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Est. patch size: 244mb
Icon | TypeID & Name | Description | Group | Attributes |
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52442 - Damavik Trig Beat 04 SKIN (Permanent) | No Description | Permanent SKIN | Click to toggle showing the 23 attributes.typeID: 52442Capacity: 0.0 isDynamicType: False raceID: 135 typeNameID: 550372 basePrice: 0.0 marketGroupID: 2486 (Triglavian) Volume: 0.01 radius: 1.0 published: True Mass: 0.0 groupID: 1950 portionSize: 1 skin_internalName: Damavik Trig Beat 04 skin_skinMaterialID: 2384 skin_isSingleUse: False skin_visibleSerenity: False skin_skinID: 8011 skin_allowCCPDevs: True skin_visibleTranquility: True skin_duration: -1 skin_types: [47269] skin_licenseTypeID: 52442 Applies to: Damavik isSingleUse: False visibleTranquility: True visibleSerenity: False duration: -1 |
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52443 - Rodiva Trig Beat 04 SKIN (Permanent) | No Description | Permanent SKIN | Click to toggle showing the 23 attributes.typeID: 52443Capacity: 0.0 isDynamicType: False raceID: 135 typeNameID: 550373 basePrice: 0.0 marketGroupID: 2485 (Triglavian) Volume: 0.01 radius: 1.0 published: True Mass: 0.0 groupID: 1950 portionSize: 1 skin_internalName: Rodiva Trig Beat 04 skin_skinMaterialID: 2384 skin_isSingleUse: False skin_visibleSerenity: False skin_skinID: 8012 skin_allowCCPDevs: True skin_visibleTranquility: True skin_duration: -1 skin_types: [49712] skin_licenseTypeID: 52443 Applies to: Rodiva isSingleUse: False visibleTranquility: True visibleSerenity: False duration: -1 |
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52444 - Drekavac Trig Beat 04 SKIN (Permanent) | No Description | Permanent SKIN | Click to toggle showing the 23 attributes.typeID: 52444Capacity: 0.0 isDynamicType: False raceID: 135 typeNameID: 550374 basePrice: 0.0 marketGroupID: 2519 (Triglavian) Volume: 0.01 radius: 1.0 published: True Mass: 0.0 groupID: 1950 portionSize: 1 skin_internalName: Drekavac Trig Beat 04 skin_skinMaterialID: 2384 skin_isSingleUse: False skin_visibleSerenity: False skin_skinID: 8013 skin_allowCCPDevs: True skin_visibleTranquility: True skin_duration: -1 skin_types: [49711] skin_licenseTypeID: 52444 Applies to: Drekavac isSingleUse: False visibleTranquility: True visibleSerenity: False duration: -1 |
Please note that a "removed" item usually means the item was just not yet added to the "newer" build.
TypeID & Name | Description | Group | Attributes |
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Blueprint Name | Old BP Data | New BP Data | Raw Diff |
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TypeID, Name, and Group | Old Reprocessing Data | New Reprocessing Data | Raw Diff |
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TypeID, Group, & Name | Singularity_Previous | Singularity_Next | Diff |
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Attribute Name | Diff |
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TypeID, Name, and Group | Diff |
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12552 - Lux S (Advanced Beam Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12557 - Gleam S (Advanced Beam Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12559 - Aurora S (Advanced Beam Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12561 - Blaze S (Advanced Pulse Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12563 - Scorch S (Advanced Pulse Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12565 - Conflagration S (Advanced Pulse Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12608 - Hail S (Advanced Autocannon Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12610 - Desolation S (Advanced Blaster Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12612 - Void S (Advanced Blaster Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12614 - Null S (Advanced Blaster Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12616 - Bolt S (Advanced Railgun Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12618 - Spike S (Advanced Railgun Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12620 - Javelin S (Advanced Railgun Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12625 - Barrage S (Advanced Autocannon Ammo) | isDynamicType: None => False |
12627 - Storm S (Advanced Autocannon Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12629 - Shock S (Advanced Artillery Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12631 - Quake S (Advanced Artillery Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12633 - Tremor S (Advanced Artillery Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12761 - Quake L (Advanced Artillery Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12763 - Shock L (Advanced Artillery Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12765 - Tremor L (Advanced Artillery Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12767 - Quake M (Advanced Artillery Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12769 - Shock M (Advanced Artillery Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12771 - Tremor M (Advanced Artillery Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12773 - Barrage M (Advanced Autocannon Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12775 - Barrage L (Advanced Autocannon Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12777 - Hail M (Advanced Autocannon Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12779 - Hail L (Advanced Autocannon Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12781 - Storm M (Advanced Autocannon Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12783 - Storm L (Advanced Autocannon Ammo) | radius: 0.0 => 1.0 isDynamicType: None => False |
12785 - Null M (Advanced Blaster Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12787 - Null L (Advanced Blaster Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12789 - Void M (Advanced Blaster Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12791 - Void L (Advanced Blaster Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12793 - Desolation M (Advanced Blaster Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12795 - Desolation L (Advanced Blaster Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12797 - Bolt M (Advanced Railgun Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12799 - Bolt L (Advanced Railgun Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12801 - Javelin M (Advanced Railgun Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12803 - Javelin L (Advanced Railgun Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12805 - Spike M (Advanced Railgun Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12807 - Spike L (Advanced Railgun Charge) | radius: 0.0 => 1.0 isDynamicType: None => False |
12810 - Blaze M (Advanced Pulse Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12812 - Blaze L (Advanced Pulse Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12814 - Conflagration M (Advanced Pulse Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12816 - Conflagration L (Advanced Pulse Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12818 - Scorch M (Advanced Pulse Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12820 - Scorch L (Advanced Pulse Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12822 - Aurora M (Advanced Beam Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12824 - Aurora L (Advanced Beam Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12826 - Gleam M (Advanced Beam Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12828 - Gleam L (Advanced Beam Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12830 - Lux M (Advanced Beam Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
12832 - Lux L (Advanced Beam Laser Crystal) | radius: 0.0 => 1.0 isDynamicType: None => False |
41334 - Gleam XL (Advanced Beam Laser Crystal) | isDynamicType: None => False |
41336 - Aurora XL (Advanced Beam Laser Crystal) | isDynamicType: None => False |
Mutator | Combines With | Produces | Mutations |
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Effect Name | Diff |
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TypeID, Name, and Group | Effects Changes |
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TypeID & Skill Name | Old Level | New Level |
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TypeID, Item Name, & Group |
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TypeID, Item Name, & Group |
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TypeID & Skill Name | Old Level | New Level |
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TypeID, Item Name, & Group |
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TypeID, Item Name, & Group |
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TypeID & Skill Name | Old Level | New Level |
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TypeID, Item Name, & Group |
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TypeID, Item Name, & Group |
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TypeID & Skill Name | Old Level | New Level |
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TypeID, Item Name, & Group |
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TypeID, Item Name, & Group |
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Key | Singularity_Previous | Singularity_Next | Diff | Usage |
---|---|---|---|---|
80253 | The Khanid Innovation Lux package is not really a laser crystal per say but rather a laser pumped graviton generator.
Can only be used by small tech level II+ Beam Lasers |
The Khanid Innovation Lux package is not really a laser crystal per say but rather a laser pumped graviton generator.
Note: This ammunition can only be used by small tech level II and faction Beam Lasers. |
The Khanid Innovation Lux package is not really a laser crystal per say but rather a laser pumped graviton generator. |
Item description for "Lux S" (typeID 12552) |
80257 | This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.
Can only be used by small tech level II Pulse Lasers |
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.
Note: This ammunition can only be used by small tech level II and faction Pulse Lasers. |
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart. |
Item description for "Blaze S" (typeID 12561) |
80259 | The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.
Can only be used by small tech level II+ Blasters. |
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.
Note: This ammunition can only be used by small tech level II and faction Blasters. |
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite. |
Item description for "Desolation S" (typeID 12610) |
80260 | The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.
25% reduced optimal range. 25% reduced tracking speed. 50% reduced falloff range. Note: This ammunition can only be used by small tech level II Blasters. |
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.
25% reduced optimal range. 25% reduced tracking speed. 50% reduced falloff range. Note: This ammunition can only be used by small tech level II and faction Blasters. |
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal. 25% reduced optimal range. 25% reduced tracking speed. 50% reduced falloff range. Note: This ammunition can only be used by small tech level II and faction Blasters. |
Item description for "Void S" (typeID 12612) |
80261 | The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation. 40% increased optimal range. 25% reduced tracking speed. 40% increased falloff range. Note: This ammunition can only be used by small tech level II Blasters. |
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.
40% increased optimal range. 25% reduced tracking speed. 40% increased falloff range. Note: This ammunition can only be used by small tech level II and faction Blasters. |
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation. 40% increased optimal range. 25% reduced tracking speed. 40% increased falloff range. Note: This ammunition can only be used by small tech level II and faction Blasters. |
Item description for "Null S" (typeID 12614) |
80262 | The Bolt is actualy a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantialy improved penetration as the emp shock disrupts the shield allowing the thungsten shrapnel to bypass it more effectively.
Can only be used by small tech level II+ Railguns |
The Bolt is actually a modified Emp Artillery warhead Encased in a standard tungsten charge casing. This results in substantially improved penetration as the emp shock disrupts the shield allowing the tungsten shrapnel to bypass it more effectively.
Note: This ammunition can only be used by small tech level II and faction Railguns. |
The Bolt is actually a modified Emp Artillery warhead Encased in a standard t C |
Item description for "Bolt S" (typeID 12616) |
80263 | The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation. 40% increased optimal range. 25% reduced tracking speed. 40% increased falloff range. Note: This ammunition can only be used by medium tech level II Blasters. |
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.
40% increased optimal range. 25% reduced tracking speed. 40% increased falloff range. Note: This ammunition can only be used by medium tech level II and faction Blasters. |
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation. 40% increased optimal range. 25% reduced tracking speed. 40% increased falloff range. Note: This ammunition can only be used by medium tech level II and faction Blasters. |
Item description for "Null M" (typeID 12785) |
80264 | The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation. 40% increased optimal range. 25% reduced tracking speed. 40% increased falloff range. Note: This ammunition can only be used by large tech level II Blasters. |
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation.
40% increased optimal range. 25% reduced tracking speed. 40% increased falloff range. Note: This ammunition can only be used by large tech level II, faction and officer Blasters. |
The Null is an improved version of the standard Thorium charge that possesses greatly improved molecular cohesion, resulting in superior range and reduced particle dissipation. 40% increased optimal range. 25% reduced tracking speed. 40% increased falloff range. Note: This ammunition can only be used by large tech level II, faction and officer Blasters. |
Item description for "Null L" (typeID 12787) |
80265 | The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.
25% reduced optimal range. 25% reduced tracking speed. 50% reduced falloff range. Note: This ammunition can only be used by medium tech level II Blasters. |
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.
25% reduced optimal range. 25% reduced tracking speed. 50% reduced falloff range. Note: This ammunition can only be used by medium tech level II and faction Blasters. |
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal. 25% reduced optimal range. 25% reduced tracking speed. 50% reduced falloff range. Note: This ammunition can only be used by medium tech level II and faction Blasters. |
Item description for "Void M" (typeID 12789) |
80266 | The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.
25% reduced optimal range. 25% reduced tracking speed. 50% reduced falloff range. Note: This ammunition can only be used by large tech level II Blasters. |
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal.
25% reduced optimal range. 25% reduced tracking speed. 50% reduced falloff range. Note: This ammunition can only be used by large tech level II, faction and officer Blasters. |
The Void Xenon charge is a high-powered blaster charge that delivers an extremely powerful blast of kinetic energy. However, it has several serious drawbacks, most notably the fact that it requires considerably more capacitor energy than any other blaster charge. It also needs to maintain a clean aim for a slightly longer time than normal. 25% reduced optimal range. 25% reduced tracking speed. 50% reduced falloff range. Note: This ammunition can only be used by large tech level II, faction and officer Blasters. |
Item description for "Void L" (typeID 12791) |
80267 | The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.
Can only be used by medium tech level II+ Blasters. |
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.
Note: This ammunition can only be used by medium tech level II and faction Blasters. |
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite. |
Item description for "Desolation M" (typeID 12793) |
80268 | The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.
Can only be used by large tech level II+ Blasters. |
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite.
Note: This ammunition can only be used by large tech level II, faction and officer Blasters. |
The Void Morphite blaster charge is Duvolle Labs' answer to the recent advances in shield technology. Unlike most blaster charges, the Void's main power lies in the electromagnetic radiation generated by the plasmatized morphite. |
Item description for "Desolation L" (typeID 12795) |
80269 | The Bolt is actualy a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantialy improved penetration as the emp shock disrupts the shield allowing the thungsten scrapnel to bipass it more effectively.
Can only be used by Medium tech level II+ Railguns |
The Bolt is actually a modified Emp Artillery warhead Encased in a standard tungsten charge casing. This results in substantially improved penetration as the emp shock disrupts the shield allowing the tungsten shrapnel to bypass it more effectively.
Note: This ammunition can only be used by medium tech level II and faction Railguns. |
The Bolt is actually a modified Emp Artillery warhead Encased in a standard t C |
Item description for "Bolt M" (typeID 12797) |
80270 | The Bolt is actualy a modified Emp Artillery warhead Encased in a standard thungsten charge casing. This results in substantialy improved penetration as the emp shock disrupts the shield allowing the thungsten scrapnel to bipass it more effectively.
Can only be used by Large tech level II+ Railguns |
The Bolt is actually a modified Emp Artillery warhead Encased in a standard tungsten charge casing. This results in substantially improved penetration as the emp shock disrupts the shield allowing the tungsten shrapnel to bypass it more effectively.
Note: This ammunition can only be used by large tech level II, faction and officer Railguns. |
The Bolt is actually a modified Emp Artillery warhead Encased in a standard t C |
Item description for "Bolt L" (typeID 12799) |
80271 | This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.
Can only be used by medium tech level II Pulse Lasers |
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.
Note: This ammunition can only be used by medium tech level II and faction Pulse Lasers. |
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart. |
Item description for "Blaze M" (typeID 12810) |
80272 | This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.
Can only be used by large tech level II Pulse Lasers |
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart.
Note: This ammunition can only be used by large tech level II, faction and officer Pulse Lasers. |
This frequency modulation crystal uses a modified microwave crystal coupled with a relatively low energy electron beam generator to alter the electric charge of molecules causing them to violently break apart. |
Item description for "Blaze L" (typeID 12812) |
80273 | A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.
Can only be used by medium tech level II+ Beam Lasers |
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.
Note: This ammunition can only be used by medium tech level II and faction Beam Lasers. |
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time. |
Item description for "Lux M" (typeID 12830) |
80274 | A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.
Can only be used by large tech level II+ Beam Lasers |
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time.
Note: This ammunition can only be used by large tech level II, faction and officer Beam Lasers. |
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time. |
Item description for "Lux L" (typeID 12832) |
82896 | The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by large tech level II Railguns. |
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Railguns. |
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Railguns. |
Item description for "Javelin L" (typeID 12803) |
82897 | The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by medium tech level II Railguns. |
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by medium tech level II and faction Railguns. |
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by medium tech level II and faction Railguns. |
Item description for "Javelin M" (typeID 12801) |
82898 | The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by small tech level II Railguns. |
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by small tech level II and faction Railguns. |
The Javelin charge consists of a cluster of Iridium Fletchets with a Graviton Pulse Detonator. This allows for much higher damage than can be achieved by a standard rail system. However, the inherent entropy of graviton pulses means that it is very hard to maintain accuracy at long range. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by small tech level II and faction Railguns. |
Item description for "Javelin S" (typeID 12620) |
82899 | The Spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range. 80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by large tech level II Railguns. |
The Spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range.
80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Railguns. |
The Spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range. 80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Railguns. |
Item description for "Spike L" (typeID 12807) |
82900 | The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small graviton booster unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range. 80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by medium tech level II Railguns. |
The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small graviton booster unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range.
80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by medium tech level II and faction Railguns. |
The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small graviton booster unit that provides a substantial boost to the sabots impact velocity. However, the charge is next to useless at close range. 80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by medium tech level II and faction Railguns. |
Item description for "Spike M" (typeID 12805) |
82901 | The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However the charge is next to useless at close range. 80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by small tech level II Railguns. |
The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However the charge is next to useless at close range.
80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by small tech level II and faction Railguns. |
The spike munition package is designed to deliver huge damage to targets at extreme distances. It consists of a superdense plutonium sabot mounted on a small rocket unit that provides a substantial boost to the sabots impact velocity. However the charge is next to useless at close range. 80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by small tech level II and faction Railguns. |
Item description for "Spike S" (typeID 12618) |
84003 | The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range. 30% reduced tracking speed. 25% increased capacitor usage. Note: This ammunition can only be used by large tech level II Pulse Lasers. |
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range. 30% reduced tracking speed. 25% increased capacitor usage. Note: This ammunition can only be used by large tech level II, faction and officer Pulse Lasers. |
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 50% reduced optimal range. 30% reduced tracking speed. 25% increased capacitor usage. Note: This ammunition can only be used by large tech level II, faction and officer Pulse Lasers. |
Item description for "Conflagration L" (typeID 12816) |
84004 | The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range. 30% reduced tracking speed. 25% increased capacitor usage. Note: This ammunition can only be used by medium tech level II Pulse Lasers. |
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range. 30% reduced tracking speed. 25% increased capacitor usage. Note: This ammunition can only be used by medium tech level II and faction Pulse Lasers. |
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 50% reduced optimal range. 30% reduced tracking speed. 25% increased capacitor usage. Note: This ammunition can only be used by medium tech level II and faction Pulse Lasers. |
Item description for "Conflagration M" (typeID 12814) |
84005 | The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range. 30% reduced tracking speed. 25% increased capacitor usage. Note: This ammunition can only be used by small tech level II Pulse Lasers. |
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
50% reduced optimal range. 30% reduced tracking speed. 25% increased capacitor usage. Note: This ammunition can only be used by small tech level II and faction Pulse Lasers. |
The Conflagration is a supercharged X-Ray crystal created by Carthum Conglomerate for the Imperial Navy. Has much greater damage potential than the standard version, but needs considerably more capacitor, has reduced effective range and negatively affects the weapon's tracking speed. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 50% reduced optimal range. 30% reduced tracking speed. 25% increased capacitor usage. Note: This ammunition can only be used by small tech level II and faction Pulse Lasers. |
Item description for "Conflagration S" (typeID 12565) |
84006 | The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 40% increased optimal range. 25% reduced tracking speed. Note: This ammunition can only be used by large tech level II Pulse Lasers. |
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range. 25% reduced tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Pulse Lasers. |
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 40% increased optimal range. 25% reduced tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Pulse Lasers. |
Item description for "Scorch L" (typeID 12820) |
84007 | The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers, it gives a good boost to range but has fairly low damage potential and low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 40% increased optimal range. 25% reduced tracking speed. Note: This ammunition can only be used by medium tech level II Pulse Lasers. |
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers, it gives a good boost to range but has fairly low damage potential and low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range. 25% reduced tracking speed. Note: This ammunition can only be used by medium tech level II and faction Pulse Lasers. |
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers, it gives a good boost to range but has fairly low damage potential and low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 40% increased optimal range. 25% reduced tracking speed. Note: This ammunition can only be used by medium tech level II and faction Pulse Lasers. |
Item description for "Scorch M" (typeID 12818) |
84008 | The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 40% increased optimal range. 25% reduced tracking speed. Note: This ammunition can only be used by small tech level II Pulse Lasers. |
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
40% increased optimal range. 25% reduced tracking speed. Note: This ammunition can only be used by small tech level II and faction Pulse Lasers. |
The Scorch is a UV crystal designed by Carthum Conglomerate. Utilizing AI microtrackers it gives a good boost to range but has fairly low damage potential, low tracking and is of limited use against heavily armored targets. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 40% increased optimal range. 25% reduced tracking speed. Note: This ammunition can only be used by small tech level II and faction Pulse Lasers. |
Item description for "Scorch S" (typeID 12563) |
84009 | A Carthum Conglomerate large Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but suffers from much reduced tracking and has a considerably longer cooldown than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by large tech level II Beam Lasers. |
A Carthum Conglomerate large Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but suffers from much reduced tracking and has a considerably longer cooldown than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Beam Lasers. |
A Carthum Conglomerate large Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but suffers from much reduced tracking and has a considerably longer cooldown than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Beam Lasers. |
Item description for "Aurora L" (typeID 12824) |
84010 | A Carthum Conglomerate medium Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by medium tech level II Beam Lasers. |
A Carthum Conglomerate medium Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by medium tech level II and faction Beam Lasers. |
A Carthum Conglomerate medium Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but also uses way more capacitor power than normal and has a far longer cooldown time. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by medium tech level II and faction Beam Lasers. |
Item description for "Aurora M" (typeID 12822) |
84011 | A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but far longer cooldown time. It is next to useless at close ranges. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by small tech level II Beam Lasers. |
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but far longer cooldown time. It is next to useless at close ranges. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by small tech level II and faction Beam Lasers. |
A Carthum Conglomerate small Beam Laser Crystal based on an upgraded version of the standard radio Crystal. Huge range and damage boost but far longer cooldown time. It is next to useless at close ranges. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 80% increased optimal range. 75% reduced tracking speed. Note: This ammunition can only be used by small tech level II and faction Beam Lasers. |
Item description for "Aurora S" (typeID 12559) |
86666 | The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.
Can only be used by small Tech II+ Artillery Cannons. |
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.
Note: This ammunition can only be used by small tech level II and faction Artillery Cannons. |
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge. |
Item description for "Shock S" (typeID 12629) |
86667 | An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.
80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by small tech level II Artillery Cannons. |
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.
80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by small tech level II and faction Artillery Cannons. |
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat. 80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by small tech level II and faction Artillery Cannons. |
Item description for "Tremor S" (typeID 12633) |
86668 | The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.
Can only be used by large Tech II+ Artillery Cannons. |
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.
Note: This ammunition can only be used by large tech level II, faction and officer Artillery Cannons. |
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge. |
Item description for "Shock L" (typeID 12763) |
86669 | An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.
80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by large tech level II Artillery Cannons. |
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.
80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by large tech level II, faction and officer Artillery Cannons. |
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat. 80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by large tech level II, faction and officer Artillery Cannons. |
Item description for "Tremor L" (typeID 12765) |
86670 | The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.
Can only be used by medium Tech II+ Artillery Cannons. |
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge.
Note: This ammunition can only be used by medium tech level II and faction Artillery Cannons. |
The Shock ionized plasma shell combines many of the benefits of EMP and Phased Plasma and will tear through most shields with relative ease. However, they require substantially greater turret power to maintain the ammo's charge. |
Item description for "Shock M" (typeID 12769) |
86671 | An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.
80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by medium tech level II Artillery Cannons. |
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat.
80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by medium tech level II and faction Artillery Cannons. |
An advanced long range shell designed for extended bombardment, the Tremor has great range but is nearly useless in close combat. 80% increased optimal range. 75% reduced tracking. Note: This ammunition can only be used by medium tech level II and faction Artillery Cannons. |
Item description for "Tremor M" (typeID 12771) |
86672 | An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.
25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by large tech level II Autocannons. |
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.
25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by large tech level II, faction and officer Autocannons. |
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by large tech level II, faction and officer Autocannons. |
Item description for "Barrage L" (typeID 12775) |
86673 | The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.
Can only be used by large tech level II+ Autocannons. |
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.
Note: This ammunition can only be used by large tech level II, faction and officer Autocannons. |
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done. |
Item description for "Storm L" (typeID 12783) |
86674 | An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking speed. 40% increased falloff. Note: This ammunition can only be used by small tech level II Autocannons. |
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.
25% reduced tracking speed. 40% increased falloff. Note: This ammunition can only be used by small tech level II and faction Autocannons. |
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking speed. 40% increased falloff. Note: This ammunition can only be used by small tech level II and faction Autocannons. |
Item description for "Barrage S" (typeID 12625) |
86675 | The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.
Can only be used by small tech level II+ Autocannons. |
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium and Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.
Note: This ammunition can only be used by small tech level II and faction Autocannons. |
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium |
Item description for "Storm S" (typeID 12627) |
86676 | An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.
25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by medium tech level II Autocannons. |
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system.
25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by medium tech level II and faction Autocannons. |
An advanced version of the standard Nuclear ammo with a Morphite-enriched warhead and a smart tracking system. 25% reduced tracking. 40% increased falloff. Note: This ammunition can only be used by medium tech level II and faction Autocannons. |
Item description for "Barrage M" (typeID 12773) |
86677 | The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium And Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.
Can only be used by medium tech level II+ Autocannons. |
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium and Plasma), it is incredibly hard to counter completely with standard defensive systems. The downside is of course that individually, the warheads are much weaker than normal and it's rather easy to counter at least part of the damage done.
Note: This ammunition can only be used by medium tech level II and faction Autocannons. |
The Storm is a mixed payload submunition system, designed as a versatile all-in-one solution for any combat scenario. Consisting of three different miniature warheads (EMP, Titanium |
Item description for "Storm M" (typeID 12781) |
93374 | A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by large tech level II Artillery Cannons. |
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Artillery Cannons. |
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Artillery Cannons. |
Item description for "Quake L" (typeID 12761) |
93375 | A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by medium tech level II Artillery Cannons. |
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by medium tech level II and faction Artillery Cannons. |
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by medium tech level II and faction Artillery Cannons. |
Item description for "Quake M" (typeID 12767) |
93376 | A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by small tech level II Artillery Cannons. |
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by small tech level II and faction Artillery Cannons. |
A titanium sabot shell that delivers a shattering blow to the target. It is however nearly twice as bulky as standard ammunition. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by small tech level II and faction Artillery Cannons. |
Item description for "Quake S" (typeID 12631) |
93377 | The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by small tech level II Beam Lasers. |
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by small tech level II and faction Beam Lasers. |
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by small tech level II and faction Beam Lasers. |
Item description for "Gleam S" (typeID 12557) |
93378 | The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by medium tech level II Beam Lasers. |
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by medium tech level II and faction Beam Lasers. |
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by medium tech level II and faction Beam Lasers. |
Item description for "Gleam M" (typeID 12826) |
93379 | The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by large tech level II Beam Lasers. |
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter.
75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Beam Lasers. |
The Gleam overdrive crystal has tremendous damage capacity but needs substantially more energy than normal. The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter. 75% reduced optimal range. 25% increased tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Beam Lasers. |
Item description for "Gleam L" (typeID 12828) |
93952 | Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.
25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by large tech level II Autocannons. |
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.
25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Autocannons. |
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage. 25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by large tech level II, faction and officer Autocannons. |
Item description for "Hail L" (typeID 12779) |
93953 | Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.
25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by medium tech level II Autocannons. |
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.
25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by medium tech level II and faction Autocannons. |
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage. 25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by medium tech level II and faction Autocannons. |
Item description for "Hail M" (typeID 12777) |
93954 | Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.
25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by small tech level II Autocannons. |
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage.
25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by small tech level II and faction Autocannons. |
Hail is an attempt to combine the penetration of titanium sabot with the versatility of a depleted uranium shell. It has tremendous damage potential, but should not be used at long ranges. Any pilot using this ammunition should be prepared to trade optimal range, falloff range, and tracking speed for a devastating amount of damage. 25% reduced falloff. 50% reduced optimal range. 30% reduced tracking speed. Note: This ammunition can only be used by small tech level II and faction Autocannons. |
Item description for "Hail S" (typeID 12608) |
548946 | Invasion control penalties are {[numeric]influence}% effective. | Invasion influence is at {[numeric]influence}%. Defeat Triglavian forces to increase it and drive them out. | Invasion |
UI/Invasion/HUD/InfluenceBarHint |
549082 | Triglavian Invasions | Triglavian Invasion | Triglavian Invasion |
UI/Agency/ContentGroups/ContentGroupTriglavianInvasions |
549811 | Peace Treaties | Enforced Peace Periods | UI/Corporations/Wars/PeaceTreatiesGroup | |
549826 | {corpAllianceName} has a peace treaty with your organization | {corpAllianceName} has an enforced peace period with your organization | {corpAllianceName} has an enforced peace |
UI/Corporations/Wars/WarDeclareCorpOrAllianceHasForcedPeace |
549984 | Pirates are establishing fortified positions in systems across New Eden. They are mining asteroid fields in those systems and they may attack Capsuleer-owned Upwell structures. <color={color}>Recommended as a Fleet Activity</color> |
Pirates are establishing fortified positions in systems across New Eden. They are mining asteroid fields in those systems and they may attack Capsuleer-owned Upwell structures. |
Pirates are establishing fortified positions in systems across New Eden. They are mining asteroid fields in those systems and they may attack Capsuleer-owned Upwell structures. <color={color}>Recommended as a Fleet Activity</color> |
UI/Agency/Tooltips/Encounters/PirateStrongholds/PirateStrongholdMechanics |
549996 | Require hacking a container in order to unlock its contents. | Require hacking a container in order to unlock its contents. Requirements: Data Analyzer | Require hacking a container in order to unlock its contents. Requirements: <a href=showinfo:22175>Data Analyzer</a> | UI/Agency/Tooltips/Exploration/CosmicSignatures/DataSitesDescription |
549997 | Requirements: - Data Analyzer |
- <a href=showinfo:22175>Data Analyzer</a> |
||
549998 | Harvest gas that is used in the manufacturing of boosters. | Harvest gas that is used in the manufacturing of boosters. Requirements: Gas Cloud Harvester | Harvest gas that is used in the manufacturing of boosters. Requirements: <a href=showinfo:25266>Gas Cloud Harvester</a> | UI/Agency/Tooltips/Exploration/CosmicSignatures/GasSitesDescription |
549999 | More difficult Data Site types, where enemies roam and failed attempts to hack the containers will result in an explosion that might damage your ship. Requirements: - Data Analyzer |
More difficult Data Site types, where enemies roam and failed attempts to hack the containers will result in an explosion that might damage your ship. Requirements: Data Analyzer | More difficult Data Site types, where enemies roam and failed attempts to hack the containers will result in an explosion that might damage your ship. <b> - |
UI/Agency/Tooltips/Exploration/CosmicSignatures/GhostSitesDescription |
550000 | Require hacking a container in order to unlock its contents. Requirements: - Relic Analyzer |
Require hacking a container in order to unlock its contents. Requirements: Relic Analyzer | Require hacking a container in order to unlock its contents. <b> - |
UI/Agency/Tooltips/Exploration/CosmicSignatures/RelicSitesDescription |
550001 | Dangerous sites where combat and hacking are required. Requirements: - Data Analyzer And - Relic Analyzer |
Dangerous sites where combat and hacking are required. Requirements: Data Analyzer, Relic Analyzer | Dangerous sites where combat and hacking are required. <b> - And - |
UI/Agency/Tooltips/Exploration/CosmicSignatures/SleeperSitesDescription |
550253 | The war between {declaredByName} and {againstName} has been retracted by CONCORD as the appropriate bills for the conflict were not paid.
After {[datetime]endDate, date=full, time=full} CONCORD will again respond to any hostilities between those involved with full force. {signOff} |
The war between {declaredByName} and {againstName} has been retracted by CONCORD as the appropriate bills for the conflict were not paid.
After {[datetime]endDate, date=full, time=short} CONCORD will again respond to any hostilities between those involved with full force. {signOff} |
The war between {declaredByName} and {againstName} has been retracted by CONCORD as the appropriate bills for the conflict were not paid. After {[datetime]endDate, date=full, time= {signOff} |
Notifications/bodyWarConcordRetracts |
550343 | You’ve triggered an Escalation site in {systemName}. Follow the beacon to uncover its contents at your own risk. | You’ve triggered an Escalation site in {systemName}. Follow the beacon to uncover its contents at your own risk. | UI/Agency/EscalationDescription | |
550359 | Recommended as a fleet activity | Recommended as a fleet activity | UI/Agency/Tooltips/FleetActivity | |
550360 | Pirate Stronghold Mechanics | Pirate Stronghold Mechanics | UI/Agency/PirateStrongholdMechanics | |
550362 | Combat Site Types | Combat Site Types | UI/Agency/CombatSiteTypes | |
550363 | Signature Types | Signature Types | UI/Agency/SignatureTypes | |
550364 | Combat Sites | Combat Sites | UI/Agency/Tooltips/Exploration/CosmicSignatures/CombatSites | |
550365 | Data Sites | Data Sites | UI/Agency/Tooltips/Exploration/CosmicSignatures/DataSites | |
550366 | Gas Sites | Gas Sites | UI/Agency/Tooltips/Exploration/CosmicSignatures/GasSites | |
550367 | Ghost Sites | Ghost Sites | UI/Agency/Tooltips/Exploration/CosmicSignatures/GhostSites | |
550368 | Relic Sites | Relic Sites | UI/Agency/Tooltips/Exploration/CosmicSignatures/RelicSites | |
550369 | Sleeper Sites | Sleeper Sites | UI/Agency/Tooltips/Exploration/CosmicSignatures/SleeperSites | |
550370 | Invasion Info | Invasion Info | UI/Agency/InvasionInfo | |
550371 | Trig Beat 04 | Trig Beat 04 | ||
550372 | Damavik Trig Beat 04 SKIN (Permanent) | Damavik Trig Beat 04 SKIN (Permanent) | Item name for typeID 52442 (Permanent SKIN) | |
550373 | Rodiva Trig Beat 04 SKIN (Permanent) | Rodiva Trig Beat 04 SKIN (Permanent) | Item name for typeID 52443 (Permanent SKIN) | |
550374 | Drekavac Trig Beat 04 SKIN (Permanent) | Drekavac Trig Beat 04 SKIN (Permanent) | Item name for typeID 52444 (Permanent SKIN) | |
550375 | System Effects | System Effects | UI/Agency/Tooltips/TriglavianInvasion/SystemEffects |
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