Scanning. Scanning in EVE Online - skills, modules, ships, research sites Eve online anomaly research

688

It is important to understand one thing: EVE is not a difficult game
It is difficult to understand and difficult to master, but it is not difficult to play it. At least not harder than any other game.

First of all, the difficulty lies in the fact that it is not like what you have played before. Absolutely.

Unfriendliness to beginners, it is made on purpose, a kind of screening of those who will not pull the game.

Returning to this game, after a pause of a year and a half, I decided to give up on all my pilots, on all their learned skills and start from scratch, in the process describing what and how to do.

Here is the first result. I will describe the mistakes that I made at the start, in the context of the guide on training missions. Let's go.

After the first login, you will be explained how to use the interface, how to fly, how to warp, how to go through a hypergate, and so on. These are just the basics of management, nothing more.

You will be taught to play by the first agents (these are NPCs located at space stations), which are distributed by profession: Research, Army, Advanced Combat Training Course, Trade, Production.

After the first acquaintance with Eva, based on the experience of other MMOs, I thought that they would let me choose the class for which I would play. This is my first mistake.

The first thing to do is complete the tasks of all these agents. In a global sense, the order of passing is not important. But the difficulty of passing, especially for those who play for the first time, varies greatly.

My second mistake, there was no understanding of the principles of teaching. I, like all of you, got used to the fact that in training, we point with the finger what to buy, what to learn, what to install, and so on.

You will be told everything in general, but the details, you need to cover yourself.

My third mistake, a consequence of the first error. I started with the Army and after a sweaty passage, deciding that I specialized in a class, I went on quests further. Then they bent me cruelly, leaving me without money, without belongings and without a ship. Respawning at the station, in full ah * e, I sit and think - is that all? What the hell am I supposed to do?!))

In short, the algorithm at the start is as follows: we go through all the learning agents. After completing the missions of the next agent, he says that your training is over and offers to fly to some hell, to another agent, to complete tasks. I will say right away that all training agents, after completing their quest chains, offer to fly to the Sisters of Eve. WE IGNORE.

  1. Scanning
  2. Production
  3. Trade
  4. Army
  5. advanced combat course

P. 1-3 is PVE. During the execution you will be given a lot of normal ships, skills, modules. In the process, you will more or less get used to what is happening around, get fat (learn skills) and pvp branches with nps p. 4-5 will pass on easy. During the passage, feel free to buy skills yourself in the station marketplace and learn them. You will face the problem that there are a lot of skills and the question will naturally arise - What the hell should I teach? Look at the Certificates (the second tab after the skills, in the skills menu in the profile), there the skills are grouped according to the directions and depth of study (Initial skills > more advanced level of study + new ones > and so on). Also, do not hesitate to "sit out" for a few days while learning skills. Now for the quests of each of the branches. Guide copied from eve's forums. Depending on the choice of the faction, the items and skills issued, as well as the tasks themselves, may vary slightly. Do not forget to save the coordinates of the Sisters of Eve, after passing the branch (right-click - save the coordinates), so that later, after passing all the branches, you will not lose it.

Scan (+/-)

Space anomalies

1 of 5

Delivery of the item

Get the following items:

Item: 1 x Proof of Discovery: Anomalies (1.0 m³)

Reward:

Completion Bonuses:

If you manage to complete the task within 5 hours and 53 minutes, you will receive the following rewards as a reward:

Walkthrough: after leaving the dock, you will see a green rhombus in space (if you didn’t have time or don’t see it, turn on the onboard scanner, it will show again) and warp there. There you will find a container with a document. Pick up and return.

2 out of 5

Location: 0.9 Trossere

Issued items:

Reward

Completion Bonuses

Walkthrough: jump to the gate, then through them you will get to the second. Before that, take the junk from their container, otherwise they will not let you in. Then you will be taken to three points in the excursion mode (on the left you see the ruins of the 14th century). After the tour, full of impressions, return to the base.

3 out of 5

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Proof of Discovery: Data (1.0 m³)

Reward:

Completion Bonuses

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Walkthrough: charge the cork launcher, get out of the dock, launch the corks. You need a zone with DATA (Data). I won’t tell you how to scan correctly: there are enough guides and I still don’t know how well. As you scan, fly there, break the container (Data analyzer), take a piece of paper from the container and go home.

4 out of 5

Get the following items:

Item: 1 x Proof of Discovery: Relic (1.0 m³)

Reward:

Completion Bonuses

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Note: The tutorial will give you the Civilian Relic Analyzer

Walkthrough: similar to the previous one, adjusted for the relic anomaly and the corresponding cracker.

5 out of 5

Get the following items:

Delivery location: 0.9Trossere VII - Moon 3 - University of Caille

Item: 1 x Proof of Discovery: Gas (1.0 m³)

Issued Items

1 x Proof of Discovery: Gas Passkey

Reward

Completion Bonuses

If you manage to complete the task within 3 hours and 18 minutes, you will receive the following rewards as a reward:

Walkthrough: find the gas anomaly, fly there. Just do not forget to put the issued tsatska in the hold, otherwise the gate will not let you in. Fly through the gate, climb into the container, complete the mission

Thread completed!

Production (+/-)

Making an elephant out of a fly (Making Mountains of Molehills)

1 out of 10

Delivery of the item

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

1000 x Veldspar (100.0 m³)

Mine 1000 Veldspar from the Asteroid Cluster indicated by your agent and deliver the ore to him. Move the Veldspar from the Ore Hold to the Storage to complete the quest.

Location: 0.9 Trossere

Issued items:

Reward:

Completion Bonuses:

If you manage to complete the task within 4 hours and 2 minutes, you will receive the following rewards as a reward:

Walkthrough: Dig up Veldspar at a given point and bring it home. I advise you to dig up a full hold, it will come in handy.

2 out of 10

Delivery of the item

Get the following items:

Delivery location:0,9 Trossere VII - Moon 3 - University of Caille

Item: 150 x Tritanium (1.5 m³)

Issued items:

1 x Mining Frigate

Reward:

Completion Bonuses:

If you manage to complete the task within 2 hours and 39 minutes, you will receive the following rewards as a reward:

Walkthrough: if you have dug up more Veldspar than necessary, then everything is even easier. Recycle veldspar (200 units will be enough, at the same time for the next mission too) and complete the mission. Just do not advise to process all the ore. The proceeds from the sale of minerals received from processing are less than raw ore. Market-s. Or recycle purely for themselves (for the production of goods).

3 out of 10

Delivery of the item

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 2 x Civilian Afterburner (10.0 m³)

Issued items:

1 x Civilian Afterburner Blueprint (2 Lots, Copy, Production Efficiency Index (ME): 5, Production Time Save: 2)

Reward:

1 x Expanded Cargohold I

Completion Bonuses:

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Walkthrough: if you already have the Industry skill, then you just need to start production. While the order is being made, you can dig. Or don't dig. As you wish in general. Once built, we complete the mission.

4 out of 10

Delivery of the item

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 7000 x Tritanium (70.0 m³)

Destroy the rebel drones and get Veldspar for your agent. After returning to the station, you will need to process the ore to get minerals. Location: 0.9 Trossere

Issued items:

Reward:

Completion Bonuses

If you manage to complete the task within 2 hours and 52 minutes, you will receive the following rewards as a reward:

Walkthrough: we arrive, kill a couple of drones, dig, go home. The only question is how to do it: you can take a miner, change one drilling laser for a cannon and fly right away and fight and dig. You can fly on a combat frigate, crush everyone, and dig up with one laser (fortunately, the hold compared to the Venture is simply ridiculous). Or the third option: crumble on a combat frigate, and then return on a mining ship and dig for your own pleasure. There is another way: drones. But here you need the Drones skill, which you will be given only in 6/10 of the "army 2" branch, and civilian versions of drones only in 7/10. Think, choose.

5 out of 10

Transport task

Carry the following items:

Delivery Location: 0.6 Brybier I - Moon 20 - Freedom Extension Warehouse

Cargo: 1 x Crates of Electronic Parts (40.0 m³)

Issued items:

1 x 1MN Afterburner I

Reward:

1 x Expanded Cargohold I

Completion Bonuses:

If you manage to complete the task within 1 hour and 28 minutes, you will receive the following rewards as a reward:

Walkthrough: regular delivery on autopilot. You can complete the mission remotely and before you fly for the next mission to your home station, you can dig into 0.6. I advise you to look for Omber or Pyroxeres on the belts there, you will need it in the next mission. Please note that there may be inscriptions. You can choose belts, I think there is an empty one. Just do not go far from the computer, non-script tends to be reborn. Well, or, as I said earlier, take drones.

6 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 20 x Cap Booster 25 (20.0 m³)

Issued items:

1 x Cap Booster 25 Blueprint (2 Lots, Copy, Production Efficiency Index (ME): 5, Production Time Saved: 2)

Reward:

Completion Bonuses:

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Walkthrough: required ores - Pyroxeres, Plagioclase, Jaspet or Hemorphite. We dug up, started production. The required batch is made in about 10 minutes. You can still dig.

7 out of 10

Transport task:

Loading point: 0.9 Trossere VII - Moon 3 - University of Caille

Load: 20 x Cap Booster 25 (20.0 m³)

Reward:

Completion Bonuses:

Walkthrough: quickly drive on autopilot and that's it. Do not pull only, you only have 30 minutes of time!

8 out of 10

Get the following items: 1 x Civilian Gallente Shuttle

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Items Granted: 1 x Civilian Gallente Shuttle Blueprint (single run, copy, material level: 5, time efficiency: 2) (2778 x Tritanium)

Reward: 204,000 ISK

Bonus (for 6 hours): 191,000 ISK

Walkthrough: Banal shuttle production. It's done for five minutes. If last time you dug at least one full hold of veldspar on a mining frigate, then there will be enough resources.

9 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Production Assistant (3.0 m³)

Go to the appointed place, get some ore and destroy the pirates that show up.

Location: 0.9 Trossere

Reward:

Completion Bonuses:

If you manage to complete the task within 1 hour and 40 minutes, you will receive the following rewards as a reward:

Walkthrough: arrive at the point, start digging. In about a minute, an enemy frigate will appear, destroy it and take the cargo from the container. Complete the task.

10 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Navitas (10000.0 m³)

Issued items:

1 x Navitas Blueprint (5 batches, copy, Production Efficiency Index (ME): 5, Production time savings: 2)

Reward:

Completion Bonuses

If you manage to complete the task within 5 hours and 59 minutes, you will receive the following rewards as a reward:

Walkthrough: banal production details. There is a real nuance - a deficiency of some minerals is possible. Either run after asteroids, or just buy more in the market. The product will be made about 1.5 hours. You can cook dumplings for now.

Thread completed!

Trading (+/-)

Settlement of accounts (Balancing the Books)

1 out of 10

Transport task

Loading point: 0.9 Trossere VII - Moon 3 - University of Caille

Delivery Location:0,9 Vittenyn IV - Moon 6 - Expert Distribution Warehouse

Load 1 x Data Sheets (1.0 m³)

Issued Items

1 x Mining Frigate

Reward

Completion Bonuses

If you manage to complete the task within 2 hours and 20 minutes, you will receive the following rewards as a reward:

Note: the agent will give you a book for a mining frigate. I advise you to immediately put it on training, it will come in handy very soon. Well, unless you have passed the production branch earlier.

Walkthrough: we take the papers to the neighboring system (one jump) and complete the mission (you can do it right at that station).

2 out of 10

Delivery of the item

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Black Box (0.1 m³)

Go there, find what's left of the ship, and use the dismantling module you got from me. Use it to get the black box. Of course, if you meet Serpentis pirates along the way, destroy them.

Location: 0.8 Ainaille

Issued Items

1 x Civilian Salvager

Reward

Completion Bonuses

If you manage to complete the task within 5 hours and 6 minutes, you will receive the following rewards as a reward:

Note: the tutorial will give you the Survey and Salvaging skills (a very necessary and expensive thing - it costs about a lemon of lawsuits at the local base !!!). Also note that the civilian version of the salvajor given to you does not require any skills. You can not rush to put this skill on pumping, but with this unit you will be salting for a long time every time.

Walkthrough: we fly 4 jumps, shoot the pirate, salvage the vrek and the remains of the pirate with the given module and go home to surrender.

3 out of 10

Delivery of the item

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 333 x Tritanium (3.3 m³)

Drill ore; Refining 333 Tritanium from it, then give the resulting minerals to the agent.

Location: 0.9 Trossere

Issued Items

1 x Civilian Miner

Reward

1 x Reprocessing

Completion Bonuses

Walkthrough: fly to the point, start digging, a pirate will fly. Get him down. One cycle of the drilling laser is enough to complete the mission, but you can dig until the hold is full. Fly home, recycle (about 300 Veldspar is enough) and complete the mission.

4 out of 10

Delivery of the item

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Encoded Data Chip (0.1m³)

The Serpentis have set up a listening post nearby, intercepting information and using it to attack our ships. I want you to head there, destroy the post and any Serpentis Corporation ship in your sight. I also ask you to use a data analyzer and open the storage device to extract the Encoded Data Chip.

Location: 0.9 Trossere

Special restrictions apply to ships in this area.

Issued Items

1 x Civilian Data Analyzer

Reward

Completion Bonuses

Note: The tutorial will give you Negotiation and Contracting. Please note Contracting on an unpaid account does not learn.

Walkthrough: we arrive at the point through the overclocking gate, bring down the pirate, open the container issued by the Civilian Data Analyzer and take the contents. Mission completed.

5 out of 10

Carry the following items:

Loading point: 0.9 Trossere VII - Moon 3 - University of Caille

Delivery Location: 0.6 Brybier I - Moon 1 - Federal Freight Storage

Cargo: 1 x Encoded Data Chip (0.1 m³)

Issued Items

1 x Overdrive Injector System I

Reward

1 x Expanded Cargohold I

Completion Bonuses

Walkthrough: Take the chip to the station and complete the mission there by talking to the agent.

6 out of 10

Delivery of the item

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Tracking Computer I (5.0 m³)

Issued Items

1x Mass production

Reward

Completion Bonuses

If you manage to complete the task within 2 hours and 6 minutes, you will receive the following rewards as a reward:

Note: the tutorial gives trade and retail skills

Walkthrough: Just buy at the station and complete the task.

7 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Datacore - Elementary Civilian Tech (1.0 m³)

Our scouts found an ancient site that at first glance could be useful to us. I want you to head over there with your analysis equipment and see if there's anything of interest in that area. There will be Serpentis Corporation ships there, but I'm sure you can handle them without much difficulty. Whatever you find there after analysis, deliver it to me.

Location: 0.9 Trossere

Special restrictions apply to ships in this area.

Issued Items

1 x Civilian Relic Analyzer

Reward:

1 x 1MN Afterburner I

Completion Bonuses

If you manage to complete the task within 2 hours and 2 minutes, you will receive the following rewards as a reward:

Walkthrough: arrival at the point, activation of the gate. First pocket, two frigates, then through the gate to the second pocket, also two frigates and a container. You open the analyzer issued by the agent (or which was given to you on scanning missions), pick up the item, return and turn in the task. You can loot, maybe you will find something.

8 out of 10

Carry the following items:

Loading point: 0.9 Trossere VII - Moon 3 - University of Caille

Delivery Location: 0.9 Vittenyn VI - Moon 13 - Federation Navy Assembly Plant

Load: 1 x Central Data Core (5.0 m³)

Reward

1 x Limited Social Adaptation Chip

Completion Bonuses:

If you manage to complete the task within 20 minutes, you will receive the following rewards as a reward:

Walkthrough: go for one jump. The main thing to consider is that they give little time for execution: do not pull!

NB! The tutorial will give you the Cybernetics skill at the end of the mission.

9 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 2 x 1MN Afterburner I (10.0 m³)

Issued Items

1 x Expanded Cargohold I

Reward:

1 x Advanced Industry

Completion Bonuses

If you manage to complete the task within 30 minutes, you will receive the following rewards as a reward:

Walkthrough: the easiest way is to either give away two 1MN Afterburner I (one was given to you for the 7th task of the trade branch, the second one was given to you for the 5th task of the production branch), or buy. You decide. Again, you do not have much time, it is better to stock up in advance.

10 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 5000 x Antimatter Charge S (12.5 m³)

Issued Items

1 x Antimatter Charge S Blueprint (200 batches, copy, Production Efficiency Index (ME): 5, Production time savings: 2)

Reward:

Completion Bonuses

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Walkthrough: Run a project in a local factory. Attention! For production, you will need an ore called Pyroxeres. It contains all the essential minerals (mainly Nocxium). Rework Veldspar if necessary. With Industry* pumped up to level 2, the time will be 3 hours 45 minutes. You can dig for now. Well, or take on the next branch.

The thread is finished!

Army (+/-)

Cash Flow for Capsuleers

1 out of 10

Your agent has asked you to rid the miners of the pirates in the asteroid belt.

Location: 0.9 Trossere

Issued Items

1x Repair Systems

Reward

1 x 75mm Gatling Rail I

Completion Bonuses

If you manage to complete the task within 5 hours, you will receive the following rewards as a reward:

2,000 x Antimatter Charge S

Note: I advise you to have time to complete the task - the cartridges will be very handy for you, enough for all the training. We spoil how it is possible not to be in time here, I can’t imagine myself well - except perhaps with an Internet problem ...

Walkthrough: Kill 4 targets one at a time and return home.

2 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Civilians (5.0 m³)

Eliminate the pirates and save the civilian miner they are holding captive. You will find a miner in an escape pod thrown out by one of the pirate ships.

Location: 0.9 Trossere

Issued Items

1 x motion prediction

Reward:

Completion Bonuses

If you manage to complete the task within 1 hour and 30 minutes, you will receive the following rewards as a reward:

Walkthrough: arrive, kill four frigates, loot, take the contents of the container, go home.

3 out of 10

Get the following items:

Delivery location: 0.9 Trossere VII - Moon 3 - University of Caille

Item: 1 x Secret Documents (0.1 m³)

Defeat the pirates, retrieve the secret documents from the container they leave behind, and report back to your agent.

Location: 0.9 Trossere

Issued Items

2 x 75mm Gatling Rail I

Reward

1 x Propulsion Jamming

Completion Bonuses

If you manage to complete the task within 2 hours, you will receive the following rewards as a reward:

Note: The tutorial will automatically give you the Civilan Stasis Webifier

Walkthrough: fly in, kill enemies (whom the guns do not have time for - runner drone - throw a net), loot, take the contents of the container, go home.

4 out of 10

Put the ship in warp mode and get to the deadspace section you need. Upon arrival, find the star gates on the territory of the site and approach them.

Location: 0.9 Trossere

Reward

1 x 1MN Afterburner I

Completion Bonuses

If you manage to complete the task within 1 hour and 26 minutes, you will receive the following rewards as a reward:

Note: The tutorial will give you a Civilian Shield Booster I

Walkthrough: arrive, come closer to the gate, start rowing and immediately go home from there. Mission accomplished.

5 out of 10

Meet the pirate at the repair outpost. Follow his instructions and report to your agent.

Location: 0.9 Trossere

Issued Items

1 x Civilian Thermal Dissipation Field

Reward:

1 x Shield Management

Completion Bonuses

If you manage to complete the task within 1 hour and 48 minutes, you will receive the following rewards as a reward:

Walkthrough: we arrive, we kill (throw the net, do not forget), we fly home.

6 out of 10

Destroy the Wolf outpost. It is located in the last pocket of the complex.

Location 0.9 Trossere

Normal restrictions apply to ships in this area.

Reward:

1 x Limited Ocular Filter

Completion Bonuses

If you manage to complete the task within 4 hours and 30 minutes, you will receive the following rewards as a reward:

Walkthrough: There are about 10 frigs in the first pocket, nothing serious. The base is in the second pocket. As soon as you open fire, a couple of frigates and 2-3 stationary guns will appear. The main thing is not to stand, otherwise they will cheerfully begin to disassemble you. If you orbit them, there will be no problems.

7 out of 10

Get to the point where the convoy was ambushed and destroy the pirate ships. If during the battle your ship is badly damaged, put it into warp mode and retreat from the battlefield; a breather will allow you to patch holes and gain an advantage over a battered opponent.

Location: 0.9 Trossere

Issued items:

1 x Small Armor Repairer I

Reward:

Completion Bonuses

If you manage to complete the task within 3 hours and 4 minutes, you will receive the following rewards as a reward:

Walkthrough: it's simple, fly in, kill, go home. Loot at will.

8 out of 10

Fly to the hotel your agent mentioned and pick up the VIPs. If something goes wrong, report to your agent.

Location: 0.9 Trossere

Issued Items

1 x Weapon Upgrades

Reward:

2 x Overdrive Injector System I

Completion Bonuses

If you manage to complete the task within 4 hours and 52 minutes, you will receive the following rewards as a reward:

Walkthrough: fly in, fly up to asteroids, take damage. In principle, after the appearance of enemy ships (three pieces), you can simply warp - the mission is completed. But if you want, you can clean their face. I only advise you to warp first, let's say, to your native station, get repaired and fight again. After that, we calmly loot (something valuable is already falling out here) and complete the mission.

9 out of 10

Destroy the drug warehouse and report to your agent.

Location: 0.9 Trossere

Normal restrictions apply to ships in this area.

Reward:

1 x Stasis Webifier I

Completion Bonuses

If you manage to complete the task within 2 hours and 30 minutes, you will receive the following rewards as a reward:

Walkthrough: we arrive, we bring down a trifle, then on the accelerating gate, we fall into the second pocket. We shoot again a trifle, bring down the Narcotics warehouse on the asteroid, you can take drugs from the container (just don’t climb with it in the hold through the gates, throw it off at your own station and sell it or forget about it). Mission completed.

10 out of 10

Find the Wolf and take him out, once and for all.

Seat: 0.8 Mirilene

Normal restrictions apply to ships in this area.

Issued Items

Reward:

1x Sharpshooter

Completion Bonuses:

If you manage to complete the task within 6 hours, you will receive the following rewards as a reward:

Walkthrough: first two pockets with change, nothing special. In the third pocket, the tower nets and three or four frigates saw you. Pretty painful, but you can get through without otwarp. The main thing is to go away from the tower and dismantle the frigs one by one. Caps will be missed, yes, however, everything is quite passable.

Thread completed!

1 out of 10

Clear the area of ​​all enemy ships.

Location: 0.9 Trossere

Normal restrictions apply to ships in this area.

Reward:

1 x Propulsion Jamming

Completion Bonuses:

If you manage to complete the task within 3 hours and 26 minutes, you will receive the following rewards as a reward:

Walkthrough: we arrive, we kill, we fly away. As always.

2 out of 10

Ram the pirate base with a frigate issued by your agent. Your task will be completed when the charges explode.

Location: 0.9 Trossere

Special restrictions apply to ships in this area.

Issued Items

Reward:

Completion Bonuses:

If you manage to complete the task within 3 hours and 31 minutes, you will receive the following rewards as a reward:

Walkthrough: board the assigned ship. Don't bet anything on it! After that, fly to the point through the boost gate and then simply double-click on the space station. After the explosion, you will find yourself in a capsule. Tip: do not complete the mission right away, take another ship and take the contents of the container, there are interesting goodies there. At the same time, you can salvage a couple of wrecks (including your crashed boat!). Performed.

3 out of 10

Find the lurking pirate and activate the Civilian Warp Disruptor on him so that he cannot escape. You are allowed to destroy any guard ships encountered, but not the target itself.

Location: 0.9 Trossere

Issued items:

1 x Civilian Warp Disruptor

Reward:

Completion Bonuses:

If you manage to complete the task within 2 hours and 25 minutes, you will receive the following rewards as a reward:

Walkthrough: Arrive and throw a disruptor at an enemy frigate, the task is completed. Interestingly, it is impossible to break through it (perhaps there are not enough guns), so do not try. Although he almost never breaks through you.

4 out of 10

To complete the task, you must complete the following tasks:

Find the missing agent and fix his ship.

Since the very beginning of civilization, people have always been burning with curiosity to find out what is in the mysterious cosmic unknown. This curiosity has not died down so far, and the exploration of the boundless space continues both by private players and corporations. New Eden is the perfect place for exploration, where every player can discover something interesting.

If you started your adventure in the legendary space MMO, then the first thing you need to learn is to scan. The game features more than 5200 unique star systems, each of which is fraught with many secrets. These secrets can bring you valuable items and a lot of .

At the basic level of scanning eve online using special probes. They are able to detect so-called cosmic signatures. There are 4 types of objects (or sites) that can be detected during a signature scan:

  1. EVE Online's gas fields are areas where gas collects into interstellar clouds. This gas is very widely used in the EVE industry and is very profitable to collect and sell. Although for an ordinary player it is not of particular value, but for true miners this is a very good find. But we will not go into details, since we have a number of separate articles on this topic.
  2. Combat Sites are part of the game's PvE mode, which includes battles against factional enemies and pirates. Clearing these areas of hostile NPCs will reward you with valuable loot like Deadspace and Faction. But if you are an ordinary explorer and do not have combat capabilities, then it is better to avoid such finds.
  3. Wormholes, or are unstable rifts in space that lead to various star systems. But the problem is that you cannot know what is on the other side of this rift. Wormhole research can be an interesting and lucrative business. We also have a separate article about this, so we will not go in cycles in details here.
  4. Relics and valuable data - in such places there are special containers that can be hacked by a data analyzer. There can be five categories: frozen sites (sleeper sites), frozen caches (sleeper caches), ghost sites (ghost sites), sites with information about drones (drone data sites), as well as information about pirates and relics. For researchers, such areas are of the greatest interest, so they will be the focus of this guide.

But before we talk about the possible location of the EVE Online relics and dates, we first need to master the basics of scanning and learn all the skills, modules and ships necessary for this.

Scanning Eve online and the necessary skills

Any activity in EVE online requires skills. Without development, you will not be able to experience the many pleasures of the game. Therefore, for a researcher in Eva Online, you need your own set of skills.

Some will help you with data and relic hacking, some will increase your survivability in especially dangerous places, and some will give you the opportunity to use the best research ones. All of them are presented in the table below.

Skill Name

Description

Racial Frigate Skills

This skill allows you to fly Tech 1 research frigates (Caldari - , Amarr - , Minimatar - , Hellente - ). It is an entry-level skill and you must learn it to start using the basic research ship (all four ships also require the Spaceship Command I skill)

Important Note: The Amarr Frigate III and Gallante Frigate III are required for the Astero Class Pirate Frigate.

This skill will allow you to fly Tech 2 racial research ships (Caldari - , Amarr - , Minimatar - , Gallente - ). This is an advanced research skill that requires other skills - Spaceship Command III and Electronic Upgrades V.

This skill is required to use scanning probes that identify cosmic signatures. It is also required as a basic skill, which also requires Science III. Without it, you will not be able to conduct even the most basic research.

Astrometric Acquisition

A skill that will increase your knowledge of the operation of scanners and reduce the scanning time of probes. This is a utility skill that will increase your efficiency; requires Astrometrics III to learn.

Astrometric Pinpointing

This skill will allow you to locate scanned targets with increased accuracy. This is a utility skill that increases the accuracy of scanners; requires Astrometrics IV.

Astrometric rangefinding

This skill will increase the power of your scanning probes. This is an auxiliary skill for exploration, which will require knowledge of Science III.

This skill will allow you to get more accurate information about ancient artifacts, allowing you to analyze and identify them. This is the basic skill required for the Relic Analyzer module to work. Requires Survey III and Science III skills to learn.

A skill that allows you to access items at the location of data and relics. To do this, you need to hack security computer systems. This is the basic skill required for the Data Analyzer module to work. Requires Electronics Upgrades III and Science III.

This is the skill required to use a cloaking device that allows you to remain invisible to hostile players. This is an advanced skill that requires CPU Management IV.

Modules for

The right set of modules will significantly increase the effectiveness of reconnaissance and survivability. That is why this point cannot be ignored. The customization of your ship will largely depend on the number of high, medium and low power slots available in it, as well as rigs. The tables present and describe the modules that will help you in your research.

High power modules:

Module name

Description

Core Probe Launcher (required module)

This module will allow you to run Core Scanner Probes used to scan space signatures. The basic version of this module will require knowledge of Astrometrics I, while the Tech 2 version will require knowledge of Astrometrics V.

Alternatively, you can install the Expanded Probe Launcher, which will also allow you to launch scanning probes, but it has much higher requirements.

This is a cloaking module that will hide your ship from enemy detection. This is the best form of protection for every research ship. The base version of this module requires Cloaking I, while the Tech 2 version requires Cloaking IV.

Salvager Module (optional)

This specialized scanner will allow you to find and collect valuable items from shipwrecks. This can serve as an alternative source of income during your research. The basic version of the module requires knowledge of Salvaging I, and the Tech 2 version requires Salvaging V.

Capacitor Neutralizers, Launchers, Turrets etc. (not at all required)

There are many weapon mods available, and you can choose the ones that suit your PvP or PvE style. These are optional modules, and most likely they will not save your life. You can use them to clear battlefields, but that's not what exploration ships are made for.

EVE Online Medium Power Modules:

Name EVE module Online

Description

(required module)

This is a module used to analyze and find ancient ruins. It is necessary for looting in places of relics. The basic version of the module will require Archeology I, and Tech 2 - Archeology V.

It is a hacker module used to break into security computer systems. Needed for looting in places with data. It will not give as much profit as Relic Analyzer, so it is not mandatory. The basic version of this module requires Hacking I and Management II, while the Tech 2 version requires Hacking V and Management II.

Micro Jump Drive (required module)

Also known as Microwarp Drive (MWD). This module allows your ship to jump 100 km forward in a given direction. It will greatly increase research efficiency (data or relic containers are often far apart) and survivability (you can combine the Micro Jump Drive with your cloaking device, activating one right after the other) and will allow you to perform an MWD Cloak Trick that will allow you to simultaneously bounce from danger and hide from it.

Allows you to scan the cargo holds of other ships. It can also be used to scan data areas and relics to determine their value. This is a great efficiency tool as it allows you to skip places that cost little. The basic version of this module requires CPU Management I, while the Tech 2 version requires CPU Management II.

Scan Rangefinding Array (optional)

This module increases the power of your scanning of your probes. This will make your scans more reliable. The base version of the module will require Astrometric Rangefinding II and the Tech 2 version will require Astrometric Rangefinding V.

Scan Pinpointing Array (optional)

This module improves your scanning probes by reducing their deviations from scanning. Like the previous module, this one will make your scans more reliable. The basic version of the module will require Astrometric Pinpointing II, and Tech 2 will require Astrometric Pinpointing V.

Scan Acquisition Array (optional)

With this module, the scanning time of your probes will be reduced. This will enable more frequent scanning. The basic version of this module will require the Astrometric Acquisition II skill, and for Tech 2, the Astrometric Acquisition V skill.

EVE Online Low Power Modules:

EVE Online module name

Description

Inertial Stabilizers

(not at all required)

This module will improve the maneuverability and handling of your ship at the expense of its signature. But Mounting Inertial Stabilizers will create a lot of problems for you, so it's best to avoid it. The base version of the module requires Hull Upgrades I, while the Tech 2 version requires Hull Upgrades II.

This module compensates for glitches and fluctuations in the ship's warp. It is a very strong defensive tool that removes warp disruption caused by attackers; however, it is only useful in high-sec and low-sec. The basic version of the module requires knowledge of Warp Drive Operation I, and the Tech 2 version requires Warp Drive Operation IV.

It will make the components of your ship lighter, but at the same time fragile. As a result, this will increase the maneuverability and speed of the ship, but by itself will reduce the strength of the hull. Best Strategy every explorer needs to run away before something bad happens, so this module has essentially no flaws. The base version of this module requires the Hull Upgrades I skills, while the Tech 2 version requires Hull Upgrades II.

Damage Control (optional)

This module prevents damage to the system by using combinations of redundancy and containment field emitters. In simpler terms, this is an increase in the resistance of your hull, armor and shield. It cannot be said that it will bring absolute protection, so we classified it as optional.

Riga EVE Online:

EVE Online module name

Description

Small Gravity Capacitor Upgrade (highly recommended)

This setting will boost your ship's scans. It will significantly upgrade your probes, which will undoubtedly bring benefits. The base version will require Jury Rigging I, while the Tech 2 version will require Jury Rigging IV.

Small Memetic Algorithm Bank (optional)

This setting increases the efficiency of the data modules installed on your vessel, which in turn improves the efficiency of the data analyzer. The base version of the module requires Jury Rigging I, while the Tech 2 version requires Jury Rigging IV.

Small Emission Scope Sharpener (optional)

This installation increases the effectiveness of the relic modules installed on your ship; this will increase the strength of the relic analyzer. The base version of the module requires Jury Rigging I, while the Tech 2 version requires Jury Rigging IV.

Cargohold Optimization (optional)

This rig increases your ship's carrying capacity but reduces armor. This will make the study longer and therefore more profitable. Although the only negative is the vulnerability to enemies. The base version of the module requires Astronautics Rigging I and the Tech 2 version requires Astronautics Rigging IV.

This equipment will increase the maneuverability and speed of your ship, but will reduce its armor, that is, you will become faster and more agile, but it will be much easier to shoot you down. The base version of the module requires Astronautics Rigging I and the Tech 2 version requires Astronautics Rigging IV.

This rig will increase your ship's agility but decrease its armor; that is, you will be able to align jumps with the warp, which will increase your survivability, allowing you to quickly escape from danger. The base version of the module requires Astronautics Rigging I and the Tech 2 version requires Astronautics Rigging IV.

This rig will improve your warp but will increase signature radius; this will greatly increase the speed of your research. The base version of the module requires Astronautics Rigging I and the Tech 2 version requires Astronautics Rigging IV.

EVE Online module name

Description

Salvage Drones (Optional)

They are used to search for and rescue ships that have been wrecked. They can also be useful as an additional source of income from research.

Caldari Electronic Warfare Drones; ECM Drones

These drones are specialized in jamming enemy sensors and targeting systems. ECM Drones are a great defense option as they can give you a few precious minutes to warp away from danger. Drones Caldari Electronic Warfare is better just use it as a perimeter defense. Both types of drones require the Electronic Warfare III skill.

Combat Drones (Optional)

These specialize in damaging and destroying enemy ships. Research vessels use them primarily for defensive purposes to compensate for their low firepower. They are less effective as a defensive tool compared to ECM Drones. There are three types of combat drones: light, medium and heavy.

We have presented you with information about and, but which ones to put is up to you. In the next part of our guide, we will talk about the ships that are used for scanning in EVE Online.

Choosing the right research ship can be quite tricky for a beginner as it depends a lot on the player's style, experience and level. Therefore, we decided to describe three types of research ships and 9 available models. Of these, you will find the most suitable for your skills and level.

Before going into details, we will provide short description each of the ships. Heron is a great starter research ship thanks to its 5 medium slots; and Buzzard his upgrade to Tech 2; if you are an absolute beginner, then these two instances should be your starting points. Probe and Cheetah have a more dynamic style of play and will fit more experienced players. Magnate is one of the strongest research frigates, but its disadvantage is a small number of medium slots. But you should not worry about this: the “big brother” of this ship, Anathema, compensates for this shortcoming in its characteristics. The Helios may be a fairly versatile research ship, but you'll only get to it through the mediocre Imicus. And finally, if you decide to explore with aggression, Astero has everything you need for this: a powerful drone platform and advanced cloaking technology. Its power will also come in handy in the wormholes and nullsecs of EVE Online.

Exploration Frigates to scan

These vessels are purposefully designed for space exploration. They have good hack and scan bonuses, which means it is suitable for any budding explorer. However, the combat power of these ships is painfully ridiculous, so do not even think about engaging in open battle with them. Only drones can increase their survivability, but only if they are properly selected.

This type:

    Heron

    A feature of this ship is as many as five medium slots. This makes it very convenient for research. If you are a beginner, choosing this option as your first research ship will save you the hassle of deciding which medium power module to install and which to skip. Heron requires Caldari Frigate I to control and provides the following bonuses:
    1. 7.5% bonus to the power of combat and main scanners (the percentage is charged for each level of the Caldari Frigate skill);
    2. 5% reduction in the duration of salvaging (a percentage is calculated for each level of the Caldari Frigate skill);

  • magnate

    It is the heaviest of all Tech 1 research frigates, but it only has 3 slots for medium modules, and this reduces its research potential. It has one more slots for low power modules, namely 4. It requires the Amarr Frigate I skill to control, and gives the following bonuses:
    1. 7.5% bonus to the power of combat and main scanners (the percentage is charged for each level of the Amarr Frigate skill);
    2. 5% reduction in the duration of salvaging (percentage is charged for each level of the Amarr Frigate skill);
    3. 5% bonus to data analyzer and relics (role bonus).

    It is the fastest and most agile of all the Tech 1 Exploration Frigates. The Probe is very good at staying out of trouble and its 4 medium module slots will make it a competitive explorer. Three low slots are best used for modules that give the ability to avoid pursuers. Requires the Minmatar Frigate I skill and provides a way to:
    1. 7.5% bonus to the power of combat and main scanners (percentage is charged for each level of the Minmatar Frigate skill);
    2. 5% reduction in the duration of salvaging (a percentage is awarded for each level of the Minmatar Frigate skill);
    3. 5% bonus to data analyzer and relics (role bonus).

  • Imicus

    The slowest of all the Tech 1 explorer frigates, but also the best in terms of drone control (20Mbit/s Drone Bandwitch). Therefore, the correct selection of combat drones is necessary in order to compensate for the weak survivability of Imicuse. Its four medium slots are enough to make it work as a solid research ship. Requires the Gallente Frigate I skill and grants bonuses:
    1. 7.5% bonus to the power of combat and main scanners (the percentage is charged for each level of the Gallente Frigate skill);
    2. 5% reduction in the duration of salvaging (a percentage is charged for each level of the Gallente Frigate skill);
    3. 5% bonus to data analyzer and relics (role bonus).

Covert Ops Frigates and Scanning

Essentially, these are Tech 2 upgraded versions of regular research . Their most notable feature is a warp with an active cloaking device. This feature makes them one of the most cunning ships in the game. The ability to stay under enemy radar is often used in PvP wars, where Special Ops frigates can get corporations a lot of valuable data. In addition, they have good research bonuses and use scanning extremely good, which, combined with advanced masking technology, makes them a very good choice for zero-sec and wormhole scanning.

Ships of this type:

  • Buzzard

    Like Heron, he has his strengths and weak sides. Like the Heron, it has 5 medium slots to help set up your ship for the transition to exploring hazardous areas in space. Buzzard does not have Drone Bay. This ship can install Covert Ops Cloaking Devices and Covert Cynosural Field Generators, and its Cloak reactivation delay has been reduced to 5 seconds. Requires Caldari Frigate V and Covert Ops I to control, and grants the following bonuses:
    1. 5% bonus to missile and kinetic light missile damage (a percentage is calculated for each level of the Caldari Frigate skill);
    2. A 5% bonus to the rate of fire of rocket and light rocket launchers (a percentage is calculated for each level of the Caldari Frigate skill);



  • Anathema

    Being an advanced version of the Magnate, this ship has a good tank for a special ops frigate. Unlike its predecessor, it has 4 medium slots, which gives it a lot more room to explore. Anathema does not have a Drone Bay. This ship can install Covert Ops Cloaking Devices and Covert Cynosural Field Generators, and its Cloak reactivation delay has been reduced to 5 seconds. Requires Amarr Frigate V and Covert Ops I skills and provides the following bonuses:
    1. 5% bonus to rocket damage (percentage is charged for each level of the Amarr Frigate skill);
    2. Reducing the recharge time of the capacitor by 5% (percentage is charged for each level of the Amarr Frigate skill);
    3. Reduced requirements for Cloaking Devices by 20% (percentage is charged for each level of the Covert Ops skill);
    4. 10% bonus to the probes of the combat and main scanner (percentage is charged for each level of the Covert Ops skill);
    5. Reduced flight time of Survey Probes by 10% (percentage is charged for each level of Covert Ops skill);
    6. +10 bonus to the analyzer of data and relics (role bonus).

  • Cheetah

    This is the fastest and most agile Special Ops frigate, but low CPU power and not the best capacitor characteristics reduce its versatility. But nevertheless, as with Probe, it helps to avoid certain troubles. Thanks to its speed and agility, the Cheetah plays the role of a scout and spy. He also doesn't have Drone Bay. This ship can also install Covert Ops Cloaking Devices and Covert Cynosural Field Generators, and its cloak reactivation delay has been reduced to 5 seconds. The skills to control it are Minmatar Frigate V and Covert Ops I. It also grants the following bonuses:
    1. 5% small projectile damage bonus (a percentage is calculated for each level of the Minmatar Frigate skill);
    2. 10% to the optimal range of Small Projectile Turrets (percentage is awarded for each level of the Minmatar Frigate skill);
    3. Reduced requirements for Cloaking Devices by 20% (percentage is charged for each level of the Covert Ops skill);
    4. 10% bonus to the probes of the combat and main scanner (percentage is charged for each level of the Covert Ops skill);
    5. Reduced flight time of Survey Probes by 10% (percentage is charged for each level of Covert Ops skill);
    6. +10 bonus to the analyzer of data and relics (role bonus).

  • Helios

    This is the only Spec Ops Frigate that has a Drone Bay, but the low drone capacity and the terrible Drone Bandwitch make this advantage almost useless. It has only two slots for high power modules. This is sufficient for the purposes of the study, but not ideal at all; this is somewhat offset by 5 medium slots. It can also be equipped with Covert Ops Cloaking Devices and Covert Cynosural Field Generators, and its cloak reactivation delay has been reduced to 5 seconds. It requires the Gallente Frigate V and Covert Ops I skills to operate, and in turn provides the following bonuses:
    1. 5% damage bonus from Small Hybrid Turret (percentage is charged for each Gallente Frigate skill level);
    2. 10% bonus to thermal damage from Scout Drones (a percentage is charged for each Gallente Frigate skill level);
    3. Reduced requirements for Cloaking Devices by 20% (percentage is charged for each level of the Covert Ops skill);
    4. 10% bonus to the probes of the combat and main scanner (percentage is charged for each level of the Covert Ops skill);
    5. Reduced flight time of Survey Probes by 10% (percentage is charged for each level of Covert Ops skill);
    6. +10 bonus to the analyzer of data and relics (role bonus).

Pirate Frigates - Aggressive Scanning

Unlike other research ships, pirate frigates can not only defend themselves, but also be aggressors. These ships are intended for long missions and are not required to visit stations too often.

Ships of this type:

  • Astero

    This is a one of a kind exploration pirate ship. It outperforms other models in stealth research and attack power. It has the largest drone capacity of any research frigate (75m³ and 25 Mbps). And despite being a Tech 1, it can be equipped with Covert Ops Cloaking Devices and has a Cloaking reactivation delay reduced to 15 seconds.

    All this has made the Astero one of the most popular space exploration vehicles, despite its high price. It requires the Gallente Frigate III and Amarr Frigate III skills to operate, and provides the following bonuses:
    1. 20% bonus to drone hitpoints (percentage is charged for each Gallente Frigate skill level);
    2. 4% bonus to all armor resists (percentage is charged for each level of the Amarr Frigate skill);
    3. Reduced requirements for Cloaking Devices by 100% (role bonus);
    4. 37.5% bonus to the power of combat and basic scanners (role bonus);
    5. +10 bonus to the analyzer of data and relics (role bonus).

This was the list of EVE Online space exploration ships. Now that you have all the proper information about the modules, skills and ships that will be needed in the scan, you can move on to describing the actual process of scanning and the places where it is most profitable to do it.

So, after we told you about the skills, modules and ships needed to explore the space of EVE Online, it's time to proceed directly to the scanning process itself. In this part, we will tell the reader about the places where scanning can take place, as well as about the relics and data you can meet during your journey.

Systems for scanning

There are 4 types of systems that are separated by the level of security in the territory: high-security space (high-sec), low-security space (low-sec), zero-security space (null-sec) and warmhole space. It is easy to guess that the higher the complexity of the system, the more profitable the scan will be. We propose to consider each of these systems in more detail.

  • High security systems. These systems are popular not only among beginners, but also among those who are afraid to take risks in dangerous parts of space. This means that the already limited resources that are in this territory are reduced even more due to the huge number of competitors in it. If your plan is to make more lawsuits, then the right decision is to leave this system as soon as you have the necessary experience.
  • Systems with low security. Here you can find much more valuable objects with relics and data; especially since there will be an order of magnitude fewer competitors for these facilities. However, the danger here will be much greater.
  • Zero security systems. There are very valuable places for mining data and relics, and due to the large number of them, the danger of being attacked is not so high. Combined with the fact that many explorers are too afraid to visit Nullsecs, there is plenty of room to expand. But on the other hand, a lot of dangers have gathered here in the face of aggressive NPC factions and gankers who have great experience in killing researchers.
  • Wormhole spaces. The value of finds in these systems is comparable to the value in zero-secs. There are even fewer visitors here than zero, so research here will be very profitable. The risk of being attacked here is very low, but this danger cannot be ruled out, and before going to the wormhole, you need to be well prepared. The complexity is further increased by the fact that you do not know how many people are in the same space with you, and even more so you do not know who they are (unless, of course, the players type something in the local chat). Although in general, these systems are safe and there is plenty of lawsuits to be framed there.

Data and Relic Sites Data and Relic Sites

The sites or (i.e. location) of data and relics that you will encounter will vary considerably in both difficulty and possible profit. In total, five types of these date sites can be distinguished:

  • sleeper sites. They are in wormhole space. These places are well protected, and it is impossible to hack them without first defeating the defenders. Hostile NPCs that protect this site are valuable in their own right, as they lose good loot when they are defeated. Therefore, even those ships that are not able to hack sites will find work here.
  • Sleeper Caches. This is a very complex data site that is full of dangers and triggers (a failed hack can cause the container to explode and sentry guns present can launch an attack on you). These sites do not appear in wormholes and can be found in normal systems. Sleeper Caches come in three different types: superior (scanning difficulty - level 5), standard (scanning difficulty - level 4) and limited (scanning difficulty - level 4); and may contain blueprints for polarized weapons, skill books, and crafting materials.
  • ghost sites. These are data objects run by pirates, and pirates don't like unwanted guests on their territory. Once these sites are hacked, a timer starts, during which the pirates can catch up with you if you're not fast enough. Failed hacking attempts will cause the container to explode and damage every ship within a 10 km radius. These locations can contain various blueprint brands of Ascendency Blueprints, "Yurt" and "Wetu" Mobile Depot Blueprints, and "Magpie" Mobile Tractor Unit Blueprints.
  • Drone Data Sites. They are only available in a few regions: The Spire, Ethernium Reach, Outer Passage, Kalevala Expanse, Oasa, Malpais, Perrigen Falls, and Cobalt Edge. And these sites contain three containers: 1 in Research and Development Laboratories and two in the High-Security Containment Facility. A second failed hacking attempt here will result in enemy frigates spawning, and further hacking attempts will be impossible until the spawned enemies are destroyed. Also, these sites contain racial Drone Components and Blueprints (characteristic of the race that owns the site).
  • Pirate Relic and Data Sites. They can be found in class 2 and 3 wormholes, as well as in all common space systems. On the this moment, these are the safest places to hack data and relics, as there is not a single hostile NPC or any other protection. Each of these sites contains several hack containers, emergency stations, abandoned cars, etc. Pirate relic sites contain skill books, blueprints, T1 and T2 salvaging materials; and pirated data sites are skill books, Decryptors, Data Cores, blueprints, and production materials.

Hacking process

Hacking is an integral part of EVE Online exploration. The main goal of the hack is to disable the kernel of the container system. Successful hacking is only done by completing the mini-game. This game is about maneuvering a computer virus through a container board. At its core, the hacking process resembles a typical Minesweeper, so if you have mastered the classics from Windows, then you should have no problems with hacking in EVE.

Secrets and hints

Now that the basics have been covered, we can leave a few useful tips for novice (and not only) researchers on scanning and using scanning.

  • Use hotkeys, as they speed up your actions (although this is a banal advice, it’s still worth pointing out, since so many players rarely use it).
  • Take full advantage of your cloaking device. This is your best defense, and you should invest in it to the maximum.
  • Try to avoid densely populated systems. Set the map to display ships that have been destroyed within the last hour; this will help you estimate how many players are in the system with you; if your map shows a lot of destroyed ships, then it would be better to fly away from here as soon as possible.
  • Learn how to use Secure Safe Spot Bookmarks.
  • Never try to fight attacking ships, because you will most likely not survive (ships that attack research ships are often well prepared for combat). You should enjoy superior (assuming you've properly equipped your ship, of course) speed, agility, and ECM Drones.
  • Use directional scanning as often as possible when your disguise is inactive and run away at the slightest enemy activity.

And in conclusion of all this, I would like to say that scanning is not only a profitable business, but also just an interesting activity. You may encounter many difficulties, but if you are calm and attentive, you will be able to avoid danger.

If you need help, you can always find it on the website. We are an online store that sells games, ships and other items for EVE Online. We also sell accounts, services and consultations.


Introduction


There are usually two sides to everything. Our beloved Moon also has a visible and invisible side. What you see on a normal map of EVE- this is the light (explored) side, visible to all ordinary pilots. What is on the back side of it, and is not visible on the map - the dark ("unexplored") part of EVE.
The unexplored part of the universe is quite similar to the regular EVE universe. It also has its own regions, constellations, star systems, moons, planets, but meanwhile it is significantly different from what you are already used to. "I'm in the hole", "I'm in the wormhole", "I'm in the BX" is the usual description of the location of the pilot, familiar to our ears and chat.
Wormhole (BX, WH), "Wormhole", "Hole" is just a temporary bridge (gateway) between two star systems, and staying in it usually lasts less than a second, being in the BX for a long time (in a jump between systems) is a sign of bad internet quality.
In space, VX is seen as an object in the form of a sphere, which refracts light from stars and makes a special and unique sound. You can contact with wormholes (WH) as with ordinary gates (gates) - go through them.
Wormholes (BHs) can connect any solar system, except solar systems of the Jove region (they are inaccessible due to the game mechanics), and explored space with unexplored systems (except systems of 4th class).
After VX appeared in EVE, many singles and groups of players flocked to them. They were brave and at the same time curious players, because they did not have information about what they would face. It was truly fantastic research.
Life in unexplored space is a special style of play. Not everyone is able to adapt to this kind of game. Different formations of players live in unexplored space: miners, crabs (carebears), raiders, lonely wanderers and stray crabs from ordinary space.
The attraction of unexplored space is that the number of pilots and the size of the corporation is of no practical importance, everything rests on the ability to control wormholes. And this means that a fairly small corporation is able to completely clean out the system owned by a corporation that is part of the largest and most invincible alliance, painting their killboard in shamefully bright red, killing packs of cars, dreadlocks and capsules that are in fear and horror with complete impunity. fly out of them. Axiom of the unexplored space: "Who controls the hole controls everything!"

Of course, some players go to unexplored space solely for the purpose of lining their pockets with lawsuits, but playing for the sake of lining their pockets with lawsuits is not the best option, because these people spend real hours of their real lives for worthless lawsuits! which are then taken away or fanovo destroyed by stray raiders. In fact, the raiders of unexplored space are not robbing lawsuits, but real days, weeks, months and even years of people's lives.
In any case, if for some reason you are not interested in life in the familiar explored part of EVE, or you are not interested in hidden slavery in exchange for lawsuits, mandatory CTAs, betrayals, intrigues, deceptions, wars for other people's technomoons, stations, claims, or endless CTAs for killing structures and you are looking for new worthy options for killing the most valuable thing in life for everyone - time, then this text is written just for you.
In unexplored space, a gaming fan can be obtained on the spot "on the spot" on your territory and on your own terms, at the same time, unexplored systems are the best place for mining ISK and free T3 ships. But the most valuable thing is the constant growth of experience, coherence and quality of the corporation's pilots. In any case, you have nothing to lose by getting acquainted with this part of EVE.

Unexplored part of EVE
I will not pull, the cat for "prichindaly". I will start with the facts known to me at the moment, and I will try to state everything as briefly as possible, but at the same time fun and interesting, taking into account the amendments voiced in this topic.
The EVE Universe is made up of 23 Imperial Regions, 41 Low Security Regions, and 3 closed Jovian Regions, all of which you can see on regular map EVE. All of these 67 regions are already well researched and have jump gates installed and added to the visible map of EVE.
In addition to them, there are 30 more regions not shown on the map, in which there are 2498 star systems of a dark yet unexplored space that cannot be reached in the usual way. Personally, I am amazed by such a number of unexplored systems, and you?


In general, at the moment, the alignment of the number of star systems is as follows:
Low seki zeros - 3294
Unexplored systems - 2498
Hai seki - 1907
Jovi - 230

In total, there are 7699 available systems. Unknown regions make up 32% of the star systems available to players. The potential hidden in them is not yet sufficiently appreciated by the EVE community, the mythical isolation and inaccessibility of some of these systems is both a minus and a huge plus. I'll tell you a secret - in fact, everything is much better than it seems at first glance.
Many people are very much afraid to explore unexplored space, believing that this is a one-way road - a cloning (this is mainly the result of an unsuccessful first acquaintance due to lack of experience). I think many will be interested to know the death statistics for different types of systems. If we sum up all the kills and calculate the percentage for each type of star system, we get percentage results.


- NPC deaths (PvE): High: 84%, Nulls: 8%, Low: 7%, Unexplored: 2%
- By PvP kills: Nulls: 52%, Low: 30%, High: 15%, Unexplored: 3%
The fact is that when calculating the number of PvP kills and deaths from NPCs, their percentage does not exceed 3, and this despite the fact that the number of solar systems is 32% of the available ones.
Based on the statistics of deaths, it can be assumed that at least 3% of EVE players are actively active in unexplored systems (they die equally from NPCs and PvP). With 40,000 people online, 3% of their number will be 1,200 people. If one player is placed in a separate unexplored system, then they will occupy only 48% of the unexplored systems, but usually players are in groups of at least 3-10 people in such systems. As they say, fear has big eyes, but you shouldn’t relax either. And it is quite possible not to enter these 3% of corpses by reading the guide to the end.

Wormholes (WX)
We now know that 32% of EVE's solar systems are not directly accessible to us through regular gates, they are not mapped and their population is very low. If you are an adventure seeker, then of course you already have a logical question - "How to get there?"
To do this, the developers of EVE have made a very interesting way for you - randomly (well, not always randomly) created wormholes, wormholes (WH), through which you can enter and exit these systems, as through ordinary gates.
Once a BX is created as an object by the game server, it becomes available for probing (using the "Probe Launcher") at its birthplace. Some VCs have a much higher signal than many other anomalies, especially VCs connecting highsec and unexplored space, so these Imperial VCs are accessible to a less advanced pilot with regular probes. More information at the link.
If a novice researcher knows how to drag and drop samples using the " SHIFT" and/or " ALT", then the cost of his time will be significantly reduced. In addition, taking into account latest updates the number of VC in highsecs, it seems to me, has increased dramatically, before it was necessary to look for them, and now an excess of VC creates problems. At the moment, it is not at all problematic to find one or even two VX in one highsec system.


For those who have not done this before, but have just started, I will give the composition of the minimum set of researcher:
- Racial frigate with bonuses (Magnate, Heron, Imicus, Probe) - 1 pc. (120 thousand ISK).
- Expanded Probe Launcher I - 1 pc. (7.5 thousand ISK)
- Small Gravity Capacitor Upgrade I - 2 pcs. (150 thousand ISK)
- 1MN MicroWarpdrive I - 1 pc (20k ISK)
- *Prototype Cloaking Device I - 1 pc. (900 thousand ISK)
- *Sisters Core Scanner Probe - 6 pcs. (2 400 thousand ISK)
In total, your first ship will cost 4 million ISK with fractional probes and a stealth module, or 500 thousand in the budget version.
A VX created by the server always has a unique signature number displayed on the scanner, as well as the location and coordinates from where it opened or the exact location and coordinates where it opened. All these coordinates can only be obtained by scanning or creating a bookmark on the BX signature, and of course, its coordinates can be obtained in corporate bookmarks made by your comrades.
It is worth paying attention to the fact that the unique signature number of all created anomalies in the system changes after the next daily restart of the server. Their numbers after reloading and indexing become sequential: AAA-100, BAA-100, CAA-100, DAA-100, etc. If you see on the scanner a signature with a number clearly different from the sequence, then you can definitely say that this signature appeared after "DT". In the same way, you can quickly find a new or rediscovered VX.


What you should pay attention to when evaluating VC, first of all, is its type. The exit (in the place where it leads) is always marked "K162", this indicates that this BX was born in another solar system and we found only the place of its exit. To find out exactly in which solar system it originated, there is only one correct option, to brazenly climb into it and look from the inside. Although, of course, you can wait near the VX, and ask the person who left it where he came from, but I would advise you to refrain from such conversations if you are not a fan of extremely unexpected meetings.


You can also pay attention to the color of the VX, the blue color often indicates that the VX leads to class 1.2 systems, yellowish to class 3 systems, etc., in general, the color of the VX corresponds to the color of the solar system on the reverse side, and taking into account the new beautiful textures Imperial space, even on the "K162" VX, you can accurately determine which region it leads to, the security level of the system to which it leads is written in the information about the VX.
A particularly separate and important point is the process of birth (creation) of a new VC, this is either a matter of chance or the need for game mechanics to restore the "statics" of an unexplored system.
It doesn’t matter what caused the creation of the object by chance or necessity, but everyone has long noticed that anomalies in EVE tend to accumulate, which means that at the time of accumulation they do not age, they wait for the moment of their activation from which their time countdown will begin life. The same rule applies to wormholes, in order to activate the BX as a game object, the server must receive a message from game client about the beginning of the warp in the grid (visibility area) of this anomaly. It is from this moment that the anomaly is activated, its life counter is turned on, the mass is set, the system is selected where the VX leads and where the associated VX of the "K162" type will be born.
In any case, to start counting the life of any anomaly, it is necessary to activate it, no matter what type of VX anomaly it is, magnetic, radar, gravimetric or combat anomaly.

Let's say you found a VX type D845, and only by these figures you, as a VX specialist, determined that this VX lives for 24 hours, it leads to star systems with a high level of security (highsec), the total mass that it can miss is 5kkk tons, the maximum ship mask for passage is 300kk (BSh without AB / MVD weighs about 100kk), etc. Exactly how did you know it? You just use a long-explored sign at the link, because you previously added it to your bookmarks in the in-game EVE browser, but there are many other more convenient sites and options. You can also see dotlan.
Let's not rush, and let's take a closer look at VC, since this is the key point on which everything rests and interacts in the EvE nutria. Any VX is called unstable for the reason that it is not eternal. For natural death (closing) of the VX, one of two events must occur:
1. The lifetime of the VX counted from the moment it was created by the server has expired.
2. The mass of VX that she could pass through herself has ended.
It immediately becomes clear to us that we cannot speed up the time of the activated anomaly, but only watch how our own life and the life of the computer-created VX inevitably flies into the past.
The residual mass is very subject to us and we can influence it by pushing our ships back and forth, thereby depleting the energy of the BX. It is thanks to this feature that we have the opportunity not only to close but also to open (reopen) the VC, the same feature allows us to “press down” or completely close the VC for security purposes.
The developers gave us an indulgence, or rather a gift - by adding its remainder in time and mass to the description of the wormhole, but for this they introduced some error in the parameters of the activated VX, which slightly complicates the calculation.
As for the mass of VX, then in the information about VX one can read the following:
1. Was not significantly disturbed by passing ships - 100-49% of the mass.
2. Was significantly impaired but not in critical condition - 49-10% of the mass.
3. Was significantly disturbed and began to collapse - 10% of the mass or less.



Do not forget that the mass and lifetime of an activated VC may differ from the tabular indicators by both +10% and -10%, taking this into account, it will go into a state of collapse with a different mass and at different times.
As an example - VX type M267 leading to an unexplored system of class 3, its tabular mass is 1kkk, taking into account the error in both directions, its delta is 200kk, this is the mass of two BS or about 18 BC.
Since you are already experienced pilots and you know that AB or MVD change the mass of the ship, that is, it is possible to change the mass at the time of passage through the VX (by installing 10MW and 100MW "AB" on the BC, you will get masses of 10k \ 20k \ 60k, respectively).
Suppose we have a "Dominix" with a mass of 146k on the "AB" and 96k without the "AB", the resulting mass of 146k is more than 10% of the rest of the mass that has passed into the critical state of the BX, the passage of a ship with such a mass will completely exhaust the remainder and make the BX given as an example dissolve. The main thing left is to learn how to calculate the residual mass of VC in practice.
As an example, the calculation of the effect on the residual mass of VX with a mass of 1kkk during the passage of ships:
- 146 + 146 Dominix round trip (292 tons);
- 146 + 146 Dominix round trip (584 tons);
- 146 - Dominix entered, (accumulated 730 tons, the mass was significantly disturbed, Dominix remains for the final closing);
Thus, we have reached the minimum limit of -10% error, then a light ship (BC class) VX is brought to critical mass without causing the VX to close. As soon as the mass has reached the critical point, the passage in the opposite direction of the 146 ton Dominix prepared for closing will lead to the exhaustion of the VX mass and its death.
There are many options for exhausting the masses, everyone comes up with the best scheme for himself, the above example shows the mechanics and nothing more.
With the correct calculation of the masses of the ships and the presence of several pilots, it is possible to terminate the life of the VX ahead of schedule within a few minutes, without taking into account the time for its scanning.
Heavier (larger in mass) VX are first pressed through to half, through which the initial full size of the mass is very accurately determined, then the VX is pressed in the same way to the critical mass and closes.
There are several reasons for the death of the VX, the main one is the reopening of the VX into the new systems you need, and the second reason is the critical state of the statics or the closing of the activated VX through which unwanted guests can come to you through its associated "K162" VX (which will be described below).
There is a life time left for VX, just remember that after setting the status "Life cycle is coming to an end" the remaining life of VX is less than 3 hours and VX is on the verge of death from old age, if you do not plan to stay on the other side, then it is better to refrain from traveling.
If you live in unexplored space, then it is recommended that after the end of the activity, close all the VCs in your system and not activate them with a warp until the next day, this will allow you not to receive guests through statics and will make it possible to start the static life counter at a convenient time for you the next day .
Any of the unexplored solar systems can simultaneously have 7 VX, four of which are outgoing, and three are incoming "K162" types, judging by the info in EVE WiKi.
Inside unexplored systems, all restrictions are removed, you can use all PvP modules and mass action modules, you will not be aggro on the passage, which means that during the battle near the VX you can fall into it on the structure without waiting for the aggression timer and not it is important where the VX leads.
After passing through the BX, a 10 second session change timer is activated, before the expiration of which you will not be able to go in the opposite direction, this is another reason not to rush to reset the insta clock. If you went through the same BH twice in both directions in less than 4 minutes, then until the next attempt a 4-minute timer is imposed on you until the expiration of which the passage to the same BH will be prohibited, so you will not succeed often jump over VX when you are caught from both sides, by this time you need to add two periods of 10 second insta clock.
An undoubted plus is the ability of two bubble speakers to put a bubble and immediately fall to the other side without a timer and put the second one. At the same time, the timer can be used by spreading the enemy directly to the BX, winning the timer if the enemy retreats back through the BX.
The size of the VX visually changes when its residual mass changes, the moment of the change in the residual mass is accompanied by effects (trembling and compression of the VX), with sound accompaniment of course.
If inside an unexplored class 5,6 system it is precisely a random BX leading to highsec that opens, then the maximum mass of the ship that it can miss is 1kkk (Freuter), this is a big plus for logistics.
Capital ships can only enter class 5.6 unexplored systems through zero security systems, in all other classes BX they can be built without the possibility of being taken out of the system, and only for the purpose of protecting the home system.
There is some exception with class 4 systems, of which and in them random VCs leading to the explored space are never created, Class 4 systems can only be accessed through unexplored through passage systems of other classes.
With VX it seems that most of the questions are resolved, and the needy will find the answer if he wants. Now it is time to move on to the description of unexplored regions and the solar systems located in them.

Unexplored solar systems

Unexplored solar systems are located in 30 regions, the regions are divided by levels of complexity, availability and profitability, respectively.


There are 6 types (classes) of systems from the 1st most simple to the 6th most complex - not subject to a lone researcher.
In any unexplored solar system, there is at least one VC, which, in the event of its closure or death as a result of aging, is immediately reborn in an unactivated state at new coordinates in the same system, while the type of VC remains the same.
This means that you can endlessly close such VCs and get new VCs with the same parameters but leading after activation to other star systems in accordance with the VC type. This feature is inherent in all unexplored systems and ensures the constant availability of all unexplored systems from the outside and among themselves.
Such infinitely reborn VX are called static "Statics", the expression: "two with a static in three" means that we are talking about an unexplored system of the 2nd class in which there always exists a VX leading to an unexplored system of the 3rd class of complexity, and when closing or dying from old age, a new VX will lead to another class 3 system with the same parameters.
Maps of statics from research projects can be viewed at the link , Project Atals , Project Snapshot
In unexplored systems of the 2nd class of such static VCs (but of different types), there can be two at the same time, a kind of bridge between solar systems of different types.
If you have settled in a class 1 system with a static exit to the "N110" empire, this means that even though you live in unexplored space, in any case you will have an entry into a system with a high level of security, it will simply open the entry in different places of the imperial highsec . A kind of small zeros - a paradise for the production of boosters, polymers, periodic mining, etc. All this becomes even more attractive if you keep the BX leading to highsec not activated all the time, in which case you can only be reached through random BX or other statics, the signatures of which are immediately detected by normal probes throughout the system.
In addition to "static" VX, there are also "random" VX - they are born randomly with a random type, they can lead anywhere and from anywhere. Thanks to such random VX, the inhabitants of all unexplored and explored systems have the opportunity to get directly into any solar system (taking into account the above-described feature of class 4 systems).
Such a feature in the game mechanics adds more surprises and amenities, makes it possible to populate an unexplored system of 5.6 classes directly from highsec without dragging structures and fuel along the chain of walk-through systems.
The developers divided the unexplored solar systems into 6 classes (levels of difficulty), distributing them into 30 regions:
R01-R03 - 1 class - 348 systems
R04-R08 - 2 class - 525 systems
R09-R15 - 3 class - 495 systems
R16-R23 - 4 class - 505 systems
R24-R29 - 5 class - 512 systems
R30 - 6 class - 113 systems
Based on some personal observation experience, I will describe some of the unexplored regions in the light in which I saw them (it is worth remembering that there are some exceptions and what has been said is not 100% reliable for all systems).

Unexplored 1st class systems
Very simple, but in view of the fact that they live in themselves and almost never have a static in other VX, they are sparsely populated, but the absence of a static does not mean that a static from another system will not open into this system, or a random VX will not open.
Good gravel digging systems for a small group of people, great choice for fabricators with structures that can't be installed in high security systems, plenty of cheap gas anomalies, decent planetary resources. In addition, killing a large POS in such a system is almost not a real task, and finding your VX will not be easy if you always keep the static in the empire in an inactive state.
The R01 region mostly has statics in zeros and lows.
R02, R03 are almost completely connected only with highsecs, they have holes like "N110" into which the maximum BC can climb.
In systems of the 1st class, it was sometimes possible to get 100kk from one combat anomaly (in one they are sawn very quickly). The inhabitants of these systems are often planetarists, fanatical miners, drug producers, and alchemists with lunar materials.
It is possible for mining corporations to visit while digging gravers, during which a temporary slab POS is installed under which ships and structures with ore are hidden. Immediately after the race, the imperial entrance and all random VCs are closed, after which a very safe destruction of anomalies begins. Watchman with battalion traffic jams, when new signatures appear, simply warp "AFK digger fleet" under the POS field.
Since a maximum battlecruiser can climb into class 1, it is impossible to drag an orc into this class (but it can be built on the spot). A mining corporation can stake out a few of these VXs and roam around them when the gravers pop up in them.

Unexplored 2nd class systems



Here prospects begin to open up, as they say - "small and large." In fact, these are the doors between the worlds (2 static VX at the same time), almost all unexplored systems of the 2nd class serve as passing gates to the world of higher classes, of which there is no access in a static form to the explored space. These systems are very promising, and despite their low class, they are an excellent base for all kinds of beginner activities. It is very easy to get into these systems from explored space, on the one hand it is good for logistics, and on the other hand it is very bad for protecting the system, because your enemy will be able to send hordes of ships to you from the empire nonstop camping your system like a regular gate on the lowsec border, because to access your system, you do not need to fly through the chain of checkpoints.
R04 - 104 systems with static gates between highsec and class 3 systems, almost universally occupied, sometimes defended systems, with constant presence of players. A good base for the extraction of polymers, ore, sleepers, anomalies from class 3 systems, which are mastered by pilots with 2-3 months of experience in the game, and most importantly, on unskilled ships, mainly "Drake". The quick and easy mobilization allows you to gather people from the empire (or other systems) directly to the place for protection if the attackers allow it, a very popular region.
R05 - 102 solar systems are interesting for experienced pilots, sometimes you can find them abandoned. The main difference from the previous regions is the static output to 505 class 4 systems, which, of course, are a little richer than class 3 systems, moreover, they are not directly accessible from the explored part of space, and therefore safer for resource extraction. Simultaneous static VH in highsec makes this region a target for many corporations, holding such systems is not an easy task due to its constant availability from highsec. All the pros and cons of a static output to imria also apply to these systems. Static VX with a mass of 2kkk and a maximum passage mass of 300kk in both directions contribute to this.
In any case, this region is much more convenient than the previous one, because, unlike systems of the 3rd class leading only to the explored space, in the systems of the 4th class there are statics in any unexplored systems. This means that you can choose any class by choosing the appropriate class 4 system (4-1,4-2,4-3,4-4,4-5,4-6). When you close all random VX and do not activate the static exit to the empire, you can get a corridor 2-4, which is very convenient.
R06 is a passage region of 141 systems between lowsec and class 2 systems, a dubious choice, since with some wealth it always leads to the above-mentioned class 2 systems, where you will certainly be welcomed and sent with pleasure by express to clone, not the best choice and in terms of logistics. Usually an empty region, but if the system is busy, then as a rule, novice raiders and just PvP pilots who are looking for their victims in the 2nd class systems and like to throw the fleet into the low, breeding local residents, settle in it. It is enough to throw a brigade through the static into the low divorce, then at the right moment, unexpectedly for the enemies, help comes from nowhere. Mountains of anomalies, gas and ore sometimes accumulate in these systems because it is problematic to remove them.
R07 is a pass-through region of 50 systems that makes class 5.6 systems available, but you have to pay for this luxury with a static output to zero. The region is not heavily populated, because it is impossible to get rid of guests from the zero space, but you can keep the BX leading to zeros unactivated. This region is a good option for "top" polymer mining groups, since C-320 becomes available from the spot, the polymer of which is much larger in class 5.6 systems, again, it is possible to create a corridor 2-5, which makes the task easier. Random VX periodically give access to highsec, which allows you to take out polymers and get fuel for the POS. At the same time, going to zeros allows you to throw a gank on a "nasty" enemy in zeros directly from the VX, this is a very interesting thing to do! with an empty security channel, the inhabitants of zeros are very willing to assemble a fleet to capture two ordinary BCs, which they later suffer from. In principle, the same forwarding is possible through the VC connecting different systems zeros.
R08 - An excellent choice for start-up corporations, 128 systems with statics in class 1 systems and an empire. No matter how they say - "nanoribons" do not smell, but they fall from frigates and cruisers in 3 pieces, easily accessible anomalies allow you to start the production process on stream, a lot of unclaimed gas, ladar, radar and magnetic anomalies are always available. It's not a problem to return to the home system after exiting the class 1 system and fly to the entrance to the home system if the VX closed unsuccessfully. It is also very nice to open BX into a class 1 system that has statics in low or zeros, since there are a lot of different polymers that are waiting for you to make brand new T3 ships out of them. In addition, you will often get access to the R06 region, which is not very suitable for permanent life, but if it opens only to you, then you can safely and relatively calmly clean it without consequences.
The best place for start-up mining gas corporations, it is possible to create 2-1 corridors by closing all unnecessary VX without activating them, which will allow you to quickly clean only C50, C32 gas and the most expensive ore in gravers. At the same time, shoot sleepers a little with almost any ship.
Unexplored 3rd class systems
The maximum complexity of the system directly accessible from the explored space. The main purpose is a place for a hunt with PvP elements. Crabs and killer crabs get and meet in these systems, entering them through unexplored systems of class 2,4,5 and ordinary explored space. Dangerous systems, something like a dark forest, found a clearing of mushrooms, there was no one, you sit quietly and casually cut the fly agarics, folding them into a cargo tied from twigs. Suddenly, someone grabs you and holds you, something small and nondescript immediately runs up, sending you into an endless jam.
If you have already gone through this, then you understand that it is better to die with dignity - you have time to open your veins, while talking about compensation or the weather, and while the rapists are waiting for the whole team to take you hard at the same time, or each little by little you suddenly die for them. The funniest thing about this is that they have been waiting for you in this clearing for a long time and were disguised, all the fly agarics and their coordinates were in their notebook. They knew that you would come, but you actually were not the first.
In a word, grade 3 is a place of concentration of the evil of the unknown space, they don’t go there one by one, and even more so, this is not the best place for the life of honest and kind people.
But this is a great place that does not have a scorching locale, connecting fat caribass living in class 4,5,6 systems with the empire they urgently need, carrying good buns equally active in both directions.
A good place for solo PvP, you just need to be patient and wait for your victim, and he will definitely come in a "crab" fit, especially if the static is in highsec. Although it is very possible to fly solo on a bomber, kill the "crab" Noktix and loot all the sweetness for yourself while the crabs rush about in a panic, you can just steal ribons and blue, you can destroy wrecks with bombs while looking at the tears that flow from all the cracks of their ships
Highly fun activity this is a tiny camp, a tiny fleet will be driven into a system with static in low or highsec, an armored house with a gas digger and points fits in, all this is put on a dig of gas and victims are expected))) This is something like an AFK camp, some people may just log in optimal , everyone is sitting in a voice talking about life.
If you like extreme caribace, PvP, long ambushes for fat prey, then you are in these systems the right place. If you are a fan of solo crabbing on fractional Tier 3, then these systems are not the best choice.
At the same time, these are the most profitable systems for soloing Radarok and Magnitok directly through the empire, the profit from which can reach up to 200-500kk on a successful evening.
Typically, these systems are populated by very young pilots who quickly become disillusioned with their choice. After all, they did not read this guide and did not know that after they cleared all the anomalies in their system, they would have to sit on a starvation ration waiting for new ones.
Absolutely all level 3 systems are directly accessible from explored space, R12 - 105 systems from highsec, R09,R10,R11,R13,R15 - 294 systems from lowsec, R14 - 96 systems from zeros.
Unexplored systems 4,5,6 classes
Not directly accessible from normal space. Class 5 and 6 systems are often accessible from explored space via random high-pass mass VX (Freiter). Let me remind you once again that it is impossible to get into class 4 systems directly from explored space. Class 4 systems belong to the group of medium complexity, class 5 and 6 systems are complex.
Class 4 systems are sparsely populated due to the great complexity with logistics, it is very difficult to find a way out of them into explored space, this is also the reason for the safety of those living in them. No one wants to stay for a couple of days of eviction of natives in a system from which it will be very hemorrhoid to get out, especially if it is a 4 with a static of 4. From a logistical point of view, this is the worst choice, from a security point of view, this is the best option.
The disadvantages of all upper classes (4-6) are difficulties in logistics, but these are trifles compared to the greater security of these systems, it will be very difficult to smuggle the main enemy fleet and reinforcements into them, because it can take a very long time to find a way to ordinary space, they will have to go through a lot of checkpoints.
Choosing a Grade 4 system as your home system is a better option than living in Grade 2 walk-through systems, which are more suited to corporate VX academies due to the constant wandering and uncertainty of newcomers.
In class 4 systems, the likelihood of raiders coming into your system is significantly reduced, since raiders prefer systems with class 5 static, which makes it possible to quickly drag their fleet and reinforcements through explored space (including dragging dreadlocks into the attacked system through zeros).
Residents of class 4 systems with a static in class 5 can allow cleaning class 5 anomalies without capital respawn and protect themselves from the possibility of dragging the capital of the raider fleet (it is impossible to smuggle capital spikes into class 4).
To protect the class 4 system, you can build your capital fleet, which will really complicate your eviction, but it will not be possible to withdraw it from this system.
The difference between combat complexes and class 3 systems is the range of occurrence of waves of sleepers, it reaches 180 km, for this reason, the optimal ship suitable for these systems is Tengu in a remote-rapier fit, their number in the fleet is 2-3 pcs.
Class 4 systems (505 systems):
R18 - static in class 1
R21, R23 - static in class 3
R19.20 - static in class 4
R22 - static in class 5
R24 - static in 5,1,2 classes (hodgepodge by constellations)
R16, R17 - static in class 6
Tier 5 systems, the best choice for mid-strength corporations and raider corporations, in these systems do-respawn capital becomes available on sleeper combat plexes in which very large isk profits are hidden. The best choice of systems with statics in the 5th class that give a lot of room for both isk and kills. At the same time, it is possible to reopen the VX to search for another class 5 pass-through system with a static to any class (for example, 5 with a static to class 1).
Choosing class 5 systems with class 1,2,3 static is a bad decision, in this case it is much safer to move into a class 4 system.

Class 5 systems (512 systems):
R27 - static in class 3
R29 - static in class 4
R25, R28 - static in class 5
R26 - static in grade 6
Class 6 systems (total 113 systems):
R30 - static mostly in class 5 (but there are 1,2,3,4), except for the explored space, again for each constellation individually. Populated densely with real farmers under cover and constant protection of raiders (especially systems with good bonuses). The profit of the tenants of these systems is estimated in the hundreds of millions for a few hours of farming. These systems are guarded exclusively by raider alliances, although sometimes there are empty systems of the 6th class with bad bonuses, but there are also abandoned systems.

Differences of unexplored solar systems
To be honest, I didn’t really understand this issue, because during my travels, with a periodic start from the klonilka, many aspects did not concern me.
not to blow up the whole game mechanics, and so that everyone would not just be dumped into unexplored space, because it is cooler and more interesting there, the developers made it impossible to live in them autonomously. All this is due to the fact that it is impossible to obtain ice isotopes, use clones, set a claim on the system, set stations, dig moons (it would be better to add technomoons to VX than alchemical formulas, it would be a freak show !!! and would make you fight for systems , and not for dorespa capital).


The current state of the uncharted space provides: mining of minerals, planetary resources, all resources for the invention and production of T3 ships and their subsystems, elements for the production of fractional modules that use the skill of the ancient races, data blocks that are bought by NPC corporations. We can say that ships with pilots and caps fly into VX, only minirals, planetarka, sleeper fat, T3 ships with or without eggs fly out
In unexplored space, there are no asteroid belts as such at all, the only thing you can dig there is gravimetric signatures (gravic). All objects are scanned exclusively by the onboard scanner and samples. An onboard scanner can only find combat anomalies without sampling. New VX (including here, through which you entered), ladar, radar, magnetic and gravity can only be found by samples.
The inhabitants of uncharted space are exclusively frenzied mutant drones called "Sleepers". They fly in places strictly designated for them, a certain number and a certain suit. You can look at a bunch of them in the museum, at the link.
The description of the available anomalies can be peeped elsewhere, just select the appropriate class.
In principle, it is not difficult to calculate from the above two links how much and what damage you will receive on each anomaly on each spawn and at what distance they will orbit.
Unlike explored systems, some unexplored solar systems are subject to bonuses and penalties, something similar to penalties when a system is captured by a sansha, only penalties are always offset by bonuses, for example, a 50% penalty to a booster shield is offset by a 50% bonus to remote pumping systems shield.
All this is related to the type of sun in the system, because unlike the studied systems where the sun is in an active stable phase, in unexplored systems you can see all types from newly born stars to black holes, pulsars, binary stars, etc.
System bonuses do not apply to Sleeperv, the table of bonuses can be viewed at the link
In view of all that has been said, life in unexplored systems is possible in two versions, life on a POS (star base) and life on spots (bookmarks) in a clock or logon quarry.
I think you already know that in unexplored systems there is no “local”, if you have gone into “invisibility”, then it is impossible to find out about your presence in any way, but you can unsubscribe to the “local”, but it’s better not to do this, of course. Actually for this reason, you should not be surprised when you are caught by a "ratty" ship. But you have a chance to notice a ship that has entered the system in the range of the scanner by heart-rendingly pressing the subscan button, there is a chance that you will notice it at the moment of transition from insta cloka to covert cloku.
I hope now it is clear how unexplored space differs, how to get there and get out. Now it's time to answer the question "what to do there?"

Ore Mining (Gravimetric Signatures)

The life of an ordinary miner in zeros is similar to the life of his fellow in unexplored space, exactly the same digging of ore exclusively on gravity (gravimetric anomalies).


Gravimetric types can be viewed at the link in the Gravimetric section.
Judging by the stories of those miners with whom I am familiar - in unexplored space, the main advantages are quite expensive ores and the fact that, unlike zeros, "beavers" will not constantly fly to you as if on duty, waiting in the "clock" when you get into your grave and stand under his torpedoes, in a word, safer.
To find the ship on the gravimetric signature, the stray hunter will have to somehow scan you with samples that you will immediately see on the scanner. Therefore, being careful to catch you will be very difficult. If you close all BX leading to your system and do not activate statics, then your security will increase significantly.
The composition of the ores can be found in the description of gravimetric anomalies, the link is given above. After activation (the beginning of the warp), the anomaly will live for 3 days, or until it is all dug up.
It is better to mine ore in the home system, in neighboring unexplored systems it is also possible, but it is worth paying attention Special attention on the residual mass of VX through which you carry ore so that you don’t close it from greed.
The main disadvantage of mining ore in unexplored space is the problem with its "refining" into minerals. The fact is that in the refinery installed on the POS, the efficiency will be fixed - 75% (regardless of your skills).
There are several ways out of this situation. The easiest is to settle in systems with a static output in highsec, and therefore export the ore directly to the empire.
The next option that is suitable for the inhabitants of class 4-6 systems is to wait for a random BX to zero space, through which you can "drag" the "roar" and compress raw ore on it. "Rorca" can also be built on the spot. Compressed ore can also be taken out in different ways, or you can wait for a random BX in highsec and take the ore out with the Freiter.
But for a start and acquaintance with unexplored space, it is still better to settle in class 1.2 systems with static access to the empire, since there are enough of them.

Gas production and polymer production (Ladar signatures)


Gas production - with the birth of unexplored systems, a branch of T3 ships was born (Tengu, Loki, Proteus, Legion) all these ships can be assembled exclusively from resources mined in unexplored space.
Ladar anomalies contain gas clouds. Polymers are brewed from the produced gas at the POS, after which hybrid components are assembled from polymers and salvag sleepers, from which T3 products are already made.
Blueprints (BPC) for the production of T3 modules are mined from magnetic and radar anomalies, the production process will be described in detail below.
There are 9 types of gas, ordered by profitability (at the moment) from top to bottom based on a 40 second production cycle of 5 "Gas Cold Harvester II":
C320 - 2,600,000 isk (Instrumental 6000-C320,500-C540)
С540 - 900,000 isk (Vital has 6000-C540,500-C320)
C50 - 850,000 isk (Barren 3000-C50, 1500-C60)
C32 - 400,000 isk (Vast has 5000-C32,1000-C28)
C72 - 350,000 isk (Ordinary 3000-C72,1500-C84)
С28 - 300,000 isk (Bountiful 5000-C28,1000-C32)
C60 - 90,000 isk (Token 3000-C60,1500-C70)
С84 - 34 000 isk (Sizeable 3000-C84,1500-C50)
C70 - 28,000 isk (Minor 3000-C70,1500-C72)

Current prices can be viewed at the link. To extract gas in the prefect, you need to spend about 10 days on skills for 5 T2 gas harvesters. Gas anomalies are available from the empire in class 1,2,3 static VC and 5,6 random VC systems.
Beginners living in the system of 1-3 classes per evening, if they wish, accumulate gas for 60-150kk, in principle, players from the empire can do the same. In general, in my opinion, digging gas is a better activity for a novice EVE player than digging ore.
The peculiarity of ladar and gravimetric anomalies is that after you scanned them and went to warp, you got a window, a 10-20 minute timer turns on, after which sleepers will arrive that will interfere a little (C50 often managed to be pumped out completely before they arrived), canceling the warp "CTRL+SPACE" does not cancel the timer, so there is no need to warp to activate on the anomaly.

You shouldn't warp to the "Ordinary Perimeter Reservoir" on a scanship even at 100 km, because if you get hit by turrets and immediately burst, don't repeat my mistakes
Another top anomaly "Instrumental Core Reservoir" is the most profitable, contains C540, C320 and is guarded by a BS with scrum (will not let you warp), it digs from the spot. The peculiarity of digging from the spot is that sleeper ships start attacking if you approach them at the minimum distance for each of them, while they don’t give a damn about the Zephyr-type ship, it is on it that you fly up to the place where gas is available and where the distance to BSH is more than 76km (far side of S-320), but the distance to the gas cloud is no more than 1km, press "People and places, make a bookmark", then you can safely warp to the bookmark and pump out gas already on a normal ship. (Level the ship and steer it in any direction - two quick clicks in clear space).
With "Vital Core Reservoir" which also contains these two top gases but in inverse proportion is a little more difficult, due to the fact that it is guarded by "Sleepless Keeper" who attack if you are closer than 300km, for that they have no scrum, so after they will appear you can warp or kill 4 BS (DPS from each 245-EM, 245-TERM, 30-EXP, 30-KIN).
Usually, Ladarks and Graviks are cleared by normal BC, the main damage is EM + TERM.


How to pump gas? I personally chose the "Hurricane" BC for myself, in fit 5 T2 gas harvesters, sample launcher, clock, 10AB, 4 warp stubs, 3 rigs + cargo expanders, it also acts as a hole presser. Why warp stubs? because no matter how you turn life more expensive, why khurik? because it looks scarier than "Moa" on the subscan.
And so you became the owner of raw gases, what's next? you have two ways, sell and process into polymers. If you decide to process into polymers, then you will need a POS standing in a system with a low level of security or an unexplored system.
The gas is converted into polymers in the polymer reactor "Polymer Reactor Array" installed on the POS-e. Since the reactor can cook any polymers, the reaction program on which it will work is loaded into it, these programs can be bought at NPC stations, the price of one program is 10kk, 9 programs will cost you 90kk.


Each reaction has input elements, these are two types of gas and one type of mineral, at the exit from the reactor - polymers.
To assemble a chain at the POS, you need to complete all this:
1 - Polymer Reactor Array (cooker) = 12kk
2 - Biochemical Silo (in each one type of gas) = ​​30kk
1 - Coupling Array (mineral) = 2kk
1 - Hybrid Polymer Silo (storage of obtained polymers) = 6kk
One line will cost about 50 million ISK without POS, then everything is set up, resources are thrown in, the program is put into the reactor, connections are set up, online and cooked.
Usually (except for C-50) 100 units of gas are spent per hour on the reaction, 20-100 units are produced in 40 seconds, 3000 - 5000 in ladarka, which is 50 hours of cooking. If you dug up 2 ladarki in the evening, then your reactor is provided with work for 30-50 hours (because the reaction requires a pair of gases).



I came to the following type of brewing - I put the minis and all the resources on the POS into trucks (I have a habit of not putting anything in the corp hangar), then when they accumulate, I pull out the large "Caldari Control Tower" POS (otherwise the reactors won't climb) and hang 3 on it reactor. No one wants to kill such a POS from which nothing will fall, and the main POS remains under full protection, but fuel costs per 1 reactor are minimal.
When the reactions have boiled the PIC is removed. Do not forget the golden rule - if something can be taken to the empire - take it away, and store everything expensive in the cargo of ships, if your POS is driven into the "reinforce" then you will not pull anything out of the corp hangar, but the ships can be taken and that's it valuables will be stored in their cargo, which gives a one and a half day odds (you can also keep a reserve post in cargo, and this is another 1.5 days on top). The rest of the T3 assembly process is best done at the imperial POS closer to the trade hub, where reverse engineering and assembly are also carried out.
For those who decided to set up the production of T3 - it is very easy to purchase sleeper lard in the empire, it is not so difficult to invent BPC yourself, especially since there is an imperial POS.
Since you have polymers, and you bought sleeper fat in the empire, you can produce hybrid components, there are 11 types of them. BPO for hybrid components can be bought again from the NPC, the price is the same - 10kk apiece.
BPO of hybrid components is not as demanding on skills, T3 blueprints are not covered by production efficiency and production skills, blueprints are wasteless as non-learn efficiency, although production speed is improved.
The hybrid components themselves are assembled at the "Component Assembly Array", then the finished T3 products of the "Subsystem Assembly Array" are assembled at the imperial POS, there is also usually a reverse laboratory for obtaining BPCs for T3 ships and the "Experimental Laboratory" subsystems.

Before I start digging gas, when I scan the system, I do a spot next to the BX through which I entered at a distance of about 2-au. Next, I throw gas into space at this spot, periodically updating containers (it’s unpleasant if everything disappears after 2 hours).
In the process of digging, I constantly watch the podscan, and as soon as I see ships or traffic jams, I turn the fishing rods, warp to the spot and go to the "cloak". Within 10-20 minutes I look at what is happening at the VX, if sabras, onyxes, etc. appeared there. ships inflating the bubble, then I wait for them to leave, in any case, it is better to leave this system or rest for another hour while watching the podscan.
But you will never see locals who have all their ladarks in their bookmarks, and they warp on "ragged" spikes, and 4 warpstabs in a fit save you from such people.
Ladarka has a small plus in that sometimes it removes the clock when the ship flies into a gas cloud, and you visually see your death, even though it is far away.
I think you know how to make a spot (point) in flight, I think you know, before starting the warp, open "People and places, bookmarks, press: Make a bookmark" write its name but do not press "OK", then go to warp and when you fly away a bit press "OK" , so you have a bookmark in the middle of the path. It’s great to have a bookmark over the BX at 300 km, then you will visually see it and those who are next to it, if a bubble gun is blocked there, then it won’t be able to do anything and you will have time to leave for the empire. In order to learn how to run well, the best option is to learn to catch, as your mistakes will turn into your experience.


Magnetic and Radar anomalies


Magnetic and Radar signatures, two types for each class.
A little more difficult than ordinary combat anomalies, they are not found by the onboard scanner without probes, they have the weakest signal level of the signatures. These are the most lucrative of all Combat Anomalies and can be done either in full or as a Flash.
The main purpose is to provide the production of T3 ships with copies of blueprints (BPC), data banks, tools, elements of ancient technologies. When clearing an anomaly, the profit is fully adequate to the passage of 5-10 ordinary combat anomalies.
Even in cleared systems of class 2.3, one can find magnetic and radar signatures that have not been passed, apparently players who are not able to master them are completely unaware of the possibility of making a profit without killing sleepers.
After the warp to the anomaly, gray containers are visible, which must be opened using the appropriate modules. For radar signatures it is "Codebraker" for magnetic "Alalyzer" and "Salvager", these containers are guarded by NPC sleepers.
According to the prewarp, the Talocan wreck of the ship that is guarded by the sleeper may accidentally appear, only from such wrecks can you get a sample of the T3 hull, only samples of subsystems fall out of ordinary containers, if during the warp a talokan wreck appeared on the anomaly, then your ship will be pulled into the center of the anomaly, it doesn’t matter on how far did you warp to the plex.
The talokan wrek spawns randomly when you warp a ship, so if you really need it, the best option is to warp from the spot with a shuttle before it spawns.
To gain access to containers, it is not necessary to destroy all NPC ships, you can limit yourself to killing NPCs that do not have a trigger. After breaking the first container, the anomaly is considered passed, if all players warp from it, then the anomaly will disappear completely.
On radar signatures using "Codebreaker" you can get datacores, hybrid dicryptors, hybrid technology tools. From one container you can get 1-10 Datacores, 1-4 Decryptors, 1-2 Tools. Radar signatures contain exclusively technological data and tools.
Magnetometric signatures contain ancient components, from which copies of drawings are invented at reverse laboratories - BPC T3 modules (using of course datacore and decryptors previously mined in radar signatures).
To access the containers, there is no need to destroy all the NPC ships, in addition, you will probably meet the ship's "Talocan" wreck, by hacking it with the "Salvager" you can get a sample of the ship's T3 hull and other goodies.
The obtained ancient components can be of different quality, their price depends on this, and of course this is due to the complexity of the anomaly.
As well as in combat anomalies, by warp to the anomaly of a quarry or dreadnought, a doresp capital appears in the form of 6 BS. After the down time, the capital respawn from magnetometric and radar anomalies disappears and can be called again.
There are two types of radar and magnetic anomalies for each class, one of them is dominated by EM + TERM damage, the other by EXP + KIN. What actually can be seen from the types of NPC ships.
In principle, the number of magnetic and radar anomalies in class 1.2 systems is large, and if such an anomaly was tucked under one's hands, then one did not throw it away.
Anomalies of these types can be blitzed by cutting down in the first wave all ships that prevent them from going to warp, or if tanking is impossible. Next, tanking the rest of the respawn, we break open the containers and fly away.
As an example of flashing, let's take the Forgotten Frontier Quarantine Outpost magnetic anomaly, in which 3 sleeper cruisers are triggers, therefore 6 frigates with meshes can be killed quite calmly and hack containers. The radar anomaly of the Unsecured Frontier Database has frigates using scramble as triggers - therefore, we only kill cruisers, and after hacking the anomaly, we kill frigates and warp. After a while, you can return and salt the vrek hanging in empty space.
In principle, you already have all the tools in your hands, it remains only to learn how to use them.
Flashing magnetic anomalies in class 4 systems brings 80-250kk Isk from the anomaly, it flashes for about 10-20 minutes with a regular passive drake. It is very possible to make money on PLEX by such flashing magnets in VX 1-4th class in a day, Drake in a passive tank is very suitable for this. I will not describe the flashing of anomalies, let this be your homework. It's more fun to do it with a fun team

Production Tech III


I decided to add this topic to the guide because I got acquainted with the production process of T3 and I can tell you about it in detail. And as it was written above, T3 ships appeared in EVE before I started playing it and for me they have always been, T3 are ships of the dark side of EVE, they are only partly similar to ordinary imperial developments, everyone knows about them that they are good and very expensive.
T3 ships are assembled entirely from resources mined in unexplored systems, minerals, gases and salvag, the only thing that is needed from the explored part of EVE is the data cores of imperial research centers, because no matter how T3 ships are a common technology adapted to people.
No matter how crazy it sounds - the cost of materials for building any T3 with any set of subsystems is the same and is in the range of 350-400kk isk. The ship's T3 hull is 70% Melted Nanoribbons, 30% gas polymers, the lion's share of which is C320 and C540 gas.
You probably have a question, why is it so cheap? after all, on the market a ship with subsystems will cost 450-550kk. The answer lies in the fact that a significant part of the cost of a T3 ship is not materials, but copies of blueprints.
Let's start with copies of blueprints (BPC) on T3 - the blueprints are the result of reverse engineering the remains of sleepers on the reverse of the laboratory using hybrid tools, a racial decryptor, datacore sleepers and people.


A set of:
- A sample of the remains of sleepers of different quality;
- Hybrid tool;
- Racial tablet;
- 3 datacores of hybrid components;
- 3 datacores of imperial technology.
The remains of ships and sleeper subsystems are mined from magnetic anomalies, they can be of different condition and quality, the quality of these remains determines the number of batches of the blueprint. Wrecked - 3 wounds, Malfunctioning - 10 wounds, Intact - 20 wounds. There are 5 subsystems and a case in total.
The race for the ships of which the drawing will be adapted depends on the Rass hybrid decryptor "Pills", there are only 4 types of tablets, the most expensive are Caldary tablets in view of the demand for their subsystems and ships.
Pills are mined in sleeper radar signatures, along with a hybrid tool and datacores for hybrid components. The missing 3 datacores will have to be purchased from the empire market or earned from RD agents.
As a result of the invention, you will receive a copy of the blueprint for the race selected by the decryptor and a certain type of subsystem determined by the remains, but the subtype of the subsystem will be random one of four, then how lucky.
The better the quality of the original component, the greater the chance to get a drawing, sometimes the process of invention ends at the stage of dismantling the remains, in which case the remaining already unnecessary datacores or a tablet will be returned to you.
Success rate formula: success rate = base rate x x
If all skills are in 3 then the statistics will be: Wrecked: 32.96% Malfunctioning: 49.44% Intact: 65.92%
If you learn the datacore skills at 5 and leave the reverse at 3 it will be: Wrecked: 41.2% Malfunctioning: 61.8% Intact: 82.4%
Due to the low probability of obtaining the desired subtype of a subsystem, blueprints are quite rare, their cost is also quite high, it is for this reason that some subsystems are 1.5-2 times more expensive than the materials required for their production, here is a link to the Calculator.



And so we have blueprints (BPC), for the blueprints we need hybrid components from which we will assemble T3 ships or subsystems at the POS.
Blueprints for hybrid components can be bought on the market from NPCs, hybrid components are assembled at the POS. The production of components does not require the study of production efficiency skills, a non-manufacturer can actually produce the components. Hybrid components are assembled from salvag sleepers and polymers (digested gases).
Polymers - Gas digested in the Reactor at the POS-e under the program purchased from the NPC corporations, the cooking process was described above.
The production efficiency skill only affects when building a T3 hull, subsystems can be built without it.
In principle, the whole process is quite simple, the main problem is obtaining a base of drawings of T3 components and the need to invest heavily if the process is to be configured in pipeline mode.

Combat anomalies

The main place of extraction of ISK, they are the most dangerous in terms of PvP death. All combat anomalies are scanned without samples, by a regular onboard scanner, in fact, this allows you to find a potential victim of a warp in the "clock" by combat anomalies without throwing out samples, etc., as a result, you will be suddenly caught with a "clean subscan".
In class 1,2,3 systems, NPC ships do not have warp engine jamming modules, so if it’s tight you can always retreat to the “spot” in disgrace, in higher classes they won’t give you such an opportunity, in fact, you can escape from uninvited guests You won't be able to for a while either.
Combat anomalies are divided by difficulty levels (prefix in the name):
perimeter - lungs
Fronter - Medium
Core - heavy


On average, on combat anomalies, you will receive even damage of all types, in addition, sleepers very actively use network stasis, neutrals, vampires, warp engine jammers on all types of ships from frigates to BSh. Actually for this reason, it is worth abandoning the use of the "MVD".
The main feature of sleepers is the ability to change targets on the fly, while the focus also changes and they pick up targets in their optimal. If the sleepers fail to push through the target, they switch to the next one, including your drones. When there are live sleeper frigates around and you release the drones, then for them it is like a red rag for a bull, at the same time, if you suddenly want to distract the frigates, then throw them a victim, preferably as often as possible.
But the passage of anomalies by drones is possible, after warping several ships into the anomaly, sleepers attack the first target, after a while they switch to the next one, and it is at this moment of switching that they remember the composition of your fleet in the anomaly. After the sleepers have switched to the next ship, you can safely release your drones. But it is worth remembering that after warping or warping a ship to an anomaly, the composition of the fleet changes and your drones in space will be included in the list for attack.
There is a very popular bug for class 4 Combat Anomalies called "Frontier Barracs..." which is loved by two-window hamsters on the Tengu PP.
Its essence is that if you warp on this anomaly, wait for a volley of sleepers and warp, then the anomaly disappears from the scanner and you can find it only by battalion tests when there are ships on it or according to a bookmark made earlier. As a result, you can’t scan anomalies, you can’t catch the fat factional crab Tengu on the usual and most profitable combat anomalies without combat traffic jams, it turns out that you can steal combat anomalies purely for yourself without going through them. In general, the petition has already been written, we are waiting for it to be fixed
Yes, yes, I already know that the hamsters have already run in a panic and shed tears "Guys, let's live honestly!"
Let's get back to the anomalies, actually the waves of "respawn" sleepers are tied to trigger ships, if you don't shoot the triggers first, then everything is not so scary.
I did not participate in the capital (dreadlocks, punishment) murder of sleepers, so I will say what I heard.
In ladar and gravimetric anomalies, there is no capital dorespawn. In combat, magnetic and radar anomalies, after warping the first capital ship, 6 BSs are respawned, after the arrival of the second 8 BSs, the rest of the ships do not cause a respawn. Capital respawn occurs only in systems of 5.6 classes and is tied to two types of ships - dreadnoughts and carriers.
In class 5,6 systems, anomalies do not go away completely, but only kill the capital of the respawn after each "DT".
The actual extermination of sleepers is a very stupid task, we killed hundreds of thousands of them, but they still appear again, this has already been verified
Any combat anomaly has a concept of center and range, sleepers will chase you only up to this limit, they will not fly beyond the allowed distance, but will beat against the wall of their maximum range, a sort of pantomime of sleepers. This border is called the wall, it is fashionable and safe to beat the sleepers from the wall with a dreadlock
As it was written above, sleepers have an aggression distance, it is clear that if you appear at a distance of 300 km from sleepers, behind their wall and attack range, they will not move towards you, for this you just need to throw a light victim into their zone, which will immediately warp, after her quick warp, the sleepers re-aggress on the next one, no matter what range he is standing at.
From the killed sleepers, data banks are falling that are bought by NPC corporations at fixed prices, the higher the BX class and the more complex the anomaly, the more data banks the sleepers carry with them. The next thing we can get is salvag, but unfortunately it costs a penny except for one thing Melted Nanoribbons, this element is the second half of the profit.
The higher the BX class, the more data banks mean in the profit, in the BX 1.2 class, Melted Nanoribbons has the most profit, in the BX 3rd class 50/50.
It is necessary to talk about how sleepers actually protect themselves from hunters from explored space.
Sleeper ships are armed with EM+TERM lasers and EPX+KIN double damage missiles. The tracking speed of sleeper cannons is different, for snipers it is lower, for orbiters it is higher, for missiles they have a penalty on the explosion radius, which is compensated by the explosion speed bonus. The most important feature is the low signature size of their ships, for frigate 35m, cruiser 150m, BSh 400m.
And now let's remember the size of the signatures of the cannons in service with the imperial invaders, a small turret - 40m, a medium one - 125m, a large one - 400m. It turns out that we can deal full damage with cannons only at worthwhile targets, while firing from large turrets is advisable only at sleepers that are stationary from the spot, the size of the signature of the sleeper frigate is equal to the signature of the interceptor and its speed is also very high. Therefore, the main task in the extermination of sleepers is to inflate their signature and reduce their speed to a minimum. For this reason, a prerequisite for the successful destruction of sleepers is the presence of a stasis network and a target painter, the more of them in the fleet, the more damage the target receives. Two stasis nets on a sleeper cruiser double the damage of conventional heavy missiles.
Heavy drones are not good at catching up with sleeper BS, heavy drones are unable to catch up with anything smaller than BS. Shooting with large turrets at very fast and fat signature sleepers is also not very effective.
In high-class anomalies, the main damage comes from BS sleepers, low-maneuverable ships and ships with a large signature receive all the damage inflicted by sleepers. As an example, it can be said that it takes 4 shield transfers to pump out one Drake in BX class 3, while at the same time, 1 shield transfer is enough to pump out a heavy assault cruiser, which is extremely rarely used.
If you want to live - move, and the faster you move and the smaller your signature, the longer you will live. This is a general rule for EVE as a whole, but it is especially learned by crabs in BX.
There is another serious problem that you will have to face, these are energy neutralizers. In principle, they do not pose a danger in class 1,2,3 systems, but starting with class 3 magnetic and radar anomalies, this problem becomes more and more urgent.
Taking into account all the features described above, the optimal ship is a missile ship capable of attacking targets at a long distance without entering the zone of action of the neutrinos of BS sleepers, which has a small signature and high speed. Only one ship fits these requirements, and that is T3 Tengu.
In BX 3 class, to pump out all the ships of the fleet, it is enough to have one Scimitar logistician, for its repair, one large shield transfer is enough, if there is a logistician, the fleet can include 3rd generation BCs that are successfully pumped out by one logistician and have a target painter in the fit. Two logisticians on Baselisk ships are able to pump out the fleet in class 4 systems and compensate for the loss of energy lost by sleepers to the entire fleet. In Class 4 systems, anomalies can pass 2-3 Tengu in a remote shield transfer fit quite successfully.

Survival in unexplored solar systems

Respect and respect to everyone who helped, helps and will help!

One of the first stumbling blocks for new pilots in EVE Online is the exploration tutorial. During several missions, pilots are trying to learn how to use the launcher for reconnaissance probes, scanning and opening signatures. The abundance of buttons, intricate interface and lack of prompts do not contribute to understanding the scanning process. Therefore, I decided to show in pictures that, in fact, scanning is not such a difficult task to understand.

We will proceed from the fact that our pilot has already

  • installed on your ship Core Probe Launcher I - it is a launcher for reconnaissance probes;
  • loaded it 8th Core Scanner Probes - these are reconnaissance probes themselves, colloquially referred to as "traffic jams";
  • flew out of the station into outer space.

In order to understand if there are unidentified signals in the system that can be scanned, you can turn the camera around its axis and look for red diamonds in space, but it’s better open the onboard scanner window. This can be done by pressing the Alt-P key combination or by clicking on the corresponding button in the interface (see Fig. 1):

A reconnaissance probe control window will open, which is immediately better to move somewhere to the side, freeing the central part of the screen. This window can be conditionally divided into three functional areas:

  • upper part - launched probes, their status and scanning radius will be displayed here
  • central part - control buttons
  • the lower part is a list of signatures in the system (code, name, type and signal strength).

After opening this window, we look exactly at the bottom of the window, and if a line with an unrecognized signal (clearness 0%) is displayed there, then we have something to scan. To launch probes into space, press the button with spheres in this window, as shown in Fig. 2 - this is the button for launching probes in a dense arrangement, such an arrangement can almost always be used by default.

After launching the probes, you need to switch to the system map mode. This can be done by clicking right button in the same window (see Fig. 3). The same figure already shows that after launching the probes, a list of them appeared in the upper part of the window.

Turning on the map mode, we see that our probes are marked with blue spheres in the system, and unrecognized signals are marked with red spheres (dots or circles), which we need to scan, determining their location with 100% accuracy. Initially, all red signals are visible on the system map, if you select a line with any one signal in the probe control window, then only the search area we need for this particular signal will be displayed in red on the map. Therefore, we select one of the unrecognized signal sources and move our probes to the center of this zone (see Fig. 4):

To move the probes, use the mouse to drag the central probe cube by its up/down or right/left arrows. It is necessary to center this cube in three planes until the signal has the form of a sphere, a circle or two points. But when the signal turns into a single point, it is enough to move this cube in two planes, trying to ensure that its center is exactly in the red zone of the signal source. Moreover, the red zone of unrecognized signals should be inside the spheres of our probes (see Fig. 5 and 6). If the sphere of probes is smaller than the red zone, then you need to increase the scanning radius by dragging the edge of the blue sphere or by setting the desired radius in the upper part of the probe control window.

Rice. 5 The signal is circular

Rice. 6 The signal is in the form of a dot

After the probes are installed in the center of the signal source, press the "Scan" button, as shown in Fig.6. Our probes will move, fly to a given point and scan. After that, the clarity of the signal will increase. The red sphere will most likely turn into a red dot. Again repeat the steps with moving the probes, placing them so that the central cube of the probes is in the center of the signal. At the same time, the scanning radius of the probes can begin to be reduced - this will increase the accuracy of their scanning, and start scanning again. Repeat the steps with moving the probes, decreasing the radius of the probes and scanning until the signal becomes 100%. Our goal is to scan the signal to 100% so that the warp jump arrow appears instead of the clarity value, and the signal source itself turns green, as shown in Fig. 7:

Before flying to the scanned anomaly, you need to use the probe return button to return our probes to the ship (indicated in Fig. 7) and turn off the map mode with the same button that we turned it on. After that, you can click on the warp jump arrow opposite the scanned anomaly. What awaits us there depends on the type of anomaly. But I don’t want to talk about this today, as well as about the skills and equipment that can simplify and speed up the scanning process over time. More on that some other time.

→ Research in eve online, search for anomalies

Anomalies and complexes in eve online is the main source of fractional items, tools for inventing and reverse engineering. Often, the production capacity of t2 ships and modules depends on the researcher. Plus, research is fun! Even in an empire, a researcher can earn up to five hundred or six hundred lams of claims per day. Naturally, some pumping and equipment will be required. I will talk about my experience in eve online, I spent a lot of time looking for anomalies.

Start - ship selection

Of course, the fastest scanner is the covert ops. He has bonuses for resolving traffic jams, and he scans extremely fast. Another point is that such a ship has weak weapons and armor, as a result of which it is not capable of clearing even the weakest anomaly alone. If you decide to clean anomalies on your own, you should not, having found an ops cover on the market, immediately press the buy button, you will spend a lot of claims, but there will be less benefit. Having decided that I would not meddle outside the empire, I opted for an assault frigate of the jaguar model. It flies fast, has enough mid slots to put a code analyzer and cracker in them, and firepower makes it easy to deal with NPC frigates and cruisers, which will protect 90% of all anomalies and complexes. After giving my ship a proud name in eve online the anomaly finder, I set out on my first search.

Route selection

Finding anomalies in highsec eve online is quite easy. Immediately after the downtime, 5-10 common anomalies appear in each system. The constellation spawns at least one complex, a couple of hidden asteroid belts, half a dozen wormholes, and up to three hack or archeological sites. Choosing a route in eve online to search for anomalies is not very difficult, but it requires perseverance. It is necessary to lay the route so that it runs through the maximum number of constellations, systems with a rating of 0.7-0.5, and does not take you too far from your home station.

When using a normal probe, my eve online the anomalies finder detects all normal anomalies from the first run. Having fixed their position with bookmarks, I begin to clean them one by one, continuing to scan for more complex complexes. When fitting, I was not greedy. It's not too expensive to buy a sister probe launcher and a set of fractional probes in EVE for ISK. Scanning acceleration is guaranteed.

The most monetary anomalies

Ordinary anomalies rarely bring serious income. In one case, out of fifty, a fractional pirate module may fall to you. Complexes also sometimes have deadspace pirated modules, but the chance is just as small. It's easier to buy such a rare item than trying to find it within the empire. The miners need the belts, so there's nothing to do there alone. You can meddle in the wormhole, but there is a great danger of running into the owners of the system or remaining in w-space without the ability to get out if the wormhole closes.

There remains only one unconsidered type of anomaly. In eve online, the search for radar and magnetometric anomalies should be given increased attention. It is from these complexes that you can earn so much that you will not want to buy eve suits for a very long time. I note, however, that the magnetos in highsec are quite poor. The chance to find t2 salvag or blueprints for t2 rigs in them is extremely small. This is easier in lowsec, but they can easily catch my anomaly finder in eve online, so I try not to fly into them. Radars can bring in a lot of money. Decryptors often fall in them. The production workers will gladly want to buy these decryptors from you, they will give you from 5 to 25 million claims for each. In one radar you can sometimes find up to half a dozen decryptors. A nice bonus in the complex you can find datacores. They cost a little, about 200 thousand, but they drop to a couple of dozen from one "box". So a successful search can bring you up to a hundred million from one complex.