Comparing Tranquility (Build: 3464040) to Singularity (Build: 3440966)

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New Items (0 Entries)
Icon TypeID & Name Description Group Attributes
Removed Items (105 Entries)

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

TypeID & Name Description Group
93873 - Horde Mode - Proximity Effect - Light Fighter Damage (DO NOT TRANSLATE) No Description Cloud
93874 - Horde Mode - Proximity Effect - Fighter Velocity (DO NOT TRANSLATE) No Description Cloud
93875 - Horde Mode - Proximity Effect - Turret Optimal Range (DO NOT TRANSLATE) No Description Cloud
93876 - Horde Mode - Proximity Effect - Missile Flight Time (DO NOT TRANSLATE) No Description Cloud
94185 - Wreck of the Continental Once, this was the perfect place to have a drink, relax, and take in the view. That was before it was attacked by those who wished to clear Pochven of all Upwell structures.

Over 700 billion ISK in ships were destroyed during this battle for the region's future, and now this wreck remains as a testament to that struggle.
Large Collidable Object
95813 - Fabricated 100 - Limited A license for the single use of a pattern in SKIN sequencing, once activated and inside your SKINR collection.

The digital sequence of this pattern license has been bound, and though it can only be used once no sequence binders are required when it is consumed in the sequencing of a SKIN license.
Ship SKIN Design Element
95816 - Starkmanir Muster Point A gathering point for members of the Starkmanir Tribe who hope to resettle their historic home of Starkman Prime. The planet is currently registered by its occupied name of Arzad II, but the Republic's Restoration campaign plans to regain control and change that. Their allies from the other six tribes of Matar have pledged to escort them once the campaign is a success. Logo Display Monument
95817 - Non-Interactable Starkmanir Nidhoggur No Description Non-Interactable Object
95818 - Non-Interactable Starkmanir Fenrir No Description Non-Interactable Object
95819 - Non-Interactable Starkmanir Mammoth No Description Non-Interactable Object
95820 - Non-Interactable Starkmanir Stabber No Description Non-Interactable Object
95821 - Non-Interactable Brutor Tempest No Description Non-Interactable Object
95822 - Non-Interactable Brutor Hurricane No Description Non-Interactable Object
95823 - Non-Interactable Brutor Stabber No Description Non-Interactable Object
95836 - Non-Interactable Nefantar Stabber No Description Non-Interactable Object
95837 - Non-Interactable Nefantar Hurricane No Description Non-Interactable Object
95838 - Non-Interactable Nefantar Tempest No Description Non-Interactable Object
95839 - Non-Interactable Thukker Tempest No Description Non-Interactable Object
95840 - Non-Interactable Thukker Hurricane No Description Non-Interactable Object
95841 - Non-Interactable Thukker Stabber No Description Non-Interactable Object
95842 - Non-Interactable Sebiestor Stabber No Description Non-Interactable Object
95843 - Non-Interactable Sebiestor Hurricane No Description Non-Interactable Object
95844 - Non-Interactable Sebiestor Tempest No Description Non-Interactable Object
95845 - Non-Interactable Krusual Tempest No Description Non-Interactable Object
95846 - Non-Interactable Krusual Hurricane No Description Non-Interactable Object
95847 - Non-Interactable Krusual Stabber No Description Non-Interactable Object
95848 - Non-Interactable Vherokior Stabber No Description Non-Interactable Object
95849 - Non-Interactable Vherokior Hurricane No Description Non-Interactable Object
95850 - Non-Interactable Vherokior Tempest No Description Non-Interactable Object
95856 - VDB_Cloud_Vortex_05a_DarkStorm_01a_Rotateable No Description Scalable Non-Interactable Object
95900 - ♦ Hurricane A battlecruiser of the Minmatar Republic FW Minmatar Republic Battlecruiser
95901 - ♦ Stabber A cruiser of the Minmatar Republic FW Minmatar Republic Cruiser
95902 - ♦ Firetail A frigate of the Minmatar Republic FW Minmatar Republic Frigate
95903 - ♦ Mammoth A hauler of the Minmatar Republic FW Minmatar Republic Hauler
95904 - ♦ Fenrir A hauler of the Minmatar Republic FW Minmatar Republic Hauler
95905 - Starkmanir Restoration Muster Point Thukker Spawner No Description Cloud
95906 - Starkmanir Restoration Muster Point Starkmanir Spawner No Description Cloud
95907 - Starkmanir Restoration Muster Point Brutor Tribe Spawner No Description Cloud
95908 - Starkmanir Restoration Muster Point Krusual Tribe Spawner No Description Cloud
95909 - Starkmanir Restoration Muster Point Vherokior Tribe Spawner No Description Cloud
95910 - Starkmanir Restoration Muster Point Sebiestor Tribe Spawner No Description Cloud
95911 - Starkmanir Restoration Muster Point Nefantar Tribe Spawner No Description Cloud
95946 - Thukker Firetail A frigate of the Minmatar Republic FW Minmatar Republic Frigate
95947 - Sebiestor Firetail A frigate of the Minmatar Republic FW Minmatar Republic Frigate
95948 - Nefantar Firetail A frigate of the Minmatar Republic FW Minmatar Republic Frigate
95949 - Krusual Firetail A frigate of the Minmatar Republic FW Minmatar Republic Frigate
95950 - Starkmanir Firetail A frigate of the Minmatar Republic FW Minmatar Republic Frigate
95951 - Vherokior Firetail A frigate of the Minmatar Republic FW Minmatar Republic Frigate
95952 - Brutor Firetail A frigate of the Minmatar Republic FW Minmatar Republic Frigate
95953 - Thukker Stabber A cruiser of the Minmatar Republic FW Minmatar Republic Cruiser
95954 - Sebiestor Stabber A cruiser of the Minmatar Republic FW Minmatar Republic Cruiser
95955 - Krusual Stabber A cruiser of the Minmatar Republic FW Minmatar Republic Cruiser
95956 - Vherokior Stabber A cruiser of the Minmatar Republic FW Minmatar Republic Cruiser
95957 - Starkmanir Stabber A cruiser of the Minmatar Republic FW Minmatar Republic Cruiser
95958 - Brutor Stabber A cruiser of the Minmatar Republic FW Minmatar Republic Cruiser
95959 - Nefantar Stabber A cruiser of the Minmatar Republic FW Minmatar Republic Cruiser
95960 - Thukker Hurricane A battlecruiser of the Minmatar Republic FW Minmatar Republic Battlecruiser
95961 - Sebiestor Hurricane A battlecruiser of the Minmatar Republic FW Minmatar Republic Battlecruiser
95962 - Krusual Hurricane A battlecruiser of the Minmatar Republic FW Minmatar Republic Battlecruiser
95963 - Vherokior Hurricane A battlecruiser of the Minmatar Republic FW Minmatar Republic Battlecruiser
95964 - Starkmanir Hurricane A battlecruiser of the Minmatar Republic FW Minmatar Republic Battlecruiser
95965 - Brutor Hurricane A battlecruiser of the Minmatar Republic FW Minmatar Republic Battlecruiser
95966 - Nefantar Hurricane A battlecruiser of the Minmatar Republic FW Minmatar Republic Battlecruiser
96032 - Infested Naglfar Destroyed in a failed attempt to contain the fabricator, this vessel has been reconstructed and infested by the rampant intelligence.

It is equivalent to a dreadnought, and it features a neutralizer.
Fabricator Rogue Drone Dreadnought
96040 - Apostle Khanid Cyber Knight SKIN Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Permanent SKIN
96041 - Apocalypse Khanid Cyber Knight SKIN Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Permanent SKIN
96042 - Amarr Shuttle Khanid Cyber Knight SKIN Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Permanent SKIN
96043 - Dragoon Navy Issue Khanid Cyber Knight SKIN Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Permanent SKIN
96044 - Harbinger Khanid Cyber Knight SKIN Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Permanent SKIN
96045 - Tormentor Khanid Cyber Knight SKIN Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Permanent SKIN
96046 - Sigil Khanid Cyber Knight SKIN Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Permanent SKIN
96047 - Augoror Khanid Cyber Knight SKIN Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Permanent SKIN
96048 - Coercer Khanid Cyber Knight SKIN Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Permanent SKIN
96062 - Arkombine Archon (DO NOT TRANSLATE) No Description Non-Interactable Object
96063 - Arkombine Wyvern (DO NOT TRANSLATE) No Description Non-Interactable Object
96064 - Arkombine Aeon (DO NOT TRANSLATE) No Description Non-Interactable Object
96065 - Arkombine Chimera (DO NOT TRANSLATE) No Description Non-Interactable Object
96066 - Arkombine Thanatos (DO NOT TRANSLATE) No Description Non-Interactable Object
96067 - Arkombine Nyx (DO NOT TRANSLATE) No Description Non-Interactable Object
96068 - Arkombine Nidhoggur (DO NOT TRANSLATE) No Description Non-Interactable Object
96069 - Arkombine Hel (DO NOT TRANSLATE) No Description Non-Interactable Object
96070 - Arkombine Wreath (DO NOT TRANSLATE) No Description Non-Interactable Object
96071 - Arkombine Raven (DO NOT TRANSLATE) No Description Non-Interactable Object
96072 - Arkombine Armageddon (DO NOT TRANSLATE) No Description Non-Interactable Object
96073 - Arkombine Eos (DO NOT TRANSLATE) No Description Non-Interactable Object
96075 - Avalon A roaming fortress, forged by the Vanguard to offer all warclones the one thing they most need: a home.

The Avalon and its accompanying flotilla of ships have found safe harbor here for now, hidden from those who would hunt them down.
Large Collidable Object
96080 - Imperial Small Structure 06a (DO NOT TRANSLATE) No Description Non-Interactable Object
96081 - Imperial ring 35k 01b (DO NOT TRANSLATE) No Description Non-Interactable Object
96082 - Imperial ring 35k 01d (DO NOT TRANSLATE) No Description Non-Interactable Object
96083 - Imperial Small Structure 01a (DO NOT TRANSLATE) No Description Non-Interactable Object
96084 - Raa Stargate Checkpoint No Description Cloud
96085 - Eredan Stargate Checkpoint No Description Cloud
96086 - Gheth Stargate Checkpoint No Description Cloud
96087 - Kinakka Stargate Checkpoint No Description Cloud
96088 - Piak Stargate Checkpoint No Description Cloud
96089 - Rohamaa Stargate Checkpoint No Description Cloud
96090 - Tsuruma Stargate Checkpoint No Description Cloud
96091 - Uuhulanen Stargate Checkpoint No Description Cloud
96092 - Agoze Stargate Checkpoint No Description Cloud
96093 - Amygnon Stargate Checkpoint No Description Cloud
96094 - Brarel Stargate Checkpoint No Description Cloud
96095 - Vey Stargate Checkpoint No Description Cloud
96096 - Hror Stargate Checkpoint No Description Cloud
96097 - Auner Stargate Checkpoint No Description Cloud
96098 - Resbroko Stargate Checkpoint No Description Cloud

Blueprints (0 Entries)
Blueprint Name Old BP Data New BP Data Raw Diff
Reprocessing (0 Entries)
TypeID, Name, and Group Old Reprocessing Data New Reprocessing Data Raw Diff

Traits (0 Entries)
TypeID, Group, & Name Tranquility Singularity Diff
Attributes (7 Entries)

Attribute "fighterLightDamageMultiplier" (6182) was removed.

Attribute "fighterMaxVelocityMultiplier" (6183) was removed.

Attribute "smartbombDamageResistance" (6184) was removed.

Attribute "bombDamageResistance" (6185) was removed.

Attribute "chainLightningDamageResistance" (6186) was removed.

Attribute "conduitPassengerBonusModAddSkill" (6350) was removed.

Attribute Name Diff
5681 - conduitPassengerBonusPercent name: conduitPassengerBonusModAdd => conduitPassengerBonusPercent
unitID: None => 105
Attributes per Type (87 Entries)
TypeID, Name, and Group Diff
2117 - Burst Jammer II (Burst Jammer) heatAbsorbtionRateModifier: 0.02 => 0.01
3514 - Revenant (Supercarrier) Conduit Passenger Bonus: 0.0 => 100.0
3628 - Nation (Supercarrier) Conduit Passenger Bonus: 0.0 => None
3986 - Large Remote Hull Repairer II (Remote Hull Repairer) heatAbsorbtionRateModifier: 0.02 => 0.01
isDynamicType: 0 => None
4296 - Medium Remote Hull Repairer II (Remote Hull Repairer) heatAbsorbtionRateModifier: 0.02 => 0.01
4299 - Small Remote Hull Repairer II (Remote Hull Repairer) heatAbsorbtionRateModifier: 0.02 => 0.01
4579 - Medium Nano Armor Repair Unit I (Armor Repair Unit) heatAbsorbtionRateModifier: 0.01 => 0.02
4621 - Large 'Reprieve' Vestment Reconstructer I (Armor Repair Unit) heatAbsorbtionRateModifier: 0.01 => 0.02
9419 - 720mm 'Probe' Artillery I (Projectile Weapon) heatAbsorbtionRateModifier: 0.01 => 0.02
9421 - 720mm Cordite Howitzer I (Projectile Weapon) heatAbsorbtionRateModifier: 0.01 => 0.02
12223 - Capital Remote Capacitor Transmitter II (Remote Capacitor Transmitter) heatAbsorbtionRateModifier: 0.02 => 0.01
22852 - Hel (Supercarrier) Conduit Passenger Bonus: 0.0 => 100.0
23757 - Archon (Carrier) Conduit Passenger Bonus: 0.0 => 100.0
23911 - Thanatos (Carrier) Conduit Passenger Bonus: 0.0 => 100.0
23913 - Nyx (Supercarrier) Conduit Passenger Bonus: 0.0 => 100.0
23915 - Chimera (Carrier) Conduit Passenger Bonus: 0.0 => 100.0
23917 - Wyvern (Supercarrier) Conduit Passenger Bonus: 0.0 => 100.0
23919 - Aeon (Supercarrier) Conduit Passenger Bonus: 0.0 => 100.0
24438 - Omnidirectional Tracking Link II (Drone Tracking Modules) heatAbsorbtionRateModifier: 0.02 => 0.01
24483 - Nidhoggur (Carrier) Conduit Passenger Bonus: 0.0 => 100.0
26912 - Small Remote Armor Repairer II (Remote Armor Repairer) heatAbsorbtionRateModifier: 0.02 => 0.01
26913 - Medium Remote Armor Repairer II (Remote Armor Repairer) heatAbsorbtionRateModifier: 0.02 => 0.01
26914 - Large Remote Armor Repairer II (Remote Armor Repairer) heatAbsorbtionRateModifier: 0.02 => 0.01
37292 - Rapid Torpedo Launcher II (Missile Launcher Rapid Torpedo) heatAbsorbtionRateModifier: 0.02 => 0.01
37294 - XL Torpedo Launcher II (Missile Launcher XL Torpedo) heatAbsorbtionRateModifier: 0.02 => 0.01
37295 - XL Cruise Missile Launcher II (Missile Launcher XL Cruise) heatAbsorbtionRateModifier: 0.02 => 0.01
37296 - Quad Mega Pulse Laser II (Energy Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
37298 - Dual Giga Pulse Laser II (Energy Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
37299 - Dual Giga Beam Laser II (Energy Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
37300 - Triple Neutron Blaster Cannon II (Hybrid Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
37302 - Ion Siege Blaster II (Hybrid Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
37303 - Dual 1000mm Railgun II (Hybrid Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
37304 - Quad 800mm Repeating Cannon II (Projectile Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
37306 - Hexa 2500mm Repeating Cannon II (Projectile Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
37307 - Quad 3500mm Siege Artillery II (Projectile Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
40662 - Capital Energy Neutralizer II (Energy Neutralizer) heatAbsorbtionRateModifier: 0.02 => 0.01
40668 - Capital Energy Nosferatu II (Energy Nosferatu) heatAbsorbtionRateModifier: 0.02 => 0.01
41466 - Capital Remote Armor Repairer II (Remote Armor Repairer) heatAbsorbtionRateModifier: 0.02 => 0.01
41475 - Capital Remote Hull Repairer II (Remote Hull Repairer) heatAbsorbtionRateModifier: 0.02 => 0.01
41493 - Capital Capacitor Booster II (Capacitor Booster) heatAbsorbtionRateModifier: 0.02 => 0.01
41500 - Capital Armor Repairer II (Armor Repair Unit) heatAbsorbtionRateModifier: 0.02 => 0.01
41507 - Capital Shield Booster II (Shield Booster) heatAbsorbtionRateModifier: 0.02 => 0.01
41514 - Capital Hull Repairer II (Hull Repair Unit) heatAbsorbtionRateModifier: 0.02 => 0.01
41525 - Capital Flex Armor Hardener II (Flex Armor Hardener) heatAbsorbtionRateModifier: 0.02 => 0.01
isDynamicType: 0 => None
41528 - Capital Flex Shield Hardener II (Flex Shield Hardener) heatAbsorbtionRateModifier: 0.02 => 0.01
42125 - Vendetta (Supercarrier) Conduit Passenger Bonus: 0.0 => 100.0
42132 - Vanguard (Carrier) Conduit Passenger Bonus: 0.0 => 100.0
47914 - Light Entropic Disintegrator II (Precursor Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
47918 - Heavy Entropic Disintegrator II (Precursor Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
47922 - Supratidal Entropic Disintegrator II (Precursor Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
49773 - Heavy Mutadaptive Remote Armor Repairer II (Mutadaptive Remote Armor Repairer) heatAbsorbtionRateModifier: 0.02 => 0.01
54742 - Small Vorton Projector II (Vorton Projector) heatAbsorbtionRateModifier: 0.02 => 0.01
54748 - Medium Vorton Projector II (Vorton Projector) heatAbsorbtionRateModifier: 0.02 => 0.01
54753 - Large Vorton Projector II (Vorton Projector) heatAbsorbtionRateModifier: 0.02 => 0.01
59708 - Starkmanir Hurricane (Large Collidable Object) factionID: 500002 => None
83094 - Capital Jump Portal Generation (Navigation) Unknown attribute 6350: 5.0 => None
84992 - Ryhad's Modified Medium Energy Neutralizer (Energy Neutralizer) heatAbsorbtionRateModifier: 0.01 => 0.02
85003 - Panola's Modified Radar ECM (ECM) heatAbsorbtionRateModifier: 0.01 => 0.02
85004 - Panola's Modified Magnetometric ECM (ECM) heatAbsorbtionRateModifier: 0.01 => 0.02
85005 - Panola's Modified Gravimetric ECM (ECM) heatAbsorbtionRateModifier: 0.01 => 0.02
85008 - Asine's Modified Light Neutron Blaster (Hybrid Weapon) heatAbsorbtionRateModifier: 0.01 => 0.02
85010 - Ramaku's Modified 200mm AutoCannon (Projectile Weapon) heatAbsorbtionRateModifier: 0.01 => 0.02
88712 - Xarasier Capital Micro Jump Drive (Capital Mobility Modules) Can be fitted to: 5120.0 => None
91773 - Rampancy Data Dump (Fabricator Data) iconID: 27583 => 27388
91774 - Rampant Fabricator (Irregular Structure) Disallows Assistance: None => 1.0
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
91873 - Corrupted Handler (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
91874 - Blackout Handler (Fabricator Rogue Drones) Gravimetric ECM Jammer Strength: 2.6 => 3.0
Ladar ECM Jammer Strength: 2.6 => 3.0
Magnetometric ECM Jammer Strength: 2.6 => 3.0
RADAR ECM Jammer Strength: 2.6 => 3.0
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
91875 - Blackout Driller (Fabricator Rogue Drones) Gravimetric ECM Jammer Strength: 2.6 => 3.0
Ladar ECM Jammer Strength: 2.6 => 3.0
Magnetometric ECM Jammer Strength: 2.6 => 3.0
RADAR ECM Jammer Strength: 2.6 => 3.0
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
91876 - Blackout Sweeper (Fabricator Rogue Drones)
Click to toggle showing the 18 attributes.Gravimetric ECM Jammer Strength: None => 4.0
Ladar ECM Jammer Strength: None => 4.0
Magnetometric ECM Jammer Strength: None => 4.0
RADAR ECM Jammer Strength: None => 4.0
Maximum Targeting Range Bonus: -25.0 => None
Scan Resolution Bonus: -25.0 => None
behaviorSensorDampenerDuration: 10000.0 => None
behaviorSensorDampenerRange: 30000.0 => None
behaviorSensorDampenerFalloff: 50000.0 => None
behaviorSensorDampenerDischarge: 30.0 => None
behaviorECMDuration: None => 20000.0
behaviorECMRange: None => 30000.0
behaviorECMFalloff: None => 30000.0
behaviorECMDischarge: None => 60.0
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5122 => 5032
91877 - Corrupted Sweeper (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5122 => 5032
91878 - Corrupted Divider (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5123 => 5032
91879 - Alienator Divider (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5123 => 5032
91880 - Alienator Crusher (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5123 => 5032
91881 - Corrupted Sorter (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5124 => 5032
91882 - Corrupted Manager (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5125 => 5032
91883 - Cascade Manager (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5125 => 5032
91897 - Blackout Loom (Fabricator Rogue Drones)
Click to toggle showing the 18 attributes.Gravimetric ECM Jammer Strength: None => 4.0
Ladar ECM Jammer Strength: None => 4.0
Magnetometric ECM Jammer Strength: None => 4.0
RADAR ECM Jammer Strength: None => 4.0
Maximum Targeting Range Bonus: -25.0 => None
Scan Resolution Bonus: -25.0 => None
behaviorSensorDampenerDuration: 10000.0 => None
behaviorSensorDampenerRange: 30000.0 => None
behaviorSensorDampenerFalloff: 50000.0 => None
behaviorSensorDampenerDischarge: 30.0 => None
behaviorECMDuration: None => 20000.0
behaviorECMRange: None => 30000.0
behaviorECMFalloff: None => 30000.0
behaviorECMDischarge: None => 60.0
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5122 => 5032
91898 - Alienator Manipulator (Fabricator Rogue Drones)
Click to toggle showing the 14 attributes.Maximum Velocity Bonus: None => -70.0
Signature Radius Modifier: 30.0 => None
behaviorWebifierDuration: None => 5000.0
behaviorWebifierRange: None => 20000.0
behaviorWebifierFalloff: None => 0.0
behaviorWebifierDischarge: None => 5.0
behaviorTargetPainterDuration: 5000.0 => None
behaviorTargetPainterRange: 30000.0 => None
behaviorTargetPainterFalloff: 75000.0 => None
behaviorTargetPainterDischarge: 10.0 => None
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5124 => 5032
91899 - Cascade Principal (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5125 => 5032
91902 - Alienator Sorter (Fabricator Rogue Drones)
Click to toggle showing the 14 attributes.Maximum Velocity Bonus: None => -70.0
Signature Radius Modifier: 30.0 => None
behaviorWebifierDuration: None => 5000.0
behaviorWebifierRange: None => 20000.0
behaviorWebifierFalloff: None => 0.0
behaviorWebifierDischarge: None => 5.0
behaviorTargetPainterDuration: 5000.0 => None
behaviorTargetPainterRange: 30000.0 => None
behaviorTargetPainterFalloff: 75000.0 => None
behaviorTargetPainterDischarge: 10.0 => None
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5124 => 5032
92451 - Tenzin’s Modified Guidance Disruptor (Weapon Disruptor) heatAbsorbtionRateModifier: 0.01 => 0.02
92514 - Ultratidal Entropic Disintegrator II (Precursor Weapon) heatAbsorbtionRateModifier: 0.02 => 0.01
92633 - Nanoswarm Suspension (Irregular Structure) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
92822 - Salvation (Command Carrier) Conduit Passenger Bonus: 0.0 => 100.0
92823 - Simurgh (Command Carrier) Conduit Passenger Bonus: 0.0 => 100.0
92824 - Gaia (Command Carrier) Conduit Passenger Bonus: 0.0 => 100.0
92825 - Ymir (Command Carrier) Conduit Passenger Bonus: 0.0 => 100.0
Dynamic Items (0 Entries)
Mutator Combines With Produces Mutations

Effects (2 Entries)

Effect "fighterGenericModifiers" (12869) was removed.

Effect "skillConduitPassengerBonusModAddPassive" (12975) was removed.

Effect Name Diff
12097 - skillConduitPassengerBonusPercentLevel effectName: skillConduitPassengerBonusPreMul => skillConduitPassengerBonusPercentLevel
modifierInfo: [{'domain': 'itemID', 'modifiedAttributeID': 6350, 'operation': 0, 'func': 'ItemModifier', 'modifyingAttributeID': 280}]

=>

[{'domain': 'shipID', 'modifiedAttributeID': 5681, 'operation': 0, 'func': 'ItemModifier', 'modifyingAttributeID': 280}]
12098 - jumpPortalPassengerBonusPercentSkill effectName: jumpPortalPassengerBonusModAddSkill => jumpPortalPassengerBonusPercentSkill
modifierInfo: [{'domain': 'shipID', 'modifiedAttributeID': 3133, 'operation': 2, 'func': 'ItemModifier', 'modifyingAttributeID': 5681}]

=>

[{'domain': 'shipID', 'modifiedAttributeID': 3133, 'operation': 6, 'func': 'ItemModifier', 'modifyingAttributeID': 5681}]
Effects per Type (23 Entries)
TypeID, Name, and Group Effects Changes
3514 - Revenant (Supercarrier) Removed Effects:
fighterGenericModifiers
11019 - Cockroach (Frigate) Removed Effects:
fighterGenericModifiers
22852 - Hel (Supercarrier) Removed Effects:
fighterGenericModifiers
23757 - Archon (Carrier) Removed Effects:
fighterGenericModifiers
23911 - Thanatos (Carrier) Removed Effects:
fighterGenericModifiers
23913 - Nyx (Supercarrier) Removed Effects:
fighterGenericModifiers
23915 - Chimera (Carrier) Removed Effects:
fighterGenericModifiers
23917 - Wyvern (Supercarrier) Removed Effects:
fighterGenericModifiers
23919 - Aeon (Supercarrier) Removed Effects:
fighterGenericModifiers
24483 - Nidhoggur (Carrier) Removed Effects:
fighterGenericModifiers
42125 - Vendetta (Supercarrier) Removed Effects:
fighterGenericModifiers
42132 - Vanguard (Carrier) Removed Effects:
fighterGenericModifiers
45647 - Caiman (Dreadnought) Removed Effects:
fighterGenericModifiers
45649 - Komodo (Titan) Removed Effects:
fighterGenericModifiers
83094 - Capital Jump Portal Generation (Navigation) Removed Effects:
skillConduitPassengerBonusModAddPassive
91876 - Blackout Sweeper (Fabricator Rogue Drones) Added Effects:
behaviorECM
Removed Effects:
behaviorSensorDampener
91897 - Blackout Loom (Fabricator Rogue Drones) Added Effects:
behaviorECM
Removed Effects:
behaviorSensorDampener
91898 - Alienator Manipulator (Fabricator Rogue Drones) Added Effects:
npcBehaviorWebifier
Removed Effects:
behaviorTargetPainter
91902 - Alienator Sorter (Fabricator Rogue Drones) Added Effects:
npcBehaviorWebifier
Removed Effects:
behaviorTargetPainter
92822 - Salvation (Command Carrier) Removed Effects:
fighterGenericModifiers
92823 - Simurgh (Command Carrier) Removed Effects:
fighterGenericModifiers
92824 - Gaia (Command Carrier) Removed Effects:
fighterGenericModifiers
92825 - Ymir (Command Carrier) Removed Effects:
fighterGenericModifiers

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

Strings (276 Entries)
Key Tranquility Singularity Diff Usage
61111 The police enforcement arm of CONCORD. DED has the responsibility of tracking down known criminals and attacking criminal facilities. They frequently operate outside empire space, wanting criminals to understand that nowhere is safe from the long arm of the law. The police enforcement arm of CONCORD. DED has the responsibility of tracking down known criminals and attacking criminal facilities. They frequently operate outside empire space, wanting criminals to understand that they are nowhere safe from the long arm of the law. The police enforcement arm of CONCORD. DED has the responsibility of tracking down known criminals and attacking criminal facilities. They frequently operate outside empire space, wanting criminals to understand that they are nowhere is safe from the long arm of the law. Description of Corporation "DED" (1000137)
87358 Basic corporation operation. +20 corporation members allowed per level.

Note: The CEO must update their corporation through the corporation user interface before the skill takes effect
Basic corporation operation. +20 corporation members allowed per level.

Note: The CEO must update his corporation through the corporation user interface before the skill takes effect
Basic corporation operation. +20 corporation members allowed per level.

Note: The CEO must update
theirhis corporation through the corporation user interface before the skill takes effect
Description of item "Corporation Management" (3363)
87475 Advanced corporation operation. +100 members per level.

Note: The CEO must update their corporation through the corporation user interface before the skill takes effect.
Advanced corporation operation. +100 members per level.

Note: The CEO must update his corporation through the corporation user interface before the skill takes effect.
Advanced corporation operation. +100 members per level.

Note: The CEO must update
theirhis corporation through the corporation user interface before the skill takes effect.
Description of item "Megacorp Management" (3731)
87476 Advanced corporation operation. +400 corporation members allowed per level.

Note: The CEO must update their corporation through the corporation user interface before the skill takes effect.
Advanced corporation operation. +400 corporation members allowed per level.

Note: The CEO must update his corporation through the corporation user interface before the skill takes effect.
Advanced corporation operation. +400 corporation members allowed per level.

Note: The CEO must update
theirhis corporation through the corporation user interface before the skill takes effect.
Description of item "Empire Control" (3732)
88083 Advanced corporation operation. +2000 corporation members allowed per level.

Note: The CEO must update their corporation through the corporation user interface before the skill takes effect.
Advanced corporation operation. +2000 corporation members allowed per level.

Note: The CEO must update his corporation through the corporation user interface before the skill takes effect.
Advanced corporation operation. +2000 corporation members allowed per level.

Note: The CEO must update
theirhis corporation through the corporation user interface before the skill takes effect.
Description of item "Sovereignty" (12241)
90376 This skill allows you to create formal agreements with other characters.

For each level of this skill the number of outstanding contracts is increased by four (up to a maximum of 21 at level 5).
This skill allows you to create formal agreements with other characters.

For each level of this skill the number of outstanding contracts is increased by four (up to a maximum of 21 at level 5)
This skill allows you to create formal agreements with other characters.

For each level of this skill the number of outstanding contracts is increased by four (up to a maximum of 21 at level 5)
.
Description of item "Contracting" (25235)
90728 Generates an undetectable cynosural field which only Black Ops jump drives can lock on to.

Note: Can only be fitted to Black Ops, Blockade Runners, Covert Ops, Etana, Rabisu, Prospect, Stealth Bombers and Force Recon Ships, as well as Strategic Cruisers equipped with Covert Reconfiguration Subsystems.
Generates an undetectable cynosural field which only Black Ops jump drives can lock on to.

Note: Can only be fitted to Black Ops, Blockade Runners, Covert Ops, Etana, Prospect, Stealth Bombers and Force Recon Ships, as well as Strategic Cruisers equipped with Covert Reconfiguration Subsystems.
Generates an undetectable cynosural field which only Black Ops jump drives can lock on to.

Note: Can only be fitted to Black Ops, Blockade Runners, Covert Ops, Etana,
Rabisu, Prospect, Stealth Bombers and Force Recon Ships, as well as Strategic Cruisers equipped with Covert Reconfiguration Subsystems.
Description of item "Covert Cynosural Field Generator I" (28646)
93220 An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers that can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set. An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers than can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set. An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers thatn can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set. Description of item "Corporate Assassin" (2983)
93221 An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers that can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set. An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers than can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set. An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers thatn can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set. Description of item "Deep Cover Corporate Assassin" (2984)
95664 Welcome to Khodesa, the primary space-military training camp in Chanoun. All visitors are required to stay clear of the security outposts inside this complex. Failure to follow this simple rule will result in the immediate destruction of your spacecraft. Have a nice day.</font> Welcome to Khodesa, the primary space-military training camp in Chanoun. All visitors are required to stay clear of the security outposts inside this complex. Failure to follow this simple rule will result in the immediate destruction of your spacecraft. Have a nice day.</font> Welcome to Khodesa, the primary space-military training camp in Chanoun. All visitors are required to stay <b>clear</b> of the security outposts inside this complex. Failure to follow this simple rule will result in the immediate destruction of your spacecraft. Have a nice day.</font>
95887 I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's Spot to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock.

Make sure you have Large Collidable Structure (under the Entity group) selected in the overview settings, so you can easily find the structure I pointed out.
I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's Stop to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock.

Make sure you have Large Collidable Structure (under the Entity group) selected in the overview settings, so you can easily find the structure I pointed out.
I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's Spottop to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock.

Make sure you have Large Collidable Structure (under the Entity group) selected in the overview settings, so you can easily find the structure I pointed out.
115651 Help defend Lord Miyan's safe house from Harkan's forces. Help defend Lord Myan's safe house from Harkan's forces. Help defend Lord Miyan's safe house from Harkan's forces.
121637 Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden Smartbomb to detonate. All ships inside the blast radius take damage. Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden smart-bomb to detonate. All ships inside the blast radius take damage. Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden Ssmart-bomb to detonate. All ships inside the blast radius take damage.
121638 Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden Smartbomb to detonate. All ships inside the blast radius take damage. Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden smart-bomb to detonate. All ships inside the blast radius take damage. Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden Ssmart-bomb to detonate. All ships inside the blast radius take damage.
122159 That's the target. Get them! That's the target. Get him! That's the target. Get thehim!
122558 There's the capsuleer who took Risia from us! Get them! There's the capsuleer who took Risia from us! Get him! There's the capsuleer who took Risia from us! Get thehim!
123652 Moments before his death, Karo activated an extremely powerful Smartbomb which affects all hostile ships in the vicinity. Despite its relatively harmless look, Karo's Bestower had obviously been fitted with some powerful weaponry. Moments before his death, Karo activated an extremely powerful smart-bomb which affects all hostile ships in the vicinity. Despite its relatively harmless look, Karo's Bestower had obviously been fitted with some powerful weaponry. Moments before his death, Karo activated an extremely powerful Ssmart-bomb which affects all hostile ships in the vicinity. Despite its relatively harmless look, Karo's Bestower had obviously been fitted with some powerful weaponry.
123696 The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the Smartbomb. The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the smart-bomb. The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the Ssmart-bomb.
123697 The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the Smartbomb. The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the smart-bomb. The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the Ssmart-bomb.
123698 The Overseer inside the War Installation activates a massive Kinetic Smartbomb, affecting all enemy ships caught within the blast radius! The Overseer inside the War Installation activates a massive Kinetic Smart-Bomb, affecting all enemy ships caught within the blast radius! The Overseer inside the War Installation activates a massive Kinetic Smartb-Bomb, affecting all enemy ships caught within the blast radius!
127988 We have a problem, for the past few weeks the Blood Raiders have been growing increasingly aggressive. They seem to have set up a small base nearby and every few days our convoys, miners and even military personnel get attacked. This structure also serves as sacrificial grounds for the Covenant and they believe it to be holy, hence extremely tight security.

My superiors told me to find somebody competent to deal with the threat, and that's why I'm asking you. I suggest you find someone to help you with this, as I fear you will not return should you go alone.
We have a problem, for the past few weeks the Blood Raiders have been growing increasingly aggressive. They seem to have set up a small base nearby and every few days our convoys, miners and even military personel get attacked. This structure also serves as sacrifical grounds for the Covenant and they believe it to be holy, hence extremely tight security.

My superiors told me to find somebody competent to deal with the threat, and that's why I'm asking you. I suggest you find someone to help you with this, as I fear you will not return should you go alone.
We have a problem, for the past few weeks the Blood Raiders have been growing increasingly aggressive. They seem to have set up a small base nearby and every few days our convoys, miners and even military personnel get attacked. This structure also serves as sacrificial grounds for the Covenant and they believe it to be holy, hence extremely tight security.

My superiors told me to find somebody competent to deal with the threat, and that's why I'm asking you. I suggest you find someone to help you with this, as I fear you will not return should you go alone.
130099 I have a job for you this time which I would not have given to just anybody. I know that I can trust you, your faithful service to me in the past has proven that. Now to cut the story short, what I need is a ship destroyed. But there is a 'slight' problem, which I'll get to. You see, this ship isn't just any old pirate ship, it contains a high ranking official within {[npcOrganization]agentCorpID.name}, who also happens to be a member within the {[npcOrganization]agentFactionID.name} government. This isn't a rescue mission, this is a destroy mission. But don't worry, this mission is completely confidential. If you're interested, then I'll give you more details, otherwise this conversation never happened. Just take note of the fact your target is very powerful, do not attempt this unless you have a powerful warship at your disposal, or friends.

The ship you are supposed to destroy is actually a Guristas Emissary vessel, which is used as a secret meeting place between the person which must be killed, and his Guristas contacts. You will probably also notice his own ship nearby, which may or may not be unmanned at the time. You must also destroy this vessel, whether your target is inside it or not, to make it look like he was ambushed by pirates. And take care of anyone else nearby, none may escape. I hope I have made myself clear.

Oh and please note, you can keep whatever you find in the wreckage of these ships, it is of no concern to us. We will of course reward you as well when you have finished the task. The bookmark I gave you will show the exact location of the meeting place so getting there shouldn't be a problem.
I have a job for you this time which I would not have given to just anybody. I know that I can trust you, your faithful service to me in the past has proven that. Now to cut the story short, what I need is a ship destroyed. But there is a 'slight' problem, which I'll get to. You see, this ship isn't just any old pirate ship, it contains a high ranking official within {[npcOrganization]agentCorpID.name}, who also happens to be a member within the {[npcOrganization]agentFactionID.name} government. This isn't a rescue mission, this is a destroy mission. But don't worry, this mission is completely confidential. If you're interested, then I'll give you more details, otherwise this conversation never happened. Just take note of the fact your target is very powerful, do not attempt this unless you have a powerful warship at your disposal, or friends.

The ship you are supposed to destroy is actually a Guristas Emissary vessel, which is used as a secret meeting place between the person which must be killed, and his Guristas contacts. You will probably also notice his own ship nearby, which may or may not be unmanned at the time. You must also destroy this vessel, whether your target is inside it or not, to make it look like he was ambushed by pirates. And take care of anyone else nearby, noone may escape. I hope I have made myself clear.

Oh and please note, you can keep whatever you find in the wreckage of these ships, it is of no concern to us. We will of course reward you as well when you have finished the task. The bookmark I gave you will show the exact location of the meeting place so getting there shouldn't be a problem.
I have a job for you this time which I would not have given to just anybody. I know that I can trust you, your faithful service to me in the past has proven that. Now to cut the story short, what I need is a ship destroyed. But there is a 'slight' problem, which I'll get to. You see, this ship isn't just any old pirate ship, it contains a high ranking official within {[npcOrganization]agentCorpID.name}, who also happens to be a member within the {[npcOrganization]agentFactionID.name} government. This isn't a rescue mission, this is a destroy mission. But don't worry, this mission is completely confidential. If you're interested, then I'll give you more details, otherwise this conversation never happened. Just take note of the fact your target is very powerful, do not attempt this unless you have a powerful warship at your disposal, or friends.

The ship you are supposed to destroy is actually a Guristas Emissary vessel, which is used as a secret meeting place between the person which must be killed, and his Guristas contacts. You will probably also notice his own ship nearby, which may or may not be unmanned at the time. You must also destroy this vessel, whether your target is inside it or not, to make it look like he was ambushed by pirates. And take care of anyone else nearby, no
one may escape. I hope I have made myself clear.

Oh and please note, you can keep whatever you find in the wreckage of these ships, it is of no concern to us. We will of course reward you as well when you have finished the task. The bookmark I gave you will show the exact location of the meeting place so getting there shouldn't be a problem.
130104 I have a job for you this time which I would not have given to just anybody. I know that I can trust you, your faithful service to me in the past has proven that. Now to cut the story short, what I need is a ship destroyed. But there is a 'slight' problem, which I'll get to. You see, this ship isn't just any old pirate ship, it contains a high ranking official within {[npcOrganization]agentCorpID.name}, who also happens to be a member within the {[npcOrganization]agentFactionID.name} government. This isn't a rescue mission, this is a destroy mission. But don't worry, this mission is completely confidential. If you're interested, then I'll give you more details, otherwise this conversation never happened. Just take note of the fact your target is very powerful, do not attempt this unless you have a powerful warship at your disposal, or friends.

The ship you are supposed to destroy is actually a Guristas Emissary vessel, which is used as a secret meeting place between the person which must be killed, and his Guristas contacts. You will probably also notice his own ship nearby, which may or may not be unmanned at the time. You must also destroy this vessel, whether your target is inside it or not, to make it look like he was ambushed by pirates. And take care of anyone else nearby, none may escape. I hope I have made myself clear.

Oh and please note, you can keep whatever you find in the wreckage of these ships, it is of no concern to us. We will of course reward you as well when you have finished the task. The bookmark I gave you will show the exact location of the meeting place so getting there shouldn't be a problem.
I have a job for you this time which I would not have given to just anybody. I know that I can trust you, your faithful service to me in the past has proven that. Now to cut the story short, what I need is a ship destroyed. But there is a 'slight' problem, which I'll get to. You see, this ship isn't just any old pirate ship, it contains a high ranking official within {[npcOrganization]agentCorpID.name}, who also happens to be a member within the {[npcOrganization]agentFactionID.name} government. This isn't a rescue mission, this is a destroy mission. But don't worry, this mission is completely confidential. If you're interested, then I'll give you more details, otherwise this conversation never happened. Just take note of the fact your target is very powerful, do not attempt this unless you have a powerful warship at your disposal, or friends.

The ship you are supposed to destroy is actually a Guristas Emissary vessel, which is used as a secret meeting place between the person which must be killed, and his Guristas contacts. You will probably also notice his own ship nearby, which may or may not be unmanned at the time. You must also destroy this vessel, whether your target is inside it or not, to make it look like he was ambushed by pirates. And take care of anyone else nearby, noone may escape. I hope I have made myself clear.

Oh and please note, you can keep whatever you find in the wreckage of these ships, it is of no concern to us. We will of course reward you as well when you have finished the task. The bookmark I gave you will show the exact location of the meeting place so getting there shouldn't be a problem.
I have a job for you this time which I would not have given to just anybody. I know that I can trust you, your faithful service to me in the past has proven that. Now to cut the story short, what I need is a ship destroyed. But there is a 'slight' problem, which I'll get to. You see, this ship isn't just any old pirate ship, it contains a high ranking official within {[npcOrganization]agentCorpID.name}, who also happens to be a member within the {[npcOrganization]agentFactionID.name} government. This isn't a rescue mission, this is a destroy mission. But don't worry, this mission is completely confidential. If you're interested, then I'll give you more details, otherwise this conversation never happened. Just take note of the fact your target is very powerful, do not attempt this unless you have a powerful warship at your disposal, or friends.

The ship you are supposed to destroy is actually a Guristas Emissary vessel, which is used as a secret meeting place between the person which must be killed, and his Guristas contacts. You will probably also notice his own ship nearby, which may or may not be unmanned at the time. You must also destroy this vessel, whether your target is inside it or not, to make it look like he was ambushed by pirates. And take care of anyone else nearby, no
one may escape. I hope I have made myself clear.

Oh and please note, you can keep whatever you find in the wreckage of these ships, it is of no concern to us. We will of course reward you as well when you have finished the task. The bookmark I gave you will show the exact location of the meeting place so getting there shouldn't be a problem.
133092 Now that’s one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that’s one's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
133107 Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
133122 Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
133137 Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
133152 Now that’s one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that’s one's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
133167 Now that’s one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that’s one's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
134396 The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. It was originally intended as a full-fledged battleship, but Imperial Navy engineers determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile Battlecruiser-class. The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. It was originally intended as a full-fledged battleship, but Imperial Navy engineers determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile cruiser-class ship. The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. It was originally intended as a full-fledged battleship, but Imperial Navy engineers determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile Battlecruiser-class ship.
136062 Now that you've neutralized the sheriff, it's time to prepare my getaway ship. I will need a cloaking device to keep myself from being detected, just in case CONCORD or Customs have been notified about me. Being cloaked doesn't make my plan foolproof, but it will increase my chance of escape significantly.

You should be able to find a Prototype Cloaking Device on the market; I'd buy it myself if I wasn't trying to lie low. If you don't think you'll be able to get ahold of one, don't screw me around.. just don't bother taking this job.
Now that you've neutralized the sheriff, it's time to prepare my getaway ship. I will need a cloaking device to keep myself from being detected, just in case CONCORD or Customs have been notified about me. Being cloaked doesn't make my plan foolproof, but it will increase my chance of escape significantly.

You should be able to find a Prototype Cloaking Device on the market; I'd buy it myself if I wasn't trying to lie low. If you don't think you'll be able to get ahold of one, don't screw me around-- just don't bother taking this job.
Now that you've neutralized the sheriff, it's time to prepare my getaway ship. I will need a cloaking device to keep myself from being detected, just in case CONCORD or Customs have been notified about me. Being cloaked doesn't make my plan foolproof, but it will increase my chance of escape significantly.

You should be able to find a Prototype Cloaking Device on the market; I'd buy it myself if I wasn't trying to lie low. If you don't think you'll be able to get ahold of one, don't screw me around
..-- just don't bother taking this job.
136063 Now that you've neutralized the sheriff, it's time to prepare my getaway ship. I will need a cloaking device to keep myself from being detected, just in case CONCORD or Customs have been notified about me. Being cloaked doesn't make my plan foolproof, but it will increase my chance of escape significantly.

You should be able to find a Prototype Cloaking Device on the market; I'd buy it myself if I wasn't trying to lie low. If you don't think you'll be able to get ahold of one, don't screw me around.. just don't bother taking this job.
Now that you've neutralized the sheriff, it's time to prepare my getaway ship. I will need a cloaking device to keep myself from being detected, just in case CONCORD or Customs have been notified about me. Being cloaked doesn't make my plan foolproof, but it will increase my chance of escape significantly.

You should be able to find a Prototype Cloaking Device on the market; I'd buy it myself if I wasn't trying to lie low. If you don't think you'll be able to get ahold of one, don't screw me around-- just don't bother taking this job.
Now that you've neutralized the sheriff, it's time to prepare my getaway ship. I will need a cloaking device to keep myself from being detected, just in case CONCORD or Customs have been notified about me. Being cloaked doesn't make my plan foolproof, but it will increase my chance of escape significantly.

You should be able to find a Prototype Cloaking Device on the market; I'd buy it myself if I wasn't trying to lie low. If you don't think you'll be able to get ahold of one, don't screw me around
..-- just don't bother taking this job.
140652 Moments ago, we received word that our man is now trapped there. We had hoped the Tabar's assassination would scatter the remnants of his forces and provide an easy escape, but we had no such luck. One of Tabar's remaining lieutenants, an Ammatar by the name of Mizara Nefra, has returned to the facility and taken over.


Not only is our spy and your only lead caught in the spider's web, but this smuggling crew may operate again someday unless we put a stop to this. You must run interference for us. Kill Mizara and her followers so that our agent has a chance of escaping undetected.
Moments ago, we received word that our man is now trapped there. We had hoped the Tabar's assassination would scatter the remnants of his forces and provide an easy escape, but we had no such luck. One of Tabar's remaining lieutenants, an Ammatar by the name of Mizara Nefra, has returned to the facility and taken over.


Not only is our spy and your only lead caught in the spider's web, but this smuggling crew may operate again someday unless we put a stop to this. You must run interference for us. Kill Mizara and his followers so that our agent has a chance of escaping undetected.
Moments ago, we received word that our man is now trapped there. We had hoped the Tabar's assassination would scatter the remnants of his forces and provide an easy escape, but we had no such luck. One of Tabar's remaining lieutenants, an Ammatar by the name of Mizara Nefra, has returned to the facility and taken over.


Not only is our spy and your only lead caught in the spider's web, but this smuggling crew may operate again someday unless we put a stop to this. You must run interference for us. Kill Mizara and h
eris followers so that our agent has a chance of escaping undetected.
140723 Before you arrived, we managed to get one of our people inside Tabar's recruitment and training facility. He informed us that the missing capsuleer you seek passed through this place briefly.


Moments ago, we received word that our man is now trapped there. We had hoped that Tabar's assassination would scatter the remnants of his forces and provide an easy escape, but we had no such luck. One of Tabar's remaining lieutenants, an Ammatar by the name of Mizara Nefra, has returned to the facility and taken over.


Not only is our spy and your only lead caught in the spider's web, but this smuggling crew may operate again someday unless we put a stop to this. You must run interference for us. Kill Mizara and her followers so that our agent has a chance of escaping undetected.
Before you arrived, we managed to get one of our people inside Tabar's recruitment and training facility. He informed us that the missing capsuleer you seek passed through this place briefly.


Moments ago, we received word that our man is now trapped there. We had hoped that Tabar's assassination would scatter the remnants of his forces and provide an easy escape, but we had no such luck. One of Tabar's remaining lieutenants, an Ammatar by the name of Mizara Nefra, has returned to the facility and taken over.


Not only is our spy and your only lead caught in the spider's web, but this smuggling crew may operate again someday unless we put a stop to this. You must run interference for us. Kill Mizara and his followers so that our agent has a chance of escaping undetected.
Before you arrived, we managed to get one of our people inside Tabar's recruitment and training facility. He informed us that the missing capsuleer you seek passed through this place briefly.


Moments ago, we received word that our man is now trapped there. We had hoped that Tabar's assassination would scatter the remnants of his forces and provide an easy escape, but we had no such luck. One of Tabar's remaining lieutenants, an Ammatar by the name of Mizara Nefra, has returned to the facility and taken over.


Not only is our spy and your only lead caught in the spider's web, but this smuggling crew may operate again someday unless we put a stop to this. You must run interference for us. Kill Mizara and h
eris followers so that our agent has a chance of escaping undetected.
141222 The Federation is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sisters of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
The Federation is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
The Federation is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister
's of EVE are looking for capable pilots, check out <a href="helpPointer:unique_ui_agency_card_33">The Blood-Stained Stars</a> for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
141223 The State is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sisters of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
The State is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
The State is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister
's of EVE are looking for capable pilots, check out <a href="helpPointer:unique_ui_agency_card_33">The Blood-Stained Stars</a> for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
141224 The Empire is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sisters of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
The Empire is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
The Empire is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister
's of EVE are looking for capable pilots, check out <a href="helpPointer:unique_ui_agency_card_33">The Blood-Stained Stars</a> for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
141225 The Republic is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sisters of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
The Republic is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
The Republic is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about.



If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister
's of EVE are looking for capable pilots, check out <a href="helpPointer:unique_ui_agency_card_33">The Blood-Stained Stars</a> for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station.



Thanks again for everything, and good luck out there!
141406 A Sansha's Nation fleet attacked a slave convoy belonging to Touraj Miyan. Their commander may be present at the conflict. Your primary objective is to discover the identity of their commander and destroy him. A Sansha's Nation fleet attacked a slave convoy belonging to Touraj Miyan. Their commander may be present at the conflict. Your primary object is to discover the identity of their commander and destroy him. A Sansha's Nation fleet attacked a slave convoy belonging to Touraj Miyan. Their commander may be present at the conflict. Your primary objective is to discover the identity of their commander and destroy him.
141507 I met with Gian Parele, an Impetus holoreel director. His next project involves filming scenes in space, and so he needs the help of a pilot like me. I've been offered a job scouting out one of their shooting locations and making sure it will be safe for them to move in. I met with Gian Perele, an Impetus holoreel director. His next project involves filming scenes in space, and so he needs the help of a pilot like me. I've been offered a job scouting out one of their shooting locations and making sure it will be safe for them to move in. I met with Gian Paerele, an Impetus holoreel director. His next project involves filming scenes in space, and so he needs the help of a pilot like me. I've been offered a job scouting out one of their shooting locations and making sure it will be safe for them to move in.
141508 I met with Gian Parele, an Impetus holoreel director. His next project involves filming scenes in space, and so he asked for my assistance. I accepted a job scouting out one of his team's shooting locations. The place was swarming with rogue drones, and I also noticed a gang of Minmatar pilots in combat cruisers loitering a good distance away. Gian figures them for vagrants and doesn't seem worried. It looks like his crew is going to head in and start filming there soon. I met with Gian Perele, an Impetus holoreel director. His next project involves filming scenes in space, and so he asked for my assistance. I accepted a job scouting out one of his team's shooting locations. The place was swarming with rogue drones, and I also noticed a gang of Minmatar pilots in combat cruisers loitering a good distance away. Gian figures them for vagrants and doesn't seem worried. It looks like his crew is going to head in and start filming there soon. I met with Gian Paerele, an Impetus holoreel director. His next project involves filming scenes in space, and so he asked for my assistance. I accepted a job scouting out one of his team's shooting locations. The place was swarming with rogue drones, and I also noticed a gang of Minmatar pilots in combat cruisers loitering a good distance away. Gian figures them for vagrants and doesn't seem worried. It looks like his crew is going to head in and start filming there soon.
142020 We've had analysts from the Krusual and Thukker tribes going over the documents you recovered from our agent's private compound. They've made one promising discovery so far which we want you to follow up.


They found a recent communication from our source inside the Ammatar Consulate. It seems she sent a package of information on the Wildfire Khumaak to the system of Jark for pickup not long ago. Our guess is that due to the sensitivity of the information and the amount of attention it's attracting, our asset in the Consulate could only get it to the border, not across. This could play in our favor though. Due to its location in the San Matar constellation – the heartlands of Ammatar space - there's a good chance our agent didn't make it out there yet. We have to be careful where our operatives are seen sometimes.


The drop-off location inside Jark is a complex known as Tili's Red Light Palace. Initial intelligence is that it's just another merc R&R dive, nothing special. Once you have arrived to the area we'll forward the exact location of the cargo.


Speaking of which, I trust I needn't remind you how important those documents could be, or indeed, how sensitive. Proceed with caution, do not take any risks.
We've had analysts from the Krusual and Thukker tribes going over the documents you recovered from our agent's private compound. They've made one promising discovery so far which we want you to follow up.


They found a recent communication from our source inside the Ammatar Consulate. It seems she sent a package of information on the Wildfire Khumaak to the system of Jark for pickup not long ago. Our guess is that due to the sensitivity of the information and the amount of attention it's attracting, our asset in the Consulate could only get it to the border, not across. This could play in our favor though. Due to its location in the San Matar constellation – the heartlands of Ammatar space - there's a good chance our agent didn't make it out there yet. We have to be careful where our operatives are seen sometimes.


The drop-off location inside Jark is a complex known as Tili's Red Light Palace. Initial intelligence is that it's just another merc R&R dive, nothing special. Once you have arrived to the area we'll forward the exact location of the cargo.


Speaking of which, I trust I needn't remind you how important those documents could be, or indeed, how sensitive. Proceed with caution, do not take any risks.
We've had analysts from the Krusual and Thukker tribes going over the documents you recovered from our agent's private compound. They've made one promising discovery so far which we want you to follow up.


They found a recent communication from our source inside the Ammatar Consulate. It seems she sent a package of information on the Wildfire Khumaak to the system of Jark for pickup not long ago. Our guess is that due to the sensitivity of the information and the amount of attention it's attracting, our asset in the Consulate could only get it to the border, not across. This could play in our favor though. Due to its location in the San Matar constellation – the heartlands of Ammatar space - there's a good chance our agent didn't make it out there yet. We have to be careful where our operatives are seen sometimes.


The drop-off location inside Jark is a complex known as Tili's Red Light Palace. Initial intelligence is that it's just another merc R&
amp;R dive, nothing special. Once you have arrived to the area we'll forward the exact location of the cargo.


Speaking of which, I trust I needn't remind you how important those documents could be, or indeed, how sensitive. Proceed with caution, do not take any risks.
142022 We've had analysts from the Krusual and Thukker tribes going over the documents you recovered from our agent's private compound. They've made one more promising discovery so far which we want you to follow up.


They found a recent communication from our source inside the Ammatar Consulate. It seems she sent a package of information on the Wildfire Khumaak to the system of Jark for pickup not long ago. Our guess is that due to the sensitivity of the information and the amount of attention it's attracting, our asset in the Consulate could only get it to the border, not across. This could play in our favor though. Due to its location in the San Matar constellation – the heartlands of Ammatar space - there's a good chance our agent didn't make it out there yet. We have to be careful where our operatives are seen sometimes.


The drop-off location inside Jark is a complex known as Tili's Red Light Palace. Initial intelligence is that it's just another merc R&R dive, nothing special. Once you have arrived to the area we'll forward the exact location of the cargo.


Speaking of which, I trust I needn't remind you how important those documents could be, or indeed, how sensitive. Proceed with caution, do not take any risks.
We've had analysts from the Krusual and Thukker tribes going over the documents you recovered from our agent's private compound. They've made one more promising discovery so far which we want you to follow up.


They found a recent communication from our source inside the Ammatar Consulate. It seems she sent a package of information on the Wildfire Khumaak to the system of Jark for pickup not long ago. Our guess is that due to the sensitivity of the information and the amount of attention it's attracting, our asset in the Consulate could only get it to the border, not across. This could play in our favor though. Due to its location in the San Matar constellation – the heartlands of Ammatar space - there's a good chance our agent didn't make it out there yet. We have to be careful where our operatives are seen sometimes.


The drop-off location inside Jark is a complex known as Tili's Red Light Palace. Initial intelligence is that it's just another merc R&R dive, nothing special. Once you have arrived to the area we'll forward the exact location of the cargo.


Speaking of which, I trust I needn't remind you how important those documents could be, or indeed, how sensitive. Proceed with caution, do not take any risks.
We've had analysts from the Krusual and Thukker tribes going over the documents you recovered from our agent's private compound. They've made one more promising discovery so far which we want you to follow up.


They found a recent communication from our source inside the Ammatar Consulate. It seems she sent a package of information on the Wildfire Khumaak to the system of Jark for pickup not long ago. Our guess is that due to the sensitivity of the information and the amount of attention it's attracting, our asset in the Consulate could only get it to the border, not across. This could play in our favor though. Due to its location in the San Matar constellation – the heartlands of Ammatar space - there's a good chance our agent didn't make it out there yet. We have to be careful where our operatives are seen sometimes.


The drop-off location inside Jark is a complex known as Tili's Red Light Palace. Initial intelligence is that it's just another merc R&
amp;R dive, nothing special. Once you have arrived to the area we'll forward the exact location of the cargo.


Speaking of which, I trust I needn't remind you how important those documents could be, or indeed, how sensitive. Proceed with caution, do not take any risks.
142912 I've just learned that a Minmatar military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Minmatar fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Minmatars' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Minmatar ships: I want no survivors. Leave no trace.
I've just learned that a Minmatar military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Minmatar fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents ? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Minmatars' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Minmatar ships: I want no survivors. Leave no trace.
I've just learned that a Minmatar military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Minmatar fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents
? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Minmatars' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Minmatar ships: I want no survivors. Leave no trace.
142913 I've just learned that a Minmatar military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Minmatar fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Minmatars' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Minmatar ships: I want no survivors. Leave no trace.
I've just learned that a Minmatar military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Minmatar fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents ? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Minmatars' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Minmatar ships: I want no survivors. Leave no trace.
I've just learned that a Minmatar military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Minmatar fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents
? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Minmatars' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Minmatar ships: I want no survivors. Leave no trace.
142914 I've just learned that an Amarr military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Amarr fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Amarrians' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Amarrian ships: I want no survivors. Leave no trace.
I've just learned that an Amarr military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Amarr fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents ? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Amarrians' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Amarrian ships: I want no survivors. Leave no trace.
I've just learned that an Amarr military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Amarr fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents
? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Amarrians' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Amarrian ships: I want no survivors. Leave no trace.
142915 I've just learned that a Gallentean military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Gallente fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Gallenteans' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Gallente ships: I want no survivors. Leave no trace.
I've just learned that a Gallentean military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Gallente fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents ? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Gallenteans' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Gallente ships: I want no survivors. Leave no trace.
I've just learned that a Gallentean military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Gallente fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents
? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Gallenteans' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Gallente ships: I want no survivors. Leave no trace.
142916 I've just learned that a Caldari military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Caldari fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Caldari's communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Caldari ships: I want no survivors. Leave no trace.
I've just learned that a Caldari military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Caldari fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents ? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Caldari's communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Caldari ships: I want no survivors. Leave no trace.
I've just learned that a Caldari military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Caldari fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents
? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Caldari's communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Caldari ships: I want no survivors. Leave no trace.
142917 I've just learned that a Caldari military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Caldari fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Caldari's communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Caldari ships: I want no survivors. Leave no trace.
I've just learned that a Caldari military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Caldari fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents ? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Caldari's communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Caldari ships: I want no survivors. Leave no trace.
I've just learned that a Caldari military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Caldari fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents
? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Caldari's communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Caldari ships: I want no survivors. Leave no trace.
142918 I've just learned that a Gallentean military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Gallente fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Gallenteans' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Gallente ships: I want no survivors. Leave no trace.
I've just learned that a Gallentean military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Gallente fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents ? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Gallenteans' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Gallente ships: I want no survivors. Leave no trace.
I've just learned that a Gallentean military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Gallente fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents
? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Gallenteans' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Gallente ships: I want no survivors. Leave no trace.
142919 I've just learned that an Amarr military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Amarr fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Amarrians' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Amarrian ships: I want no survivors. Leave no trace.
I've just learned that an Amarr military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Amarr fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents ? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Amarrians' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Amarrian ships: I want no survivors. Leave no trace.
I've just learned that an Amarr military convoy has somehow “strayed” into our space. Preliminary scans reveal multiple freighter-class vessels with a large escort. Intelligence has informed us that this is a munitions convoy they've been hearing about for some time, but which until now has somehow managed to avoid direct monitoring until sometime yesterday. Intel's theory is made pretty concrete by virtue of the large guard force attached to the Amarr fleet.


This is an opportunity we cannot pass up. The bulk of the convoy is currently sitting in the {[location]dungeonLocationID.name} system waiting for supply ships to catch up for refueling. I want you to intercept the convoy and destroy it before it can leave our territory; the way our interstellar relations stand right now, those weapons they're carrying could easily be turned on us within the year. If this attack is undertaken by independents
? that is, you and whatever allies you can pull in for this mission … and I'd advise you to bring some friends in for this one, ? we can easily claim no knowledge of the matter.


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Amarrians' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Amarrian ships: I want no survivors. Leave no trace.
143216 Alright. Irichi. There is a small chance you may have worked with him before. He was a Lai Dai ordinance engineer who failed one of his annual psychological evaluations. From there, he stowed away aboard a capsuleer's ship heading into lowsec space. His mistake. The capsuleer's crew found him, and he became the capsuleer's toy for two years before he escaped, absolutely insane and missing half of his body parts. We've been taking care of him ever since, and when he's lucid, Irichi is actually quite brilliant. He has made some small recoveries, but we're not out to make him normal. If we did, he might not want to be a pirate any longer. See the problem in that? <BR><BR>
The notes you found make a lot more sense under that context, don't they? The fact that he's sending you missives on his “transformation,” or whatever the hell he's calling it, means you're either his favorite culprit at the moment, as is any capsuleer that he comes across, or he suspects someone you're working with. That worries me. <BR><BR>
Any time he becomes particularly active in this sort of way, somebody gets killed. Don't believe anything he says about me unless you think it's gonna somehow give you an advantage, okay? He's dangerous, and even if he sees you as some kind of instrument, it's not beyond him to kill you for amusement. Be careful.
Alright. Irichi. There is a small chance you may have worked with him before. He was a Lai Dai ordinance engineer who failed one of his annual psychological evaluations. From there, he stowed away aboard a capsuleer's ship heading into lowsec space. His mistake. The capsuleer's crew found him, and he became the capsuleer's toy for two years before he escaped, absolutely insane and missing half of his body parts. We've been taking care of him ever since, and when he's lucid, Irichi is actually quite brilliant. He has made some small recoveries, but we're not out to make him normal. If we did, he might not want to be a pirate any longer. See the problem in that? <BR><BR>
The notes you found make a lot more sense under that context, don't they? The fact that he's sending you missives on his “transformation,” or whatever the hell he's calling it, means you're either his favorite culprit at the moment, as is any capsuleer that he comes across, or he suspects someone you're working with. That worries me. <BR><BR>
Any time he becomes particularly active in this sort of way, somebody gets killed. Don't believe anything he says about me unless you think it's gonna somehow give you an advantage, okay? He's dangerous, and even if he sees you as some kind of instrument, it's not beyond him to kill your for amusement. Be careful.
Alright. Irichi. There is a small chance you may have worked with him before. He was a Lai Dai ordinance engineer who failed one of his annual psychological evaluations. From there, he stowed away aboard a capsuleer's ship heading into lowsec space. His mistake. The capsuleer's crew found him, and he became the capsuleer's toy for two years before he escaped, absolutely insane and missing half of his body parts. We've been taking care of him ever since, and when he's lucid, Irichi is actually quite brilliant. He has made some small recoveries, but we're not out to make him normal. If we did, he might not want to be a pirate any longer. See the problem in that? <BR><BR>
The notes you found make a lot more sense under that context, don't they? The fact that he's sending you missives on his “transformation,” or whatever the hell he's calling it, means you're either his favorite culprit at the moment, as is any capsuleer that he comes across, or he suspects someone you're working with. That worries me. <BR><BR>
Any time he becomes particularly active in this sort of way, somebody gets killed. Don't believe anything he says about me unless you think it's gonna somehow give you an advantage, okay? He's dangerous, and even if he sees you as some kind of instrument, it's not beyond him to kill you
r for amusement. Be careful.
143558 We just lost a fleet out in {[location]dungeonLocationID.name}. It's a waste of hardware and personnel, but at the very least, we'd like to recover the data cores of each ship. If the vultures haven't started in on the carcass yet, they will soon. We can't afford a whole recovery effort, but we'd rather hire a capsuleer like you than let those blood-suckers run off with our data.


Keep anything else you like from the site, and if a few raiders and pirates end up dead, I doubt anyone would complain, if you know what I mean.
We just lost a fleet out in {[location]dungeonLocationID.name}. It's a waste of hardware and personnel, but at the very least, we'd like to recover the data cores of each ship. If the vultures haven't started in on the carcass yet, they will soon. We can't afford a whole recovery effort, but we'd rather hire a capsuleer like you then let those blood-suckers run off with our data.


Keep anything else you like from the site, and if a few raiders and pirates end up dead, I doubt anyone would complain, if you know what I mean.
We just lost a fleet out in {[location]dungeonLocationID.name}. It's a waste of hardware and personnel, but at the very least, we'd like to recover the data cores of each ship. If the vultures haven't started in on the carcass yet, they will soon. We can't afford a whole recovery effort, but we'd rather hire a capsuleer like you thaen let those blood-suckers run off with our data.


Keep anything else you like from the site, and if a few raiders and pirates end up dead, I doubt anyone would complain, if you know what I mean.
143757 Our security and military ground forces have been experiencing a slow but steady increase in the numbers and severity of injuries suffered during a wide range of armed conflicts. A recent study by Amarr military scientists has determined that the primary cause of this has been a failure to adequately improve the lightweight body armor worn by millions of our soldiers, Marines, police, and other fighting forces. As fate would have it, one of our intelligence units has obtained what they claim to be a revolutionary new fabric that could provide fifty percent better protection across the board in all types of engagements. We need you to deliver this very sensitive cargo to a station we designate. Our security and military ground forces have been experiencing a slow but steady increase in the numbers and severity of injuries suffered during a wide range of armed conflicts. A recent stuffy by Amarr military scientists has determined that the primary cause of this has been a failure to adequately improve the lightweight body armor worn by millions of our soldiers, Marines, police, and other fighting forces. As fate would have it, one of our intelligence units has obtained what they claim to be a revolutionary new fabric that could provide fifty percent better protection across the board in all types of engagements. We need you to deliver this very sensitive cargo to a station we designate. Our security and military ground forces have been experiencing a slow but steady increase in the numbers and severity of injuries suffered during a wide range of armed conflicts. A recent studffy by Amarr military scientists has determined that the primary cause of this has been a failure to adequately improve the lightweight body armor worn by millions of our soldiers, Marines, police, and other fighting forces. As fate would have it, one of our intelligence units has obtained what they claim to be a revolutionary new fabric that could provide fifty percent better protection across the board in all types of engagements. We need you to deliver this very sensitive cargo to a station we designate.
143787 Last night, a strike team of suicide terrorists from the Anti-Corporatist Revolutionary Front, or ACRF, struck at more than twenty Caldari offices and stations throughout the region. During one of these attacks a terrorist was captured with a well-shielded, improvised nuclear device hidden in his rucksack. Obviously this event represents an entirely new level of threat from the ACRF, now that they have proven themselves willing to carry out such a horrendous and indiscriminate mass casualty attack.


The only upside to this is that the terrorist has turned out to be the most notorious operative of the ACRF, a woman known as Commander Rachendia. Having her in custody has offered us an opportunity to gain information related to her group's future plans to strike at the Caldari State. During one of the more aggressive interrogations, she disclosed information about a pending attack against one of our nearby stations. The nature of the attack is not entirely clear; however, we know with certainty that it involves the surreptitious introduction of a viral agent into the life support and air circulation systems.


Our initial searches for these hidden canisters at that station have, so far, been fruitless – with the exception of one small aerosol-type canister. A preliminary test revealed that these viral weapons appear to be based on a self-replicating nanotechnology. Once released from stasis in their container, they seek out and consume human tissue, and leaving behind little more than dust. Our medical scientists have calculated that just one container, released into the central air processing vents, could result in the deaths of all human life aboard a medium-sized station within no more than four hours. The only good news is that these nanos are programmed to self-terminate within 12 hours. Of course, this would be far more time than would be necessary to kill everyone aboard all but the largest of stations.


Your role in this desperate situation is to deliver a cargo of electromagnetic weapons, modified to emit a short-range pulse that will literally "fry" any nanos within its range. So, we are asking: will you deliver these containers to the station immediately? Thousands of lives may depend on your answer.
Last night, a strike team of suicide terrorists from the Anti-Corporatist Revolutionary Front, or ARCF, struck at more than twenty Caldari offices and stations throughout the region. During one of these attacks a terrorist was captured with a well-shielded, improvised nuclear device hidden in his rucksack. Obviously this event represents an entirely new level of threat from the ARCF, now that they have proven themselves willing to carry out such a horrendous and indiscriminate mass casualty attack.


The only upside to this is that the terrorist has turned out to be the most notorious operative of the ARCF, a woman known as Commander Rachendia. Having her in custody has offered us an opportunity to gain information related to her group's future plans to strike at the Caldari State. During one of the more aggressive interrogations, she disclosed information about a pending attack against one of our nearby stations. The nature of the attack is not entirely clear; however, we know with certainty that it involves the surreptitious introduction of a viral agent into the life support and air circulation systems.


Our initial searches for these hidden canisters at that station have, so far, been fruitless – with the exception of one small aerosol-type canister. A preliminary test revealed that these viral weapons appear to be based on a self-replicating nanotechnology. Once released from stasis in their container, they seek out and consume human tissue, and leaving behind little more than dust. Our medical scientists have calculated that just one container, released into the central air processing vents, could result in the deaths of all human life aboard a medium-sized station within no more than four hours. The only good news is that these nanos are programmed to self-terminate within 12 hours. Of course, this would be far more time than would be necessary to kill everyone aboard all but the largest of stations.


Your role in this desperate situation is to deliver a cargo of electromagnetic weapons, modified to emit a short-range pulse that will literally "fry" any nanos within its range. So, we are asking: will you deliver these containers to the station immediately? Thousands of lives may depend on your answer.
Last night, a strike team of suicide terrorists from the Anti-Corporatist Revolutionary Front, or ACRCF, struck at more than twenty Caldari offices and stations throughout the region. During one of these attacks a terrorist was captured with a well-shielded, improvised nuclear device hidden in his rucksack. Obviously this event represents an entirely new level of threat from the ACRCF, now that they have proven themselves willing to carry out such a horrendous and indiscriminate mass casualty attack.


The only upside to this is that the terrorist has turned out to be the most notorious operative of the A
CRCF, a woman known as Commander Rachendia. Having her in custody has offered us an opportunity to gain information related to her group's future plans to strike at the Caldari State. During one of the more aggressive interrogations, she disclosed information about a pending attack against one of our nearby stations. The nature of the attack is not entirely clear; however, we know with certainty that it involves the surreptitious introduction of a viral agent into the life support and air circulation systems.


Our initial searches for these hidden canisters at that station have, so far, been fruitless – with the exception of one small aerosol-type canister. A preliminary test revealed that these viral weapons appear to be based on a self-replicating nanotechnology. Once released from stasis in their container, they seek out and consume human tissue, and leaving behind little more than dust. Our medical scientists have calculated that just one container, released into the central air processing vents, could result in the deaths of all human life aboard a medium-sized station within no more than four hours. The only good news is that these nanos are programmed to self-terminate within 12 hours. Of course, this would be far more time than would be necessary to kill everyone aboard all but the largest of stations.


Your role in this desperate situation is to deliver a cargo of electromagnetic weapons, modified to emit a short-range pulse that will literally "fry" any nanos within its range. So, we are asking: will you deliver these containers to the station immediately? Thousands of lives may depend on your answer.
144249 Our security and military ground forces have been experiencing a slow but steady increase in the numbers and severity of injuries suffered during a wide range of armed conflicts. A recent study by Amarr military scientists has determined that the primary cause of this has been a failure to adequately improve the lightweight body armor worn by millions of our soldiers, Marines, police, and other fighting forces. As fate would have it, one of our intelligence units has obtained what they claim to be a revolutionary new fabric that could provide fifty percent better protection across the board in all types of engagements. We need you to deliver this very sensitive cargo to a station we designate. Our security and military ground forces have been experiencing a slow but steady increase in the numbers and severity of injuries suffered during a wide range of armed conflicts. A recent stuffy by Amarr military scientists has determined that the primary cause of this has been a failure to adequately improve the lightweight body armor worn by millions of our soldiers, Marines, police, and other fighting forces. As fate would have it, one of our intelligence units has obtained what they claim to be a revolutionary new fabric that could provide fifty percent better protection across the board in all types of engagements. We need you to deliver this very sensitive cargo to a station we designate. Our security and military ground forces have been experiencing a slow but steady increase in the numbers and severity of injuries suffered during a wide range of armed conflicts. A recent studffy by Amarr military scientists has determined that the primary cause of this has been a failure to adequately improve the lightweight body armor worn by millions of our soldiers, Marines, police, and other fighting forces. As fate would have it, one of our intelligence units has obtained what they claim to be a revolutionary new fabric that could provide fifty percent better protection across the board in all types of engagements. We need you to deliver this very sensitive cargo to a station we designate.
144275 Last night, a strike team of suicide terrorists from the Anti-Corporatist Revolutionary Front, or ACRF, struck at more than twenty Caldari offices and stations throughout the region. During one of these attacks a terrorist was captured with a well-shielded, improvised nuclear device hidden in his rucksack. Obviously this event represents an entirely new level of threat from the ACRF, now that they have proven themselves willing to carry out such a horrendous and indiscriminate mass casualty attack.


The only upside to this is that the terrorist has turned out to be the most notorious operative of the ACRF, a woman known as Commander Rachendia. Having her in custody has offered us an opportunity to gain information related to her group's future plans to strike at the Caldari State. During one of the more aggressive interrogations, she disclosed information about a pending attack against one of our nearby stations. The nature of the attack is not entirely clear; however, we know with certainty that it involves the surreptitious introduction of a viral agent into the life support and air circulation systems.


Our initial searches for these hidden canisters at that station have, so far, been fruitless – with the exception of one small aerosol-type canister. A preliminary test revealed that these viral weapons appear to be based on a self-replicating nanotechnology. Once released from stasis in their container, they seek out and consume human tissue, and leaving behind little more than dust. Our medical scientists have calculated that just one container, released into the central air processing vents, could result in the deaths of all human life aboard a medium-sized station within no more than four hours. The only good news is that these nanos are programmed to self-terminate within 12 hours. Of course, this would be far more time than would be necessary to kill everyone aboard all but the largest of stations.


Your role in this desperate situation is to deliver a cargo of electromagnetic weapons, modified to emit a short-range pulse that will literally "fry" any nanos within its range. So, we are asking: will you deliver these containers to the station immediately? Thousands of lives may depend on your answer.
Last night, a strike team of suicide terrorists from the Anti-Corporatist Revolutionary Front, or ARCF, struck at more than twenty Caldari offices and stations throughout the region. During one of these attacks a terrorist was captured with a well-shielded, improvised nuclear device hidden in his rucksack. Obviously this event represents an entirely new level of threat from the ARCF, now that they have proven themselves willing to carry out such a horrendous and indiscriminate mass casualty attack.


The only upside to this is that the terrorist has turned out to be the most notorious operative of the ARCF, a woman known as Commander Rachendia. Having her in custody has offered us an opportunity to gain information related to her group's future plans to strike at the Caldari State. During one of the more aggressive interrogations, she disclosed information about a pending attack against one of our nearby stations. The nature of the attack is not entirely clear; however, we know with certainty that it involves the surreptitious introduction of a viral agent into the life support and air circulation systems.


Our initial searches for these hidden canisters at that station have, so far, been fruitless – with the exception of one small aerosol-type canister. A preliminary test revealed that these viral weapons appear to be based on a self-replicating nanotechnology. Once released from stasis in their container, they seek out and consume human tissue, and leaving behind little more than dust. Our medical scientists have calculated that just one container, released into the central air processing vents, could result in the deaths of all human life aboard a medium-sized station within no more than four hours. The only good news is that these nanos are programmed to self-terminate within 12 hours. Of course, this would be far more time than would be necessary to kill everyone aboard all but the largest of stations.


Your role in this desperate situation is to deliver a cargo of electromagnetic weapons, modified to emit a short-range pulse that will literally "fry" any nanos within its range. So, we are asking: will you deliver these containers to the station immediately? Thousands of lives may depend on your answer.
Last night, a strike team of suicide terrorists from the Anti-Corporatist Revolutionary Front, or ACRCF, struck at more than twenty Caldari offices and stations throughout the region. During one of these attacks a terrorist was captured with a well-shielded, improvised nuclear device hidden in his rucksack. Obviously this event represents an entirely new level of threat from the ACRCF, now that they have proven themselves willing to carry out such a horrendous and indiscriminate mass casualty attack.


The only upside to this is that the terrorist has turned out to be the most notorious operative of the A
CRCF, a woman known as Commander Rachendia. Having her in custody has offered us an opportunity to gain information related to her group's future plans to strike at the Caldari State. During one of the more aggressive interrogations, she disclosed information about a pending attack against one of our nearby stations. The nature of the attack is not entirely clear; however, we know with certainty that it involves the surreptitious introduction of a viral agent into the life support and air circulation systems.


Our initial searches for these hidden canisters at that station have, so far, been fruitless – with the exception of one small aerosol-type canister. A preliminary test revealed that these viral weapons appear to be based on a self-replicating nanotechnology. Once released from stasis in their container, they seek out and consume human tissue, and leaving behind little more than dust. Our medical scientists have calculated that just one container, released into the central air processing vents, could result in the deaths of all human life aboard a medium-sized station within no more than four hours. The only good news is that these nanos are programmed to self-terminate within 12 hours. Of course, this would be far more time than would be necessary to kill everyone aboard all but the largest of stations.


Your role in this desperate situation is to deliver a cargo of electromagnetic weapons, modified to emit a short-range pulse that will literally "fry" any nanos within its range. So, we are asking: will you deliver these containers to the station immediately? Thousands of lives may depend on your answer.
260122 You cannot join this corporation as you are {charRaceName} and this corporation only accepts the following races: {races}. If the CEO had the skill {skillName}, this would not be a problem.

Notice: The CEO must update their corporation through the corporation user interface before the skill takes effect.
You cannot join this corporation as you are {charRaceName} and this corporation only accepts the following races: {races}. If the CEO had the skill {skillName}, this would not be a problem.

Notice: The CEO must update his corporation through the corporation user interface before the skill takes effect.
You cannot join this corporation as you are {charRaceName} and this corporation only accepts the following races: {races}. If the CEO had the skill {skillName}, this would not be a problem.

Notice: The CEO must update
theirhis corporation through the corporation user interface before the skill takes effect.
UI/Messages/384/CantJoinCorpWrongRaceAndCEOWithoutSkillBody
297357 This station houses the Sanctuary’s cutting-edge graviton physics research facility. Approaching vessels are advised to carefully follow all instructions from traffic controllers, as potentially hazardous spatial distortions may be present in the immediate vicinity.

It is widely assumed that this laboratory’s previous breakthroughs are responsible for the advanced cloaking capabilities of the Astero and Stratios class vessels. Access to the laboratory and administrative levels is restricted and all capsuleer guests are confined to their quarters without exception.
This station houses the Sanctuary’s cutting-edge graviton physics research facility. Approaching vessels are advised to carefully follow all instructions from traffic controllers, as potentially hazardous spatial distortions may be present in the immediate vicinity.

It is widely assumed that this laboratory’s previous breakthroughs are responsible for the advanced cloaking capabilities of the Astero and Stratios class vessels. Access to the laboratory and administrative levels are restricted and all capsuleer guests are confined to their quarters without exception.
This station houses the Sanctuary’s cutting-edge graviton physics research facility. Approaching vessels are advised to carefully follow all instructions from traffic controllers, as potentially hazardous spatial distortions may be present in the immediate vicinity.

It is widely assumed that this laboratory’s previous breakthroughs are responsible for the advanced cloaking capabilities of the Astero and Stratios class vessels. Access to the laboratory and administrative levels
isare restricted and all capsuleer guests are confined to their quarters without exception.
Stations/Operations/Descriptions/operation52 Description for station operation Applied Gravitation Laboratory (52)
514249 Specify groups allowed to dock within the structure

NOTE: Assigning multiple lists to the same setting within a profile can only increase the access scope of that setting, i.e. if a character is banned in a list and his corporation is allowed in another list, the character will be allowed to dock.
Specify groups allowed to dock within the structure

NOTE: Assigning multiple lists to the same setting within a profile can only increase the access scope of that setting, i.e. if a character is banned in a list and his corporation s allowed in another list, the character will be allowed to dock.
Specify groups allowed to dock within the structure

NOTE: Assigning multiple lists to the same setting within a profile can only increase the access scope of that setting, i.e. if a character is banned in a list and his corporation
is allowed in another list, the character will be allowed to dock.
UI/StructureSettings/DockingAccessDesc
529259 The item must be in a Station Hangar for activation The item must be in a Station Hanger for activation The item must be in a Station Hangaer for activation
530621 The Standup M-Set Moon Drilling Stability I rig provides a means for structure operators to improve the fine control of their moon drill service modules have over the moon chunk extracted by their Upwell Refinery structures. The benefits of this rig include a longer period of time in which a moon chunk can be manually fractured before it fractures on its own, a more compact asteroid field, and longer lasting asteroids created by the chunk fracture.

Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology.

Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure.
The Standup M-Set Moon Drilling Stability I rig provides a means for structure operators to improve the fine control their moon drill service modules have over the moon chunk extracted by their Upwell Refinery structures. The benefits of this rig include a longer period of time in which a moon chunk can be manually fractured before it fractures on its own, a more compact asteroid field, and longer lasting asteroids created by the chunk fracture.

Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology.

Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure.
The Standup M-Set Moon Drilling Stability I rig provides a means for structure operators to improve the fine control of their moon drill service modules have over the moon chunk extracted by their Upwell Refinery structures. The benefits of this rig include a longer period of time in which a moon chunk can be manually fractured before it fractures on its own, a more compact asteroid field, and longer lasting asteroids created by the chunk fracture.

Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology.

Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure.
Description of item "Standup M-Set Moon Drilling Stability I" (46325)
530622 The Standup M-Set Moon Drilling Stability II rig provides a means for structure operators to improve the fine control of their moon drill service modules have over the moon chunk extracted by their Upwell Refinery structures. The benefits of this rig include a longer period of time in which a moon chunk can be manually fractured before it fractures on its own, a more compact asteroid field, and longer lasting asteroids created by the chunk fracture.

Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology.

Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure.
The Standup M-Set Moon Drilling Stability II rig provides a means for structure operators to improve the fine control their moon drill service modules have over the moon chunk extracted by their Upwell Refinery structures. The benefits of this rig include a longer period of time in which a moon chunk can be manually fractured before it fractures on its own, a more compact asteroid field, and longer lasting asteroids created by the chunk fracture.

Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology.

Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure.
The Standup M-Set Moon Drilling Stability II rig provides a means for structure operators to improve the fine control of their moon drill service modules have over the moon chunk extracted by their Upwell Refinery structures. The benefits of this rig include a longer period of time in which a moon chunk can be manually fractured before it fractures on its own, a more compact asteroid field, and longer lasting asteroids created by the chunk fracture.

Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology.

Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure.
Description of item "Standup M-Set Moon Drilling Stability II" (46326)
549420 ISK fees for aggressive wars must be paid by the attacking organization in order to continue the war. The initial war declaration cost represents the pre-payment for the first week of the war, and the attacking side will then receive a bill for the second week of the war that they can pay anytime before the beginning of that second week.

War bills will appear in the bills payable section of the corporation wallet approximately one week before they are due, and can be paid manually or set to auto-pay as desired.
If war bills are not paid on time, the war will enter a 24 hour cooldown period and then end.

Mutual wars do not require ISK payments.
ISK fees for aggressive wars must be paid by the attacking organization in order to continue the war. The initial war declaration cost represents the pre-payment for the first week of the war, and the attacking side will then receive a bill for the second week of the war that they can pay anytime before the beginning of that second week.

War bills will appear in the bills payable section of the corporation wallet approximately one week before they are due, and can be paid manually or set to auto-pay as desired.
If war bills are not paid on time, the war will enter a 24 cooldown period and then end.

Mutual wars do not require ISK payments.
ISK fees for aggressive wars must be paid by the attacking organization in order to continue the war. The initial war declaration cost represents the pre-payment for the first week of the war, and the attacking side will then receive a bill for the second week of the war that they can pay anytime before the beginning of that second week.

War bills will appear in the bills payable section of the corporation wallet approximately one week before they are due, and can be paid manually or set to auto-pay as desired.
If war bills are not paid on time, the war will enter a 24
hour cooldown period and then end.

Mutual wars do not require ISK payments.
UI/Corporations/Wars/LandingPageWarBillsTooltip
549985 An environment with burning high temperatures.

Ships in this environment receive:

- Bonus to armor HP
- Penalty to thermal resistance
An environment with burning high temperatures.

Ships in this environment receive:

- Bonus to armor HP
- Penalty to thermal resistance.
An environment with burning high temperatures.

Ships in this environment receive:

- Bonus to armor HP
- Penalty to thermal resistance
.
UI/Agency/Tooltips/Encounters/AbyssalDeadspace/Firestorm
564510 Structure has not consumed fuel for an extended period of time making it more vulnerable to attack.
In the event of structure destruction, no asset safety is provided. <color=red>All assets located in the structure will be jettisoned directly into space.</color>
Structure has not consumed fuel for an extended period of time making it more vulnerable to attack.
In the event of structure destruction, no asset safety is provided. <color=red>All assets located in the structure will jettisoned directly into space.</color>
Structure has not consumed fuel for an extended period of time making it more vulnerable to attack.
In the event of structure destruction, no asset safety is provided. <color=red>All assets located in the structure will
be jettisoned directly into space.</color>
UI/Structures/AbandonedStructureModeHint
579901 The Equilibrium of Mankind have stolen or otherwise acquired this engineering complex, evidently with the intention to construct and store large numbers of capital ships and support vessels for use in their plan to inflict massive destruction on the core empires.

If the defenses of this site are reduced it will likely be possible for CONCORD and empire forces to destroy or seize control of this facility. However, the priority target for initial assault operations are the Rogue Capital Shipyards where active EoM dreadnoughts are supplied, repaired and made ready for assault operations.
The Equilibrium of Mankind have stolen or otherwise acquired this engineering complex, evidently with the intention to construct and store large numbers capital ships and support vessels for use in their plan to inflict massive destruction on the core empires.

If the defenses of this site are reduced it will likely be possible for CONCORD and empire forces to destroy or seize control of this facility. However, the priority target for initial assault operations are the Rogue Capital Shipyards where active EoM dreadnoughts are supplied, repaired and made ready for assault operations.
The Equilibrium of Mankind have stolen or otherwise acquired this engineering complex, evidently with the intention to construct and store large numbers of capital ships and support vessels for use in their plan to inflict massive destruction on the core empires.

If the defenses of this site are reduced it will likely be possible for CONCORD and empire forces to destroy or seize control of this facility. However, the priority target for initial assault operations are the Rogue Capital Shipyards where active EoM dreadnoughts are supplied, repaired and made ready for assault operations.
Description of item "EoM Stolen Engineering Complex" (58750)
599512 I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's Spot to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock. I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's Stop to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock. I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's Spottop to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock. Part of conversation "Cash Flow for Capsuleer (8 of 10) - Conversation 1 - Amarr"
638775 This skill allows you to create formal agreements with other characters.

For each level of this skill the number of outstanding contracts is increased by four (up to a maximum of 41 at level 5).
This skill allows you to create formal agreements with other characters.

For each level of this skill the number of outstanding contracts is increased by four (up to a maximum of 41 at level 5)
This skill allows you to create formal agreements with other characters.

For each level of this skill the number of outstanding contracts is increased by four (up to a maximum of 41 at level 5)
.
Description of item "Advanced Contracting" (73912)
642441 Kinakka Stargate Checkpoint Caldari HQ Stargate Kinakka Stargate CheckpointCaldari HQ Stargate Name for dungeon 10032
645701 This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory. This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory.
713401 Skill for the generation of jump portals to distant solar systems.

Each level increases the number of ships that can be moved with a capital ship conduit jump by 5 per level.
Skill for the generation of jump portals to distant solar systems.

100% increase to the maximum number of ships that can be moved with a capital ship conduit jump per level.
Skill for the generation of jump portals to distant solar systems.

Each level100% increases to the maximum number of ships that can be moved with a capital ship conduit jump by 5 per level.
Description of item "Capital Jump Portal Generation" (83094)
1016444 Brother Jacques sent us the isotopes' points of origin. When you’re ready, come speak to me again, and we can finally find out the truth. Brother Jaques sent us the isotopes' points of origin. When you’re ready, come speak to me again, and we can finally find out the truth. Brother Jacques sent us the isotopes' points of origin. When you’re ready, come speak to me again, and we can finally find out the truth.
1021516 Pick up the slack out there. ORE needs this site turned over and there are still more rocks to break. Pick up the slack out there, ORE needs this site turned over, and there’s still more rocks that need breaking. Pick up the slack out there., ORE needs this site turned over, and there are’s still more rocks tohat need breaking. Part of conversation "[GREAD] M1 - Event - Final Asteroid"
1022747 Skill at maximizing the chance of a mining critical success when using a mining laser or ice harvester.
10% bonus to mining laser and ice harvester critical success chance per skill level.
Skill at maximizing the chance of a mining critical success when using a mining lasers or ice harvester.
10% bonus to mining laser and ice harvester critical success chance per skill level.
Skill at maximizing the chance of a mining critical success when using a mining lasers or ice harvester.
10% bonus to mining laser and ice harvester critical success chance per skill level.
Description of item "Mining Precision" (90727)
1034164 The Fabricator is depleted. Destroy it now to claim its maximum possible output. Damn, you did it! Outlasted those damn bots, now the Fabricator is a sitting duck.

Blow it open, and claim the maximum output this machine could dump.
The Fabricator is depleted. Destroy it now toDamn, you did it! Outlasted those damn bots, now the Fabricator is a sitting duck.

Blow it open, and
claim itsthe maximum possibloutput this machine coutputld dump.
Part of conversation "Horde Mode - Event - Wave Limit Reached"
1034165 This Fabricator is producing escalating waves of Rogue Drones. Between waves, it produces valuable assets. Leave its area and it will deactivate, and the assets will be lost.

Survive as long as you are able, then destroy it to claim its contents.
That Fabricator is producing escalating waves of Rogue Drones, but every time it resets, it dumps valuable assets. Stray too far, and it will deactivate. Don’t let that happen.

Survive its attacks as long as you can, then destroy it to claim its contents.
Thisat Fabricator is producing escalating waves of Rogue Drones. Between waves, it produce, but every time it resets, it dumps valuable assets. Leave its areaStray too far, and it will deactivate, and the assets will be lost. Don’t let that happen.

Survive
its attacks as long as you are ablecan, then destroy it to claim its contents.
Part of conversation "Horde Mode - Enter - Default"
1034166 The situation here has been resolved. However, there are surely other Rampant Fabricators elsewhere should you wish to ‘push your luck’ against their deadly drone waves. The battle here is over, but there are more Rampant Fabricators out there causing trouble. I hope we can count on you. The situation here has been resolved. Howebattle here is over, but there are surely othermore Rampant Fabricators elsewhere should you wish to ‘push your luck’ against their deadly drone wavesout there causing trouble. I hope we can count on you. Part of conversation "Horde Mode - Enter - Complete"
1034167 This Fabricator has deactivated due to a lack of threat detection. The Fabricator has deactivated due to a lack of threat detection. Thise Fabricator has deactivated due to a lack of threat detection. Part of conversation "Horde Mode - Event - Failure - Abandoned"
1034168 That Fabricator has been destroyed. Loot it to recover the assets produced.

There is no shame in surviving, Captain. Perhaps next time, you will be able to go the distance.
That Fabricator is down for the count. Open it up to recover whatever was produced.

No shame in surviving, maybe next time you’ll be able to go the distance.
That Fabricator has been destroyed. Loot itis down for the count. Open it up to recover the assetwhatever was produced.

There is nNo shame in surviving, Captain. Perhapsmaybe next time, you will be able to go the distance.
Part of conversation "Horde Mode - Event - Failure - Resigned"
1034374 Fabricator Rogue Drone Frigate Fabricator Rogue Drones Fabricator Rogue Drone Frigates Description of group ID 5032
1034393 Bewildering Sweeper Blackout Sweeper Bewilderinglackout Sweeper Name of item 91876 (Fabricator Rogue Drones)
1034394 A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a destroyer and features sensor dampening capabilities.
A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a destroyer and features ECM capabilities.
A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a destroyer and features
sensor dampeningECM capabilities.
Description of item "Blackout Sweeper" (91876)
1034481 Bewildering Lathe Blackout Loom Bewildering Lathelackout Loom Name of item 91897 (Fabricator Rogue Drones)
1034482 A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a Tech 2 destroyer and features sensor dampening capabilities.
A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a Tech 2 destroyer and features ECM capabilities.
A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a Tech 2 destroyer and features
sensor dampeningECM capabilities.
Description of item "Blackout Loom" (91897)
1034483 Scrutinizer Manipulator Alienator Manipulator ScrutinizeAlienator Manipulator Name of item 91898 (Fabricator Rogue Drones)
1034484 A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a Tech 2 battlecruiser and features target painting capabilities.
A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a Tech 2 battlecruiser and features webifying capabilities.
A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a Tech 2 battlecruiser and features
target paintwebifying capabilities.
Description of item "Alienator Manipulator" (91898)
1034589 Scrutinizer Sorter Alienator Sorter ScrutinizeAlienator Sorter Name of item 91902 (Fabricator Rogue Drones)
1034590 A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a battlecruiser and features target painting capabilities.
A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a battlecruiser and features webifying capabilities.
A Rogue Drone produced by a Rampant Fabricator.

It is equivalent to a battlecruiser and features
target paintwebifying capabilities.
Description of item "Alienator Sorter" (91902)
1035903 Once triggered, this infested fabricator will produce ever deadlier batches of Rogue Drones until it is depleted, destroyed, or becomes unstable.
<color=#7fffffff>Hostiles:</color> Rogue Drones
<color=#7fffffff>Roles:</color> Enforcer

Restrictions:
<color=#7fffffff>Ships:</color> From wave 5, the Fabricator will only remain stable while a combat ship larger than a Corvette is within its proximity.
<color=#7fffffff>Modules:</color> Micro Jump Field Generators are blocked while the Fabricator remains operational. Smartbombs, Bombs, and Vorton Projectors deal significantly less damage to Rogue Drone hostiles, the Fabricator, and Nanoswarms.
Once triggered, this infested fabricator will produce ever deadlier batches of Rogue Drones until it is depleted, destroyed, or it no longer detects a threat.
<color=#7fffffff>Time to complete:</color> Approximately 40-60 minutes.
<color=#7fffffff>Hostiles:</color> Rogue Drones

Fleet Recommendations:
<color=#7fffffff>Size:</color> 1-5 pilots.
<color=#7fffffff>Roles:</color> Enforcer

Restrictions:
<color=#7fffffff>Ships:</color> The Fabricator will engage with any combat ship larger than a Corvette.
<color=#7fffffff>Modules:</color> Smart Bombs and Micro Jump Field Generators are blocked while the Fabricator remains operational.
Once triggered, this infested fabricator will produce ever deadlier batches of Rogue Drones until it is depleted, destroyed, or becomes unstable.
<color=#7fffffff>Hostiles:</color> Rogue Drones
it no longer detects a threat.
<color=#7fffffff>Time to complete:</color> Approximately 40-60 minutes.
<color=#7fffffff>Hostiles:</color> Rogue Drones

Fleet Recommendations:
<color=#7fffffff>Size:</color> 1-5 pilots.

<color=#7fffffff>Roles:</color> Enforcer

Restrictions:
<color=#7fffffff>Ships:</color>
From wave 5, tThe Fabricator will only remain stable while aengage with any combat ship larger than a Corvette is within its proximity.
<color=#7fffffff>Modules:</color>
Smart Bombs and Micro Jump Field Generators are blocked while the Fabricator remains operational. Smartbombs, Bombs, and Vorton Projectors deal significantly less damage to Rogue Drone hostiles, the Fabricator, and Nanoswarms.
1035910 The Fabricator is vulnerable. Destroy it now to end the site and claim the contents, or risk the next wave of hostiles to see if you can earn even more.

Escalation points will determine the threat level of the upcoming wave.

0-11 points: Minimal threat. Strategic cruisers, non-Marauder battleships, or a group of battlecruisers are recommended at this tier.

12-35 points: Moderate threat. Marauders or multiple other battleships are recommended at this tier.

36-71 points: Severe threat. Multiple Marauders, or battleships supported by a Force Auxiliary ship, are recommended at this tier.

72+ points: Critical threat. Capital ships, or a large number of battleships, are recommended at this tier.
The Fabricator is vulnerable. Destroy it now to end the site and claim the contents, or risk the next wave of hostiles to see if you can earn even more. The Fabricator is vulnerable. Destroy it now to end the site and claim the contents, or risk the next wave of hostiles to see if you can earn even more.

Escalation points will determine the threat level of the upcoming wave.

<b>0-11 points:</b> Minimal threat. Strategic cruisers, non-Marauder battleships, or a group of battlecruisers are recommended at this tier.

<b>12-35 points:</b> Moderate threat. Marauders or multiple other battleships are recommended at this tier.

<b>36-71 points:</b> Severe threat. Multiple Marauders, or battleships supported by a Force Auxiliary ship, are recommended at this tier.

<b>72+ points:</b> Critical threat. Capital ships, or a large number of battleships, are recommended at this tier.
UI/Objectives/Descriptions/hordeModeCooldownTooltip
1035911 Each wave survived adds additional items to the Fabricator. Destroy the Fabricator to claim its contents.

From wave 5, a permitted ship must remain within range to maintain stability; the Fabricator will become invulnerable if stability reaches 0.
Each wave survived adds additional items to the Fabricator. Destroy the Fabricator to claim its contents.

A permitted ship must remain within range to maintain stability; the Fabricator will become invulnerable if stability reaches 0.
Each wave survived adds additional items to the Fabricator. Destroy the Fabricator to claim its contents.

From wave 5, aA permitted ship must remain within range to maintain stability; the Fabricator will become invulnerable if stability reaches 0.
UI/Objectives/Descriptions/hordeModeWaveCounterTooltip
1037596 Perimeter Awareness (DO NOT TRANSLATE) Perimeter Awareness - Any (DO NOT TRANSLATE) Perimeter Awareness - Any (DO NOT TRANSLATE)
1039994 Perimeter Target List Validation (DO NOT TRANSLATE) Perimeter Awareness - Battleships (DO NOT TRANSLATE) Perimeter Target List ValidationAwareness - Battleships (DO NOT TRANSLATE)
1042531 <color="#FFFF454B">Activation Blocked:</color> Vorton Projectors <color="#FFFF454B">Activation Blocked:</color> Vorton Projectors
1042584 Missile Flight Time Bonus Missile Flight Time Bonus
1042585 Turret Optimal Range Bonus Turret Optimal Range Bonus
1042587 Light Fighter Damage Bonus Light Fighter Damage Bonus
1042588 Fighter Velocity Bonus Fighter Velocity Bonus
1042589 Horde Mode - Proximity Effect - Light Fighter Damage (DO NOT TRANSLATE) Horde Mode - Proximity Effect - Light Fighter Damage (DO NOT TRANSLATE) Name of item 93873 (Cloud)
1042590 Horde Mode - Proximity Effect - Fighter Velocity (DO NOT TRANSLATE) Horde Mode - Proximity Effect - Fighter Velocity (DO NOT TRANSLATE) Name of item 93874 (Cloud)
1042591 Horde Mode - Proximity Effect - Turret Optimal Range (DO NOT TRANSLATE) Horde Mode - Proximity Effect - Turret Optimal Range (DO NOT TRANSLATE) Name of item 93875 (Cloud)
1042592 Horde Mode - Proximity Effect - Missile Flight Time (DO NOT TRANSLATE) Horde Mode - Proximity Effect - Missile Flight Time (DO NOT TRANSLATE) Name of item 93876 (Cloud)
1042601 Light Squadron Nanoswarm Light Squadron Nanoswarm
1042602 Rapid Squadron Nanoswarm Rapid Squadron Nanoswarm
1042603 Focuser Nanoswarm Focuser Nanoswarm
1042604 Prolonging Nanoswarm Prolonging Nanoswarm
1044378 Wreck of the Continental Wreck of the Continental
1044383 Wreck of the Continental Wreck of the Continental Name of item 94185 (Large Collidable Object)
1044384 Once, this was the perfect place to have a drink, relax, and take in the view. That was before it was attacked by those who wished to clear Pochven of all Upwell structures.

Over 700 billion ISK in ships were destroyed during this battle for the region's future, and now this wreck remains as a testament to that struggle.
Once, this was the perfect place to have a drink, relax, and take in the view. That was before it was attacked by those who wished to clear Pochven of all Upwell structures.

Over 700 billion ISK in ships were destroyed during this battle for the region's future, and now this wreck remains as a testament to that struggle.
Description of item "No item name" (94185)
1044385 Fabricator Rogue Drone Destroyer Fabricator Rogue Drone Destroyer
1044386 Fabricator Rogue Drone Cruiser Fabricator Rogue Drone Cruiser
1044387 Fabricator Rogue Drone Battlecruiser Fabricator Rogue Drone Battlecruiser
1044388 Fabricator Rogue Drone Battleship Fabricator Rogue Drone Battleship
1044389 Rampancy Rampancy
1044390 As Rampancy increases, so does the threat level of the upcoming wave.

0-11: Low. Strategic cruisers, non-marauder battleships, or a group of battlecruisers are recommended.

12-35: Moderate. Marauders or a group of battleships are recommended.

36-71: Severe. A group of marauders or battleships supported by a Force Auxiliary ship is recommended.

72+: Critical. Capital ships or a large group of subcaps are recommended.
As Rampancy increases, so does the threat level of the upcoming wave.

<b>0-11:</b> Low. Strategic cruisers, non-marauder battleships, or a group of battlecruisers are recommended.

<b>12-35:</b> Moderate. Marauders or a group of battleships are recommended.

<b>36-71:</b> Severe. A group of marauders or battleships supported by a Force Auxiliary ship is recommended.

<b>72+:</b> Critical. Capital ships or a large group of subcaps are recommended.
1044391 Fabricator Data Fabricator Data
1047385 Shapash Corporation Emblem Defiant Latten Matte - Limited Shapash Corporation EmblemDefiant Latten Matte - Limited Name of item 95445 (Ship Emblems)
1048895 Fabricated 100 - Limited Fabricated 100 - Limited Name of item 95813 (Ship SKIN Design Element)
1048896 A license for the single use of a pattern in SKIN sequencing, once activated and inside your SKINR collection.

The digital sequence of this pattern license has been bound, and though it can only be used once no sequence binders are required when it is consumed in the sequencing of a SKIN license.
A license for the single use of a pattern in SKIN sequencing, once activated and inside your SKINR collection.

The digital sequence of this pattern license has been bound, and though it can only be used once no sequence binders are required when it is consumed in the sequencing of a SKIN license.
Description of item "No item name" (95813)
1048898 Fabricated 100 Fabricated 100
1048933 Starkman Prime Migration Fleet Starkman Prime Migration Fleet
1048934 Starkmanir Muster Point Starkmanir Muster Point Name of item 95816 (Logo Display Monument)
1048935 A gathering point for members of the Starkmanir Tribe who hope to resettle their historic home of Starkman Prime. The planet is currently registered by its occupied name of Arzad II, but the Republic's Restoration campaign plans to regain control and change that. Their allies from the other six tribes of Matar have pledged to escort them once the campaign is a success. A gathering point for members of the Starkmanir Tribe who hope to resettle their historic home of Starkman Prime. The planet is currently registered by its occupied name of Arzad II, but the Republic's Restoration campaign plans to regain control and change that. Their allies from the other six tribes of Matar have pledged to escort them once the campaign is a success. Description of item "No item name" (95816)
1048941 Non-Interactable Starkmanir Nidhoggur Non-Interactable Starkmanir Nidhoggur Name of item 95817 (Non-Interactable Object)
1048943 Non-Interactable Starkmanir Fenrir Non-Interactable Starkmanir Fenrir Name of item 95818 (Non-Interactable Object)
1048944 Non-Interactable Starkmanir Mammoth Non-Interactable Starkmanir Mammoth Name of item 95819 (Non-Interactable Object)
1048945 Non-Interactable Starkmanir Stabber Non-Interactable Starkmanir Stabber Name of item 95820 (Non-Interactable Object)
1048948 Non-Interactable Brutor Tempest Non-Interactable Brutor Tempest Name of item 95821 (Non-Interactable Object)
1048950 Non-Interactable Brutor Hurricane Non-Interactable Brutor Hurricane Name of item 95822 (Non-Interactable Object)
1048951 Non-Interactable Brutor Stabber Non-Interactable Brutor Stabber Name of item 95823 (Non-Interactable Object)
1048976 Non-Interactable Nefantar Stabber Non-Interactable Nefantar Stabber Name of item 95836 (Non-Interactable Object)
1048977 Non-Interactable Nefantar Hurricane Non-Interactable Nefantar Hurricane Name of item 95837 (Non-Interactable Object)
1048978 Non-Interactable Nefantar Tempest Non-Interactable Nefantar Tempest Name of item 95838 (Non-Interactable Object)
1048979 Non-Interactable Thukker Tempest Non-Interactable Thukker Tempest Name of item 95839 (Non-Interactable Object)
1048980 Non-Interactable Thukker Hurricane Non-Interactable Thukker Hurricane Name of item 95840 (Non-Interactable Object)
1048981 Non-Interactable Thukker Stabber Non-Interactable Thukker Stabber Name of item 95841 (Non-Interactable Object)
1048982 Non-Interactable Sebiestor Stabber Non-Interactable Sebiestor Stabber Name of item 95842 (Non-Interactable Object)
1048983 Non-Interactable Sebiestor Hurricane Non-Interactable Sebiestor Hurricane Name of item 95843 (Non-Interactable Object)
1048984 Non-Interactable Sebiestor Tempest Non-Interactable Sebiestor Tempest Name of item 95844 (Non-Interactable Object)
1048985 Non-Interactable Krusual Tempest Non-Interactable Krusual Tempest Name of item 95845 (Non-Interactable Object)
1048986 Non-Interactable Krusual Hurricane Non-Interactable Krusual Hurricane Name of item 95846 (Non-Interactable Object)
1048987 Non-Interactable Krusual Stabber Non-Interactable Krusual Stabber Name of item 95847 (Non-Interactable Object)
1048990 Non-Interactable Vherokior Stabber Non-Interactable Vherokior Stabber Name of item 95848 (Non-Interactable Object)
1048991 Non-Interactable Vherokior Hurricane Non-Interactable Vherokior Hurricane Name of item 95849 (Non-Interactable Object)
1048992 Non-Interactable Vherokior Tempest Non-Interactable Vherokior Tempest Name of item 95850 (Non-Interactable Object)
1049034 VDB_Cloud_Vortex_05a_DarkStorm_01a_Rotateable VDB_Cloud_Vortex_05a_DarkStorm_01a_Rotateable Name of item 95856 (Scalable Non-Interactable Object)
1049163 ♦ Hurricane ♦ Hurricane Name of item 95900 (FW Minmatar Republic Battlecruiser)
1049164 A battlecruiser of the Minmatar Republic A battlecruiser of the Minmatar Republic Description of item "No item name" (95900)
1049165 ♦ Stabber ♦ Stabber Name of item 95901 (FW Minmatar Republic Cruiser)
1049166 A cruiser of the Minmatar Republic A cruiser of the Minmatar Republic Description of item "No item name" (95901)
1049167 ♦ Firetail ♦ Firetail Name of item 95902 (FW Minmatar Republic Frigate)
1049168 A frigate of the Minmatar Republic A frigate of the Minmatar Republic Description of item "No item name" (95902)
1049170 ♦ Mammoth ♦ Mammoth Name of item 95903 (FW Minmatar Republic Hauler)
1049171 A hauler of the Minmatar Republic A hauler of the Minmatar Republic Description of item "No item name" (95903)
1049172 ♦ Fenrir ♦ Fenrir Name of item 95904 (FW Minmatar Republic Hauler)
1049173 A hauler of the Minmatar Republic A hauler of the Minmatar Republic Description of item "No item name" (95904)
1049176 Starkmanir Restoration Muster Point Thukker Spawner Starkmanir Restoration Muster Point Thukker Spawner Name of item 95905 (Cloud)
1049178 Starkmanir Restoration Muster Point Starkmanir Spawner Starkmanir Restoration Muster Point Starkmanir Spawner Name of item 95906 (Cloud)
1049180 Starkmanir Restoration Muster Point Brutor Tribe Spawner Starkmanir Restoration Muster Point Brutor Tribe Spawner Name of item 95907 (Cloud)
1049182 Starkmanir Restoration Muster Point Krusual Tribe Spawner Starkmanir Restoration Muster Point Krusual Tribe Spawner Name of item 95908 (Cloud)
1049185 Starkmanir Restoration Muster Point Vherokior Tribe Spawner Starkmanir Restoration Muster Point Vherokior Tribe Spawner Name of item 95909 (Cloud)
1049186 Starkmanir Restoration Muster Point Sebiestor Tribe Spawner Starkmanir Restoration Muster Point Sebiestor Tribe Spawner Name of item 95910 (Cloud)
1049188 Starkmanir Restoration Muster Point Nefantar Tribe Spawner Starkmanir Restoration Muster Point Nefantar Tribe Spawner Name of item 95911 (Cloud)
1049230 Thukker Firetail Thukker Firetail Name of item 95946 (FW Minmatar Republic Frigate)
1049231 A frigate of the Minmatar Republic A frigate of the Minmatar Republic Description of item "No item name" (95946)
1049232 Sebiestor Firetail Sebiestor Firetail Name of item 95947 (FW Minmatar Republic Frigate)
1049233 A frigate of the Minmatar Republic A frigate of the Minmatar Republic Description of item "No item name" (95947)
1049234 Nefantar Firetail Nefantar Firetail Name of item 95948 (FW Minmatar Republic Frigate)
1049235 A frigate of the Minmatar Republic A frigate of the Minmatar Republic Description of item "No item name" (95948)
1049236 Krusual Firetail Krusual Firetail Name of item 95949 (FW Minmatar Republic Frigate)
1049237 A frigate of the Minmatar Republic A frigate of the Minmatar Republic Description of item "No item name" (95949)
1049238 Starkmanir Firetail Starkmanir Firetail Name of item 95950 (FW Minmatar Republic Frigate)
1049239 A frigate of the Minmatar Republic A frigate of the Minmatar Republic Description of item "No item name" (95950)
1049240 Vherokior Firetail Vherokior Firetail Name of item 95951 (FW Minmatar Republic Frigate)
1049241 A frigate of the Minmatar Republic A frigate of the Minmatar Republic Description of item "No item name" (95951)
1049242 Brutor Firetail Brutor Firetail Name of item 95952 (FW Minmatar Republic Frigate)
1049243 A frigate of the Minmatar Republic A frigate of the Minmatar Republic Description of item "No item name" (95952)
1049244 Thukker Stabber Thukker Stabber Name of item 95953 (FW Minmatar Republic Cruiser)
1049245 A cruiser of the Minmatar Republic A cruiser of the Minmatar Republic Description of item "No item name" (95953)
1049246 Sebiestor Stabber Sebiestor Stabber Name of item 95954 (FW Minmatar Republic Cruiser)
1049247 A cruiser of the Minmatar Republic A cruiser of the Minmatar Republic Description of item "No item name" (95954)
1049248 Krusual Stabber Krusual Stabber Name of item 95955 (FW Minmatar Republic Cruiser)
1049249 A cruiser of the Minmatar Republic A cruiser of the Minmatar Republic Description of item "No item name" (95955)
1049250 Vherokior Stabber Vherokior Stabber Name of item 95956 (FW Minmatar Republic Cruiser)
1049251 A cruiser of the Minmatar Republic A cruiser of the Minmatar Republic Description of item "No item name" (95956)
1049252 Starkmanir Stabber Starkmanir Stabber Name of item 95957 (FW Minmatar Republic Cruiser)
1049253 A cruiser of the Minmatar Republic A cruiser of the Minmatar Republic Description of item "No item name" (95957)
1049254 Brutor Stabber Brutor Stabber Name of item 95958 (FW Minmatar Republic Cruiser)
1049255 A cruiser of the Minmatar Republic A cruiser of the Minmatar Republic Description of item "No item name" (95958)
1049256 Nefantar Stabber Nefantar Stabber Name of item 95959 (FW Minmatar Republic Cruiser)
1049257 A cruiser of the Minmatar Republic A cruiser of the Minmatar Republic Description of item "No item name" (95959)
1049258 Thukker Hurricane Thukker Hurricane Name of item 95960 (FW Minmatar Republic Battlecruiser)
1049259 A battlecruiser of the Minmatar Republic A battlecruiser of the Minmatar Republic Description of item "No item name" (95960)
1049260 Sebiestor Hurricane Sebiestor Hurricane Name of item 95961 (FW Minmatar Republic Battlecruiser)
1049261 A battlecruiser of the Minmatar Republic A battlecruiser of the Minmatar Republic Description of item "No item name" (95961)
1049262 Krusual Hurricane Krusual Hurricane Name of item 95962 (FW Minmatar Republic Battlecruiser)
1049263 A battlecruiser of the Minmatar Republic A battlecruiser of the Minmatar Republic Description of item "No item name" (95962)
1049264 Vherokior Hurricane Vherokior Hurricane Name of item 95963 (FW Minmatar Republic Battlecruiser)
1049265 A battlecruiser of the Minmatar Republic A battlecruiser of the Minmatar Republic Description of item "No item name" (95963)
1049266 Starkmanir Hurricane Starkmanir Hurricane Name of item 95964 (FW Minmatar Republic Battlecruiser)
1049267 A battlecruiser of the Minmatar Republic A battlecruiser of the Minmatar Republic Description of item "No item name" (95964)
1049268 Brutor Hurricane Brutor Hurricane Name of item 95965 (FW Minmatar Republic Battlecruiser)
1049269 A battlecruiser of the Minmatar Republic A battlecruiser of the Minmatar Republic Description of item "No item name" (95965)
1049270 Nefantar Hurricane Nefantar Hurricane Name of item 95966 (FW Minmatar Republic Battlecruiser)
1049271 A battlecruiser of the Minmatar Republic A battlecruiser of the Minmatar Republic Description of item "No item name" (95966)
1049465 Infested Naglfar Infested Naglfar Name of item 96032 (No group name)
1049466 Destroyed in a failed attempt to contain the fabricator, this vessel has been reconstructed and infested by the rampant intelligence.

It is equivalent to a dreadnought, and it features a neutralizer.
Destroyed in a failed attempt to contain the fabricator, this vessel has been reconstructed and infested by the rampant intelligence.

It is equivalent to a dreadnought, and it features a neutralizer.
Description of item "No item name" (96032)
1049467 Fabricator Rogue Drone Dreadnought Fabricator Rogue Drone Dreadnought
1049473 Perimeter Awareness - Fabricator NPCs (DO NOT TRANSLATE) Perimeter Awareness - Fabricator NPCs (DO NOT TRANSLATE)
1049534 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
1049535 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Description of item "No item name" (96040)
1049536 Apostle Khanid Cyber Knight SKIN Apostle Khanid Cyber Knight SKIN Name of item 96040 (Permanent SKIN)
1049537 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
1049538 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Description of item "No item name" (96041)
1049539 Apocalypse Khanid Cyber Knight SKIN Apocalypse Khanid Cyber Knight SKIN Name of item 96041 (Permanent SKIN)
1049540 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
1049541 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Description of item "No item name" (96042)
1049542 Amarr Shuttle Khanid Cyber Knight SKIN Amarr Shuttle Khanid Cyber Knight SKIN Name of item 96042 (Permanent SKIN)
1049543 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
1049544 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Description of item "No item name" (96043)
1049545 Dragoon Navy Issue Khanid Cyber Knight SKIN Dragoon Navy Issue Khanid Cyber Knight SKIN Name of item 96043 (Permanent SKIN)
1049546 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
1049547 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Description of item "No item name" (96044)
1049548 Harbinger Khanid Cyber Knight SKIN Harbinger Khanid Cyber Knight SKIN Name of item 96044 (Permanent SKIN)
1049549 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
1049550 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Description of item "No item name" (96045)
1049551 Tormentor Khanid Cyber Knight SKIN Tormentor Khanid Cyber Knight SKIN Name of item 96045 (Permanent SKIN)
1049552 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
1049553 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Description of item "No item name" (96046)
1049554 Sigil Khanid Cyber Knight SKIN Sigil Khanid Cyber Knight SKIN Name of item 96046 (Permanent SKIN)
1049555 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
1049556 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Description of item "No item name" (96047)
1049557 Augoror Khanid Cyber Knight SKIN Augoror Khanid Cyber Knight SKIN Name of item 96047 (Permanent SKIN)
1049558 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
1049559 Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.

- From the archives of Khanid Prime.
Description of item "No item name" (96048)
1049560 Coercer Khanid Cyber Knight SKIN Coercer Khanid Cyber Knight SKIN Name of item 96048 (Permanent SKIN)
1049691 Avalon Flotilla Avalon Flotilla
1049696 Arkombine Archon (DO NOT TRANSLATE) Arkombine Archon (DO NOT TRANSLATE) Name of item 96062 (Non-Interactable Object)
1049697 Arkombine Wyvern (DO NOT TRANSLATE) Arkombine Wyvern (DO NOT TRANSLATE) Name of item 96063 (Non-Interactable Object)
1049698 Arkombine Aeon (DO NOT TRANSLATE) Arkombine Aeon (DO NOT TRANSLATE) Name of item 96064 (Non-Interactable Object)
1049699 Arkombine Chimera (DO NOT TRANSLATE) Arkombine Chimera (DO NOT TRANSLATE) Name of item 96065 (Non-Interactable Object)
1049700 Arkombine Thanatos (DO NOT TRANSLATE) Arkombine Thanatos (DO NOT TRANSLATE) Name of item 96066 (Non-Interactable Object)
1049701 Arkombine Nyx (DO NOT TRANSLATE) Arkombine Nyx (DO NOT TRANSLATE) Name of item 96067 (Non-Interactable Object)
1049702 Arkombine Nidhoggur (DO NOT TRANSLATE) Arkombine Nidhoggur (DO NOT TRANSLATE) Name of item 96068 (Non-Interactable Object)
1049703 Arkombine Hel (DO NOT TRANSLATE) Arkombine Hel (DO NOT TRANSLATE) Name of item 96069 (Non-Interactable Object)
1049704 Arkombine Wreath (DO NOT TRANSLATE) Arkombine Wreath (DO NOT TRANSLATE) Name of item 96070 (Non-Interactable Object)
1049705 Arkombine Raven (DO NOT TRANSLATE) Arkombine Raven (DO NOT TRANSLATE) Name of item 96071 (Non-Interactable Object)
1049706 Arkombine Armageddon (DO NOT TRANSLATE) Arkombine Armageddon (DO NOT TRANSLATE) Name of item 96072 (Non-Interactable Object)
1049707 Arkombine Eos (DO NOT TRANSLATE) Arkombine Eos (DO NOT TRANSLATE) Name of item 96073 (Non-Interactable Object)
1049773 Avalon Avalon Name of item 96075 (Large Collidable Object)
1049774 A roaming fortress, forged by the Vanguard to offer all warclones the one thing they most need: a home.

The Avalon and its accompanying flotilla of ships have found safe harbor here for now, hidden from those who would hunt them down.
A roaming fortress, forged by the Vanguard to offer all warclones the one thing they most need: a home.

The Avalon and its accompanying flotilla of ships have found safe harbor here for now, hidden from those who would hunt them down.
Description of item "No item name" (96075)
1049836 Bomb Damage Resistance Bomb Damage Resistance
1049837 Vorton Projector Damage Resistance Vorton Projector Damage Resistance
1049838 Smartbomb Damage Resistance Smartbomb Damage Resistance
1049863 Imperial Small Structure 06a (DO NOT TRANSLATE) Imperial Small Structure 06a (DO NOT TRANSLATE) Name of item 96080 (Non-Interactable Object)
1049864 Imperial ring 35k 01b (DO NOT TRANSLATE) Imperial ring 35k 01b (DO NOT TRANSLATE) Name of item 96081 (Non-Interactable Object)
1049865 Imperial ring 35k 01d (DO NOT TRANSLATE) Imperial ring 35k 01d (DO NOT TRANSLATE) Name of item 96082 (Non-Interactable Object)
1049866 Imperial Small Structure 01a (DO NOT TRANSLATE) Imperial Small Structure 01a (DO NOT TRANSLATE) Name of item 96083 (Non-Interactable Object)
1049871 Court facilities where judicial matters are arbitrated. Court facilities where judicial matters are arbitrated.
1049872 Tribunal Tribunal
1049885 Raa Stargate Checkpoint Raa Stargate Checkpoint Name of item 96084 (Cloud)
1049886 Eredan Stargate Checkpoint Eredan Stargate Checkpoint Name of item 96085 (Cloud)
1049888 Gheth Stargate Checkpoint Gheth Stargate Checkpoint Name of item 96086 (Cloud)
1049889 Kinakka Stargate Checkpoint Kinakka Stargate Checkpoint Name of item 96087 (Cloud)
1049890 Piak Stargate Checkpoint Piak Stargate Checkpoint Name of item 96088 (Cloud)
1049891 Rohamaa Stargate Checkpoint Rohamaa Stargate Checkpoint Name of item 96089 (Cloud)
1049892 Tsuruma Stargate Checkpoint Tsuruma Stargate Checkpoint Name of item 96090 (Cloud)
1049893 Uuhulanen Stargate Checkpoint Uuhulanen Stargate Checkpoint Name of item 96091 (Cloud)
1049898 Agoze Stargate Checkpoint Agoze Stargate Checkpoint Name of item 96092 (Cloud)
1049899 Amygnon Stargate Checkpoint Amygnon Stargate Checkpoint Name of item 96093 (Cloud)
1049900 Brarel Stargate Checkpoint Brarel Stargate Checkpoint Name of item 96094 (Cloud)
1049901 Vey Stargate Checkpoint Vey Stargate Checkpoint Name of item 96095 (Cloud)
1049902 Hror Stargate Checkpoint Hror Stargate Checkpoint Name of item 96096 (Cloud)
1049903 Auner Stargate Checkpoint Auner Stargate Checkpoint Name of item 96097 (Cloud)
1049904 Resbroko Stargate Checkpoint Resbroko Stargate Checkpoint Name of item 96098 (Cloud)

New Files (21 Entries)
File Name Size in kb (Decompressed)
dx9/model/ship/minmatar/battleship/mb2/effects/mb2_t1_legion_spikes_geo_01_packedtgs.gr2
413
dx9/model/ship/minmatar/battleship/mb2/effects/mb2_t1_legion_spikes_geo_01_packedtgs_lowdetail.gr2
39
dx9/model/ship/minmatar/destroyer/mde2/effects/mde2_t2_legion_geo_01a_packedtgs.gr2
370
dx9/model/ship/minmatar/destroyer/mde2/effects/mde2_t2_legion_geo_01a_packedtgs_lowdetail.gr2
29
dx9/model/ship/minmatar/freighter/mfr1/effects/mfr1_t2_legion_spike_geo_01a_packedtgs.gr2
677
dx9/model/ship/minmatar/freighter/mfr1/effects/mfr1_t2_legion_spike_geo_01a_packedtgs_lowdetail.gr2
36
dx9/model/ship/minmatar/frigate/mf1/effects/mf1_t2c_legion_spikes_geo_packedtgs.gr2
250
dx9/model/ship/minmatar/frigate/mf1/effects/mf1_t2c_legion_spikes_geo_packedtgs_lowdetail.gr2
34
dx9/model/ship/minmatar/industrial/mi3/effects/mi3_t2c_legion_mask_geo_01a_packedtgs.gr2
36
dx9/model/ship/minmatar/industrial/mi3/effects/mi3_t2c_legion_mask_geo_01a_packedtgs_lowdetail.gr2
29
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v1_legion_spike_geo_01a_packedtgs.gr2
243
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v1_legion_spike_geo_01a_packedtgs_lowdetail.gr2
24
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v2_legion_spike_geo_01a_packedtgs.gr2
306
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v2_legion_spike_geo_01a_packedtgs_lowdetail.gr2
28
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v3_legion_spike_geo_01a_packedtgs.gr2
200
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v3_legion_spike_geo_01a_packedtgs_lowdetail.gr2
31
ui/texture/icons/inventory/drifter_data_128.png
21
ui/texture/icons/inventory/drifter_filament_128.png
24
ui/texture/icons/inventory/drifter_key_128.png
23
ui/texture/icons/inventory/drifter_loot_crate128.png
24
ui/texture/icons/inventory/drifter_loot_crate256.png
57
Changed Files (333 Entries)
File Name Size in kb (Decompressed)
audio/soundprioritizationmetadata.json
4478 -> 4477
bin64/GFSDK_Aftermath_Lib.x64.dll
1535 -> 1535
bin64/_audio2.dll
3875 -> 3875
bin64/_ctypes.pyd
115 -> 115
bin64/_d3dinfo.dll
245 -> 245
bin64/_destiny.dll
916 -> 916
bin64/_elementtree.pyd
98 -> 98
bin64/_evelocalization.dll
290 -> 290
bin64/_eveplanetresources.dll
231 -> 231
bin64/_geo2.dll
199 -> 199
bin64/_ime.dll
119 -> 119
bin64/_pyevepathfinder.dll
853 -> 853
bin64/_pyfsd.dll
364 -> 364
bin64/_socket.pyd
59 -> 59
bin64/_spacemouse.dll
69 -> 69
bin64/_ssl.pyd
2428 -> 2428
bin64/_trinity_dx11.dll
27890 -> 27890
bin64/_trinity_dx12.dll
28350 -> 28350
bin64/_videoplayer.dll
2153 -> 2153
bin64/_yaml.pyd
244 -> 244
bin64/accountingEntryTypesLoader.pyd
67 -> 67
bin64/accountingKeysLoader.pyd
66 -> 66
bin64/achievementEventsLoader.pyd
72 -> 72
bin64/agencyHelpVideoGroupsLoader.pyd
71 -> 71
bin64/agencyHelpVideosLoader.pyd
67 -> 67
bin64/agentTypesLoader.pyd
63 -> 63
bin64/agentsInSpaceLoader.pyd
65 -> 65
bin64/ancestriesLoader.pyd
67 -> 67
bin64/archetypesLoader.pyd
73 -> 73
bin64/atomsLoader.pyd
113 -> 113
bin64/audioMetadataLoader.pyd
129 -> 129
bin64/billTypesLoader.pyd
66 -> 66
bin64/billboardsLoader.pyd
130 -> 130
bin64/bloodlinesLoader.pyd
66 -> 66
bin64/blue.dll
12078 -> 12078
bin64/careerPathsLoader.pyd
66 -> 66
bin64/categoriesLoader.pyd
67 -> 67
bin64/challengeConditionsLoader.pyd
63 -> 63
bin64/challengeEventsLoader.pyd
63 -> 63
bin64/challengesLoader.pyd
92 -> 92
bin64/character_avatarbehaviorsLoader.pyd
73 -> 73
bin64/character_colorLocationsLoader.pyd
67 -> 67
bin64/character_colorNamesLoader.pyd
66 -> 66
bin64/character_modifierLocationsLoader.pyd
66 -> 66
bin64/character_portraitresourcesLoader.pyd
67 -> 67
bin64/character_resourcesLoader.pyd
72 -> 72
bin64/character_sculptingLocationsLoader.pyd
66 -> 66
bin64/checkPointsLoader.pyd
67 -> 67
bin64/clientLocationListsLoader.pyd
71 -> 71
bin64/commandSetsLoader.pyd
77 -> 77
bin64/community_track_templatesLoader.pyd
71 -> 71
bin64/compressibleTypesLoader.pyd
62 -> 62
bin64/contentTagTypesLoader.pyd
67 -> 67
bin64/contentTagsLoader.pyd
67 -> 67
bin64/contrabandTypesLoader.pyd
82 -> 82
bin64/contributionMethodsLoader.pyd
83 -> 83
bin64/controlTowerResourcesLoader.pyd
74 -> 74
bin64/conversationAgentsLoader.pyd
67 -> 67
bin64/conversationsLoader.pyd
90 -> 90
bin64/corporationActivitiesLoader.pyd
65 -> 65
bin64/corporationRoleGroupsLoader.pyd
67 -> 67
bin64/corporationRolesLoader.pyd
66 -> 66
bin64/cratesLoader.pyd
81 -> 81
bin64/currencyBucketsLoader.pyd
67 -> 67
bin64/defaultOverviewsLoader.pyd
71 -> 71
bin64/dogmaAttributeCategoriesLoader.pyd
66 -> 66
bin64/dogmaAttributesLoader.pyd
68 -> 68
bin64/dogmaEffectsLoader.pyd
78 -> 78
bin64/dogmaUnitsLoader.pyd
66 -> 66
bin64/dungeonEnvironmentTemplatesLoader.pyd
88 -> 88
bin64/dungeonObjectivesLoader.pyd
183 -> 183
bin64/dungeonsLoader.pyd
94 -> 94
bin64/dynamicItemAttributesLoader.pyd
95 -> 95
bin64/effectSequencesLoader.pyd
99 -> 99
bin64/effectsLoader.pyd
99 -> 99
bin64/environmentTemplateAnchorCategoryIDsLoader.pyd
79 -> 79
bin64/environmentTemplateAnchorGroupIDsLoader.pyd
79 -> 79
bin64/environmentTemplateAnchorTypeIDsLoader.pyd
79 -> 79
bin64/environmentTemplatesLoader.pyd
128 -> 128
bin64/epicArcsLoader.pyd
90 -> 90
bin64/essReserveKeysLoader.pyd
65 -> 65
bin64/eve_crashmon.exe
773 -> 773
bin64/eve_public_grpc_client.pyd
21890 -> 21884
bin64/exefile.exe
1003 -> 1003
bin64/expertSystemsLoader.pyd
85 -> 85
bin64/explosionBucketIDsLoader.pyd
96 -> 96
bin64/explosionIDsLoader.pyd
67 -> 67
bin64/factionsLoader.pyd
73 -> 73
bin64/globalTypesLoader.pyd
79 -> 79
bin64/goalsLoader.pyd
67 -> 67
bin64/graphicIDsLoader.pyd
104 -> 104
bin64/graphicLocationsLoader.pyd
86 -> 86
bin64/graphicMaterialSetsLoader.pyd
71 -> 71
bin64/groupGraphicsLoader.pyd
113 -> 113
bin64/groupRewardsLoader.pyd
84 -> 84
bin64/groupsLoader.pyd
66 -> 66
bin64/hueCategoriesLoader.pyd
67 -> 67
bin64/iconIDsLoader.pyd
67 -> 67
bin64/itemTraderRecipesLoader.pyd
80 -> 80
bin64/launchdarkly_stackless_client_sdk.pyd
11090 -> 11090
bin64/manufacturableItemsLoader.pyd
69 -> 69
bin64/marketGroupsLoader.pyd
65 -> 65
bin64/menuHighlightsLoader.pyd
72 -> 72
bin64/metaGroupsLoader.pyd
68 -> 68
bin64/missionsLoader.pyd
224 -> 224
bin64/musicTriggersLoader.pyd
66 -> 66
bin64/newActivitiesLoader.pyd
72 -> 72
bin64/newFeaturesLoader.pyd
73 -> 73
bin64/nodeGraphsLoader.pyd
152 -> 152
bin64/nodeTypesLoader.pyd
117 -> 117
bin64/npcCharactersLoader.pyd
83 -> 83
bin64/npcCorporationDivisionsLoader.pyd
67 -> 67
bin64/npcCorporationsLoader.pyd
128 -> 128
bin64/npcStationTaxModifierLoader.pyd
97 -> 97
bin64/npcStructureSettingsLoader.pyd
97 -> 97
bin64/objectiveChainsLoader.pyd
212 -> 212
bin64/objectiveTaskTypesLoader.pyd
81 -> 81
bin64/objectiveTypesLoader.pyd
128 -> 128
bin64/objectivesLoader.pyd
67 -> 67
bin64/operationCategoriesLoader.pyd
72 -> 72
bin64/operationSitesLoader.pyd
69 -> 69
bin64/operationTasksLoader.pyd
123 -> 123
bin64/operationTreeStructuresLoader.pyd
88 -> 88
bin64/operationsLoader.pyd
89 -> 90
bin64/packages/monolithgeoip2/data/GeoLite2-ASN.mmdb
12078 -> 12094
bin64/packages/monolithgeoip2/data/GeoLite2-Country.mmdb
8696 -> 8808
bin64/paintsLoader.pyd
66 -> 66
bin64/paperdollsLoader.pyd
93 -> 93
bin64/petitionEventsLoader.pyd
66 -> 66
bin64/petitionPropertiesLoader.pyd
67 -> 67
bin64/pvpFilamentEventDatesLoader.pyd
67 -> 67
bin64/pvpFilamentMatchTypesLoader.pyd
75 -> 75
bin64/pyexpat.pyd
168 -> 168
bin64/python27.dll
3567 -> 3567
bin64/racesLoader.pyd
80 -> 80
bin64/rad_tm_win64.dll
218 -> 218
bin64/recruitmentGroupsLoader.pyd
65 -> 65
bin64/recruitmentTypesLoader.pyd
65 -> 65
bin64/requiredSkillsForTypesLoader.pyd
76 -> 76
bin64/requiredSkillsIndexLoader.pyd
121 -> 122
bin64/schematicsLoader.pyd
88 -> 88
bin64/schoolMapLoader.pyd
65 -> 65
bin64/schoolsLoader.pyd
72 -> 72
bin64/seasonSelectionLoader.pyd
52 -> 52
bin64/seasonalCampaignsLoginRewardsLoader.pyd
86 -> 86
bin64/shipCosmeticLicensesLoader.pyd
65 -> 65
bin64/ship_cosmetic_slot_categoriesLoader.pyd
66 -> 66
bin64/ship_cosmetic_slot_configurationsLoader.pyd
72 -> 72
bin64/ship_cosmetic_slot_namesLoader.pyd
66 -> 66
bin64/ship_cosmetic_slotsLoader.pyd
71 -> 71
bin64/ship_skin_design_component_categoriesLoader.pyd
66 -> 66
bin64/ship_skin_design_component_point_valuesLoader.pyd
77 -> 77
bin64/ship_skin_design_component_raritiesLoader.pyd
65 -> 65
bin64/ship_skin_design_componentsLoader.pyd
83 -> 83
bin64/ship_skin_design_components_post_processLoader.pyd
63 -> 63
bin64/ship_skin_design_tier_thresholdsLoader.pyd
76 -> 76
bin64/skillPlansLoader.pyd
82 -> 82
bin64/skillTreeGroupsLoader.pyd
71 -> 71
bin64/skyBoxEffectsLoader.pyd
74 -> 74
bin64/soundIDsLoader.pyd
66 -> 66
bin64/spaceComponentsByTypeLoader.pyd
476 -> 476
bin64/spaceObjectHighlightsLoader.pyd
67 -> 68
bin64/staticdata/mapObjects.db
33026 -> 33026
bin64/stationOperationsLoader.pyd
86 -> 86
bin64/stationServicesLoader.pyd
65 -> 65
bin64/stationStandingsRestrictionsLoader.pyd
79 -> 79
bin64/surveysLoader.pyd
80 -> 80
bin64/tagsLoader.pyd
67 -> 67
bin64/tbb12.dll
185 -> 185
bin64/travelEffectsLoader.pyd
70 -> 70
bin64/typeDogmaLoader.pyd
81 -> 81
bin64/typeListLoader.pyd
72 -> 72
bin64/typeMaterialsLoader.pyd
81 -> 81
bin64/typesLoader.pyd
74 -> 74
bin64/uiBlinksLoader.pyd
67 -> 67
bin64/uiElementTypesLoader.pyd
67 -> 67
bin64/uiHelpPointersLoader.pyd
73 -> 73
bin64/uiHidingTemplatesLoader.pyd
83 -> 83
bin64/uiHighlightsLoader.pyd
75 -> 75
bin64/ujson.pyd
97 -> 97
bin64/unicodedata.pyd
703 -> 703
bin64/voidSpaceEncountersLoader.pyd
72 -> 72
bin64/warZonesPositionDataLoader.pyd
88 -> 88
carbon.json
1 -> 1
code.ccp
30773 -> 31104
dx9/model/controller/shipstandard.black
7 -> 7
dx9/model/decal/gallente/logo_gallente_01_f.dds
22 -> 22
dx9/model/decal/gallente/logo_gallente_01_n.dds
22 -> 22
dx9/model/decal/gallente/logo_gallente_01_r.dds
11 -> 11
dx9/model/decal/minmatar/glow_killmarks_04_t.dds
16 -> 16
dx9/model/instance/containers/container02.gr2
61 -> 68
dx9/model/instance/containers/container02_lowdetail.gr2
48 -> 17
dx9/model/instance/containers/container03.gr2
58 -> 76
dx9/model/instance/containers/container03_lowdetail.gr2
45 -> 17
dx9/model/instance/containers/container04.gr2
51 -> 58
dx9/model/instance/containers/container04_lowdetail.gr2
38 -> 13
dx9/model/instance/containers/container05.gr2
49 -> 52
dx9/model/instance/containers/container05_lowdetail.gr2
39 -> 13
dx9/model/instance/containers/container3x3_01.gr2
9 -> 10
dx9/model/instance/containers/containerpillar_01.gr2
5 -> 6
dx9/model/jumpgate/caldari/cbg/construction/effect/cbg_s1_construction_fx.black
52 -> 52
dx9/model/jumpgate/caldari/cbg/construction/effect/cbg_s2_construction_fx.black
60 -> 59
dx9/model/jumpgate/caldari/cbg/construction/effect/cbg_s3_construction_fx.black
86 -> 85
dx9/model/jumpgate/caldari/cbg/construction/effect/cbg_s4_construction_fx.black
83 -> 82
dx9/model/jumpgate/gallente/gbg/construction/effects/gbg_s1_construction_fx.black
61 -> 60
dx9/model/jumpgate/gallente/gbg/construction/effects/gbg_s2_construction_fx.black
64 -> 63
dx9/model/jumpgate/gallente/gbg/construction/effects/gbg_s3_construction_fx.black
69 -> 68
dx9/model/jumpgate/gallente/gbg/construction/effects/gbg_s4_construction_fx.black
72 -> 71
dx9/model/shared/fx/skin/igc_xx_caldari_exhaust_mask_01a.dds
87 -> 87
dx9/model/shared/fx/standalonert/lighting/lightcaster/lightcaster_blue_flickering_01a.black
5 -> 6
dx9/model/shared/fx/standalonert/lighting/lightcaster/lightcaster_green_flickering_01a.black
5 -> 6
dx9/model/shared/fx/standalonert/lighting/lightcaster/lightcaster_orange_flickering_01a.black
5 -> 6
dx9/model/shared/fx/standalonert/lighting/lightcaster/lightcaster_red_flickering_01a.black
5 -> 6
dx9/model/shared/fx/standalonert/lighting/lightcaster/lightcaster_teal_flickering_01a.black
5 -> 6
dx9/model/shared/fx/standalonert/lighting/lightcaster/lightcaster_white_flickering_01a.black
5 -> 6
dx9/model/shared/fx/standalonert/lighting/lightcaster/lightcaster_yellow_flickering_01a.black
5 -> 6
dx9/model/ship/deathless/battlecruiser/deabc1/deabc1_t1.gr2
2675 -> 2675
dx9/model/ship/deathless/battlecruiser/deabc1/deabc1_t1_lowdetail.gr2
2219 -> 2219
dx9/model/ship/deathless/battlecruiser/deabc1/effects/deabc1_fx_01a.black
108 -> 106
dx9/model/ship/minmatar/battleship/mb2/effects/mb2_t1_legion_fx.black
87 -> 87
dx9/model/ship/minmatar/destroyer/mde2/effects/mde2_t2_legion_fx.black
86 -> 86
dx9/model/ship/minmatar/freighter/mfr1/effects/mfr1_t2_legion_fx.black
101 -> 101
dx9/model/ship/minmatar/frigate/mf1/effects/mf1_t2c_legion_fx.black
80 -> 80
dx9/model/ship/minmatar/industrial/mi3/effects/mi3_t2c_legion_fx.black
99 -> 99
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v1_legion_fx.black
73 -> 73
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v2_legion_fx.black
72 -> 72
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v3_legion_fx.black
73 -> 73
dx9/model/ship/upwell/industrial/uwi01/effects/uwi01_t1_fx_01a.black
200 -> 264
dx9/model/ship/upwell/industrial/uwi01/effects/uwi01_t2a_fx_01a.black
264 -> 329
dx9/model/ship/upwell/industrial/uwi01/effects/uwi01_t2b_fx_01a.black
188 -> 259
dx9/model/spaceobjectfactory/data.black
183760 -> 183282
dx9/model/spaceobjectfactory/hulls/ab1_t1.black
92 -> 87
dx9/model/spaceobjectfactory/hulls/ab2_t1.black
218 -> 211
dx9/model/spaceobjectfactory/hulls/ab2_t2.black
79 -> 30
dx9/model/spaceobjectfactory/hulls/abc2_t1.black
47 -> 47
dx9/model/spaceobjectfactory/hulls/abc2_t2.black
40 -> 34
dx9/model/spaceobjectfactory/hulls/ac3_t1.black
102 -> 96
dx9/model/spaceobjectfactory/hulls/ac4_t1.black
197 -> 183
dx9/model/spaceobjectfactory/hulls/aca2_t2.black
359 -> 344
dx9/model/spaceobjectfactory/hulls/ade1_t1.black
114 -> 37
dx9/model/spaceobjectfactory/hulls/af2_t1.black
37 -> 21
dx9/model/spaceobjectfactory/hulls/af4_t1.black
45 -> 49
dx9/model/spaceobjectfactory/hulls/af5_t1.black
28 -> 20
dx9/model/spaceobjectfactory/hulls/af6_t1.black
20 -> 17
dx9/model/spaceobjectfactory/hulls/afaux1_t1.black
75 -> 71
dx9/model/spaceobjectfactory/hulls/ai2_t1.black
28 -> 22
dx9/model/spaceobjectfactory/hulls/as1_t1.black
11 -> 9
dx9/model/spaceobjectfactory/hulls/cb1_t1.black
334 -> 362
dx9/model/spaceobjectfactory/hulls/cbg_s1.black
7 -> 6
dx9/model/spaceobjectfactory/hulls/cbg_s2.black
10 -> 9
dx9/model/spaceobjectfactory/hulls/cbg_s3.black
13 -> 12
dx9/model/spaceobjectfactory/hulls/cbg_s4.black
13 -> 12
dx9/model/spaceobjectfactory/hulls/cde3_t3.black
73 -> 67
dx9/model/spaceobjectfactory/hulls/deafob01.black
229 -> 227
dx9/model/spaceobjectfactory/hulls/gbg_s1.black
10 -> 9
dx9/model/spaceobjectfactory/hulls/gbg_s2.black
10 -> 9
dx9/model/spaceobjectfactory/hulls/gbg_s3.black
10 -> 9
dx9/model/spaceobjectfactory/hulls/gbg_s4.black
11 -> 9
dx9/model/spaceobjectfactory/hulls/gc3_t1.black
123 -> 116
dx9/model/spaceobjectfactory/hulls/mc3_t2a.black
49 -> 44
dx9/model/spaceobjectfactory/hulls/mf7_t1.black
23 -> 21
dx9/model/spaceobjectfactory/patterns/halloween_22.black
6 -> 5
dx9/model/spaceobjectfactory/patterns/igc_xx_amarr.black
2 -> 1
dx9/model/spaceobjectfactory/patterns/igc_xx_caldari.black
1 -> 1
dx9/model/spaceobjectfactory/patterns/igc_xx_gallente.black
1 -> 1
dx9/model/spaceobjectfactory/patterns/khanid_ck_amarr.black
3 -> 2
dx9/model/structure/caldari/spaceelevator/hub/effects/shuttle/shuttle_02.gr2
333 -> 375
dx9/model/structure/caldari/spaceelevator/hub/effects/shuttle/shuttle_02_lowdetail.gr2
267 -> 311
dx9/model/structure/caldari/spaceelevator/hub/effects/shuttle/shuttle_05.gr2
2152 -> 2474
dx9/model/structure/caldari/spaceelevator/hub/effects/shuttle/shuttle_05_lowdetail.gr2
1687 -> 1909
localizationfsd/localization_fsd_de.pickle
44510 -> 44488
localizationfsd/localization_fsd_en-us.pickle
40538 -> 40521
localizationfsd/localization_fsd_es.pickle
43828 -> 43805
localizationfsd/localization_fsd_fr.pickle
46203 -> 46180
localizationfsd/localization_fsd_ja.pickle
85913 -> 85861
localizationfsd/localization_fsd_ko.pickle
70751 -> 70710
localizationfsd/localization_fsd_main.pickle
3333 -> 3333
localizationfsd/localization_fsd_ru.pickle
152619 -> 152535
localizationfsd/localization_fsd_zh.pickle
61011 -> 60976
manifest.dat
19 -> 19
resfiledependencies.yaml
13233 -> 13184
resfileindex.txt
20639 -> 20628
resfileindex_prefetch.txt
9408 -> 9407
start.ini
0 -> 0
staticdata/audiometadata.fsdbinary
2697 -> 2697
staticdata/blueprints.static
4612 -> 4612
staticdata/bracketsbygroup.static
9 -> 9
staticdata/bracketsbytype.static
20 -> 20
staticdata/clonegrades.static
49 -> 49
staticdata/conversations.fsdbinary
315 -> 315
staticdata/dbuffcollections.static
139 -> 139
staticdata/defaultoverviews.fsdbinary
6 -> 6
staticdata/dogmaattributes.fsdbinary
450 -> 449
staticdata/dogmaeffects.fsdbinary
874 -> 874
staticdata/dungeons.fsdbinary
749 -> 748
staticdata/fighterabilities.static
32 -> 32
staticdata/fighterabilitiesbytype.static
45 -> 45
staticdata/graphicids.fsdbinary
1535 -> 1531
staticdata/graphicmaterialsets.fsdbinary
240 -> 239
staticdata/groups.fsdbinary
70 -> 70
staticdata/iconids.fsdbinary
533 -> 528
staticdata/industry_activities.static
24 -> 24
staticdata/industry_activity_modifier_sources.static
77 -> 77
staticdata/industry_activity_target_filters.static
24 -> 24
staticdata/industry_assembly_lines.static
385 -> 385
staticdata/industry_installation_types.static
40 -> 40
staticdata/infobubbles.static
389 -> 389
staticdata/missions.fsdbinary
1288 -> 1265
staticdata/nodegraphs.fsdbinary
8126 -> 8104
staticdata/objectivechains.fsdbinary
232 -> 232
staticdata/objectivetypes.fsdbinary
53 -> 51
staticdata/requiredskillsindex.fsdbinary
265 -> 265
staticdata/ship_skin_design_components.fsdbinary
190 -> 190
staticdata/ship_skin_design_components_post_process.fsdbinary
19 -> 19
staticdata/skinlicenses.static
1982 -> 1978
staticdata/skinmaterials.static
184 -> 184
staticdata/skins.static
4083 -> 4067
staticdata/solarsystemcontent.static
92396 -> 92396
staticdata/spacecomponentsbytype.fsdbinary
23278 -> 23053
staticdata/starmapcache.pickle
2165 -> 2165
staticdata/stationoperations.fsdbinary
14 -> 14
staticdata/systems.static
1906 -> 1906
staticdata/typedogma.fsdbinary
12279 -> 12252
staticdata/typelist.fsdbinary
150 -> 150
staticdata/types.fsdbinary
9096 -> 9078
texture/fx/caustics/caustic_04c.dds
349 -> 349
texture/fx/caustics/caustic_16d.dds
43 -> 43
texture/fx/gradients/capmask_tighter_01e.dds
22 -> 22
texture/fx/gradients/ramp_cc_env_dust_devil_01a.dds
5 -> 22
texture/fx/lightnings/lightning5x_h_01c.dds
87 -> 87
texture/fx/lightnings/lightning_09.dds
87 -> 87
texture/fx/lightnings/lightning_10a.dds
87 -> 87
ui/texture/classes/skins/icons/118.png ->
3 -> 3

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