Inertia Modifier: None => 0.0
Maximum Targeting Range: None => 10000.0
Maximum Locked Targets: None => 0.0
RADAR Sensor Strength: None => 15.0
Ladar Sensor Strength: None => 15.0
Magnetometric Sensor Strength: None => 15.0
Gravimetric Sensor Strength: None => 15.0
Gravimetric ECM Jammer Strength: None => 45.0
Ladar ECM Jammer Strength: None => 45.0
Magnetometric ECM Jammer Strength: None => 45.0
RADAR ECM Jammer Strength: None => 45.0
gfxTurretID: None => 372.0
entityLootCountMin: None => 0.0
Security Status Kill Amount: None => 0.0
Shield Capacity: None => 20000.0
Armor Hitpoints: None => 40000.0
Armor EM Damage Resistance: None => 1.0
Armor Explosive Damage Resistance: None => 1.0
Armor Kinetic Damage Resistance: None => 1.0
Armor Thermal Damage Resistance: None => 1.0
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 1.0
Shield Kinetic Damage Resistance: None => 1.0
Shield Thermal Damage Resistance: None => 1.0
entityFlyRange: None => 0.0
entityEquipmentMin: None => 0.0
entityEquipmentMax: None => 3.0
Shield recharge time: None => 625000.0
Bounty: None => 0.0
Capacitor Capacity: None => 1000.0
Orbit Velocity: None => 0.0
Signature Radius: None => 260.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 30.0
entityChaseMaxDelay: None => 0.0
entityChaseMaxDelayChance: None => 1.0
entityChaseMaxDuration: None => 0.0
entityChaseMaxDurationChance: None => 1.0
entityChaseMaxDistance: None => 1000000.0
entityBracketColour: None => 1.0
Disallows Assistance: None => 1.0
entityTargetJam: None => 0.0
ECM Activation time / duration: None => 5000.0
ECMEntityChance: None => 1.0
ECM Optimal Range: None => 30000.0
ECM Falloff Range: None => 0.0
behaviorECMDuration: None => 5.0
behaviorECMRange: None => 10000.0
behaviorECMFalloff: None => 0.0
behaviorECMDischarge: None => 7.0
descriptionID: None => 549892
graphicID: 2500 => 24413
groupID: 383 => 319
wreckTypeID: None => 52354
50178 - Energy Pulse Field Effect Subpylon (Large Collidable Structure)
Click to toggle showing the 49 attributes.Structure Hitpoints: None => 10000.0
Maximum Velocity Bonus: None => -50.0
Maximum Velocity: None => 0.0
Capacitor Recharge time: None => 10.0
Inertia Modifier: None => 0.0
Maximum Targeting Range: None => 10000.0
Area of effect radius: None => 10000.0
Thermal damage: None => 250.0
Maximum Locked Targets: None => 0.0
RADAR Sensor Strength: None => 0.0
Ladar Sensor Strength: None => 0.0
Magnetometric Sensor Strength: None => 0.0
Gravimetric Sensor Strength: None => 15.0
gfxTurretID: None => 372.0
entityLootCountMin: None => 0.0
Security Status Kill Amount: None => 0.0
Shield Capacity: None => 20000.0
Armor Hitpoints: None => 40000.0
Armor EM Damage Resistance: None => 1.0
Armor Explosive Damage Resistance: None => 1.0
Armor Kinetic Damage Resistance: None => 1.0
Armor Thermal Damage Resistance: None => 1.0
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 1.0
Shield Kinetic Damage Resistance: None => 1.0
Shield Thermal Damage Resistance: None => 1.0
entityFlyRange: None => 0.0
entityEquipmentMin: None => 0.0
entityEquipmentMax: None => 3.0
Shield recharge time: None => 625000.0
Bounty: None => 0.0
Capacitor Capacity: None => 1000.0
Orbit Velocity: None => 0.0
Signature Radius: None => 260.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 3000.0
entityChaseMaxDelay: None => 0.0
entityChaseMaxDelayChance: None => 1.0
entityChaseMaxDuration: None => 0.0
entityChaseMaxDurationChance: None => 1.0
entityChaseMaxDistance: None => 1000000.0
entityBracketColour: None => 1.0
Disallows Assistance: None => 1.0
behaviorSmartBombDuration: None => 10000.0
behaviorSmartBombDischarge: None => 7.0
descriptionID: None => 549894
graphicID: 2500 => 24414
groupID: 383 => 319
wreckTypeID: None => 52358
50179 - Dampening Field Effect Subpylon (Large Collidable Structure)
Click to toggle showing the 50 attributes.Structure Hitpoints: None => 10000.0
Maximum Velocity: None => 0.0
Capacitor Recharge time: None => 10.0
Inertia Modifier: None => 0.0
Maximum Targeting Range: None => 30000.0
Maximum Locked Targets: None => 0.0
RADAR Sensor Strength: None => 0.0
Ladar Sensor Strength: None => 0.0
Magnetometric Sensor Strength: None => 0.0
Gravimetric Sensor Strength: None => 15.0
gfxTurretID: None => 372.0
entityLootCountMin: None => 0.0
Security Status Kill Amount: None => 0.0
Shield Capacity: None => 20000.0
Armor Hitpoints: None => 40000.0
Armor EM Damage Resistance: None => 1.0
Armor Explosive Damage Resistance: None => 1.0
Armor Kinetic Damage Resistance: None => 1.0
Armor Thermal Damage Resistance: None => 1.0
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 1.0
Shield Kinetic Damage Resistance: None => 1.0
Shield Thermal Damage Resistance: None => 1.0
Maximum Targeting Range Bonus: None => -50.0
entityFlyRange: None => 0.0
entityEquipmentMin: None => 0.0
entityEquipmentMax: None => 3.0
Shield recharge time: None => 625000.0
Bounty: None => 0.0
Capacitor Capacity: None => 1000.0
Orbit Velocity: None => 0.0
Signature Radius: None => 260.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 3000.0
Scan Resolution Bonus: None => -50.0
entityChaseMaxDelay: None => 0.0
entityChaseMaxDelayChance: None => 1.0
entityChaseMaxDuration: None => 0.0
entityChaseMaxDurationChance: None => 1.0
entityChaseMaxDistance: None => 1000000.0
entityBracketColour: None => 1.0
Disallows Assistance: None => 1.0
behaviorSensorDampenerDuration: None => 5000.0
behaviorSensorDampenerRange: None => 30000.0
behaviorSensorDampenerFalloff: None => 0.0
behaviorSensorDampenerDischarge: None => 7.0
descriptionID: None => 549895
graphicID: 2500 => 24415
groupID: 383 => 319
wreckTypeID: None => 52355
50180 - Transport Field Effect Sublyon (Large Collidable Structure)
Click to toggle showing the 49 attributes.Structure Hitpoints: None => 10000.0
Maximum Velocity Bonus: None => -50.0
Maximum Velocity: None => 0.0
Capacitor Recharge time: None => 10.0
Inertia Modifier: None => 0.0
Maximum Targeting Range: None => 15000.0
Maximum Locked Targets: None => 20.0
RADAR Sensor Strength: None => 0.0
Ladar Sensor Strength: None => 0.0
Magnetometric Sensor Strength: None => 0.0
Gravimetric Sensor Strength: None => 15.0
gfxTurretID: None => 372.0
entityLootCountMin: None => 0.0
Security Status Kill Amount: None => 0.0
Shield Capacity: None => 20000.0
Armor Hitpoints: None => 40000.0
Armor EM Damage Resistance: None => 1.0
Armor Explosive Damage Resistance: None => 1.0
Armor Kinetic Damage Resistance: None => 1.0
Armor Thermal Damage Resistance: None => 1.0
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 1.0
Shield Kinetic Damage Resistance: None => 1.0
Shield Thermal Damage Resistance: None => 1.0
entityFlyRange: None => 0.0
entityEquipmentMin: None => 0.0
entityEquipmentMax: None => 3.0
Shield recharge time: None => 625000.0
Bounty: None => 0.0
Capacitor Capacity: None => 1000.0
Orbit Velocity: None => 0.0
Signature Radius: None => 260.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 3000.0
entityChaseMaxDelay: None => 0.0
entityChaseMaxDelayChance: None => 1.0
entityChaseMaxDuration: None => 0.0
entityChaseMaxDurationChance: None => 1.0
entityChaseMaxDistance: None => 1000000.0
entityBracketColour: None => 1.0
Disallows Assistance: None => 1.0
behaviorMicroJumpAttackDischarge: None => 7.0
behaviorMicroJumpAttackRange: None => 15000.0
behaviorMicroJumpAttackJumpDistance: None => 50000.0
behaviorMicroJumpAttackDuration: None => 3000.0
descriptionID: None => 549896
graphicID: 2500 => 24416
groupID: 383 => 319
wreckTypeID: None => 52357
52182 - Liminal Damavik (Invading Precursor Entities)
Click to toggle showing the 64 attributes.Structure Hitpoints: None => 812.5
Maximum Velocity: None => 2900.0
Rate of fire: None => 3500.0
Optimal Range: None => 10000.0
Capacitor Recharge time: None => 150000.0
Damage Modifier: None => 0.9
Inertia Modifier: None => 1.0
Maximum Targeting Range: None => 50000.0
Armor Hitpoints Repaired: None => 40.0
Structure Kinetic Damage Resistance: None => 0.67
Structure Thermal Damage Resistance: None => 0.67
Structure Explosive Damage Resistance: None => 0.67
Structure EM Damage Resistance: None => 0.67
EM damage: None => 0.0
Explosive damage: None => 43.9
Kinetic damage: None => 0.0
Thermal damage: None => 95.76
Accuracy falloff : None => 0.0
Turret Tracking: None => 500.0
Maximum Locked Targets: None => 5.0
RADAR Sensor Strength: None => 15.0
Ladar Sensor Strength: None => 0.0
Magnetometric Sensor Strength: None => 0.0
Gravimetric Sensor Strength: None => 0.0
gfxTurretID: None => 47914.0
gfxBoosterID: None => 397.0
Shield Capacity: None => 625.0
Armor Hitpoints: None => 2750.0
Armor EM Damage Resistance: None => 0.4
Armor Explosive Damage Resistance: None => 0.64
Armor Kinetic Damage Resistance: None => 0.47
Armor Thermal Damage Resistance: None => 0.52
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 0.5
Shield Kinetic Damage Resistance: None => 0.6
Shield Thermal Damage Resistance: None => 0.8
entityEquipmentMin: None => 0.0
entityEquipmentMax: None => 2.0
Shield recharge time: None => 400000.0
Bounty: None => 0.0
Capacitor Capacity: None => 500.0
Shield Uniformity: None => 1.0
Orbit Velocity: None => 1450.0
armorUniformity: None => 1.0
structureUniformity: None => 1.0
Signature Radius: None => 192.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 800.0
entityChaseMaxDelay: None => 1.0
entityChaseMaxDelayChance: None => 0.0
entityChaseMaxDuration: None => 3000.0
entityChaseMaxDurationChance: None => 1.0
Signature Resolution: None => 40000.0
entityChaseMaxDistance: None => 7000.0
behaviorRemoteArmorRepairDuration: None => 3000.0
behaviorRemoteArmorRepairRange: None => 14000.0
behaviorRemoteArmorRepairFalloff: None => 2500.0
behaviorRemoteArmorRepairDischarge: None => 10.0
Damage Multiplier Bonus Per Cycle: None => 0.05
Maximum Damage Multiplier Bonus: None => 1.875
npcBehaviorMaximumCombatOrbitRange: None => 6000.0
descriptionID: None => 548867
groupID: 1982 => 4028
wreckTypeID: 48373 => 52414
52183 - Liminal Vedmak (Invading Precursor Entities)
Click to toggle showing the 65 attributes.Structure Hitpoints: None => 3750.0
Maximum Velocity: None => 2000.0
Rate of fire: None => 5000.0
Optimal Range: None => 22000.0
Capacitor Recharge time: None => 395000.0
Damage Modifier: None => 0.9
Inertia Modifier: None => 0.3
Maximum Targeting Range: None => 70000.0
Armor Hitpoints Repaired: None => 160.0
Structure Kinetic Damage Resistance: None => 0.67
Structure Thermal Damage Resistance: None => 0.67
Structure Explosive Damage Resistance: None => 0.67
Structure EM Damage Resistance: None => 0.67
EM damage: None => 0.0
Explosive damage: None => 55.86
Kinetic damage: None => 0.0
Thermal damage: None => 75.81
Accuracy falloff : None => 0.0
Turret Tracking: None => 65.0
Maximum Locked Targets: None => 7.0
RADAR Sensor Strength: None => 24.0
Ladar Sensor Strength: None => 0.0
Magnetometric Sensor Strength: None => 0.0
Gravimetric Sensor Strength: None => 0.0
gfxTurretID: None => 47918.0
gfxBoosterID: None => 397.0
Shield Capacity: None => 2500.0
Armor Hitpoints: None => 8750.0
Armor EM Damage Resistance: None => 0.4
Armor Explosive Damage Resistance: None => 0.64
Armor Kinetic Damage Resistance: None => 0.47
Armor Thermal Damage Resistance: None => 0.52
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 0.5
Shield Kinetic Damage Resistance: None => 0.6
Shield Thermal Damage Resistance: None => 0.8
entityEquipmentMin: None => 0.0
entityEquipmentMax: None => 2.0
Shield recharge time: None => 800000.0
Bounty: None => 0.0
Capacitor Capacity: None => 1400.0
Shield Uniformity: None => 1.0
Orbit Velocity: None => 1000.0
armorUniformity: None => 1.0
structureUniformity: None => 1.0
Signature Radius: None => 660.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 375.0
entityChaseMaxDelay: None => 1.0
entityChaseMaxDelayChance: None => 0.0
entityChaseMaxDuration: None => 3000.0
entityChaseMaxDurationChance: None => 1.0
Signature Resolution: None => 40000.0
entityChaseMaxDistance: None => 16000.0
entityMaxVelocitySignatureRadiusMultiplier: None => 6.0
behaviorRemoteArmorRepairDuration: None => 6000.0
behaviorRemoteArmorRepairRange: None => 28000.0
behaviorRemoteArmorRepairFalloff: None => 2500.0
behaviorRemoteArmorRepairDischarge: None => 50.0
Damage Multiplier Bonus Per Cycle: None => 0.05
Maximum Damage Multiplier Bonus: None => 1.875
npcBehaviorMaximumCombatOrbitRange: None => 15000.0
descriptionID: None => 548868
groupID: 1982 => 4028
wreckTypeID: 48372 => 52415
52184 - Liminal Leshak (Invading Precursor Entities)
Click to toggle showing the 57 attributes.Structure Hitpoints: None => 12500.0
Maximum Velocity: None => 400.0
Rate of fire: None => 5000.0
Optimal Range: None => 63000.0
Capacitor Recharge time: None => 750000.0
Damage Modifier: None => 0.9
Inertia Modifier: None => 0.11
Maximum Targeting Range: None => 108000.0
Armor Hitpoints Repaired: None => 225.0
Structure Kinetic Damage Resistance: None => 0.67
Structure Thermal Damage Resistance: None => 0.67
Structure Explosive Damage Resistance: None => 0.67
Structure EM Damage Resistance: None => 0.67
EM damage: None => 0.0
Explosive damage: None => 297.5
Kinetic damage: None => 0.0
Thermal damage: None => 475.5
Accuracy falloff : None => 0.0
Turret Tracking: None => 7.0
Maximum Locked Targets: None => 7.0
RADAR Sensor Strength: None => 33.0
Ladar Sensor Strength: None => 0.0
Magnetometric Sensor Strength: None => 0.0
Gravimetric Sensor Strength: None => 0.0
gfxTurretID: None => 47922.0
gfxBoosterID: None => 397.0
Shield Capacity: None => 6250.0
Armor Hitpoints: None => 16250.0
Armor EM Damage Resistance: None => 0.4
Armor Explosive Damage Resistance: None => 0.64
Armor Kinetic Damage Resistance: None => 0.47
Armor Thermal Damage Resistance: None => 0.52
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 0.5
Shield Kinetic Damage Resistance: None => 0.6
Shield Thermal Damage Resistance: None => 0.8
entityEquipmentMin: None => 1.0
entityEquipmentMax: None => 2.0
Shield recharge time: None => 600000.0
Bounty: None => 0.0
Capacitor Capacity: None => 8250.0
Shield Uniformity: None => 1.0
armorUniformity: None => 1.0
structureUniformity: None => 1.0
Signature Radius: None => 370.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 125.0
Signature Resolution: None => 40000.0
behaviorRemoteArmorRepairDuration: None => 6000.0
behaviorRemoteArmorRepairRange: None => 33000.0
behaviorRemoteArmorRepairFalloff: None => 28000.0
behaviorRemoteArmorRepairDischarge: None => 136.875
Damage Multiplier Bonus Per Cycle: None => 0.025
Maximum Damage Multiplier Bonus: None => 1.875
descriptionID: None => 548869
groupID: 1982 => 4028
wreckTypeID: 47977 => 52416
52185 - Liminal Kikimora (Invading Precursor Entities)
Click to toggle showing the 64 attributes.Structure Hitpoints: None => 1218.75
Maximum Velocity: None => 2320.0
Rate of fire: None => 3500.0
Optimal Range: None => 10000.0
Capacitor Recharge time: None => 150000.0
Damage Modifier: None => 0.9
Inertia Modifier: None => 1.0
Maximum Targeting Range: None => 50000.0
Armor Hitpoints Repaired: None => 40.0
Structure Kinetic Damage Resistance: None => 0.67
Structure Thermal Damage Resistance: None => 0.67
Structure Explosive Damage Resistance: None => 0.67
Structure EM Damage Resistance: None => 0.67
EM damage: None => 0.0
Explosive damage: None => 59.4
Kinetic damage: None => 0.0
Thermal damage: None => 129.6
Accuracy falloff : None => 0.0
Turret Tracking: None => 500.0
Maximum Locked Targets: None => 5.0
RADAR Sensor Strength: None => 15.0
Ladar Sensor Strength: None => 0.0
Magnetometric Sensor Strength: None => 0.0
Gravimetric Sensor Strength: None => 0.0
gfxTurretID: None => 47914.0
gfxBoosterID: None => 397.0
Shield Capacity: None => 937.0
Armor Hitpoints: None => 4125.0
Armor EM Damage Resistance: None => 0.4
Armor Explosive Damage Resistance: None => 0.64
Armor Kinetic Damage Resistance: None => 0.47
Armor Thermal Damage Resistance: None => 0.52
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 0.5
Shield Kinetic Damage Resistance: None => 0.6
Shield Thermal Damage Resistance: None => 0.8
entityEquipmentMin: None => 0.0
entityEquipmentMax: None => 2.0
Shield recharge time: None => 400000.0
Bounty: None => 0.0
Capacitor Capacity: None => 500.0
Shield Uniformity: None => 1.0
Orbit Velocity: None => 1160.0
armorUniformity: None => 1.0
structureUniformity: None => 1.0
Signature Radius: None => 384.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 800.0
entityChaseMaxDelay: None => 1.0
entityChaseMaxDelayChance: None => 0.0
entityChaseMaxDuration: None => 3000.0
entityChaseMaxDurationChance: None => 1.0
Signature Resolution: None => 40000.0
entityChaseMaxDistance: None => 7000.0
behaviorRemoteArmorRepairDuration: None => 3000.0
behaviorRemoteArmorRepairRange: None => 14000.0
behaviorRemoteArmorRepairFalloff: None => 2500.0
behaviorRemoteArmorRepairDischarge: None => 10.0
Damage Multiplier Bonus Per Cycle: None => 0.05
Maximum Damage Multiplier Bonus: None => 1.875
npcBehaviorMaximumCombatOrbitRange: None => 6000.0
descriptionID: None => 548761
groupID: 1982 => 4028
wreckTypeID: 48373 => 52414
52186 - Liminal Rodiva (Invading Precursor Entities)
Click to toggle showing the 65 attributes.Structure Hitpoints: None => 2512.0
Maximum Velocity: None => 1800.0
Rate of fire: None => 5000.0
Optimal Range: None => 22000.0
Capacitor Recharge time: None => 395000.0
Damage Modifier: None => 0.9
Inertia Modifier: None => 0.3
Maximum Targeting Range: None => 70000.0
Armor Hitpoints Repaired: None => 160.0
Structure Kinetic Damage Resistance: None => 0.67
Structure Thermal Damage Resistance: None => 0.67
Structure Explosive Damage Resistance: None => 0.67
Structure EM Damage Resistance: None => 0.67
EM damage: None => 0.0
Explosive damage: None => 37.0
Kinetic damage: None => 0.0
Thermal damage: None => 45.0
Accuracy falloff : None => 0.0
Turret Tracking: None => 65.0
Maximum Locked Targets: None => 7.0
RADAR Sensor Strength: None => 24.0
Ladar Sensor Strength: None => 0.0
Magnetometric Sensor Strength: None => 0.0
Gravimetric Sensor Strength: None => 0.0
gfxTurretID: None => 47918.0
gfxBoosterID: None => 397.0
Shield Capacity: None => 1675.0
Armor Hitpoints: None => 5862.5
Armor EM Damage Resistance: None => 0.4
Armor Explosive Damage Resistance: None => 0.64
Armor Kinetic Damage Resistance: None => 0.47
Armor Thermal Damage Resistance: None => 0.52
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 0.5
Shield Kinetic Damage Resistance: None => 0.6
Shield Thermal Damage Resistance: None => 0.8
entityEquipmentMin: None => 0.0
entityEquipmentMax: None => 2.0
Shield recharge time: None => 800000.0
Bounty: None => 0.0
Capacitor Capacity: None => 1870.0
Shield Uniformity: None => 1.0
Orbit Velocity: None => 900.0
armorUniformity: None => 1.0
structureUniformity: None => 1.0
Signature Radius: None => 550.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 375.0
entityChaseMaxDelay: None => 1.0
entityChaseMaxDelayChance: None => 0.0
entityChaseMaxDuration: None => 3000.0
entityChaseMaxDurationChance: None => 1.0
Signature Resolution: None => 40000.0
entityChaseMaxDistance: None => 16000.0
entityMaxVelocitySignatureRadiusMultiplier: None => 6.0
behaviorRemoteArmorRepairDuration: None => 6000.0
behaviorRemoteArmorRepairRange: None => 28000.0
behaviorRemoteArmorRepairFalloff: None => 2500.0
behaviorRemoteArmorRepairDischarge: None => 50.0
Damage Multiplier Bonus Per Cycle: None => 0.05
Maximum Damage Multiplier Bonus: None => 1.875
npcBehaviorMaximumCombatOrbitRange: None => 15000.0
descriptionID: None => 548762
groupID: 1982 => 4028
wreckTypeID: 48372 => 52415
52187 - Liminal Drekavac (Invading Precursor Entities)
Click to toggle showing the 66 attributes.Structure Hitpoints: None => 5500.0
Maximum Velocity: None => 1200.0
Rate of fire: None => 5000.0
Optimal Range: None => 63000.0
Capacitor Recharge time: None => 750000.0
Damage Modifier: None => 0.9
Inertia Modifier: None => 0.11
Maximum Targeting Range: None => 108000.0
Armor Hitpoints Repaired: None => 225.0
Structure Kinetic Damage Resistance: None => 0.67
Structure Thermal Damage Resistance: None => 0.67
Structure Explosive Damage Resistance: None => 0.67
Structure EM Damage Resistance: None => 0.67
EM damage: None => 0.0
Explosive damage: None => 130.9
Kinetic damage: None => 0.0
Thermal damage: None => 207.9
Accuracy falloff : None => 0.0
Turret Tracking: None => 95.0
Maximum Locked Targets: None => 7.0
RADAR Sensor Strength: None => 33.0
Ladar Sensor Strength: None => 0.0
Magnetometric Sensor Strength: None => 0.0
Gravimetric Sensor Strength: None => 0.0
gfxTurretID: None => 47918.0
gfxBoosterID: None => 397.0
Shield Capacity: None => 3437.5
Armor Hitpoints: None => 8937.0
Armor EM Damage Resistance: None => 0.4
Armor Explosive Damage Resistance: None => 0.64
Armor Kinetic Damage Resistance: None => 0.47
Armor Thermal Damage Resistance: None => 0.52
Shield EM Damage Resistance: None => 1.0
Shield Explosive Damage Resistance: None => 0.5
Shield Kinetic Damage Resistance: None => 0.6
Shield Thermal Damage Resistance: None => 0.8
entityEquipmentMin: None => 1.0
entityEquipmentMax: None => 2.0
Shield recharge time: None => 800000.0
Bounty: None => 0.0
Capacitor Capacity: None => 8250.0
Shield Uniformity: None => 1.0
Orbit Velocity: None => 600.0
armorUniformity: None => 1.0
structureUniformity: None => 1.0
Signature Radius: None => 350.0
entityFactionLoss: None => 0.0
Scan Resolution: None => 125.0
entityChaseMaxDelay: None => 1.0
entityChaseMaxDelayChance: None => 0.0
entityChaseMaxDuration: None => 3000.0
entityChaseMaxDurationChance: None => 1.0
Signature Resolution: None => 40000.0
entityChaseMaxDistance: None => 16000.0
entityMaxVelocitySignatureRadiusMultiplier: None => 6.0
published: True => False
behaviorRemoteArmorRepairDuration: None => 6000.0
behaviorRemoteArmorRepairRange: None => 33000.0
behaviorRemoteArmorRepairFalloff: None => 28000.0
behaviorRemoteArmorRepairDischarge: None => 136.875
Damage Multiplier Bonus Per Cycle: None => 0.025
Maximum Damage Multiplier Bonus: None => 1.875
npcBehaviorMaximumCombatOrbitRange: None => 15000.0
descriptionID: None => 548763
groupID: 1982 => 4028
wreckTypeID: 48372 => 52416
52321 - Kikimora Red Meatgrinder SKIN (Permanent) (Permanent SKIN) skin_internalName: Kikimora Placeholder Trig Beat 02 => Kikimora Red Meatgrinder
skin_isStructureSkin: None => False
52322 - Vedmak Red Meatgrinder SKIN (Permanent) (Permanent SKIN) skin_internalName: Vedmak Placeholder Trig Beat 02 => Vedmak Red Meatgrinder
skin_isStructureSkin: None => False
52323 - Leshak Red Meatgrinder SKIN (Permanent) (Permanent SKIN) skin_internalName: Leshak Placeholder Trig Beat 02 => Leshak Red Meatgrinder
skin_isStructureSkin: None => False
Changed Dynamic Items (10 Entries)
Mutator Combines With Produces Mutations
47780 - Gravid Small Shield Booster Mutaplasmid
399 - Small Shield Booster I
400 - Small Shield Booster II
6437 - Small C5-L Emergency Shield Overload I
6439 - Small Neutron Saturation Injector I
6441 - Small Clarity Ward Booster I
6443 - Small Converse Deflection Catalyzer
13951 - Dread Guristas Small Shield Booster
13952 - Domination Small Shield Booster
15898 - Caldari Navy Small Shield Booster
15902 - Republic Fleet Small Shield Booster
19169 - Gistii C-Type Small Shield Booster
19171 - Gistii B-Type Small Shield Booster
19173 - Gistii A-Type Small Shield Booster
19175 - Pithi C-Type Small Shield Booster
19177 - Pithi B-Type Small Shield Booster
19179 - Pithi A-Type Small Shield Booster
20617 - Small 'Settler' Shield Booster
47781 - Small Abyssal Shield Booster
Activation time / duration:
0.925x - 1.5x
=>
0.925x - 1.05x
CPU usage: 0.85x - 1.3x
Shield Bonus: 0.9x - 1.15x
Powergrid Usage: 0.85x - 1.3x
Activation Cost: 0.8x - 1.3x
49735 - Decayed Entropic Radiation Sink Mutaplasmid
47908 - Entropic Radiation Sink I
47909 - Compact Entropic Radiation Sink
47911 - Entropic Radiation Sink II
52242 - Zorya's Entropic Radiation Sink
52244 - Veles Entropic Radiation Sink
49734 - Abyssal Entropic Radiation Sink
Damage Modifier: 0.995x - 1.008x
CPU usage: 0.95x - 1.25x
rate of fire bonus: 0.985x - 1.01x
49736 - Gravid Entropic Radiation Sink Mutaplasmid
47908 - Entropic Radiation Sink I
47909 - Compact Entropic Radiation Sink
47911 - Entropic Radiation Sink II
52242 - Zorya's Entropic Radiation Sink
52244 - Veles Entropic Radiation Sink
49734 - Abyssal Entropic Radiation Sink
Damage Modifier: 0.989x - 1.014x
CPU usage: 0.85x - 1.3x
rate of fire bonus: 0.98x - 1.015x
49737 - Unstable Entropic Radiation Sink Mutaplasmid
47908 - Entropic Radiation Sink I
47909 - Compact Entropic Radiation Sink
47911 - Entropic Radiation Sink II
52242 - Zorya's Entropic Radiation Sink
52244 - Veles Entropic Radiation Sink
49734 - Abyssal Entropic Radiation Sink
Damage Modifier: 0.98x - 1.02x
CPU usage: 0.8x - 1.5x
rate of fire bonus: 0.975x - 1.025x
52224 - Decayed Damage Control Mutaplasmid
521 - 'Basic' Damage Control
2046 - Damage Control I
2048 - Damage Control II
5839 - IFFA Compact Damage Control
23418 - 'Radical' Damage Control
41200 - Shadow Serpentis Damage Control
41201 - Syndicate Damage Control
41202 - Sentient Damage Control
41203 - Brynn's Modified Damage Control
41204 - Unit D-34343's Modified Damage Control
41205 - Tuvan's Modified Damage Control
41206 - Unit F-435454's Modified Damage Control
41207 - Setele's Modified Damage Control
41208 - Unit P-343554's Modified Damage Control
41210 - Cormack's Modified Damage Control
41211 - Unit W-634's Modified Damage Control
No Valid Output
=>
52227 - Abyssal Damage Control
Structure Kinetic Damage Resistance: 0.9x - 1.05x
Structure Thermal Damage Resistance: 0.9x - 1.05x
CPU usage: 0.95x - 1.25x
Structure EM Damage Resistance: 0.9x - 1.05x
Structure Explosive Damage Resistance: 0.9x - 1.05x
52225 - Gravid Damage Control Mutaplasmid
521 - 'Basic' Damage Control
2046 - Damage Control I
2048 - Damage Control II
5839 - IFFA Compact Damage Control
23418 - 'Radical' Damage Control
41200 - Shadow Serpentis Damage Control
41201 - Syndicate Damage Control
41202 - Sentient Damage Control
41203 - Brynn's Modified Damage Control
41204 - Unit D-34343's Modified Damage Control
41205 - Tuvan's Modified Damage Control
41206 - Unit F-435454's Modified Damage Control
41207 - Setele's Modified Damage Control
41208 - Unit P-343554's Modified Damage Control
41210 - Cormack's Modified Damage Control
41211 - Unit W-634's Modified Damage Control
No Valid Output
=>
52227 - Abyssal Damage Control
Structure Kinetic Damage Resistance: 0.8x - 1.1x
Structure Thermal Damage Resistance: 0.8x - 1.1x
CPU usage: 0.85x - 1.3x
Structure EM Damage Resistance: 0.8x - 1.1x
Structure Explosive Damage Resistance: 0.8x - 1.1x
52226 - Unstable Damage Control Mutaplasmid
521 - 'Basic' Damage Control
2046 - Damage Control I
2048 - Damage Control II
5839 - IFFA Compact Damage Control
23418 - 'Radical' Damage Control
41200 - Shadow Serpentis Damage Control
41201 - Syndicate Damage Control
41202 - Sentient Damage Control
41203 - Brynn's Modified Damage Control
41204 - Unit D-34343's Modified Damage Control
41205 - Tuvan's Modified Damage Control
41206 - Unit F-435454's Modified Damage Control
41207 - Setele's Modified Damage Control
41208 - Unit P-343554's Modified Damage Control
41210 - Cormack's Modified Damage Control
41211 - Unit W-634's Modified Damage Control
No Valid Output
=>
52227 - Abyssal Damage Control
Structure Kinetic Damage Resistance: 0.7x - 1.3x
Structure Thermal Damage Resistance: 0.7x - 1.3x
CPU usage: 0.8x - 1.5x
Structure EM Damage Resistance: 0.7x - 1.3x
Structure Explosive Damage Resistance: 0.7x - 1.3x
52228 - Decayed Assault Damage Control Mutaplasmid
47254 - Assault Damage Control I
47255 - EFFA Compact Assault Damage Control
47256 - FFR Enduring Assault Damage Control
47257 - Assault Damage Control II
47258 - Shadow Serpentis Assault Damage Control
No Valid Output
=>
52230 - Abyssal Assault Damage Control
Activation time / duration: 0.95x - 1.075x
Structure EM Damage Resistance: 0.9x - 1.05x
Structure Explosive Damage Resistance: 0.9x - 1.05x
Structure Kinetic Damage Resistance: 0.9x - 1.05x
Structure Thermal Damage Resistance: 0.9x - 1.05x
CPU usage: 0.95x - 1.25x
52229 - Gravid Assault Damage Control Mutaplasmid
47254 - Assault Damage Control I
47255 - EFFA Compact Assault Damage Control
47256 - FFR Enduring Assault Damage Control
47257 - Assault Damage Control II
47258 - Shadow Serpentis Assault Damage Control
No Valid Output
=>
52230 - Abyssal Assault Damage Control
Activation time / duration: 0.9x - 1.15x
Structure EM Damage Resistance: 0.8x - 1.1x
Structure Explosive Damage Resistance: 0.8x - 1.1x
Structure Kinetic Damage Resistance: 0.8x - 1.1x
Structure Thermal Damage Resistance: 0.8x - 1.1x
CPU usage: 0.85x - 1.3x
52231 - Unstable Assault Damage Control Mutaplasmid
47254 - Assault Damage Control I
47255 - EFFA Compact Assault Damage Control
47256 - FFR Enduring Assault Damage Control
47257 - Assault Damage Control II
47258 - Shadow Serpentis Assault Damage Control
No Valid Output
=>
52230 - Abyssal Assault Damage Control
Activation time / duration: 0.8x - 1.2x
Structure EM Damage Resistance: 0.7x - 1.3x
Structure Explosive Damage Resistance: 0.7x - 1.3x
Structure Kinetic Damage Resistance: 0.7x - 1.3x
Structure Thermal Damage Resistance: 0.7x - 1.3x
CPU usage: 0.8x - 1.5x

Changes to Effects (32 Entries)
Effect Name Diff
6995 - targetDisintegratorAttack effectName: targetABCAttack => targetDisintegratorAttack
7187 - npcBehaviorMicroJumpAttack disallowAutoRepeat: None => False
dischargeAttributeID: None => 2815
displayName: None =>
durationAttributeID: None => 2819
effectCategory: None => 2
effectID: None => 7187
effectName: None => npcBehaviorMicroJumpAttack
electronicChance: None => False
guid: None =>
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
modifierInfo: None

=>


postExpression: None => 59
preExpression: None => 59
propulsionChance: None => False
published: None => True
rangeAttributeID: None => 2816
rangeChance: None => False
resistanceID: None => 0
7188 - npcBehaviorSmartBomb disallowAutoRepeat: None => False
dischargeAttributeID: None => 2814
displayName: None =>
durationAttributeID: None => 2812
effectCategory: None => 3
effectID: None => 7188
effectName: None => npcBehaviorSmartBomb
electronicChance: None => False
guid: None =>
isAssistance: None => False
isOffensive: None => True
isWarpSafe: None => False
modifierInfo: None

=>


postExpression: None => 59
preExpression: None => 59
propulsionChance: None => False
published: None => True
rangeAttributeID: None => 99
rangeChance: None => False
resistanceID: None => 0
7193 - systemMiningCycleTimeBonus disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 7
effectID: None => 7193
effectName: None => systemMiningCycleTimeBonus
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19772
preExpression: None => 19771
propulsionChance: None => False
published: None => False
rangeChance: None => False
7194 - systemHullHPBonusPercent disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 7
effectID: None => 7194
effectName: None => systemHullHPBonusPercent
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19774
preExpression: None => 19773
propulsionChance: None => False
published: None => False
rangeChance: None => False
7195 - systemAgilityBonusPercent disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 7
effectID: None => 7195
effectName: None => systemAgilityBonusPercent
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 1545
preExpression: None => 1544
propulsionChance: None => False
published: None => False
rangeChance: None => False
7202 - systemDroneSpeedBonusPercent descriptionID: None => 318089
disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 7
effectID: None => 7202
effectName: None => systemDroneSpeedBonusPercent
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 7639
preExpression: None => 7638
propulsionChance: None => False
published: None => False
rangeChance: None => False
7203 - systemDroneDamageBonusPercent descriptionID: None => 318090
disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 7
effectID: None => 7203
effectName: None => systemDroneDamageBonusPercent
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19795
preExpression: None => 19794
propulsionChance: None => False
published: None => False
rangeChance: None => False
7204 - shipArmorEMResistancePF2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7204
effectName: None => shipArmorEMResistancePF2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19797
preExpression: None => 19796
propulsionChance: None => False
published: None => False
rangeChance: None => False
7205 - shipArmorKinResistancePF2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7205
effectName: None => shipArmorKinResistancePF2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19799
preExpression: None => 19798
propulsionChance: None => False
published: None => False
rangeChance: None => False
7206 - shipArmorThermResistancePF2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7206
effectName: None => shipArmorThermResistancePF2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19801
preExpression: None => 19800
propulsionChance: None => False
published: None => False
rangeChance: None => False
7207 - shipArmorExpResistancePF2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7207
effectName: None => shipArmorExpResistancePF2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19803
preExpression: None => 19802
propulsionChance: None => False
published: None => False
rangeChance: None => False
7208 - shipDmgMultiMaxEliteGunship1 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7208
effectName: None => shipDmgMultiMaxEliteGunship1
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19805
preExpression: None => 19804
propulsionChance: None => False
published: None => False
rangeChance: None => False
7209 - shipPCTOptimalBonusEliteGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7209
effectName: None => shipPCTOptimalBonusEliteGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19807
preExpression: None => 19806
propulsionChance: None => False
published: None => False
rangeChance: None => False
7210 - shipBonusCommandDestroyerRole2DefenderBonus disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7210
effectName: None => shipBonusCommandDestroyerRole2DefenderBonus
electronicChance: None => False
guid: None =>
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
modifierInfo: None

=>

- domain: shipID
func: LocationRequiredSkillModifier
modifiedAttributeID: 669
modifyingAttributeID: 2299
operator: 6
skillTypeID: 3323

postExpression: None => 59
preExpression: None => 59
propulsionChance: None => False
published: None => False
rangeChance: None => False
7211 - shipDmgMultiMaxEliteHeavyGunship1 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7211
effectName: None => shipDmgMultiMaxEliteHeavyGunship1
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
modifierInfo: None

=>


postExpression: None => 19810
preExpression: None => 19809
propulsionChance: None => False
published: None => False
rangeChance: None => False
resistanceID: None => 0
7212 - shipArmorEMresistanceEliteHeavyGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7212
effectName: None => shipArmorEMresistanceEliteHeavyGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19812
preExpression: None => 19811
propulsionChance: None => False
published: None => False
rangeChance: None => False
7213 - shipArmorThermresistanceEliteHeavyGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7213
effectName: None => shipArmorThermresistanceEliteHeavyGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19814
preExpression: None => 19813
propulsionChance: None => False
published: None => False
rangeChance: None => False
7214 - shipArmorKinresistanceEliteHeavyGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7214
effectName: None => shipArmorKinresistanceEliteHeavyGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19816
preExpression: None => 19815
propulsionChance: None => False
published: None => False
rangeChance: None => False
7215 - shipArmorExpresistanceEliteHeavyGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7215
effectName: None => shipArmorExpresistanceEliteHeavyGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19818
preExpression: None => 19817
propulsionChance: None => False
published: None => False
rangeChance: None => False
7216 - shipDmgMultiMaxEliteGunship1 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7216
effectName: None => shipDmgMultiMaxEliteGunship1
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19821
preExpression: None => 19820
propulsionChance: None => False
published: None => False
rangeChance: None => False
7217 - shipNosNeutSmartPowerReductionEliteGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7217
effectName: None => shipNosNeutSmartPowerReductionEliteGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19825
preExpression: None => 19824
propulsionChance: None => False
published: None => False
rangeChance: None => False
7218 - shipNosPowerReductionEliteGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7218
effectName: None => shipNosPowerReductionEliteGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19829
preExpression: None => 19828
propulsionChance: None => False
published: None => False
rangeChance: None => False
7219 - shipSmartBombPowerReductionEliteGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7219
effectName: None => shipSmartBombPowerReductionEliteGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19833
preExpression: None => 19832
propulsionChance: None => False
published: None => False
rangeChance: None => False
7220 - shipSmartBombPowerReductionEliteHeavyGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7220
effectName: None => shipSmartBombPowerReductionEliteHeavyGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19835
preExpression: None => 19834
propulsionChance: None => False
published: None => False
rangeChance: None => False
7221 - shipNosPowerReductionEliteHeavyGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7221
effectName: None => shipNosPowerReductionEliteHeavyGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19837
preExpression: None => 19836
propulsionChance: None => False
published: None => False
rangeChance: None => False
7222 - shipNeutPowerReductionEliteHeavyGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7222
effectName: None => shipNeutPowerReductionEliteHeavyGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19839
preExpression: None => 19838
propulsionChance: None => False
published: None => False
rangeChance: None => False
7223 - systemAgilityBonusPercentItem descriptionID: None => 318104
disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 7
effectID: None => 7223
effectName: None => systemAgilityBonusPercentItem
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 2251
preExpression: None => 2250
propulsionChance: None => False
published: None => False
rangeChance: None => False
7225 - systemDroneDamageBonusItem descriptionID: None => 318106
disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 7
effectID: None => 7225
effectName: None => systemDroneDamageBonusItem
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19845
preExpression: None => 19844
propulsionChance: None => False
published: None => False
rangeChance: None => False
7226 - systemDroneSpeedBonusItem descriptionID: None => 318107
disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 7
effectID: None => 7226
effectName: None => systemDroneSpeedBonusItem
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19789
preExpression: None => 19788
propulsionChance: None => False
published: None => False
rangeChance: None => False
7227 - systemHullHPBonusPercentItem disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 7
effectID: None => 7227
effectName: None => systemHullHPBonusPercentItem
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 1635
preExpression: None => 1634
propulsionChance: None => False
published: None => False
rangeChance: None => False
7228 - shipMediumPrecursorWeaponOptimalEliteHeavyGunship2 disallowAutoRepeat: None => False
displayName: None =>
effectCategory: None => 0
effectID: None => 7228
effectName: None => shipMediumPrecursorWeaponOptimalEliteHeavyGunship2
electronicChance: None => False
isAssistance: None => False
isOffensive: None => False
isWarpSafe: None => False
postExpression: None => 19847
preExpression: None => 19846
propulsionChance: None => False
published: None => False
rangeChance: None => False
Effect Changes per Type (54 Entries)
TypeID, Name, and Group Effects Changes
30875 - Wolf Rayet Effect Beacon Class 2 (Effect Beacon) Added Effects:
systemSmallPrecursorTurretDamage: None => False
47269 - Damavik (Frigate) Added Effects:
shipArmorEMResistancePF2: None => False
shipArmorKinResistancePF2: None => False
shipArmorThermResistancePF2: None => False
shipArmorExpResistancePF2: None => False
Removed Effects:
shipbonusPCTOptimalPF2: False => None
50176 - Stasis Field Effect Subpylon (Large Collidable Structure) Added Effects:
npcBehaviorWebifier: None => False
50177 - ECM Field Effect Subpylon (Large Collidable Structure) Added Effects:
entityECMFalloff: None => True
behaviorECM: None => False
50178 - Energy Pulse Field Effect Subpylon (Large Collidable Structure) Added Effects:
npcBehaviorSmartBomb: None => False
50179 - Dampening Field Effect Subpylon (Large Collidable Structure) Added Effects:
behaviorSensorDampener: None => False
50180 - Transport Field Effect Sublyon (Large Collidable Structure) Added Effects:
npcBehaviorMicroJumpAttack: None => False
52182 - Liminal Damavik (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52183 - Liminal Vedmak (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52184 - Liminal Leshak (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52185 - Liminal Kikimora (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52186 - Liminal Rodiva (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52187 - Liminal Drekavac (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52205 - Starving Damavik (Invading Precursor Entities) Added Effects:
npcBehaviorEnergyNeutralizer: None => False
targetDisintegratorAttack: None => False
52206 - Harrowing Damavik (Invading Precursor Entities) Added Effects:
npcBehaviorTrackingDisruptor: None => False
behaviorTargetPainter: None => False
targetDisintegratorAttack: None => False
52207 - Anchoring Damavik (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
behaviorWarpScramble: None => False
targetDisintegratorAttack: None => False
52208 - Renewing Damavik (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52209 - Blinding Damavik (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
behaviorSensorDampener: None => False
targetDisintegratorAttack: None => False
52210 - Ghosting Damavik (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
npcBehaviorGuidanceDisruptor: None => False
npcBehaviorTrackingDisruptor: None => False
targetDisintegratorAttack: None => False
52211 - Harrowing Vedmak (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
behaviorTargetPainter: None => False
targetDisintegratorAttack: None => False
52212 - Harrowing Kikimora (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
behaviorTargetPainter: None => False
targetDisintegratorAttack: None => False
52213 - Anchoring Kikimora (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
behaviorWarpScramble: None => False
targetDisintegratorAttack: None => False
52214 - Renewing Rodiva (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52215 - Renewing Leshak (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52216 - Blinding Leshak (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
behaviorSensorDampener: None => False
targetDisintegratorAttack: None => False
52217 - Blinding Kikimora (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
behaviorSensorDampener: None => False
targetDisintegratorAttack: None => False
52218 - Ghosting Drekavac (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
npcBehaviorGuidanceDisruptor: None => False
npcBehaviorTrackingDisruptor: None => False
targetDisintegratorAttack: None => False
52227 - Abyssal Damage Control (Damage Control) Added Effects:
loPower: None => False
online: None => False
damageControl: None => False
52230 - Abyssal Assault Damage Control (Damage Control) Added Effects:
loPower: None => False
online: None => False
damageControl: None => False
moduleBonusAssaultDamageControl: None => True
52232 - Tangling Damavik (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
npcBehaviorWebifier: None => False
targetDisintegratorAttack: None => False
52233 - Tangling Kikimora (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
npcBehaviorWebifier: None => False
targetDisintegratorAttack: None => False
52234 - Starving Drekavac (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
npcBehaviorEnergyNeutralizer: None => False
targetDisintegratorAttack: None => False
52236 - Zorya's Light Entropic Disintegrator (Precursor Weapon) Added Effects:
hiPower: None => False
online: None => False
turretFitted: None => False
overloadSelfDamageBonus: None => False
targetDisintegratorAttack: None => True
52238 - Zorya's Heavy Entropic Disintegrator (Precursor Weapon) Added Effects:
hiPower: None => False
online: None => False
turretFitted: None => False
overloadSelfDamageBonus: None => False
targetDisintegratorAttack: None => True
52240 - Zorya's Supratidal Entropic Disintegrator (Precursor Weapon) Added Effects:
hiPower: None => False
online: None => False
turretFitted: None => False
overloadSelfDamageBonus: None => False
targetDisintegratorAttack: None => True
52242 - Zorya's Entropic Radiation Sink (Entropic Radiation Sink) Added Effects:
loPower: None => False
online: None => False
disintegratorWeaponDamageMultiply: None => False
disintegratorWeaponSpeedMultiply: None => False
52244 - Veles Entropic Radiation Sink (Entropic Radiation Sink) Added Effects:
loPower: None => False
online: None => False
disintegratorWeaponDamageMultiply: None => False
disintegratorWeaponSpeedMultiply: None => False
52247 - Invasion Effects Light (Effect Beacon) Added Effects:
systemMiningCycleTimeBonus: None => False
systemDroneSpeedBonusPercent: None => False
systemDroneDamageBonusPercent: None => False
systemAgilityBonusPercentItem: None => False
systemHullHPBonusPercentItem: None => False
52248 - Invasion Effects Medium (Effect Beacon) Added Effects:
systemMiningCycleTimeBonus: None => False
systemDroneSpeedBonusPercent: None => False
systemDroneDamageBonusPercent: None => False
systemAgilityBonusPercentItem: None => False
systemHullHPBonusPercentItem: None => False
52249 - Invasion Effects Strong (Effect Beacon) Added Effects:
systemMiningCycleTimeBonus: None => False
systemDroneSpeedBonusPercent: None => False
systemDroneDamageBonusPercent: None => False
systemAgilityBonusPercentItem: None => False
systemHullHPBonusPercentItem: None => False
52250 - Nergal (Assault Frigate)
Click to toggle showing the 13 effects.Added Effects:
MWDSignatureRadiusRoleBonus: None => False
shipbonusPCTDamagePF1: None => False
shipBonusRemoteRepCapNeedRoleBonus2: None => False
shipBonusSmartbombCapNeedRoleBonus2: None => False
shipBonusRemoteRepMaxRangeRoleBonus1: None => False
shipBonusNeutCapNeedRoleBonus2: None => False
shipArmorEMResistancePF2: None => False
shipArmorKinResistancePF2: None => False
shipArmorThermResistancePF2: None => False
shipArmorExpResistancePF2: None => False
shipPCTOptimalBonusEliteGunship2: None => False
shipDmgMultiMaxEliteGunship1: None => False
52252 - Ikitursa (Heavy Assault Cruiser) Added Effects:
MWDSignatureRadiusRoleBonus: None => False
shipbonusPCTDamagePC1: None => False
shipbonusPCTTrackingPC2: None => False
shipBonusRemoteRepCapNeedRoleBonus2: None => False
shipBonusSmartbombCapNeedRoleBonus2: None => False
shipBonusRemoteRepMaxRangeRoleBonus1: None => False
shipBonusNeutCapNeedRoleBonus2: None => False
shipDmgMultiMaxEliteHeavyGunship1: None => False
shipMediumPrecursorWeaponOptimalEliteHeavyGunship2: None => False
52254 - Draugur (Command Destroyer)
Click to toggle showing the 13 effects.Added Effects:
MWDSignatureRadiusRoleBonus: None => False
roleBonusCDLinksPGReduction: None => False
eliteBonusCommandDestroyerSkirmish1: None => False
eliteBonusCommandDestroyerMJFGspool2: None => False
eliteBonusCommandDestroyerInfo1: None => False
shipBonusRemoteRepCapNeedRoleBonus2: None => False
shipBonusSmartbombCapNeedRoleBonus2: None => False
shipBonusRemoteRepMaxRangeRoleBonus1: None => False
shipBonusNeutCapNeedRoleBonus2: None => False
shipBonusPD1DisintegratorDamage: None => False
shipBonusPD2DisintegratorMaxRange: None => False
shipBonusCommandDestroyerRole2DefenderBonus: None => False
52264 - Test Site Gatling Pulse Laser (Energy Weapon) Added Effects:
targetAttack: None => True
hiPower: None => False
online: None => False
turretFitted: None => False
overloadSelfDamageBonus: None => False
52265 - Test Site Armor Repair (Armor Repair Unit) Added Effects:
loPower: None => False
online: None => False
armorRepair: None => True
overloadSelfArmorDamageAmountDurationBonus: None => False
52266 - Test Site Damage Mod (QA Module)
Click to toggle showing the 14 effects.Added Effects:
loPower: None => False
online: None => False
energyWeaponDamageMultiply: None => False
projectileWeaponDamageMultiply: None => False
hybridWeaponDamageMultiply: None => False
electronicAttributeModifyOnline: None => False
setMaxLockedTargets: None => False
gunneryMaxRangeBonusOnline: None => False
gunneryTrackingSpeedBonusOnline: None => False
shipScanResolutionBonusOnline: None => False
gunneryFalloffBonusOnline: None => False
damageMultiplierMultiplierActivation: None => True
missileDamageMultiplier: None => False
52267 - Test Site Maller (Cruiser) Added Effects:
shipArmorEmResistanceAC2: None => False
shipArmorExplosiveResistanceAC2: None => False
shipArmorKineticResistanceAC2: None => False
shipArmorThermalResistanceAC2: None => False
shipMETCDamageBonusAC: None => False
52307 - Triglavian Quantum Engineering (Science) Added Effects:
skillEffect: None => True
52308 - Triglavian Encryption Methods (Science) Added Effects:
skillEffect: None => True
inventionSkillBoostInventionBonus: None => False
reverseEngineeringInventionBonusModAddReverseEngineeringChanceLocationChar: None => False
52320 - Zorya's Leshak (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52329 - Empress Jamyl's Avatar (Hidden Zenith Amarr Capital) Added Effects:
targetAttack: None => True
entityArmorRepairingLarge: None => False
52336 - Zorya's Damavik (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52337 - Zorya's Drekavac (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False
52338 - Zorya's Leshak (Invading Precursor Entities) Added Effects:
npcBehaviorRemoteArmorRepairer: None => False
targetDisintegratorAttack: None => False

Changed Clone State Access BETA (0 Entries)
Alpha Caldari (0 Skills & 0 Items Changed)
Changed Skill Access (0 Entries)
TypeID & Skill Name Old Level New Level
Changed Item Access (0 Entries)
0 added items
TypeID, Item Name, & Group
0 removed items
TypeID, Item Name, & Group
Alpha Minmatar (0 Skills & 0 Items Changed)
Changed Skill Access (0 Entries)
TypeID & Skill Name Old Level New Level
Changed Item Access (0 Entries)
0 added items
TypeID, Item Name, & Group
0 removed items
TypeID, Item Name, & Group
Alpha Amarr (0 Skills & 0 Items Changed)
Changed Skill Access (0 Entries)
TypeID & Skill Name Old Level New Level
Changed Item Access (0 Entries)
0 added items
TypeID, Item Name, & Group
0 removed items
TypeID, Item Name, & Group
Alpha Gallente (0 Skills & 0 Items Changed)
Changed Skill Access (0 Entries)
TypeID & Skill Name Old Level New Level
Changed Item Access (0 Entries)
0 added items
TypeID, Item Name, & Group
0 removed items
TypeID, Item Name, & Group

String Changes (1441 Entries)
Key Tranquility Singularity Diff Usage
60937 You are in a warp You are in warp You are in a warp UI/Menusvc/MenuHints/YouAreInWarp
67192 <center>


<h1>{title}</h1>
<h2>{subtitle}</h2>
Version: {version}.{[numeric]build}




<h4>EVE is a product of CCP hf.</h4>
Copyright © CCP 1997-{[numeric]currentYear}. All rights reserved.


Please visit our homepage http://www.ccpgames.com/ for more information.

For support, check out http://support.eveonline.com/</center>
</center>

<p>

<p>
<h2>Credits</h2>
<p>

Special thanks to all the people involved in the production of EVE, but first and foremost to the CCP staff members and their families.

<p>
{EVECredits}




{CCPCredits}

<p>
<h2>Special Acknowledgments</h2>
<p>

Special thanks to the State of Georgia, USA.

Project Discovery is created in collaboration with MMOS

<p>
<h2>Software Acknowledgments</h2>

<p>

This product includes the following software:



Uses software that is based in part on the work of the Independent JPEG Group.

Uses software that is based in part of the work of the PNG Development Group.

Uses Zlib, general purpose data compression library, written by Jean-loup Gailly and Mark Adler.

Uses ChartDirector by Advanced Software Engineering.

Uses Qt which is licensed under the GNU Lesser General Public License version 2.1, a copy of which is included with this software. Qt source code is readily available at http://www.qt.io/.

bsdiff, Copyright 2003-2005 Colin Percival, Copyright 2012 Matthew Endsley, All rights reserved.


Uses Wwise. Copyright © 2006-2009 Audiokinetic Inc. All rights reserved.

Uses Granny Animation. Copyright © 1999-2008 by RAD Game Tools, Inc.

Uses Simplygon® Copyright © 2009 Donya® Labs AB.

Portions of this software are copyright © 2001-2008 Python Software Foundation, all rights reserved.

Portions of this software are copyright © 2008 The FreeType Project, all rights reserved.


This product includes software that is based in part of the work of the Xiph.Org Foundation. © 2005, Xiph.Org Foundation

MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS and Thomson.

This product includes GeoLite2 data created by MaxMind, available from http://www.maxmind.com.

See our EULA for additional terms of use.
<center>


<h1>{title}</h1>
<h2>{subtitle}</h2>
Version: {version}.{[numeric]build}




<h4>EVE is a product of CCP hf.</h4>
Copyright © CCP 1997-{[numeric]currentYear}. All rights reserved.


Please visit our homepage http://www.ccpgames.com/ for more information.

For support, check out http://support.eveonline.com/</center>
</center>

<p>

<p>
<h2>Credits</h2>
<p>

Special thanks to all the people involved in the production of EVE, but first and foremost to the CCP staff members and their families.

<p>
{EVECredits}




{CCPCredits}

<p>
<h2>Special Acknowledgments</h2>
<p>

Special thanks to the State of Georgia, USA.

Project Discovery is created in collaboration with MMOS.

<p>
<h2>Software Acknowledgments</h2>

<p>

This product includes the following software:



Uses software that is based in part on the work of the Independent JPEG Group.

Uses software that is based in part of the work of the PNG Development Group.

Uses Zlib, general purpose data compression library, written by Jean-loup Gailly and Mark Adler.

Uses ChartDirector by Advanced Software Engineering.

Uses Qt which is licensed under the GNU Lesser General Public License version 2.1, a copy of which is included with this software. Qt source code is readily available at http://www.qt.io/.

bsdiff, Copyright 2003-2005 Colin Percival, Copyright 2012 Matthew Endsley, All rights reserved.


Uses Wwise. Copyright © 2006-2009 Audiokinetic Inc. All rights reserved.

Uses Granny Animation. Copyright © 1999-2008 by RAD Game Tools, Inc.

Uses Simplygon® Copyright © 2009 Donya® Labs AB.

Portions of this software are copyright © 2001-2008 Python Software Foundation, all rights reserved.

Portions of this software are copyright © 2008 The FreeType Project, all rights reserved.


This product includes software that is based in part of the work of the Xiph.Org Foundation. © 2005, Xiph.Org Foundation

MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS and Thomson.

This product includes GeoLite2 data created by MaxMind, available from http://www.maxmind.com.

See our EULA for additional terms of use.
<center>


<h1>{title}</h1>
<h2>{subtitle}</h2>
Version: {version}.{[numeric]build}




<h4>EVE is a product of CCP hf.</h4>
Copyright © CCP 1997-{[numeric]currentYear}. All rights reserved.


Please visit our homepage <a href="http://www.ccpgames.com/">http://www.ccpgames.com/</a> for more information.

For support, check out <a href="http://support.eveonline.com/">http://support.eveonline.com/</a></center>
</center>

<p>

<p>
<h2>Credits</h2>
<p>

Special thanks to all the people involved in the production of EVE, but first and foremost to the CCP staff members and their families.

<p>
{EVECredits}




{CCPCredits}

<p>
<h2>Special Acknowledgments</h2>
<p>

Special thanks to the State of Georgia, USA.

Project Discovery is created in collaboration with <a href="http://www.mmos.ch/">MMOS</a>
.

<p>
<h2>Software Acknowledgments</h2>

<p>

This product includes the following software:



Uses software that is based in part on the work of the <a href="http://www.ijg.org/">Independent JPEG Group.</a>

Uses software that is based in part of the work of the <a href="http://www.libpng.org/pub/png/">PNG Development Group.</a>

Uses <a href="http://www.zlib.net/">Zlib</a>, general purpose data compression library, written by Jean-loup Gailly and Mark Adler.

Uses ChartDirector by Advanced Software Engineering.

Uses Qt which is licensed under the <a href="http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html">GNU Lesser General Public License version 2.1</a>, a copy of which is included with this software. Qt source code is readily available at <a href="http://www.qt.io/.">http://www.qt.io/</a>.

bsdiff, Copyright 2003-2005 Colin Percival, Copyright 2012 Matthew Endsley, All rights reserved.


Uses Wwise. Copyright © 2006-2009 Audiokinetic Inc. All rights reserved.

Uses Granny Animation. Copyright © 1999-2008 by RAD Game Tools, Inc.

Uses Simplygon® Copyright © 2009 Donya® Labs AB.

Portions of this software are copyright © 2001-2008 Python Software Foundation, all rights reserved.

Portions of this software are copyright © 2008 <a href="http://www.freetype.org/">The FreeType Project</a>, all rights reserved.


This product includes software that is based in part of the work of the <a href="http://www.vorbis.com/">Xiph.Org Foundation.</a> © 2005, Xiph.Org Foundation

MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS and Thomson.

This product includes GeoLite2 data created by MaxMind, available from <a href="http://www.maxmind.com">http://www.maxmind.com</a>.

See our EULA for additional terms of use.
UI/SystemMenu/AboutEve/AboutEve
67200 <h2>EVE Online Development Team</h2>
<h3>Game Design & Content</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Game Design Director :</td><td>Pavel Cernohous</td></tr>
<tr VALIGN="top"><td width=325 align=right>Game Designers :</td><td>Nick Bardsley, Joshua Bayer, Linzi Campbell, Steven Clark, Brenton Hooper, Rafael Morado, Asimakis Reppas</td></tr>
<tr VALIGN="top"><td width=325 align=right>Content Designers :</td><td>Kevin Calvert</td></tr>
<tr VALIGN="top"><td width=325 align=right>UI Designers :</td><td>Hjálmar Baldursson, Steinar Pálsson, Sergey Trubetskoy</td></tr>
</table>

<h3>Software</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Technical Director :</td><td>Kristinn Þór Sigurbergsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Software Architect :</td><td>Snorri Sturluson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Lead Graphics Programmer :</td><td>Steve Manekeller</td></tr>
<tr VALIGN="top"><td width=325 align=right>Configuration Manager :</td><td>Stuart Webb</td></tr>
<tr VALIGN="top"><td width=325 align=right>Software Engineers :</td><td>Katrín Atladóttir, Jamie Bannister, Norbert Barichard, Julia Boira Esteban, Einar Þór Einarsson, Hrafn Jökull Geirsson, Kristján Gerhardsson, Ólafur Gíslason, Bára Gunnarsdóttir, Ólafur Þór Gunnarsson, Hinrik Gylfason, Hafsteinn Halldórsson, Ingólfur Halldórsson, Húni Hinrichsen, Arnar B. Jónsson, Patrick Kerr, Hjalti Leifsson, Freyr Magnússon, Eric Nielsen, Filipp Pavlov, Jonathan Pierce, Unnar Steinn Sigtryggsson, Tim Suthers, Carl Andreas Sveinsson, Adam Talsma, Rebecca Wise, Mark R. Wilkins, Lou Xun, Þorsteinn Már Þorsteinsson</td></tr>
</table>


<h3>Art</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Art Director :</td><td>Georg Hilmarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Lead Artist :</td><td>Willem van Biljon</td></tr>
<tr VALIGN="top"><td width=325 align=right>Lead VFX Artist :</td><td>André Berg Bragason</td></tr>
<tr VALIGN="top"><td width=325 align=right>Lead Character Artist :</td><td>Andrei Cristea</td></tr>
<tr VALIGN="top"><td width=325 align=right>Concept Art :</td><td>Kasim Lewis, Daniel Matthews, Lúðvík K. Víðisson</td></tr>
<tr VALIGN="top"><td width=325 align=right>3D Art :</td><td>Stephan Gennermann, Kasper Ø. Hansen, Björn Jónsson, Ýmir Jónsson, Skúli Theodórs Ólafsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Character Art :</td><td>Jakob Falkenberg</td></tr>
<tr VALIGN="top"><td width=325 align=right>Technical Art :</td><td>Svanhvít Björnsdóttir</td></tr>
</table>

<h3>Sound</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Audio Director :</td><td>Baldur J. Baldursson</td></tr>
</table>


<h3>Production</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Executive Producer :</td><td>Andie Nordgren</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Producer :</td><td>Sveinbjörn Magnússon</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Development Director :</td><td>Erlendur S. Þorsteinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Live Producer :</td><td>David Ecker</td></tr>
<tr VALIGN="top"><td width=325 align=right>Development Managers :</td><td>Bergur Finnbogason, Ben Hunter, Helga Bjarnadóttir, Bergþór Hauksson, Nicholas Dean Herring, Shana Watermeyer</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Strategist :</td><td>Tryggvi Hjaltason</td></tr>

</table>

<h3>Quality Assurance</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>QA Director :</td><td>David Mitchell</td></tr>
<tr VALIGN="top"><td width=325 align=right>Quality Assurance Analysts :</td><td>Gregor Chalmers, Benn Green, Héðinn Haraldsson, Euan Hislop, Tormod MacLean, Chance Newman, Daniel Preineder, Scott Rhodes, Evgeni Shevtsov, Chris Tinsley, Javier E Yepez Hualde</td></tr>
<tr VALIGN="top"><td width=325 align=right>QA Engineer :</td><td>Björgvin Reynisson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Pole To Win Europe, Glasgow Studio :</td><td>Ross Blair, Wiktoria Blecha, Stefan Brækkan, Chris Coughlan, Lili Ho, Jennifer James, Jordan Jessiman, Jamie Loggie, Steff McMullan, Keir Rathbone, Chris Rieley, Liam Ross, Iain Stewart, Gary Thomson, Ian Walters</td></tr>
</table>

<h3>Web</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Senior Development Manager :</td><td>Helga Kristín Gunnarsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Web Designer :</td><td>Björn Salvador Kristinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Software Engineers :</td><td>Bjarki Þór Elíasen, Ingi Steinn Guðmundsson, Ingvi Rafn Hafþórsson, Hjalti Kolbeinsson, Guðni Páll Sæland, Baldvin Þorsteinsson</td></tr>
</table>

<h3>Data Platform</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Data Engineering Manager :</td><td>Hlynur Bjarki Karlsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Data Engineers :</td><td>Stephanie Lv, Eyþór Sigmundsson, Ronald Ilma</td></tr>
</table>

<h3>EVE China</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Development Director/Senior Producer :</td><td>Bing Mikael Xi</td></tr>
<tr VALIGN="top"><td width=325 align=right>QA Manager :</td><td>Jianwei Chen</td></tr>
<tr VALIGN="top"><td width=325 align=right>Quality Assurance Analysts :</td><td>Marshall Ao</td></tr>
<tr VALIGN="top"><td width=325 align=right>Live Op Support :</td><td>Mark Mao, Jolin Qiao</td></tr>
</table>

<h3>Player Experience</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Director of Player Experience :</td><td>Rafn Herlufsen</td></tr>
<tr VALIGN="top"><td width=325 align=right>Player Experience Manager :</td><td>Reynir Ari Guðráðsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Player Experience Project Leads :</td><td>Davíð Einarsson, Michael Fitzsimmons, Sigurður Ingi Ævarsson, Duoduo Ye</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Game Masters :</td><td>Ingiberg Steinar Bjarnason, Morgan Fu, Maksym Gryshchenko, Gergely Guttmann, Guðmundur Helgason, Robert Hoerenz, Daniel Ramotowski, Eiríkur Thorarensen</td></tr>
<tr VALIGN="top"><td width=325 align=right>Game Masters :</td><td>Páll Grétar Bjarnason, Filippa Guðmundsdóttir, Anna Kryukova, Matthias Mueller</td></tr>
<tr VALIGN="top"><td width=325 align=right>Shanghai Game Masters :</td><td>Jenny Chong, Leo Cui, Julie Li, Tim Xu, Anna Peng, Lyon Wang, Sammy Xu</td></tr>
<tr VALIGN="top"><td width=325 align=right>Security Analysts :</td><td>Einar Sigurður Hreiðarsson, Sindre Lundberg</td></tr>
<tr VALIGN="top"><td width=325 align=right>5CA Game Masters :</td><td>Ivan Ageev, Alejandro Becker, Gerardo Bono, Bruno Borgna, Federico Cordera, Arman Dossanov, Ulises Escasany, Juan Fajardo, Ana Laura Fernandez, Patrick Göbels, Nikita Gusev, Victor Gutierrez, Gennady Shinkevich, Iara Horrisberger, Julián Diaz Kipersain, Guðmundur Freyr Matthíasson, Cornelis Meulman, Valentin Petrillo, Victoria Redfern, Alejandra Reyes, Oksana Talalina, Juan Valeiras, Lukas Wulfmeier, Yulia Yanochkina</td></tr>
</table>

<h3>Shared Services</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Senior Director, Shared Services :</td><td>Jón Viggó Gunnarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Technical Director, Shared Services :</td><td>Högni Gylfason</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Producer, Shared Services :</td><td>David R. Johnston</td></tr>
<tr VALIGN="top"><td width=325 align=right>Producer, Shared Services :</td><td>Róbert Steinar Tómasson</td></tr>
<tr VALIGN="top"><td width=325 align=right>IT and Infosec Manager :</td><td>Ólafur Ingþórsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Development Manager :</td><td>Berglind Rós Guðmundsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Technical Lead :</td><td>Stefán J. Sigurðarson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Software Engineer :</td><td>Jón Trausti Arason</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior System Administrators :</td><td>Arnar D. Jónsson, Andrew McCormack, Sigurvin Breiðfjörð Pálsson, Sturla Þórsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Database Administrator :</td><td>Jeff Kelly</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Network Administrators :</td><td>S. Stefán Sigurðsson, Pedro Ziviani</td></tr>
<tr VALIGN="top"><td width=325 align=right>System Administrators :</td><td>Heiðar Eldberg Eiríksson, Aðalheiður Ísold Hoffman, Arnar Reyr Steinsson, Mark Mao</td></tr>
<tr VALIGN="top"><td width=325 align=right>Systems Engineer :</td><td>Andri Arnarson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Database Administrator :</td><td>Jolin Qiao</td></tr>
<tr VALIGN="top"><td width=325 align=right>Developers :</td><td>Óskar Aðalbjarnarson, Christopher Busby, Sebastienne Conradie, Grétar Karl Guðmundsson, Torfi Þór Gunnarsson, Þórður Matthíasson, Daniel Maxson, Þorsteinn Frímann Rafnsson, Kristján Sigurðsson</td></tr>
</table>

<h3>Acquisition and Customer Lifecycle Management</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right>Senior Growth Producer :</td><td>Sigrún Erla Sigurðardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Growth Marketing Specialist :</td><td>Alexandra Bjargardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Digital Marketing Specialist :</td><td>Lubi Janakova, Hannes Agnarsson Johnson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Customer Lifecycle Management :</td><td>Petri Räsänen, Guðný Lára Thorarensen</td></tr>

</table>

<h3>Brand and Communications</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Senior Director of Brand and Communications :</td><td>Eyrún Jónsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Creative Producer :</td><td>Ragnar Ágúst Eðvaldsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Manager, Communications :</td><td>George Kelion</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Community Manager :</td><td>Paul Elsy</td></tr>
<tr VALIGN="top"><td width=325 align=right>Brand Manager :</td><td>Sæmundur Hermannsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Community Development Lead :</td><td>Sveinn Jóhannesson Kjarval</td></tr>
<tr VALIGN="top"><td width=325 align=right>PR Lead :</td><td>Joe Bognar</td></tr>
</table>

<h3>Business Development and Sales</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Vice President, Business Development :</td><td>Samuel Peterson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Manager of Business Development, Sales and Partnerships :</td><td>Anna Katrín Ólafsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Digital Publishing Specialist :</td><td>Mikhail Margulev</td></tr>
</table>


<h3>Marketing Creatives and Publishing Processes</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right>Marketing Creative Director :</td><td>Jóhann H. Jónsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Cinematic Director :</td><td>Ólafur Ágúst Haraldsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Publishing Operations Manager :</td><td>Ingibjörg Lilja Diðriksdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Event Lead :</td><td>Steinþór Helgi Arnsteinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Project Management Specialist :</td><td>Camille Faivre D'Arcier</td></tr>
<tr VALIGN="top"><td width=325 align=right>Graphic Designers :</td><td>Þormóður Aðalbjörnsson, Birgir Páll Bjarnason, Sölvi Hrafn Ingimundarson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Video Production :</td><td>Greg Kruk, Robin Whitehead</td></tr>
<tr VALIGN="top"><td width=325 align=right>Creative Copywriter :</td><td>Maziar Shahsafdari</td></tr>
</table>

<h3>Product Strategy</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right>Senior Monetization Director :</td><td>Julien Dulioust</td></tr>
<tr VALIGN="top"><td width=325 align=right>Monetization Manager :</td><td>Sarah Tilley</td></tr>
<tr VALIGN="top"><td width=325 align=right>Store Manager :</td><td>Gan Jie</td></tr>
<tr VALIGN="top"><td width=325 align=right>Analytics Manager :</td><td>Jürgen Popp</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Researcher :</td><td>Kjartan Þór Halldórsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Data Visualization Specialist :</td><td>Pernille Lindberg Bruhn</td></tr>
</table>

<h3>Volunteer Teams</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Interstellar Services Department :</td><td>Community Communication Liaisons [CCL], Equipment Certification and Anomaly Investigations Division [ECAID], Linguistic Outreach Committee [LOC], New Eden Correspondants [NEC], Support Team and Resources [STAR]</td></tr>
</table>




<h2>EVE Online Development Team</h2>
<h3>Game Design & Content</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Game Design Director :</td><td>Kevin Millard</td></tr>
<tr VALIGN="top"><td width=325 align=right>Game Designers :</td><td>Ásgeir Viðar Árnason, Nick Bardsley, Joshua Bayer, Linzi Campbell, Steven Clark, Asimakis Reppas</td></tr>
<tr VALIGN="top"><td width=325 align=right>Content Designers :</td><td>Kevin Calvert, Gregor Chalmers, Kevin Clarke, Dylan Shad</td></tr>
<tr VALIGN="top"><td width=325 align=right>UI Designers :</td><td>Hjálmar Baldursson, Steinar Pálsson, Sergey Trubetskoy</td></tr>
<tr VALIGN="top"><td width=325 align=right>UX Designers :</td><td>Júlio Petrini</td></tr>
</table>

<h3>Software</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Technical Director :</td><td>Kristinn Þór Sigurbergsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Configuration Manager :</td><td>Stuart Webb</td></tr>
<tr VALIGN="top"><td width=325 align=right>Software Engineers :</td><td>Jamie Bannister, Norbert Barichard, Julia Boira Esteban, Einar Þór Einarsson, Hrafn Jökull Geirsson, Kristján Gerhardsson, Ólafur Gíslason, Bára Gunnarsdóttir, Ólafur Þór Gunnarsson, Hinrik Gylfason, Hafsteinn Halldórsson, Ingólfur Halldórsson, Ingþór Hjálmarsson, Arnar B. Jónsson, Patrick Kerr, Ævar Örn Kvaran, Hjalti Leifsson, Freyr Magnússon, Filipp Pavlov, Jonathan Pierce, Unnar Steinn Sigtryggsson, Íris Dögg Skarphéðinsdóttir, Tim Suthers, Carl Andreas Sveinsson, Adam Talsma, Rebecca Wise, Mark R. Wilkins, Lou Xun, Þorsteinn Már Þorsteinsson</td></tr>
</table>


<h3>Art</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Art Director :</td><td>Georg Hilmarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Lead VFX Artist :</td><td>André Berg Bragason</td></tr>
<tr VALIGN="top"><td width=325 align=right>VFX Artist :</td><td>Chris Tinsley</td></tr>
<tr VALIGN="top"><td width=325 align=right>Lead Character Artist :</td><td>Andrei Cristea</td></tr>
<tr VALIGN="top"><td width=325 align=right>Concept Art :</td><td>Daníel Brynjólfsson, Lorenzo Massaro, Lúðvík K. Víðisson</td></tr>
<tr VALIGN="top"><td width=325 align=right>3D Art :</td><td>Stephan Gennermann, Kasper Ø. Hansen, Björn Jónsson, Ýmir Jónsson, Skúli Theodórs Ólafsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Character Art :</td><td>Jakob Falkenberg</td></tr>
<tr VALIGN="top"><td width=325 align=right>Technical Art :</td><td>Svanhvít Björnsdóttir</td></tr>
</table>

<h3>Sound</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Audio Director :</td><td>Baldur J. Baldursson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Audio Software Engineer :</td><td>Eric Nielsen</td></tr>
</table>


<h3>Production</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Executive Producer :</td><td>Sveinbjörn Magnússon</td></tr>
<tr VALIGN="top"><td width=325 align=right>Creative Director :</td><td>Bergur Finnbogason</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Creative Producer :</td><td>Ragnar Ágúst Eðvaldsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Director, EVE Technology :</td><td>Erlendur S. Þorsteinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Development Managers :</td><td>Bergþór Hauksson, Nicholas Dean Herring, Ben Hunter</td></tr>
<tr VALIGN="top"><td width=325 align=right>Development Managers :</td><td>Þórður Arnarson, Scott Rhodes, Willem van Biljon, Shana Watermeyer, Iga Zinkiewicz</td></tr>
<tr VALIGN="top"><td width=325 align=right>Live Producer :</td><td>David Ecker</td></tr>
<tr VALIGN="top"><td width=325 align=right>Monetization Director :</td><td>Ilya Maryasov</td></tr>
<tr VALIGN="top"><td width=325 align=right>Store Manager :</td><td>Gan Jie</td></tr>


</table>

<h3>Quality Assurance</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>QA Director :</td><td>David Mitchell</td></tr>
<tr VALIGN="top"><td width=325 align=right>Quality Assurance Analysts :</td><td>Paulina Antillon, Olivia Conti, Benn Green, Edward Haines, Tormod MacLean, Joshua Manning, Chance Newman, Daniel Preineder, Evgeni Shevtsov, Nelle Stahl, Javier E Yepez Hualde</td></tr>
<tr VALIGN="top"><td width=325 align=right>Pole To Win Europe, Glasgow Studio :</td><td>Wiktoria Blecha, Stefan Brækkan, Chris Coughlan, Phil Godfrey, Scott Herdman, Lili Ho, Jordan Jessiman, Steff McMullan, Chris Rieley, Iain Stewart, Ian Walters, Monica Zamboni</td></tr>
</table>


<h3>Data Platform</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Senior Producer :</td><td>Sigrún Haraldsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Data Engineers :</td><td>Hlynur Bjarki Karlsson, Sigurrós Soffía Kristinsdóttir, Darri Ragnarsson, Sergei Smolianinov</td></tr>
</table>

<h3>EVE China</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Development Director/Senior Producer :</td><td>Bing Mikael Xi</td></tr>
<tr VALIGN="top"><td width=325 align=right>Producer :</td><td>Duoduo Ye</td></tr>
<tr VALIGN="top"><td width=325 align=right>Programming :</td><td>Yang Shi, Linlin Cao, He Shen, Henrich Tong, Zhenquan Bai</td></tr>
<tr VALIGN="top"><td width=325 align=right>QA Manager :</td><td>Jianwei Chen</td></tr>
<tr VALIGN="top"><td width=325 align=right>Quality Assurance Analysts :</td><td>Marshall Ao, Leo Cui</td></tr>
<tr VALIGN="top"><td width=325 align=right>Live Ops :</td><td>Mark Mao, Jolin Qiao</td></tr>
<tr VALIGN="top"><td width=325 align=right>Customer Support :</td><td>Tim Xu</td></tr>
</table>

<h3>Player Experience</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Director of Player Experience :</td><td>Rafn Herlufsen</td></tr>
<tr VALIGN="top"><td width=325 align=right>Player Experience Manager :</td><td>Reynir Ari Guðráðsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Player Experience Project Leads :</td><td>Davíð Einarsson, Michael Fitzsimmons, Sigurður Ingi Ævarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Game Masters :</td><td>Ingiberg Steinar Bjarnason, Páll Grétar Bjarnason, Maksym Gryshchenko, Gergely Guttmann, Robert Hoerenz, Anna Kryukova, Daniel Ramotowski, Eiríkur Thorarensen</td></tr>
<tr VALIGN="top"><td width=325 align=right>Game Masters :</td><td>Peter Brewer, Filippa Guðmundsdóttir, Matthias Mueller</td></tr>
<tr VALIGN="top"><td width=325 align=right>Shanghai Game Masters :</td><td>Tim Xu</td></tr>
<tr VALIGN="top"><td width=325 align=right>Security Analysts :</td><td>Einar Sigurður Hreiðarsson, Sindre Lundberg</td></tr>
<tr VALIGN="top"><td width=325 align=right>5CA Managers :</td><td>Alejandro Becker, Gerardo Bono, Guðmundur Freyr Matthíasson</td></tr>
<tr VALIGN="top"><td width=325 align=right>5CA Game Masters :</td><td>Guido Amer, Bruno Borgna, Martin Bovis, Juan Fajardo, Ana Laura Fernandez, Nikita Gusev, Patrick Göbels, Luis Hernández, Iara Horrisberger, Ross Ireland, Julián Diaz Kipersain, Lija Kocergina, Sergiy Kovalchuk, Victoria Redfern, Micaela Savino, Gennady Shinkevich, Jorge Sikorsky, Oksana Talalina, Juan Valeiras, Adrian Wilkinson, Lukas Wulfmeier</td></tr>
</table>

<h3>Shared Services</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Senior Director, Shared Services :</td><td>Jón Viggó Gunnarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Technical Director, Shared Services :</td><td>Högni Gylfason</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Producer, Shared Services :</td><td>David R. Johnston</td></tr>
<tr VALIGN="top"><td width=325 align=right>Producer, Shared Services :</td><td>Róbert Steinar Tómasson</td></tr>
<tr VALIGN="top"><td width=325 align=right>IT and Infosec Manager :</td><td>Ólafur Guðmundsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Development Manager :</td><td>Berglind Rós Guðmundsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Technical Lead :</td><td>Stefán J. Sigurðarson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior System Administrators :</td><td>Arnar D. Jónsson, Andrew McCormack, Sigurvin Breiðfjörð Pálsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Database Administrator :</td><td>Jeff Kelly</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior DevOps Engineers :</td><td>Christopher Busby, Eyþór Sigmundsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Network Administrators :</td><td>S. Stefán Sigurðsson, Pedro Ziviani</td></tr>
<tr VALIGN="top"><td width=325 align=right>System Administrators :</td><td>Aðalheiður Ísold Hoffman, Arnar Reyr Steinsson, Mark Mao</td></tr>
<tr VALIGN="top"><td width=325 align=right>Systems/DevOps Engineers :</td><td>Pétur Neisti Erlingsson, Phoebe Kotliar</td></tr>
<tr VALIGN="top"><td width=325 align=right>Database Administrator :</td><td>Jolin Qiao</td></tr>
<tr VALIGN="top"><td width=325 align=right>Software Engineers :</td><td>Óskar Aðalbjarnarson, Rósa Anna Björgvinsdóttir, Grétar Karl Guðmundsson, Kjartan Guðmundsson, Torfi Þór Gunnarsson, Hjalti Kolbeinsson, Þórður Matthíasson, Daniel Maxson, Þorsteinn Frímann Rafnsson, Kristján Sigurðsson, Guðni Páll Sæland, Baldvin Þorsteinsson</td></tr>
</table>

<h3>Growth</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right>Senior Growth Producer :</td><td>Sigrún Erla Sigurðardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Growth Marketing Specialist :</td><td>Alexandra Bjargardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Digital Marketing Specialists :</td><td>Leifur Elíasson, Hannes Agnarsson Johnson, Guðný Lára Thorarensen</td></tr>
<tr VALIGN="top"><td width=325 align=right>Marketing Technologist :</td><td>Greg Heapy</td></tr>
<tr VALIGN="top"><td width=325 align=right>Software Engineers :</td><td>Bjarki Þór Elíasen, Aron Lloyd Green, Ingvi Rafn Hafþórsson, Alexandra Geirsdóttir Winther</td></tr>

</table>

<h3>Brand, Business Development and Communications</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Senior Brand Manager :</td><td>Sæmundur Hermannsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Brand Manager :</td><td>Sólveig Gunnarsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Manager of Business Development, Sales and Partnerships :</td><td>Anna Katrín Ólafsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Business Development Specialist :</td><td>Mikhail Margulev</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Manager, Communications :</td><td>George Kelion</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Community Manager :</td><td>Paul Elsy</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Community Development Lead :</td><td>Sveinn Jóhannesson Kjarval</td></tr>
<tr VALIGN="top"><td width=325 align=right>Community Developer :</td><td>Kamil Wojtas</td></tr>
<tr VALIGN="top"><td width=325 align=right>Social Media Specialist :</td><td>Eldar Ástþórsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>PR Lead :</td><td>Joe Bognar</td></tr>
</table>


<h3>Marketing Creatives and Publishing Processes</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right>Marketing Creative Director :</td><td>Jóhann H. Jónsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Cinematic Director :</td><td>Ólafur Ágúst Haraldsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Publishing Operations Manager :</td><td>Ingibjörg Lilja Diðriksdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Event Lead :</td><td>Steinþór Helgi Arnsteinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Project Management Specialist :</td><td>Camille Faivre D'Arcier</td></tr>
<tr VALIGN="top"><td width=325 align=right>Graphic Designers :</td><td>Þormóður Aðalbjörnsson, Birgir Páll Bjarnason, Sölvi Hrafn Ingimundarson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Web Designer :</td><td>Björn Salvador Kristinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Video Production :</td><td>Greg Kruk, Robin Whitehead</td></tr>
<tr VALIGN="top"><td width=325 align=right>Creative Copywriter :</td><td>Maziar Shahsafdari</td></tr>
</table>

<h3>Analytics</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right>Senior Strategist :</td><td>Tryggvi Hjaltason</td></tr>
<tr VALIGN="top"><td width=325 align=right>Analytics Manager :</td><td>Jürgen Popp</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Researcher :</td><td>Kjartan Þór Halldórsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Data Analyst :</td><td>Brenton Hooper</td></tr>
<tr VALIGN="top"><td width=325 align=right>Data Visualization Specialist :</td><td>Pernille Lindberg Bruhn</td></tr>
</table>

<h3>Volunteer Teams</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Interstellar Services Department :</td><td>Community Communication Liaisons [CCL], Equipment Certification and Anomaly Investigations Division [ECAID], Linguistic Outreach Committee [LOC], New Eden Correspondants [NEC], Support Team and Resources [STAR]</td></tr>
</table>




<h2>EVE Online Development Team</h2>
<h3>Game Design & Content</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Game Design Director :</b></td><td>
Pavel Cernohous</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Game Designers :</b></td><td>Nick Bardsley, Joshua Bayer, Linzi Campbell, Steven Clark, Brenton Hooper, Rafael Morado, Asimakis Reppas</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Content Designers :</b></td><td>Kevin Calvert</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>UI Designers :</b></td><td>Hjálmar Baldursson, Steinar Pálsson, Sergey Trubetskoy</td></tr>
</table>

<h3>Software</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Technical Director :</b></td><td>Kristinn Þór Sigurbergsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Software Architect :</b></td><td>Snorri Sturluson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Lead Graphics Programmer :</b></td><td>Steve Manekeller</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Configuration Manager :</b></td><td>Stuart Webb</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Software Engineers :</b></td><td>Katrín Atladóttir, Jamie Bannister, Norbert Barichard, Julia Boira Esteban, Einar Þór Einarsson, Hrafn Jökull Geirsson, Kristján Gerhardsson, Ólafur Gíslason, Bára Gunnarsdóttir, Ólafur Þór Gunnarsson, Hinrik Gylfason, Hafsteinn Halldórsson, Ingólfur Halldórsson, Húni Hinrichsen, Arnar B. Jónsson, Patrick Kerr, Hjalti Leifsson, Freyr Magnússon, Eric Nielsen, Filipp Pavlov, Jonathan Pierce, Unnar Steinn Sigtryggsson, Tim Suthers, Carl Andreas Sveinsson, Adam Talsma, Rebecca Wise, Mark R. Wilkins, Lou Xun, Þorsteinn Már Þorsteinsson</td></tr>
</table>


<h3>Art</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Art Director :</b></td><td>Georg Hilmarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Lead Artist :</b></td><td>Willem van Biljon</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Lead VFX Artist :</b></td><td>André Berg Bragason</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Lead Character Artist :</b></td><td>Andrei Cristea</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Concept Art :</b></td><td>Kasim Lewis, Daniel Matthews, Lúðvík K. Víðisson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>3D Art :</b></td><td>Stephan Gennermann, Kasper Ø. Hansen, Björn Jónsson, Ýmir Jónsson, Skúli Theodórs Ólafsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Character Art :</b></td><td>Jakob Falkenberg</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Technical Art :</b></td><td>Svanhvít Björnsdóttir</td></tr>
</table>

<h3>Sound</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Audio Director :</b></td><td>Baldur J. Baldursson</td></tr>
</table>


<h3>Production</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Executive Producer :</b></td><td>Andie Nordgren</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Producer :</b></td><td>Sveinbjörn Magnússon</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Development Director :</b></td><td>Erlendur S. Þorsteinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Live Producer :</b></td><td>David Ecker</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Development Managers :</b></td><td>Bergur Finnbogason, Ben Hunter, Helga Bjarnadóttir, Bergþór Hauksson, Nicholas Dean Herring, Shana Watermeyer</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Strategist :</b></td><td>Tryggvi Hjaltason</td></tr>

</table>

<h3>Quality Assurance</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>QA Director :</b></td><td>David Mitchell</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Quality Assurance Analysts :</b></td><td>Gregor Chalmers, Benn Green, Héðinn Haraldsson, Euan Hislop, Tormod MacLean, Chance Newman, Daniel Preineder, Scott Rhodes, Evgeni Shevtsov, Chris Tinsley, Javier E Yepez Hualde</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>QA Engineer :</b></td><td>Björgvin Reynisson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Pole To Win Europe, Glasgow Studio :</b></td><td>Ross Blair, Wiktoria Blecha, Stefan Brækkan, Chris Coughlan, Lili Ho, Jennifer James, Jordan Jessiman, Jamie Loggie, Steff McMullan, Keir Rathbone, Chris Rieley, Liam Ross, Iain Stewart, Gary Thomson, Ian Walters</td></tr>
</table>

<h3>Web</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Senior Development Manager :</b></td><td>Helga Kristín Gunnarsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Web Designer :</b></td><td>Björn Salvador Kristinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Software Engineers :</b></td><td>Bjarki Þór Elíasen, Ingi Steinn Guðmundsson, Ingvi Rafn Hafþórsson, Hjalti Kolbeinsson, Guðni Páll Sæland, Baldvin Þorsteinsson</td></tr>
</table>

<h3>Data Platform</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Data Engineering Manager :</b></td><td>Hlynur Bjarki Karlsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Data Engineers :</b></td><td>Stephanie Lv, Eyþór Sigmundsson, Ronald Ilma</td></tr>
</table>

<h3>EVE China</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Development Director/Senior Producer :</b></td><td>Bing Mikael Xi</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>QA Manager :</b></td><td>Jianwei Chen</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Quality Assurance Analysts :</b></td><td>Marshall Ao</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Live Op Support :</b></td><td>Mark Mao, Jolin Qiao</td></tr>
</table>

<h3>Player Experience</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Director of Player Experience :</b></td><td>Rafn Herlufsen</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Player Experience Manager :</b></td><td>Reynir Ari Guðráðsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Player Experience Project Leads :</b></td><td>Davíð Einarsson, Michael Fitzsimmons, Sigurður Ingi Ævarsson, Duoduo Ye</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Game Masters :</b></td><td>Ingiberg Steinar Bjarnason, Morgan Fu, Maksym Gryshchenko, Gergely Guttmann, Guðmundur Helgason, Robert Hoerenz, Daniel Ramotowski, Eiríkur Thorarensen</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Game Masters :</b></td><td>Páll Grétar Bjarnason, Filippa Guðmundsdóttir, Anna Kryukova, Matthias Mueller</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Shanghai Game Masters :</b></td><td>Jenny Chong, Leo Cui, Julie Li, Tim Xu, Anna Peng, Lyon Wang, Sammy Xu</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Security Analysts :</b></td><td>Einar Sigurður Hreiðarsson, Sindre Lundberg</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>5CA Game Masters :</b></td><td>Ivan Ageev, Alejandro Becker, Gerardo Bono, Bruno Borgna, Federico Cordera, Arman Dossanov, Ulises Escasany, Juan Fajardo, Ana Laura Fernandez, Patrick Göbels, Nikita Gusev, Victor Gutierrez, Gennady Shinkevich, Iara Horrisberger, Julián Diaz Kipersain, Guðmundur Freyr Matthíasson, Cornelis Meulman, Valentin Petrillo, Victoria Redfern, Alejandra Reyes, Oksana Talalina, Juan Valeiras, Lukas Wulfmeier, Yulia Yanochkina</td></tr>
</table>

<h3>Shared Services</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Senior Director, Shared Services :</b></td><td>Jón Viggó Gunnarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Technical Director, Shared Services :</b></td><td>Högni Gylfason</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Producer, Shared Services :</b></td><td>David R. Johnston</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Producer, Shared Services :</b></td><td>Róbert Steinar Tómasson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>IT and Infosec Manager :</b></td><td>Ólafur Ingþórsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Development Manager :</b></td><td>Berglind Rós Guðmundsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Technical Lead :</b></td><td>Stefán J. Sigurðarson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Software Engineer :</b></td><td>Jón Trausti Arason</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior System Administrators :</b></td><td>Arnar D. Jónsson, Andrew McCormack, Sigurvin Breiðfjörð Pálsson, Sturla Þórsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Database Administrator :</b></td><td>Jeff Kelly</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Network Administrators :</b></td><td>S. Stefán Sigurðsson, Pedro Ziviani</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>System Administrators :</b></td><td>Heiðar Eldberg Eiríksson, Aðalheiður Ísold Hoffman, Arnar Reyr Steinsson, Mark Mao</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Systems Engineer :</b></td><td>Andri Arnarson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Database Administrator :</b></td><td>Jolin Qiao</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Developers :</b></td><td>Óskar Aðalbjarnarson, Christopher Busby, Sebastienne Conradie, Grétar Karl Guðmundsson, Torfi Þór Gunnarsson, Þórður Matthíasson, Daniel Maxson, Þorsteinn Frímann Rafnsson, Kristján Sigurðsson</td></tr>
</table>

<h3>Acquisition and Customer Lifecycle Management</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right><b>Senior Growth Producer :</b></td><td>Sigrún Erla Sigurðardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Growth Marketing Specialist :</b></td><td>Alexandra Bjargardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Digital Marketing Specialist :</b></td><td>Lubi Janakova, Hannes Agnarsson Johnson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Customer Lifecycle Management :</b></td><td>Petri Räsänen, Guðný Lára Thorarensen</td></tr>

</table>

<h3>Brand and Communications</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Senior Director of Brand and Communications :</b></td><td>Eyrún Jónsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Creative Producer :</b></td><td>Ragnar Ágúst Eðvaldsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Manager, Communications :</b></td><td>George Kelion</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Community Manager :</b></td><td>Paul Elsy</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Brand Manager :</b></td><td>Sæmundur Hermannsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Community Development Lead :</b></td><td>Sveinn Jóhannesson Kjarval</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>PR Lead :</b></td><td>Joe Bognar</td></tr>
</table>

<h3>Business Development and Sales</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Vice President, Business Development :</b></td><td>Samuel Peterson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Manager of Business Development, Sales and Partnerships :</b></td><td>Anna Katrín Ólafsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Digital Publishing Specialist :</b></td><td>Mikhail Margulev</td></tr>
</table>


<h3>Marketing Creatives and Publishing Processes</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right><b>Marketing Creative Director :</b></td><td>Jóhann H. Jónsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Cinematic Director :</b></td><td>Ólafur Ágúst Haraldsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Publishing Operations Manager :</b></td><td>Ingibjörg Lilja Diðriksdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Event Lead :</b></td><td>Steinþór Helgi Arnsteinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Project Management Specialist :</b></td><td>Camille Faivre D'Arcier</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Graphic Designers :</b></td><td>Þormóður Aðalbjörnsson, Birgir Páll Bjarnason, Sölvi Hrafn Ingimundarson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Video Production :</b></td><td>Greg Kruk, Robin Whitehead</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Creative Copywriter :</b></td><td>Maziar Shahsafdari</td></tr>
</table>

<h3>Product Strategy</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right><b>Senior Monetization Director :</b></td><td>Julien Dulioust</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Monetization Manager :</b></td><td>Sarah Tilley</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Store Manager :</b></td><td>Gan Jie</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Analytics Manager :</b></td><td>Jürgen Popp</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Researcher :</b></td><td>Kjartan Þór Halldórsson
Kevin Millard</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Game Designers :</b></td><td>Ásgeir Viðar Árnason, Nick Bardsley, Joshua Bayer, Linzi Campbell, Steven Clark, Asimakis Reppas</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Content Designers :</b></td><td>Kevin Calvert, Gregor Chalmers, Kevin Clarke, Dylan Shad</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>UI Designers :</b></td><td>Hjálmar Baldursson, Steinar Pálsson, Sergey Trubetskoy</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>UX Designers :</b></td><td>Júlio Petrini</td></tr>
</table>

<h3>Software</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Technical Director :</b></td><td>Kristinn Þór Sigurbergsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Configuration Manager :</b></td><td>Stuart Webb</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Software Engineers :</b></td><td>Jamie Bannister, Norbert Barichard, Julia Boira Esteban, Einar Þór Einarsson, Hrafn Jökull Geirsson, Kristján Gerhardsson, Ólafur Gíslason, Bára Gunnarsdóttir, Ólafur Þór Gunnarsson, Hinrik Gylfason, Hafsteinn Halldórsson, Ingólfur Halldórsson, Ingþór Hjálmarsson, Arnar B. Jónsson, Patrick Kerr, Ævar Örn Kvaran, Hjalti Leifsson, Freyr Magnússon, Filipp Pavlov, Jonathan Pierce, Unnar Steinn Sigtryggsson, Íris Dögg Skarphéðinsdóttir, Tim Suthers, Carl Andreas Sveinsson, Adam Talsma, Rebecca Wise, Mark R. Wilkins, Lou Xun, Þorsteinn Már Þorsteinsson</td></tr>
</table>


<h3>Art</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Art Director :</b></td><td>Georg Hilmarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Lead VFX Artist :</b></td><td>André Berg Bragason</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>VFX Artist :</b></td><td>Chris Tinsley</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Lead Character Artist :</b></td><td>Andrei Cristea</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Concept Art :</b></td><td>Daníel Brynjólfsson, Lorenzo Massaro, Lúðvík K. Víðisson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>3D Art :</b></td><td>Stephan Gennermann, Kasper Ø. Hansen, Björn Jónsson, Ýmir Jónsson, Skúli Theodórs Ólafsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Character Art :</b></td><td>Jakob Falkenberg</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Technical Art :</b></td><td>Svanhvít Björnsdóttir</td></tr>
</table>

<h3>Sound</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Audio Director :</b></td><td>Baldur J. Baldursson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Audio Software Engineer :</b></td><td>Eric Nielsen</td></tr>
</table>


<h3>Production</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Executive Producer :</b></td><td>Sveinbjörn Magnússon</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Creative Director :</b></td><td>Bergur Finnbogason</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Creative Producer :</b></td><td>Ragnar Ágúst Eðvaldsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Director, EVE Technology :</b></td><td>Erlendur S. Þorsteinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Development Managers :</b></td><td>Bergþór Hauksson, Nicholas Dean Herring, Ben Hunter</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Development Managers :</b></td><td>Þórður Arnarson, Scott Rhodes, Willem van Biljon, Shana Watermeyer, Iga Zinkiewicz</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Live Producer :</b></td><td>David Ecker</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Monetization Director :</b></td><td>Ilya Maryasov</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Store Manager :</b></td><td>Gan Jie</td></tr>


</table>

<h3>Quality Assurance</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>QA Director :</b></td><td>David Mitchell</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Quality Assurance Analysts :</b></td><td>Paulina Antillon, Olivia Conti, Benn Green, Edward Haines, Tormod MacLean, Joshua Manning, Chance Newman, Daniel Preineder, Evgeni Shevtsov, Nelle Stahl, Javier E Yepez Hualde</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Pole To Win Europe, Glasgow Studio :</b></td><td>Wiktoria Blecha, Stefan Brækkan, Chris Coughlan, Phil Godfrey, Scott Herdman, Lili Ho, Jordan Jessiman, Steff McMullan, Chris Rieley, Iain Stewart, Ian Walters, Monica Zamboni</td></tr>
</table>


<h3>Data Platform</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Senior Producer :</b></td><td>Sigrún Haraldsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Data Engineers :</b></td><td>Hlynur Bjarki Karlsson, Sigurrós Soffía Kristinsdóttir, Darri Ragnarsson, Sergei Smolianinov</td></tr>
</table>

<h3>EVE China</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Development Director/Senior Producer :</b></td><td>Bing Mikael Xi</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Producer :</b></td><td>Duoduo Ye</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Programming :</b></td><td>Yang Shi, Linlin Cao, He Shen, Henrich Tong, Zhenquan Bai</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>QA Manager :</b></td><td>Jianwei Chen</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Quality Assurance Analysts :</b></td><td>Marshall Ao, Leo Cui</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Live Ops :</b></td><td>Mark Mao, Jolin Qiao</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Customer Support :</b></td><td>Tim Xu</td></tr>
</table>

<h3>Player Experience</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Director of Player Experience :</b></td><td>Rafn Herlufsen</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Player Experience Manager :</b></td><td>Reynir Ari Guðráðsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Player Experience Project Leads :</b></td><td>Davíð Einarsson, Michael Fitzsimmons, Sigurður Ingi Ævarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Game Masters :</b></td><td>Ingiberg Steinar Bjarnason, Páll Grétar Bjarnason, Maksym Gryshchenko, Gergely Guttmann, Robert Hoerenz, Anna Kryukova, Daniel Ramotowski, Eiríkur Thorarensen</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Game Masters :</b></td><td>Peter Brewer, Filippa Guðmundsdóttir, Matthias Mueller</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Shanghai Game Masters :</b></td><td>Tim Xu</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Security Analysts :</b></td><td>Einar Sigurður Hreiðarsson, Sindre Lundberg</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>5CA Managers :</b></td><td>Alejandro Becker, Gerardo Bono, Guðmundur Freyr Matthíasson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>5CA Game Masters :</b></td><td>Guido Amer, Bruno Borgna, Martin Bovis, Juan Fajardo, Ana Laura Fernandez, Nikita Gusev, Patrick Göbels, Luis Hernández, Iara Horrisberger, Ross Ireland, Julián Diaz Kipersain, Lija Kocergina, Sergiy Kovalchuk, Victoria Redfern, Micaela Savino, Gennady Shinkevich, Jorge Sikorsky, Oksana Talalina, Juan Valeiras, Adrian Wilkinson, Lukas Wulfmeier</td></tr>
</table>

<h3>Shared Services</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Senior Director, Shared Services :</b></td><td>Jón Viggó Gunnarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Technical Director, Shared Services :</b></td><td>Högni Gylfason</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Producer, Shared Services :</b></td><td>David R. Johnston</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Producer, Shared Services :</b></td><td>Róbert Steinar Tómasson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>IT and Infosec Manager :</b></td><td>Ólafur Guðmundsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Development Manager :</b></td><td>Berglind Rós Guðmundsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Technical Lead :</b></td><td>Stefán J. Sigurðarson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior System Administrators :</b></td><td>Arnar D. Jónsson, Andrew McCormack, Sigurvin Breiðfjörð Pálsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Database Administrator :</b></td><td>Jeff Kelly</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior DevOps Engineers :</b></td><td>Christopher Busby, Eyþór Sigmundsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Network Administrators :</b></td><td>S. Stefán Sigurðsson, Pedro Ziviani</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>System Administrators :</b></td><td>Aðalheiður Ísold Hoffman, Arnar Reyr Steinsson, Mark Mao</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Systems/DevOps Engineers :</b></td><td>Pétur Neisti Erlingsson, Phoebe Kotliar</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Database Administrator :</b></td><td>Jolin Qiao</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Software Engineers :</b></td><td>Óskar Aðalbjarnarson, Rósa Anna Björgvinsdóttir, Grétar Karl Guðmundsson, Kjartan Guðmundsson, Torfi Þór Gunnarsson, Hjalti Kolbeinsson, Þórður Matthíasson, Daniel Maxson, Þorsteinn Frímann Rafnsson, Kristján Sigurðsson, Guðni Páll Sæland, Baldvin Þorsteinsson</td></tr>
</table>

<h3>Growth</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right><b>Senior Growth Producer :</b></td><td>Sigrún Erla Sigurðardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Growth Marketing Specialist :</b></td><td>Alexandra Bjargardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Digital Marketing Specialists :</b></td><td>Leifur Elíasson, Hannes Agnarsson Johnson, Guðný Lára Thorarensen</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Marketing Technologist :</b></td><td>Greg Heapy</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Software Engineers :</b></td><td>Bjarki Þór Elíasen, Aron Lloyd Green, Ingvi Rafn Hafþórsson, Alexandra Geirsdóttir Winther</td></tr>

</table>

<h3>Brand, Business Development and Communications</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Senior Brand Manager :</b></td><td>Sæmundur Hermannsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Brand Manager :</b></td><td>Sólveig Gunnarsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Manager of Business Development, Sales and Partnerships :</b></td><td>Anna Katrín Ólafsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Business Development Specialist :</b></td><td>Mikhail Margulev</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Manager, Communications :</b></td><td>George Kelion</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Community Manager :</b></td><td>Paul Elsy</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Community Development Lead :</b></td><td>Sveinn Jóhannesson Kjarval</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Community Developer :</b></td><td>Kamil Wojtas</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Social Media Specialist :</b></td><td>Eldar Ástþórsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>PR Lead :</b></td><td>Joe Bognar</td></tr>
</table>


<h3>Marketing Creatives and Publishing Processes</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right><b>Marketing Creative Director :</b></td><td>Jóhann H. Jónsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Cinematic Director :</b></td><td>Ólafur Ágúst Haraldsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Publishing Operations Manager :</b></td><td>Ingibjörg Lilja Diðriksdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Event Lead :</b></td><td>Steinþór Helgi Arnsteinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Project Management Specialist :</b></td><td>Camille Faivre D'Arcier</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Graphic Designers :</b></td><td>Þormóður Aðalbjörnsson, Birgir Páll Bjarnason, Sölvi Hrafn Ingimundarson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Web Designer :</b></td><td>Björn Salvador Kristinsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Video Production :</b></td><td>Greg Kruk, Robin Whitehead</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Creative Copywriter :</b></td><td>Maziar Shahsafdari</td></tr>
</table>

<h3>Analytics</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>

<tr VALIGN="top"><td width=325 align=right><b>Senior Strategist :</b></td><td>Tryggvi Hjaltason</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Analytics Manager :</b></td><td>Jürgen Popp</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Researcher :</b></td><td>Kjartan Þór Halldórsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Data Analyst :</b></td><td>Brenton Hooper
</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Data Visualization Specialist :</b></td><td>Pernille Lindberg Bruhn</td></tr>
</table>

<h3>Volunteer Teams</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Interstellar Services Department :</b></td><td>Community Communication Liaisons [CCL], Equipment Certification and Anomaly Investigations Division [ECAID], Linguistic Outreach Committee [LOC], New Eden Correspondants [NEC], Support Team and Resources [STAR]</td></tr>
</table>




UI/SystemMenu/AboutEve/EVECredits
72177 Concord Billboard CONCORD Billboard ConcordONCORD Billboard Item name for typeID 11136 (Billboard)
72884 Infested station ruins Infested Station Ruins Infested sStation rRuins Item name for typeID 16736 (Large Collidable Structure)
74120 Sansha's Loyal Scavanger Sansha's Loyal Scavenger Sansha's Loyal Scavaenger Item name for typeID 13046 (Asteroid Sansha's Nation Frigate)
77755 You are not a director of the executive corporation in your alliance. You are not a director of the executive corporation in your alliance You are not a director of the executive corporation in your alliance. UI/Corporations/CorporationWindow/Wars/AccessDeniedNotDirector
77756 You are not the active CEO. You are not the active CEO You are not the active CEO. UI/Corporations/CorporationWindow/Wars/AccessDeniedNotCEO
77796 You appear to have nothing to repair. These facilities can fix assembled ships, drones, modules, and cargo containers. You appear to have nothing to repair. These facilities can fix assembled ships, drones, modules, and cargo containers You appear to have nothing to repair. These facilities can fix assembled ships, drones, modules, and cargo containers. UI/Station/Repair/NothingToRepair
77887 You have no assets in this constellation. You have no assets in this constellation You have no assets in this constellation. UI/Inventory/AssetsWindow/NoAssetsInConstellation
77908 <h2>CCP</h2>
<h3>CCP Global</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Chief Customer Officer :</td><td>Maria Sayans</td></tr>
<tr VALIGN="top"><td width=325 align=right>Chief Executive Officer :</td><td>Hilmar Veigar Pétursson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Chief Financial Officer :</td><td>Sigurður Stefánsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>SVP of People :</td><td>Sophie Froment</td></tr>
<tr VALIGN="top"><td width=325 align=right>SVP of Product Development :</td><td>Sean Decker</td></tr>
</table>



<h3>CCP Reykjavík</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Director of Finance, Planning and Analytics :</td><td>Ívar Grétarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Global Controller :</td><td>Arnar Þorkelsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Financial Analyst :</td><td>Elísa Hrund Gunnarsdóttir, Erla Gunnhildardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Accounting Manager :</td><td>Hólmfríður Inga Eyþórsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Accountants :</td><td>María Björk Gísladóttir, Hrafnhildur Eva Guðmundsdóttir, Brynja Björk Hinriksdóttir, Elín Káradóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Human Resources Manager :</td><td>Ása M. Ólafsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Human Resources Business Partner :</td><td>Sif Hákonardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>HR Systems Specialist :</td><td>Unnur Linda Konráðsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Office Manager :</td><td>Sigfríður Sigurðardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Travel & Administration Specialist :</td><td>Signý Heiða Guðnadóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Travel & Administration Specialist :</td><td>Unnur Ýr Konráðsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Receptionist :</td><td>Arnheiður Rós Ásgeirsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Legal Counsel :</td><td>Jochen Kattoll</td></tr>
<tr VALIGN="top"><td width=325 align=right>Head Chef :</td><td>Solveig M. Magnúsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Chefs :</td><td>Monika Kinga Chruslicka, Hrönn Hallsdóttir, Vagn Leví Sigurðsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Assistant Cooks :</td><td>Joanna Chruslicka, Hjördís Hólm Harðardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Facility Manager :</td><td>Andri Árnason</td></tr>
</table>


<h3>CCP Shanghai</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Managing Director :</td><td>Jean-Charles Gaudechon</td></tr>
<tr VALIGN="top"><td width=325 align=right>Accounting Manager :</td><td>Emily Wang</td></tr>
<tr VALIGN="top"><td width=325 align=right>Accountant :</td><td>Zitong Li</td></tr>
<tr VALIGN="top"><td width=325 align=right>HR Manager :</td><td>Helen Hu</td></tr>
<tr VALIGN="top"><td width=325 align=right>Office Manager :</td><td>Aileen Bai</td></tr>
<tr VALIGN="top"><td width=325 align=right>Office Administrator :</td><td>Kelly Lei</td></tr>
<tr VALIGN="top"><td width=325 align=right>Office IT Manager Shanghai :</td><td>Jón Viggó Gunnarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Office IT Administrators :</td><td>Mark Mao</td></tr>
</table>

<h3>CCP London</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Head of Ecommerce :</td><td>Aaron Gale</td></tr>
<tr VALIGN="top"><td width=325 align=right>Global Audio Director :</td><td>Alex Riviere</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Audio Programmer :</td><td>Alice Blunt</td></tr>
<tr VALIGN="top"><td width=325 align=right>Music Composer :</td><td>Simon Stevnhoved</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior HR Business Partner :</td><td>Tuoya Joe</td></tr>
<tr VALIGN="top"><td width=325 align=right>Executive Assistant :</td><td>Selena Laye</td></tr>

</table>



<h2>CCP</h2>
<h3>CCP Global</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Chief Executive Officer :</td><td>Hilmar Veigar Pétursson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Chief Financial Officer :</td><td>Sigurður Stefánsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>VP of Marketing :</td><td>Eyrún Jónsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>VP of People :</td><td>Erna Arnardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>VP of Product Development :</td><td>James Dobrowski</td></tr>
</table>



<h3>CCP Reykjavík</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Director of Finance, Planning and Analytics :</td><td>Ívar Alfreð Grétarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Global Controller :</td><td>Arnar Þorkelsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Financial Analyst :</td><td>Erla Gunnhildardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Financial Analyst :</td><td>Elísa Hrund Gunnarsdóttir, Guðmundur Helgason</td></tr>
<tr VALIGN="top"><td width=325 align=right>Accounting Manager :</td><td>Hólmfríður Inga Eyþórsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Accountants :</td><td>María Björk Gísladóttir, Hrafnhildur Eva Guðmundsdóttir, Brynja Björk Hinriksdóttir, Elín Káradóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Accounting Specialist :</td><td>Lára Sigmundsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Human Resources Manager :</td><td>Ása M. Ólafsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Talent Management Director :</td><td>Gunnar Haugen</td></tr>
<tr VALIGN="top"><td width=325 align=right>Talent Acquisition Specialist :</td><td>Unnur Ýr Konráðsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Human Resources Business Partner :</td><td>Sif Hákonardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior HR Ops :</td><td>Unnur Linda Konráðsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Director Legal :</td><td>Jochen Kattoll</td></tr>
<tr VALIGN="top"><td width=325 align=right>Office Manager :</td><td>Sigfríður Sigurðardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Travel & Administration Specialist :</td><td>Signý Heiða Guðnadóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Receptionist :</td><td>Arnheiður Rós Ásgeirsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Facility Manager :</td><td>Þorgrímur Björnsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Head Chef :</td><td>Vagn Levi Sigurðsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Chefs :</td><td>Monika Kinga Chruslicka, Hrönn Hallsdóttir, Solveig M. Magnúsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right>Assistant Cooks :</td><td>Joanna Chruslicka, Hjördís Hólm Harðardóttir</td></tr>

</table>


<h3>CCP Shanghai</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Managing Director :</td><td>Bing Mikael Xi</td></tr>
<tr VALIGN="top"><td width=325 align=right>HR & Admin Specialist :</td><td>Sandy Shao</td></tr>
<tr VALIGN="top"><td width=325 align=right>Accountant :</td><td>Zitong Li</td></tr>
<tr VALIGN="top"><td width=325 align=right>Office IT Manager Shanghai :</td><td>Jón Viggó Gunnarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right>Office IT Administrators :</td><td>Mark Mao</td></tr>
<tr VALIGN="top"><td width=325 align=right>Database Administrator :</td><td>Jolin Qiao</td></tr>
</table>

<h3>CCP London</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right>Head of Ecommerce :</td><td>Aaron Gale</td></tr>
<tr VALIGN="top"><td width=325 align=right>Global Audio Director :</td><td>Alex Riviere</td></tr>
<tr VALIGN="top"><td width=325 align=right>Senior Audio Programmer :</td><td>Alice Blunt</td></tr>
<tr VALIGN="top"><td width=325 align=right>Music Composer :</td><td>Simon Stevnhoved</td></tr>
<tr VALIGN="top"><td width=325 align=right>HRBP Director :</td><td>Tuoya Joe</td></tr>
<tr VALIGN="top"><td width=325 align=right>Executive Assistant :</td><td>Selena Laye</td></tr>

</table>



<h2>CCP</h2>
<h3>CCP Global</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Chief
Customer Officer :</b></td><td>Maria Sayans</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Chief
Executive Officer :</b></td><td>Hilmar Veigar Pétursson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Chief Financial Officer :</b></td><td>Sigurður Stefánsson
</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>VP of Marketing :</b></td><td>Eyrún Jónsdóttir
</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
SVP of People :</b></td><td>Sophie FromentErna Arnardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
SVP of Product Development :</b></td><td>Sean DeckerJames Dobrowski</td></tr>
</table>



<h3>CCP Reykjavík</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Director of Finance, Planning and Analytics :</b></td><td>Ívar
Alfreð Grétarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Global Controller :</b></td><td>Arnar Þorkelsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
Senior Financial Analyst :</b></td><td>Elísa Hrund Gunnrla Gunnhildarsdóttir, Erla Gunnhild</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Financial Analyst :</b></td><td>Elísa Hrund Gunn
arsdóttir, Guðmundur Helgason</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Accounting Manager :</b></td><td>Hólmfríður Inga Eyþórsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Accountants :</b></td><td>María Björk Gísladóttir, Hrafnhildur Eva Guðmundsdóttir, Brynja Björk Hinriksdóttir, Elín Káradóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
Accounting Specialist :</b></td><td>Lára Sigmundsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior
Human Resources Manager :</b></td><td>Ása M. Ólafsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
Human Resources Business Partner :</b></td><td>Sif HákonardóttirTalent Management Director :</b></td><td>Gunnar Haugen</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
HR SystemsTalent Acquisition Specialist :</b></td><td>Unnur LindaÝr Konráðsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
Office Manager :</b></td><td>Sigfríður Sigurðardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Travel & Administration Specialist
Human Resources Business Partner :</b></td><td>Sif Hákonardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior HR Ops :</b></td><td>Unnur Linda Konráðsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Director Legal :</b></td><td>Jochen Kattoll</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Office Manager
:</b></td><td>Signý Heiða Guðnafríður Sigurðardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
Senior Travel & Administration Specialist :</b></td><td>Unnur Ýr KonráðsSigný Heiða Guðnadóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Receptionist :</b></td><td>Arnheiður Rós Ásgeirsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
Legal Counsel :</b></td><td>Jochen KattollFacility Manager :</b></td><td>Þorgrímur Björnsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Head Chef :</b></td><td>
Solveig M. MagnúsdóttirVagn Levi Sigurðsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Chefs :</b></td><td>Monika Kinga Chruslicka, Hrönn Hallsdóttir,
Vagn Leví SigurðssonSolveig M. Magnúsdóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Assistant Cooks :</b></td><td>Joanna Chruslicka, Hjördís Hólm Harðardóttir</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Facility Manager :</b></td><td>Andri Árnason</td></tr>
</table>


<h3>CCP Shanghai</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Managing Director :</b></td><td>
Jean-Charles GaudechonBing Mikael Xi</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
Accounting ManagerHR & Admin Specialist :</b></td><td>Emily WangSandy Shao</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Accountant :</b></td><td>Zitong Li</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
HR Manager :</b></td><td>Helen Hu</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Office Manager :</b></td><td>Aileen Bai
Office IT Manager Shanghai :</b></td><td>Jón Viggó Gunnarsson</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Office
IT Administrators :</b></td><td>Kelly Lei</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Office IT Manager Shanghai :</b></td><td>Jón Viggó Gunnarsson
Mark Mao</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
Office ITDatabase Administrators :</b></td><td>Mark MJolin Qiao</td></tr>
</table>

<h3>CCP London</h3>
<hr>
<table VALIGN="top" CELLSPACING="0" CELLPADDING="4" width=100%>
<tr VALIGN="top"><td width=325 align=right><b>Head of Ecommerce :</b></td><td>Aaron Gale</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Global Audio Director :</b></td><td>Alex Riviere</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Senior Audio Programmer :</b></td><td>Alice Blunt</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Music Composer :</b></td><td>Simon Stevnhoved</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>
Senior HR Business PartneHRBP Director :</b></td><td>Tuoya Joe</td></tr>
<tr VALIGN="top"><td width=325 align=right><b>Executive Assistant :</b></td><td>Selena Laye</td></tr>

</table>



UI/SystemMenu/AboutEve/CCPCredits
78079 If you have multiple graphics cards in your computer you can switch between them here. If you have multiple graphics cards in your computer you can switch between them here If you have multiple graphics cards in your computer you can switch between them here. UI/SystemMenu/DisplayAndGraphics/DisplaySetup/DisplayAdapterTooltip
78280 Changing the Presentation Interval can increase your maximum fps but it doesn't really affect the real performance of EVE Online. Changing the Presentation Interval can increase your maximum FPS but it doesn't really affect the real performance of EVE Online Changing the Presentation Interval can increase your maximum fpsFPS but it doesn't really affect the real performance of EVE Online. UI/SystemMenu/DisplayAndGraphics/DisplaySetup/PresentIntervalTooltip
78311 Flips the control for the camera in the vertical axis. Flips the control for the camera in the vertical axis Flips the control for the camera in the vertical axis. UI/SystemMenu/DisplayAndGraphics/DisplaySetup/IncarnaCamera/InvertYTooltip
78554 Various explosions and lighting effects can be disabled for performance debugging circumstances. Various explosions and lighting effects can be disabled for performance debugging circumstances Various explosions and lighting effects can be disabled for performance debugging circumstances. UI/SystemMenu/DisplayAndGraphics/Effects/EffectsTooltip
78558 Toggle the camera shaking when warping and when your ship is hit. Toggle the camera shaking when warping and when your ship is hit Toggle the camera shaking when warping and when your ship is hit. UI/SystemMenu/DisplayAndGraphics/Effects/CameraShakeTooltip
78562 Turning off explosions might have a positive impact on the client performance during fleet engagements but will generally not make a big difference during normal game play. Turning off explosions might have a positive impact on the client performance during fleet engagements but will generally not make a big difference during normal gameplay Turning off explosions might have a positive impact on the client performance during fleet engagements but will generally not make a big difference during normal game play. UI/SystemMenu/DisplayAndGraphics/Effects/ShipExplosionsTooltip
78644 Changing texture quality might impact the performance of the game greatly, especially when you have a graphics card with low video memory. Changing texture quality might impact the performance of the game greatly, especially when you have a graphics card with low video memory Changing texture quality might impact the performance of the game greatly, especially when you have a graphics card with low video memory. UI/SystemMenu/DisplayAndGraphics/CharacterCreation/TextureQualityTooltip
78677 Changing texture quality might impact the performance of the game greatly, especially when you have a graphics card with low video memory. Changing texture quality might impact the performance of the game greatly, especially when you have a graphics card with low video memory Changing texture quality might impact the performance of the game greatly, especially when you have a graphics card with low video memory. UI/SystemMenu/DisplayAndGraphics/GraphicContentSettings/TextureQualityTooltip
78684 Changing the level of detail quality influences performance, especially on older graphics cards. Changing the level of detail quality influences performance, especially on older graphics cards Changing the level of detail quality influences performance, especially on older graphics cards. UI/SystemMenu/DisplayAndGraphics/GraphicContentSettings/LODQualityTooltip
78697 Shadows require more video memory and will impact performance on lower-end hardware. Shadows require more video memory and will impact performance on lower-end hardware Shadows require more video memory and will impact performance on lower-end hardware. UI/SystemMenu/DisplayAndGraphics/GraphicContentSettings/ShadowQualityTooltip
78718 Disabling may improve performance, especially when using depth effects or hdr. Disabling may improve performance, especially when using depth effects or HDR. Disabling may improve performance, especially when using depth effects or hdrHDR. UI/SystemMenu/DisplayAndGraphics/GraphicContentSettings/AntiAliasingTooltip
79917 Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has a quite a bit of mexallon as well as some pyerite and isogen.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.
Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has quite a bit of mexallon as well as some pyerite and isogen.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.
Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has a quite a bit of mexallon as well as some pyerite and isogen.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.
Item description for "Gneiss" (typeID 1229)
80253 The Khanid Innovation Lux package is not really a laser crystal per say but rather a laser pumped graviton generator.

Can only be used by small tech level II+ Beam Lasers
The Khanid Innovation Lux package is not really a laser crystal per say but rather a laser pumped graviton generator.

Note: This ammunition can only be used by small tech level II and faction Beam Lasers.
The Khanid Innovation Lux package is not really a laser crystal per say but rather a laser pumped graviton generator.

CNote: This ammunition can only be used by small tech level II+ and faction Beam Lasers.
Item description for "Lux S" (typeID 12552)
80257 This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.

Can only be used by small tech level II Pulse Lasers
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.

Note: This ammunition can only be used by small tech level II and faction Pulse Lasers.
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.

CNote: This ammunition can only be used by small tech level II and faction Pulse Lasers.
Item description for "Blaze S" (typeID 12561)
80259 The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.

Can only be used by small tech level II+ Blasters.
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.

Note: This ammunition can only be used by small tech level II and faction Blasters.
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.

CNote: This ammunition can only be used by small tech level II+ and faction Blasters.
Item description for "Desolation S" (typeID 12610)
80260 The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.

25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.

Note: This ammunition can only be used by small tech level II Blasters.
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.

25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.

Note: This ammunition can only be used by small tech level II and faction Blasters.
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.

25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.

Note: This ammunition can only be used by small tech level II
and faction Blasters.
Item description for "Void S" (typeID 12612)
80261 The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.

40% increased optimal range.
25% reduced tracking speed.
40% increased falloff range.

Note: This ammunition can only be used by small tech level II Blasters.
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.

40% increased optimal range.
25% reduced tracking speed.
40% increased falloff range.

Note: This ammunition can only be used by small tech level II and faction Blasters.
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.

40% increased optimal range.
25% reduced tracking speed.
40% increased falloff range.

Note: This ammunition can only be used by small tech level II
and faction Blasters.
Item description for "Null S" (typeID 12614)
80262 The Bolt is actualy a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantialy improved penetration as the emp shock disrupts the shield allowing the thungsten shrapnel to bypass it more effectively.


Can only be used by small tech level II+ Railguns
The Bolt is actually a modified Emp Artillery warhead Encased in a standard tungsten charge casing. This results in substantially improved penetration as the emp shock disrupts the shield allowing the tungsten shrapnel to bypass it more effectively.

Note: This ammunition can only be used by small tech level II and faction Railguns.
The Bolt is actually a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantially improved penetration as the emp shock disrupts the shield allowing the thungsten shrapnel to bypass it more effectively.


C
Note: This ammunition can only be used by small tech level II+ and faction Railguns.
Item description for "Bolt S" (typeID 12616)
80263 The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.

40% increased optimal range.
25% reduced tracking speed.
40% increased falloff range.

Note: This ammunition can only be used by medium tech level II Blasters.
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.

40% increased optimal range.
25% reduced tracking speed.
40% increased falloff range.

Note: This ammunition can only be used by medium tech level II and faction Blasters.
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.

40% increased optimal range.
25% reduced tracking speed.
40% increased falloff range.

Note: This ammunition can only be used by medium tech level II
and faction Blasters.
Item description for "Null M" (typeID 12785)
80264 The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.

40% increased optimal range.
25% reduced tracking speed.
40% increased falloff range.

Note: This ammunition can only be used by large tech level II Blasters.
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.

40% increased optimal range.
25% reduced tracking speed.
40% increased falloff range.

Note: This ammunition can only be used by large tech level II, faction and officer Blasters.
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.

40% increased optimal range.
25% reduced tracking speed.
40% increased falloff range.

Note: This ammunition can only be used by large tech level II
, faction and officer Blasters.
Item description for "Null L" (typeID 12787)
80265 The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.

25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.

Note: This ammunition can only be used by medium tech level II Blasters.
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.

25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.

Note: This ammunition can only be used by medium tech level II and faction Blasters.
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.

25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.

Note: This ammunition can only be used by medium tech level II
and faction Blasters.
Item description for "Void M" (typeID 12789)
80266 The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.

25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.

Note: This ammunition can only be used by large tech level II Blasters.
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.

25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.

Note: This ammunition can only be used by large tech level II, faction and officer Blasters.
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.

25% reduced optimal range.
25% reduced tracking speed.
50% reduced falloff range.

Note: This ammunition can only be used by large tech level II
, faction and officer Blasters.
Item description for "Void L" (typeID 12791)
80267 The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.

Can only be used by medium tech level II+ Blasters.
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.

Note: This ammunition can only be used by medium tech level II and faction Blasters.
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.

CNote: This ammunition can only be used by medium tech level II+ and faction Blasters.
Item description for "Desolation M" (typeID 12793)
80268 The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.

Can only be used by large tech level II+ Blasters.
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.

Note: This ammunition can only be used by large tech level II, faction and officer Blasters.
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.

CNote: This ammunition can only be used by large tech level II+, faction and officer Blasters.
Item description for "Desolation L" (typeID 12795)
80269 The Bolt is actualy a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantialy improved penetration as the emp shock disrupts the shield allowing the thungsten scrapnel to bipass it more effectively.


Can only be used by Medium tech level II+ Railguns
The Bolt is actually a modified Emp Artillery warhead Encased in a standard tungsten charge casing. This results in substantially improved penetration as the emp shock disrupts the shield allowing the tungsten shrapnel to bypass it more effectively.

Note: This ammunition can only be used by medium tech level II and faction Railguns.
The Bolt is actually a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantially improved penetration as the emp shock disrupts the shield allowing the thungsten schrapnel to biypass it more effectively.


C
Note: This ammunition can only be used by Mmedium tech level II+ and faction Railguns.
Item description for "Bolt M" (typeID 12797)
80270 The Bolt is actualy a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantialy improved penetration as the emp shock disrupts the shield allowing the thungsten scrapnel to bipass it more effectively.


Can only be used by Large tech level II+ Railguns
The Bolt is actually a modified Emp Artillery warhead Encased in a standard tungsten charge casing. This results in substantially improved penetration as the emp shock disrupts the shield allowing the tungsten shrapnel to bypass it more effectively.

Note: This ammunition can only be used by large tech level II, faction and officer Railguns.
The Bolt is actually a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantially improved penetration as the emp shock disrupts the shield allowing the thungsten schrapnel to biypass it more effectively.


C
Note: This ammunition can only be used by Llarge tech level II+, faction and officer Railguns.
Item description for "Bolt L" (typeID 12799)
80271 This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.

Can only be used by medium tech level II Pulse Lasers
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.

Note: This ammunition can only be used by medium tech level II and faction Pulse Lasers.
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.

CNote: This ammunition can only be used by medium tech level II and faction Pulse Lasers.
Item description for "Blaze M" (typeID 12810)
80272 This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.

Can only be used by large tech level II Pulse Lasers
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.

Note: This ammunition can only be used by large tech level II, faction and officer Pulse Lasers.
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.

CNote: This ammunition can only be used by large tech level II, faction and officer Pulse Lasers.
Item description for "Blaze L" (typeID 12812)
80273 A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.

Can only be used by medium tech level II+ Beam Lasers
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.

Note: This ammunition can only be used by medium tech level II and faction Beam Lasers.
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.

CNote: This ammunition can only be used by medium tech level II+ and faction Beam Lasers.
Item description for "Lux M" (typeID 12830)
80274 A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.

Can only be used by large tech level II+ Beam Lasers
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.

Note: This ammunition can only be used by large tech level II, faction and officer Beam Lasers.
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.

CNote: This ammunition can only be used by large tech level II+, faction and officer Beam Lasers.
Item description for "Lux L" (typeID 12832)
80804 Gneiss is often the first major league ore that up and coming miners graduate to. Finding the more expensive variation of Gneiss, called Iridescent Gneiss, is a major coup for these miners due to its 5% greater mineral yield.

Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has a quite a bit of mexallon as well as some pyerite and isogen.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.
Gneiss is often the first major league ore that up and coming miners graduate to. Finding the more expensive variation of Gneiss, called Iridescent Gneiss, is a major coup for these miners due to its 5% greater mineral yield.

Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has quite a bit of mexallon as well as some pyerite and isogen.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.
Gneiss is often the first major league ore that up and coming miners graduate to. Finding the more expensive variation of Gneiss, called Iridescent Gneiss, is a major coup for these miners due to its 5% greater mineral yield.

Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has
a quite a bit of mexallon as well as some pyerite and isogen.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.
Item description for "Iridescent Gneiss" (typeID 17865)
82896 The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by large tech level II Railguns.
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by large tech level II, faction and officer Railguns.
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by large tech level II
, faction and officer Railguns.
Item description for "Javelin L" (typeID 12803)
82897 The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by medium tech level II Railguns.
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by medium tech level II and faction Railguns.
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by medium tech level II
and faction Railguns.
Item description for "Javelin M" (typeID 12801)
82898 The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by small tech level II Railguns.
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by small tech level II and faction Railguns.
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by small tech level II
and faction Railguns.
Item description for "Javelin S" (typeID 12620)
82899 The Spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by large tech level II Railguns.
The Spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by large tech level II, faction and officer Railguns.
The Spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by large tech level II
, faction and officer Railguns.
Item description for "Spike L" (typeID 12807)
82900 The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small graviton booster unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II Railguns.
The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small graviton booster unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II and faction Railguns.
The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small graviton booster unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II
and faction Railguns.
Item description for "Spike M" (typeID 12805)
82901 The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However the charge is next to useless at close range.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by small tech level II Railguns.
The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However the charge is next to useless at close range.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by small tech level II and faction Railguns.
The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However the charge is next to useless at close range.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by small tech level II
and faction Railguns.
Item description for "Spike S" (typeID 12618)
83187 Concord Billboards keep you updated, bringing you the latest news and bounty information. CONCORD Billboards keep you updated, bringing you the latest news and bounty information. ConcordONCORD Billboards keep you updated, bringing you the latest news and bounty information. Item description for "CONCORD Billboard" (typeID 11136)
84003 The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.

Note: This ammunition can only be used by large tech level II Pulse Lasers.
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.

Note: This ammunition can only be used by large tech level II, faction and officer Pulse Lasers.
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.

Note: This ammunition can only be used by large tech level II
, faction and officer Pulse Lasers.
Item description for "Conflagration L" (typeID 12816)
84004 The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.

Note: This ammunition can only be used by medium tech level II Pulse Lasers.
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.

Note: This ammunition can only be used by medium tech level II and faction Pulse Lasers.
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.

Note: This ammunition can only be used by medium tech level II
and faction Pulse Lasers.
Item description for "Conflagration M" (typeID 12814)
84005 The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.

Note: This ammunition can only be used by small tech level II Pulse Lasers.
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.

Note: This ammunition can only be used by small tech level II and faction Pulse Lasers.
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

50% reduced optimal range.
30% reduced tracking speed.
25% increased capacitor usage.

Note: This ammunition can only be used by small tech level II
and faction Pulse Lasers.
Item description for "Conflagration S" (typeID 12565)
84006 The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

40% increased optimal range.
25% reduced tracking speed.

Note: This ammunition can only be used by large tech level II Pulse Lasers.
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

40% increased optimal range.
25% reduced tracking speed.

Note: This ammunition can only be used by large tech level II, faction and officer Pulse Lasers.
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

40% increased optimal range.
25% reduced tracking speed.

Note: This ammunition can only be used by large tech level II
, faction and officer Pulse Lasers.
Item description for "Scorch L" (typeID 12820)
84007 The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers, it gives a good boost to range but has fairly low damage potential and low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

40% increased optimal range.
25% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II Pulse Lasers.
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers, it gives a good boost to range but has fairly low damage potential and low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

40% increased optimal range.
25% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II and faction Pulse Lasers.
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers, it gives a good boost to range but has fairly low damage potential and low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

40% increased optimal range.
25% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II
and faction Pulse Lasers.
Item description for "Scorch M" (typeID 12818)
84008 The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

40% increased optimal range.
25% reduced tracking speed.

Note: This ammunition can only be used by small tech level II Pulse Lasers.
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

40% increased optimal range.
25% reduced tracking speed.

Note: This ammunition can only be used by small tech level II and faction Pulse Lasers.
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

40% increased optimal range.
25% reduced tracking speed.

Note: This ammunition can only be used by small tech level II
and faction Pulse Lasers.
Item description for "Scorch S" (typeID 12563)
84009 A Carthum Conglomerate large Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but suffers from much reduced tracking and has a considerably longer cooldown than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by large tech level II Beam Lasers.
A Carthum Conglomerate large Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but suffers from much reduced tracking and has a considerably longer cooldown than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by large tech level II, faction and officer Beam Lasers.
A Carthum Conglomerate large Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but suffers from much reduced tracking and has a considerably longer cooldown than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by large tech level II
, faction and officer Beam Lasers.
Item description for "Aurora L" (typeID 12824)
84010 A Carthum Conglomerate medium Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II Beam Lasers.
A Carthum Conglomerate medium Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II and faction Beam Lasers.
A Carthum Conglomerate medium Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II
and faction Beam Lasers.
Item description for "Aurora M" (typeID 12822)
84011 A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but far longer cooldown time. It is next to useless at close ranges. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by small tech level II Beam Lasers.
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but far longer cooldown time. It is next to useless at close ranges. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by small tech level II and faction Beam Lasers.
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but far longer cooldown time. It is next to useless at close ranges. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

80% increased optimal range.
75% reduced tracking speed.

Note: This ammunition can only be used by small tech level II
and faction Beam Lasers.
Item description for "Aurora S" (typeID 12559)
85378 This is a fighter for Sansha's Nation. It is protecting the assets of Sancha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme This is a fighter for Sansha's Nation. It is protecting the assets of Sancsha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme Item description for "Centum Ravisher" (typeID 17075)
86666 The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.

Can only be used by small Tech II+ Artillery Cannons.
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.

Note: This ammunition can only be used by small tech level II and faction Artillery Cannons.
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.

CNote: This ammunition can only be used by small Ttech II+level II and faction Artillery Cannons.
Item description for "Shock S" (typeID 12629)
86667 An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.

80% increased optimal range.
75% reduced tracking.

Note: This ammunition can only be used by small tech level II Artillery Cannons.
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.

80% increased optimal range.
75% reduced tracking.

Note: This ammunition can only be used by small tech level II and faction Artillery Cannons.
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.

80% increased optimal range.
75% reduced tracking.

Note: This ammunition can only be used by small tech level II
and faction Artillery Cannons.
Item description for "Tremor S" (typeID 12633)
86668 The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.

Can only be used by large Tech II+ Artillery Cannons.
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.

Note: This ammunition can only be used by large tech level II, faction and officer Artillery Cannons.
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.

CNote: This ammunition can only be used by large Ttech II+level II, faction and officer Artillery Cannons.
Item description for "Shock L" (typeID 12763)
86669 An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.

80% increased optimal range.
75% reduced tracking.

Note: This ammunition can only be used by large tech level II Artillery Cannons.
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.

80% increased optimal range.
75% reduced tracking.

Note: This ammunition can only be used by large tech level II, faction and officer Artillery Cannons.
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.

80% increased optimal range.
75% reduced tracking.

Note: This ammunition can only be used by large tech level II
, faction and officer Artillery Cannons.
Item description for "Tremor L" (typeID 12765)
86670 The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.

Can only be used by medium Tech II+ Artillery Cannons.
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.

Note: This ammunition can only be used by medium tech level II and faction Artillery Cannons.
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.

CNote: This ammunition can only be used by medium Ttech II+level II and faction Artillery Cannons.
Item description for "Shock M" (typeID 12769)
86671 An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.

80% increased optimal range.
75% reduced tracking.

Note: This ammunition can only be used by medium tech level II Artillery Cannons.
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.

80% increased optimal range.
75% reduced tracking.

Note: This ammunition can only be used by medium tech level II and faction Artillery Cannons.
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.

80% increased optimal range.
75% reduced tracking.

Note: This ammunition can only be used by medium tech level II
and faction Artillery Cannons.
Item description for "Tremor M" (typeID 12771)
86672 An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.

25% reduced tracking.
40% increased falloff.

Note: This ammunition can only be used by large tech level II Autocannons.
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.

25% reduced tracking.
40% increased falloff.

Note: This ammunition can only be used by large tech level II, faction and officer Autocannons.
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.

25% reduced tracking.
40% increased falloff.

Note: This ammunition can only be used by large tech level II
, faction and officer Autocannons.
Item description for "Barrage L" (typeID 12775)
86673 The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.

Can only be used by large tech level II+ Autocannons.
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.

Note: This ammunition can only be used by large tech level II, faction and officer Autocannons.
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.

CNote: This ammunition can only be used by large tech level II+, faction and officer Autocannons.
Item description for "Storm L" (typeID 12783)
86674 An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.

25% reduced tracking speed.
40% increased falloff.

Note: This ammunition can only be used by small tech level II Autocannons.
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.

25% reduced tracking speed.
40% increased falloff.

Note: This ammunition can only be used by small tech level II and faction Autocannons.
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.

25% reduced tracking speed.
40% increased falloff.

Note: This ammunition can only be used by small tech level II
and faction Autocannons.
Item description for "Barrage S" (typeID 12625)
86675 The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.

Can only be used by small tech level II+ Autocannons.
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium and Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.

Note: This ammunition can only be used by small tech level II and faction Autocannons.
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium Aand Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.

CNote: This ammunition can only be used by small tech level II+ and faction Autocannons.
Item description for "Storm S" (typeID 12627)
86676 An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.

25% reduced tracking.
40% increased falloff.

Note: This ammunition can only be used by medium tech level II Autocannons.
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.

25% reduced tracking.
40% increased falloff.

Note: This ammunition can only be used by medium tech level II and faction Autocannons.
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.

25% reduced tracking.
40% increased falloff.

Note: This ammunition can only be used by medium tech level II
and faction Autocannons.
Item description for "Barrage M" (typeID 12773)
86677 The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.

Can only be used by medium tech level II+ Autocannons.
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium and Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.

Note: This ammunition can only be used by medium tech level II and faction Autocannons.
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium Aand Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.

CNote: This ammunition can only be used by medium tech level II+ and faction Autocannons.
Item description for "Storm M" (typeID 12781)
86773 An Infrastructure Hub is the cornerstone of any empire´s expansion into nullsec territory.

Once online, it allows the owner to cultivate the system it is placed in by applying one of the upgrades available. These upgrades range from simple improvements to a system´s financial infrastructure, to defensive upgrades giving the system owner significant advantages.

To begin upgrading a star system, deploy the Infrastructure Hub close to a planet and activate an Entosis Link on the IHub until your alliance has full control.

You must be a member of a valid Capsuleer alliance to deploy and/or take control of an IHub. A maximum of one IHub may be deployed in any star system. IHubs cannot be deployed in systems under non-Capsuleer Sovereignty. IHubs cannot be deployed in Wormhole space.
An Infrastructure Hub is the cornerstone of any empire's expansion into nullsec territory.

Once online, it allows the owner to cultivate the system it is placed in by applying one of the upgrades available. These upgrades range from simple improvements to a system's financial infrastructure, to defensive upgrades giving the system owner significant advantages.

To begin upgrading a star system, deploy the Infrastructure Hub close to a planet and activate an Entosis Link on the IHub until your alliance has full control.

You must be a member of a valid Capsuleer alliance to deploy and/or take control of an IHub. A maximum of one IHub may be deployed in any star system. IHubs cannot be deployed in systems under non-Capsuleer Sovereignty. IHubs cannot be deployed in Wormhole space.
An Infrastructure Hub is the cornerstone of any empire´'s expansion into nullsec territory.

Once online, it allows the owner to cultivate the system it is placed in by applying one of the upgrades available. These upgrades range from simple improvements to a system
´'s financial infrastructure, to defensive upgrades giving the system owner significant advantages.

To begin upgrading a star system, deploy the Infrastructure Hub close to a planet and activate an Entosis Link on the IHub until your alliance has full control.

You must be a member of a valid Capsuleer alliance to deploy and/or take control of an IHub. A maximum of one IHub may be deployed in any star system. IHubs cannot be deployed in systems under non-Capsuleer Sovereignty. IHubs cannot be deployed in Wormhole space.
Item description for "Infrastructure Hub" (typeID 32458)
87081 In the time-honored tradition of pirates everywhere, Korako ‘Rabbit' Kosakami shamelessly stole the idea of the Scorpion-class battleship and put his own spin on it. The result: the fearsome Rattlesnake, flagship of any large Gurista attack force. There are, of course, also those who claim things were the other way around; that the notorious silence surrounding the Scorpion's own origins is, in fact, an indication of its having been designed by Kosakami all along. In the time-honored tradition of pirates everywhere, Korako ‘the Rabbit' Kosakami shamelessly stole the idea of the Scorpion-class battleship and put his own spin on it. The result: the fearsome Rattlesnake, flagship of any large Gurista attack force. There are, of course, also those who claim things were the other way around; that the notorious silence surrounding the Scorpion's own origins is, in fact, an indication of its having been designed by Kosakami all along. In the time-honored tradition of pirates everywhere, Korako ‘the Rabbit' Kosakami shamelessly stole the idea of the Scorpion-class battleship and put his own spin on it. The result: the fearsome Rattlesnake, flagship of any large Gurista attack force. There are, of course, also those who claim things were the other way around; that the notorious silence surrounding the Scorpion's own origins is, in fact, an indication of its having been designed by Kosakami all along. Item description for "Rattlesnake" (typeID 17918)
87180 An array of microscopic reactive prizms that disperse electromagnetic radiation. Grants a bonus to EM resistance.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
An array of microscopic reactive prizsms that disperse electromagnetic radiation. Grants a bonus to EM resistance.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Item description for "Basic EM Plating" (typeID 1193)
89593 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "1st Tier Overseer's Personal Effects" (typeID 19400)
89594 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "2nd Tier Overseer's Personal Effects" (typeID 19401)
89595 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "3rd Tier Overseer's Personal Effects" (typeID 19402)
89596 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "4th Tier Overseer's Personal Effects" (typeID 19403)
89597 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "5th Tier Overseer's Personal Effects" (typeID 19404)
89598 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "6th Tier Overseer's Personal Effects" (typeID 19405)
89599 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "7th Tier Overseer's Personal Effects" (typeID 19406)
89600 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "8th Tier Overseer's Personal Effects" (typeID 19407)
89601 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "9th Tier Overseer's Personal Effects" (typeID 19408)
89602 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "11th Tier Overseer's Personal Effects" (typeID 19409)
89603 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "12th Tier Overseer's Personal Effects" (typeID 19410)
89604 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "13th Tier Overseer's Personal Effects" (typeID 19411)
89605 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "14th Tier Overseer's Personal Effects" (typeID 19412)
89606 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "15th Tier Overseer's Personal Effects" (typeID 19413)
89607 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "16th Tier Overseer's Personal Effects" (typeID 19414)
89608 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "17th Tier Overseer's Personal Effects" (typeID 19415)
89609 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "18th Tier Overseer's Personal Effects" (typeID 19416)
89610 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "19th Tier Overseer's Personal Effects" (typeID 19417)
89611 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "20th Tier Overseer's Personal Effects" (typeID 19418)
89612 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "21st Tier Overseer's Personal Effects" (typeID 19419)
89613 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "22nd Tier Overseer's Personal Effects" (typeID 19420)
89614 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "23rd Tier Overseer's Personal Effects" (typeID 19421)
89615 Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to Concord or DED for a reasonable amount of cash. <p>Concord has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to CONCORD or DED for a reasonable amount of cash. <p>CONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Obtaining a Deadspace Overseer's personal effects is proof that you have finished clearing all major obstacles in a deadspace pocket and decimated the leading figure. <p>Anyone that procures an OPE (from the pirates themselves, their bases or from guarded containers) can sell them to ConcordONCORD or DED for a reasonable amount of cash. <p>ConcordONCORD has rated Deadspace Overseers by the threat they pose to society and divided them into tiers that dictate how much a seller gets for their effects. Item description for "10th Tier Overseer's Personal Effects" (typeID 19422)
90670 Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has a quite a bit of mexallon as well as some pyerite and isogen.

This ore is a compressed and much more dense version of the original ore.
Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has quite a bit of mexallon as well as some pyerite and isogen.

This ore is a compressed and much more dense version of the original ore.
Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has a quite a bit of mexallon as well as some pyerite and isogen.

This ore is a compressed and much more dense version of the original ore.
Item description for "Compressed Gneiss" (typeID 28397)
90671 Gneiss is often the first major league ore that up and coming miners graduate to. Finding the more expensive variation of Gneiss, called Iridescent Gneiss, is a major coup for these miners due to its 5% greater mineral yield.

Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has a quite a bit of mexallon as well as some pyerite and isogen.

This ore is a compressed and much more dense version of the original ore.
Gneiss is often the first major league ore that up and coming miners graduate to. Finding the more expensive variation of Gneiss, called Iridescent Gneiss, is a major coup for these miners due to its 5% greater mineral yield.

Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has quite a bit of mexallon as well as some pyerite and isogen.

This ore is a compressed and much more dense version of the original ore.
Gneiss is often the first major league ore that up and coming miners graduate to. Finding the more expensive variation of Gneiss, called Iridescent Gneiss, is a major coup for these miners due to its 5% greater mineral yield.

Gneiss is a popular ore type because it holds significant volumes of three heavily used minerals, increasing its utility value. It has
a quite a bit of mexallon as well as some pyerite and isogen.

This ore is a compressed and much more dense version of the original ore.
Item description for "Compressed Iridescent Gneiss" (typeID 28398)
91229 A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and Hit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and hit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and Hhit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Item description for "Target Painter I" (typeID 12709)
91230 A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and Hit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and hit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and Hhit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Item description for "Target Painter II" (typeID 19806)
91475 A neural interface upgrade that boosts the pilot's skill at electronics.

1% bonus to the CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

1% bonus to CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

1% bonus to
the CPU output.
Item description for "Zainou 'Gypsy' CPU Management EE-601" (typeID 27143)
91476 A neural interface upgrade that boosts the pilot's skill at electronics.

3% bonus to the CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

3% bonus to CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

3% bonus to
the CPU output.
Item description for "Zainou 'Gypsy' CPU Management EE-603" (typeID 13216)
91477 A neural interface upgrade that boosts the pilot's skill at electronics.

5% bonus to the CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

5% bonus to CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

5% bonus to
the CPU output.
Item description for "Zainou 'Gypsy' CPU Management EE-605" (typeID 27142)
91742 A fullerene-scandium compound made by encasing a single scandium atom in a cage of carbon atoms. Scandium is a grey-white element that has historically been incredibly hard to find. Scandium-tipped missiles were once valued for their armor-piercing qualities, which allowed them to wreck havoc deep inside starship hulls. The only thing holding the weapons industry back from these and other similar applications has been the low supply of the material. A fullerene-scandium compound made by encasing a single scandium atom in a cage of carbon atoms. Scandium is a grey-white element that has historically been incredibly hard to find. Scandium-tipped missiles were once valued for their armor-piercing qualities, which allowed them to wreack havoc deep inside starship hulls. The only thing holding the weapons industry back from these and other similar applications has been the low supply of the material. A fullerene-scandium compound made by encasing a single scandium atom in a cage of carbon atoms. Scandium is a grey-white element that has historically been incredibly hard to find. Scandium-tipped missiles were once valued for their armor-piercing qualities, which allowed them to wreack havoc deep inside starship hulls. The only thing holding the weapons industry back from these and other similar applications has been the low supply of the material. Item description for "Scandium Metallofullerene" (typeID 30308)
92358 A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and Hit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and hit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and Hhit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Item description for "Republic Fleet Target Painter" (typeID 31944)
92862 A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and Hit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and hit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
A targeting subsystem that projects an electronic "Tag" on the target thus making it easier to target and Hhit.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Item description for "Domination Target Painter" (typeID 32414)
93122 Skill at dealing with Concord Department and negotiating bounties

Bonus fee of 1,500 isk per pirate head per level of the skill
Skill at dealing with Concord Department and negotiating bounties

Bonus fee of 1,500 ISK per pirate head per level of the skill
Skill at dealing with Concord Department and negotiating bounties

Bonus fee of 1,500
iskISK per pirate head per level of the skill
Item description for "DED Connections" (typeID 3362)
93374 A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by large tech level II Artillery Cannons.
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by large tech level II, faction and officer Artillery Cannons.
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by large tech level II
, faction and officer Artillery Cannons.
Item description for "Quake L" (typeID 12761)
93375 A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by medium tech level II Artillery Cannons.
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by medium tech level II and faction Artillery Cannons.
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by medium tech level II
and faction Artillery Cannons.
Item description for "Quake M" (typeID 12767)
93376 A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by small tech level II Artillery Cannons.
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by small tech level II and faction Artillery Cannons.
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by small tech level II
and faction Artillery Cannons.
Item description for "Quake S" (typeID 12631)
93377 The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by small tech level II Beam Lasers.
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by small tech level II and faction Beam Lasers.
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by small tech level II
and faction Beam Lasers.
Item description for "Gleam S" (typeID 12557)
93378 The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by medium tech level II Beam Lasers.
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by medium tech level II and faction Beam Lasers.
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by medium tech level II
and faction Beam Lasers.
Item description for "Gleam M" (typeID 12826)
93379 The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by large tech level II Beam Lasers.
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by large tech level II, faction and officer Beam Lasers.
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.

75% reduced optimal range.
25% increased tracking speed.

Note: This ammunition can only be used by large tech level II
, faction and officer Beam Lasers.
Item description for "Gleam L" (typeID 12828)
93767 A neural interface upgrade that boosts the pilot's skill at electronics.

2% bonus to the CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

2% bonus to CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

2% bonus to
the CPU output.
Item description for "Zainou 'Gypsy' CPU Management EE-602" (typeID 3265)
93768 A neural interface upgrade that boosts the pilot's skill at electronics.

4% bonus to the CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

4% bonus to CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

4% bonus to
the CPU output.
Item description for "Zainou 'Gypsy' CPU Management EE-604" (typeID 3266)
93769 A neural interface upgrade that boosts the pilot's skill at electronics.

6% bonus to the CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

6% bonus to CPU output.
A neural interface upgrade that boosts the pilot's skill at electronics.

6% bonus to
the CPU output.
Item description for "Zainou 'Gypsy' CPU Management EE-606" (typeID 3267)
93952 Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.

25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.

Note: This ammunition can only be used by large tech level II Autocannons.
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.

25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.

Note: This ammunition can only be used by large tech level II, faction and officer Autocannons.
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.

25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.

Note: This ammunition can only be used by large tech level II
, faction and officer Autocannons.
Item description for "Hail L" (typeID 12779)
93953 Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.

25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II Autocannons.
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.

25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II and faction Autocannons.
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.

25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.

Note: This ammunition can only be used by medium tech level II
and faction Autocannons.
Item description for "Hail M" (typeID 12777)
93954 Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.

25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.

Note: This ammunition can only be used by small tech level II Autocannons.
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.

25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.

Note: This ammunition can only be used by small tech level II and faction Autocannons.
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.

25% reduced falloff.
50% reduced optimal range.
30% reduced tracking speed.

Note: This ammunition can only be used by small tech level II
and faction Autocannons.
Item description for "Hail S" (typeID 12608)
95378 Originally used by the adolescent hacker group The 'Fendahlian Collective' to break past high tech security firmware, these script packs contain intricate code which modify the inherent behavior of certain modules by directly inserting commands into the firmware. The applications of such technology was not lost on the major players and the kids who invented it now head their own research divisions.

This script can be loaded into a warp disruption field generator to focus its effect upon a single ship much like a standard warp disruptor. This allows the module to disrupt ships of any size, including ships normally immune to all forms of electronic warfare.
Originally used by the adolescent hacker group 'The Fendahlian Collective' to break past high tech security firmware, these script packs contain intricate code which modify the inherent behavior of certain modules by directly inserting commands into the firmware. The applications of such technology was not lost on the major players and the kids who invented it now head their own research divisions.

This script can be loaded into a warp disruption field generator to focus its effect upon a single ship much like a standard warp disruptor. This allows the module to disrupt ships of any size, including ships normally immune to all forms of electronic warfare.
Originally used by the adolescent hacker group 'The 'Fendahlian Collective' to break past high tech security firmware, these script packs contain intricate code which modify the inherent behavior of certain modules by directly inserting commands into the firmware. The applications of such technology was not lost on the major players and the kids who invented it now head their own research divisions.

This script can be loaded into a warp disruption field generator to focus its effect upon a single ship much like a standard warp disruptor. This allows the module to disrupt ships of any size, including ships normally immune to all forms of electronic warfare.
Item description for "Focused Warp Disruption Script" (typeID 29003)
220664 Your corporation has no contacts. Your corporation has no contacts Your corporation has no contacts. UI/PeopleAndPlaces/NoCorpContacts
220666 Your alliance has no contacts. Your alliance has no contacts Your alliance has no contacts. UI/PeopleAndPlaces/NoAllianceContacts
220667 You have not added anybody to the buddy list yet. You have not added anybody to the buddy list yet You have not added anybody to the buddy list yet. UI/PeopleAndPlaces/NoneOnWatchlist
220740 Merge "Items" and "Ships" into Station Panel Add Hangar tab to Station Panel to show "Ships" and "Items" Merge "Items" and "Ships" into Station PanelAdd Hangar tab to Station Panel to show "Ships" and "Items" UI/SystemMenu/GeneralSettings/Station/MergeItemsAndShips
232146 You can not change this shortcut. You can not change this shortcut You can not change this shortcut. UI/SystemMenu/Shortcuts/LockedShortcut
232525 Incursion Withdrawing Withdrawing Incursion Withdrawing UI/Incursion/Journal/Withdrawing
232526 Incursion Mobilized Mobilized Incursion Mobilized UI/Incursion/Journal/Mobilizing
232527 Incursion Established Established Incursion Established UI/Incursion/Journal/Established
234126 Manufacturing facilities Manufacturing Facilities Manufacturing fFacilities UI/Map/MapPallet/cbStarsFactory
234129 Science facilities Science Facilities Science fFacilities UI/Map/MapPallet/cbStarsLaboratory
234130 Reprocessing facilities Reprocessing Facilities Reprocessing fFacilities UI/Map/MapPallet/cbStarsRefinery
236045 The war between {againstName} and {declaredByName} is coming to an end. {againstName} has surrendered to {declaredByName}. The war will be declared as being over after approximately 24 hours and {declaredByName} will be unable to declare war on {againstName} for the next 2 weeks. The war between {againstName} and {declaredByName} is coming to an end. {againstName} has surrendered to {declaredByName}. The war will be declared as being over after approximately 24 hours and neither organizations will be able to declare new wars against each other for the next 2 weeks. The war between {againstName} and {declaredByName} is coming to an end. {againstName} has surrendered to {declaredByName}. The war will be declared as being over after approximately 24 hours and {declaredByName}neither organizations will be unable to declare war on {againstName}new wars against each other for the next 2 weeks. Notifications/bodyWarSunrender
236049 For your convenience we have included the appropriate CONCORD War Rules:

The weekly cost is {[numeric]cost.isk} and you will receive a bill which needs to be paid promptly to maintain the war. If the bill is not paid before it is due then the war will be cancelled. If the war is cancelled then do not pay any outstanding bills for that war.

When an active war has been cancelled, there is a 24 hour grace period during which you can still be legally attacked.

If you are at war with a corporation that joins an alliance then the war will change from being against the corporation to being against the alliance.

If you are at war with an alliance and a corporation leaves that alliance then you will still be at war with the alliance but also temporarily at war with the corporation that left. The war against the corporation that leaves an alliance lasts 24 hours during this period you can attack them until the war expires.

Should you wish to resume hostilities against such a corporation then you need to declare war again.
For your convenience we have included the appropriate CONCORD War Rules:

The weekly cost is {[numeric]cost.isk} and you will receive a bill which needs to be paid promptly to maintain the war. If the bill is not paid before it is due then the war will be cancelled.

Both sides in a war must control at least one structure in space in order to be war eligible. If either side loses their last structure, they lose their war eligibility and the war is cancelled.
The attacking side of a war must designate one highsec Upwell structure that they control as the War HQ for the conflict. If the War HQ is destroyed or removed from space the war will be cancelled.

When an active war has been cancelled, there is a 24 hour cooldown period during which fighting can legally continue.

If you are at war with a corporation that joins an alliance then the war will change from being against the corporation to being against the alliance.

If you are at war with an alliance and a corporation leaves that alliance then you will still be at war with the alliance and a new war will be created with the corporation that left. This new war is subject to its own bills and all the normal war eligibility requirements.
For your convenience we have included the appropriate CONCORD War Rules:

The weekly cost is {[numeric]cost.isk} and you will receive a bill which needs to be paid promptly to maintain the war. If the bill is not paid before it is due then the war will be cancelled.
If the war is cancelled then do not pay any outstanding bills for that war

Both sides in a war must control at least one structure in space in order to be war eligible. If either side loses their last structure, they lose their war eligibility and the war is cancelled.
The attacking side of a war must designate one highsec Upwell structure that they control as the War HQ for the conflict. If the War HQ is destroyed or removed from space the war will be cancelled
.

When an active war has been cancelled, there is a 24 hour
gracecooldown period during which you can still be legally attackedfighting can legally continue.

If you are at war with a corporation that joins an alliance then the war will change from being against the corporation to being against the alliance.

If you are at war with an alliance and a corporation leaves that alliance then you will still be at war with the alliance
but also temporarily at warand a new war will be created with the corporation that left. The war against the corporation that leaves an alliance lasts 24 hours during this period you cis new war is subject to its own bills and attack them until the war expires.

Should you wish to resume hostilities against such a corporation then you need to declare war again
ll the normal war eligibility requirements.
Notifications/bodyWar
236054 {declaredByName} has declared war on {againstName}.
Within {delayHours} hours fighting can legally occur between those involved. If war is due to a corporation at war joining an alliance, then the war starts immediately instead. {costText}
{declaredByName} has declared war on {againstName}.

Within {delayHours} hours fighting can legally occur between those involved. {costText}
{declaredByName} has declared war on {againstName}.\n\nWithin {delayHours} hours fighting can legally occur between those involved. If war is due to a corporation at war joining an alliance, then the war starts immediately instead. {costText} Notifications/bodyWarDelayed
237822 Declare War Declare War... Declare War... UI/Corporations/CorporationWindow/Alliances/Home/DeclareWar
238319 Declare War Declare War... Declare War... UI/Corporations/CorporationWindow/Alliances/Rankings/DeclareWar
238624 Click "SEARCH" to fetch contracts Click "Search" to fetch contracts Click "SEARCHearch" to fetch contracts UI/Contracts/ContractsSearch/ClickSearchHint
238953 Unrent office Unrent Office Unrent oOffice UI/Station/Hangar/UnrentOffice
239125 Defeat the final influx to claim victory. The Mothership has been detected at the Sansha Headquarters system. Destroy it to repel the Incursion. Defeat the final influx to claim victoryThe Mothership has been detected at the Sansha Headquarters system. Destroy it to repel the Incursion. UI/Incursion/HUD/IncursionFinalEncounterReportHint
239127 The war is currently underway. The war is currently underway and there are no reports of the Mothership's presence. The war is currently underway and there are no reports of the Mothership's presence. UI/Incursion/HUD/NoIncursionFinalEncounterHint
239128 Sansha Assault Sansha Assault <b>Sansha Assault</b> UI/Incursion/HUD/SubtitleAssault
239130 Sansha Headquarters Sansha Headquarters <b>Sansha Headquarters</b> UI/Incursion/HUD/SubtitleHeadquarters
239131 Sansha Staging Sansha Staging <b>Sansha Staging</b> UI/Incursion/HUD/SubtitleStaging
239136 Sansha Vanguard Sansha Vanguard <b>Sansha Vanguard</b> UI/Incursion/HUD/SubtitleVanguard
259534 The item to be insuread can not be located. Please make sure that the item is present in your hangar or your corporate hangar. The item to be insured can not be located. Please make sure that the item is present in your hangar or your corporate hangar. The item to be insuread can not be located. Please make sure that the item is present in your hangar or your corporate hangar. UI/Messages/InsCouldNotFindItemBody
259932 The destination system is {[numeric]ss, decimalPlaces=1} security status. This is extremely dangerous and Concord police can not guarantee your safety there. Do you want to proceed? The destination system is {[numeric]ss, decimalPlaces=1} security status. This is extremely dangerous and CONCORD police can not guarantee your safety there. Do you want to proceed? The destination system is {[numeric]ss, decimalPlaces=1} security status. This is extremely dangerous and ConcordONCORD police can not guarantee your safety there. Do you want to proceed? UI/Messages/ConfirmJumpToUnsafeSSBody
259967 You can not declare war against this target at this time. This may be because either your organization or the target organization are ineligible for war declarations due to not owning a structure in space. This issue can also occur if the target has recently disbanded or joined a new alliance. You can not declare war against this target at this time. This may be because either your organization or the target organization are ineligible for war declarations due to not owning a structure in space. This issue can also occur if you recently ended a war against this target through an accepted surrender offer or through losing your war HQ, or if the target has recently disbanded or joined a new alliance. You can not declare war against this target at this time. This may be because either your organization or the target organization are ineligible for war declarations due to not owning a structure in space. This issue can also occur if you recently ended a war against this target through an accepted surrender offer or through losing your war HQ, or if the target has recently disbanded or joined a new alliance. UI/Messages/CanNotDeclareWarAgainstThemBody
260179 You're the CEO of {CEOsCorporation} so you can't join another corporation. If you really want to join {otherCorporation} then you will have to find someone else to take over your corporation by means of a shareholder vote. You're the CEO of {CEOsCorporation} so you can't join another corporation. If you really want to join {otherCorporation} then you will have to resign from your current position as CEO and select your successor from your corporation's roster. You're the CEO of {CEOsCorporation} so you can't join another corporation. If you really want to join {otherCorporation} then you will have to find someone else to take over your corporation by means of a shareholder voteresign from your current position as CEO and select your successor from your corporation's roster. UI/Messages/CeoCanNotJoinACorpBody
260353 If you kick this corporation out of the alliance they will still be in all wars, that are currently ongoing for the alliance. The wars will be copied over to the corporation being kicked out and they will be automatically retracted. Are you sure you want to throw them out? If you kick this corporation out of the alliance they will still be in all wars that are currently ongoing for the alliance. The wars will be copied over to the corporation being kicked out and if these new copied wars are invalid for any reason they will enter their 24 hour cooldown and then end. Are you sure you want to throw them out? If you kick this corporation out of the alliance they will still be in all wars, that are currently ongoing for the alliance. The wars will be copied over to the corporation being kicked out and they will be automatically retracteif these new copied wars are invalid for any reason they will enter their 24 hour cooldown and then end. Are you sure you want to throw them out? UI/Messages/AllComfirmKickMemberBody
263894 Disabling trails can have a positive impact on game performance, especially during fleet fights. Disabling trails can have a positive impact on game performance, especially during fleet fights Disabling trails can have a positive impact on game performance, especially during fleet fights. UI/SystemMenu/DisplayAndGraphics/Effects/TrailsTooltip
267637 Are you sure you want to reset the Neocom to it's default button configuration? Are you sure you want to reset the Neocom to its default button configuration? Are you sure you want to reset the Neocom to it's default button configuration? UI/Messages/AskRestartNeocomButtonsBody
277091 Started {date} - Can fight at {time} War declared {date} - Can fight at {time} StartWar declared {date} - Can fight at {time} UI/Corporations/Wars/WarStartedCanFight
277183 War started {date} - Can fight at {time} War declared {date} - Can fight at {time} War stdeclarted {date} - Can fight at {time} UI/Corporations/Wars/WarStartedCanFightDetailed
278380 {owner1} has offered to end the war in the exchange for {iskOffered}. If accepted, the war will end in 24 hours and you will be unable to declare war on {owner1} for the next 2 weeks. Click here to respond to their offer. {owner1} has offered to end the war in the exchange for {iskOffered}. If accepted, the war will end in 24 hours and your organizations will be unable to declare new wars against each other for the next 2 weeks. Click here to respond to their offer. {owner1} has offered to end the war in the exchange for {iskOffered}. If accepted, the war will end in 24 hours and your organizations will be unable to declare war on {owner1}new wars against each other for the next 2 weeks. Click <a href="warNegotiation:{warNegotiationID}">here</a> to respond to their offer. Notifications/bodyWarSurrenderOffer
278530 No ally offers or request No ally offers or requests No ally offers or requests UI/Corporations/Wars/NoAllyOffers
278532 You defender has some allies, ally requests or ally offers Your defender has some allies, ally requests or ally offers Your defender has some allies, ally requests or ally offers UI/Corporations/Wars/YourDefenderHasAllyOffers
278535 Help has been offered Help has been offered.
Click to view offer.
Help has been offered.
Click to view offer.
UI/Corporations/Wars/OfferedHelp
278554 {requesterName, linkinfo=requesterInfo} offers surrender {requesterName, linkinfo=requesterInfo} offers to surrender {requesterName, linkinfo=requesterInfo} offers to surrender UI/Corporations/Wars/OffersSurrender
278576 Disabling GPU particles can save some memory and improve performance, but some effects such as missile trails will no longer be visible. Disabling GPU particles can save some memory and improve performance, but some effects such as missile trails will no longer be visible Disabling GPU particles can save some memory and improve performance, but some effects such as missile trails will no longer be visible. UI/SystemMenu/DisplayAndGraphics/Effects/GPUParticlesTooltip
279118 The pilot has left this corporation while it was at war. He can not join again until a week after he left the corp or the wars have been concluded. The pilot has left this corporation while it was at war. They can not join again until a week after they left the corp or the wars have been concluded. The pilot has left this corporation while it was at war. HeThey can not join again until a week after they left the corp or the wars have been concluded. UI/Messages/CharacterDodgedWarBody
279427 for {iskTotal} total (incl. {concordFee} Concord fee) for {iskTotal} total (incl. {concordFee} CONCORD fee) for {iskTotal} total (incl. {concordFee} ConcordONCORD fee) UI/Corporations/Wars/AllyOfferWithFee
283480 Started {date} - Can fight at {time} (tomorrow) War declared {date} - Can fight at {time} (tomorrow) StWar declarted {date} - Can fight at {time} (tomorrow) UI/Corporations/Wars/WarStartedCanFightPlusDay
286468 {charName} has offered to surrender to {offeredName}, offering {iskOffer}. If accepted, the war will end in 24 hours and {offeredName} will be unable to declare war on you for the next 2 weeks. {charName} has offered to surrender to {offeredName}, offering {iskOffer}. If accepted, the war will end in 24 hours and neither organization will be able to declare new wars against the other for the next 2 weeks. {charName} has offered to surrender to {offeredName}, offering {iskOffer}. If accepted, the war will end in 24 hours and {offeredName}neither organization will be unable to declare war on younew wars against the other for the next 2 weeks. Notifications/bodyOfferedSurrender
318085 Automatically generated effect Automatically generated effect
318086 Automatically generated effect Automatically generated effect
318087 Automatically generated effect Automatically generated effect
318088 Automatically generated effect Automatically generated effect
318089 Automatically generated effect Automatically generated effect
318090 Automatically generated effect Automatically generated effect
318091 Damage Control Mutaplasmids Damage Control Mutaplasmids
318092 Damage Control and Assault Damage Control Mutaplasmids Damage Control and Assault Damage Control Mutaplasmids
318093 Damage Control Mutaplasmids Damage Control Mutaplasmids
318094 Damage Control Mutaplasmids Damage Control Mutaplasmids
318095 Assault Damage Control Mutaplasmids Assault Damage Control Mutaplasmids
318096 Assault Damage Control Mutaplasmids Assault Damage Control Mutaplasmids
318097 Triglavian Triglavian
318098 Triglavian Heavy Assault Cruisers Triglavian Heavy Assault Cruisers
318099 Triglavian Triglavian
318100 Triglavian Assault Frigates Triglavian Assault Frigates
318101 Triglavian Triglavian
318102 Triglavian Command Destroyers Triglavian Command Destroyers
318103 Jam Duration Jam Duration
318104 Automatically generated effect Automatically generated effect
318105 Automatically generated effect Automatically generated effect
318106 Automatically generated effect Automatically generated effect
318107 Automatically generated effect Automatically generated effect
502474 Manage your skills, attributes and augmentations Manage your skills, attributes, and augmentations Manage your skills, attributes, and augmentations Tooltips/Neocom/CharacterSheet_description
502479 Access your cargo hold, hangars and other local inventories Access your cargo hold, hangars, and other local inventories Access your cargo hold, hangars, and other local inventories Tooltips/Neocom/Inventory_description
502480 Manage contacts, agents and locations of interest Manage contacts, agents, and locations of interest Manage contacts, agents, and locations of interest Tooltips/Neocom/PeopleAndPlaces_description
502533 View star and solar system maps, in many information modes View star and solar system maps in many information modes View star and solar system maps, in many information modes Tooltips/Neocom/Map_description
502882 Use this tool to compare ships, modules and other items Use this tool to compare ships, modules, and other items Use this tool to compare ships, modules, and other items Tooltips/Neocom/CompareTool_description
502890 Create, find and join fleets Create, find, and join fleets Create, find, and join fleets Tooltips/Neocom/Fleet_description
503896 Build, research or invent items Build, research, or invent items Build, research, or invent items UI/Industry/IndustryTooltip
504752 Disabling asteroid environments can have a positive impact on game performance around asteroids and asteroid belts. Disabling asteroid environments can have a positive impact on game performance around asteroids and asteroid belts Disabling asteroid environments can have a positive impact on game performance around asteroids and asteroid belts. UI/SystemMenu/DisplayAndGraphics/Effects/AsteroidEnvironmentsTooltip
504833 Dear {[character]charID.name},

My name is {[character]invokingCharID.name} and I would like you to join my corporation {corporationName}. You may choose to Accept the invitation which will move you to the corporation or alternatively you may Decline the application.

The invitation can be found in the Corporation window under the Recruitment “My Applications” tab.

Regards,
{[character]invokingCharID.name}
{corporationName}
Dear {[character]charID.name},

My name is {[character]invokingCharID.name} and I would like you to join my corporation {corporationName}. You may choose to Accept the invitation which will move you to the corporation or alternatively you may Decline the invitation.

The invitation can be found in the Corporation window under the Recruitment “My Applications” tab.

Regards,
{[character]invokingCharID.name}
{corporationName}
Dear {[character]charID.name},

My name is {[character]invokingCharID.name} and I would like you to join my corporation <b>{corporationName}</b>. You may choose to Accept the invitation which will move you to the corporation or alternatively you may Decline the
applicinvitation.

The invitation can be found in the Corporation window under the Recruitment “My Applications” tab.

Regards,
{[character]invokingCharID.name}
{corporationName}
Notifications/bodyCorpAppInvited
505500 Reverses the zoom direction for the camera when using the scroll wheel or left+right mouse buttons. Reverses the zoom direction for the camera when using the scroll wheel or left+right mouse buttons Reverses the zoom direction for the camera when using the scroll wheel or left+right mouse buttons. UI/SystemMenu/DisplayAndGraphics/Miscellaneous/InvertCameraZoomTooltip
505645 New redeemable {[numeric]quantity -> "item", "items"} available New redeemable {[numeric]quantity -> "item", "items"} available
507401 Staging Staging <b>Staging</b> UI/Incursion/HUD/SubtitleIncursionStaging
507402 Light Infestation Light Infestation <b>Light Infestation</b> UI/Incursion/HUD/SubtitleIncursionLightInfestation
507403 Medium Infestation Medium Infestation <b>Medium Infestation</b> UI/Incursion/HUD/SubtitleIncursionMediumInfestation
507404 Heavy Infestation Heavy Infestation <b> Heavy Infestation</b> UI/Incursion/HUD/SubtitleIncursionHeavyInfestation
509344 Toggle idle camera movement on/off. Toggle idle camera movement on/off Toggle idle camera movement on/off. UI/SystemMenu/DisplayAndGraphics/Effects/CameraBobbingTooltip
510860 Adjust the graphics brightness for space and ship hangars. Adjust the graphics brightness for space and ship hangars Adjust the graphics brightness for space and ship hangars. UI/SystemMenu/DisplayAndGraphics/GraphicContentSettings/BrightnessToolTip
514141 Enables automated camera movement based on ship velocity, zoom level and events such as docking and undocking. Enables automated camera movement based on ship velocity, zoom level, and events such as docking and undocking Enables automated camera movement based on ship velocity, zoom level, and events such as docking and undocking. UI/SystemMenu/DisplayAndGraphics/CameraSettings/CameraDynamicMovementTooltip
514466 Refuelling Refueling Refuelling UI/Inventory/Fighters/Refueling
515100 Affects the inertia of all camera motion such as zooming, orbiting and panning. Affects the inertia of all camera motion such as zooming, orbiting, and panning Affects the inertia of all camera motion such as zooming, orbiting, and panning. UI/SystemMenu/DisplayAndGraphics/CameraSettings/CameraInertiaTooltip
523369 The Seeker Investigation Introductions The Seeker InvestigaIntroductions UI/Operations/InfoPanel/InfoPanelTitle
523715 >>> BREAK – CPD AUTH 66401
>>> FTL/FR – 30045340
>>> TS/REF – DISTRESS – UNAUTHORIZED AIRLOCK ACCESS
>>> STATUS:
PARTIAL ATMOSPHERE CONTAINEMENT FAILURE
REACTOR CONTAINMENT FAILURE
PROPULSION OFFLINE
CAPACITOR BUSBAR SYSTEM OFFLINE
FTL HARMONIZATION COILS OFFLINE
>>> BREAK – CPD AUTH 66401
>>> FTL/FR – 30045340
>>> TS/REF – DISTRESS – UNAUTHORIZED AIRLOCK ACCESS
>>> STATUS:
PARTIAL ATMOSPHERE CONTAINMENT FAILURE
REACTOR CONTAINMENT FAILURE
PROPULSION OFFLINE
CAPACITOR BUSBAR SYSTEM OFFLINE
FTL HARMONIZATION COILS OFFLINE
>>> BREAK – CPD AUTH 66401
>>> FTL/FR – 30045340
>>> TS/REF – DISTRESS – UNAUTHORIZED AIRLOCK ACCESS
>>> STATUS:
PARTIAL ATMOSPHERE CONTAIN
EMENT FAILURE
REACTOR CONTAINMENT FAILURE
PROPULSION OFFLINE
CAPACITOR BUSBAR SYSTEM OFFLINE
FTL HARMONIZATION COILS OFFLINE
Item description for "[CNS] Kiirasha Final Broadcast Fragment" (typeID 44209)
523729 While the Imperial authorities have attempted to prevent looters from taking materials away from the wreckage site of TES Seraph, the Avatar class titan which was destroyed in Safizon, claiming the life of the late Empress of the Amarr Empire, scavengers and black market dealers have managed to make off with more than a few souvenirs. Be careful when transporting this in the Amarr Empire, as the Navy to not take kindly to looters. While the Imperial authorities have attempted to prevent looters from taking materials away from the wreckage site of TES Seraph, the Avatar class titan which was destroyed in Safizon, claiming the life of the late Empress of the Amarr Empire, scavengers and black market dealers have managed to make off with more than a few souvenirs. Be careful when transporting this in the Amarr Empire, as the Navy does not take kindly to looters. While the Imperial authorities have attempted to prevent looters from taking materials away from the wreckage site of TES Seraph, the Avatar class titan which was destroyed in Safizon, claiming the life of the late Empress of the Amarr Empire, scavengers and black market dealers have managed to make off with more than a few souvenirs. Be careful when transporting this in the Amarr Empire, as the Navy todoes not take kindly to looters. Item description for "Armor Plating From TES Seraph" (typeID 44216)
526158 When enabled, UI hilite color palette is mapped to exclude problematic hues. A client restart is required for changes to take full effect. When enabled, UI highlight color palette is mapped to exclude problematic hues. A client restart is required for changes to take full effect. When enabled, UI hiliteghlight color palette is mapped to exclude problematic hues. A client restart is required for changes to take full effect. UI/SystemMenu/GeneralSettings/ColorBlindComboHint
526163 Original UI hilite color palette Original UI highlight color palette Original UI hiliteghlight color palette UI/SystemMenu/GeneralSettings/ColorBlindOriginalPalette
529121 A ubiquitous ore commercially mined from moons, zeolites are useful as they yield good quantities of trapped atmospheric gases used as basic elements of some advanced materials. Zeolites ores will also yield mexallon, pyerite, and tritanium. A ubiquitous ore commercially mined from moons, Zeolites are useful as they yield good quantities of trapped Atmospheric Gases used as basic elements of some advanced materials. Zeolites ores will also yield Mexallon, Pyerite, and Tritanium. A ubiquitous ore commercially mined from moons, zZeolites are useful as they yield good quantities of trapped a<a href=showinfo:16634>Atmospheric gGases</a> used as basic elements of some advanced materials. Zeolites ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>. Item description for "Zeolites" (typeID 45490)
529122 A ubiquitous ore commercially mined from moons, sylvite is very useful as it yields good quantities of evaporite deposits used as basic elements of some advanced materials. Sylvite ores will also yield mexallon, pyerite, and tritanium. A ubiquitous ore commercially mined from moons, Sylvite is very useful as it yields good quantities of Evaporite Deposits used as basic elements of some advanced materials. Sylvite ores will also yield Mexallon, Pyerite, and Tritanium. A ubiquitous ore commercially mined from moons, sSylvite is very useful as it yields good quantities of e<a href=showinfo:16635>Evaporite dDeposits</a> used as basic elements of some advanced materials. Sylvite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>. Item description for "Sylvite" (typeID 45491)
529123 A ubiquitous ore commercially mined from moons, bitumens are very useful as they yield good quantities of hydrocarbons used as basic elements of some advanced materials. Bitumen ores will also yield mexallon, pyerite, and tritanium. A ubiquitous ore commercially mined from moons, Bitumens are very useful as they yield good quantities of Hydrocarbons used as basic elements of some advanced materials. Bitumen ores will also yield Mexallon, Pyerite, and Tritanium. A ubiquitous ore commercially mined from moons, bBitumens are very useful as they yield good quantities of h<a href=showinfo:16633>Hydrocarbons</a> used as basic elements of some advanced materials. Bitumen ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>. Item description for "Bitumens" (typeID 45492)
529124 A ubiquitous ore commercially mined from moons, coesite is very useful as it yields good quantities of silicates used as basic elements of some advanced materials. Coesite ores will also yield mexallon, pyerite, and tritanium. A ubiquitous ore commercially mined from moons, Coesite is very useful as it yields good quantities of Silicates used as basic elements of some advanced materials. Coesite ores will also yield Mexallon, Pyerite, and Tritanium. A ubiquitous ore commercially mined from moons, cCoesite is very useful as it yields good quantities of s<a href=showinfo:16636>Silicates</a> used as basic elements of some advanced materials. Coesite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>. Item description for "Coesite" (typeID 45493)
529125 A common ore commercially mined from moons, cobaltite is very useful as it yields good quantities of cobalt, a significant element of many advanced materials. Cobaltite ores will also yield mexallon, pyerite, and tritanium. A common ore commercially mined from moons, Cobaltite is very useful as it yields good quantities of Cobalt, a significant element of many advanced materials. Cobaltite ores will also yield Mexallon, Pyerite, and Tritanium. A common ore commercially mined from moons, cCobaltite is very useful as it yields good quantities of c<a href=showinfo:16640>Cobalt</a>, a significant element of many advanced materials. Cobaltite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>. Item description for "Cobaltite" (typeID 45494)
529126 A common ore commercially mined from moons, euxenite is very useful as it yields good quantities of scandium, a significant element of many advanced materials. Euxenite ores will also yield mexallon, pyerite, and tritanium. A common ore commercially mined from moons, Euxenite is very useful as it yields good quantities of Scandium, a significant element of many advanced materials. Euxenite ores will also yield Mexallon, Pyerite, and Tritanium. A common ore commercially mined from moons, eEuxenite is very useful as it yields good quantities of s<a href=showinfo:16639>Scandium</a>, a significant element of many advanced materials. Euxenite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>. Item description for "Euxenite" (typeID 45495)
529127 A common ore commercially mined from moons, titanite is very useful as it yields good quantities of titanium, a significant element of many advanced materials. Titanite ores will also yield mexallon, pyerite, and tritanium. A common ore commercially mined from moons, Titanite is very useful as it yields good quantities of Titanium, a significant element of many advanced materials. Titanite ores will also yield Mexallon, Pyerite, and Tritanium. A common ore commercially mined from moons, tTitanite is very useful as it yields good quantities of t<a href=showinfo:16638>Titanium</a>, a significant element of many advanced materials. Titanite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>. Item description for "Titanite" (typeID 45496)
529128 A common ore commercially mined from moons, scheelite is very useful as it yields good quantities of tungsten, a significant element of many advanced materials. Scheelite ores will also yield mexallon, pyerite, and tritanium. A common ore commercially mined from moons, Scheelite is very useful as it yields good quantities of Tungsten, a significant element of many advanced materials. Scheelite ores will also yield Mexallon, Pyerite, and Tritanium. A common ore commercially mined from moons, sScheelite is very useful as it yields good quantities of t<a href=showinfo:16637>Tungsten</a>, a significant element of many advanced materials. Scheelite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>. Item description for "Scheelite" (typeID 45497)
529129 An uncommon ore commercially mined from moons, otavite is quite valuable as it yields good quantities of cadmium, an important element of many advanced materials. Otavite ores will also yield atmospheric gases, nocxium, isogen, mexallon, and tritanium. An uncommon ore commercially mined from moons, Otavite is quite valuable as it yields good quantities of Cadmium, an important element of many advanced materials. Otavite ores will also yield Atmospheric Gases, Nocxium, Isogen, Mexallon and Tritanium. An uncommon ore commercially mined from moons, oOtavite is quite valuable as it yields good quantities of c<a href=showinfo:16643>Cadmium</a>, an important element of many advanced materials. Otavite ores will also yield a<a href=showinfo:16634>Atmospheric gGases, nocxium, isogen, m</a>, <a href=showinfo:38>Nocxium</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon,</a> and t<a href=showinfo:34>Tritanium</a>. Item description for "Otavite" (typeID 45498)
529130 An uncommon ore commercially mined from moons, sperrylite is quite valuable as it yields good quantities of platinum, an important element of many advanced materials. Sperrylite ores will also yield evaporite deposits, zydrine, isogen, mexallon, and tritanium. An uncommon ore commercially mined from moons, Sperrylite is quite valuable as it yields good quantities of Platinum, an important element of many advanced materials. Sperrylite ores will also yield Evaporite Deposits, Zydrine, Isogen, Mexallon, and Tritanium. An uncommon ore commercially mined from moons, sSperrylite is quite valuable as it yields good quantities of p<a href=showinfo:16644>Platinum</a>, an important element of many advanced materials. Sperrylite ores will also yield e<a href=showinfo:16635>Evaporite dDeposits, zydrine, isogen, m</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon</a>, and t<a href=showinfo:34>Tritanium</a>. Item description for "Sperrylite" (typeID 45499)
529131 An uncommon ore commercially mined from moons, vanadinite is quite valuable as it yields good quantities of vanadium, an important element of many advanced materials. Vanadinite ores will also yield silicates, zydrine, isogen, mexallon, and pyerite. An uncommon ore commercially mined from moons, Vanadinite is quite valuable as it yields good quantities of Vanadium, an important element of many advanced materials. Vanadinite ores will also yield Silicates, Zydrine, Isogen, Mexallon, and Pyerite. An uncommon ore commercially mined from moons, vVanadinite is quite valuable as it yields good quantities of v<a href=showinfo:16642>Vanadium</a>, an important element of many advanced materials. Vanadinite ores will also yield silicates, zydrine, isogen, m<a href=showinfo:16636>Silicates</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon</a>, and p<a href=showinfo:35>Pyerite</a>. Item description for "Vanadinite" (typeID 45500)
529132 An uncommon ore commercially mined from moons, chromite is quite valuable as it yields good quantities of chromium, an important element of many advanced materials. Chromite ores will also yield hydrocarbons, noxcium, isogen, mexallon, and pyerite. An uncommon ore commercially mined from moons, Chromite is quite valuable as it yields good quantities of Chromium, an important element of many advanced materials. Chromite ores will also yield Hydrocarbons, Nocxium, Isogen, Mexallon, and Pyerite. An uncommon ore commercially mined from moons, cChromite is quite valuable as it yields good quantities of c<a href=showinfo:16641>Chromium</a>, an important element of many advanced materials. Chromite ores will also yield hydrocarbons, noxcium, isogen, m<a href=showinfo:16633>Hydrocarbons</a>, <a href=showinfo:38>Nocxium</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon</a>, and p<a href=showinfo:35>Pyerite</a>. Item description for "Chromite" (typeID 45501)
529133 A rare ore commercially mined from moons, carnotite is valuable as it yields good quantities of technetium, a key element of many advanced materials. Carnotite ores will also yield cobalt, atmospheric gases, zydrine, isogen, and mexallon. A rare ore commercially mined from moons, Carnotite is valuable as it yields good quantities of Technetium, a key element of many advanced materials. Carnotite ores will also yield Cobalt, Atmospheric Gases, Zydrine, Isogen, and Mexallon. A rare ore commercially mined from moons, cCarnotite is valuable as it yields good quantities of t<a href=showinfo:16649>Technetium</a>, a key element of many advanced materials. Carnotite ores will also yield cobalt, a<a href=showinfo:16640>Cobalt</a>, <a href=showinfo:16634>Atmospheric gGases, zydrine, i</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>. Item description for "Carnotite" (typeID 45502)
529134 A rare ore commercially mined from moons, zircon is valuable as it yields good quantities of hafnium, a key element of many advanced materials. Zircon ores will also yield titanium, silicates, megacyte, isogen, and mexallon. A rare ore commercially mined from moons, Zircon is valuable as it yields good quantities of Hafnium, a key element of many advanced materials. Zircon ores will also yield Titanium, Silicates, Megacyte, Isogen, and Mexallon. A rare ore commercially mined from moons, zZircon is valuable as it yields good quantities of h<a href=showinfo:16648>Hafnium</a>, a key element of many advanced materials. Zircon ores will also yield titanium, silicates, megacyte, i<a href=showinfo:16638>Titanium</a>, <a href=showinfo:16636>Silicates</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>. Item description for "Zircon" (typeID 45503)
529135 A rare ore commercially mined from moons, pollucite is valuable as it yields good quantities of caesium, a key element of many advanced materials. Pollucite ores will also yield scandium, hydrocarbons, zydrine, isogen, and mexallon. A rare ore commercially mined from moons, Pollucite is valuable as it yields good quantities of Caesium, a key element of many advanced materials. Pollucite ores will also yield Scandium, Hydrocarbons, Zydrine, Isogen, and Mexallon. A rare ore commercially mined from moons, pPollucite is valuable as it yields good quantities of c<a href=showinfo:16647>Caesium</a>, a key element of many advanced materials. Pollucite ores will also yield scandium, hydrocarbons, zydrine, i<a href=showinfo:16639>Scandium</a>, <a href=showinfo:16633>Hydrocarbons</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>. Item description for "Pollucite" (typeID 45504)
529136 A rare ore commercially mined from moons, cinnabar is valuable as it yields good quantities of mercury, a key element of many advanced materials. Cinnabar ores will also yield tungsten, evaporite deposits, megacyte, isogen, and mexallon. A rare ore commercially mined from moons, Cinnabar is valuable as it yields good quantities of Mercury, a key element of many advanced materials. Cinnabar ores will also yield Tungsten, Evaporite Deposits, Megacyte, Isogen, and Mexallon. A rare ore commercially mined from moons, cCinnabar is valuable as it yields good quantities of m<a href=showinfo:16646>Mercury</a>, a key element of many advanced materials. Cinnabar ores will also yield tungsten, e<a href=showinfo:16637>Tungsten</a>, <a href=showinfo:16635>Evaporite dDeposits, megacyte, i</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>. Item description for "Cinnabar" (typeID 45506)
529137 An exceptional ore commercially mined from moons, xenotime is highly valuable as it yields good quantities of dysprosium, a vital element of many advanced materials. Xenotime ores will also yield vanadium, cobalt, atmospheric gases, megacyte, zydrine, and nocxium. An exceptional ore commercially mined from moons, Xenotime is highly valuable as it yields good quantities of Dysprosium, a vital element of many advanced materials. Xenotime ores will also yield Vanadium, Cobalt, Atmospheric Gases, Megacyte, Zydrine, and Nocxium. An exceptional ore commercially mined from moons, xXenotime is highly valuable as it yields good quantities of d<a href=showinfo:16650>Dysprosium</a>, a vital element of many advanced materials. Xenotime ores will also yield vanadium, cobalt, a<a href=showinfo:16642>Vanadium</a>, <a href=showinfo:16640>Cobalt</a>, <a href=showinfo:16634>Atmospheric gGases, megacyte, z</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:39>Zydrine</a>, and n<a href=showinfo:38>Nocxium</a>. Item description for "Xenotime" (typeID 45510)
529138 An exceptional ore commercially mined from moons, monazite is highly valuable as it yields good quantities of neodymium, a vital element of many advanced materials. Monazite ores will also yield chromium, tungsten, evaporite deposits, megacyte, zydrine, and nocxium. An exceptional ore commercially mined from moons, Monazite is highly valuable as it yields good quantities of Neodymium, a vital element of many advanced materials. Monazite ores will also yield Chromium, Tungsten, Evaporite Deposits, Megacyte, Zydrine, and Nocxium. An exceptional ore commercially mined from moons, mMonazite is highly valuable as it yields good quantities of n<a href=showinfo:16651>Neodymium</a>, a vital element of many advanced materials. Monazite ores will also yield chromium, tungsten, e<a href=showinfo:16641>Chromium</a>, <a href=showinfo:16637>Tungsten</a>, <a href=showinfo:16635>Evaporite dDeposits, megacyte, z</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:39>Zydrine</a>, and n<a href=showinfo:38>Nocxium</a>. Item description for "Monazite" (typeID 45511)
529139 An exceptional ore commercially mined from moons, loparite is highly valuable as it yields good quantities of promethium, a vital element of many advanced materials. Loparite ores will also yield platinum, scandium, hydrocarbons, megacyte, zydrine, and nocxium. An exceptional ore commercially mined from moons, Loparite is highly valuable as it yields good quantities of Promethium, a vital element of many advanced materials. Loparite ores will also yield Platinum, Scandium, Hydrocarbons, Megacyte, Zydrine, and Nocxium. An exceptional ore commercially mined from moons, lLoparite is highly valuable as it yields good quantities of p<a href=showinfo:16652>Promethium</a>, a vital element of many advanced materials. Loparite ores will also yield platinum, scandium, hydrocarbons, megacyte, z<a href=showinfo:16644>Platinum</a>, <a href=showinfo:16639>Scandium</a>, <a href=showinfo:16633>Hydrocarbons</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:39>Zydrine</a>, and n<a href=showinfo:38>Nocxium</a>. Item description for "Loparite" (typeID 45512)
529140 An exceptional ore commercially mined from moons, ytterbite is highly valuable as it yields good quantities of thulium, a vital element of many advanced materials. Ytterbite ores will also yield cadmium, titanium, silicates, megacyte, zydrine, and nocxium. An exceptional ore commercially mined from moons, Ytterbite is highly valuable as it yields good quantities of Thulium, a vital element of many advanced materials. Ytterbite ores will also yield Cadmium, Titanium, Silicates, Megacyte, Zydrine, and Nocxium. An exceptional ore commercially mined from moons, yYtterbite is highly valuable as it yields good quantities of t<a href=showinfo:16653>Thulium</a>, a vital element of many advanced materials. Ytterbite ores will also yield cadmium, titanium, silicates, megacyte, z<a href=showinfo:16643>Cadmium</a>, <a href=showinfo:16638>Titanium</a>, <a href=showinfo:16636>Silicates</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:39>Zydrine</a>, and n<a href=showinfo:38>Nocxium</a>. Item description for "Ytterbite" (typeID 45513)
529142 When chunks of ore mined out of moons yield above-average densities of zeolites, the ore is called brimful zeolites and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons, zeolites are useful as they yield good quantities of trapped atmospheric gases used as basic elements of some advanced materials. Zeolites ores will also yield mexallon, pyerite, and tritanium.
When chunks of ore mined out of moons yield above-average densities of Zeolites, the ore is called Brimful Zeolites and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons, Zeolites are useful as they yield good quantities of trapped Atmospheric Gases used as basic elements of some advanced materials. Zeolites ores will also yield Mexallon, Pyerite, and Tritanium.
When chunks of ore mined out of moons yield above-average densities of zZeolites, the ore is called bBrimful zZeolites and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons,
zZeolites are useful as they yield good quantities of trapped a<a href=showinfo:16634>Atmospheric gGases</a> used as basic elements of some advanced materials. Zeolites ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Brimful Zeolites" (typeID 46280)
529144 Zeolites ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called glistening zeolites and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons, zeolites are useful as they yield good quantities of trapped atmospheric gases used as basic elements of some advanced materials. Zeolites ores will also yield mexallon, pyerite, and tritanium.
Zeolites ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Glistening Zeolites and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons, Zeolites are useful as they yield good quantities of trapped Atmospheric Gases used as basic elements of some advanced materials. Zeolites ores will also yield Mexallon, Pyerite, and Tritanium.
Zeolites ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called gGlistening zZeolites and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons,
zZeolites are useful as they yield good quantities of trapped a<a href=showinfo:16634>Atmospheric gGases</a> used as basic elements of some advanced materials. Zeolites ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Glistening Zeolites" (typeID 46281)
529146 When chunks of ore mined out of moons yield above-average densities of sylvite, the ore is called brimful sylvite and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons, sylvite is very useful as it yields good quantities of evaporite deposits used as basic elements of some advanced materials. Sylvite ores will also yield mexallon, pyerite, and tritanium.
When chunks of ore mined out of moons yield above-average densities of Sylvite, the ore is called Brimful Sylvite and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons, Sylvite is very useful as it yields good quantities of Evaporite Deposits used as basic elements of some advanced materials. Sylvite ores will also yield Mexallon, Pyerite, and Tritanium.
When chunks of ore mined out of moons yield above-average densities of sSylvite, the ore is called bBrimful sSylvite and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons,
sSylvite is very useful as it yields good quantities of e<a href=showinfo:16635>Evaporite dDeposits</a> used as basic elements of some advanced materials. Sylvite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Brimful Sylvite" (typeID 46282)
529148 Sylvite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called glistening sylvite and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons, sylvite is very useful as it yields good quantities of evaporite deposits used as basic elements of some advanced materials. Sylvite ores will also yield mexallon, pyerite, and tritanium.
Sylvite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Glistening Sylvite and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons, Sylvite is very useful as it yields good quantities of Evaporite Deposits used as basic elements of some advanced materials. Sylvite ores will also yield Mexallon, Pyerite, and Tritanium.
Sylvite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called gGlistening sSylvite and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons,
sSylvite is very useful as it yields good quantities of e<a href=showinfo:16635>Evaporite dDeposits</a> used as basic elements of some advanced materials. Sylvite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Glistening Sylvite" (typeID 46283)
529150 When chunks of ore mined out of moons yield above-average densities of bitumens, the ore is called brimful bitumens and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons, bitumens are very useful as they yield good quantities of hydrocarbons used as basic elements of some advanced materials. Bitumen ores will also yield mexallon, pyerite, and tritanium.
When chunks of ore mined out of moons yield above-average densities of Bitumens, the ore is called Brimful Bitumens and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons, Bitumens are very useful as they yield good quantities of Hydrocarbons used as basic elements of some advanced materials. Bitumen ores will also yield Mexallon, Pyerite, and Tritanium.
When chunks of ore mined out of moons yield above-average densities of bBitumens, the ore is called bBrimful bBitumens and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons,
bBitumens are very useful as they yield good quantities of h<a href=showinfo:16633>Hydrocarbons</a> used as basic elements of some advanced materials. Bitumen ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Brimful Bitumens" (typeID 46284)
529152 Bitumens ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called glistening bitumens and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons, bitumens are very useful as they yield good quantities of hydrocarbons used as basic elements of some advanced materials. Bitumen ores will also yield mexallon, pyerite, and tritanium.
Bitumens ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Glistening Bitumens and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons, Bitumens are very useful as they yield good quantities of Hydrocarbons used as basic elements of some advanced materials. Bitumen ores will also yield Mexallon, Pyerite, and Tritanium.
Bitumens ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called gGlistening bBitumens and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons,
bBitumens are very useful as they yield good quantities of h<a href=showinfo:16633>Hydrocarbons</a> used as basic elements of some advanced materials. Bitumen ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Glistening Bitumens" (typeID 46285)
529154 When chunks of ore mined out of moons yield above-average densities of coesite, the ore is called brimful coesite and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons, coesite is very useful as it yields good quantities of silicates used as basic elements of some advanced materials. Coesite ores will also yield mexallon, pyerite, and tritanium.
When chunks of ore mined out of moons yield above-average densities of Coesite, the ore is called Brimful Coesite and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons, Coesite is very useful as it yields good quantities of Silicates used as basic elements of some advanced materials. Coesite ores will also yield Mexallon, Pyerite, and Tritanium.
When chunks of ore mined out of moons yield above-average densities of cCoesite, the ore is called bBrimful cCoesite and reprocessing returns approximately 15% higher quantities of useful material.

A ubiquitous ore commercially mined from moons,
cCoesite is very useful as it yields good quantities of s<a href=showinfo:16636>Silicates</a> used as basic elements of some advanced materials. Coesite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Brimful Coesite" (typeID 46286)
529156 Coesite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called glistening coesite and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons, coesite is very useful as it yields good quantities of silicates used as basic elements of some advanced materials. Coesite ores will also yield mexallon, pyerite, and tritanium.
Coesite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Glistening Coesite and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons, Coesite is very useful as it yields good quantities of Silicates used as basic elements of some advanced materials. Coesite ores will also yield Mexallon, Pyerite, and Tritanium.
Coesite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called gGlistening cCoesite and reprocessing such ores will yield twice the normal volume of useful material.

A ubiquitous ore commercially mined from moons,
cCoesite is very useful as it yields good quantities of s<a href=showinfo:16636>Silicates</a> used as basic elements of some advanced materials. Coesite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Glistening Coesite" (typeID 46287)
529158 When chunks of ore mined out of moons yield above-average densities of cobaltite, the ore is called copious cobaltite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons, cobaltite is very useful as it yields good quantities of cobalt, a significant element of many advanced materials. Cobaltite ores will also yield mexallon, pyerite, and tritanium.
When chunks of ore mined out of moons yield above-average densities of Cobaltite, the ore is called Copious Cobaltite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons, Cobaltite is very useful as it yields good quantities of Cobalt, a significant element of many advanced materials. Cobaltite ores will also yield Mexallon, Pyerite, and Tritanium.
When chunks of ore mined out of moons yield above-average densities of cCobaltite, the ore is called cCopious cCobaltite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons,
cCobaltite is very useful as it yields good quantities of c<a href=showinfo:16640>Cobalt</a>, a significant element of many advanced materials. Cobaltite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Copious Cobaltite" (typeID 46288)
529160 Cobaltite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called twinkling cobaltite and reprocessing such ores will yield twice the normal volume of useful material.

A common ore commercially mined from moons, cobaltite is very useful as it yields good quantities of cobalt, a significant element of many advanced materials. Cobaltite ores will also yield mexallon, pyerite, and tritanium.
Cobaltite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Twinkling Cobaltite and reprocessing such ores will yield twice the normal volume of useful material.

A common ore commercially mined from moons, Cobaltite is very useful as it yields good quantities of Cobalt, a significant element of many advanced materials. Cobaltite ores will also yield Mexallon, Pyerite, and Tritanium.
Cobaltite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called tTwinkling cCobaltite and reprocessing such ores will yield twice the normal volume of useful material.

A common ore commercially mined from moons,
cCobaltite is very useful as it yields good quantities of c<a href=showinfo:16640>Cobalt</a>, a significant element of many advanced materials. Cobaltite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Twinkling Cobaltite" (typeID 46289)
529162 When chunks of ore mined out of moons yield above-average densities of euxenite, the ore is called copious euxenite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons, euxenite is very useful as it yields good quantities of scandium, a significant element of many advanced materials. Euxenite ores will also yield mexallon, pyerite, and tritanium.
When chunks of ore mined out of moons yield above-average densities of Euxenite, the ore is called Copious Euxenite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons, Euxenite is very useful as it yields good quantities of Scandium, a significant element of many advanced materials. Euxenite ores will also yield Mexallon, Pyerite, and Tritanium.
When chunks of ore mined out of moons yield above-average densities of eEuxenite, the ore is called cCopious eEuxenite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons,
eEuxenite is very useful as it yields good quantities of s<a href=showinfo:16639>Scandium</a>, a significant element of many advanced materials. Euxenite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Copious Euxenite" (typeID 46290)
529164 Euxenite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called twinkling euxenite and reprocessing such ores will yield twice the normal volume of useful material.

A common ore commercially mined from moons, euxenite is very useful as it yields good quantities of scandium, a significant element of many advanced materials. Euxenite ores will also yield mexallon, pyerite, and tritanium.
Euxenite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Twinkling Euxenite and reprocessing such ores will yield twice the normal volume of useful material.

A common ore commercially mined from moons, Euxenite is very useful as it yields good quantities of Scandium, a significant element of many advanced materials. Euxenite ores will also yield Mexallon, Pyerite, and Tritanium.
Euxenite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called tTwinkling eEuxenite and reprocessing such ores will yield twice the normal volume of useful material.

A common ore commercially mined from moons,
eEuxenite is very useful as it yields good quantities of s<a href=showinfo:16639>Scandium</a>, a significant element of many advanced materials. Euxenite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Twinkling Euxenite" (typeID 46291)
529166 When chunks of ore mined out of moons yield above-average densities of titanite, the ore is called copious titanite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons, titanite is very useful as it yields good quantities of titanium, a significant element of many advanced materials. Titanite ores will also yield mexallon, pyerite, and tritanium.
When chunks of ore mined out of moons yield above-average densities of Titanite, the ore is called Copious Titanite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons, Titanite is very useful as it yields good quantities of Titanium, a significant element of many advanced materials. Titanite ores will also yield Mexallon, Pyerite, and Tritanium.
When chunks of ore mined out of moons yield above-average densities of tTitanite, the ore is called cCopious tTitanite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons,
tTitanite is very useful as it yields good quantities of t<a href=showinfo:16638>Titanium</a>, a significant element of many advanced materials. Titanite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Copious Titanite" (typeID 46292)
529168 Titanite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called twinkling titanite and reprocessing such ores will yield twice the normal volume of useful material. This material was often used to manufacture high-status weapons in ancient times.

A common ore commercially mined from moons, titanite is very useful as it yields good quantities of titanium, a significant element of many advanced materials. Titanite ores will also yield mexallon, pyerite, and tritanium.
Titanite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Twinkling Titanite and reprocessing such ores will yield twice the normal volume of useful material. This material was often used to manufacture high-status weapons in ancient times.

A common ore commercially mined from moons, Titanite is very useful as it yields good quantities of Titanium, a significant element of many advanced materials. Titanite ores will also yield Mexallon, Pyerite, and Tritanium.
Titanite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called tTwinkling tTitanite and reprocessing such ores will yield twice the normal volume of useful material. This material was often used to manufacture high-status weapons in ancient times.

A common ore commercially mined from moons,
tTitanite is very useful as it yields good quantities of t<a href=showinfo:16638>Titanium</a>, a significant element of many advanced materials. Titanite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Twinkling Titanite" (typeID 46293)
529170 When chunks of ore mined out of moons yield above-average densities of scheelite, the ore is called copious scheelite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons, scheelite is very useful as it yields good quantities of tungsten, a significant element of many advanced materials. Scheelite ores will also yield mexallon, pyerite, and tritanium.
When chunks of ore mined out of moons yield above-average densities of Scheelite, the ore is called Copious Scheelite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons, Scheelite is very useful as it yields good quantities of Tungsten, a significant element of many advanced materials. Scheelite ores will also yield Mexallon, Pyerite, and Tritanium.
When chunks of ore mined out of moons yield above-average densities of sScheelite, the ore is called cCopious sScheelite and reprocessing returns approximately 15% higher quantities of useful material.

A common ore commercially mined from moons,
sScheelite is very useful as it yields good quantities of t<a href=showinfo:16637>Tungsten</a>, a significant element of many advanced materials. Scheelite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Copious Scheelite" (typeID 46294)
529172 Scheelite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called twinkling scheelite and reprocessing such ores will yield twice the normal volume of useful material.

A common ore commercially mined from moons, scheelite is very useful as it yields good quantities of tungsten, a significant element of many advanced materials. Scheelite ores will also yield mexallon, pyerite, and tritanium.
Scheelite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Twinkling Scheelite and reprocessing such ores will yield twice the normal volume of useful material.

A common ore commercially mined from moons, Scheelite is very useful as it yields good quantities of Tungsten, a significant element of many advanced materials. Scheelite ores will also yield Mexallon, Pyerite, and Tritanium.
Scheelite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called tTwinkling sScheelite and reprocessing such ores will yield twice the normal volume of useful material.

A common ore commercially mined from moons,
sScheelite is very useful as it yields good quantities of t<a href=showinfo:16637>Tungsten</a>, a significant element of many advanced materials. Scheelite ores will also yield mexallon, p<a href=showinfo:36>Mexallon</a>, <a href=showinfo:35>Pyerite</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Twinkling Scheelite" (typeID 46295)
529174 When chunks of ore mined out of moons yield above-average densities of otavite, the ore is called lavish otavite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons, otavite is quite valuable as it yields good quantities of cadmium, an important element of many advanced materials. Otavite ores will also yield atmospheric gases, nocxium, isogen, mexallon, and tritanium.
When chunks of ore mined out of moons yield above-average densities of Otavite, the ore is called Lavish Otavite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons, Otavite is quite valuable as it yields good quantities of Cadmium, an important element of many advanced materials. Otavite ores will also yield Atmospheric Gases, Nocxium, Isogen, Mexallon and Tritanium.
When chunks of ore mined out of moons yield above-average densities of oOtavite, the ore is called lLavish oOtavite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons,
oOtavite is quite valuable as it yields good quantities of c<a href=showinfo:16643>Cadmium</a>, an important element of many advanced materials. Otavite ores will also yield a<a href=showinfo:16634>Atmospheric gGases, nocxium, isogen, m</a>, <a href=showinfo:38>Nocxium</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon,</a> and t<a href=showinfo:34>Tritanium</a>.
Item description for "Lavish Otavite" (typeID 46296)
529176 Otavite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called shimmering otavite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons, otavite is quite valuable as it yields good quantities of cadmium, an important element of many advanced materials. Otavite ores will also yield atmospheric gases, nocxium, isogen, mexallon, and tritanium.
Otavite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called shimmering otavite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons, Otavite is quite valuable as it yields good quantities of Cadmium, an important element of many advanced materials. Otavite ores will also yield Atmospheric Gases, Nocxium, Isogen, Mexallon and Tritanium.
Otavite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called shimmering otavite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons,
oOtavite is quite valuable as it yields good quantities of c<a href=showinfo:16643>Cadmium</a>, an important element of many advanced materials. Otavite ores will also yield a<a href=showinfo:16634>Atmospheric gGases, nocxium, isogen, m</a>, <a href=showinfo:38>Nocxium</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon,</a> and t<a href=showinfo:34>Tritanium</a>.
Item description for "Shimmering Otavite" (typeID 46297)
529178 When chunks of ore mined out of moons yield above-average densities of sperrylite, the ore is called lavish sperrylite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons, sperrylite is quite valuable as it yields good quantities of platinum, an important element of many advanced materials. Sperrylite ores will also yield evaporite deposits, zydrine, isogen, mexallon, and tritanium.
When chunks of ore mined out of moons yield above-average densities of sperrylite, the ore is called lavish sperrylite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons, Sperrylite is quite valuable as it yields good quantities of Platinum, an important element of many advanced materials. Sperrylite ores will also yield Evaporite Deposits, Zydrine, Isogen, Mexallon, and Tritanium.
When chunks of ore mined out of moons yield above-average densities of sperrylite, the ore is called lavish sperrylite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons,
sSperrylite is quite valuable as it yields good quantities of p<a href=showinfo:16644>Platinum</a>, an important element of many advanced materials. Sperrylite ores will also yield e<a href=showinfo:16635>Evaporite dDeposits, zydrine, isogen, m</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Lavish Sperrylite" (typeID 46298)
529180 Sperrylite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called shimmering sperrylite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons, sperrylite is quite valuable as it yields good quantities of platinum, an important element of many advanced materials. Sperrylite ores will also yield evaporite deposits, zydrine, isogen, mexallon, and tritanium.
Sperrylite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Shimmering Sperrylite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons, Sperrylite is quite valuable as it yields good quantities of Platinum, an important element of many advanced materials. Sperrylite ores will also yield Evaporite Deposits, Zydrine, Isogen, Mexallon, and Tritanium.
Sperrylite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called sShimmering sSperrylite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons,
sSperrylite is quite valuable as it yields good quantities of p<a href=showinfo:16644>Platinum</a>, an important element of many advanced materials. Sperrylite ores will also yield e<a href=showinfo:16635>Evaporite dDeposits, zydrine, isogen, m</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon</a>, and t<a href=showinfo:34>Tritanium</a>.
Item description for "Shimmering Sperrylite" (typeID 46299)
529182 When chunks of ore mined out of moons yield above-average densities of vanadinite, the ore is called lavish vanadinite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons, vanadinite is quite valuable as it yields good quantities of vanadium, an important element of many advanced materials. Vanadinite ores will also yield silicates, zydrine, isogen, mexallon, and pyerite.
When chunks of ore mined out of moons yield above-average densities of Vanadinite, the ore is called Lavish Vanadinite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons, Vanadinite is quite valuable as it yields good quantities of Vanadium, an important element of many advanced materials. Vanadinite ores will also yield Silicates, Zydrine, Isogen, Mexallon, and Pyerite.
When chunks of ore mined out of moons yield above-average densities of vVanadinite, the ore is called lLavish vVanadinite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons,
vVanadinite is quite valuable as it yields good quantities of v<a href=showinfo:16642>Vanadium</a>, an important element of many advanced materials. Vanadinite ores will also yield silicates, zydrine, isogen, m<a href=showinfo:16636>Silicates</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon</a>, and p<a href=showinfo:35>Pyerite</a>.
Item description for "Lavish Vanadinite" (typeID 46300)
529184 Vanadinite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called shimmering vanadinite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons, vanadinite is quite valuable as it yields good quantities of vanadium, an important element of many advanced materials. Vanadinite ores will also yield silicates, zydrine, isogen, mexallon, and pyerite.
Vanadinite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Shimmering Vanadinite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons, Vanadinite is quite valuable as it yields good quantities of Vanadium, an important element of many advanced materials. Vanadinite ores will also yield Silicates, Zydrine, Isogen, Mexallon, and Pyerite.
Vanadinite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called sShimmering vVanadinite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons,
vVanadinite is quite valuable as it yields good quantities of v<a href=showinfo:16642>Vanadium</a>, an important element of many advanced materials. Vanadinite ores will also yield silicates, zydrine, isogen, m<a href=showinfo:16636>Silicates</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon</a>, and p<a href=showinfo:35>Pyerite</a>.
Item description for "Shimmering Vanadinite" (typeID 46301)
529186 When chunks of ore mined out of moons yield above-average densities of chromite, the ore is called lavish chromite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons, chromite is quite valuable as it yields good quantities of chromium, an important element of many advanced materials. Chromite ores will also yield hydrocarbons, noxcium, isogen, mexallon, and pyerite.
When chunks of ore mined out of moons yield above-average densities of Chromite, the ore is called Lavish Chromite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons, Chromite is quite valuable as it yields good quantities of Chromium, an important element of many advanced materials. Chromite ores will also yield Hydrocarbons, Nocxium, Isogen, Mexallon, and Pyerite.
When chunks of ore mined out of moons yield above-average densities of cChromite, the ore is called lLavish cChromite and reprocessing returns approximately 15% higher quantities of useful material.

An uncommon ore commercially mined from moons,
cChromite is quite valuable as it yields good quantities of c<a href=showinfo:16641>Chromium</a>, an important element of many advanced materials. Chromite ores will also yield hydrocarbons, noxcium, isogen, m<a href=showinfo:16633>Hydrocarbons</a>, <a href=showinfo:38>Nocxium</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon</a>, and p<a href=showinfo:35>Pyerite</a>.
Item description for "Lavish Chromite" (typeID 46302)
529188 Chromite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called shimmering chromite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons, chromite is quite valuable as it yields good quantities of chromium, an important element of many advanced materials. Chromite ores will also yield hydrocarbons, noxcium, isogen, mexallon, and pyerite.
Chromite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Shimmering Chromite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons, Chromite is quite valuable as it yields good quantities of Chromium, an important element of many advanced materials. Chromite ores will also yield Hydrocarbons, Nocxium, Isogen, Mexallon, and Pyerite.
Chromite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called sShimmering cChromite and reprocessing such ores will yield twice the normal volume of useful material.

An uncommon ore commercially mined from moons,
cChromite is quite valuable as it yields good quantities of c<a href=showinfo:16641>Chromium</a>, an important element of many advanced materials. Chromite ores will also yield hydrocarbons, noxcium, isogen, m<a href=showinfo:16633>Hydrocarbons</a>, <a href=showinfo:38>Nocxium</a>, <a href=showinfo:37>Isogen</a>, <a href=showinfo:36>Mexallon</a>, and p<a href=showinfo:35>Pyerite</a>.
Item description for "Shimmering Chromite" (typeID 46303)
529190 When chunks of ore mined out of moons yield above-average densities of carnotite, the ore is called replete carnotite and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons, carnotite is valuable as it yields good quantities of technetium, a key element of many advanced materials. Carnotite ores will also yield cobalt, atmospheric gases, zydrine, isogen, and mexallon.
When chunks of ore mined out of moons yield above-average densities of Carnotite, the ore is called Replete Carnotite and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons, Carnotite is valuable as it yields good quantities of Technetium, a key element of many advanced materials. Carnotite ores will also yield Cobalt, Atmospheric Gases, Zydrine, Isogen, and Mexallon.
When chunks of ore mined out of moons yield above-average densities of cCarnotite, the ore is called rReplete cCarnotite and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons,
cCarnotite is valuable as it yields good quantities of t<a href=showinfo:16649>Technetium</a>, a key element of many advanced materials. Carnotite ores will also yield cobalt, a<a href=showinfo:16640>Cobalt</a>, <a href=showinfo:16634>Atmospheric gGases, zydrine, i</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>.
Item description for "Replete Carnotite" (typeID 46304)
529192 Carnotite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called glowing carnotite and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons, carnotite is valuable as it yields good quantities of technetium, a key element of many advanced materials. Carnotite ores will also yield cobalt, atmospheric gases, zydrine, isogen, and mexallon.
Carnotite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Glowing Carnotite and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons, Carnotite is valuable as it yields good quantities of Technetium, a key element of many advanced materials. Carnotite ores will also yield Cobalt, Atmospheric Gases, Zydrine, Isogen, and Mexallon.
Carnotite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called gGlowing cCarnotite and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons,
cCarnotite is valuable as it yields good quantities of t<a href=showinfo:16649>Technetium</a>, a key element of many advanced materials. Carnotite ores will also yield cobalt, a<a href=showinfo:16640>Cobalt</a>, <a href=showinfo:16634>Atmospheric gGases, zydrine, i</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>.
Item description for "Glowing Carnotite" (typeID 46305)
529194 When chunks of ore mined out of moons yield above-average densities of zircon, the ore is called replete zircon and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons, zircon is valuable as it yields good quantities of hafnium, a key element of many advanced materials. Zircon ores will also yield titanium, silicates, megacyte, isogen, and mexallon.
When chunks of ore mined out of moons yield above-average densities of Zircon, the ore is called Replete Zircon and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons, Zircon is valuable as it yields good quantities of Hafnium, a key element of many advanced materials. Zircon ores will also yield Titanium, Silicates, Megacyte, Isogen, and Mexallon.
When chunks of ore mined out of moons yield above-average densities of zZircon, the ore is called rReplete zZircon and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons,
zZircon is valuable as it yields good quantities of h<a href=showinfo:16648>Hafnium</a>, a key element of many advanced materials. Zircon ores will also yield titanium, silicates, megacyte, i<a href=showinfo:16638>Titanium</a>, <a href=showinfo:16636>Silicates</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>.
Item description for "Replete Zircon" (typeID 46306)
529196 Zircon ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called glowing zircon and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons, zircon is valuable as it yields good quantities of hafnium, a key element of many advanced materials. Zircon ores will also yield titanium, silicates, megacyte, isogen, and mexallon.
Zircon ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Glowing Zircon and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons, Zircon is valuable as it yields good quantities of Hafnium, a key element of many advanced materials. Zircon ores will also yield Titanium, Silicates, Megacyte, Isogen, and Mexallon.
Zircon ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called gGlowing zZircon and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons,
zZircon is valuable as it yields good quantities of h<a href=showinfo:16648>Hafnium</a>, a key element of many advanced materials. Zircon ores will also yield titanium, silicates, megacyte, i<a href=showinfo:16638>Titanium</a>, <a href=showinfo:16636>Silicates</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>.
Item description for "Glowing Zircon" (typeID 46307)
529198 When chunks of ore mined out of moons yield above-average densities of pollucite, the ore is called replete pollucite and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons, pollucite is valuable as it yields good quantities of caesium, a key element of many advanced materials. Pollucite ores will also yield scandium, hydrocarbons, zydrine, isogen, and mexallon.
When chunks of ore mined out of moons yield above-average densities of Pollucite, the ore is called Replete Pollucite and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons, Pollucite is valuable as it yields good quantities of Caesium, a key element of many advanced materials. Pollucite ores will also yield Scandium, Hydrocarbons, Zydrine, Isogen, and Mexallon.
When chunks of ore mined out of moons yield above-average densities of pPollucite, the ore is called rReplete pPollucite and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons,
pPollucite is valuable as it yields good quantities of c<a href=showinfo:16647>Caesium</a>, a key element of many advanced materials. Pollucite ores will also yield scandium, hydrocarbons, zydrine, i<a href=showinfo:16639>Scandium</a>, <a href=showinfo:16633>Hydrocarbons</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>.
Item description for "Replete Pollucite" (typeID 46308)
529200 Pollucite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called glowing pollucite and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons, pollucite is valuable as it yields good quantities of caesium, a key element of many advanced materials. Pollucite ores will also yield scandium, hydrocarbons, zydrine, isogen, and mexallon.
Pollucite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Glowing Pollucite and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons, Pollucite is valuable as it yields good quantities of Caesium, a key element of many advanced materials. Pollucite ores will also yield Scandium, Hydrocarbons, Zydrine, Isogen, and Mexallon.
Pollucite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called gGlowing pPollucite and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons,
pPollucite is valuable as it yields good quantities of c<a href=showinfo:16647>Caesium</a>, a key element of many advanced materials. Pollucite ores will also yield scandium, hydrocarbons, zydrine, i<a href=showinfo:16639>Scandium</a>, <a href=showinfo:16633>Hydrocarbons</a>, <a href=showinfo:39>Zydrine</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>.
Item description for "Glowing Pollucite" (typeID 46309)
529202 When chunks of ore mined out of moons yield above-average densities of cinnabar, the ore is called replete cinnabar and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons, cinnabar is valuable as it yields good quantities of mercury, a key element of many advanced materials. Cinnabar ores will also yield tungsten, evaporite deposits, megacyte, isogen, and mexallon.
When chunks of ore mined out of moons yield above-average densities of Cinnabar, the ore is called Replete Cinnabar and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons, Cinnabar is valuable as it yields good quantities of Mercury, a key element of many advanced materials. Cinnabar ores will also yield Tungsten, Evaporite Deposits, Megacyte, Isogen, and Mexallon.
When chunks of ore mined out of moons yield above-average densities of cCinnabar, the ore is called rReplete cCinnabar and reprocessing returns approximately 15% higher quantities of useful material.

A rare ore commercially mined from moons,
cCinnabar is valuable as it yields good quantities of m<a href=showinfo:16646>Mercury</a>, a key element of many advanced materials. Cinnabar ores will also yield tungsten, e<a href=showinfo:16637>Tungsten</a>, <a href=showinfo:16635>Evaporite dDeposits, megacyte, i</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>.
Item description for "Replete Cinnabar" (typeID 46310)
529204 Cinnabar ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called glowing cinnabar and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons, cinnabar is valuable as it yields good quantities of mercury, a key element of many advanced materials. Cinnabar ores will also yield tungsten, evaporite deposits, megacyte, isogen, and mexallon.
Cinnabar ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Glowing Cinnabar and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons, Cinnabar is valuable as it yields good quantities of Mercury, a key element of many advanced materials. Cinnabar ores will also yield Tungsten, Evaporite Deposits, Megacyte, Isogen, and Mexallon.
Cinnabar ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called gGlowing cCinnabar and reprocessing such ores will yield twice the normal volume of useful material.

A rare ore commercially mined from moons,
cCinnabar is valuable as it yields good quantities of m<a href=showinfo:16646>Mercury</a>, a key element of many advanced materials. Cinnabar ores will also yield tungsten, e<a href=showinfo:16637>Tungsten</a>, <a href=showinfo:16635>Evaporite dDeposits, megacyte, i</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:37>Isogen</a>, and m<a href=showinfo:36>Mexallon</a>.
Item description for "Glowing Cinnabar" (typeID 46311)
529206 When chunks of ore mined out of moons yield above-average densities of xenotime, the ore is called bountiful xenotime and reprocessing returns approximately 15% higher quantities of useful material.

An exceptional ore commercially mined from moons, xenotime is highly valuable as it yields good quantities of dysprosium, a vital element of many advanced materials. Xenotime ores will also yield vanadium, cobalt, atmospheric gases, megacyte, zydrine, and nocxium.
When chunks of ore mined out of moons yield above-average densities of Xenotime, the ore is called Bountiful Xenotime and reprocessing returns approximately 15% higher quantities of useful material.

An exceptional ore commercially mined from moons, Xenotime is highly valuable as it yields good quantities of Dysprosium, a vital element of many advanced materials. Xenotime ores will also yield Vanadium, Cobalt, Atmospheric Gases, Megacyte, Zydrine, and Nocxium.
When chunks of ore mined out of moons yield above-average densities of xXenotime, the ore is called bBountiful xXenotime and reprocessing returns approximately 15% higher quantities of useful material.

An exceptional ore commercially mined from moons,
xXenotime is highly valuable as it yields good quantities of d<a href=showinfo:16650>Dysprosium</a>, a vital element of many advanced materials. Xenotime ores will also yield vanadium, cobalt, a<a href=showinfo:16642>Vanadium</a>, <a href=showinfo:16640>Cobalt</a>, <a href=showinfo:16634>Atmospheric gGases, megacyte, z</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:39>Zydrine</a>, and n<a href=showinfo:38>Nocxium</a>.
Item description for "Bountiful Xenotime" (typeID 46312)
529208 Xenotime ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called shining xenotime and reprocessing such ores will yield twice the normal volume of useful material.

An exceptional ore commercially mined from moons, xenotime is highly valuable as it yields good quantities of dysprosium, a vital element of many advanced materials. Xenotime ores will also yield vanadium, cobalt, atmospheric gases, megacyte, zydrine, and nocxium.
Xenotime ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Shining Xenotime and reprocessing such ores will yield twice the normal volume of useful material.

An exceptional ore commercially mined from moons, Xenotime is highly valuable as it yields good quantities of Dysprosium, a vital element of many advanced materials. Xenotime ores will also yield Vanadium, Cobalt, Atmospheric Gases, Megacyte, Zydrine, and Nocxium.
Xenotime ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called sShining xXenotime and reprocessing such ores will yield twice the normal volume of useful material.

An exceptional ore commercially mined from moons,
xXenotime is highly valuable as it yields good quantities of d<a href=showinfo:16650>Dysprosium</a>, a vital element of many advanced materials. Xenotime ores will also yield vanadium, cobalt, a<a href=showinfo:16642>Vanadium</a>, <a href=showinfo:16640>Cobalt</a>, <a href=showinfo:16634>Atmospheric gGases, megacyte, z</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:39>Zydrine</a>, and n<a href=showinfo:38>Nocxium</a>.
Item description for "Shining Xenotime" (typeID 46313)
529210 When chunks of ore mined out of moons yield above-average densities of monazite, the ore is called bountiful monazite and reprocessing returns approximately 15% higher quantities of useful material.

An exceptional ore commercially mined from moons, monazite is highly valuable as it yields good quantities of neodymium, a vital element of many advanced materials. Monazite ores will also yield chromium, tungsten, evaporite deposits, megacyte, zydrine, and nocxium.
When chunks of ore mined out of moons yield above-average densities of Monazite, the ore is called Bountiful Monazite and reprocessing returns approximately 15% higher quantities of useful material.

An exceptional ore commercially mined from moons, Monazite is highly valuable as it yields good quantities of Neodymium, a vital element of many advanced materials. Monazite ores will also yield Chromium, Tungsten, Evaporite Deposits, Megacyte, Zydrine, and Nocxium.
When chunks of ore mined out of moons yield above-average densities of mMonazite, the ore is called bBountiful mMonazite and reprocessing returns approximately 15% higher quantities of useful material.

An exceptional ore commercially mined from moons,
mMonazite is highly valuable as it yields good quantities of n<a href=showinfo:16651>Neodymium</a>, a vital element of many advanced materials. Monazite ores will also yield chromium, tungsten, e<a href=showinfo:16641>Chromium</a>, <a href=showinfo:16637>Tungsten</a>, <a href=showinfo:16635>Evaporite dDeposits, megacyte, z</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:39>Zydrine</a>, and n<a href=showinfo:38>Nocxium</a>.
Item description for "Bountiful Monazite" (typeID 46314)
529212 Monazite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called shining monazite and reprocessing such ores will yield twice the normal volume of useful material.

An exceptional ore commercially mined from moons, monazite is highly valuable as it yields good quantities of neodymium, a vital element of many advanced materials. Monazite ores will also yield chromium, tungsten, evaporite deposits, megacyte, zydrine, and nocxium.
Monazite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called Shining Monazite and reprocessing such ores will yield twice the normal volume of useful material.

An exceptional ore commercially mined from moons, Monazite is highly valuable as it yields good quantities of Neodymium, a vital element of many advanced materials. Monazite ores will also yield Chromium, Tungsten, Evaporite Deposits, Megacyte, Zydrine, and Nocxium.
Monazite ores carved out of moons can occasionally yield very high densities of the valuable minerals. When this happens the ore is called sShining mMonazite and reprocessing such ores will yield twice the normal volume of useful material.

An exceptional ore commercially mined from moons,
mMonazite is highly valuable as it yields good quantities of n<a href=showinfo:16651>Neodymium</a>, a vital element of many advanced materials. Monazite ores will also yield chromium, tungsten, e<a href=showinfo:16641>Chromium</a>, <a href=showinfo:16637>Tungsten</a>, <a href=showinfo:16635>Evaporite dDeposits, megacyte, z</a>, <a href=showinfo:40>Megacyte</a>, <a href=showinfo:39>Zydrine</a>, and n<a href=showinfo:38>Nocxium</a>.
Item description for "Shining Monazite" (typeID 46315)
529214 When chunks of ore mined out of moons yield above-average densities of loparite, the ore is called bountiful loparite and reprocessing returns approximately 15% higher quantities of useful material.

An exceptional ore commercially mined from moons, loparite is highly valuable as it yields good quantities of promethium, a vital element of many advanced materials. Loparite ores will also yield platinum, scandium, hydrocarbons, megacyte, zydrine, and nocxiu