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TQ SDE Complements

"A WARWARGARBL" - CCP Falcon

Comparing Singularity_Previous (Build: 1509802) to Singularity_Next (Build: 1510828)

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Est. patch size: 244mb

New Items (3 Entries)
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<url=showinfo:52442>Damavik Trig Beat 04 SKIN (Permanent)</url>
<url=showinfo:52443>Rodiva Trig Beat 04 SKIN (Permanent)</url>
<url=showinfo:52444>Drekavac Trig Beat 04 SKIN (Permanent)</url>
Icon TypeID & Name Description Group Attributes
52442 - Damavik Trig Beat 04 SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 23 attributes. typeID: 52442
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 550372
basePrice: 0.0
marketGroupID: 2486 (Triglavian)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Damavik Trig Beat 04
skin_skinMaterialID: 2384
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8011
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [47269]
skin_licenseTypeID: 52442
Extra Skin Attributes:
Applies to: Damavik
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52443 - Rodiva Trig Beat 04 SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 23 attributes. typeID: 52443
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 550373
basePrice: 0.0
marketGroupID: 2485 (Triglavian)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Rodiva Trig Beat 04
skin_skinMaterialID: 2384
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8012
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [49712]
skin_licenseTypeID: 52443
Extra Skin Attributes:
Applies to: Rodiva
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
52444 - Drekavac Trig Beat 04 SKIN (Permanent) No Description Permanent SKIN
Click to toggle showing the 23 attributes. typeID: 52444
Capacity: 0.0
isDynamicType: False
raceID: 135
typeNameID: 550374
basePrice: 0.0
marketGroupID: 2519 (Triglavian)
Volume: 0.01
radius: 1.0
published: True
Mass: 0.0
groupID: 1950
portionSize: 1
skin_internalName: Drekavac Trig Beat 04
skin_skinMaterialID: 2384
skin_isSingleUse: False
skin_visibleSerenity: False
skin_skinID: 8013
skin_allowCCPDevs: True
skin_visibleTranquility: True
skin_duration: -1
skin_types: [49711]
skin_licenseTypeID: 52444
Extra Skin Attributes:
Applies to: Drekavac
isSingleUse: False
visibleTranquility: True
visibleSerenity: False
duration: -1
Removed Items (0 Entries)

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

TypeID & Name Description Group Attributes

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

Changed Traits (0 Entries)
TypeID, Group, & Name Singularity_Previous Singularity_Next Diff
Changes to Attributes (0 Entries)
Attribute Name Diff
Attribute Changes per Type (56 Entries)
TypeID, Name, and Group Diff
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
Changed Dynamic Items (0 Entries)
Mutator Combines With Produces Mutations

Changes to Effects (0 Entries)
Effect Name Diff
Effect Changes per Type (0 Entries)
TypeID, Name, and Group Effects Changes

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

String Changes (83 Entries)
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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

CNote: This ammunition can only be used by large tech level II+, faction and officer Beam Lasers.
Item description for "Lux L" (typeID 12832)
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.

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

80% increased optimal range.
75% reduced tracking.

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

80% increased optimal range.
75% reduced tracking.

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

80% increased optimal range.
75% reduced tracking.

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

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

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

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

80% increased optimal range.
75% reduced tracking.

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

80% increased optimal range.
75% reduced tracking.

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

80% increased optimal range.
75% reduced tracking.

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

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

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

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

80% increased optimal range.
75% reduced tracking.

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

80% increased optimal range.
75% reduced tracking.

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

80% increased optimal range.
75% reduced tracking.

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

25% reduced tracking.
40% increased falloff.

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

25% reduced tracking.
40% increased falloff.

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

25% reduced tracking.
40% increased falloff.

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

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

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

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

25% reduced tracking speed.
40% increased falloff.

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

25% reduced tracking speed.
40% increased falloff.

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

25% reduced tracking speed.
40% increased falloff.

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

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

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

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

25% reduced tracking.
40% increased falloff.

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

25% reduced tracking.
40% increased falloff.

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

25% reduced tracking.
40% increased falloff.

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

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

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

CNote: This ammunition can only be used by medium tech level II+ and faction Autocannons.
Item description for "Storm M" (typeID 12781)
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 control penaltieinfluence is aret {[numeric]influence}% effective. Defeat Triglavian forces to increase it and drive them out. UI/Invasion/HUD/InfluenceBarHint
549082 Triglavian Invasions Triglavian Invasion Triglavian Invasions UI/Agency/ContentGroups/ContentGroupTriglavianInvasions
549811 Peace Treaties Enforced Peace Periods Peace TreatieEnforced 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 treatyperiod with your organization 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
<b>Requirements:</b>
- <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>
Requirements:</b>
-
<a href=showinfo:22175>Data Analyzer</a>
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>
Requirements:</b>
-
<a href=showinfo:22177>Relic Analyzer</a>
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>
Requirements:</b>
-
<a href=showinfo:22175>Data Analyzer</a>
And
-
, <a href=showinfo:22177>Relic Analyzer</a>
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=
fullshort} CONCORD will again respond to any hostilities between those involved with full force.

{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

New Files (8 Entries)
File Name Size in kb (Decompressed)
ui/texture/classes/skins/icons/2384.png
4
ui/texture/shared/darkstyle/buttonaccent_disabled.png
0
ui/texture/shared/darkstyle/buttonaccent_down.png
0
ui/texture/shared/darkstyle/buttonaccent_over.png
0
ui/texture/shared/darkstyle/buttonaccent_up.png
0
ui/texture/shared/darkstyle/buttonlink_down.png
0
ui/texture/shared/darkstyle/buttonlink_over.png
0
ui/texture/shared/darkstyle/buttonlink_up.png
0
Changed Files (164 Entries)
File Name Size in kb (Decompressed)
audio/486207660.wem
490 -> 468
audio/atmos.bnk
21032 -> 22875
audio/init.bnk
12 -> 12
audio/interface.bnk
9570 -> 9570
audio/music.bnk
84464 -> 84464
audio/placeables.bnk
35744 -> 37551
audio/plugininfo.xml
1 -> 1
audio/soundbanksinfo.xml
1410 -> 1408
bin/_PlanetResources.dll
182 -> 182
bin/_audio2.dll
1969 -> 1971
bin/_ctypes.pyd
85 -> 85
bin/_destiny.dll
567 -> 567
bin/_elementtree.pyd
77 -> 77
bin/_evelocalization.dll
264 -> 264
bin/_ime.dll
70 -> 70
bin/_ssl.pyd
996 -> 996
bin/_trinity_dx11_deploy.dll
14448 -> 14448
bin/_trinity_dx9_deploy.dll
14371 -> 14371
bin/_videoplayer.dll
1764 -> 1764
bin/_yaml.pyd
207 -> 207
bin/activityNodesLoader.pyd
83 -> 83
bin/blue.dll
3943 -> 3943
bin/character_colorLocationsLoader.pyd
65 -> 65
bin/character_colorNamesLoader.pyd
65 -> 65
bin/character_modifierLocationsLoader.pyd
65 -> 65
bin/character_resourcesLoader.pyd
66 -> 66
bin/character_sculptingLocationsLoader.pyd
65 -> 65
bin/d3dinfo.pyd
669 -> 669
bin/db.dll
262 -> 262
bin/dynamicItemAttributesLoader.pyd
92 -> 92
bin/effectSequencesLoader.pyd
96 -> 96
bin/effectsLoader.pyd
77 -> 77
bin/exefile.exe
552 -> 552
bin/explosionBucketIDsLoader.pyd
89 -> 89
bin/explosionIDsLoader.pyd
65 -> 65
bin/geo2.dll
196 -> 196
bin/graphicIDsLoader.pyd
91 -> 91
bin/graphicLocationsLoader.pyd
81 -> 81
bin/graphicMaterialSetsLoader.pyd
70 -> 70
bin/groupGraphicsLoader.pyd
86 -> 86
bin/groupRewardsLoader.pyd
80 -> 80
bin/iconIDsLoader.pyd
71 -> 71
bin/loginRewardsLoader.pyd
81 -> 81
bin/newFeaturesLoader.pyd
72 -> 72
bin/nvapi.pyd
725 -> 725
bin/pyEvePathfinder.dll
671 -> 671
bin/pyFSD.dll
784 -> 784
bin/pyexpat.pyd
133 -> 133
bin/python27.dll
3883 -> 3883
bin/soundIDsLoader.pyd
65 -> 65
bin/spacemouse.pyd
62 -> 62
bin/unicodedata.pyd
693 -> 693
bin64/_PlanetResources.dll
232 -> 232
bin64/_audio2.dll
2628 -> 2630
bin64/_ctypes.pyd
109 -> 109
bin64/_destiny.dll
752 -> 752
bin64/_elementtree.pyd
93 -> 93
bin64/_evelocalization.dll
329 -> 329
bin64/_ime.dll
89 -> 89
bin64/_ssl.pyd
1407 -> 1407
bin64/_trinity_dx11_deploy.dll
20263 -> 20263
bin64/_trinity_dx9_deploy.dll
20161 -> 20161
bin64/_videoplayer.dll
1839 -> 1839
bin64/_yaml.pyd
221 -> 221
bin64/activityNodesLoader.pyd
98 -> 98
bin64/blue.dll
5331 -> 5331
bin64/character_colorLocationsLoader.pyd
75 -> 75
bin64/character_colorNamesLoader.pyd
75 -> 75
bin64/character_modifierLocationsLoader.pyd
75 -> 75
bin64/character_resourcesLoader.pyd
77 -> 77
bin64/character_sculptingLocationsLoader.pyd
75 -> 75
bin64/d3dinfo.pyd
889 -> 889
bin64/db.dll
337 -> 337
bin64/dynamicItemAttributesLoader.pyd
111 -> 111
bin64/effectSequencesLoader.pyd
115 -> 115
bin64/effectsLoader.pyd
91 -> 91
bin64/exefile.exe
581 -> 581
bin64/explosionBucketIDsLoader.pyd
108 -> 108
bin64/explosionIDsLoader.pyd
76 -> 76
bin64/geo2.dll
227 -> 227
bin64/graphicIDsLoader.pyd
107 -> 107
bin64/graphicLocationsLoader.pyd
98 -> 98
bin64/graphicMaterialSetsLoader.pyd
81 -> 81
bin64/groupGraphicsLoader.pyd
103 -> 103
bin64/groupRewardsLoader.pyd
95 -> 95
bin64/iconIDsLoader.pyd
83 -> 83
bin64/loginRewardsLoader.pyd
96 -> 96
bin64/newFeaturesLoader.pyd
84 -> 84
bin64/nvapi.pyd
937 -> 937
bin64/pyEvePathfinder.dll
903 -> 903
bin64/pyFSD.dll
1040 -> 1040
bin64/pyexpat.pyd
169 -> 169
bin64/python27.dll
4996 -> 4996
bin64/soundIDsLoader.pyd
75 -> 75
bin64/spacemouse.pyd
80 -> 80
bin64/unicodedata.pyd
697 -> 697
bulkdata/800006.cache2
7164 -> 7164
bulkdata/mapbulk.db
454 -> 454
bulkdata/version
0 -> 0
code.ccp
20507 -> 20513
dx9/model/spaceobjectfactory/data.black
16520 -> 16521
dx9/model/spaceobjectfactory/hulls/tgfu01_wreck.black
14 -> 14
dx9/model/spaceobjectfactory/hulls/tgfu02_wreck.black
20 -> 21
dx9/model/spaceobjectfactory/hulls/tgfu03_wreck.black
19 -> 19
dx9/model/spaceobjectfactory/hulls/tgfu04_wreck.black
18 -> 18
dx9/model/spaceobjectfactory/hulls/tgfu05_wreck.black
14 -> 14
dx9/model/structure/triglavian/fortificationunits/tgfu01/wreck/tgfu01_wreck.gr2
322 -> 319
dx9/model/structure/triglavian/fortificationunits/tgfu01/wreck/tgfu01_wreck_lowdetail.gr2
65 -> 65
dx9/model/structure/triglavian/fortificationunits/tgfu01/wreck/tgfu01_wreck_mediumdetail.gr2
220 -> 218
dx9/model/structure/triglavian/fortificationunits/tgfu02/wreck/tgfu02_wreck.gr2
433 -> 437
dx9/model/structure/triglavian/fortificationunits/tgfu02/wreck/tgfu02_wreck_lowdetail.gr2
80 -> 87
dx9/model/structure/triglavian/fortificationunits/tgfu02/wreck/tgfu02_wreck_mediumdetail.gr2
295 -> 302
dx9/model/structure/triglavian/fortificationunits/tgfu03/wreck/tgfu03_wreck.gr2
355 -> 351
dx9/model/structure/triglavian/fortificationunits/tgfu03/wreck/tgfu03_wreck_lowdetail.gr2
70 -> 68
dx9/model/structure/triglavian/fortificationunits/tgfu03/wreck/tgfu03_wreck_mediumdetail.gr2
243 -> 236
dx9/model/structure/triglavian/fortificationunits/tgfu04/wreck/tgfu04_wreck.gr2
592 -> 558
dx9/model/structure/triglavian/fortificationunits/tgfu04/wreck/tgfu04_wreck_lowdetail.gr2
110 -> 106
dx9/model/structure/triglavian/fortificationunits/tgfu04/wreck/tgfu04_wreck_mediumdetail.gr2
404 -> 381
dx9/model/structure/triglavian/fortificationunits/tgfu05/wreck/tgfu05_wreck.gr2
410 -> 400
dx9/model/structure/triglavian/fortificationunits/tgfu05/wreck/tgfu05_wreck_lowdetail.gr2
81 -> 80
dx9/model/structure/triglavian/fortificationunits/tgfu05/wreck/tgfu05_wreck_mediumdetail.gr2
279 -> 273
eve.exe
550 -> 550
localizationfsd/localization_fsd_en-us.pickle
19109 -> 19112
localizationfsd/localization_fsd_main.pickle
2318 -> 2319
localizationfsd/localization_fsd_ru.pickle
67722 -> 67722
localizationfsd/localization_fsd_zh.pickle
26042 -> 26179
manifest.dat
15 -> 15
resfileindex.txt
12430 -> 12431
resfileindex_prefetch.txt
691 -> 691
start.ini
0 -> 0
staticdata/blueprints.static
4116 -> 4128
staticdata/blueprintsbymaterialtypeids.pickle
109 -> 109
staticdata/evecategories.static
24 -> 10
staticdata/evegroups.static
421 -> 419
staticdata/evetypes.static
13328 -> 14747
staticdata/skinlicenses.static
1372 -> 1372
staticdata/skinmaterials.static
73 -> 73
staticdata/skins.static
2109 -> 2109
ui/texture/classes/activitytracker/ranks/nodelevel0.png ->
12 -> 3
ui/texture/classes/activitytracker/ranks/nodelevel1.png ->
11 -> 3
ui/texture/classes/activitytracker/ranks/nodelevel2.png ->
12 -> 4
ui/texture/classes/activitytracker/ranks/nodelevel3.png ->
12 -> 4
ui/texture/classes/activitytracker/ranks/nodelevel4.png ->
13 -> 4
ui/texture/classes/activitytracker/ranks/nodelevel5.png ->
32 -> 4
ui/texture/classes/activitytracker/ranks/nodelevelnull.png ->
8 -> 2
ui/texture/classes/agency/activitybadges/badge_agentsdistribution.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_agentslocator.png ->
2 -> 0
ui/texture/classes/agency/activitybadges/badge_agentsmining.png ->
2 -> 1
ui/texture/classes/agency/activitybadges/badge_agentsresearch.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_agentssecurity.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_anomalies.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_asteroidbelts.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_careeragents.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_epicarcs.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_escalations.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_factionwarfare.png ->
2 -> 2
ui/texture/classes/agency/activitybadges/badge_icebelts.png ->
2 -> 2
ui/texture/classes/agency/activitybadges/badge_incursions.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_oresites.png ->
2 -> 2
ui/texture/classes/agency/activitybadges/badge_piratestrongholds.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_planetaryproduction.png ->
2 -> 2
ui/texture/classes/agency/activitybadges/badge_signatures.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_storylinemissions.png ->
1 -> 1
ui/texture/classes/agency/activitybadges/badge_triglavianinvasions.png ->
1 -> 1

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