# dgmeffects

effectName: turretFitted
description:
This is just a test. Ehmm. If your'e reading this in an error message, your ship probably doesn't have any turret slot left.


effectName: electronicAttributeModifyOnline
description:
Modifies the targeting range of a ship and also the maximum number of targets that its electronics can lock and also how long it takes to lock targets.


effectName: turretWeaponRangeTrackingSpeedMultiplyTarget
description:
Modifies maximum turret weapon range and tracking speed on the active target for the length of the duration.


description: Automatically generated effect
effectName:
largeHybridTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringLargeHybridTurret


description: Automatically generated effect
effectName:
mediumEnergyTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringMediumEnergyTurret


description: Automatically generated effect
effectName:
mediumHybridTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringMediumHybridTurret


description: Automatically generated effect
effectName:
mediumProjectileTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringMediumProjectileTurret


description: Automatically generated effect
effectName:
largeEnergyTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringLargeEnergyTurret


description: Automatically generated effect
effectName:
smallEnergyTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringSmallEnergyTurret


description: Automatically generated effect
effectName:
smallHybridTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringSmallHybridTurret


description: Automatically generated effect
effectName:
smallProjectileTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringSmallProjectileTurret


description: Automatically generated effect
effectName:
energyEmmisionSystemsCapNeedBonusPostPercentCapacitorNeedLocationShipModulesRequiringEnergyEmmisionSystems


description: Automatically generated effect
effectName:
highSpeedManuveringCapacitorNeedMultiplierPostPercentCapacitorNeedLocationShipModulesRequiringHighSpeedManuvering


description: Automatically generated effect
effectName:
shieldEmmisionSystemsCapNeedBonusPostPercentCapacitorNeedLocationShipModulesRequiringShieldEmmisionSystems


description: Automatically generated effect
effectName:
largeProjectileTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringLargeProjectileTurret


description: Automatically generated effect
effectName:
missileLauncherOperationSpeedBonusPostPercentSpeedLocationShipModulesRequiringMissileLauncherOperation


description: Automatically generated effect
effectName:
missileBombardmentMaxFlightTimeBonusPostPercentExplosionDelayOwnerCharModulesRequiringMissileLauncherOperation


description: Automatically generated effect
effectName:
remoteArmorSystemsCapNeedBonusPostPercentCapacitorNeedLocationShipModulesRequiringRemoteArmorSystems


effectName: targetTurretWeaponMaxRangeAndTrackingSpeedBonusHostile
description:
Modifies maximum turret weapon range and tracking speed on the active target for the length of the duration. Both modifiers are percentage based.


effectName: targetGunneryMaxRangeAndTrackingSpeedAndFalloffBonusHostile
description:
Modifies maximum turret weapon range, tracking speed and falloff on the active target for the length of the duration. Both modifiers are percentage based.


effectName: targetGunneryMaxRangeFalloffTrackingSpeedBonusAssistance
description:
Modifies maximum turret weapon range, falloff and tracking speed on the active target for the length of the duration. All modifiers are percentage based.


effectName: NPCGroupShieldAssist
description:
NPC gang assist module which increases all shield resistances. Uses the entityGroupShieldResistanceBonus to determine the amount.


effectName: NPCGroupSpeedAssist
description:
Increases the speed and MWD speed of the NPCs in the group. entityGroupSpeedBonus determines how much.


effectName: OffensiveDefensiveReduction
description:
combines the following effects systemArmorEmResistance, systemArmorExplosiveResistance, systemArmorKineticResistance, systemArmorThermalResistance, systemShieldEmResistance, systemShieldExplosiveResistance, systemShieldKineticResistance, systemShieldThermalResistance, systemEffectDamageDrones, systemEffectDamageExplosiveMissiles, systemEffectDamageKineticMissiles, systemEffectDamageThermalMissiles, systemEffectDamageEmMissiles, systemEffectDamageGunnery, systemEffectDamageEmSmartbombs, systemEffectDamageExplosiveSmartbombs, systemEffectDamageKineticSmartbombs, systemEffectDamageThermalSmartbombs


effectName: missileGuidanceComputerBonus3
description:
all 4 missile guidance computer bonuses

aoevelocity + aoecloudsize + missilevelocity + explosiondelay


# invmarketgroups

marketGroupName: Ships
description:
Capsuleer spaceships of all sizes and roles, including advanced and faction variants of many hull types


marketGroupName: Ship Equipment
description:
Equipment modules for spaceships, including many types of weapon, electronic, engineering, armor, shield and propulsion systems


marketGroupName: Ammunition & Charges
description:
Ammunition for turret, missile and bomb systems can be found in this category, together with cap booster charges, mining crystals, probes, nanite repair paste and module scripts


marketGroupName: Trade Goods
description:
Many unusual goods are traded by capsuleers, including various tags, chips, tokens, charters and tools that are used in special activities or have exchange value with non-capsuleers


marketGroupName: Implants & Boosters
description:
Capsuleers have several options for modifying their personal capabilities, including cybernetic implants and biochemical boosters


marketGroupName: Skills
description:
Skills are learned by capsuleer pilots using special data chips known as skillbooks, and these are available for almost any imaginable activity that can be carried out in space


marketGroupName: Drones
description:
Drones are semi-autonomous robotic devices used for military and industrial purposes throughout space.


marketGroupName: Manufacture & Research
description:
The perpetual engine of space industry is driven by vast quantities of materials, components and research equipment that are constantly being traded on the capsuleer market


marketGroupName: Structures
description:
Capsuleers have many options when they decide to set up a home in space, from personal deployables to capsuleer-controlled outpost stations


marketGroupName: Ship and Module Modifications
description:
Rigs and subsystems that alter a starship's attributes in such a way as to make it more effective in its chosen role

Mutaplasmids that permanently alter a module's attributes


marketGroupName: Extra Large
description:
Faction issue frequenzy crystals for use with dreadnought-sized lasers and stationary defense systems.


marketGroupName: Gas Clouds Materials
description:
Voluminous clouds of various gases, found in space, that can be extracted and used in the manufacturing of biochemical boosters.


marketGroupName: Expanded Cargoholds
description:
The extra bulk this expansion adds to a starship reduces its speed, but gives it more room to store cargo.


marketGroupName: Planetary Infrastructure
description:
Capsuleers can exploit the planetary resources of New Eden by establishing command centers on the ground and orbital infrastructure in space


marketGroupName: Advanced Battlecruisers
description:
Advanced battlecruisers make use of advanced technology for maximum effectiveness in a certain role.


marketGroupName: Battleships
description:
Large-sized spaceships with enough offensive and defensive capabilities to tackle all but the biggest problems


marketGroupName: Advanced Battleships
description:
By focusing the design down to a single purpose, these battleships excel at their designated tasks like no other starship can.


marketGroupName: Eyewear
description:
Eyewear is almost exclusively used for vanity purposes given advances in modern cyberware that renders externally mounted hardware obsolete.


marketGroupName: Special Edition Assets
description:
Special Edition Assets are typically limited run items associated with past events in New Eden, such as the Alliance Tournament


marketGroupName: Reaction Formulas
description:
Chemical reactions used in Refineries to create many useful materials, as well as various booster drugs


marketGroupName: Rogue Drones
description:
Salvaged bits and pieces from destroyed Rogue Drones, can be integrated with current drone technology for improved performance.


marketGroupName: Pilot's Services
description:
Services available to capsuleers include PLEX, Multiple Pilot Training, Pilot's Body Resculpt Certificates, and Skill Trading items


marketGroupName: PLEX
description:
PLEX is an item that can be traded between players on the regional market. PLEX can also be used in the New Eden Store to upgrade your account to Omega Clone State,  purchase virtual goods, and activate other account services.


marketGroupName: Cerebral Accelerators
description:
Cerebral Accelerators come in a variety of different forms, but in the end the effects are similar. These drugs, devices, and boosters that significantly increase a pilot's skill development.


marketGroupName: Dropsuit Modules
description:
Modules are interchangeable hardware components that enhance or otherwise alter the functionality of the dropsuit they are fitted to.


marketGroupName: Vehicle Modules
description:
Modules are interchangeable hardware components that enhance or otherwise alter the functionality of the vehicle they are fitted to.


marketGroupName: Heavy
description:
Heavy duty shield extenders add a large amount of shield hit points at the cost of increased CPU and power grid usage.


marketGroupName: Light
description:
Lightweight shield extenders add a moderate amount of shield hit points with less cost to CPU and power grid usage.


marketGroupName: Enforcer
description:
Optimized for ranged combat, the Enforcer can bombard far away targets, but is susceptible at close-range


# dgmattribs

attributeName: ammoLoaded
displayName: Default ammo loaded
description:
A temporary attribute for projectile/hybrid weapons to indicate which charges they have loaded when created in newbie ships ala ammo.


attributeName: moduleSize
description:
The size of the module, 1 = small, 2 = medium, 3 = large.  Used for turrets and projectile weapons but will work for any module that defines it.


attributeName: uniformity
description:
This number is deducted from the %chance of the seeping to armor, to slow seep of damage through shield.


attributeName: maxLockedTargets
displayName: Maximum Locked Targets
tooltipDescription: The maximum number of targets that can be locked simultaneously
description:
Maximum number of locked targets that the character or their ships electronics can handle at any given time.  Both have individual limits which apply separately.


attributeName: charismaSkillTrainingTimeMultiplierBonus
description:
Bonus or penalty to the percentage time it takes to train skills with Charisma as the primary attribute.


attributeName: intelligenceSkillTrainingTimeMultiplierBonus
description:
Bonus or penalty to the percentage time it takes to train skills with Intelligence as the primary attribute.


attributeName: memorySkillTrainingTimeMultiplierBonus
description:
Bonus or penalty to the percentage time it takes to train skills with Memory as the primary attribute.


attributeName: perceptionSkillTrainingTimeMultiplierBonus
description:
Bonus or penalty to the percentage time it takes to train skills with Perception as the primary attribute.


attributeName: willpowerSkillTrainingTimeMultiplierBonus
description:
Bonus or penalty to the percentage time it takes to train skills with Willpower as the primary attribute.


attributeName: entityLootValueMin
description:
The minimum value of any given unit of loot dropped by this entity.  Not the minimum value of all the loot, but of any given item dropped.


attributeName: entityLootValueMax
description:
The maximum value of any loot dropped by this entity.  Thats for each unit of any given item of loot, not for the total value of all items of loot dropped.


attributeName: entitySecurityStatusKillBonus
displayName: Security Status Kill Amount
description:
How much security status is modified by for killing this entity.  Depending on the entity, this may be a positive or negative amount.
Value is a % movement of the character's current security towards the upper/lower limit.


attributeName: shieldCharge
description:
DO NOT MESS WITH. Helper attribute for entities, stands in for the shield charge.
The amount of starting shield capacity of the NPC.


attributeName: armorDamage
displayName: Armor Damage
description:
DO NOT MESS WITH. The amount of damage done to the entities armor hit points. Starting armor damage.


attributeName: entityReactionFactor
description:
The chance of an entity attacking the same person as its group members.  Scales delay in joining in on fights too.


attributeName: shieldUniformity
displayName: Shield Uniformity
description:
DO NOT MESS WITH This number is deducted from the %chance of the seeping to armor, to slow seep of damage through shield.


attributeName: signatureRadius
description: Signature Radius is used for turret tracking and scanning.
displayName: Signature Radius
tooltipDescription:
Smaller values increase the time to lock onto this target, and assist it in evading enemy firepower or detection by probes


attributeName: Inertia
description:
Inertia is a basic multiplier of agility and the mass of the ship, it determines how fast the ship can accelerate and how fast it can fly when orbiting.


attributeName: massLimit
displayName: capacityLimit
description:
Determines the maximum weight of a ship that, ships that are to heavy get denied of service by this attribute


attributeName: moduleReactivationDelay
displayName: Reactivation Delay
description:
Amount of time that has to be waited after the deactivation of this module until it can be reactivated.


attributeName: consumptionQuantity
displayName: Consumption Quantity
description:
The amount of the given resource type needed to be consumed for each activation cycle of this structure.


attributeName: maxOperationalUsers
displayName: Maximum Concurrent Operational Users
description:
The maximum number of users that can be present within the operational range of the structure for it to be capable of operation.


attributeName: operationalDuration
displayName: Operational Duration
description:
The amount of time that is taken to refine the ore into the end product.  The structure is busy for the length of this process.


attributeName: deadspaceUnsafe
description:
Modules with this attribute set to 1 can not be used in deadspace. Modules with this attribute set to 2 can not be used in deadspace even where "disableModuleBlocking" is selected


attributeName: ewTargetJam
description:
Used for target jam effects to reduce max locked targets of victem to a negative value to ensure the victem looses its targets, use extreme value


attributeName: agentAutoPopupRange
displayName: Agent Auto Popup Range
description:
If the player comes within this range of this agent-in-space, an automatic communication window popup will occur.


attributeName: disallowAssistance
displayName: Disallows Assistance
description:
If this module is in use and this attribute is 1, then assistance modules cannot be used on the ship.


attributeName: disallowOffensiveModifiers
displayName: Disallows Offensive Modifiers
description:
If this module is in use and this attribute is 1, then offensive modules cannot be used on the ship if they apply modifiers for the duration of their effect. If this is put on a ship or NPC with value of 1, then the ship or NPC are immune to offensive modifiers (target jamming, tracking disruption etc.)


attributeName: disallowEarlyDeactivation
description:
Signifies that this module if activated, will prevent ejection from the ship it is fitted to and extend the log out ship removal timer.


attributeName: allowsCloneJumpsWhenActive
description:
If this module is active and the ship supports it, the ship can serve as a destination for clone jumps.


attributeName: canReceiveCloneJumps
description:
Defines whether a ship has the functionality to allow it to receive clone jumps and host jump clones.


attributeName: anchoringSecurityLevelMax
displayName: Restricted To Security Level Of At Most
description:
The maximum security level at which the structure can be anchored. Used as a non-functional display attribute on some deployables.


attributeName: anchoringRequiresSovereignty
description:
Whether the structure requires the anchorers alliance to hold sovereignty in the system for it to be anchorable.  Only enforced if the security level is 0.4 or less.


attributeName: missileNeverDoesDamage
description:
If present on a type which is used like a missile, signifies that it should never do damage (whether it has any to do or not).


attributeName: hasFuelCargo
description:
Module consumption mechanic uses fuel cargo. Ships that have this with value of 1 can have fuel cargo. Need fuelCargoCapacity set as well.


attributeName: maxScanGroups
description:
Max groups that a character can scan for with probes. Default is 0 and max groups will be 5 with a single skill adding 1 per skill level.


attributeName: entityMaxVelocitySignatureRadiusMultiplier
description:
Used to increase signature radius of entity when it activates Max Velocity. Used to fake MWD sig radius increase.


attributeName: scanFrequencyResult
description:
Used for the scan frequency probe to give results on scan strength types instead of location. 0 = false, 1 = true


attributeName: explosionDelayWreck
description:
The amount of milliseconds before the wreck dissapears. Note: this only applies to NPC wrecks or empty player wrecks.


attributeName: controlTowerMinimumDistance
displayName: Minimum Anchoring Distance From Starbase Shield
description:
Minimum distance where a starbase structure can be anchored at from the control tower shield extremity in meters.


attributeName: posPlayerControlStructure
displayName: Player Controllable
description:
If a starbase structure has this attribute = 1 then it can be controlled by owners with infrastructure tactical officer skill and corp role.


attributeName: structureArmorBoostValue
displayName: Armor Boost Value
description:
Value modified by remote starbase structure repair effects (should be 0 unless the structure repairs itself)


attributeName: onliningRequiresSovereigntyLevel
displayName: Required Sovereignty Level
description:
Whether the structure requires the onliner's alliance to hold sovereignty in the system for it to be onlineable.


attributeName: posAnchoredPerSolarSystemAmount
displayName: Maximum Anchoring Amount per Solar System
description:
How many structures in this group can be anchored for the same alliance per solar system.  0 means there is no limit.


attributeName: capacitySecondary
displayName: Strontium Bay
description:
Secondary cargo space allowed, meant to supplement capacity. This is currently used exclusively for Strontium storage on starbases.


attributeName: droneBandwidthMultiplier
description:
Multiplier on droneBandwidth. The default value should be 0 to ensure that CONCORD NPCs can set the bandwidth of a target ship to 0.


attributeName: jumpClonesLeft
displayName: Unused Clone Vats
description:
The remaining number of unused clone vats on the ship that are available for installation of jump clones.


attributeName: rangeFactor
displayName: Scan Range Increment Factor
description:
This is the multiplier/divisor for probe range increases and associated values under the revised probing system


attributeName: AI_ShouldUseEvasiveManeuver
displayName: Evasive Maneuver Level
description:
The evasive maneuver level of the type. this will control what types of evasive maneuvers a NPC ship will use.


attributeName: npcAssistancePriority
displayName: Assistance priority
description:
This sets the priority for assisting this npc with remote-reps. NPCs with a higher value will be assisted before NPCs with a lower priority.


attributeName: npcRemoteArmorRepairThreshold
displayName: repair threshold
description:
How damaged does a teammate's armor need to be before it will be repaired.
0.1 means: Must be below 90% armor to get repairs
0.9 means: Must be below 10% armor to get repairs


attributeName: npcRemoteShieldBoostThreshold
description:
How damaged does a teammates shield need to be before it'll be repaired.
0.1 means: Must be below 90% shields to get repairs
0.9 means: Must be below 10% shields to get repairs


attributeName: specialTutorialLootRespawnTime
description:
The number of milliseconds before the container replenishes the loot inside itself. This special tutorial attribute will allow re-spawning of items in distribution dungeons bypassing restrictions present. 10 second minimum (10000 ms).


attributeName: onliningRequiresSovUpgrade1
displayName: Onlining Requires Infrastructure Upgrade
description:
This attribute specifies a typeID which must be active in an IH for the given structure to be onlined


attributeName: sovBillSystemCost
displayName: Daily Upkeep Cost
description:
The sum of this attribute on the claim markers, Infrastructure hub, and each upgrade is the systems base cost.


attributeName: AI_ShouldUseTargetSwitching
displayName: Threat Target Switch
description:
This controls how L1 AI target switches
When disabled AI_ChanceToNotTargetSwitch, AI_ShouldUseEffectMultiplier, and AI_ShouldUseSignatureRadius are disabled also.


attributeName: AI_ChanceToNotTargetSwitch
displayName: Chance to not change targets
description:
A percentage chance to not change targets 0.0 - 1.0. 1.0 they will never change targets 0.0 they will always change targets


attributeName: AI_PreferredSignatureRadius
displayName: Preferred Signature Radius
description:
The Preferred signature radius for attack. If it is 0 or below it uses the ships signature radius instead.


attributeName: entityRemoteECMMinDuration
displayName: NPC Remote ECM Minimum Duration
description:
Lower cap, so even if more players are added to the bubble remote ECM duration will not go below this value


attributeName: entityGroupShieldResistanceBonus
displayName: NPC group shield resistance bonus
description:
Bonus applied to all NPCs in the same group. Used by the NPCGroupShieldAssist effect. Negative values is a bonus so e.g. -20 is a 20% bonus


attributeName: entityGroupSpeedBonus
description:
amount of speed increase by NPCGroupSpeedAssist effect. Negative values is a bonus so e.g. -20 is a 20% bonus


attributeName: entityGroupPropJamBonus
displayName: NPC group propulsion jamming bonus
description:
Amount of propulsion jamming assist. Used by NPCGroupPropJamAssist. Negative values is a bonus so e.g. -20 is a 20% bonus


attributeName: entityGroupArmorResistanceBonus
displayName: NPC group armor resistance bonus
description:
Amount of armor resistance bonus. Used by NPCGroupArmorAssist. Negative values is a bonus so e.g. -20 is a 20% bonus


attributeName: metaGroupID
description:
Authoring has been moved to FSD.
meta group of type

3: Story-line (Cosmos)
4: Faction
5: Officer (rare asteroid NPCs)
6: Deadspace


attributeName: entityOverviewShipGroupId
description:
This attribute is used on entities to link them to a player ship group. This is then used to determine which overview icon they should get, among other things


attributeName: typeColorScheme
displayName: Color Scheme
description:
The value of this attribute is a graphicsID which controls the color scheme of this type. It is used to apply said color scheme to items of other types whose gfx representation is tied in with the attribute holder. Example: Turrets on ships.


attributeName: clothingAlsoCoversCategory
displayName: Does Not Require Clothing Type
description:
This item of clothing covers multiple areas of the body, so the category of clothes specified by this attribute is no longer mandatory


attributeName: disallowAgainstEwImmuneTarget
displayName: Disallow against EW-immune target
description:
When set to non-zero on a module with an assistance effect, the module cannot be activated against a target that has a positive disallowOffensiveModifiers attribute


attributeName: titanBonusScalingRadius
displayName: Turret Damage Scaling Radius
description:
This attribute is used by the effect which sets titans' turrets to reduce damage below a certain target signature radius.


attributeName: orbitalStrikeDamage
displayName: Orbital Strike Damage
description:
A scaling factor used by DUST to determine how much damage a single shot from an orbital strike does.


attributeName: canBeJettisoned
displayName: Can Be Jettisoned
description:
This attribute is not needed by default. You only need to add it if you want to stop something from being jettisoned.

The primary case for this was Station Containers.

0 = Cannot be jettisoned.
1 = Can be jettisoned.


attributeName: defaultJunkLootTypeID
description:
Default junk loot to spawn into a mini container that does not contain anything fancy from a loot table.


attributeName: spewContainerLifeExtension
description:
If present, will add the given value to the automatic computed lifetime of MiniContainers with regards to the time required to take them and the amount of containers scattered out into space.


attributeName: disallowActivateInForcefield
displayName: Disallow activation in forcefield
description:
If set to True on a module, the module will not be allowed to activate whilst the ship is inside a starbase forcefield


attributeName: nosOverride
description:
NOS override allows a nosferatu module to drain the target capacitor below the current ships capacitor level.


attributeName: industryBlueprintRank
description:
This is a bookkeeping attribute for blueprints, which will hopefully be deprecated by the end of 2014


attributeName: clothingRemovesCategory
displayName: Does Not Require Clothing Type
description:
This item of clothing does not allow the category specified to be equipped with this item. It will be removed


attributeName: clothingRuleException
displayName: Requires Other Clothing Types
description:
When evaluating if the character is dressed well enough, this item will be evaluated as it's not equiped


attributeName: disallowInHighSec
displayName: Banned in High Sec Space
description:
Security status restriction, preventing ships from entering high sec and modules from being activated.


attributeName: jumpThroughFatigueMultiplier
description:
Multiplier for jump fatigue distance, applied to characters going through a bridge provided by this type.


attributeName: gateScrambleStatus
displayName: Gate Scramble Status
description:
If greater than zero than the ship cannot activate gates. Set this to 0 on a type if you want it to be gate scramble-able.


attributeName: resistanceKiller
displayName: Global Resistance Reduction
description:
Display name is misleading, this attribute is used only for Shield and Armor, but for convenience sake only this one is used.


attributeName: manufactureTimePerLevel
displayName: Manufacturing Time Bonus
description:
Skill bonus per level to manufacturing time efficiency. Only applies to skills required to manufacture the blueprint.


attributeName: disallowTethering
displayName: Disallow Tethering
description:
If this ship attribute is NOT 0 then they will be prevented from activating the structure tethering.


attributeName: boosterLastInjectionDatetime
displayName: Expiry Date
description:
The last allowed injection date.  After this date the booster can no longer be consumed. Formatted YYYY.MM.DD HH:MM:SS


attributeName: skillIsObsolete
displayName: Skill is obsolete
description:
When set True, skill can no longer be injected or trained. Characters will be reimbursed with free SP for any obsolete skills in the skill queue upon logon.


attributeName: disallowDriveJumping
description:
If this ship attribute is NOT 0 then they will be prevented from using their Jump Drive (Capitals, Blackops Battleships)


attributeName: attributeEquipmentManufactureMaterialMultiplier
description:
Decrease material requirement for manufacturing the following:
Ship Modules, Ship Rigs, Personal Deployables, Implants, Cargo Containers


attributeName: attributeBasSmallShipManufactureMaterialMultiplier
description:
Decrease material requirement for manufacturing the following:
T1 Frigates, T1 Destroyers, Shuttles


attributeName: attributeBasMediumShipManufactureMaterialMultiplier
description:
Decrease material requirement for manufacturing the following:
T1 Cruisers, T1 Battlecruisers, Industrial Ships,    Mining Barges


attributeName: attributeBasMediumShipManufactureTimeMultiplier
description:
Decrease time requirement for manufacturing the following:
T1 Cruisers, T1 Battlecruisers, Industrial Ships,    Mining Barges


attributeName: attributeBasLargeShipManufactureMaterialMultiplier
description:
Decrease material requirement for manufacturing the following:
T1 Battleships, T1 Freighters,                                     Industrial Command Ships


attributeName: attributeBasLargeShipManufactureTimeMultiplier
description:
Decrease time requirement for manufacturing the following:
T1 Battleships, T1 Freighters,                                     Industrial Command Ships


attributeName: attributeAdvSmallShipManufactureMaterialMultiplier
description:
Decrease material requirement for manufacturing the following:
T2 Frigates, T2 Destroyers, T3 Destroyers


attributeName: attributeAdvSmallShipManufactureTimeMultiplier
description:
Decrease time requirement for manufacturing the following:
T2 Frigates, T2 Destroyers, T3 Destroyers


attributeName: attributeAdvMediumShipManufactureMaterialMultiplier
description:
Decrease material requirement for manufacturing the following:
T2 Cruisers, T2 Battlecruisers, T2 Haulers, Exhumers, T3 Cruisers,T3 Subsystems


attributeName: attributeAdvMediumShipManufactureTimeMultiplier
description:
Decrease time requirement for manufacturing the following:
T2 Cruisers, T2 Battlecruisers, T2 Haulers, Exhumers, T3 Cruisers,T3 Subsystems


attributeName: attributeAdvCompManufactureMaterialMultiplier
description:
Decrease material requirement for manufacturing the following:
T2 Components, Tools, Data Interfaces, T3 Components


attributeName: attributeAdvCompManufactureTimeMultiplier
description:
Decrease time requirement for manufacturing the following:
T2 Components, Tools, Data Interfaces, T3 Components


attributeName: attributeStructureManufactureMaterialMultiplier
description:
Decrease material requirement for manufacturing the following:
Structure Components, Structure Modules,          Upwell Structures, Starbase Structures, Fuel Blocks


attributeName: attributeStructureManufactureTimeMultiplier
description:
Decrease time requirement for manufacturing the following:
Structure Components, Structure Modules,          Upwell Structures, Starbase Structures, Fuel Blocks


attributeName: onlineMaxSecurityClass
description:
Determines the maximum security class that a module can be onlined within. Used for structure modules.

0=Nullsec
1=Lowsec
2=Highsec


attributeName: asteroidMetaLevel
description:
0: Mission/NPE Ore
1: Standard Ore/Ice
2: +5% Ore
3: +10% Ore
4: High Quality Ice or Extracted Ore
5: Jackpot Moon Ore


attributeName: oreBasicType
description:
Reference for grouping ores in visual displays. All variants of one ore should have the same BasicType ID


attributeName: moonAsteroidDecayDisplayValue
displayName: Approximate lifetime of spawned asteroids
description:
This attribute doesn't directly impact the asteroid decay, but is used to expose the decay time to the show-info window


attributeName: serviceModuleFullPowerStateHitpointMultiplier
displayName: Full Power Mode Shield and Armor Hitpoint Multiplier
description:
This attribute is authored on structure service modules and when the service module is online will be used to overwrite a hitpoint multiplier attribute on the structure.

tooltipDescription:
If at least one service module is online on an Upwell Structure, its shield and armor hitpoints will be increased by this factor


attributeName: hiddenMissileDamageMultiplier
description:
Missile damage attribute used by structures as a workaround for implementing Standup BCS stacking penalties


attributeName: hiddenArmorHPMultiplier
description:
Armor hitpoint attribute used by structures as a workaround for implementing Standup layered plating stacking penalties


attributeName: npcBehaviorMaximumCombatOrbitRange
description:
Used by Behavior NPCs to work out minimum orbit range. If the npc has an effect with a shorter range, it will use the effects range instead.


attributeName: monumentAllianceID
description:
This is used to connect the alliance logos to the monuments that were placed as part of the outpost and conquerable station phaseout process in 2018


attributeName: jumpPortalAdditionalConsumption
displayName: Added Jump Portal Fuel Consumption
tooltipDescription: The amount of additional fuel consumed with each jump
description:
Additional units of fuel that are consumed on each jump through a jump portal, not subject to any of the mass or distance multipliers


# invtypes

typeName: Plagioclase
description:
Plagioclase is not amongst the most valuable ore types around, but it contains a large amount of pyerite and is thus always in constant demand. It also yields some tritanium and mexallon.

Available in <color='0xFF4DFFCC'>0.9</color> security status solar systems or lower.


typeName: Spodumain
description:
Spodumain is amongst the most desirable ore types around, as it contains high volumes of the four most heavily demanded minerals. Huge volumes of tritanium and pyerite, as well as moderate amounts of mexallon and isogen can be obtained by refining these rocks.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.


typeName: Kernite
description:
Kernite is a fairly common ore type that yields a large amount of mexallon. Besides mexallon the kernite also has a bit of tritanium and isogen.

Available in <color='0xFF00FF00'>0.7</color> security status solar systems or lower.


typeName: Hedbergite
description:
Hedbergite is sought after for its high concentration of nocxium and isogen. However hedbergite also yields some pyerite and zydrine.

Available primarily in <color='0xFFFF4D00'>0.2</color> security status solar systems or lower.


typeName: Arkonor
description:
One of the rarest and most sought-after ores in the known universe. A sizable nugget of this can sweep anyone from rags to riches in no time. Arkonor has the largest amount of megacyte of any ore, and also contains some mexallon and tritanium.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.


typeName: Tritanium
description:
The main building block in space structures. A very hard, yet bendable metal. Cannot be used in human habitats due to its instability at atmospheric temperatures. Very common throughout the universe.

May be obtained by reprocessing the following ores:

<color='0xFFFF0000'>0.0</color> security status solar system or lower:
<a href=showinfo:22>Arkonor</a>, <a href=showinfo:17425>Crimson Arkonor</a>, <a href=showinfo:17426>Prime Arkonor</a>
<a href=showinfo:1225>Crokite</a>, <a href=showinfo:17432>Sharp Crokite</a>, <a href=showinfo:17433>Crystalline Crokite</a>
<a href=showinfo:1232>Dark Ochre</a>, <a href=showinfo:17436>Onyx Ochre</a>, <a href=showinfo:17437>Obsidian Ochre</a>
<a href=showinfo:19>Spodumain</a>, <a href=showinfo:17466>Bright Spodumain</a>, <a href=showinfo:17467>Gleaming Spodumain</a>

<color='0xFFFF4D00'>0.2</color> security status solar system or lower:
<a href=showinfo:1231>Hemorphite</a>, <a href=showinfo:17444>Vivid Hemorphite</a>, <a href=showinfo:17445>Radiant Hemorphite</a>

<color='0xFF00FF00'>0.7</color> security status solar system or lower:
<a href=showinfo:20>Kernite</a>, <a href=showinfo:17452>Luminous Kernite</a>, <a href=showinfo:17453>Fiery Kernite</a>
<a href=showinfo:1227>Omber</a>, <a href=showinfo:17867>Silvery Omber</a>, <a href=showinfo:17868>Golden Omber</a>

<color='0xFF4DFFCC'>0.9</color> security status solar system or lower:
<a href=showinfo:18>Plagioclase</a>, <a href=showinfo:17455>Azure Plagioclase</a>, <a href=showinfo:17456>Rich Plagioclase</a>
<a href=showinfo:1224>Pyroxeres</a>, <a href=showinfo:17459>Solid Pyroxeres</a>, <a href=showinfo:17460>Viscous Pyroxeres</a>

<color='0xFF33FFFF'>1.0</color> security status solar system or lower:
<a href=showinfo:1228>Scordite</a>, <a href=showinfo:17463>Condensed Scordite</a>, <a href=showinfo:17464>Massive Scordite</a>
<a href=showinfo:1230>Veldspar</a>, <a href=showinfo:17470>Concentrated Veldspar</a>, <a href=showinfo:17471>Dense Veldspar</a>


typeName: Pyerite
description:
A soft crystal-like mineral with a very distinguishing orange glow as if on fire. Used as conduit and in the bio-chemical industry. Commonly found in many asteroid-ore types.

May be obtained by reprocessing the following ores:

<color='0xFFFF0000'>0.0</color> security status solar system or lower:
<a href=showinfo:1223>Bistot</a>, <a href=showinfo:17429>Monoclinic Bistot</a>, <a href=showinfo:17428>Triclinic Bistot</a>
<a href=showinfo:1229>Gneiss</a>, <a href=showinfo:17865>Iridescent Gneiss</a>, <a href=showinfo:17866>Prismatic Gneiss</a>
<a href=showinfo:19>Spodumain</a>, <a href=showinfo:17466>Bright Spodumain</a>, <a href=showinfo:17467>Gleaming Spodumain</a>

<color='0xFFFF4D00'>0.2</color> security status solar system or lower:
<a href=showinfo:21>Hedbergite</a>, <a href=showinfo:17440>Vitric Hedbergite</a>, <a href=showinfo:17441>Glazed Hedbergite</a>

<color='0xFF00FF00'>0.7</color> security status solar system or lower:
<a href=showinfo:1227>Omber</a>, <a href=showinfo:17867>Silvery Omber</a>, <a href=showinfo:17868>Golden Omber</a>

<color='0xFF4DFFCC'>0.9</color> security status solar system or lower:
<a href=showinfo:18>Plagioclase</a>, <a href=showinfo:17455>Azure Plagioclase</a>, <a href=showinfo:17456>Rich Plagioclase</a>
<a href=showinfo:1224>Pyroxeres</a>, <a href=showinfo:17459>Solid Pyroxeres</a>, <a href=showinfo:17460>Viscous Pyroxeres</a>

<color='0xFF33FFFF'>1.0</color> security status solar system or lower:
<a href=showinfo:1228>Scordite</a>, <a href=showinfo:17463>Condensed Scordite</a>, <a href=showinfo:17464>Massive Scordite</a>


typeName: Mexallon
description:
Very flexible metallic mineral, dull to bright silvery green in color. Can be mixed with tritanium to make extremely hard alloys or it can be used by itself for various purposes. Fairly common in most regions.

May be obtained by reprocessing the following ores:

<color='0xFFFF0000'>0.0</color> security status solar system or lower:
<a href=showinfo:1229>Gneiss</a>, <a href=showinfo:17865>Iridescent Gneiss</a>, <a href=showinfo:17866>Prismatic Gneiss</a>
<a href=showinfo:19>Spodumain</a>, <a href=showinfo:17466>Bright Spodumain</a>, <a href=showinfo:17467>Gleaming Spodumain</a>
<a href=showinfo:22>Arkonor</a>, <a href=showinfo:17426>Prime Arkonor</a>, <a href=showinfo:17425>Crimson Arkonor</a>

<color='0xFFE58000'>0.4</color> security status solar system or lower:
<a href=showinfo:1226>Jaspet</a>, <a href=showinfo:17448>Pure Jaspet</a>, <a href=showinfo:17449>Pristine Jaspet</a>

<color='0xFF00FF00'>0.7</color> security status solar system or lower:
<a href=showinfo:20>Kernite</a>, <a href=showinfo:17452>Luminous Kernite</a>, <a href=showinfo:17453>Fiery Kernite</a>

<color='0xFF4DFFCC'>0.9</color> security status solar system or lower:
<a href=showinfo:18>Plagioclase</a>, <a href=showinfo:17455>Azure Plagioclase</a>, <a href=showinfo:17456>Rich Plagioclase</a>
<a href=showinfo:1224>Pyroxeres</a>, <a href=showinfo:17459>Solid Pyroxeres</a>, <a href=showinfo:17460>Viscous Pyroxeres</a>


typeName: Isogen
description:
Light-bluish crystal, formed by intense pressure deep within large asteroids and moons. Used in electronic and weapon manufacturing. Only found in abundance in a few areas.

May be obtained by reprocessing the following ores:

<color='0xFFFF0000'>0.0</color> security status solar system or lower:
<a href=showinfo:1232>Dark Ochre</a>, <a href=showinfo:17436>Onyx Ochre</a>, <a href=showinfo:17437>Obsidian Ochre</a>
<a href=showinfo:1229>Gneiss</a>, <a href=showinfo:17865>Iridescent Gneiss</a>, <a href=showinfo:17866>Prismatic Gneiss</a>
<a href=showinfo:19>Spodumain</a>, <a href=showinfo:17466>Bright Spodumain</a>, <a href=showinfo:17467>Gleaming Spodumain</a>

<color='0xFFFF4D00'>0.2</color> security status solar system or lower:
<a href=showinfo:21>Hedbergite</a>, <a href=showinfo:17440>Vitric Hedbergite</a>, <a href=showinfo:17441>Glazed Hedbergite</a>
<a href=showinfo:1231>Hemorphite</a>, <a href=showinfo:17444>Vivid Hemorphite</a>, <a href=showinfo:17445>Radiant Hemorphite</a>

<color='0xFF00FF00'>0.7</color> security status solar system or lower:
<a href=showinfo:20>Kernite</a>, <a href=showinfo:17452>Luminous Kernite</a>, <a href=showinfo:17453>Fiery Kernite</a>
<a href=showinfo:1227>Omber</a>, <a href=showinfo:17867>Silvery Omber</a>, <a href=showinfo:17868>Golden Omber</a>


typeName: Nocxium
description:
A highly volatile mineral only formed during supernovas, thus severely limiting the extent of its distribution. Vital ingredient in capsule production, making it very coveted.

May be obtained by reprocessing the following ores:

<color='0xFFFF0000'>0.0</color> security status solar system or lower:
<a href=showinfo:1225>Crokite</a>, <a href=showinfo:17432>Sharp Crokite</a>, <a href=showinfo:17433>Crystalline Crokite</a>
<a href=showinfo:1232>Dark Ochre</a>, <a href=showinfo:17436>Onyx Ochre</a>, <a href=showinfo:17437>Obsidian Ochre</a>

<color='0xFFFF4D00'>0.2</color> security status solar system or lower:
<a href=showinfo:21>Hedbergite</a>, <a href=showinfo:17440>Vitric Hedbergite</a>, <a href=showinfo:17441>Glazed Hedbergite</a>
<a href=showinfo:1231>Hemorphite</a>, <a href=showinfo:17444>Vivid Hemorphite</a>, <a href=showinfo:17445>Radiant Hemorphite</a>

<color='0xFFE58000'>0.4</color> security status solar system or lower:
<a href=showinfo:1226>Jaspet</a>, <a href=showinfo:17448>Pure Jaspet</a>, <a href=showinfo:17449>Pristine Jaspet</a>

<color='0xFF4DFFCC'>0.9</color> security status solar system or lower:
<a href=showinfo:1224>Pyroxeres</a>, <a href=showinfo:17459>Solid Pyroxeres</a>, <a href=showinfo:17460>Viscous Pyroxeres</a>


typeName: Zydrine
description:
Only found in huge geodes; rocks on the outside with crystal-like quartz on the inside. The rarest and most precious of these geodes are those that contain the dark green zydrine within. Very rare and very expensive.

May be obtained by reprocessing the following ores:

<color='0xFFFF0000'>0.0</color> security status solar system or lower:
<a href=showinfo:1223>Bistot</a>, <a href=showinfo:17429>Monoclinic Bistot</a>, <a href=showinfo:17428>Triclinic Bistot</a>
<a href=showinfo:1225>Crokite</a>, <a href=showinfo:17432>Sharp Crokite</a>, <a href=showinfo:17433>Crystalline Crokite</a>

<color='0xFFFF4D00'>0.2</color> security status solar system or lower:
<a href=showinfo:21>Hedbergite</a>, <a href=showinfo:17440>Vitric Hedbergite</a>, <a href=showinfo:17441>Glazed Hedbergite</a>
<a href=showinfo:1231>Hemorphite</a>, <a href=showinfo:17444>Vivid Hemorphite</a>, <a href=showinfo:17445>Radiant Hemorphite</a>

<color='0xFFE58000'>0.4</color> security status solar system or lower:
<a href=showinfo:1226>Jaspet</a>, <a href=showinfo:17448>Pure Jaspet</a>, <a href=showinfo:17449>Pristine Jaspet</a>


typeName: Megacyte
description:
An extremely rare mineral found in comets and very occasionally in asteroids that have traveled through gas clouds. Has unique explosive traits that make it very valuable in the armaments industry.

May be obtained by reprocessing the following ores:

<color='0xFFFF0000'>0.0</color> security status solar system or lower:
<a href=showinfo:22>Arkonor</a>, <a href=showinfo:17425>Crimson Arkonor</a>, <a href=showinfo:17426>Prime Arkonor</a>
<a href=showinfo:1223>Bistot</a>, <a href=showinfo:17429>Monoclinic Bistot</a>, <a href=showinfo:17428>Triclinic Bistot</a>


typeName: Spiced Wine
description:
Luxury goods are always solid commodities for inter-stellar trading. Spiced wine is not the rarest of luxury goods, but it can still be sold at small outposts and bases that don't manufacture any themselves.


typeName: Antibiotics
description:
Antibiotics are in constant demand everywhere and new, more potent versions, are always made available to counter the increased immunity of bacteria against antibiotics.


typeName: Enriched Uranium
description:
Enriched Uranium is used in many kinds of manufacturing and as a fuel, making it a steady trade commodity. Enriched Uranium is generally manufactured by combining standard semiconductor PVD methods with ionic separation by means of mass spectrometry.


typeName: Frozen Plant Seeds
description:
Frozen plant seeds are in high demand in many regions, especially on stations orbiting a non-habitable planet.


typeName: Carbonized Lead S
description:
Small Projectile Ammo. This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem. 

60% increased optimal range.
5% increased tracking speed.


typeName: Nuclear S
description:
Small Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.

60% increased optimal range.
5% increased tracking speed.


typeName: Proton S
description:
Small Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.

60% increased optimal range.
5% increased tracking speed.


typeName: Depleted Uranium S
description:
Small projectile Ammo. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead. 

20% tracking speed bonus.


typeName: Titanium Sabot S
description:
Small Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.

20% increased tracking speed.


typeName: Fusion S
description:
Small Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.

50% reduced optimal range.


typeName: Phased Plasma S
description:
Small Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.

50% reduced optimal range.


typeName: EMP S
description:
Small projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.

50% reduced optimal range.


typeName: Carbonized Lead M
description:
Medium Projectile Ammo. This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.

60% increased optimal range.
5% increased tracking speed.


typeName: Nuclear M
description:
Medium Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.

60% increased optimal range.
5% increased tracking speed.


typeName: Proton M
description:
Medium Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.

60% increased optimal range.
5% increased tracking speed.


typeName: Depleted Uranium M
description:
Medium Projectile Ammo. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.

20% tracking speed bonus.


typeName: Titanium Sabot M
description:
Medium Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.

20% increased tracking speed.


typeName: Fusion M
description:
Medium Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.

50% reduced optimal range.


typeName: Phased Plasma M
description:
Medium Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.

50% reduced optimal range.


typeName: EMP M
description:
Medium Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.

50% reduced optimal range.


typeName: Carbonized Lead L
description:
Large Projectile Ammo. This ammo uses a simple lead slug encased in a hard shell of crystalline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.

60% increased optimal range.
5% increased tracking speed.


typeName: Nuclear L
description:
Large Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.

60% increased optimal range.
5% increased tracking speed.


typeName: Proton L
description:
Large Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.

60% increased optimal range.
5% increased tracking speed.


typeName: Depleted Uranium L
description:
Large Projectile Ammo. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.

20% tracking speed bonus.


typeName: Titanium Sabot L
description:
Large Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.

20% increased tracking speed.


typeName: Fusion L
description:
Large Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warheads available, although it has problems penetrating heavy shield systems.

50% reduced optimal range.


typeName: Phased Plasma L
description:
Large Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.

50% reduced optimal range.


typeName: EMP L
description:
Large Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.

50% reduced optimal range.


typeName: Mjolnir Cruise Missile
description:
The mother of all missiles, the Mjolnir cruise missile delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner.


typeName: Scourge Cruise Missile
description:
The first Minmatar-made large missile. Constructed of reactionary alloys, the Scourge cruise missile is built to get to the target. Guidance and propulsion systems are of Gallente origin and were initially used in drones, making this a nimble projectile despite its heavy payload.


typeName: Inferno Cruise Missile
description:
An Amarr creation with powerful capabilities, the Inferno cruise missile was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.


typeName: Nova Cruise Missile
description:
A very basic missile for large launchers with reasonable payload. Utilizes the now substandard technology of bulls-eye guidance systems.


typeName: Nova Heavy Missile
description:
The be-all and end-all of medium-sized missiles, the Nova heavy missile is a must for those who want a guaranteed kill no matter the cost.


typeName: Mjolnir Heavy Missile
description:
First introduced by the armaments lab of the Wiyrkomi Corporation, the Mjolnir heavy missile is a solid investment with a large payload and steady performance.


typeName: Inferno Heavy Missile
description:
Originally designed as a 'finisher' - the killing blow to a crippled ship - the Inferno heavy missile has since gone through various technological upgrades. The latest version has a lighter payload than the original, but much improved guidance systems.


typeName: Scourge Heavy Missile
description:
The Scourge heavy missile is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.


typeName: Scourge Light Missile
description:
From its humble beginnings in tiny Minmatar design labs, the Scourge light missile has quickly established itself throughout the star cluster as a premier missile for light launchers.


typeName: Inferno Light Missile
description:
The explosion the Inferno light missile creates upon impact is stunning enough for any display of fireworks - just ten times more deadly.


typeName: Mjolnir Light Missile
description:
An advanced missile with a volatile payload of magnetized plasma, the Mjolnir light missile is specifically engineered to take down shield systems.


typeName: Nova Light Missile
description:
The Nova light missile is a tiny nuclear projectile based on a classic Minmatar design that has been in use since the early days of the Minmatar Resistance.


typeName: Iron Charge S
description:
Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.

60% increased optimal range.
30% reduced capacitor need.


typeName: Tungsten Charge S
description:
Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.

40% increased optimal range.
27% reduced capacitor need.


typeName: Iridium Charge S
description:
Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.

20% increased optimal range.
24% reduced capacitor need.


typeName: Lead Charge S
description:
Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.

50% reduced capacitor need.


typeName: Thorium Charge S
description:
Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.

12.5% reduced optimal range.
40% reduced capacitor need.


typeName: Uranium Charge S
description:
Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.

25% reduced optimal range.
8% reduced capacitor need.


typeName: Plutonium Charge S
description:
Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.

37.5% reduced optimal range.
5% reduced capacitor need.


typeName: Antimatter Charge S
description:
Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.

50% reduced optimal range.


typeName: Radio S
description:
Modulates the beam of a laser weapon into the radio frequencies. Offers greatly improved range but significantly lower damage.

With longer range, EM damage increases although the overall damage output is decreased.

60% increased optimal range.
15% reduced capacitor need.


typeName: Microwave S
description:
Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.

40% increased optimal range.
25% reduced capacitor need.


typeName: Infrared S
description:
Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.

20% increased optimal range.
35% reduced capacitor need.


typeName: Standard S
description:
Modulates the beam of a laser weapon into the visible light spectrum. 

45% reduced capacitor need.


typeName: Ultraviolet S
description:
Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.

12.5% reduced optimal range.
35% reduced capacitor need.


typeName: Xray S
description:
Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.

25% reduced optimal range.
25% reduced capacitor need.


typeName: Gamma S
description:
Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.

37.5% reduced optimal range.
15% reduced capacitor need.


typeName: Multifrequency S
description:
Randomly cycles the laser through the entire spectrum. The greatly increased damage comes at the cost of a significant reduction in range.

With shorter range, Thermal damage increases and the overall damage output is increased.

50% reduced optimal range.


typeName: Microwave M
description:
Modulates the beam of a laser weapon into the microwave frequencies. Improved range.

40% increased optimal range.
25% reduced capacitor need.


typeName: Infrared M
description:
Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range.

20% increased optimal range.
35% reduced capacitor need.


typeName: Standard M
description:
Modulates the beam of a laser weapon into the visible light spectrum.

45% reduced capacitor need.


typeName: Ultraviolet M
description:
Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased damage.

12.5% reduced optimal range.
35% reduced capacitor need.


typeName: Xray M
description:
Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased damage.

25% reduced optimal range.
25% reduced capacitor need.


typeName: Gamma M
description:
Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased damage.

37.5% reduced optimal range.
15% reduced capacitor need.


typeName: Scourge Torpedo
description:
An ultra-heavy piercing missile. While it is a slow projectile, its sheer damage potential is simply staggering.


typeName: 5MN Microwarpdrive I
description:
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.

Penalty: Max capacitor reduced.

Note: Usually fit on Frigates and Destroyers.


typeName: 1MN Afterburner II
description:
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.

Note: Usually fit on Frigates and Destroyers.


typeName: Ship Scanner I
description:
Scans the target ship and provides a tactical analysis of its capabilities. The further it goes beyond scan range, the more inaccurate its results will be.


typeName: Warp Scrambler I
description:
Disrupts the target ship's navigation computer, disabling warping, jumping, microwarpdrives and micro jump drives.


typeName: Gatling Pulse Laser I
description:
Rapid fire multi-barreled energy weapon that delivers a steady stream of damage. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Light Pulse Laser I
description:
This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Light Beam Laser I
description:
This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Small Focused Pulse Laser I
description:
A high-powered pulse laser. Good for short to medium range encounters. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Small Focused Beam Laser I
description:
A high-powered beam laser. Good for medium range encounters. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Quad Light Beam Laser I
description:
Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Focused Medium Pulse Laser I
description:
A high-energy, concentrated laser designed for short to medium range engagements. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Focused Medium Beam Laser I
description:
A high-energy, concentrated laser designed for medium range engagements. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Heavy Pulse Laser I
description:
A heavy laser designed for short to medium range engagements. Delivers powerful damage. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Heavy Beam Laser I
description:
A high-energy heavy laser designed for medium range engagements. Delivers powerful damage. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Heavy Pulse Laser I
description:
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Heavy Beam Laser I
description:
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Mega Pulse Laser I
description:
A super-heavy pulse laser designed for medium range engagements. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Mega Beam Laser I
description:
A super-heavy beam laser designed for medium to long range engagements. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Tachyon Beam Laser I
description:
An ultra-heavy beam laser designed for medium to long range engagements. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Miner II
description:
Has an improved technology beam, making the extraction process more efficient. Useful for extracting all but the rarest ore.


typeName: 125mm Gatling AutoCannon I
description:
This multi-barrel autocannon is designed for skirmish warfare. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 150mm Light AutoCannon I
description:
A simple but effective close combat autocannon. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 200mm AutoCannon I
description:
A powerful autocannon that can smash apart most lightly armored frigates with ease. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 250mm Light Artillery Cannon I
description:
This artillery is one of the most powerful weapons that can be mounted on a frigate. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 280mm Howitzer Artillery I
description:
Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Dual 180mm AutoCannon I
description:
This dual 180mm autocannon is a simple but effective close combat weapon. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 220mm Vulcan AutoCannon I
description:
The 220mm multi-barrel autocannon is designed for skirmish warfare. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 425mm AutoCannon I
description:
The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 650mm Artillery Cannon I
description:
A powerful long-range cannon. One of the most damaging weapons mountable on a cruiser. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 720mm Howitzer Artillery I
description:
This 720mm rocket-assisted howitzer is designed for long-range bombardment. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Dual 425mm AutoCannon I
description:
Combines the damage output of two 425mm intermediate-range autocannons. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Dual 650mm Repeating Cannon I
description:
Powerful, intermediate-range repeating autocannon with a decent rate of fire. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 800mm Repeating Cannon I
description:
A two-barreled, intermediate-range, powerful cannon capable of causing tremendous damage. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 1200mm Artillery Cannon I
description:
One of the most powerful projectile cannons a battleship can equip. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 1400mm Howitzer Artillery I
description:
The ultimate artillery cannon. It hurls death and destruction over incredible distances. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Light Missile Launcher I
description:
Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.


typeName: Heavy Missile Launcher I
description:
Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.


typeName: Torpedo Launcher I
description:
A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.


typeName: 'Basic' Gyrostabilizer
description:
Gives a bonus to the speed and damage of projectile turrets.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Gyrostabilizer II
description:
Gives a bonus to the speed and damage of projectile turrets. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: 'Basic' Damage Control
description:
Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. 

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

Only one Damage Control can be fit at a given time.


typeName: Stasis Webifier I
description:
Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.


typeName: Small Energy Nosferatu I
description:
Drains energy from the target ship and adds it to your own.

Note: A Nosferatu module will not drain your target's capacitor below your own capacitor level.


typeName: 75mm Gatling Rail I
description:
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: Light Electron Blaster I
description:
Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets. 

Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: 150mm Railgun I
description:
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: Dual 150mm Railgun I
description:
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: 250mm Railgun I
description:
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: Dual 250mm Railgun I
description:
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: 425mm Railgun I
description:
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: Adaptive Invulnerability Field I
description:
Boosts shield resistance against all damage types.<br><br>Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.


typeName: Burst Jammer I
description:
Emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range.

Given the unstable nature of the bursts and the amount of internal shielding needed to ensure they do not affect their own point of origin, this module requires large amounts of capacitor energy to operate.

Note: Only one module of this type can be activated at the same time.


typeName: Passive Targeter I
description:
Uses advanced gravitational and visual targeting to identify threats. Allows target lock without alerting the ship to a possible threat.


typeName: Bantam
description:
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Caldari State, this led to the redesign and redeployment of the Bantam.

The Bantam, a strong and sturdy craft, was originally an extremely effective mining frigate. After its redesign, the Bantam's large structure had to give way for logistics systems that ate up some of its interior room but allowed it to focus extensively on shield support for fellow vessels.


typeName: Condor
description:
The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations.


typeName: Griffin
description:
The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.


typeName: Slasher
description:
The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers.


typeName: Probe
description:
The Probe is large compared to most Minmatar frigates and is considered a good scout and cargo-runner. Uncharacteristically for a Minmatar ship, its hard outer coating makes it difficult to destroy, while the limited weapon hardpoints force it to rely on drone assistance if engaged in combat.


typeName: Rifter
description:
The Rifter is a very powerful combat frigate and can easily tackle the best frigates out there. It has gone through many radical design phases since its inauguration during the Minmatar Rebellion. The Rifter has a wide variety of offensive capabilities, making it an unpredictable and deadly adversary.


typeName: Reaper
description:
The Reaper-class corvette is one of the smallest of the Minmatar vessels, just barely reaching rookie ship status instead of a manned fighter. The Reaper is very cheap and is used en masse in daring hit-and-run operations by Minmatars either side of the law.


typeName: Executioner
description:
The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.


typeName: Inquisitor
description:
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Amarr Empire, this led to the redesign and redeployment of the Inquisitor.

The Inquisitor was originally an example of how the Amarr Imperial Navy modeled their design to counter specific tactics employed by the other empires. After its redesign, it was exclusively devoted to the role of a support frigate, and its formerly renowned missile capabilities gave way to a focus on remote armor repair.


typeName: Tormentor
description:
The Tormentor has been in service for many decades. For most of that time it saw service as a mining ship, its size barring it from making any kind of impact on the battlefield. As with most Amarr ships, however, its strong defenses always made it a tough opponent to crack, and with recent advances in turret capacitor use and damage output, its lasers have now stopped digging into dead ore and are instead focused on boring through the hulls of hapless vessels in combat.


typeName: Navitas
description:
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Gallente Federation, this led to the redesign and redeployment of the Navitas.

The Navitas had been a solid mining vessel that had seen wide use by independent excavators, along with being one of the best ships available for budding traders and even for much-maligned scavengers. After its redesign, its long-range scanners and sturdy outer shell gave way entirely for remote repairing capabilities, moving the Navitas away from the calming buzz of mining lasers and into the roar of battle.


typeName: Tristan
description:
Often nicknamed The Fat Man this nimble little frigate is mainly used by the Federation in escort duties or on short-range patrols. The Tristan has been very popular throughout Gallente space for years because of its versatility. It is rather expensive, but buyers will definitely get their money's worth, as the Tristan is one of the more powerful frigates available on the market.


typeName: Incursus
replacements: 33667,33669
description:
The Incursus may be found both spearheading and bulwarking Gallente military operations. Its speed makes it excellent for skirmishing duties, while its resilience helps it outlast its opponents on the battlefield. Incursus-class ships move together in groups and can quickly and effectively gang up on ships many times their size and overwhelm them. In recent years the Incursus has increasingly found its way into the hands of pirates, who love its aggressive appearance.


typeName: Impairor
description:
The Impairor-class corvette has been mass-produced by the Amarr Empire for decades. It is the most common space vessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport.


typeName: Punisher
description:
The Punisher is considered by many to be one of the best Amarr frigates in existence. As evidenced by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels. With its damage output, however, it is also perfectly capable of punching its way right through unwary opponents.


typeName: Breacher
description:
The Breacher's structure is little more than a fragile scrapheap, but the ship's missile launcher hardpoints and superior sensors have placed it among the most valued Minmatar frigates when it comes to long range combat.


typeName: Burst
description:
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Minmatar Republic, this led to the redesign and redeployment of the Burst.

The Burst had been a small and fast cargo vessel. This all changed after the redesign, when the Burst found its small-time mining capabilities curtailed in lieu of logistics systems that moved its focus to shield support for friendly vessels.


typeName: Ibis
description:
The Caldari Ibis corvette is a small but stout vessel that fits admirably well as a cargo hauler or small-scale miner. Its reliability makes it a good choice for novice ship captains.


typeName: Kestrel
description:
The Kestrel is a heavy missile boat with one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas. The Kestrel was designed so that it could take up to four missile launchers but as a result it can not be equipped with turret weapons nor with mining lasers.


typeName: Merlin
replacements: 33659,33661
description:
The Merlin is the most powerful combat frigate of the Caldari. Its role has evolved through the years, and while its defenses have always remained exceptionally strong for a Caldari vessel, its offensive capabilities have evolved from versatile, jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The Merlin's primary aim is to have its turrets punch holes in opponents' hulls.


typeName: Heron
description:
The Heron has good computer and electronic systems, giving it the option of participating in electronic warfare. But it has relatively poor defenses and limited weaponry, so it's more commonly used for scouting and exploration.


typeName: Velator
description:
The Velator class corvette is one of the older vessel types in the Gallente fleet. It was first deployed on the market as a fast passenger craft but the extra passenger quarters were later modified into weapon hardpoints as the newer models came to be used for small-scale security and military duties. The Velator is still a very solid mining and trading vessel.


typeName: Imicus
description:
The Imicus is a slow but hard-shelled frigate, ideal for any type of scouting activity. Used by merchant, miner and combat groups, the Imicus is usually relied upon as the operation's eyes and ears when traversing low security sectors.


typeName: Atron
description:
The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although it is a good harvester when it comes to mining, its main ability is as a combat vessel.


typeName: Maulus
description:
The Maulus is a high-tech vessel, specialized for electronic warfare. It is particularly valued in fleet warfare due to its optimization for sensor dampening technology.


typeName: Immolator
description:
The Immolator is a small ship, designed by the upper (read: unslaved) echelon of Sansha's Nation to serve as a good entry for those pilots new to the glory of Nation. It excels in picking off smaller targets and hitting them hard with energy beams.


typeName: Echo
description:
The Echo is a small vessel, designed by the Angel Cartel to be easily missed in the heat of battle, while posing a viable threat in combat. As such, it is intended to rush in with guns blazing and subsequently escape without being eaten up by larger ships.


typeName: Osprey
description:
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Caldari State the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Osprey.

The Osprey originally offered excellent versatility and power for what was considered a comparably low price. After its redesign, its inbuilt mining technology - now a little creaky and long in the tooth - was gutted from the Osprey and replaced in its entirety with tech of a different type, capable of high energy and shield transfers.


typeName: Caracal
replacements: 33643,33645
description:
The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making mincemeat of almost anyone.


typeName: Stabber
description:
The Stabber is the mainstay of the Minmatar fleet. It is light and extremely fast, yet surprisingly powerful, with a wide variety of weapons. It is one of few Minmatar vessels that have reached popularity outside Minmatar space.


typeName: Moa
description:
The Moa was designed as an all-out combat ship, and its heavy armament allows the Moa to tackle almost anything that floats in space. In contrast to its nemesis the Thorax, the Moa is most effective at long range where its railguns can rain death upon foes.


typeName: Maller
description:
Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches.


typeName: Augoror
description:
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Amarr Empire the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Augoror.

The Augoror-class cruiser is one of the old warhorses of the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion. Like most Amarr vessels, the Augoror depended first and foremost on its resilience and heavy armor to escape unscathed from unfriendly encounters. After its overhaul, it had some of the armor stripped off to make room for equipment allowing it to focus on the armor of other vessels, along with energy transfers.


typeName: Vexor
description:
The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks.


typeName: Thorax
replacements: 33651,33653
description:
The Thorax-class cruiser is the latest combat ship commissioned by the Federation. While the Thorax is a very effective ship at any range, typical of modern Gallente design philosophy it is most effective when working at extreme close range where its blasters and hordes of combat drones tear through even the toughest of enemies.


typeName: Arbitrator
description:
The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.


typeName: Rupture
description:
The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations.


typeName: Bellicose
description:
Being a highly versatile class of Minmatar ships, the Bellicose has been used as a combat juggernaut as well as a support ship for wings of frigates. While not quite in the league of newer navy cruisers, the Bellicose is still a very solid ship for most purposes, especially in terms of long range combat.


typeName: Scythe
description:
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Minmatar Republic the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Scythe.

The Scythe-class cruiser remains the oldest Minmatar ship still in use. It has seen many battles and is an integrated part in Minmatar tales and heritage. With its redesign, past firmware upgrades for mining output were tossed out entirely in favor of two new separate systems that focused on shield transporting and logistics drones respectively.


typeName: Blackbird
description:
The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations.


typeName: Celestis
description:
The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.


typeName: Exequror
description:
In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Gallente Federation the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Exequror.

The Exequror was a heavy cargo cruiser originally strong enough to defend itself against raiding frigates, though it lacked prowess in heavier combat situations. After its redesign, it had some of that bulk - and, necessarily, some of that strength - yanked out and replaced with the capability to help others in heavy combat situations, in particular those who needed armor repairs.


typeName: Opux Luxury Yacht
description:
The Opux Luxury Yachts are normally used by the entertainment industry for pleasure tours for wealthy Gallente citizens. These Opux Luxury Yacht cruisers are rarely seen outside of Gallente controlled space, but are extremely popular within the Federation.


typeName: Raven
description:
The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty.


typeName: Tempest
description:
The Tempest is one of the Republic Fleet's key vessels; a versatile gunship proficient at long-range bombardment and capable of dishing out specialized types of damage with great effectiveness. A well-rounded squadron of Tempests has been proven time and time again to be an invaluable wild card in a fleet battle, one which opponents should ignore at their own peril.


typeName: Scorpion
description:
The first Scorpion-class battleship was launched only a couple of years ago, and those that have been built are considered to be prototypes. Little is known of its capabilities, but what has been garnered suggests that the Scorpion is crammed to the brink with sophisticated hi-tech equipment that few can match.


typeName: Megathron
description:
The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.


typeName: Apocalypse
description:
In days past, only those in high favor with the Emperor could hope to earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. In latter years, even though now in full market circulation, these golden, metallic monstrosities are still feared and respected as enduring symbols of Amarrian might.


typeName: Armageddon
description:
The mighty Armageddon class is one of the enduring warhorses of the Amarr Empire. Once a juggernaut that steamrolled its way into battle, it has now taken on a more stately and calculated approach, sending out a web of drones in its place while it drains the enemy from a distance.


typeName: Typhoon
description:
Much praised by its proponents and much maligned by its detractors, the Typhoon-class battleship has always been one of the most hotly debated spacefaring vessels around. Its distinguishing aspect - and the source of most of the controversy - is its sheer versatility, variously seen as either a lack of design focus or a deliberate freedom for pilot modification.


typeName: Dominix
description:
The Dominix is one of the old warhorses dating back to the Gallente-Caldari War. While no longer regarded as the king of the hill, it is by no means obsolete. Its formidable hulk and powerful drone arsenal means that anyone not in the largest and latest battleships will regret ever locking horns with it.


typeName: Badger
description:
The Badger-class industrial is the main cargo-carrier for the Caldari State, particularly in long, arduous trade-runs. Its huge size and comfortable armament makes it perfectly equipped for those tasks, although the Caldari seldom let it roam alone.


typeName: Tayra
replacements: 33691
description:
The Tayra, an evolution of the now-defunct Badger Mark II, focuses entirely on reaching the highest potential capacity that Caldari engineers can manage.


typeName: Nereus
description:
Originally set to sail under the guise of "Iteron", this new iteration of an old stalwart is fast and reliable. It is equally popular among civilians and militaries due to its low price and ability to be fitted in myriad different ways. Despite its speed and resilience, however, it may need to be guarded while in particularly unfriendly territories, which is why it has also been outfitted with a drone bay for extra protection.


typeName: Hoarder
description:
Aside from being endowed with the usual hauling capabilities of Industrials, the Hoarder possesses an extra cargo bay. That bay is a static-free, blast-proof chamber, and as such is meant to be dedicated solely to ferrying consumable charges of all kinds, including ammunition, missiles, capacitor charges, nanite paste and bombs.


typeName: Mammoth
replacements: 33693
description:
The Mammoth is the largest industrial ship of the Minmatar Republic. It was designed with aid from the Gallente Federation, making the Mammoth both large and powerful yet also nimble and technologically advanced. A very good buy.


typeName: Wreathe
description:
The Wreathe is an old ship of the Minmatar Republic and one of the oldest ships still in usage. The design of the Wreathe is very plain, which is the main reason for its longevity, but it also makes the ship incapable of handling anything but the most mundane tasks.


typeName: Kryos
description:
Aside from being endowed with the usual hauling capabilities of Industrials, the Kryos possesses an extra cargo bay. That bay is equipped with precise temperature and pressure controls, and is dedicated solely to ferrying minerals. The Kryos was originally designed as a variant of the Iteron, but eventually evolved to perform an entirely separate role.


typeName: Epithal
description:
Aside from being endowed with the usual hauling capabilities of Industrials, the Epithal possesses an extra cargo bay. That bay is equipped with sealed sub-chambers capable of maintaining hospitable environments for practically any kind of organism or entity, from biocells to viral agents, and is meant solely for ferrying planetary commodities. The Epithal was originally designed as a variant of the Iteron, but eventually evolved to perform an entirely separate role.


typeName: Miasmos
description:
Aside from being endowed with the usual hauling capabilities of Industrials, the Miasmos possesses an extra cargo bay. That bay is equipped with sealed, temperature-controlled vats, and is meant solely for ferrying all types of interstellar ore: ice, gasses and asteroids. The Miasmos was originally designed as a variant of the Iteron, but eventually evolved to perform an entirely separate role.


typeName: Iteron Mark V
replacements: 33689
description:
This lumbering giant is the latest and last iteration in a chain of haulers. It is the only one to retain the original "Iteron"-class callsign, but while all the others eventually evolved into specialized versions, the Iteron Mk. V still does what haulers do best: Transporting enormous amounts of goods and commodities between the stars.


typeName: Erebus
description:
From the formless void's gaping maw, there springs an entity. Not an entity such as any you can conceive of, nor I; an entity more primordial than the elements themselves, yet constantly coming into existence even as it is destroyed. It is the Child of Chaos, the Pathway to the Next.

The darkness shall swallow the land, and in its wake there will follow a storm, as the appetite of nothing expands over the world.

From the formless void's gaping maw, there springs an entity.

<i>-Dr. Damella Macaper,
The Seven Events of the Apocalypse</i>


typeName: Auto Targeting System I
description:
Targets any hostile ship within range on activation. Grants a +2 bonus to ship's max targets when online.


typeName: 'Basic' Overdrive Injector System
description:
This unit increases engine power at the expense of cargo capacity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic EM Plating
description:
An array of microscopic reactive prizms that disperse electromagnetic radiation. Grants a bonus to EM resistance.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: EM Plating I
description:
An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Bistot
description:
Bistot is a very valuable ore as it holds large portions of two of the rarest minerals in the universe, zydrine and megacyte. It also contains a decent amount of pyerite.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.


typeName: Pyroxeres
description:
Pyroxeres is an interesting ore type, as it is very plain in most respects except one - deep core reprocessing yields a little bit of nocxium, increasing its value considerably. It also has a large portion of tritanium and some pyerite and mexallon.

Available in <color='0xFF4DFFCC'>0.9</color> security status solar systems or lower.


typeName: Crokite
description:
Crokite is a very heavy ore that is always in high demand because it has the largest ratio of nocxium for any ore in the universe. Valuable deposits of zydrine and tritanium can also be found within this rare ore.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.


typeName: Jaspet
description:
Jaspet has three valuable mineral types, making it easy to sell. It has a large portion of mexallon plus some nocxium and zydrine.

Available primarily in <color='0xFFE58000'>0.4</color> security status solar systems or lower.


typeName: Omber
description:
Omber is a common ore that is still an excellent ore for novice miners as it has a sizeable portion of isogen, as well as some tritanium and pyerite. A few trips of mining this and a novice is quick to rise in status.

Available in <color='0xFF00FF00'>0.7</color> security status solar systems or lower.


typeName: Scordite
description:
Scordite is amongst the most common ore types in the known universe. It has a large portion of tritanium plus a fair bit of pyerite. Good choice for those starting their mining careers.

Available in <color='0xFF33FFFF'>1.0</color> security status solar systems or lower.


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

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.


typeName: Veldspar
description:
The most common ore type in the known universe, veldspar can be found almost everywhere. It is still in constant demand as it holds a large portion of the much-used tritanium mineral.

Available in <color='0xFF33FFFF'>1.0</color> security status solar systems or lower.


typeName: Hemorphite
description:
With a large portion of nocxium, hemorphite is always a good find. It is common enough that even novice miners can expect to run into it. Hemorphite also has a bit of tritanium, isogen and zydrine.

Available primarily in <color='0xFFFF4D00'>0.2</color> security status solar systems or lower.


typeName: Dark Ochre
description:
Considered a worthless ore for years, dark ochre was ignored by most miners until improved reprocessing techniques managed to extract the huge amount of isogen inside it. Dark ochre also contains useful amounts of tritanium and nocxium.

Available primarily in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.


typeName: Overdrive Injector System II
description:
This monster unit vastly increases engine power at the expense of cargo capacity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: 'Basic' Nanofiber Internal Structure
description:
Replaces some of the heavier structure components with lighter, but more fragile material. Increases ship's velocity and improves maneuverability at the expense of hull strength.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Explosive Plating
description:
An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Layered Plating
description:
This plating is composed of several additional tritanium layers, effectively increasing its hit points.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Kinetic Plating
description:
This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Thermal Plating
description:
Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Adaptive Nano Plating
description:
This cutting edge system is the most versatile nano plating around. It protects against all types of damage, however it is less effective than a specialized plating.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: 'Basic' Inertial Stabilizers
description:
Improves ship handling and maneuverability.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Auto Targeting System II
description:
Targets any hostile ship within range on activation. Grants a +3 bonus to ship's max targets when online.


typeName: 'Basic' Power Diagnostic System
replacements: 8213,8217
description:
Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.


typeName: Small Proton Smartbomb I
description:
Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.


typeName: Basic EM Ward Amplifier
description:
Boosts the EM resistance of the shield.<br><br>Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Thermal Dissipation Amplifier
description:
Boosts the thermal resistance of the shield.<br><br>Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Kinetic Deflection Amplifier
description:
Boosts the kinetic resistance of the shield.<br><br>Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Explosive Deflection Amplifier
description:
Boosts the explosive resistance of the shield.<br><br>Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Rapid Light Missile Launcher I
description:
Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles.


typeName: Rapid Light Missile Launcher II
description:
Launcher for cruisers intended to counter fast frigates, can only be fitted with regular and advanced light missiles.


typeName: 'Basic' Heat Sink
description:
Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Bestower
replacements: 33695
description:
The Bestower has for decades been used by the Empire as a slave transport, shipping human labor between cultivated planets in Imperial space. As a proof to how reliable this class has been through the years, the Emperor has used an upgraded version of this very same class as transports for the Imperial Treasury. The Bestower has very thick armor and large cargo space.


typeName: Magnetometric ECM I
description:
Projects a low intensity field of ionized particles to disrupt the effectiveness of enemy sensors. Very effective against the Magnetometric-based sensors used by Gallente, Serpentis, ORE and SoE ships.


typeName: 'Basic' Signal Amplifier
description:
Augments the sensor and electronics suite of the fitted ship. Benefits include additional locked targets, increased maximum target acquisition range, faster locking speed, and increased sensor strength.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: 'Basic' Tracking Enhancer
description:
Enhances the range and improves the tracking speed of turrets.    

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Sensor Booster II
description:
Gives an increase to targeting range, scan resolution and sensor strength. This module can be loaded with scripts to increase its effectiveness in certain areas.  

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Gravimetric ECM I
description:
Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems such as those found on Caldari, Guristas and Mordu's Legion ships.


typeName: Radar ECM I
description:
Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against the Radar systems incorporated into ships built by the Amarr, Blood Raiders, and Sansha's Nation.


typeName: Multispectral ECM I
description:
An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.


typeName: Ladar ECM I
description:
Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems such as those found on Minmatar and Angel Cartel ships.


typeName: Remote Sensor Booster I
description:
Can only be activated on targets to increase their scan resolutions, boost their targeting range and improve their sensor strength. This module can be loaded with scripts to increase its effectiveness in certain areas. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Remote Sensor Dampener I
description:
Reduces the range and speed of a targeted ship's sensors. This module can be loaded with scripts to increase its effectiveness in certain areas. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Tracking Computer I
description:
By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets. This module can be loaded with scripts to increase its effectiveness in certain areas. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Cynosural Suppression
description:
This upgrade allows the onlining of a <a href=showinfo:35914>Standup Cynosural System Jammer</a> at one <a href=showinfo:37534>Tenebrex Cyno Jammer</a> structure in the same solar system.


typeName: Omen
description:
The Omen is a stereotypical example of the Amarrian School of thinking when it comes to ship design: thick armor and hard hitting lasers. Advancements in heat dissipation allow the Omen to fire its lasers faster than other ships without this technology.


typeName: Cynosural Navigation
description:
This upgrade allows the onlining of a <a href=showinfo:35912>Standup Cynosural Field Generator</a> at one <a href=showinfo:35840>Pharolux Cyno Beacon</a> structure in the same solar system.


typeName: Supercapital Construction Facilities
description:
This upgrade allows the onlining of <a href=showinfo:35877>Standup Supercapital Shipyards</a> at any <a href=showinfo:35827>Sotiyo</a>-class Engineering Complexes in the solar system.


typeName: Survey Networks 1
description:
This upgrade increases the chance of a mini-profession site being present in the upgraded solar system.


typeName: Microorganisms
description:
Any life form too small to be detected by the unaided human eye qualifies as a microorganism, yet as a whole, this classification of biology covers an enormous and diverse spectrum. From parasites and viruses to fungi and insects, the study or industrial application of these creatures is just as broad.


typeName: Consolidated Holdings Commander Access Key
description:
This Commander key has the information needed to unlock the acceleration gate in the Checkpoint which it was found.


typeName: Gate Key
description:
This transponder, set with a unique code built into the device's hardware, acts as a key to a specific acceleration gate.


typeName: Zephyr
description:
The Zephyr is a unique starship design, relying almost entirely on solar winds for sublight propulsion. Super-light sails allow it to ride the torrents of photons streaming through space, and its barebones construction gives it a tiny sensor footprint and almost negligible mass.

Originally conceived by the ascetic Intaki polymath Valsas en Dilat as a demonstration of minimalist starship design, it was never intended as a commercial venture. The recent discovery of the uncharted Sleeper Territories and their myriad wormholes has brought the Zephyr new attention - its mass makes it an ideal exploration vessel.

Valsas remains adamant that the Zephyr never sees mass production, but at the close of YC111 he authorized the Intaki Syndicate to distribute a single hull to every registered capsuleer.


typeName: Genolution Core Augmentation CA-1
description:
<font color="yellow"><b>Traits</b></font><br>Slot 1<br>Primary Effect: +3 bonus to Perception<br>Secondary Effect: +1.5% bonus to powergrid and capacitor amount<br>Implant Set Effect: 50% bonus to the strength of all Genolution implant secondary effects<br><br><font color="yellow"><b>Development</b></font><br>The modestly titled “Core Augmentation” implant set was developed by Genolution with the assistance of implantation specialists and other leaders in the field of neural augmentation, some of whom have long been rumored to be SoCT alumni.<br><br>The CA-1 is a rarity in the often hyper-specialized industry of neural augmentations. It provides a dual function; tapping into both the occipital lobe for a perception boost, and also the neocortex, for improving the brain's handling of a ship's energy and capacitor needs. Like the infamous pirate implant sets found on capsuleer markets, each implant is also designed to work at higher levels when integrated into a neural implant network.<br><br>Though many in the augmentation industry initially questioned the agenda behind Genolution's entry into the implantation field, fears eventually subsided as the implant was shown to be one of the safest on record. Genolution went one step further to assuage fears however and vowed never to release the implant to open markets, providing only a single-run issue to capsuleers as a demonstration of the technology.


typeName: Prototype Iris Probe Launcher
description:
The Iris system is a prototype launcher designed to work exclusively with the Zephyr exploration platform.

Its tight integration allows it to work effectively with the minimal power and CPU capacity the Zephyr can provide, but the non-standard interfaces needed for this optimization make it entirely unusable on other ship types.


typeName: Remote Tracking Computer I
description:
Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. This module can be loaded with scripts to increase its effectiveness in certain areas. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Tracking Disruptor I
description:
Disrupts the turret range and tracking speed of the target ship. This module can be loaded with scripts to increase its effectiveness in certain areas. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Crucifier
description:
The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.


typeName: Guristas Nova XL Cruise Missile
description:
XL Cruise Missiles are designed for long range bombardment of capital ships and installations. They are a specialized design usable only by capital ships.

Nocxium atoms captured in morphite matrices form this missile's devastating payload. A volley of these is able to completely obliterate almost everything that floats in space, be it vehicle or structure.


typeName: Guristas Scourge XL Cruise Missile
description:
XL Cruise Missiles are designed for long range bombardment of capital ships and installations. They are a specialized design usable only by capital ships.

Fitted with a graviton pulse generator, this weapon causes massive damage as it overwhelms ships' internal structures, tearing bulkheads and armor plating apart with frightening ease.


typeName: Guristas Inferno XL Cruise Missile
description:
XL Cruise Missiles are designed for long range bombardment of capital ships and installations. They are a specialized design usable only by capital ships.

Plasma suspended in an electromagnetic field gives this torpedo the ability to deliver a flaming inferno of destruction, wreaking almost unimaginable havoc.


typeName: Guristas Mjolnir XL Cruise Missile
description:
XL Cruise Missiles are designed for long range bombardment of capital ships and installations. They are a specialized design usable only by capital ships.

Nothing more than a baby nuclear warhead, this guided missile wreaks havoc with the delicate electronic systems aboard a starship. Specifically designed to damage shield systems, it is able to ravage heavily shielded targets in no time.


typeName: Environmentally-friendly Mining Equipment
description:
The latest generation of environmentally-friendly mining drills reduces airborne pollutants by 75% when compared to the most popular drills on the market. This is accomplished through a revolutionary “dust recapture” system that essentially vacuums the air around the drill head. The collected dust is captured in large, on-site filtration systems which then compacts the dust into blocks. These blocks can either be refined along with the extracted ores, or simply placed back into the mine as backfill once drilling operations are complete. While more than five times as expensive as normal drills, the efficiency of these new models provides an entirely new level of environmental protection.


typeName: Prototype Body Armor Fabric
description:
This energy and force-absorbing fabric could represent a generational advancement in light body armor technology. What makes this remarkable fabric unique is that it contains microscopically thin layers of an advanced polymer containing nanites programmed for self-repair. In short, when a suit of body armor made form this material is impacted by any significant force, the nanites instantly begin to repair any damage done, which protects the wearer from further harm. Most importantly, during the manufacturing phase, if the fabric is properly pre-stressed, the nanites are forced to bond thus creating stronger and stronger material, without any increase in weight or decrease in flexibility. For these reasons, this prototype body armor fabric will undoubtedly become the most sought-after material for those groups able to afford its exorbitant price.


typeName: Riot Interdiction Team
description:
Riot Interdiction Teams, or RITs, are the primary Amarrian response forces for incidents involving slave riots and uprisings. These forces are equipped with the latest generations of body armor, stun sticks, flash-bang grenades, and other less-lethal technologies. In those cases where less-lethal force is insufficient, the teams are fully trained and equipped to use lethal force to resolve any such threat. For example, the RITs are often called in to resolve hostage situations in which one or more of the captives has been killed, thus eliminating the need for a phased operation and then transitioning to lethal force contingency operations (i.e., shoot to kill). Therefore, it is of little surprise that they are among the most highly trained Amarr ground forces in hostage rescue operations, and are sometimes called on to act in situations unrelated to slave-based scenarios.


typeName: Amarr TIL-1A Nexus Chips
description:
The Amarr TIL-1A Nexus Chip was once used to store the key elements of a ship's artificial intelligence system, as well as for controlling some of the vessel's autonomous functions. In addition, the TIL-1A series chip had been modified by top Viziam scientists for the Imperial Navy, making it far more resilient to damage and harsh environmental conditions than standard chips of its kind. The TIL-1A chip, specifically, was designed for front-line Amarr battleship-class vessels where it saw widespread use for almost a decade before being replaced by newer technologies. As a result, very few examples of this remain outside Amarr military historical archives, where they are often highly valued for the data they contain on early naval operations.


typeName: Preacher
description:
Tolmak's preachers serve as his proxies, and are the primary way he spreads his controversial message.


typeName: Manportable Electromagnetic Pulse Weapons
description:
These EM beam weapons have been custom fitted to detect and eradicate specific nanotechnologies. Normally, these EMP devices are used by special operations personnel during covert operations. They are placed in proximity to the enemy's defense grid and used to “short out” any nearby electronics, thus creating a hole in the defense grid such that conventional forces can then move through unimpeded by sentry grids, security bots, and other lethal defensive systems. The devices themselves are approximately the size of a large rucksack and can be both emplaced and operated by a single trained individual.


typeName: Oura Madusaari
description:
A half-mad young female Caldari salvager, she was among the few survivors of <i>The Paryi</i>'s salvaging crew.


typeName: Harroken Ikero
description:
A half-mad young male Caldari salvager, he was among the few survivors of <i>The Paryi</i>'s salvaging crew.


typeName: Fajah Ateshi
description:
A serious middle-aged female Amarr scientist, Dr. Ateshi remained eerily calm while the crew all around her lost their minds. She attributes her survival to God being on her side.


typeName: Temperate Command Center
description:
The modular design of this administrative structure allows it to be deployed piecemeal from orbit, then manually assembled on the surface by MTACs and engineering personnel. Supported by self-regulating pylons that follow the contours of indigenous terrain, the facility can accommodate almost any severity of incline or other non-critical geological hazard. Once active, it serves as both a central command post to coordinate the activity of all other nodes and a basic transportation site for getting commodities off world using standard, vertically launched rockets.


typeName: Temperate Launchpad
description:
The temperate launchpad is able to send and receive payloads from orbit. Because of the relatively calm atmospheric conditions of most temperate planets, the primary focus of this facility is on interfacing effectively with adjacent facilities, allowing for passengers and commodities to be easily organized, scanned, and transported to the appropriate areas. The obvious importance of a centralized spaceport often leads to its becoming a focal point of local culture, including trade, entertainment, and even illegal activities.


typeName: Ice Storage Facility
description:
"At some point, it all comes down to more metal." The designers of this storage site believed this adage above all else. The outer walls of each container are comprised of almost a meter of titanium alloy around a flexible, lightweight tritanium frame, all sealed with a few layers of active nanite coating to prevent microfractures and thermal warping. This combination allows the building to withstand nearly any environmental challenge. To prevent the tritanium supports from decaying, the interior is kept in a constant vacuum, and workers must wear fully sealed atmosphere suits at all times.


typeName: Base Metals
description:
Iron and nickel are two widespread, easily recognized examples of base metals, or those metals that oxidize relatively easily. Their tremendous usefulness in numerous applications ensures that base metals are always in high demand. Thankfully, so is their abundance on most planetary surfaces.


typeName: Aqueous Liquids
description:
The abundance of water on terrestrial planets is often a misconception: What many refer to offhandedly as "water" is often an amalgamation of many liquids, microscopic particles, and saturated compounds combined with water and other liquids. Aqueous liquids represent those liquids from which pure water can be separated easily from waste or hazardous particles, but only using the proper equipment.


typeName: Noble Metals
description:
Highly resistant to corrosion and oxidation, noble metals are somewhat rarer than base metals, yet they are just as sought after for their different electrical, material, and chemical attributes. When painstakingly refined and purified, some noble metal ores can produce "precious metals."


typeName: Heavy Metals
description:
In small quantities, heavy metals are vital to life, providing essential minerals for biological processes. In bulk, they are commonly found in most construction materials, forming the most basic components of computer electronics and reinforced structures.


typeName: Planktic Colonies
description:
Harvested in mass quantities, planktic colonies are used for much more than just a bulk food source that flourishes in water-rich environments. Their cumulative biomass has advanced properties that contribute to some of the most advanced material and medical sciences in New Eden.


typeName: Complex Organisms
description:
Organic flora and fauna growing on worlds across the cluster technically qualify as “alien life,” though none of it has registered as sentient. However, their usefulness as comestibles or building materials in other areas of industry is invaluable.


typeName: Carbon Compounds
description:
Often referred to as the building blocks of life, carbon compounds form the basis of most organic material; hence, they are ideally suited for use in the early development of advanced, reactive molecules, such as those used in biofuel and supertensile structures.


typeName: Explosive Deflection Field I
description:
Boosts shield resistance against explosive damage.<br><br>Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.


typeName: Kinetic Deflection Field I
description:
Boosts shield resistance against kinetic damage.<br><br>Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance


typeName: EM Ward Field I
description:
Boosts shield resistance against EM damage.<br><br>Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.


typeName: Thermal Dissipation Field I
description:
Boosts shield resistance against thermal damage.<br><br>Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.


typeName: Autotrophs
description:
At the very bottom of the food chain are autotrophs, those organisms that produce carbohydrates, proteins, and fats for higher life forms to consume. When properly gathered and ordered, they can be plied into industrial fibers, which then go on to contribute to advanced material technologies.


typeName: Non-CS Crystals
description:
The orderly, compact nature of crystals makes them well suited for a staggering array of manufacturing processes, in which they are just as often the product of the factory as they are incorporated into many of the tools and machinery used therein.


typeName: Felsic Magma
description:
The churning core of lava planets is rife with felsic magma, or silicate material that is infused with lighter elements, from which basic silicon and other atomic matter may be extracted. Silicon is abundant on many terrestrial planets, but the fastest and easiest way to obtain it, given advances in planetary mining processes, is from felsic magma.


typeName: Suspended Plasma
description:
When found in harvestable quantities beyond the unapproachable heat of an active star, plasma is said to be in a “suspended” state. Specialized electronic equipment is used to attract the ionized particles into collection tubes, after which it can be stored, transported, or applied to a variety of technologies.


typeName: Ionic Solutions
description:
An electrolyte found in a raw, natural form is called an ionic solution, especially in terms of planetary astronomy. Only after a lengthy process of extraction and refining can the resulting fluid go on to be used for medical, industrial, or nutritive applications.


typeName: Noble Gas
description:
This colorless, odorless, and usually nonflammable substance is one of seven known monoatomic gases, or those that do not easily combine with other atoms. They are thus well suited for a variety of manufacturing implementations.


typeName: Reactive Gas
description:
Consisting of any number of volatile atomic structures, reactive gases are the most useful when applied to the fields of explosives, molecular restructuring, and electrical conduction. Great care must be taken when storing or transporting any sizeable quantity.


typeName: Supertensile Plastics
description:
“Hyperoxidation” was the term given to the process of rapidly fossilizing the carbon structures, readily available in the form of biomass, which forms the basic framework of supertensile plastics. The only amorphous solid known to retain the resilience of other such materials while also adopting conductive properties, supertensile plastic is highly sought after for a wide range of industrial applications.


typeName: Oxides
description:
Technically, any chemical compound that contains at least one oxygen atom is an oxide, though some are far more valuable than others. Once broken down and separated from waste material, many oxides can be applied to various industrial processes.


typeName: Test Cultures
description:
When bacteria are allowed to thrive in a water-based environment, they undergo generational transformations that can be monitored and documented, providing research data invaluable to numerous scientific fields.


typeName: Polyaramids
description:
Polyaramid textiles are produced when industrial fibers are harvested from autotrophic life forms and subjected to intense pressure using reactive gas pistons. Able to absorb a startling amount of kinetic energy, sheets of this miraculous material can be form-fitted to just about any structure, protecting it from anything but weapons-grade impact forces.


typeName: Microfiber Shielding
description:
Using advanced residual substrate isolation technology, silicon weave is threaded through layers of tough organic fibers. The resulting microfiber shielding is incredibly resilient and retains the microscopic profile required to shield miniaturized electronics.


typeName: Water-Cooled CPU
description:
Despite how ancient the technology is, there is still no method more cost-effective for cooling computer processing units than ordinary water, which can be heated and cooled rapidly via any number of proven methods. Most often, thermally conductive tubing makes its way through all of the vital components and over heat sinks, helping to regulate operating temperatures.


typeName: Biocells
description:
Similar to an ancient battery, a biocell instead uses biofuels distilled from organic material and precious metals to produce an electrical current in a self-contained, modular unit. However, modern biocells dwarf the capabilities of ancient batteries by several orders of magnitude.


typeName: Condensates
description:
Oxidized coolant is required to produce the temperatures needed to force rare particles to condense out of ordinary matter, which is the most economic way to produce valuable base elements in bulk.


typeName: Camera Drones
description:
Most visibly used in starship development, especially on capsuleer craft, other types of camera drones are also employed in the fields of nano-medicine, surveillance, and entertainment.


typeName: Synthetic Synapses
description:
The wide range of uses for synthetic synapses is largely due to the fact that they are able to serve double duty as electrical conduits and as replacements or additions to biological nervous systems. This allows them to be used in computers, cybernetics, and artificial intelligence equipment.


typeName: Gel-Matrix Biopaste
description:
Gel-matrix biopaste is a highly unstable substance that must be formed from elements that don't combine under normal circumstances. Forcing them to do so requires enormous amounts of energy, but the end product is invaluable to high-end electronics and cybernetic medicine.


typeName: Supercomputers
description:
When an individual computer system incorporates a wide range of networked utilities, layered processors, and redundant memory cores, it is said to have evolved into a supercomputer. Such systems can be put to use managing spaceships, starbases, or even entire planetary administrations.


typeName: Smartfab Units
description:
These tiny cubes form the building blocks of many simple structures, from basic walls and doors to entire homes and even industrial office spaces. Whenever a sufficient number of smartfab units are placed together and have been programmed with the same instructions, they will automatically combine to form some portion of that object and then become inert in their new form. With adequately detailed blueprints, there is theoretically no limit to the complexity of object or structure these clever devices can create.


typeName: Nuclear Reactors
description:
This power core is able to convert heavy elements into electricity by way of nuclear fission, splitting atoms to produce thermal energy on a massive scale. If they are properly shielded and cooled, there are few safer, cleaner ways to power buildings or large vehicles.


typeName: Neocoms
description:
As an essential component of the navigational and tactical interface of spaceships, Neocoms are a small but essential cornerstone of the interstellar economy.


typeName: Biotech Research Reports
description:
As the core fundamentals of organic life constantly evolve and develop on micro and macro levels, the constant production and distribution of biotech research is a mandatory part of ongoing advances in countless scientific disciplines.


typeName: Industrial Explosives
description:
The primary difference between military and industrial explosives is that the latter are effective only when used in bulk, and they are never sold or transported with “ready to use” detonators. As such, they must be carefully installed, primed, and triggered from remote locations before their full destructive force can be applied.


typeName: Hermetic Membranes
description:
How do you make a sheet of material absolutely impermeable to specific particles? Simple: You make the material <i>want</i> to stop those particles. Such is the case with hermetic membranes, supertensile fabrics instilled with living genetic material that actively hunts down and absorbs or repels whatever they were bred to counteract.


typeName: Hazmat Detection Systems
description:
A critical component of space stations, starships, or any other isolated environment, these tiny devices are set to trigger alarms when the genetically engineered viruses inside mutate — which means that they've encountered a significant dose of radiation, natural contaminant, or airborne pathogen, signifying that the surrounding crew is in danger.


typeName: Cryoprotectant Solution
description:
The base elements present in certain synthetic oils can, at extreme temperatures, produce habitable environments for genetically engineered extremophile. The byproduct of their rapid life-death cycle is a highly thermal resistant solution ideal for hybrid electronics.


typeName: Broken Organic Mortar Applicators
description:
While nanites are ideal for many forms of construction, sealing joints between large structural bulkheads is a job best left to organic mortar, a thick gel that actively permeates every microscopic gap between two parts. Due to the aggressive nature of the genetically engineered bacteria that intelligently guides into place the hardening condensate material, this paste is extremely hazardous to humans and must be applied by robots.


typeName: Broken Sterile Conduits
description:
Sustaining diverse populations of station inhabitants – many of whom come from different worlds with different ecologies – was a medical nightmare until the development of sterile conduits. Each length of flexible, self-repairing tube is powered by breaking down the chemical energy in the water they convey, which itself is laced with smart vaccines able to identify and destroy almost any known antigen.


typeName: Broken Nano-Factory
description:
Only the highly advanced Ukomi superconductor can be rendered small enough for use in nano-factories, microscopic devices programmed to absorb and recycle ambient material into useful matter. Each factory is built from reactive metals, ensuring that they interact properly – or not at all – with their environment, while a mote of industrial explosive automatically destroys them when they have completed their task.


typeName: Broken Self-Harmonizing Power Core
description:
With camera drones diligently monitoring the temperature, radioactivity, and electrical output of these advanced nuclear reactors, instant adjustments can be made to a dynamic, adaptive layer of hermetic membranes, which keeps the power core functioning safely at maximum capacity, with no human attention required whatsoever.


typeName: Broken Recursive Computing Module
description:
Not all automated functions are delicate or complicated enough to warrant advanced computer hardware; relatively mundane tasks are best when assigned to an RCM bank. These sturdy, reliable processing units are able to effectively handle most of the day-to-day operations of stations, starships, and stargates.


typeName: Broken Broadcast Node
description:
By integrating transcranial microcontrollers into a circuit made from synthetic synapses, the broadcast node is able to communicate directly with various station functions and with negligible signal loss and latency. The addition of computerized guidance systems, each running independent navigation system software routines, allows a single node to coordinate starship docking procedures, drone operations, and even station defenses.


typeName: Broken Integrity Response Drones
description:
Hull breaches are a constant, serious threat during space travel, as well as a dangerous reality to orbital stations, which are too massive to avoid incoming objects. Integrity response drones help mitigate that threat by providing the automated, immediate application of sealants to any detected impact or pressure fracture in the structure they patrol.


typeName: Broken Wetware Mainframe
description:
So advanced and energy-demanding are wetware mainframes that they require vehicle-scale power cores and the constant attention of maintenance personnel. When operating at peak performance levels, nothing in New Eden can match the raw computing power of these machines, from calculating warp coordinates to administrating the core functions of an entire space station.


typeName: Plasmoids
description:
In the early days of humanity's return to space flight, scientists Planto and Ginch co-discovered a self-sustaining natural structure made entirely from plasma suspended in a planetary magnetic field. Since then, the term has been applied to any such construct, whether occurring under normal conditions or produced artificially using electrical currents.


typeName: Electrolytes
description:
This conductive liquid is able to carry an electrical current due to its unique ionic properties, making it ideal for use as a reactive coolant, a high-energy fuel, or a transference medium for power plants.


typeName: Oxidizing Compound
description:
Converting various matter from its basic state to an oxidized form requires an oxidizing compound, the most effective of which is a powerful agent made from pressurized reactive gas. Special containers are required to keep the compound from causing significant damage to common metals and organic life.


typeName: Bacteria
description:
The term “bacteria” covers a wide, diverse family of unicellular microorganisms, from those found in almost every climate in New Eden to those that thrive in the bodies of other living beings. Though some bacteria are known to convey diseases, others are more helpful than harmful to humans.


typeName: Proteins
description:
One of the most basic components of biological life, proteins form the core DNA structure and are involved in almost every process that sustains a living being. Harvested at the microscopic level, proteins can be put to use in everything from medical genetics to nanite technology.


typeName: Biofuels
description:
The most widely used, renewable solid fuel in the cluster, biofuel production is present in some fashion on almost every inhabited world. A steady fuel source can be maintained in a planetary economy by converting living material directly into energy instead of relying on fossil fuels.


typeName: Industrial Fibers
description:
The main difference between fibers used in industry and those created for civilian use is the trade-off of comfort for tensile strength and durability. This allows industrial fibers to be used in more severe environments, from electronic component shielding on hostile worlds to solar sails in the frigid void of space.


typeName: Reactive Metals
description:
Very dense metals are often called reactive metals, as their ability to conduct electrical currents and absorb heat is unparalleled. Rarely found in a natural solid state, they are instead usually assembled on an atomic level from particulate matter found in other forms.


typeName: Precious Metals
description:
A cousin of noble metals, precious metals are named as such because of how infrequently they appear on terrestrial worlds where they were first encountered.


typeName: Toxic Metals
description:
Derived from heavy metals, toxic metals are those that have no biological function and are in fact poisonous to most living creatures.


typeName: Chiral Structures
description:
A chiral structure is a crystal that is unsymmetrical, which makes it volatile in some situations but ideal for conductivity, especially in micro-circuitry. Using semi-rare chiral structures in electronics has allowed for an unprecedented advancement in the field of miniaturization.


typeName: Advanced Planetology
description:
The advanced understanding of planet evolution allowing you to interpret data from scans of planets for resources at much higher resolutions.

Bonus: The skill further increases the resolution of resource data when scanning a planet to allow for very precise surveying.


typeName: Planetology
description:
The understanding of planet evolution allowing you to better interpret data from scans of planets for resources.

Bonus: The skill increases the resolution of resource data when scanning a planet to allow for more accurate surveying.


typeName: Barren Aqueous Liquid Extractor
description:
Finding desired liquids on hostile worlds can be almost as challenging a task as extracting it from the unforgiving environment, which often entails drilling kilometers below the surface or condensing fluids from the upper atmosphere. Once the liquids are discovered, the facility itself begins the relatively simple task of separating it from the ambient plasma interference, scalding magma streams, or potentially infectious indigenous bacteria. A surprising amount of valuable liquids can be extracted from hostile worlds, but only if the equipment is properly calibrated and carefully maintained.


typeName: Oceanic Aqueous Liquid Extractor
description:
This underwater platform and extendable extraction arms are capable of scouring the ocean floor for valuable materials and bringing them to the surface for transportation to processing facilities. A small habitation module serves as living and operation quarters for the human administration and maintenance crew, along with emergency surfacing capsules in the case of a seismic event or breach of the building's integrity.


typeName: Gas Aqueous Liquid Extractor
description:
Extracting gas from a gas giant requires more effort than simply opening a door into a container. Each specific type of desirable gas requires an ionized filament to be calibrated to attract only the right particles from the atmosphere. Even a fraction of a percent error could spoil an entire batch of product by tainting it with unwanted material. Likewise, once the gas is extracted from the surrounding air, the platform's equilibrium tanks must be adjusted to compensate for the added weight or buoyancy. Beyond that, it's a simple matter of supercooling it and transferring the liquid form into a container for transport. As one pioneer of this technology accurately described it, “The extractor itself is much like a living organism, breathing in what it needs and expelling that which becomes cumbersome.”


typeName: Gas Noble Gas Extractor
description:
Custom-built gas extractors were first developed to take advantage of gas giant settlements and represented the most lucrative long-term development of such unique worlds. These enormous extraction units, when carefully lowered to the proper altitude on gas giant planets, provide a cost-effective way of acquiring rare and high-demand resources, such as noble and reactive gases and suspended plasma. The proliferation of gas giant settlement in recent years has drastically lowered the price of these base materials, which in turn has seen increased productivity in the numerous planetside and spacebound industries built around these valuable commodities.


typeName: Lava Base Metals Extractor
description:
This facility consists of seismic insulated platforms and heavy, jointed conveyor belts leading into deep tunnels. Extremophile drones, built to function in even corrosive, intemperate, and high- or low-pressure atmospheres, run a constant circuit along the belts, performing repairs and clearing away rubble. A staff of mining experts and technicians occupy the main building in case any of the automated systems fail.


typeName: Barren Base Metals Extractor
description:
Surface mining is a common and effective practice that dates back to early planetary settlement. The process involves stripping a planet's surface layer until the ore buried beneath is exposed. At this point, the ore can be more easily extracted. Surface mines are typically quite shallow and are built in areas where the surface material covering the valuable deposits is relatively thin. For this reason, surface mines are sometimes built on the ocean floor.


typeName: Ice Microorganisms Extractor
description:
Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefiting optimally from the unique bacterial makeup of local water supplies.  Although traditional farming methods remain competitive on terrestrial planets, the production of microorganisms is most efficient when handled by a custom biomass cultivator.


typeName: Ice Planktic Colonies Extractor
description:
Modular biomass cultivators have been the mainstay of low-cost micro-agriculture for centuries. As a result, these facilities have proliferated across many planetary settlements. These adaptable micro-ponds allow communities to alter their cultivators to take advantage of local environments, benefitting optimally from the unique bacterial makeup of local water supplies.  Although traditional farming methods remain competitive on terrestrial planets, the production of micro-organisms is most efficient when handled by a custom biomass cultivator.


typeName: Oceanic Microorganisms Extractor
description:
Centuries of aquatic life and plant growth typically blanket ocean worlds' floors with a thick layer of valuable biomass. When properly cultivated, harvested, and refined, the applications of such material range anywhere from food production and medical application to more esoteric functions, such as genetic enhancements and super-resilient textiles. The facility itself includes both a processing plant, which filters and compresses the material; and a roving collector, which is little more than a series of churning scoops and a powerful pumping mechanism connected to the facility via flexible conduit.


typeName: Nanites
description:
Though they are only simple machines and very small, nanites can be used to achieve miraculous medical results in small amounts or astounding feats of engineering in mass quantities.


typeName: Lava Basic Industry Facility
description:
Instead of laboring to shield the production lines of this industrial facility from the surrounding environment, designers opted instead to use the available heat, interference, and even crushing pressure to help power the structure itself. A plant on an ice planet might have highly advanced extended heat sinks, while a factory on a plasma world might draw most, if not all of its electricity from magnetized coils specially attuned to the planet's local ion winds. Taking advantage of the indigenous features of each world helps offset the cost of building mass production infrastructure there, which usually involves protective coatings, environmental clothing, and reinforced foundations.


typeName: Barren Basic Industry Facility
description:
Populated almost entirely by robotic laborers, mass production facilities excel at creating products in bulk with minimal supervision and maintenance. They can be so self-sufficient that rumors abound of Gallente factories operated entirely by androids and governed by a skeleton crew of drones. (Detractors of this method like to note that Sansha facilities work in much the same fashion.) Either way, the results are irrefutable: Raw materials and components go in one end, and polished commodities come out the other side.


typeName: Oceanic Advanced Industry Facility
description:
Because of the difficulties involved in maintaining a habitable environment for human workers, all requirements for such personnel have been eliminated on oceanic mass production facilities. Instead, the building's focus is centered on maintaining production quotas under extreme circumstances, with reinforced bulkheads occupying almost every space that would normally have been reserved for hallways, offices, and living quarters.


typeName: Gas Basic Industry Facility
description:
Hovering eerily among the clouds of a gas giant planet, this mass production industry platform can cast a long shadow, for it requires a massive static attunement system to remain afloat. Inside, the only real difference between it and one of its terrestrial counterparts is in the material composition used in its construction. Anything that would have been made from cheap, sturdy metal is replaced with high-strength, ultra-resistant alloys. Spare parts and raw materials are kept at absolutely minimal levels to maintain the proper weight and balance, while even items as innocuous as staff personal effects are carefully monitored and regulated.


typeName: Gas Advanced Industry Facility
description:
Hovering eerily among the clouds of a gas giant planet, this mass production industry platform can cast a long shadow, for it requires a massive static attunement system to remain afloat. Inside, the only real difference between it and one of its terrestrial counterparts is in the material composition used in its construction. Anything that would have been made from cheap, sturdy metal is replaced with high-strength, ultra-resistant alloys. Spare parts and raw materials are kept at absolutely minimal levels to maintain the proper weight and balance, while even items as innocuous as staff personal effects are carefully monitored and regulated


typeName: Interplanetary Consolidation
description:
For each level in this skill, you may install a command center on one additional planet, to a maximum of 6 planets. You can have only one command center per planet.


typeName: Command Center Upgrades
description:
Each level in this skill improves the quality of command facility available to you, in turn allowing for a greater number of connected facilities on that planet.


typeName: Mjolnir Torpedo
description:
An ultra-heavy EMP missile. While it is a slow projectile, its sheer damage potential is simply staggering.


typeName: Nova Torpedo
description:
An ultra-heavy nuclear missile. While it is a slow projectile, its sheer damage potential is simply staggering.


typeName: Inferno Torpedo
description:
An ultra-heavy plasma missile. While it is a slow projectile, its sheer damage potential is simply staggering.


typeName: Oceanic Command Center
description:
Several interconnected underwater buildings comprise the oceanic command center, which serves as the nervous system for node structures built on water worlds. Built on the ocean floor, this facility includes a thick umbilical that connects it to a communications pod floating on the surface, through which all interplanetary transmissions are sent and received. It also houses a basic two-stage pressurized rocket tube for getting people and cargo to the surface and thence off world into orbit.


typeName: Ice Command Center
description:
This command structure is designed to survive in the harshest planetary environments the universe can offer. The superstructure uses a combination of titanium-steel reinforcement, increasing its overall resilience, and counter-harmonic stabilizers, which keep it level and secure regardless of geological conditions or activity. The entire facility is covered by a skin of adaptive plating originally designed for terraforming platforms, a protective barrier that insulates it from the surrounding environment. Visitors can expect a prolonged and immodest decontamination and pressurization process when first arriving at the command structure. Valuable materials are lifted off world by a bulk payload, reusable rocket, the scattered components of which are retrieved by cargo drones.


typeName: Gas Command Center
description:
Maintaining control over a section of “territory” above a gas giant requires a very specific type of command facility, one that is able to maintain its own orbit, house administrative personnel, and easily communicate and interact with other nodes. Suspended with equilibrium technology, these nodes are able to maintain altitude with minimal upkeep. If there is one major advantage to colonizing gas giant planets, it is that these facilities can literally be dropped directly from orbit with almost no concern for their descent or deployment.


typeName: Oceanic Storage Facility
description:
Goods and commodities are stored on ocean planets in a similar fashion as on more habitable terrestrial planets. Even though most underwater industrial processes conventionally take place inside residential dome habitats, underwater silos, due to their sheer size, must be stored outside these domes and be able to withstand the immense pressures and environmental stresses at the ocean floor.


typeName: Gas Storage Facility
description:
The problem of how to safely store mass quantities of harvested materials and assembled commodities until they can be transported to higher orbital facilities was difficult to solve. The issue was alleviated by the invention of the equilibrium cargo silo system, an arrangement of empty canisters suspended in a hollow chamber, which is then carefully filled with a specific type of common material from different strata of the host planet. The result has an effective net mass of zero kilograms, causing the facility to hang eerily at the exact desired altitude.


typeName: Barren Storage Facility
description:
Barren environment storage units require a great amount of technology to be reliable and effective. The super structure is made from adaptive materials designed to withstand a wide range of extreme weather conditions, as barren planets have little to no atmosphere and are therefore prone to extreme climates. Likewise, each module of the structure is designed to store different states of matter, further compounding preservation and containment concerns.


typeName: Oceanic Launchpad
description:
Despite being anchored to the ocean floor, the underwater launch pad is able to deliver and receive payloads from orbit via two separate mechanisms. First, a compressed gyrostabilized gas containment system provides the required pressure to propel a solid fuel rocket to the surface of the water, where it can achieve escape velocity under its own power. Secondly, the structure houses an automated drone bay capable of retrieving splash-down canisters deposited on the surface as well as recovering booster stages of export rockets for reuse.


typeName: Gas Launchpad
description:
In order to transport produced commodities from the lower orbit position of the node structure to the higher orbit of spaceports and trade hubs above gas giant planets, an old but reliable technology was revisited. The lack of a solid surface requires a very low recoil launch system, a situation that prohibits the use of solid fuel rockets, but the Hohmann Mass Driver uses a series of triggered electromagnets instead, producing minimal waste force. Essentially an enormous cargo railgun, the device propels a ferrous canister to a waiting deceleration receptacle aboard a high-orbit facility.


typeName: Barren Launchpad
description:
The barren launchpad is able to send and receive payloads from orbit. Because of the relatively calm atmospheric conditions of most barren planets, the primary focus of this facility is on interfacing effectively with adjacent facilities, allowing for passengers and commodities to be easily organized, scanned, and transported to the appropriate areas. The obvious importance of a centralized spaceport often leads to its becoming a focal point of local culture, including trade, entertainment, and even illegal activities.


typeName: Ice Launchpad
description:
After years of customer complaints about catastrophic failures resulting from punctured fuel pods and corroded launch towers, a new line of hazardous environment launch facility was introduced. In addition to improving the overall structural integrity of the entire facility, each section is heavily compartmentalized. Should any one section fail or collapse, the faulty section is immediately locked down. Redundant systems allow the entire facility to continue functioning for some time. The rockets used by this type of launch pad are also heavily modified, sacrificing some cargo capacity for additional protection.


typeName: Temperate Storage Facility
description:
Terrestrial storage units require a great amount of technology to be reliable and effective. The super structure is made from adaptive materials designed to withstand a wide range of extreme weather conditions, as temperate planets tend to experience more pronounced seasonal changes. Likewise, each module of the structure is designed to store different states of matter, further compounding preservation and containment concerns.


typeName: Genolution Core Augmentation CA-2
description:
<font color="yellow"><b>Traits</b></font><br>Slot 4<br>Primary Effect: +3 bonus to Intelligence<br>Secondary Effect: +1.5% bonus to CPU and capacitor recharge<br>Implant Set Effect: 40% bonus to the strength of all Genolution implant secondary effects<br><br><font color="yellow"><b>Development</b></font><br>This is the second half of the Core Augmentation implant set, delivered by Genolution as a follow-up to the CA-1 just months after their first demonstration of new augmentation techniques shook up the often-stagnant industry.<br><br>The CA-2 picks up where its predecessor left off, providing a dual boost via frontal lobe enhancements and a neocortical modification that complements the CA-1's focus on a captain's ship-fitting concerns. The end result is an increase to intelligence, coupled with improved CPU output and capacitor recharge rate. Additionally, when combined the CA-1 and the CA-2 supplement each other, providing vast increases in their overall net effect.<br><br>Concurrent with the release of the CA-2, Genolution offered up the implant's schematics for public inspection. They claimed the move was designed not only to allay any lingering fears about the technology - now widespread amongst the capsuleer class - but also to provide a foundation for future advances in the field.


typeName: Encoded Data Chip
description:
This small, portable disk is only about two centimeters in diameter, yet it is capable of holding a vast amount of information. A durable outer casing made from plasteel rotates away to reveal the raw data surface when the device is inserted into a reader.


typeName: Crates of Clothing
description:
It's not the latest fashion, or even the rugged survival gear colonists wear on developing worlds, but this basic, mass-produced clothing is better than nothing.


typeName: Crates of Command Reports
description:
Despite the fact that these datachips really only contain logistical information, promotion notifications, and other mundane military records, they are nonetheless classified.


typeName: Crates of Coolant
description:
This specially blended fluid is ideal for transferring thermal energy away from sensitive machinery or computer components, rerouting it to heat sinks so it can be eliminated from the system.


typeName: Crates of Corporate Documents
description:
These datadisks are absolutely filled with endless databases of market knowledge, sales figures, salary ranges, production estimates, and all kinds of other corporate information.


typeName: Crates of Data Sheets
description:
These complicated data sheets may mean little to the layman's eye, but can prove valuable in the right hands.


typeName: Crates of Drill Parts
description:
These large containers are fitted with a password-protected security lock.  These particular containers are filled with spare parts needed to build a drill used for drilling through rock and ice sheets.


typeName: Crates of Fertilizer
description:
Fertilizer is particularly valued on agricultural worlds, where there is constant supply for all commodities that boost export value.


typeName: Crates of Frozen Food
description:
Frozen food is in high demand in many regions, especially on stations orbiting a non-habitable planet and a long way from an agricultural world.


typeName: Mjolnir Fury Light Missile
description:
An advanced missile with a volatile payload of magnetized plasma, the Mjolnir light missile is specifically engineered to take down shield systems.

A modified version of the Mjolnir light missile. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision.


typeName: Crates of Harroule Dryweed
description:
Grown on a terrestrial world in the Harroule system, the Dryweed plant has fragile, yellowish leaves that burn very slowly, giving off a pleasant vapor that is known to have a soothing effect when inhaled.


typeName: Crates of High-Tech Small Arms
description:
These weapons are of superior quality to those normally found on the public market, although more expensive as well.

They are implemented with a safety net which prevents them from being used illegally in stations where most types of small arms are prohibited.  Therefore many regions do not apply the small arms ban on these weapons.


typeName: Crates of Liparer Cheese
description:
Due to the unique properties of the Liparer system's terrestrial worlds, animals raised there have very low body fat, resulting in relatively bland but far healthier dairy products.


typeName: Inferno Fury Cruise Missile
description:
An Amarr creation with powerful capabilities, the Inferno cruise missile was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.

A modified version of the Inferno cruise. Does more damage than its predecessor, but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision.


typeName: Crates of Listening Post Recordings
description:
After diligently recording information on astral phenomena or military maneuvers, listening post data is embedded on encrypted chips, which must be carefully transported by hand.


typeName: Crates of Mechanical Parts
description:
These basic elements of all mechanical hardware can come in virtually any shape and size, although composite or modular functionality is highly advantageous in today's competitive market. Factories and manufacturers take these parts and assemble them into finished products, which are then sold on the market.


typeName: Crates of Missile Guidance Systems
description:
Guidance systems allow both atmospheric and vacuum launched missiles to find targets using sophisticated electronics and specially calibrated sensors.


typeName: Crates of Mono-Cell Batteries
description:
Although they're a relatively old design, mono-cell batteries are still a reliable method of storing electricity in bulk, specifically designed for long-term use in stations or planetary vehicles.


typeName: Crates of Odd Data Crystals
description:
Whatever is recorded on these datacrystals, the encryption is far beyond normal methods of deciphering, and requires expert attention to crack.


typeName: Scourge Fury Heavy Missile
description:
The Scourge heavy missile is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.

A modified version of the Scourge heavy missile. Does more damage than its predecessor but the volatile nature of the warhead, and its powerful containment system, reduce both flight time and precision.


typeName: Crates of OP Insecticide
description:
Organophosphates, similar to nerve gases, have long been used as insecticides, and as bugs evolve, so too must the methods for dealing with them. This particular insecticide is perhaps the most lethal known to humankind, and can kill nearly anything exposed to it.


typeName: Crates of Oxygen
description:
Oxygen is a commodity in constant demand. While most stations have their own supply units, smaller depots and space crafts rely on imports.


typeName: Crates of Protein Delicacies
description:
Protein Delicacies are cheap and nutritious food products manufactured by one of the Caldari mega corporations, Sukuuvestaa. It comes in many flavors and tastes delicious. Despite its cheap price and abundance it is favored by many gourmet chefs in some of the finest restaurants around for its rich, earthy flavor and fragrance.


typeName: Crates of Raggy Dolls
description:
Known across New Eden for their anatomical correctness and temperature sensitive, dynamic hair coloration, Raggy dolls are always in demand during gift-giving holidays.


typeName: Inferno Precision Cruise Missile
description:
An Amarr creation with powerful capabilities, the Inferno cruise missile was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.

A modified version of the Inferno cruise. Is great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time.


typeName: Crates of Repair Parts
description:
Despite the enormous diversity of size and complexity of machinery across the cluster, there are numerous common elements shared by all people, such as high tension wiring, locking fasteners, and thermal shielding.


typeName: Crates of Replacement Parts
description:
Replacement parts include anything from machined components, such as plastic casings and metal brackets, to more basic pieces like nuts and bolts.


typeName: Crates of Reports
description:
These encoded reports may mean little to the untrained eye, but can prove valuable to the relevant institution.


typeName: Crates of Robotics
description:
These pre-programmed or remote control mechanical tools are commonly used in mass production facilities, hazardous material handling, or dangerous front line military duties such as bomb disarming and disposal.


typeName: Crates of Soil
description:
Fertile soil rich with nutrients is very sought after by agricultural corporations and colonists on worlds with short biological history.


typeName: Inferno Precision Light Missile
description:
The explosion the Inferno light missile creates upon impact is stunning enough for any display of fireworks - just ten times more deadly.

A modified version of the Inferno light missile. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time.


typeName: Crates of Synthetic Oil
description:
Since original oil can be harvested only from a world with a long biological history, synthetic oil has become frequently produced in laboratories all over known space.


typeName: Crates of Vaccine Injectors
description:
These single-use syringes contain a predetermined dose of adaptive vaccines designed to counteract almost any known virus.


typeName: Crates of Viral Agent
description:
The causative agent of an infectious disease, the viral agent is a parasite with a noncellular structure composed mainly of nucleic acid within a protein coat.


typeName: Nova Precision Heavy Missile
description:
The be-all and end-all of medium-sized missiles, the Nova is a must for those who want a guaranteed kill no matter the cost.

A modified version of the Nova heavy missile. Great for taking down smaller ships, but fuel use by stabilization thrusters reduces maximum flight time.


typeName: Crates of Vitoc
description:
The Vitoc booster has become more than a simple strategy by the Amarrians in controling their slaves. With the Vitoc method, slaves are injected with a toxic chemical substance that is fatal unless the recipient receives a constant supply of an antidote. The method first appeared a few centuries ago when the Amarrians started manning some of their space ships with slaves. As space crew the slaves had to be cajoled into doing complex, often independent work, making older methods of slave control undesirable. Although the more conventional ways of subduing slaves with force (actual or threat of) are still widely used in other forced labor areas, the Vitoc method has proven itself admirably for the fleet.


typeName: Crates of Water
description:
Water is one of the basic conditional elements of human survival. Most worlds have this compound in relative short supply and hence must rely on starship freight.


typeName: Crates of Zemnar
description:
Zemnar is an uncommon type of antibiotic specifically used to combat rare bacterial infections.  Originally discovered by the late Gallente biologist, Lameur Zemnar, the drug is now frequently kept in stock in the more wealthy quarters of the galaxy, in case of a bacterial outbreak.


typeName: Group of Army Recruits
description:
These fresh-faced young men and women are absolutely full of potential, eagerly anticipating the glory and excitement of battle when not trading stories of their significant others back home or plans for college after the war.


typeName: Group of Cattle
description:
Cattle are domestic animals raised for home use or for profit, whether it be for their meat or dairy products.


typeName: Group of Elite Slaves
description:
Slavery has always been a questionable industry, favored by the Amarr Empire and detested by the Gallente Federation.  These elite slaves are exceptionally well suited for physical labor.


typeName: Group of Exotic Dancers
description:
Exotic dancing is considered an art form, even though not everyone might agree. Exposing the flesh in public places may be perfectly acceptable within the Federation, but in the Amarr Empire it's considered a grave sin and a sign of serious deviancy.


typeName: Group of Genetically Enhanced Livestock
description:
Livestock are domestic animals raised for home use or for profit, whether it be for their meat or dairy products.  This particular breed of livestock has been genetically enhanced using the very latest technology.


typeName: Group of Kameiras
description:
An elite type of foot soldier, originally bred from Minmatar slaves by the Amarr Empire. Raised from birth to become soldiers, they serve the Empire, Khanid Kingdom and Ammatar well, although always kept on a tight leash.


typeName: Group of Marines
description:
When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.


typeName: Group of Miners
description:
Covered in a perpetual layer of grime and dust, these grizzled laborers seem out of place anywhere but deep underground on some lonely planet or boring through the core of a wandering asteroid.


typeName: Group of Refugees
description:
When wars and epidemics break out, people flee from their homes, forming massive temporary migrations.


typeName: Group of Security Personnel
description:
Packing small arms and shortwave communicators, security personnel are the ideal choice for policing small settlements or corporate offices, where mercenaries would be unpredictable and military forces would be overkill.


typeName: Group of Slaves
description:
Slavery has always been a questionable industry, favored by the Amarr Empire and detested by the Gallente Federation.


typeName: Group of Tourists
description:
The need for tasting other cultures and seeing new worlds is unquenchable among the well-off citizens of the universe.


typeName: Scourge Rage Heavy Assault Missile
description:
A kinetic warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.

This modified version of the Scourge Heavy Assault Missile packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets.


typeName: Large Crates of Galeptos Medicine
description:
Galeptos is a rare type of medicine developed by the famous Gallentean scientist, Darven Galeptos. It is produced from a blend of organic and chemical material, used to cure a rare and deadly viral infection which has been creeping up more frequently as of late.  

Rumor has it that Galeptos manufactured the virus himself, then sold the cure for billions of ISK. Of course his corporation, Galeptos Medicines, steadfastly denies any such "unfounded" accusations and has threatened legal action to anyone who mentions it in public.


typeName: Large Crates of Holoreels
description:
Holo-Vid reels are the most common type of personal entertainment there is. From interactive gaming to erotic motion pictures, these reels can contain hundreds of titles each.


typeName: Large Group of Homeless
description:
In most societies there are those who, for various reasons, live a life considered below the living standards of the normal citizen. These people are sometimes called tramps, beggars, drifters, vagabonds or homeless. They are especially common in the ultra-capitalistic Caldari State, but are also found elsewhere in most parts of the galaxy.


typeName: Large Crates of Construction Blocks
description:
Metal girders, plasteel concrete and fiber blocks are all very common construction material used around the universe.


typeName: Large Crates of Electronic Parts
description:
These basic elements of all electronic hardware are sought out by those who require spare parts in their hardware. Factories and manufacturers take these parts and assemble them into finished products, which are then sold on the market.


typeName: Large Crates of Long-limb Roes
description:
The eggs of the Hanging Long-limb are among the most sought after delicacies in fancy restaurants. The main reason why the roe of the Hanging Long-limb is so rare is because no one has succeeded in breeding the species outside their natural habitat.


typeName: Large Crates of Tobacco
description:
Tubular rolls of tobacco designed for smoking. The tube consists of finely shredded tobacco enclosed in a paper wrapper and is generally outfitted with a filter tip at the end.


typeName: Large Crates of Transmitters
description:
An electronic device that generates and amplifies a carrier wave, modulates it with a meaningful signal derived from speech or other sources, and radiates the resulting signal from an antenna.


typeName: Large Group of Janitors
description:
The janitor is the person who is in charge of keeping the premises of a building (as an apartment or office) clean, tends the heating system, and makes minor repairs.


typeName: Crates of Consumer Electronics
description:
Consumer electronics encompass a wide variety of individual goods, from entertainment media and personal computers to slave collars and children's toys.


typeName: Crates of Silicon
description:
As one of the most common elements in the universe, it's no surprise that silicon has found its way into almost every aspect of manufacturing, resulting in a steady price and perpetual mining operations on most solid planets.


typeName: Crates of Silicate Glass
description:
Silicate glass is a common construction material, in constant demand throughout New Eden, whether in planetary structures or reinforced for use in space vessels.


typeName: Nova Javelin Torpedo
description:
An ultra-heavy nuclear missile. While it is a slow projectile, its sheer damage potential is simply staggering.

A modified version of the Nova Torpedo. It can reach higher velocity than the Nova Torpedo at the expense of warhead size.


typeName: Inferno Rage Torpedo
description:
An ultra-heavy plasma missile. While it is a slow projectile, its sheer damage potential is simply staggering.

This modified version of the Inferno Torpedo packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets.


typeName: Mjolnir Rage Rocket
description:
A small rocket with an EMP warhead.

This modified version of the Mjolnir rocket packs a considerably stronger punch, but as a result is heavier and slower. This makes it very effective against larger targets, but markedly less effective against smaller and more agile targets.


typeName: 1000 Aurum Token
description:
This item can be redeemed for 1000 Aurum (AUR).<br><br><font color="yellow">To Redeem:</font> Right-click the Aurum Token and select "Redeem for AUR".<br><br><font color="yellow">On the Aurum Token:</font> Originally designed for Noble Appliances in YC 113, the aurum token is a physical chit that can be redeemed for a predefined amount of AUR currency.<br><br>Though at first blush it appears to be a large coin, the aurum token shares more in common with high-security datacores. At the center of the token is digital ID paired with a series of suspended entangled electrons. When the token is redeemed, the entangled electrons are engaged, altering their partners located at an off-site bank. Not only does this ensure the exchange occurs instantly, but when combined with a proprietary security shell it renders attempts to tamper or counterfeit the token useless.<br><br>Though the gold and silver case is merely an aesthetic addition, the coin-like appearance has become synonymous with the device, leading to nicknames of "gold aurum", or "golden token".<br><i>Source: SCOPE fluff piece (unprinted)</i>


typeName: Utu
description:
The Utu is a highly advanced drone platform specially commissioned for the 8th Alliance Tournament. While based on the Ishkur's design, this ship features design elements that go above and beyond the original blueprint.

In addition to revolutionary heat dispersion field projectors, the Utu is equipped with cutting-edge hardwired drone protocols and upgraded warp scrambling capability. Combined with the sturdy armor plating, these qualities make the Utu a powerful ally in any combat encounter.


typeName: Adrestia
description:
The Adrestia is a high-powered blaster platform specially commissioned for the 8th Alliance Tournament. While similar to its sister vessel the Deimos (on which its design was based), this ship nonetheless differs in some very important ways. Utilizing lightweight alloys and a prototype form of ion thruster, the Adrestia is capable of reaching truly mind-boggling speeds for a heavy assault vessel. While this makes it less sturdy than its predecessor, the lack of defensive plating is compensated for by state-of-the-art targeting systems, thoroughly optimized weapon hardpoints and upgraded warp scrambling capability. Don't let the lack of defense fool you; very few vessels out there can stand against the Adrestia toe to toe.


typeName: Standard Cerebral Accelerator
description:
Cerebral accelerators are military-grade boosters that significantly increase a new pilot's skill development. This technology is usually available only to naval officers, but CONCORD has authorized the release of a small number to particularly promising freelance capsuleers.<br><br>This booster primes the brain's neural pathways and hippocampus, making it much more receptive to intensive remapping. This allows new capsuleers to more rapidly absorb information of all kinds, and as a bonus also enhanced spatial processing abilities that are critical for weapons handling.<br><br>The only drawback to this booster is that capsuleer training renders it ineffective after a while; as such, it will cease to function for pilots who have been registered for more than 35 days.<br><br>
Bonuses: +3 to all attributes; +20% Damage to Laser, Projectile and Hybrid weaponry; +20% Rate of Fire to Missile weaponry.


typeName: Special Forces Weapons and Equipment
description:
The weapons and equipment containers hold a wide variety of small arms and other equipment currently in use by the Caldari Navy Special Forces, much of it designed specifically for use in maritime environments. Some of the items that can be found in a typical container are long range sniper rifles, target designation lasers, silenced pistols, high tech diving equipment, limpet mines, covert communications gear, and individual diver propulsion devices. This equipment, as you might guess, is extremely valuable and cannot be found outside the armories of the Caldari Navy, with the exception of the very small quantities that have found their way onto the black market.


typeName: Primae
description:
The Primae is a repurposed ORE design intended to ease the task of extracting resources from planetbound environments. Initially devised as a deep space salvage vessel for large-scale ore retrieval from destroyed ORE fleets in pirate-occupied areas, its previous incarnation was made all but obsolete by the arrival of capsuleers on the interstellar scene. Realizing that the ship could, with a few minor modifications, be made into an efficient resource harvesting aid, ORE wasted no time in revamping the design.<br><br>A low signature radius (a holdover from its earlier manifestation) adds a layer of defense to the Primae's already decent plating. In addition, the ship's two large bays have been re-engineered to hold equipment for planetside resource extraction and processed materials, making it an especially useful complement to any planetside harvesting endeavor.


typeName: 1200mm Artillery Cannon II
description:
One of the most powerful projectile cannons a battleship can equip. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: Self-Harmonizing Power Core
description:
Camera drones diligently monitor temperature, radioactivity and electrical output of these advanced nuclear reactions. This allows instant adjustments that result in maximum efficiency. With such advanced automation, no human attention is required whatsoever.


typeName: 125mm Gatling AutoCannon II
description:
This multi-barrel autocannon is designed for skirmish warfare. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Unknown Dead
description:
This contingent of Federation pilots and soldier went missing during the first Caldari Gallente war. They've been preserved by the cold but they are still in a delicate state, and must be handled with care.


typeName: 150mm Light AutoCannon II
description:
A simple but effective close combat autocannon. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Gallente Admiral's Corpse
description:
These are the remains of a Federation admiral. A Mannar in her mid-forties, this woman's body shows signs of extensive modification typical to capsuleers. This is probably not the first time she has been killed in action.


typeName: Acceleration Gate Authentication Matrix
description:
This device handles timestamps and user ID validation for acceleration gates. If this part is missing or otherwise broke, the gate will refuse to activate.


typeName: 200mm AutoCannon II
description:
The 200mm is a powerful autocannon that can smash apart most lightly armored frigates with ease. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: 220mm Vulcan AutoCannon II
description:
The 220mm multi-barrel autocannon is designed for skirmish warfare. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Custom Circuitry
description:
While drone AI is easily replicated, certain behaviors require custom programming.  These units seem to have been designed for generally poor   combat performance.


typeName: Quantum Entanglement
description:
This heavy metal rock opera band was made famous by their first album's cover, which depicted two naked individuals engaging in sexual intercourse while floating in space without spacesuits. Gallente politicians tried to have the album, called "Unprotected," banned. Not because of the adult content, they claimed, but because it promoted unsafe extravehicular activities.


typeName: 250mm Light Artillery Cannon II
description:
This artillery is one of the most powerful weapons that can be mounted on a frigate. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: Minmatar Pilot's Corpse
description:
Some Minmatar feel the Republic's status quo is not sufficient to avenge victims of Amarrian enslavement, nor to liberating those still trapped under Imperial rule. This unfortunate figure learned a terminal lesson in the necessities of political balance.


typeName: 425mm AutoCannon II
description:
The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Survivors
description:
These rattled individuals move with languid motions. It looks like some of them have gone weeks without food.


typeName: 650mm Artillery Cannon II
description:
A powerful long-range cannon. One of the most damaging weapons mountable on a cruiser. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: 800mm Repeating Cannon II
description:
A two-barreled, intermediate-range, powerful cannon capable of causing tremendous damage. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Counterfeit Voluval Tattoo Chemicals
description:
A complex chemical formula for use in a traditional Minmatar ceremony. This batch is labeled with Amarr markings.


typeName: Dual 180mm AutoCannon II
description:
This dual 180mm autocannon is a simple but effective close combat weapon. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Captured CEO
description:
Life isn't always comfortable when you're at the top, particularly in the Caldari State. Guristas will ransom you, other corporations will backstab you, and the moment someone can buy the rug out from underneath you, they will. With all the ISK that comes with these responsibilities, most CEOs can buy enough happiness to forget about these troubles. Forgetting, though, isn't always the best investment.


typeName: Hybrid Slaver Hounds
description:
Hybrid slaver hounds have been genetically engineered by Amarr veterinary scientists as variants of the original breed. These animals are designed specifically to live and work in the harshest environments, including deserts, swamps, mountains, frozen tundra, and other extreme locations. These variations are typically easy to differentiate from the original breed, in that they can be much larger and have fur colorations that are genetically tailored to blend in to their environments.


typeName: Dual 425mm AutoCannon II
description:
Combines the damage output of two 425mm intermediate-range autocannons. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Shadow
description:
<font color=yellow>Subject:</font> Prototype Nation Vessel (ID:Shadow)<br>
<font color=yellow>Military Specifications:</font> Heavy Fighter class vessel. Moderate microwarp velocity. Enhanced weapons systems. Reverse-engineering has been made possible through salvage of specific Sansha's Nation vessels.<br>
<font color=yellow>Additional Intelligence:</font> At this initial stage conclusions are hard to form, but early indications from the recovery of three individual bomber pilots – all of them heavily augmented – strongly indicates that these crew members are the same planetary abductees found in other Nation prototype vessels. Cross-referencing recovered DNA with missing persons reports has so far revealed little, though even at this stage the origin of these pilots is in little doubt.<br>
<i>Synopsis from ISHAEKA-0107. DED Special Operations.</i><br><i>Authorized for Capsuleer dissemination.</i>


typeName: Large Crate of Improved Inertial Compensation Systems
description:
The internal components of smaller Minmatar ships are constructed largely of nanofiber mesh which is low-cost, low-mass, and has a lower heat-conduction threshold than most solid industrial sheeting. Unfortunately, the lightweight structures are also susceptible to stress from the high-velocity maneuvers performed by frigate and interceptor pilots, and require added inertial compensation systems and routine inspections.


typeName: Crate of Unidentified Fibrous Compound
description:
These pieces of blue-green compound feel slick and oily to the touch and leave a tingle in your fingers. Fine crystalline filaments within crisscross and refract the light so that each piece seems to glow from within.


typeName: Dual 650mm Repeating Cannon II
description:
Powerful, intermediate-range repeating autocannon with a decent rate of fire. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Large Crate of Refurbished Mining Drones
description:
There are hints of rusty and damaged surfaces beneath the shiny new paint-job. These may not work as efficiently as the client wishes.


typeName: Civilian SIGINT Contractors
description:
These contractors, many of whom are former Caldari Navy intelligence operatives, are very well trained, experienced, and possess high level security clearances, making them extremely valuable investments for their employer. Their skill sets are varied, but include translation (primarily Gallente), covert signals interception, military and economic intelligence analysis, and supercomputer systems administration.


typeName: Spools of Quantrium Wiring
description:
While the universe is full of metals of all shapes, sizes, and compositions, there are some metals that are of such rarity and quality that they command prices far beyond those of the more easily accessible metals, such as tritanium. Amongst these, the very small quantities of a rare metal called quantrium are among the most valuable. This metal can only be found in the polar regions of certain moons, and these only in systems that meet very specific astrogeological conditions. So rare is this metal that, to date, only two known moons have quantities of this metal sufficient to warrant the very expensive mining and refining equipment required to extract it. Both of these moons are in Caldari space, giving the State a monopoly on its production and sale. Currently, all processed quantrium is on long-term contract to Kaalakiota Corporation. While rumors occasionally surface that one or more of the other three races have discovered quantrium, this has not been verified.


typeName: 1400mm Howitzer Artillery II
description:
The ultimate artillery cannon. It hurls death and destruction over incredible distances. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: Aerogel Counteragent
description:
Refrigerated secure cargo containers containing aerogel infused with dormant prototype anti-nanites. These containers have been specially modified with the latest security encryption protocols, to better ensure that any Gallente saboteurs will be unable to access and tamper with this critical cargo.


typeName: Crate of Target Painter Deflection Plating
description:
These hull plates are coated with a layer of crystalline structures under a protective transparent enamel. The crystalline layer shimmers reflectively and creates mirage halos around the plate when spot lights are directed at it.


typeName: 720mm Howitzer Artillery II
description:
This 720mm rocket-assisted howitzer is designed for long-range bombardment. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: Group of Haakar's Striking Hawks
description:
Haakar is a small, unassuming woman in her 40s who wields discipline like a whip. The men and women who follow her command – her Striking Hawks mercenary group – all served with or under her in the Republic Infantry's 203rd Tactical Recon before the company was made redundant by policy changes fifteen years ago. Haakar bears a grudge against bureaucracy for cutting short her career, but says her work now gives her professional satisfaction and an autonomy she enjoys.


typeName: Large Group of The Hooded Men
description:
Unlike most pro-Minmatar mercenary companies, members of The Hooded Men come from every empire and any background; they are selected for their convictions and skills rather than any sense of patriotism they might possess. Even Amarr are permitted to join, provided they can prove that the company means more to them than their religion. The Hooded Men's founder, Jolmiar Maritak, the grandson of former slaves who fled to the Gallente Federation, places emphasis on getting their work done quietly and with a minimum of fuss.


typeName: Arctic Warfare Marines
description:
Arctic Warfare Marines are the Caldari State's elite foot soldiers for winter warfare. On the case of ice planets, where the weather is comprised of year-round snow and ice, you can find these self-sufficient Marines operating in a wide variety of roles, such as providing security for Caldari corporate facilities, military bases, and even for long-range reconnaissance on planets that have not yet been fully scouted. Their equipment is tailored specifically to harsh, sub-zero weather conditions, to include specialty rifles, thermal grenades, cold-weather speeder bikes, and everything in between.


typeName: 280mm Howitzer Artillery II
description:
Rocket-assisted artillery projectiles designed for long-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. 

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: Crate of Industrial-Grade Tritanium-Alloy Scraps
description:
Not all scrap-metal is of good enough quality to be reused in the shipbuilding industry. These are the highest quality to be found in the scrap-heaps and abandoned battlegrounds of New Eden. Some pieces still bear signs of what they were once a part of: a sheet of tinted plating here, a painted logo there. Some pieces are still recognizable, others are half-slagged and warped.


typeName: Crate of Architectural-Quality Plagioclase Paneling
description:
Minmatar architecture traditionally favors modular geometric structures and open spaces which allow breezes to flow from room to room. There is a traditional preference for working with exposed natural stone and wood, though recent trends have leaned towards natural surfaces bonded to structural reinforced concrete, stretching resources while still allowing for an attractive appearance. Compressed asteroid ore interior panels are becoming more popular for higher-class residences and for buildings constructed on mineral-poor worlds.


typeName: Corporate Assassin
description:
An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers than can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set.


typeName: Dual Heavy Beam Laser II
description:
This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Crate of Harvester Components
description:
Agricultural technology, like everything else, is constantly advancing, with developments in irrigation techniques and automated systems to do the work of several farm-hands at a fraction of the overall cost. Most parts are produced on stations rather than planetside in order to reduce the cost of shipping. It also makes disposing of the more hazardous byproducts much safer, reducing the risk of planetary pollution.


typeName: Decoy Prototype Cloaking Devices
description:
This decoy prototype cloaking device appears to be a working model; however, closer scrutiny reveals that it is nothing more than a useless hunk of metal and wires.


typeName: Crate of Amarr Scripture Educational Study Packages (Matari translation)
description:
These study materials provide a guide through the structure and meanings of Amarr holy texts in a way that school-age children can easily understand. Education, like every other aspect of daily life in the Empire, is closely tied into religion, and by the time they leave school, Amarr children are expected to have a working and in-depth understanding of their way of life.<br><br>
These particular copies have been carefully translated by experts into painfully precise Matari for distribution in the Republic.


typeName: Dual Light Beam Laser II
description:
This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Blue Paradise
description:
Blue Paradise, also known as “Beep,” is a mild narcotic engineered by Amarr pharmaceutical scientists specifically for use by slave laborers within the Empire. Users of Blue Paradise report feelings of mild euphoria, contentment, relaxation, and generalize pleasure as the primary effects of this drug. These effects typically last between three to five hours, after which the user can be expected to fall into a sound sleep, if taken prior to that user's normal sleep cycle. Furthermore, there have been no significant side effects reported from repeat and prolonged use, making Blue Paradise an extremely promising “reward” for slave laborers. Recreational use of Blue Paradise has not yet been reported, given the limited nature of its distribution only to select Amarr slave labor operations, and no evidence yet exists of addiction to this drug, if administered in a controlled environment.


typeName: Crate of Refined C-86 Epoxy Resin
description:
This substance, an improved version of the C-86 epoxy applied to propulsion systems and engine housings, helps to keep the systems' temperature down, enabling more efficient operation and reduced risk of shipboard fires from overheated systems.


typeName: Noctis
description:
The Noctis marks Outer Ring Excavations' entry into the lucrative bulk salvaging market. Building on their successes integrating Marauder-class tractor technology into the Orca command platform, and innovations in automated salvaging technology, they designed a compact, affordable wreck recovery solution.<br><br>A refined version of the successful limited-run Primae design made the perfect hull to house this new equipment, as its salvaging heritage and advanced sensor suites complement and enhance the new technologies. The increased sensor footprint of the new vessel is more than compensated for by its incredible efficiency at retrieving and reclaiming wreckage.<br><br>The Noctis can fit up to five Salvage Drones, further enhancing its salvaging capabilities.


typeName: Amarr Marine Counter-Boarding Team
description:
Amarr Marine Counter-Boarding Teams are regarded as among the most elite units of their type across all four races. This expertise was developed not long after other states rediscovered warp technology. It occurred to senior Amarr military leaders that wars of the future would include ship-to-ship actions in space, to include the possibility of an enemy ship boarding another, as they had in millennia past when their ancestors sailed warships on the high seas. To that end, boarding and counterboarding training became a mandatory part of every Amarr marine's advanced infantry training. The development of this capability led to the development of highly-specialized equipment for use in “boarding ops,” to include manportable high-speed welding gear, outer hatchway breaching explosives, and personal weapons for close quarters combat.


typeName: Group of Angel Cartel VIPs
description:
These thugs and pirates look more like slick businessmen... with lots of armed bodyguards. Despite openly hostile relations, the empires must sometimes shake the hand of the devil in order to get things done. Much of that business is not intended to reach the light of day, or the eyes of the news agencies of New Eden.


typeName: Dual Light Pulse Laser II
description:
This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Crate of Feille d'Marnne Champagne
description:
This champagne originates from Egghelende III, the planet's major product for export. Shipping it out of the pirate-heavy system makes it pricey enough, but the grapes have proven impossible to cultivate anywhere else in the Federation.<br><br>
Each case is worth a couple hundred thousand ISK. Each bottle would bring enough planetary cred for a civilian to live comfortably for a year or ten. A bottle or three would definitely be missed.


typeName: Conditioned House Slaves
description:
These highly trained and expensive slaves undergo several years of conditioning and training prior to being sold or transferred into their duties, which most often include butler and maid duties at the homes of senior political or industrial leaders. These slaves are more highly valued than ordinary slaves and in return often receive decent treatment from their masters, as well as better-than-normal housing conditions and food.


typeName: Focused Medium Beam Laser II
description:
A high-energy, concentrated laser designed for medium range engagements. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Crate of Bootleg Holoreels
description:
There doesn't appear to be any particular organization here. Dozens of identical copies of everything from period dramas to last week's boxing finals, in cases with obviously home-printed labels.<br><br>
When played, the holos' quality is shabby and rimmed with static, occasionally deteriorating to basic 2-D images. The sound is unreliable and fades at times. Hopefully, the people who buy these copies aren't paying as much as the supplier did for the originals.


typeName: Large Crate of Suspicious Holoreels
description:
There doesn't appear to be any particular organization here. Dozens of identical copies of everything from period dramas to last week's boxing finals, in original cases. Nothing that would raise any eyebrows.<br><br>
The actual contents of the holoreels are far less innocuous. After a token menu page and a few minutes of whatever program the case displays, they switch to more interesting material. Entire corporate internal presentations clearly never intended for the public eye. Snoop footage of important officials talking and even exchanging money with known competitors. A series of compromising stills of a prominent politician.<br><br>
These will be worth a lot of money to someone.


typeName: Amarr Religious Holoreels
description:
These holoreels contain a recent speech by a regional governor, which provides her views on the state of the Empire as well as other important religious discussions.


typeName: Crate of Cryo-Stored Luminaire Skippers
description:
These large, indigo-hued amphibians are commonly used in laboratory work. Each weighs roughly two kilograms, and in their natural environment in the marshlands of Gallente Prime are the dominant aquatic predator. To prevent the stresses of space travel from affecting the frogs' physiology, it is necessary to transport them in a cold-case which drops their body temperature and induces a state of hibernation.


typeName: Gatling Pulse Laser II
description:
Rapid fire multi-barreled energy weapon that delivers a steady stream of damage. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Crate of Unidentified Ancient Technology
description:
These pieces appear to all be some form of polyhedral from truncated pyramids that can be gripped in the hand to barrel-sized fullerene-faceted globes. Each is shaped as if in one complete piece from bluish or steely-gray material, all edges beveled and smoothed. When rapped with a knuckle, the pieces ring like a bell, but the material feels more like ceramic.<br><br>
Every item bears a sort of dim, inner glow that pulses irregularly, like a dying light bulb. A tingle like electricity can be felt just above their surfaces, though preliminary examinations have dismissed the presence of any electrical activity. There is some speculation that the pieces form some sort of modular information annex, with contact between matching faces forming the necessary connections. No amount of fitting has yielded any results, however, so the disparate parts sit in their individually labeled crates like the pieces of several puzzles mixed together.


typeName: Large Crate of Talocan Station Life-Support Cores
description:
These pieces appear to all be some form of polyhedral from truncated pyramids that can be gripped in the hand to barrel-sized fullerene-faceted globes. Each is shaped as if in one complete piece from bluish or steely-gray material, all edges beveled and smoothed. When rapped with a knuckle, the pieces ring like a bell, but the material feels more like ceramic.<br><br>
Every item bears a sort of dim, inner glow that pulses irregularly, like a dying light bulb. A tingle like electricity can be felt just above their surfaces, though preliminary examinations have dismissed the presence of any electrical activity. Each piece fits face to face with another piece; when linked correctly, they form series of twisted fractal-like branches.


typeName: Crate of Portable Emergency Heating Units
description:
These heating units are compact, and light enough to carry in one hand. Each comes with two 10-hour rechargeable batteries, to be used one at a time while the spare charges. The amount of energy one unit puts off would be enough to warm a space of 20 cubic meters, roughly the interior space of a stationside apartment's main room, to an average of 10 degrees Celsius. Not particularly cosy, but better than freezing.


typeName: Crate of Archaeological Lot GV87-426-D Artifacts
description:
This looks like little more than half a starship modified into ground-based living quarters. Several panels are inscribed with decorative symbols. A series of large rectangular cases contain corroded circuit boards with rows of finger-sized crystalline vials anchored to one face; some of the vials are still intact and contain a foggy gaseous substance. A section from what appears to have been a hydroponics lab contains trays of organic matter, fossilised from exposure to the moon's arid conditions and thin, nitrogen-argon atmosphere.


typeName: Large Crate of Archaeological Lot GV87-426-E Artifacts
description:
This looks like little more than half a starship, perhaps one which was modified into ground-based living quarters. Several panels are inscribed with decorative symbols, possibly writing. The carefully-dismantled panels are accompanied by several crates filled with pieces of what appear to be small-industry mining tools, encrusted with moon-dust. The oxygen-free lunar atmosphere prevented rust from forming on the metal, and writing etched into the flat surfaces is clearly visible. Another crate is filled with core samples and geodes. A note accompanying the find indicates that the minerals have no known industrial property in any part of the present-day Federation, and further research will be needed to determine the purpose of the pre-Federation miners.


typeName: Heavy Beam Laser II
description:
A high-energy heavy laser designed for medium range engagements. Delivers powerful damage. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Crate of Contained Cerrocentite
description:
A slick-looking, translucent amber mineral with a hexagonal crystalline structure. Its radioactive properties require the material to be stored in special containment units; handling by anyone other than a trained engineer is strongly discouraged.<br><br>
Cerrocentite is used primarily in stationside security networks, mostly in the systems which detect unbalance in the atmosphere mix.


typeName: Large Crate of Contained Mesarchonite
description:
A coarse-looking, dark red mineral with a geodic structure containing translucent crystals of the same color. Its radioactive properties require the material to be stored in special containment units; handling by anyone other than a trained engineer is strongly discouraged.<br><br>
Mesarchonite is used primarily in stationside security networks, mostly in the systems which detect interference or tampering along the audio-visual lines.


typeName: Group of Coriault Couture Collective Display Employees
description:
Across the broad sweep of New Eden, there is no constellation closer to the forefront of fashion than Coriault. The Crux constellation, which includes Luminaire and Oursulaert, may be the heart of the Federation's consumer culture, but Coriault is home to the fashion-houses of Auvergne and Vylade, and in particular the Dodixie-based Maison Nephére which has provided finery exclusively for the Federation presidents and their partners for well over a century. <br><br>
In order to improve their visibility in the glare of the Federation's heart, dozens of Coriault houses merged under the Coriault Couture Collective label. Each school operates independently, and the styles can vary wildly, but open competition between institutions only occurs when particular contracts are opened to the highest bidder.. The designers frequently model their own work, operating under the philosophy that if they wouldn't be seen in public in their own work, nobody else should, either.


typeName: Large Group of Mannar Textile Institute International Representatives
description:
Mannar, one of the oldest members of the Federation, has always had a strong influence on Gallente style and trendsetting. Much of the eccentric tailoring favored by society's elite and decried as immodest and inappropriate by the other empires has its roots in pre-Federation Mannar culture, which included different concepts of modesty and etiquette. Massive hairstyles and elaborate body- and face-painting still feature prominently in addition to semi-opaque fabrics which respond to a variety of programmable stimuli.


typeName: Crate of Exclusive Simo Reshar Fitness Holoreels
description:
Fitness guru Simo Reshar is iconic less for the effectiveness of his workout routines than for the questionable nature of the visuals and extremely cheesy rhythmic music. The covers depict the skinny workout instructor with his anthropomorphic cartoon assistants, dressed in worryingly skintight shiny outfits.<br><br>
Though clearly intended for a younger audience, adults have professed to discover deeper philosophical meanings within the holos' content if watched whilst under the influence of certain substances. Reshar's assistants, particularly the feline Leeta and avian Yanis, have gained a cult following among certain fetish scenes across the cluster.


typeName: Amarr Forensic Investigative Team
description:
This team of highly-trained forensic investigators always travels with a large quantity of all manner of equipment, from manportable to vehicle-mounted. The team is expected to be self-sustaining for 10 days due to its frequent deployment to harsh environments, from asteroids to ship wrecks. Due to this requirement, it necessarily travels with foodstuffs, drinking water, and myriad other consumables. Coupled with the large volume of investigative equipment, this team requires significant cargo space when transported to and from its typically remote duty locations.


typeName: Small Focused Beam Laser II
description:
A high-powered beam laser. Good for medium range encounters. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Crate of Experimental ECM Hybrid Rounds
description:
These modified tungsten hybrid rounds send out an ECM pulse through the hull of any ship they strike, momentarily baffling the ship's target-locking mechanisms and affording the formerly-targeted ship a few precious moments to gain an advantage or escape. Efforts are being made to develop this into purely friend-or-foe munitions, effectively counteracting the effects of enemy ECM, but adaptation of the missile-based tracking technology to hybrid shell systems has proven difficult.


typeName: Small Focused Pulse Laser II
description:
A high-powered pulse laser. Good for short to medium range encounters. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Mega Beam Laser II
description:
A super-heavy beam laser designed for medium to long range engagements. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Mega Pulse Laser II
description:
A super-heavy pulse laser designed for medium range engagements. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Tachyon Beam Laser II
description:
An ultra-heavy beam laser designed for medium to long range engagements. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: 150mm Railgun II
description:
This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Zainou 'Gnome' Shield Upgrades SU-602
description:
A neural Interface upgrade that reduces the shield upgrade module power needs.

2% reduction in power grid needs of modules requiring the Shield Upgrades skill.


typeName: Zainou 'Gnome' Shield Upgrades SU-604
description:
A neural Interface upgrade that reduces the shield upgrade module power needs.

4% reduction in power grid needs of modules requiring the Shield Upgrades skill.


typeName: Zainou 'Gnome' Shield Upgrades SU-606
description:
A neural Interface upgrade that reduces the shield upgrade module power needs.

6% reduction in power grid needs of modules requiring the Shield Upgrades skill.


typeName: 250mm Railgun II
description:
Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Zainou 'Gnome' Shield Emission Systems SE-802
description:
A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array.

2% reduction in capacitor need of modules requiring the Shield Emission Systems skill.


typeName: Zainou 'Gnome' Shield Emission Systems SE-804
description:
A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array.

4% reduction in capacitor need of modules requiring the Shield Emission Systems skill.


typeName: Zainou 'Gnome' Shield Emission Systems SE-806
description:
A neural Interface upgrade that reduces the capacitor need for shield emission system modules such as shield transfer array.

6% reduction in capacitor need of modules requiring the Shield Emission Systems skill.


typeName: Zainou 'Gnome' Shield Operation SP-902
description:
A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.

2% boost to shield recharge rate.


typeName: Zainou 'Gnome' Shield Operation SP-904
description:
A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.

4% boost to shield recharge rate.


typeName: 425mm Railgun II
description:
This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Zainou 'Gnome' Shield Operation SP-906
description:
A neural Interface upgrade that boosts the recharge rate of the shields of the pilots ship.

6% boost to shield recharge rate.


typeName: Eifyr and Co. 'Rogue' Evasive Maneuvering EM-702
description:
A neural interface upgrade designed to enhance pilot Maneuvering skill.

2% bonus to ship agility.


typeName: Eifyr and Co. 'Rogue' Evasive Maneuvering EM-704
description:
A neural interface upgrade designed to enhance pilot Maneuvering skill.

4% bonus to ship agility.


typeName: Eifyr and Co. 'Rogue' Evasive Maneuvering EM-706
description:
A neural interface upgrade designed to enhance pilot Maneuvering skill.

6% bonus to ship agility.


typeName: 75mm Gatling Rail II
description:
A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Eifyr and Co. 'Rogue' Fuel Conservation FC-802
description:
Improved control over afterburner energy consumption.

2% reduction in afterburner capacitor needs.


typeName: Eifyr and Co. 'Rogue' Fuel Conservation FC-804
description:
Improved control over afterburner energy consumption.

4% reduction in afterburner capacitor needs.


typeName: Eifyr and Co. 'Rogue' Fuel Conservation FC-806
description:
Improved control over afterburner energy consumption.

6% reduction in afterburner capacitor needs.


typeName: Eifyr and Co. 'Rogue' Afterburner AB-604
description:
A neural interface upgrade that boosts the pilot's skill with afterburners.

4% bonus to the duration of afterburners.


typeName: Eifyr and Co. 'Rogue' Afterburner AB-608
description:
A neural interface upgrade that boosts the pilot's skill with afterburners.

8% bonus to the duration of afterburners.


typeName: Dual 150mm Railgun II
description:
This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Eifyr and Co. 'Rogue' Afterburner AB-612
description:
A neural interface upgrade that boosts the pilot's skill with afterburners.

12% bonus to the duration of afterburners.


typeName: Eifyr and Co. 'Rogue' Warp Drive Operation WD-604
description:
A neural interface upgrade that boosts the pilot's skill at warp drive operation.

4% reduction in the capacitor need of warp drive.


typeName: Eifyr and Co. 'Rogue' Warp Drive Operation WD-608
description:
A neural interface upgrade that boosts the pilot's skill at warp drive operation.

8% reduction in the capacitor need of warp drive.


typeName: Eifyr and Co. 'Rogue' Warp Drive Operation WD-612
description:
A neural interface upgrade that boosts the pilot's skill at warp drive operation.

12% reduction in the capacitor need of warp drive.


typeName: Eifyr and Co. 'Rogue' High Speed Maneuvering HS-902
description:
Improves the performance of microwarpdrives.

2% reduction in capacitor need of modules requiring High Speed Maneuvering.


typeName: Eifyr and Co. 'Rogue' High Speed Maneuvering HS-904
description:
Improves the performance of microwarpdrives.

4% reduction in capacitor need of modules requiring High Speed Maneuvering.


typeName: Dual 250mm Railgun II
description:
This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Eifyr and Co. 'Rogue' High Speed Maneuvering HS-906
description:
Improves the performance of microwarpdrives.

6% reduction in capacitor need of modules requiring High Speed Maneuvering.


typeName: Eifyr and Co. 'Rogue' Warp Drive Speed WS-608
description:
A neural interface upgrade that boosts the pilot's skill at warp navigation.

8% bonus to ships warp speed.


typeName: Eifyr and Co. 'Rogue' Warp Drive Speed WS-613
description:
A neural interface upgrade that boosts the pilot's skill at warp navigation.

13% bonus to ships warp speed.


typeName: Eifyr and Co. 'Rogue' Warp Drive Speed WS-618
description:
A neural interface upgrade that boosts the pilot's skill at warp navigation.

18% bonus to ships warp speed.


typeName: Electron Blaster Cannon II
description:
Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets. 

Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void.


typeName: Zainou 'Deadeye' Guided Missile Precision GP-802
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

2% reduced factor of signature radius for all missile explosions.


typeName: Zainou 'Deadeye' Guided Missile Precision GP-804
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

4% reduced factor of signature radius for all missile explosions.


typeName: Zainou 'Deadeye' Guided Missile Precision GP-806
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

6% reduced factor of signature radius for all missile explosions.


typeName: Zainou 'Deadeye' Missile Bombardment MB-702
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

2% bonus to all missiles' maximum flight time.


typeName: Zainou 'Deadeye' Missile Bombardment MB-704
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

4% bonus to all missiles' maximum flight time.


typeName: Zainou 'Deadeye' Missile Bombardment MB-706
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

6% bonus to all missiles' maximum flight time.


typeName: Zainou 'Deadeye' Missile Projection MP-702
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

2% bonus to all missiles' maximum velocity.


typeName: Zainou 'Deadeye' Missile Projection MP-704
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

4% bonus to all missiles' maximum velocity.


typeName: Zainou 'Deadeye' Missile Projection MP-706
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

6% bonus to all missiles' maximum velocity.


typeName: Zainou 'Deadeye' Rapid Launch RL-1002
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

2% bonus to all missile launcher rate of fire.


typeName: Zainou 'Deadeye' Rapid Launch RL-1004
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

4% bonus to all missile launcher rate of fire.


typeName: Zainou 'Deadeye' Rapid Launch RL-1006
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

6% bonus to all missile launcher rate of fire.


typeName: Zainou 'Deadeye' Target Navigation Prediction TN-902
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

2% decrease in factor of target's velocity for all missiles.


typeName: Zainou 'Deadeye' Target Navigation Prediction TN-904
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

4% decrease in factor of target's velocity for all missiles.


typeName: Zainou 'Deadeye' Target Navigation Prediction TN-906
description:
A Zainou missile hardwiring designed to enhance skill with missiles.

6% decrease in factor of target's velocity for all missiles.


typeName: Zainou 'Snapshot' Defender Missiles DM-802
description:
A neural interface upgrade that boosts the pilot's skill with defender missiles.

2% bonus to the velocity of defender missiles.


typeName: Zainou 'Snapshot' Defender Missiles DM-804
description:
A neural interface upgrade that boosts the pilot's skill with defender missiles.

4% bonus to the velocity of defender missiles.


typeName: Zainou 'Snapshot' Defender Missiles DM-806
description:
A neural interface upgrade that boosts the pilot's skill with defender missiles.

6% bonus to the velocity of defender missiles.


typeName: Zainou 'Snapshot' Heavy Assault Missiles AM-702
description:
A neural interface upgrade that boosts the pilot's skill with heavy assault missiles.

2% bonus to heavy assault missile damage.


typeName: Zainou 'Snapshot' Heavy Assault Missiles AM-704
description:
A neural interface upgrade that boosts the pilot's skill with heavy assault missiles.

4% bonus to heavy assault missile damage.


typeName: Zainou 'Snapshot' Heavy Assault Missiles AM-706
description:
A neural interface upgrade that boosts the pilot's skill with heavy assault missiles.

6% bonus to heavy assault missile damage.


typeName: Zainou 'Snapshot' Auto-Targeting Explosion Radius FR-1002
description:
A neural interface upgrade that boosts the pilot's skill with auto-target missiles.

2% bonus to explosion radius of auto-target missiles.


typeName: Zainou 'Snapshot' Auto-Targeting Explosion Radius FR-1004
description:
A neural interface upgrade that boosts the pilot's skill with auto-target missiles.

4% bonus to explosion radius of auto-target missiles.


typeName: Zainou 'Snapshot' Auto-Targeting Explosion Radius FR-1006
description:
A neural interface upgrade that boosts the pilot's skill with auto-target missiles.

6% bonus to explosion radius of auto-target missiles.


typeName: Zainou 'Snapshot' Heavy Missiles HM-702
description:
A neural interface upgrade that boosts the pilot's skill with heavy missiles.

2% bonus to heavy missile damage.


typeName: Zainou 'Snapshot' Heavy Missiles HM-704
description:
A neural interface upgrade that boosts the pilot's skill with heavy missiles.

4% bonus to heavy missile damage.


typeName: Zainou 'Snapshot' Heavy Missiles HM-706
description:
A neural interface upgrade that boosts the pilot's skill with heavy missiles.

6% bonus to heavy missile damage.


typeName: Zainou 'Snapshot' Light Missiles LM-902
description:
A neural interface upgrade that boosts the pilot's skill with light missiles.

2% bonus to damage of light missiles.


typeName: Zainou 'Snapshot' Light Missiles LM-904
description:
A neural interface upgrade that boosts the pilot's skill with light missiles.

4% bonus to damage of light missiles.


typeName: Zainou 'Snapshot' Light Missiles LM-906
description:
A neural interface upgrade that boosts the pilot's skill with light missiles.

6% bonus to damage of light missiles.


typeName: Zainou 'Snapshot' Rockets RD-902
description:
A neural interface upgrade that boosts the pilot's skill with rockets.

2% bonus to the damage of rockets.


typeName: Zainou 'Snapshot' Rockets RD-904
description:
A neural interface upgrade that boosts the pilot's skill with rockets.

4% bonus to the damage of rockets.


typeName: Zainou 'Snapshot' Rockets RD-906
description:
A neural interface upgrade that boosts the pilot's skill with rockets.

6% bonus to the damage of rockets.


typeName: Zainou 'Snapshot' Torpedoes TD-602
description:
A neural interface upgrade that boosts the pilot's skill with torpedoes.

2% bonus to the damage of torpedoes.


typeName: Zainou 'Snapshot' Torpedoes TD-604
description:
A neural interface upgrade that boosts the pilot's skill with torpedoes.

4% bonus to the damage of torpedoes.


typeName: Zainou 'Snapshot' Torpedoes TD-606
description:
A neural interface upgrade that boosts the pilot's skill with torpedoes.

6% bonus to the damage of torpedoes.


typeName: Zainou 'Snapshot' Cruise Missiles CM-602
description:
A neural interface upgrade that boosts the pilot's skill with cruise missiles.

2% bonus to the damage of cruise missiles.


typeName: Zainou 'Snapshot' Cruise Missiles CM-604
description:
A neural interface upgrade that boosts the pilot's skill with cruise missiles.

4% bonus to the damage of cruise missiles.


typeName: Zainou 'Snapshot' Cruise Missiles CM-606
description:
A neural interface upgrade that boosts the pilot's skill with cruise missiles.

6% bonus to the damage of cruise missiles.


typeName: Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-802
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets.

2% bonus to medium projectile turret damage.


typeName: Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-804
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets.

4% bonus to medium projectile turret damage.


typeName: Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-806
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with medium projectile turrets.

6% bonus to medium projectile turret damage.


typeName: Eifyr and Co. 'Gunslinger' Motion Prediction MR-702
description:
An Eifyr and Co. gunnery hardwiring designed to enhance turret tracking.

2% bonus to turret tracking speed.


typeName: Eifyr and Co. 'Gunslinger' Motion Prediction MR-704
description:
An Eifyr and Co. gunnery hardwiring designed to enhance turret tracking.

4% bonus to turret tracking speed.


typeName: Eifyr and Co. 'Gunslinger' Motion Prediction MR-706
replacements: 20443
description:
An Eifyr and Co. gunnery hardwiring designed to enhance turret tracking.

6% bonus to turret tracking speed.


typeName: Eifyr and Co. 'Gunslinger' Surgical Strike SS-902
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets.

2% bonus to all turret damages.


typeName: Eifyr and Co. 'Gunslinger' Surgical Strike SS-904
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets.

4% bonus to all turret damages.


typeName: Eifyr and Co. 'Gunslinger' Surgical Strike SS-906
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with all turrets.

6% bonus to all turret damages.


typeName: Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1002
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets.

2% bonus to large projectile turret damage.


typeName: Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1004
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets.

4% bonus to large projectile turret damage.


typeName: Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1006
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with large projectile turrets.

6% bonus to large projectile turret damage.


typeName: Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-602
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets.

2% bonus to small projectile turret damage.


typeName: Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-604
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets.

4% bonus to small projectile turret damage.


typeName: Eifyr and Co. 'Gunslinger' Small Projectile Turret SP-606
description:
An Eifyr and Co. gunnery hardwiring designed to enhance skill with small projectile turrets.

6% bonus to small projectile turret damage.


typeName: Inherent Implants 'Lancer' Small Energy Turret SE-602
description:
An Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets.

2% bonus to small energy turret damage.


typeName: Inherent Implants 'Lancer' Controlled Bursts CB-702
description:
An Inherent Implants gunnery hardwiring designed to enhance turret energy management.

2% reduction in all turret capacitor need.


typeName: Inherent Implants 'Lancer' Gunnery RF-902
description:
An Inherent Implants gunnery hardwiring designed to enhance turret rate of fire.

2% bonus to all turret rate of fire.


typeName: Inherent Implants 'Lancer' Large Energy Turret LE-1002
description:
An Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets.

2% bonus to large energy turret damage.


typeName: Inherent Implants 'Lancer' Medium Energy Turret ME-802
description:
An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets.

2% bonus to medium energy turret damage.


typeName: Inherent Implants 'Lancer' Small Energy Turret SE-604
description:
An Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets.

4% bonus to small energy turret damage.


typeName: Inherent Implants 'Lancer' Controlled Bursts CB-704
description:
An Inherent Implants gunnery hardwiring designed to enhance turret energy management.

4% reduction in all turret capacitor need.


typeName: Inherent Implants 'Lancer' Gunnery RF-904
description:
An Inherent Implants gunnery hardwiring designed to enhance turret rate of fire.

4% bonus to all turret rate of fire.


typeName: Inherent Implants 'Lancer' Large Energy Turret LE-1004
description:
An Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets.

4% bonus to large energy turret damage.


typeName: Inherent Implants 'Lancer' Medium Energy Turret ME-804
description:
An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets.

4% bonus to medium energy turret damage.


typeName: Inherent Implants 'Lancer' Small Energy Turret SE-606
description:
An Inherent Implants gunnery hardwiring designed to enhance skill with small energy turrets.

6% bonus to small energy turret damage.


typeName: Inherent Implants 'Lancer' Controlled Bursts CB-706
description:
An Inherent Implants gunnery hardwiring designed to enhance turret energy management.

6% reduction in all turret capacitor need.


typeName: Inherent Implants 'Lancer' Gunnery RF-906
description:
An Inherent Implants gunnery hardwiring designed to enhance turret rate of fire.

6% bonus to all turret rate of fire.


typeName: Inherent Implants 'Lancer' Large Energy Turret LE-1006
description:
An Inherent Implants gunnery hardwiring designed to enhance skill with large energy turrets.

6% bonus to large energy turret damage.


typeName: Inherent Implants 'Lancer' Medium Energy Turret ME-806
description:
An Inherent Implants gunnery hardwiring designed to enhance skill with medium energy turrets.

6% bonus to medium energy turret damage.


typeName: Harvester Mining Drone
description:
Once the most efficient mining drone money can buy, the Harvester Mining Drone failed to keep up with continued innovation in the years after its introduction. Over time this once prestigious piece of mining equipment fell into disuse.

A revitalization project initiated in YC 118 updated the venerable Harvester designs with the latest in mining drone technology. Initially sold to empire-based mining operations across the cluster, blueprints eventually ended up in the hands of capsuleers and pirates through the usual bloody avenues.


typeName: Zainou 'Deadeye' Large Hybrid Turret LH-1002
description:
A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.

2% bonus to large hybrid turret damage.


typeName: Zainou 'Deadeye' Large Hybrid Turret LH-1004
description:
A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.

4% bonus to large hybrid turret damage.


typeName: Zainou 'Deadeye' Large Hybrid Turret LH-1006
description:
A Zainou gunnery hardwiring designed to enhance skill with large hybrid turrets.

6% bonus to large hybrid turret damage.


typeName: Zainou 'Deadeye' Small Hybrid Turret SH-602
description:
A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets.

2% bonus to small hybrid turret damage.


typeName: Zainou 'Deadeye' Small Hybrid Turret SH-604
description:
A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets.

4% bonus to small hybrid turret damage.


typeName: Zainou 'Deadeye' Small Hybrid Turret SH-606
description:
A Zainou gunnery hardwiring designed to enhance skill with small hybrid turrets.

6% bonus to small hybrid turret damage.


typeName: Zainou 'Gnome' Weapon Upgrades WU-1002
description:
A neural Interface upgrade that lowers turret CPU needs.

2% reduction in the CPU required by turrets.


typeName: Zainou 'Gnome' Weapon Upgrades WU-1004
description:
A neural Interface upgrade that lowers turret CPU needs.

4% reduction in the CPU required by turrets.


typeName: Zainou 'Gnome' Weapon Upgrades WU-1006
description:
A neural Interface upgrade that lowers turret CPU needs.

6% reduction in the CPU required by turrets.


typeName: Zainou 'Deadeye' Medium Hybrid Turret MH-802
description:
A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets.

2% bonus to medium hybrid turret damage.


typeName: Zainou 'Deadeye' Medium Hybrid Turret MH-804
description:
A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets.

4% bonus to medium hybrid turret damage.


typeName: Zainou 'Deadeye' Medium Hybrid Turret MH-806
description:
A Zainou gunnery hardwiring designed to enhance skill with medium hybrid turrets.

6% bonus to medium hybrid turret damage.


typeName: Inherent Implants 'Squire' Capacitor Management EM-802
description:
A neural interface upgrade that boosts the pilot's skill at energy management.

2% bonus to ships capacitor capacity.


typeName: Inherent Implants 'Squire' Capacitor Management EM-804
description:
A neural interface upgrade that boosts the pilot's skill at energy management.

4% bonus to ships capacitor capacity.


typeName: Inherent Implants 'Squire' Capacitor Management EM-806
description:
A neural interface upgrade that boosts the pilot's skill at energy management.

6% bonus to ships capacitor capacity.


typeName: Inherent Implants 'Squire' Capacitor Systems Operation EO-602
description:
A neural interface upgrade that boosts the pilot's skill at energy systems operation.

2% reduction in capacitor recharge time.


typeName: Inherent Implants 'Squire' Capacitor Systems Operation EO-604
description:
A neural interface upgrade that boosts the pilot's skill at energy systems operation.

4% reduction in capacitor recharge time.


typeName: Inherent Implants 'Squire' Capacitor Systems Operation EO-606
description:
A neural interface upgrade that boosts the pilot's skill at energy systems operation.

6% reduction in capacitor recharge time.


typeName: Inherent Implants 'Squire' Capacitor Emission Systems ES-702
description:
A neural interface upgrade that boosts the pilot's skill with energy emission systems.

2% reduction in capacitor need of modules requiring the Capacitor Emission Systems skill.


typeName: Inherent Implants 'Squire' Capacitor Emission Systems ES-704
description:
A neural interface upgrade that boosts the pilot's skill with energy emission systems.

4% reduction in capacitor need of modules requiring the Capacitor Emission Systems skill.


typeName: Inherent Implants 'Squire' Capacitor Emission Systems ES-706
description:
A neural interface upgrade that boosts the pilot's skill with energy emission systems.

6% reduction in capacitor need of modules requiring the Capacitor Emission Systems skill.


typeName: Inherent Implants 'Squire' Energy Pulse Weapons EP-702
description:
A neural interface upgrade that boosts the pilot's skill with energy pulse weapons.

2% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill.


typeName: Inherent Implants 'Squire' Energy Pulse Weapons EP-704
description:
A neural interface upgrade that boosts the pilot's skill with energy pulse weapons.

4% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill.


typeName: Inherent Implants 'Squire' Energy Pulse Weapons EP-706
description:
A neural interface upgrade that boosts the pilot's skill with energy pulse weapons.

6% reduction in the cycle time of modules requiring the Energy Pulse Weapons skill.


typeName: Inherent Implants 'Squire' Energy Grid Upgrades EU-702
description:
A neural interface upgrade that boosts the pilot's skill with energy grid upgrades.

2% reduction in CPU need of modules requiring the Energy Grid Upgrades skill.


typeName: Inherent Implants 'Squire' Energy Grid Upgrades EU-704
description:
A neural interface upgrade that boosts the pilot's skill with energy grid upgrades.

4% reduction in CPU need of modules requiring the Energy Grid Upgrades skill.


typeName: Inherent Implants 'Squire' Energy Grid Upgrades EU-706
description:
A neural interface upgrade that boosts the pilot's skill with energy grid upgrades.

6% reduction in CPU need of modules requiring the Energy Grid Upgrades skill.


typeName: Inherent Implants 'Squire' Power Grid Management EG-602
description:
A neural interface upgrade that boosts the pilot's skill at engineering.

2% bonus to the power grid output of your ship.


typeName: Inherent Implants 'Squire' Power Grid Management EG-604
description:
A neural interface upgrade that boosts the pilot's skill at engineering.

4% bonus to the power grid output of your ship.


typeName: Inherent Implants 'Squire' Power Grid Management EG-606
description:
A neural interface upgrade that boosts the pilot's skill at engineering.

6% bonus to the power grid output of your ship.


typeName: Zainou 'Gypsy' Electronics Upgrades EU-602
description:
A neural interface upgrade that boosts the pilot's skill with electronics upgrades.

2% reduction in CPU need of modules requiring the Electronics Upgrade skill.


typeName: Zainou 'Gypsy' Electronics Upgrades EU-604
description:
A neural interface upgrade that boosts the pilot's skill with electronics upgrades.

4% reduction in CPU need of modules requiring the Electronics Upgrade skill.


typeName: Zainou 'Gypsy' Electronics Upgrades EU-606
description:
A neural interface upgrade that boosts the pilot's skill with electronics upgrades.

6% reduction in CPU need of modules requiring the Electronics Upgrade skill.


typeName: Zainou 'Gypsy' CPU Management EE-602
description:
A neural interface upgrade that boosts the pilot's skill at electronics.

2% bonus to the CPU output.


typeName: Zainou 'Gypsy' CPU Management EE-604
description:
A neural interface upgrade that boosts the pilot's skill at electronics.

4% bonus to the CPU output.


typeName: Zainou 'Gypsy' CPU Management EE-606
description:
A neural interface upgrade that boosts the pilot's skill at electronics.

6% bonus to the CPU output.


typeName: Zainou 'Gypsy' Signature Analysis SA-702
description:
A neural interface upgrade that boosts the pilot's skill at operating targeting systems.

2% bonus to ships scan resolution.


typeName: Zainou 'Gypsy' Signature Analysis SA-704
description:
A neural interface upgrade that boosts the pilot's skill at operating targeting systems.

4% bonus to ships scan resolution.


typeName: Zainou 'Gypsy' Signature Analysis SA-706
description:
A neural interface upgrade that boosts the pilot's skill at operating targeting systems.

6% bonus to ships scan resolution.


typeName: Zainou 'Gypsy' Electronic Warfare EW-902
description:
A neural interface upgrade that boosts the pilot's skill at electronic warfare.

2% reduction in ECM and ECM Burst module capacitor need.


typeName: Zainou 'Gypsy' Electronic Warfare EW-904
description:
A neural interface upgrade that boosts the pilot's skill at electronic warfare.

4% reduction in ECM and ECM Burst module capacitor need.


typeName: Zainou 'Gypsy' Electronic Warfare EW-906
description:
A neural interface upgrade that boosts the pilot's skill at electronic warfare.

6% reduction in ECM and ECM Burst module capacitor need.


typeName: Zainou 'Gypsy' Long Range Targeting LT-802
description:
A neural interface upgrade that boosts the pilot's skill at long range targeting.

2% bonus to max targeting range.


typeName: Zainou 'Gypsy' Long Range Targeting LT-804
description:
A neural interface upgrade that boosts the pilot's skill at long range targeting.

4% bonus to max targeting range.


typeName: Zainou 'Gypsy' Long Range Targeting LT-806
description:
A neural interface upgrade that boosts the pilot's skill at long range targeting.

6% bonus to max targeting range.


typeName: Zainou 'Gypsy' Propulsion Jamming PJ-802
description:
A neural interface upgrade that boosts the pilot's skill at propulsion jamming.

2% reduction in capacitor need for modules requiring Propulsion Jamming skill.


typeName: Zainou 'Gypsy' Propulsion Jamming PJ-804
description:
A neural interface upgrade that boosts the pilot's skill at propulsion jamming.

4% reduction in capacitor need for modules requiring Propulsion Jamming skill.


typeName: Zainou 'Gypsy' Propulsion Jamming PJ-806
description:
A neural interface upgrade that boosts the pilot's skill at propulsion jamming.

6% reduction in capacitor need for modules requiring Propulsion Jamming skill.


typeName: Zainou 'Gypsy' Sensor Linking SL-902
description:
A neural interface upgrade that boosts the pilot's skill at sensor linking.

2% reduction in capacitor need of modules requiring the Sensor Linking skill.


typeName: Zainou 'Gypsy' Sensor Linking SL-904
description:
A neural interface upgrade that boosts the pilot's skill at sensor linking.

4% reduction in capacitor need of modules requiring the Sensor Linking skill.


typeName: Zainou 'Gypsy' Sensor Linking SL-906
description:
A neural interface upgrade that boosts the pilot's skill at sensor linking.

6% reduction in capacitor need of modules requiring the Sensor Linking skill.


typeName: Zainou 'Gypsy' Weapon Disruption WD-902
description:
A neural interface upgrade that boosts the pilot's skill at weapon disruption.

2% reduction in capacitor need of modules requiring the Weapon Disruption skill.


typeName: Zainou 'Gypsy' Weapon Disruption WD-904
description:
A neural interface upgrade that boosts the pilot's skill at weapon disruption.

4% reduction in capacitor need of modules requiring the Weapon Disruption skill.


typeName: Quad Light Beam Laser II
description:
Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Zainou 'Gypsy' Weapon Disruption WD-906
description:
A neural interface upgrade that boosts the pilot's skill at weapon disruption.

6% reduction in capacitor need of modules requiring the Weapon Disruption skill.


typeName: Zainou 'Gypsy' Target Painting TG-902
description:
A neural interface upgrade that boosts the pilot's skill at target painting.

2% reduction in capacitor need of modules requiring the Target Painting skill.


typeName: Zainou 'Gypsy' Target Painting TG-904
description:
A neural interface upgrade that boosts the pilot's skill at target painting.

4% reduction in capacitor need of modules requiring the Target Painting skill.


typeName: Zainou 'Gypsy' Target Painting TG-906
description:
A neural interface upgrade that boosts the pilot's skill at target painting.

6% reduction in capacitor need of modules requiring the Target Painting skill.


typeName: Inherent Implants 'Noble' Repair Systems RS-602
description:
A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules.

2% reduction in repair systems duration.

Note: This implant has no effect on remote armor repair modules or capital sized modules.


typeName: Inherent Implants 'Noble' Repair Systems RS-604
description:
A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules.

4% reduction in repair systems duration.

Note: This implant has no effect on remote armor repair modules or capital sized modules.


typeName: Inherent Implants 'Noble' Repair Systems RS-606
description:
A neural Interface upgrade that boosts the pilot's skill in operating armor/hull repair modules.

6% reduction in repair systems duration.

Note: This implant has no effect on remote armor repair modules or capital sized modules.


typeName: Rapid Firing
description:
Skill at the rapid discharge of weapon turrets. 4% bonus per skill level to weapon turret rate of fire.


typeName: Motion Prediction
description:
Improved ability at hitting moving targets. 5% bonus per skill level to weapon turret tracking speeds.


typeName: Surgical Strike
description:
Knowledge of spaceships' structural weaknesses. 3% bonus per skill level to the damage of all weapon turrets.


typeName: Controlled Bursts
description:
Allows better control over the capacitor use of weapon turrets. 5% reduction in capacitor need of weapon turrets per skill level.


typeName: Trajectory Analysis
description:
Advanced understanding of zero-G physics. 5% bonus per skill level to weapon turret accuracy falloff.


typeName: Weapon Upgrades
description:
Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.


typeName: Missile Launcher Operation
description:
Basic operation of missile launcher systems. 2% Bonus to missile launcher rate of fire per skill level.


typeName: Auto-Targeting Missiles
description:
Skill with auto-targeting missiles. Special: 5% bonus to Auto-Targeting Missiles (light, heavy and cruise) damage per skill level.


typeName: Cruise Missiles
description:
Skill at the handling and firing of very large guided missiles. 5% bonus to cruise missile damage per skill level.


typeName: Leadership
description:
Basic proficiency at projecting beneficial effects to fleetmates. Increases Command Burst and Mining Foreman Burst area of effect range by 7% per skill level.


typeName: Skirmish Command
description:
Basic proficiency at boosting the hit-and-run capabilities of allied ships. Grants a 10% bonus to the duration of Skirmish Command Burst effects per level.


typeName: Shield Command
description:
Basic proficiency at boosting the shield defenses of allied ships. Grants a 10% bonus to the duration of Shield Command Burst effects per level.


typeName: Shield Command Specialist
description:
Advanced proficiency at boosting the shield defenses of allied ships. Increases the strength of Shield Command Burst effects by 10% per skill level.


typeName: Information Command Specialist
description:
Advanced proficiency at boosting the sensors and electronic warfare systems of allied ships. Increases the strength of Information Command Burst effects by 10% per skill level.


typeName: Command Burst Specialist
description:
Improved fleet support flexibility. Reduces reload duration of all Command Burst and Mining Foreman Burst modules by 10% per level.


typeName: Social
description:
Skill at social interaction. 5% bonus per level to NPC agent, corporation and faction standing increase.


typeName: Diplomacy
description:
Skill at interacting with hostile Agents in order to de-escalate tense situations as demonstrated by some of the finest diplomats in New Eden. 4% Modifier per level to effective standing towards hostile Agents. Not cumulative with Connections or Criminal Connections.


typeName: Connections
description:
Skill at interacting with friendly NPCs. 4% Modifier to effective standing from friendly NPC Corporations and Factions per level. Not cumulative with Diplomacy or Criminal Connections.


typeName: Criminal Connections
description:
Skill at interacting with friendly criminal NPCs. 4% Modifier per level to effective standing towards NPCs with low Concord standing. Not cumulative with Diplomacy or Connections.


typeName: Corporation Management
description:
Basic corporation operation. +20 corporation members allowed per level.

Note: The CEO must update his corporation through the corporation user interface before the skill takes effect


typeName: Starbase Defense Management
description:
Skill at using starbase weapon systems. Allows control of one array per level. Arrays must be placed outside of the forcefield to be controlled.


typeName: Reprocessing
description:
Skill at using reprocessing facilities in station, outposts and starbases to break ores and ice down into refined products.

3% bonus to ore and ice reprocessing yield per skill level.


typeName: Mass Production
description:
Allows the operation of multiple factories. Ability to run 1 additional manufacturing job per level.


typeName: Advanced Industry
description:
Skill at efficiently using industrial facilities. 3% reduction in all manufacturing and research times per skill level.


typeName: Reprocessing Efficiency
description:
Advanced skill at using reprocessing facilities in station, outposts and starbases to break ores and ice down into refined products.

2% bonus to ore and ice reprocessing yield per skill level.


typeName: Mechanics
description:
Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level.


typeName: Repair Systems
description:
Operation of armor/hull repair modules. 5% reduction in repair systems duration per skill level.

Note: Has no effect on capital sized modules.


typeName: Hull Upgrades
description:
Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level.


typeName: Advanced Small Ship Construction
description:
Skill required for the manufacturing of advanced frigates and destroyers. 1% reduction in manufacturing time for all items requiring Advanced Small Ship Construction per level.


typeName: Advanced Industrial Ship Construction
description:
Skill required for the manufacturing of advanced industrial ships. 1% reduction in manufacturing time for all items requiring Advanced Industrial Ship Construction per level.


typeName: Advanced Medium Ship Construction
description:
Skill required for the manufacturing of advanced cruisers and battlecruisers. 1% reduction in manufacturing time for all items requiring Advanced Medium Ship Construction per level.


typeName: Advanced Large Ship Construction
description:
Skill required for the manufacturing of advanced battleships. 1% reduction in manufacturing time for all items requiring Advanced Large Ship Construction per level.


typeName: Research
description:
Skill at researching more efficient production methods. 5% bonus to blueprint manufacturing time research per skill level.


typeName: Genetic Engineering
description:
This is part of a set of debunked CONCORD alternative medicine books that used to be very popular among capsuleers until independent researchers proved conclusively that diluting genetic material in water did not give it any healing properties.


typeName: Biology
description:
The science of life and of living organisms, and how chemicals affect them. 20% Bonus to attribute booster duration per skill level.


typeName: Laboratory Operation
description:
Allows basic operation of research facilities. Ability to run 1 additional research job per skill level.


typeName: Metallurgy
description:
Advanced knowledge of mineral composition. 5% Bonus to material efficiency research speed per skill level.


typeName: Astrogeology
description:
Skill at analyzing the content of celestial objects with the intent of mining them. 5% bonus to mining turret yield per skill level.


typeName: Cybernetics
description:
The science of interfacing biological and machine components. Allows the use of cybernetic implants.


typeName: Astrometrics
description:
Skill at operating long range scanners.

+5% scan strength per level.

-5% max scan deviation per level.

-5% scan probe scan time per level.


typeName: Power Grid Management
description:
Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.


typeName: Inherent Implants 'Noble' Remote Armor Repair Systems RA-702
description:
A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems.

2% reduced capacitor need for remote armor repair system modules.


typeName: Inherent Implants 'Noble' Remote Armor Repair Systems RA-704
description:
A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems.

4% reduced capacitor need for remote armor repair system modules.


typeName: Shield Operation
description:
Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules. 5% reduction in shield recharge time per skill level.


typeName: Capacitor Systems Operation
description:
Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.


typeName: Capacitor Management
description:
Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.


typeName: Tactical Shield Manipulation
description:
Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.


typeName: Shield Emission Systems
description:
Operation of shield transfer array and other shield emission systems. 5% reduced capacitor need for shield emission system modules per skill level.


typeName: Capacitor Emission Systems
description:
Operation of energy transfer array and other energy emission systems. 5% reduced capacitor need of energy emission weapons per skill level.


typeName: Energy Grid Upgrades
description:
Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.


typeName: Shield Upgrades
description:
Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 5% reduction in shield upgrade powergrid needs.


typeName: CPU Management
description:
Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.


typeName: Electronic Warfare
description:
Operation of ECM jamming systems. 5% less capacitor need for ECM and ECM Burst systems per skill level.

Note: Does not affect capital class modules.


typeName: Target Management
description:
Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.


typeName: Electronics Upgrades
description:
Skill at installing electronic upgrades, such as signal amplifiers, co-processors and backup sensor arrays. 5% reduction of CPU needs for all modules requiring Electronics Upgrades per skill level.


typeName: Sensor Linking
description:
Skill at using remote sensor booster/dampener. 5% less capacitor need for sensor link per skill level.


typeName: Weapon Disruption
description:
Skill at using remote weapon disruptors. 5% less capacitor need for weapon disruptors per skill level.


typeName: Propulsion Jamming
description:
Skill at using propulsion/warpdrive jammers. 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level.


typeName: Drone Avionics
description:
Skill at control range for all drones.

Bonus: Drone control range increased by 5000 meters per skill level.


typeName: Drone Interfacing
description:
Improves damage and mining yield for drones and fighters under your control.

10% bonus to drone damage and drone mining yield per level.
10% bonus to fighter damage per level.


typeName: Trade
description:
Knowledge of the market and skill at manipulating it. Active buy/sell order limit increased by 4 per level of skill.


typeName: Retail
description:
Ability to organize and manage market operations. Each level raises the limit of active orders by 8.


typeName: Broker Relations
description:
Proficiency at driving down market-related costs. Each level of skill subtracts a flat 0.1% from the costs associated with setting up a market order in a non-player station, which usually come to 3% of the order's total value. This can be further influenced by the player's standing towards the owner of the station where the order is entered.


typeName: Visibility
description:
Skill at acquiring products remotely. Each level of skill increases the range your remote buy orders are effective to from their origin station. Level 1 allows for the placing of remote buy orders with a range limited to the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for a full regional range.

Note: Only remotely placed buy orders (using Procurement) require this skill to alter the range. Any range can be set on a local buy order with no skill.


typeName: Navigation
description:
Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.


typeName: Afterburner
description:
Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.


typeName: Fuel Conservation
description:
Skill at improved control over afterburner energy consumption. 10% reduction in afterburner capacitor needs per skill level.


typeName: Acceleration Control
description:
Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.


typeName: Evasive Maneuvering
description:
Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level.


typeName: Warp Drive Operation
description:
Skill at managing warp drive efficiency. 10% reduction in capacitor need of initiating warp per skill level.


typeName: Large Secure Container
description:
This large container is fitted with a password-protected security lock.

Note: The container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower.


typeName: Medium Secure Container
description:
This medium container is fitted with a password-protected security lock.

Note: The container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower.


typeName: Small Secure Container
description:
This small container is fitted with a password-protected security lock.

Note: The container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower.


typeName: Inherent Implants 'Noble' Remote Armor Repair Systems RA-706
description:
A neural Interface upgrade that boosts the pilot's skill in the operation of remote armor repair systems.

6% reduced capacitor need for remote armor repair system modules.


typeName: Inherent Implants 'Noble' Mechanic MC-802
description:
A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship.

2% bonus to hull hp.


typeName: Inherent Implants 'Noble' Mechanic MC-804
description:
A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship.

4% bonus to hull hp.


typeName: Inherent Implants 'Noble' Mechanic MC-806
description:
A neural Interface upgrade that boosts the pilot's skill at maintaining the mechanical components and structural integrity of a spaceship.

6% bonus to hull hp.


typeName: Inherent Implants 'Noble' Repair Proficiency RP-902
description:
A neural Interface upgrade for analyzing and repairing starship damage.

2% bonus to repair system repair amount.

Note: This implant has no effect on remote armor repair modules or capital sized modules.


typeName: Inherent Implants 'Noble' Repair Proficiency RP-904
description:
A neural Interface upgrade for analyzing and repairing starship damage.

4% bonus to repair system repair amount.

Note: This implant has no effect on remote armor repair modules or capital sized modules.


typeName: Inherent Implants 'Noble' Repair Proficiency RP-906
description:
A neural Interface upgrade for analyzing and repairing starship damage.

6% bonus to repair system repair amount.

Note: This implant has no effect on remote armor repair modules or capital sized modules.


typeName: Inherent Implants 'Noble' Hull Upgrades HG-1002
description:
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses.

2% bonus to armor hit points.


typeName: Inherent Implants 'Noble' Hull Upgrades HG-1004
description:
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses.

4% bonus to armor hit points.


typeName: Inherent Implants 'Noble' Hull Upgrades HG-1006
description:
A neural Interface upgrade that boosts the pilot's skill at maintaining their ship's midlevel defenses.

6% bonus to armor hit points.


typeName: Captured Civilians
description:
There are countless numbers of civilians living out on independent colonies and minor stations. Although life in such remote areas is often harsh, the inhabitants of these stations generally live a quiet, trouble-free life. This is a fact well understood by Sansha leadership, who prey upon these same people, exploiting the sad fact that their absence will not be easily noticed.


typeName: Shield Transfer Control Tower
description:
This control tower is responsible for coordinating and powering the shield defenses on nearby structures. Like many other neighboring facilities, the tower was once CONCORD property. Now it rests in the hands of Sansha pirates, who use it for their own unknown ends. CONCORD guards proprietary technologies fiercely; some valuable secrets of theirs are no doubt hidden inside these complexes, which are now under Sansha control. 

Local CONCORD commanders have been instructed to coordinate capsuleer resistance against the Nation forces, and they have been granted hefty funds to help incentivize the recapture of lost industrial facilities.


typeName: CONCORD MTAC
description:
The Mechanized Torso-Actuated Chassis (MTAC) is used throughout the New Eden cluster for all types of industrial and military work. The robotic arms can be configured in countless ways, from hydraulics for heavy lifting to enormous weapon-mounted battlefield applications.


typeName: Tactical Response Transmitter
description:
This small device is used to transmit specific information and commands relating to fleet movements and tactical relocations. Due to the critical nature of such transmissions, Sansha forces have developed layered security measures for their use. In order for a TRT to override local forces, the transmitter must first be set to the correct frequencies and then physically relocated from a control nexus to a relay.


typeName: Focused Medium Pulse Laser II
description:
A high-energy, concentrated laser designed for short to medium range engagements. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Revenant
description:
Do you know what you are, capsuleer? The truth will not comfort you.<br>You are a frightened child running headfirst towards oblivion.

And I?
I am the only one who tried to stop you.
I am the Messiah that you turned against.

You persecuted me, hunted my children.
Vowed to burn my Promised Land to ash.

Now I have returned, and I know you better than you know yourself.

I will vanquish your fear, and commute your flesh to dust.

<i>- Sansha Kuvakei</i><br><br>


typeName: Malice
description:
The Malice is an assault frigate design exclusively commissioned as a reward in the ninth Alliance Tournament. Sporting custom metal alloys in its plated carapace, it is one of the most expensive ships ever produced in its class. Far from being a mere ornament, though, the Malice features quality armament systems, strong defensive plating and a massive capacitor, and its vastly augmented facility for energy destabilization makes it a formidable adversary in any engagement.


typeName: Vangel
description:
The Vangel is a heavy assault cruiser design exclusively commissioned as a reward in the ninth Alliance Tournament. Like its smaller sibling the Malice, it possesses greatly enhanced energy destabilization systems. Though it was primarily conceived as a combat vessel for the solitary pilot, the Vangel‘s great stores of capacitor power and top-of-the-line armor plating make it no less effective in small fleets. A sleek, deadly triumph of both form and function.


typeName: Heavy Pulse Laser II
description:
A heavy laser designed for short to medium range engagements. Delivers powerful damage. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Echelon
description:
A limited run of these ships was released to capsuleers at the end of YC 112, as a platform to utilize an influx of <url=showinfo:3581>Purloined Sansha Data Analyzers</url> that CONCORD had acquired. CONCORD's hope was that capsuleers could find a way to use the hardware against Sansha forces as they began mounting organized incursions into territories across the cluster.<br><br>The specialized nature of the hardware in Sansha Data Analyzer technology makes it incompatible with standard data buses, but this ship's unique hull design has an adaptive synchronization suite that allows it to interface with a wide range of non-standard hardware. CONCORD has remained silent on the origin of this design, but a number of amateur analysts maintain that ships of very similar configuration, carrying SCC and DED transponders, have been observed covertly on multiple prior occasions.


typeName: CONCORD Capital Armor Repairer
description:
This module uses nano-assemblers to repair damage done to the armor of the ship.

Note: May only be fitted to capital class ships.


typeName: CONCORD Capital Remote Armor Repairer
description:
This module uses nano-assemblers to repair damage done to the armor of the Target ship.

Note: May only be fitted to capital class ships.


typeName: CONCORD Capital Shield Booster
description:
Expends energy to provide a quick boost in shield strength.

Note: May only be fitted to capital class ships.


typeName: CONCORD Capital Remote Shield Booster
description:
Transfers shield power over to the target ship, aiding in its defense.

Note: May only be fitted to capital class ships.


typeName: CONCORD Ion Siege Blaster
description:
One of the largest weapons currently in existence, this massive blaster is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.

Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void.


typeName: CONCORD Dual 1000mm Railgun
description:
One of the largest weapons currently in existence, this massive railgun is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.

Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Survey
description:
Skill at operating ship, cargo and survey scanners. 5% improvement per level in the scan speeds of those module types.


typeName: CONCORD Dual Giga Pulse Laser
replacements: 41103,41104
description:
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: CONCORD Dual Giga Beam Laser
description:
One of the largest weapons currently in existence, this massive laser is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: CONCORD XL Cruise Missile Launcher
replacements: 41174
description:
The size of a small cruiser, this massive launcher is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.


typeName: CONCORD Quad 3500mm Siege Artillery
replacements: 41160
description:
One of the largest weapons currently in existence, this massive artillery cannon is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: CONCORD Hexa 2500mm Repeating Cannon
replacements: 41154
description:
One of the largest weapons currently in existence, this massive autocannon is designed for extended sieges of stationary installations and other large targets.
Note: May only be fitted to capital class ships.

Must be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Purloined Sansha Data Analyzer
description:
CONCORD has acquired untold numbers of these devices from destroyed Sansha vessels during recent raids. The modules have the appearance of standard data analyzers, but when connected to the systems of a suitably modified ship, they exhibit significantly enhanced capabilities.<br><br>Official DED reports on the devices' internal workings cite "inconclusive results", but CONCORD has nevertheless opted to distribute these modules to capsuleers in the hope that they might be useful in the fight against Kuvakei's minions.

Note: Due to recently discovered branch prediction vulnerabilities in certain Upwell Consortium Recursive Computing Modules this analyzer may also be used to collect sensitive information concerning reinforcement periods of Upwell Structures.


typeName: Badly Mangled Components
description:
This rather large pile of obviously-broken components stands testament to the follies of reprocessing an item without <i>really</i> understanding how it fits together.


typeName: True Slave Decryption Node
description:
Functionally, this piece of hardware - obviously of Sansha origin - is an extremely sophisticated parallel processing unit. Connecting it to a standard interface bus and running a few diagnostics reveals that it has been configured to act as the master node for a quasi-distributed decryption system, and its response rate suggests that it's exceptionally efficient at this task.<br><br>It is, however, difficult to ignore the fact that it's also a head in a jar - particularly when it opens its eyes briefly, looks around, and frowns.


typeName: Mangled Sansha Data Analyzer
description:
This is still nearly recognizable as a Purloined Sansha Data Analyzer, but attempting to reprocess it has left it broken yet still more-or-less intact. It's possible that running it through the reprocessor a second time will yield better results.


typeName: Civilian Gatling Pulse Laser
description:
Low powered, rapid fire multi-barreled energy weapon that delivers a steady stream of damage. Comes with a pre-fitted irreplaceable standard frequency crystal.


typeName: Civilian Gatling Autocannon
description:
Low powered, rapid fire multi-barreled projectile weapon that delivers a steady stream of damage. Generates Its own ammo from space particles. Cannot use standard projectile ammo.


typeName: Civilian Gatling Railgun
description:
Low powered, rapid fire multi-barreled hybrid weapon that delivers a steady stream of damage. Generates Its own ammunition from space particles. Cannot use standard hybrid charges.


typeName: Civilian Light Electron Blaster
description:
Low powered, rapid fire multi-barreled hybrid weapon that delivers a steady stream of damage. Generates Its own ammo from space particles. Cannot use standard hybrid ammo.


typeName: Holoreels
description:
Holographic video reels (also called "holoreels") are the most common type of personal entertainment there is. From interactive gaming to erotic motion pictures, these reels can contain hundreds of titles each.


typeName: Civilian Miner
description:
Common, low technology mining laser adapted for use with capsuleer technology. Works well for extracting common ore, but has great difficulty with higher end ores.

Without suitable skills and the use of specialized ships and modules, this mining laser will not be able to extract ore from Dark Ochre, Spodumain, Crokite, Bistot, or Arkonor asteroids, or any Common, Uncommon, Rare or Exceptional moon asteroids.


typeName: Wheat
description:
Cereal grasses have been localized on hundreds of worlds. The grains of the wheat plant make a solid foundation for the production of foodstuffs within empire space.


typeName: Hydrogen Batteries
description:
The use of hydrogen batteries has become an international standard both in industry and in the public domain; they are a particularly common power supply in off-world habitats such as space stations.


typeName: Fertilizer
description:
Fertilizer is particularly valued on agricultural worlds, where there is a constant demand for all commodities that boost export value.


typeName: Polytextiles
description:
Composite materials, both synthetic and natural, are used in the creation of polytextiles, durable fabrics that see widespread use in the clothing industry, solar sail manufacture, and even classic art.


typeName: Quafe
description:
Quafe is the name of the most popular soft drink in the universe, manufactured by a Gallentean company bearing the same name. Like so many soft drinks, it was initially intended as a medicine for indigestion and tender stomachs, but the refreshing effects of the drink appealed to everyone and the drink quickly became tremendously popular. Quafe is one of the best recognized brands in the whole EVE universe and can be found in every corner of it.


typeName: Certification Results
description:
These complicated certification results may mean little to the layman's eye, but can prove valuable in the right hands.


typeName: Drop
description:
This highly hallucinogenic booster can easily cause temporary dementia. It is commonly poured into a wet rag, which is then laid over, or bound across, sensitive parts of the skin.


typeName: X-Instinct
description:
Abusers of this booster have reported surreal visions and altered perceptions of the world around them. The subject becomes blissful and content, but highly analytical of the surroundings.


typeName: Dairy Products
description:
These products, extracted from livestock, are one of the biggest cogs in the food production cycle. Dairy products are rich with calcium and help make sure the inhabitants of the EVE universe all have shiny teeth.


typeName: Slaver Hound
description:
The slaver hound is a native animal of Syrikos V and has been bred by the Amarrians from the time they first settled the planet more than a millennium ago. The favorable experience of employing the slaver hound as a guard animal has led to it being exported from Syrikos V to most other Amarrian agricultural planets and even some industrial and mining ones as well. In recent years, the slaver hound has become fashionable among Amarrians as a pet for those willing to risk its often murderous nature; slaver hounds can become extremely loyal and devoted to their owners if handled with care.


typeName: Livestock
description:
Livestock are domestic animals raised for home use or for profit, whether it be for their meat or dairy products.


typeName: Toxic Waste
description:
Waste from various production industries and arms manufacturers can be hazardous to the environment, but instead of dumping it to the void, it can be sold to those who see value in the material.


typeName: Megacorp Management
description:
Advanced corporation operation. +100 members per level.

Note: The CEO must update his corporation through the corporation user interface before the skill takes effect.


typeName: Empire Control
description:
Advanced corporation operation. +400 corporation members allowed per level. 

Note: The CEO must update his corporation through the corporation user interface before the skill takes effect.


typeName: Gnosis
description:
The SoCT's Gnosis-class battlecruiser is typically used as an exploration, research or training vessel and is well equipped for such activities. It is even better prepared, however, to guard such tasks from interruption and sabotage.

Although The Society generally frowns upon violent behavior, extreme (and often, extremely violent) methods are taken to protect its own vessels and the secrets they may carry.

This mission of acquiring, deepening and sharing knowledge is key to the philosophy of the SoCT, and one well-served by the capable and fearsome Gnosis.


typeName: Leviathan
description:
Citizens of the State, rejoice!<br>
Today, a great milestone has been achieved by our glorious leaders. A stepping stone in the grand story of our empire has been traversed. Our individual fears may be quietened; the safety of our great nation has been secured.<br>
Today, unyielding, we have walked the way of the warrior. In our hands have our fates been molded. On the Leviathan's back will our civilization be carried home and the taint of the Enemy purged from our souls.<br>
Rejoice, citizens! Victory is at hand.<br>
<i>-Caldari State Information Bureau Pamphlet, YC 12</i>


typeName: Vigil
description:
The Vigil is an unusual Minmatar ship, serving both as a long range scout as well as an electronic warfare platform. It is fast and agile, allowing it to keep the distance needed to avoid enemy fire while making use of jammers or other electronic gadgets.


typeName: Ectoplasm
description:
Used for the making of the liquid inside starship pilot pods, this thick goo is made primarily out of used cell membranes.


typeName: Hydrochloric Acid
description:
A clear, colorless, fuming, poisonous, highly acidic aqueous solution of hydrogen chloride, used as a chemical intermediate and in petroleum production, ore reduction, and food processing.


typeName: Long-limb Roes
description:
The eggs of the hanging long-limb are among the most sought after delicacies in fancy restaurants. The roe is quite rare because no one has succeeded in breeding the species outside its natural planetary habitat.


typeName: Biomass
description:
A catch-all term for composite material obtained from living things, biomass has several unique properties that make it ideal for various industrial, commercial, and personal uses. Its most important attribute is that it retains many of its nutrients even after being harvested, transported, and processed.


typeName: Prisoners
description:
Transporting prisoners is a task that requires trust and loyalty to the empire's legislative arm, but it is one of the least sought-after jobs in the known universe.


typeName: Sooth Sayer
description:
This booster causes the subject to fall into a blissful sleep. Reports tell of abusers falling into a deep coma, never to regain consciousness.


typeName: Frentix
description:
The Frentix fluid is used as a relaxative drug on subjects in heavy pain. Abuse of this booster is common in underground communities around the universe.


typeName: Mindflood
description:
Highly addictive fluid of which the toxic fumes are inhaled through the nostrils of the user. Mindflood kills braincells quicker than submerging one's brain in battery acid.


typeName: Construction Blocks
description:
Metal girders, plasteel concrete, and fiber blocks are all common construction materials used in almost every large-scale building or manufacturing project throughout New Eden.


typeName: Pilot Certification Documents
description:
This document, specifically designed for capsuleers, certifies that the holder has passed basic training and is cleared for further instruction, as well as general employment throughout the cluster. A basic level of piloting proficiency is required before being awarded the certification, and the capsuleers must demonstrate competency in a range of fundamental navigation and combat tasks.

Although the document is not required by CONCORD police or empire law, it significantly adds to the employment prospects of a newly-graduated capsuleer. Throughout repeated surveys and tests one common pattern emerges; those capsuleers who complete this basic training and other more advanced courses have a much higher chance of employment with other capsuleer corporations, and generally finds themselves more confident and knowledgeable in the often turbulent and confusing first few days of becoming a full-fledged capsuleer.

Not only that, but graduates get a swanky new outfit to show off to the dropouts and plebeians who couldn't cut it.


typeName: Token of Submission
description:
A document representing submission to the authority of the Amarrian Empress, Jamyl Sarum.

Notably, the language surrounding capsuleer fealty has been significantly watered down, revealing that even the Amarr Empire is willing to acknowledge the reality of capsuleer freedom and autonomy.


typeName: Clearance Documents
description:
These documents clear the holder from numerous by-laws and responsibilities within the Caldari State and abroad. 

They are issued to capsuleers, who typically operate above the law and are accountable to few people. All this document does is formalize that reality, and as such, is entirely redundant and pointless. 

The hypercapitalist corporate state of the Caldari is awash with these sorts of documents, however, and the tendency towards needless bureaucracy is simply a part of corporate life.


typeName: Tribal Sponsorship
description:
Tribal sponsorship is a longstanding tradition within the Minmatar Republic. Typically sponsorship is sought by an individual before embarking on a journey away from their tribe, or as part of a corporation's employment process. After a sometimes lengthy approval process, a Minmatar is then able to proceed with the full support of their tribal peers. 

Typically, a citizen of the Republic will seek sponsorship from only their family tribe, and this is usually sufficient to last their lifetime, barring any dramatic changes. In some rare circumstances, sponsorship is granted from all of the seven tribes to particularly promising individuals. 

In the unique case of the capsuleers, the seven tribes of the Republic have agreed to blanket-issue sponsorships as an attempt to encourage loyalty and cooperation.


typeName: Freedom of Operation License
description:
This document is issued to all graduate capsuleers, regardless of their ethnicity or background. 

In the document, various fundamental human rights are outlined and defended, including the freedom to travel, freedom to work for a corporation of one's choosing, and freedom of speech within Gallente Federation borders. 

The document is somewhat redundant for capsuleers, who enjoy these freedoms and others even greater. Despite this obvious fact, the Federation authorities have chosen to issue the license all the same, viewing it as a symbolic gesture, and a reminder of the Federation's core values.


typeName: Mining Connections
description:
Understanding of corporate culture on the industrial level and the plight of the worker.

Improves loyalty point gain by 10% per level when working for agents in the Mining corporation division.


typeName: Distribution Connections
description:
Understanding of the way trade is conducted at the corporate level.

Improves loyalty point gain by 10% per level when working for agents in the Distribution corporation division.


typeName: Security Connections
description:
Understanding of military culture.

Improves loyalty point gain by 10% per level when working for agents in the Security corporation division.


typeName: Quafe Zero
description:
Congratulations, capsuleer! You have acquired a batch of Quafe Zero, the performance drink with the powers of a booster! Enjoy the benefits of increased reflexes with none of the drawbacks!

<font color="yellow">Benefits:</font>
+5% Speed, +5% Scan Resolution. Duration: 1 hour.

<i>Attached Ad Copy</i>
As a capsuleer, you are immortal. You have all eternity to seize your destiny. Shouldn’t you have a soft drink that can perform as well as you? Quafe thinks so. That’s why we’ve developed Quafe Zero.

Using the latest in cutting edge biotechnology, our industry-leading scientists have reverse-engineered Quafe Zero from compounds found only in Sleeper vessels. Quafe Zero is fortified with a proprietary mix of performance enhancers, oxidizers, and natural fruit juices designed to push your abilities to the limit.

The secret is in our patented fulleroferrocene nanite delivery system, which attaches our exclusive pro-capsuleer formula directly to the neurons you want, not the ones you don’t. The result is an immediate and direct boost to your performance, with Zero drawbacks!

<font size="2">Quafe Zero is a product of the Quafe Company. Quafe does not condone the use of boosters or other illicit substances. The Quafe Company disavows responsibility for any side effects caused by consuming Sleeper technology.

Warning: Quafe Zero is designed for capsuleer use only. Side effects experienced by non-capsuleers include but are not limited to dizziness, blindness, nausea, internal hemorrhaging, IBS, sleepwalking, amnesia, sexual deviancy, vision changes, acute epidermal sloughing, partial or total loss of motor control, and minor skin rash.

Quafe Zero is manufactured in the Phoenix constellation.</font>

Quafe Zero: Multiply your eternity by Zero!


typeName: Customs Office Gantry
description:
A rigid scaffold equipped with stabilizing thrusters and microgravity fabrication facilities, this gantry is designed for the erection of large, stationary structures in the orbit of planetary bodies. This model provides the skeleton for an orbital Customs Office.

Note: In an effort to reduce waste, <b>the gantry will be consumed during construction</b> and its materials will be incorporated into the new structure.


typeName: Nitrogen Fuel Block
description:
Frustrated with the inefficiencies involved in tracking multiple fuel types, Thukker logisticians pioneered the development of prepackaged fuel. In YC 111, after a successful trial period, they converted the Tribe's entire starbase network to use fuel blocks. Capsuleers were forced to wait for this innovation while CONCORD dithered over how to handle the transition period, but were finally granted clearance in YC 113.

This is a block of fuel designed for Caldari control towers and Standup service modules. Forty blocks are sufficient to run a standard large tower for one hour, while medium and small towers require twenty and ten blocks respectively over the same period.
Standup service modules are designed to be fit to Upwell structures such as the advanced Citadel structure line. These service modules consume fuel blocks while running and are capable of using any of the four fuel block types, for maximum convenience.


typeName: Clearance Papers
description:
These clearance papers allow the bearer access to the cluster's most expert career training advisors.


typeName: Dual Heavy Pulse Laser II
description:
This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. 

Requires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Hydrogen Fuel Block
description:
Frustrated with the inefficiencies involved in tracking multiple fuel types, Thukker logisticians pioneered the development of prepackaged fuel. In YC 111, after a successful trial period, they converted the Tribe's entire starbase network to use fuel blocks. Capsuleers were forced to wait for this innovation while CONCORD dithered over how to handle the transition period, but were finally granted clearance in YC 113.

This is a block of fuel designed for Minmatar control towers and Standup service modules. Forty blocks are sufficient to run a standard large tower for one hour, while medium and small towers require twenty and ten blocks respectively over the same period.
Standup service modules are designed to be fit to Upwell structures such as the advanced Citadel structure line. These service modules consume fuel blocks while running and are capable of using any of the four fuel block types, for maximum convenience.


typeName: Helium Fuel Block
description:
Frustrated with the inefficiencies involved in tracking multiple fuel types, Thukker logisticians pioneered the development of prepackaged fuel. In YC 111, after a successful trial period, they converted the Tribe's entire starbase network to use fuel blocks. Capsuleers were forced to wait for this innovation while CONCORD dithered over how to handle the transition period, but were finally granted clearance in YC 113.

This is a block of fuel designed for Amarr control towers and Standup service modules. Forty blocks are sufficient to run a standard large tower for one hour, while medium and small towers require twenty and ten blocks respectively over the same period.
Standup service modules are designed to be fit to Upwell structures such as the advanced Citadel structure line. These service modules consume fuel blocks while running and are capable of using any of the four fuel block types, for maximum convenience.


typeName: Warp Disruption Field Generator II
description:
The field generator projects a warp disruption sphere centered upon the ship for its entire duration. The field prevents any warping or jump drive activation within its area of effect.

The generator has several effects upon the parent ship whilst active. It increases its signature radius and also prevents any friendly remote effects from being rendered to the parent ship.

This module's effect can be modified with scripts. When scripted it prevents capital class ships from using stargates (excluding Jump Freighters, Freighters and the Orca). 

Note: Can only be fitted on the Heavy Interdiction Cruisers.


typeName: Capital Tractor Beam II
description:
By manipulating gravity fields, this module can pull cargo containers towards the ship.

Note: This tractor beam can only be fitted on the Rorqual ORE Capital Ship.


typeName: Bomb Launcher II
description:
A missile launcher bay module facilitating bomb preparation, and deployment.

Note: Bomb Launchers can only be equipped by Stealth Bombers and each bomber can only equip one bomb launcher. Your ship must be at the minimum velocity before you can activate this module.


typeName: Core Probe Launcher II
description:
Launcher for <a href=showinfo:30013>Core Scanner Probes</a>, which are used to scan down Cosmic Signatures in space.

Note: Only one probe launcher can be fitted per ship.

5% bonus to strength of scan probes.


typeName: Expanded Probe Launcher II
description:
Launcher for <a href=showinfo:30013>Core Scanner Probes</a> and <a href=showinfo:30028>Combat Scanner Probes</a>.

<a href=showinfo:30013>Core Scanner Probes</a> are used to scan down Cosmic Signatures in space.
<a href=showinfo:30028>Combat Scanner Probes</a> are used to scan down Cosmic Signatures, starships, structures and drones.

Note: Only one scan probe launcher can be fitted per ship.

5% bonus to strength of scan probes.


typeName: Mining Foreman Link - Harvester Capacitor Efficiency II
replacements: 4276
description:
Decreases the capacitor need of mining lasers, gas harvesters and ice harvesters.

Foreman Links are dedicated mining operation systems designed to assist foremen in coordinating their operations. 

While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.

Note: The Fleet bonus only works if you are the assigned fleet booster.


typeName: Mining Foreman Link - Laser Optimization II
replacements: 4274
description:
Decreases mining laser, gas harvester and ice harvester duration.

Foreman Links are dedicated mining operation systems designed to assist foremen in coordinating their operations.

While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.

Note: The Fleet bonus only works if you are the assigned fleet booster.


typeName: Mining Foreman Link - Mining Laser Field Enhancement II
description:
Increases the range of the fleet's mining lasers, gas harvesters, ice harvesters and survey scanners.

Foreman Links are dedicated mining operation systems designed to assist foremen in coordinating their operations.

While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems.

Note: The Fleet bonus only works if you are the assigned fleet booster.


typeName: Siege Module II
description:
An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities.

This results in a tremendous increase in damage, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of  electronic warfare. As a side effect of the ionic field created by the siege module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active.
In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of siege mode.

Notes: 
- A siege module requires Strontium clathrates to run and operate effectively. 
- Bonuses to the Shield Booster amount and duration are only applied to Capital sized boosters.
- Bonuses to the Armor Repairer amount and duration are only applied to Capital sized repairers.
- Only one siege module can be fitted to a dreadnought class ship. The increased shield boosting and armor repairing gained from the Siege Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.


typeName: Triage Module II
description:
An electronic interface designed to augment and enhance a Force Auxiliary Ship's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.

This results in a great increase in the Force Auxiliary's ability to provide aid to members of its fleet, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of  electronic warfare. As a side effect of the ionic flux created by the triage module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active.

The flux only disrupts incoming effects, however, meaning the Force Auxiliary can still provide aid to its cohorts. Sensor strength and targeting capabilities are also significantly boosted. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship, nor is the Force Auxiliary able to dock until out of triage mode. Finally, any drones currently in space will be unable to deal damage when the module is activated.

Note: A triage module requires Strontium Clathrates to run and operate effectively. Only one triage module can be run at any given time, so fitting more than one has no practical use. The remote repair module bonuses are only applied to capital sized modules. The increased shield boosting and armor repairing gained from the Triage Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.

This module can only be fit on Force Auxiliary Ships.


typeName: Oracle
description:
In YC 113 Empress Jamyl Sarum I challenged <a href=showinfo:30//500003>Amarr</a> ship manufacturers to build a new battlecruiser that would break the stalemate of the Empyrean War. Deviating from the doctrine of brute-force and heavy armor, the engineers at <a href=showinfo:2//1000066>Viziam</a> took inspiration from <a href=showinfo:30//500001>Caldari</a> history.
<br>During the Gallente-Caldari War, the Caldari developed light, maneuverable ships to counter the slow ships of the <a href=showinfo:30//500004>Gallente Federation</a>. This philosophy, along with a cutting-edge powertrain and ultra-light alloy armor plating, led to the Oracle.
<br>The Empire immediately ordered the ship into production. The Empress personally congratulated Viziam Chief Researcher <a href=showinfo:1383//3014474>Parud Vakirokiki</a>, calling the ship "a work of Divine Grace for the Empire, and retribution to our enemies."


typeName: Research Abstract: Project Tesseract
description:
<b>Paper:</b> Project Tesseract - An Investigation into the Causes of the Seyllin Incident and the properties of A0 Blue stars and Isogen-5.<br>
<b>Lead Researcher:</b> Rhavas<br>
<b>Contributors:</b> Mark726, Dr Amira, Julianus Soter, Morwen Lagann, Darth Skorpius, The Antiquarian<br>
<b>Summary:</b> In YC 111, one of the deadliest events in recent memory, the March Seyllin Incident, extinguished nearly 500 million souls as the system's A0-class blue sun poured radioactive energy along a magnetic field anomaly and directly into the depths of the first planet in the system, <a href=showinfo:30889//40318018>Seyllin I</a>. 

The energy released by this event was so great that it may have triggered the opening of the wormhole network in addition to simultaneously decimating eight other planets which orbited similar A0 Blue stars. A chief aim of this project is to understand the causes and mechanics driving such incredible destruction. 

This project has compiled all the known data on the subject, including multiple expeditions to “shattered planet” systems (located across both New Eden and wormhole space). We expect to uncover significant details about the mechanics of wormhole initiation as well as the role and power of Isogen-5, which is implicated in the events of that day.

<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system (beacon designation - <b>AJS1: Antiquus</b>).<i>


typeName: Research Abstract: Project Theseus
description:
<b>Paper:</b> Project Theseus<br>
<b>Lead Researcher:</b> Valerie Valate<br>
<b>Contributors:</b> Aedeal, Horatius Caul, Calen Davrissus, Kathryn Dougans, Myyona, Katy Moore, Gosakumori Noh<br>
<b>Summary:</b> The Labyrinth deadspace complex in <a href=showinfo:5//30004124>Aphi</a> is one of the major Takmahl relic sites found in the <a href=showinfo:4//20000603>Araz constellation</a>. Project Theseus set out to map the Labyrinth, perform a survey of the site, identify any Takmahl artifacts present, and to aid in future projects investigating Takmahl culture in Araz. 

Teams of ships entered the Labyrinth to combat the “Minotaur” guardians within and explore the site. The result of those efforts was a three-dimensional map which reveals much about the shape of the Labyrinth, in addition to containing useful information about the types and quantities of Takmahl artifacts to be found there.  

<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Naga
description:
The Naga was designed in YC 109 by <a href=showinfo:2//1000043>Corporate Police Force</a> as an anti-<a href=showinfo:30//500010>Guristas</a> ship, sacrificing the usual robust <a href=showinfo:2//1000035>Caldari Navy</a> standards in favor of supporting battleship-class weaponry. It was rejected by <a href=showinfo:2//1000005>Hyasyoda</a> management for being overspecialized.
<br>The Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in the Gallente holo-series <i>CPF Blue</i>). In YC 113 the Caldari Navy entertained contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted and won with the Naga, underbidding both <a href=showinfo:2//1000010>Kaalakiota</a> and <a href=showinfo:2//1000019>Ishukone</a>.
<br>The Naga is effective in any campaign where fast, mobile firepower is required.


typeName: Talos
description:
The Talos began in YC 110 as a R&D concept by <a href=showinfo:30//500014>ORE</a>. Conceived as a patrol craft for mining operations in lawless space, the Talos would have been abandoned completely were it not adopted by the Black Eagles, a black-ops branch of the <a href=showinfo:30//500004>Gallente</a> government. The Black Eagles stripped the Talos of non-essential systems and bolted on battleship-class weapons, creating a quick-strike craft ideal for guerilla action. 
<br>The Talos remained a military secret until YC 113, when it was introduced into wider circulation as a third tier battlecruiser. Today the Talos is manufactured by <a href=showinfo:2//1000109>Duvolle Labs</a>, who modified the original ORE designs to bring it in line with Gallente standards.


typeName: Tornado
description:
In YC 113 <a href=showinfo:2//1000054>Republic Security Services</a> learned the <a href=showinfo:30//500003>Amarr Empire</a> was building a new battlecruiser capable of supporting battleship-class weapons. Determined to not lose their technological edge to their adversaries, <a href=showinfo:2//1000051>Republic Fleet</a> commissioned <a href=showinfo:2//1000057>Boundless Creation</a> to construct a gunboat to match.<br><br>What they designed was the Tornado. Developed in record time and total secrecy, the Tornado is a testament to Minmatar engineering. Modeled loosely off of flying-wing designs of ancient planetary bombers, the Tornado supports multiple large projectile turrets, dealing massive damage while maintaining a small signature radius.


typeName: Oxygen Fuel Block
description:
Frustrated with the inefficiencies involved in tracking multiple fuel types, Thukker logisticians pioneered the development of prepackaged fuel. In YC 111, after a successful trial period, they converted the Tribe's entire starbase network to use fuel blocks. Capsuleers were forced to wait for this innovation while CONCORD dithered over how to handle the transition period, but were finally granted clearance in YC 113.

This is a block of fuel designed for Gallente control towers  and Standup service modules. Forty blocks are sufficient to run a standard large tower for one hour, while medium and small towers require twenty and ten blocks respectively over the same period.
Standup service modules are designed to be fit to Upwell structures such as the advanced Citadel structure line. These service modules consume fuel blocks while running and are capable of using any of the four fuel block types, for maximum convenience.


typeName: Research Abstract: Project Theta
description:
<b>Paper:</b> Project Theta<br>
<b>Lead Researcher:</b> Norman Vales<br>
<b>Contributors:</b> Authochthonian, Chevalleis<br>
<b>Summary:</b> The present goal of Project Theta is to produce laboratory equipment for use in attempting safe communications with rogue drones. Project Theta aims to achieve this goal by repurposing and reverse engineering available rogue drone technology to create a communications subnet intended to interface with the more advanced rogue drone networks.

The three-unit communications system includes an override of the present comms systems, designed as a protective measure. It has also been designed to provide on-the-fly encoding and decoding. Future testing will be necessary to determine if the system will work as required.

Based on the <a href=showinfo:23678>Aether Hive Link</a> the network remains experimental, and will be part of an isolated communications system. Recent lab tests have indicated a bandwidth of at least ten times that which is available to typical businesses.

<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Blueprint
description:
<b>Paper:</b> Project Blueprint<br>
<b>Lead Researchers:</b> Adainy Gwanwyn, Emily Dallocort<br>
<b>Contributors:</b> Mark726<br>
<b>Summary:</b> The premise of Project Blueprint is to acquire photographic samples (along with standard documentation) of Sleeper constructs to determine their similarity, if any, to those produced in known space. Currently, researchers are in the initial phases of gathering samples of New Eden's structures to compare to the Sleeper constructs once wormhole excursions begin.

The purpose behind gathering this information is manifold:<br>
   1. To investigate if Sleeper constructs hold any sort of cultural significance to the Sleepers themselves;<br>
   2. To investigate if Sleepers build their constructs to establish permanent homes or temporary sites<br>
   3. To assist in determining the relationship between Sleepers and the Talocan.

Ultimately, information gathered from Project Blueprint could be used to assist other Project teams (ideally, those under the <a href=evebrowser:http://wiki.eveonline.com/en/wiki/Arek%27Jaalan:_Sleeper_History>Sleeper History division</a>), and to help further the efforts of those in the Arek'Jaalan initiative.

<i>This abstract relates to research undertaken by the <a href=evebrowser: http://wiki.eveonline.com/en/wiki/Arek%27Jaalan>Arek'Jaalan Project.</a></i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Catapult
description:
<b>Paper:</b> Project Catapult, A Study of the Sansha Wormhole Generator Method<br>
<b>Lead Researcher:</b> Rhavas<br>
<b>Contributors:</b> Grideris, Mark726, Morwen Lagann, Razz Skyshatter, Tuoro<br>
<b>Summary:</b> New Eden is under siege by Sansha Kuvakei and his Nation. Entire systems are attacked and disabled, but he reserves his most massive, propagandist attacks for the Slaves and Citizens, who come in <a href=showinfo:3628>Nation</a>-class supercapitals to destroy the capsuleer fleets. The hallmarks of these invasions are multiple wormholes under the direct control of Sansha's Nation. While the battle between the capsuleer community and Kuvakei lies outside the scope of the Arek'Jaalan project, wormhole generation and stabilization technology represents a potentially critical link to understanding both current wormholes and the transportation capabilities and technologies of the ancient races.

By analyzing information captured by our sensors, probes and contacts, we hope to gather sufficient information to reverse engineer and recreate this technology. Three goals are indicated for this purpose: 

   1. Create new methods of point-to-point interstellar travel, either by enabling greater distances or a broader range of jump-capable vessels.<br>
   2. Provide deeper insights to the basic functional physics of wormholes to help drive the efforts of <a href=showinfo:4333>Project Slipstream</a><br>
   3. Provide potential insights into whether Sansha's Nation wormhole generators were created by the Nation, captured from the Jove, or adapted from the technology of ancient races (if so, those findings will be used to further inform <a href=evebrowser:http://wiki.eveonline.com/en/wiki/Project_Gateway>Project Gateway</a> and <a href=evebrowser:http://wiki.eveonline.com/en/wiki/Project_Rift>Project Rift</a>).

<i>This abstract relates to research undertaken by the <a href=evebrowser: http://wiki.eveonline.com/en/wiki/Arek%27Jaalan>Arek'Jaalan Project.</a></i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Common Ground
description:
<b>Paper</b>: Project Common Ground<br>
<b>Lead Researcher</b>: Unit XS365BT<br>
<b>Contributors</b>: None.<br>  
<b>Summary:</b> This paper is a theoretical study on a possible history of the Talocan and Sleeper species, and their potential links to the rogue drone and capsuleer communities.

It theorizes that the Sleeper species was originally the Talocan equivalent of the capsuleer and that a war occurred between the Talocan and their creations, culminating in the release of an AI virus by the Talocan in an attempt to survive the conflict. This AI virus ravaged the Sleeper species, but not before they transmitted a large quantity of data to a secure storage device they had sent far from their own region of space. This data, when uncovered, gave rise to the rogue drone species.

This paper was created to serve as a theoretical basis for future projects.

<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Huntress Green (1 of 3)
description:
<b>Paper:</b> Project Huntress Green - The Nature of Life in Anoikis<br>
<b>Lead Researcher:</b> Gaia Ma'chello<br>
<b>Contributors:</b> James Arget, Tas Caern and Vincent Athena<br>
<b>Summary:</b> Examination of biological samples obtained from planets in Anoikis has shown that life there is closely related to that found in known sectors of space. Both use DNA as the genetic material, and both use the same 26 amino acids for building proteins. In addition, the genetic code (that is, which combinations of three nucleotides code for which amino acid) is the same for both humans and life in Anoikis. As the genetic code is arbitrary, the chance of this happening by accident is one in ten to the 26th power. We are forced to conclude that life in Anoikis and human life sprang from the same source.

Further investigation into how this could have come to be is the topic of another paper: <a href=showinfo:4336>The Origin of Life in Anoikis.</a>

<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Algintal
description:
<b>Paper</b>: Project Algintal - Investigation of the Algintal Rogue Drone Hive<br>
<b>Lead Researcher</b>: Myyona<br>
<b>Contributors</b>: Natelia<br>
<b>Summary</b>: Rogue drones have been spreading all over New Eden for the last 80 years or so and represent a constant threat to space travel across the cluster. The rogue drone hive found at the Skeleton Comet complex within the <a href=showinfo:5//30002681>Deltole</a> system appears to have assimilated ancient technologies left behind by the Yan Jung nation, resulting in the development of a new strain of drones, potentially more powerful than their standard counterparts. 

Two reports on these events were gathered to determine the extent to which the drones were affected by assimilating the Yan Jung technology, and to establish what level of threat this could pose. The findings showed that the new strain of drones possess significantly enhanced communication systems and cognitive abilities as compared with their predecessors. However, through the examination process it was also discovered that apparently, nearly all of the new drone strains had been destroyed by the original rogue drone hive, likely due to self-regulatory mechanisms within the hive. Consequently, we conclude that any remaining drones pose little to no threat. 

<i>This abstract relates to research undertaken by the <a href=evebrowser: http://wiki.eveonline.com/en/wiki/Arek%27Jaalan>Arek'Jaalan Project.</a></i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Enigma
description:
<b>Paper:</b> Project Enigma - The Jovian Empires<br>
<b>Lead Researcher:</b> Myyona<br>
<b>Contributors:</b> None<br>
<b>Summary:</b> The Jovian society was the first to recover after the closure of the EVE Gate, an event that caused a near-complete extinction of all human settlements in New Eden. Having existed for thousands of years since then, the Jovian Empire experienced peaks and falls long before any of the other currently existing empires even managed to establish themselves as spacefaring nations. 

Being keen seekers of knowledge, the Jovians possess great insight on past events, though they do not share it freely and easily with outsiders. This paper looks into the documentation available on the history of the Jovian Empires in an attempt to better understand the Jove mentality and the current state of the Jovian society. Evidence gathered for the paper suggests that the recent lack of communication from Jovian officials, as well as their seeming inability to stop the fatal Jovian Disease, may signal that the current Jovian Empire is in decline.

<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Trinity
description:
<b>Paper:</b> Project Trinity<br>
<b>Lead Researcher:</b> Julianus Soter<br>
<b>Contributors:</b> General Stargazer, Moira. Corporation<br>
<b>Summary:</b> Operation Trinity was the in-field reconnaissance operation to gather experimental evidence to prove or deny the Trinity Hypothesis, part of Project Trinity. Conducted inside Class 4 space, the operation utilized military and scientific vessels to investigate Trinary Hub facilities in order to determine whether they held any similarity to the <a href=showinfo:11066>Trinary Data</a> discovered on an abandoned Helios in Class 6 space, suspected to have once belonged to missing astrophysicist Lianda Burreau, the first capsuleer to discover the unknown regions. 

A trinary hub was investigated and the Sleeper databanks located at the structure were hacked. Data analyzers were applied to all artifacts and signals captured from the facility were compared with a Jovian Trinary Data fragment acquired from Admiral Ouria's Eidolon battleship. Correlations were collected and indicate possible relationships between Jovian and Sleeper data structures. Additional conclusions may be possible with assistance from Eifyr & Co.

<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Infernal Spade
description:
<b>Paper:</b> Project Infernal Spade - Analysis of the Ancient Talocan Temple and Sun Reader<br>
<b>Lead Researcher:</b> Myyona<br>
<b>Contributors:</b> None<br>
<b>Summary:</b> The appearance of Talocan ruins in w-space has put a renewed focus on this civilization. Very little was known about the Talocan before their ruins appeared in w-space besides that they once had a presence in the <a href=showinfo:4//20000024>Okkelen constellation</a>, an area now claimed by the Caldari State. Despite being overrun by rogue drones, the Devil's Dig Site deadspace complex in the <a href=showinfo:5//30000171>Otitoh</a> system held archaeologists' interest for some time, mostly due to its housing some of the only Talocan relic remnants still available.  

This paper is aimed at investigating the Devil's Dig Site and finding out what secrets it holds. It has become clear that the rogue drones inhabiting this site are formidable foes and, clearly surpassing most other rogue drone hives in power. Two ancient Talocan structures have also been discovered; an ancient temple and a mysterious black monolith identified as a ‘Sun Reader.' Due to the hostility of the drones, a thorough investigation of these structures has not been possible yet and is still in the planning phase. 

<i>This abstract relates to research undertaken by the <a href=evebrowser: http://wiki.eveonline.com/en/wiki/Arek%27Jaalan>Arek'Jaalan Project.</a></i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Astrosurvey
description:
<b>Paper:</b> Astrosurvey<br>
<b>Lead Researcher:</b> Pr. Gehen Sealbreaker<br>
<b>Contributors:</b> Sealbreaker Labs, Vincent Athena<br>
<b>Summary:</b> The homogeneity of the asteroids located in Anoikis is improbable, and ores extracted there have been thrown in refineries using old refining processes with no proper study. Considering current survey scanners only compare asteroid properties to a known ores database, their current classification may be wrong and not reflect their full potential.

Three possibilities other than an improbable homogeneity can explain this:<br>
   1. Ores in Anoikis are plain. Specific conditions in New Eden contributed to variants' formation.<br>
   2. Specific ores existed in Anoikis. Their supply was depleted by intensive exploitation from previous occupants.<br>
   3. There are specific ore variants in Anoikis. Tolerance of survey scanners made us unaware of this. (Hypothesis studied)

When it comes to crystal formation, stellar macroscopic effects are a main factor. Cosmic phenomenon must be considered, and samples from their systems studied.

The operation had 3 steps so far:<br>
   1. Establishment of a scientific base camp in Anoikis.<br>
   2. Harvesting and initial study of resources.<br>
   3. Study of the collected samples using laboratories in Empire stations. (Ongoing)<br>

Current results are inconclusive, but there is still much to do. So far, no collected ore matches the molecular structure of any known ore variant, common or rare (Luminous Kernite, Banidine, Polygypsum, etc).

<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Omicron
description:
<b>Paper:</b> Project Omicron<br>
<b>Lead Researcher:</b> Authochthonian<br>
<b>Contributors:</b> Authochthonian, Chevalleis, Grideris<br>
<b>Summary:</b> Project Omicron is an attempt to establish two-way communications with the rogue drones. The purpose of this attempt is to find common ground as a prelude to full diplomatic negotiations and to find out as much information as possible on their origins, purpose and needs. Additionally, Omicron aims to investigate possible connections between rogue drones and sleeper drones by communicating directly with rogue drone hives where possible. Much of this project relates to others, such as <a href=showinfo:4320>Project Theta</a>, which seeks to provide the hardware to make such communication possible. 

Two-way communications with rogue drones have been proven possible (see the Algintal Incident) and we are constantly refining our communication protocols and encryption/decryption techniques to improve our communication abilities. We predict, based on current evidence, that full communication with rogue drones may be possible around late YC 113 to early YC 114. 


<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Omega
description:
<b>Paper:</b> Project Omega<br>
<b>Lead Researcher:</b> Chevalleis<br>
<b>Contributors:</b> Authochthonian, Chevalleis<br>
<b>Summary:</b> Project Omega is an attempt to investigate the nature of rogue drone hives and their structures. Omega seeks to uncover anything that can be learned about their hierarchy and society by recording how the various rogue drone types interact with one another and other hives. Omega also studies the software of the rogue drones, analyzing their intelligence and their psychology in an effort to identify the programming code responsible for their behavior. 

Research into existing types of hives found “naturally occurring” has been carried out and a comparative psychology study is also underway. These examinations should provide deeper insights into the nature of rogue drones and their hives.

<i>This abstract relates to research undertaken by the <a href=evebrowser: http://wiki.eveonline.com/en/wiki/Arek%27Jaalan>Arek'Jaalan Project.</a></i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Rho
description:
<b>Paper:</b> Project Rho<br>
<b>Lead Researcher:</b> Authochthonian<br>
<b>Contributors:</b> Authochthonian, Chevalleis<br>
<b>Summary:</b> Project Rho is an attempt to gather information on all types of rogue drone hardware, from the smallest to the largest drone types known to exist, and to compile this information into a comprehensive database for ease of access when comparing rogue drone technology to sleeper drone technology by other divisions of Arek'Jaalan.  Detailed analysis of every rogue drone will be carried out and compared to empire equivalents.

When completed, this project should enable us to identify any technological links between rogue drones and sleeper drones.

<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Slipstream
description:
<b>Paper:</b> Project Slipstream - Wormhole Physics for Capsuleers<br>
<b>Lead Researcher:</b> Helen Ohmiras<br>
<b>Contributors:</b> Rhavas, Pat Irvam<br>
<b>Summary:</b> Artificial wormhole induction processes are used in warp drives and jump drives across New Eden. Despite the prevalence of this technology, natural wormholes are still a mystery to many. A pilot with a firm grasp of wormhole mechanics can make more effective decisions when unforeseen and unpredicted events occur in the future.

Project Slipstream is an attempt to educate the wider capsuleer community on basic wormhole physics. We will focus on clearing up misconceptions regarding the difference between natural wormholes and artificial wormholes. The nature of wormholes present in the uncharted regions will also be determined. These findings will then be used as a starting point for further clarification of the physics behind the technology used to create artificial wormholes, as well as other wormhole induction drive technologies.

<i>This abstract relates to research undertaken by the <a href=evebrowser: http://wiki.eveonline.com/en/wiki/Arek%27Jaalan>Arek'Jaalan Project.</a></i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Arek'Jaalan: Site One Contributions Listing
description:
<b>Special Acknowledgement:</b> This site is named after the capsuleer known as "The Antiquarian" whose generous contributions played a large part in making this base in Eram a reality. 

</b>Dedication:</b> Arek'Jaalan Site One is dedicated to the capsuleers who helped found the project, and ensure its continued stability and success. 

A full listing of donations is available <a href=evebrowser:http://wiki.eveonline.com/en/wiki/Arek%27Jaalan:_Site_One>here</a>. 

The following individuals and corporations contributed to the construction of this site. Without their donations, Arek'Jaalan Site One would not have been possible. 

</b>Corporations:</b>
Applied Industrial Technologies
FedMart
Kitzless
Nepenthe Inc.
Red Rock Mining Company
Unit Commune
Yahoo Inc

</b>Individuals:</b>
Adainy Gwanwyn
Aeb Raven
Aidan Brooder
Akrasjel Lanate
Alexa Wilkot
Alextrasa Zurman
Alpac T'Zarri
Angrypunch
Aquila Shadow
Arklan1
Borascus
Brick Royl
Cargo2000
Cold Vodka
Cunane Jeran
Darkcoro Matari
Dravidshky
DutchGunner
Ekserevnitis
Eri Vin'Taur
Faith Comet
Faulx
fLitSer
General Stargazer
Gouzu Kho
Gran Man
Hannah Viktor
Hector Von Hammerstorm
Hordi LaGeorge
Iwata Accuspray
Jack bubu
Jacques DuVey
James Gheris
Jara Blackwind
Jikane Ronuken
Julianus Soter
Kais Malleus
Lancashirian
Leopold Caine
Mai Satiri
Mark726
Morwen Lagann
Myrhial Arkenath
Myyona
Naraish Adarn
Normal Vales
Phaedra Aurilen
Planetary Genocide
Qansh
Razz Skyshatter
Rees Noturana
Rhavas
Scatter Gun
Shin'rohtak
Steve Ronuken
Stone Cold Assassin
Tan Tau
Taqai
Tarryn Nightstorm
Terra Dedlow
The Antiquarian
Thomas Ownz
Tumbles Goodness
Tundradog
Utremi Fasolasi
Variden

<b>ISK Donations:</b>

The following indviduals donated ISK towards the construction of Site One. Excess ISK left over after construction, will be used to fund archivist work. 

1,100,000,000 - Adhocracy Incorporated
1,000,000,000 - House of Sebtin
500,000,000 - Alpac T'Zarri
500,000,000 - skaunk (on behalf of Caustic Confluence corporation)
300,000,000 - Salpun
200,000,000 - Gauss Jannon
100,000,000 - Gallente Independent Progressive Alternative
50,000,000 - Ethan Revenant
40,000,000 - Molocath Vynneve
25,000,000 - Rae Seddon
15,000,000 - Invader Squee
10,000,000 - Windsong Woodhaven
10,000,000 - Iwata Accuspray
5,000,000 - Jethra Daystar
1,000,000 - ElQuirko
1,000,000 - Squid Tentacle
1,000,000 - Lady mifa
2,000,000 - jimmy 15


typeName: Research Abstract: Project Compass
description:
<b>Paper:</b> Project Compass<br>
<b>Lead Researcher:</b> Mark726<br>
<b>Contributors:</b> Rhavas<br>
<b>Summary:</b> Project Compass represents an attempt to experimentally verify the spatial relationship between wormhole space and New Eden. The project is primarily aimed at identifying stellar objects – both in New Eden and in wormhole space – through spectroscopic analysis, and by using the properties of parallax and triangulation to determine the location of wormhole space in relation to New Eden. The Lead Researcher surveyed a random sample of wormhole systems and was able to identify a star cluster identifiable in both New Eden and wormhole space. Through mathematical extrapolation and analysis, the location of wormhole space was determined.

Project Compass draws no final conclusions at this stage, as researchers are awaiting potential changes to capsule sensor technology that may yield new data.

<i>This abstract relates to research undertaken by the <a href=evebrowser: http://wiki.eveonline.com/en/wiki/Arek%27Jaalan>Arek'Jaalan Project.</a></i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Huntress Green (2 of 3)
description:
<b>Paper:</b> Huntress Green - The Origin of Life in Anoikis<br>
<b>Lead Researcher:</b> Gaia Ma'chello <br>
<b>Contributors:</b> James Arget, Tas Caern and Vincent Athena<br>
<b>Summary:</b> Previous work has indicated that life in Anoikis and human life had the same origin. This brings up the question of how life originally came to planets in Anoikis.

The “molecular clock” method was used to estimate how long ago life in Anoikis and life in known space had a common ancestor. In the molecular clock method random changes to segments of “junk” DNA are examined and compared between organisms. Changes in these segments occur randomly, accumulate over time, and are not selected for by evolution. By seeing how different a given segment of junk DNA is between two organisms, an estimate can be made as to how long ago they had a common ancestor. 

For this case, microorganisms that live in known space and those that live in Anoikis were compared. 

It was found that life in Anoikis split from life in known space during the dark ages, the time period between the closure of the eve gate and the rebirth of civilization. Apparently, during this time, some space-faring civilization survived, or arose much faster than has been assumed. This civilization appears to have moved to Anoikis and made use of the planets.

Some organisms were found that had a common ancestor with life in known space about a year ago. This is likely contamination from recent capsuleer activity in Anoikis.

<i>This abstract relates to research undertaken by the Arek'Jaalan Project.</i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Research Abstract: Project Huntress Green (3 of 3)
description:
<b>Paper:</b> Huntress Green - Possible disease organisms in Anoikis<br>
<b>Lead Researcher:</b> Gaia Ma'chello<br>
<b>Contributors:</b> James Arget, Tas Caern and Vincent Athena<br>
<b>Summary:</b> Examination of multiple biological samples obtained from planets in the unknown regions has found several organisms that could cause diseases in humans. The most interesting one is a certain fungus found on several temperate worlds.

This fungus appears able to colonize almost any surface or other organism. As it digests another organism, some proteins from that organism are displayed on the surface of the fungal strands. This allows the fungus to evade the immune system of many infected hosts.

Some bacteria were also found that appear to be somewhat infectious. They do not appear to be too virulent, but some of the chemicals they produce are of particular interest. These chemicals have neurological effects that alter the behavior of the host, helping spread the bacteria.

<i>This abstract relates to research undertaken by the <a href=evebrowser: http://wiki.eveonline.com/en/wiki/Arek%27Jaalan>Arek'Jaalan Project.</a></i>

<i>Authorized for capsuleer dissemination under the CONCORD Freedom of Distribution Act (Alpha-One-Five), YC 113.11.4</i>

<i>Further copies of this document can be obtained through the Arek'Jaalan administrative site, located in the <a href=showinfo:5//30003413>Eram</a> system.<i>


typeName: Arek'Jaalan: Mission Statement
description:
The Arek'Jaalan Project was founded to act as a cross-organizational research body and common ground for capsuleers to share information about the Sleeper civilization and related matters. The goals of the project are, relative to similar bodies, both simple to understand and quite humble. Put simply, our aim is to research, document and educate.

<b>Research:</b> We aim to posit and debate theories, study known facts and uncover new ones, and use every other method available to deepen our understanding of the Sleepers and related subjects.

<b>Document:</b> Through extensive use of open networks, and with the help of key staff, we aim to document all of the information shared between project members, from everyday communication to large-scale research projects.

<b>Educate:</b> Using our body of contributors and their documented research as a foundation, we aim to educate other capsuleers about our work, and to encourage wider capsuleer interest in scientific matters by presenting information openly and accessibly.

In its initial phase, the project aims to build a “foundational” body of documented research, at which point a larger focus will begin to be placed on the goal of education.

It should be emphasized that Arek'Jaalan does not aim to produce new technologies, and in particular that we take an active stance against any further weaponization of Sleeper or other technologies. We aim for something more benign and progressive.

It should be similarly noted that much of our work lies in centralizing and documenting scattered, yet publicly available, information. In the absence of these hard facts, we turn to educated theory. Although there is always the risk of information being used for immoral ends, it should be remembered what the majority of our work at the Arek'Jaalan project actually amounts to, and that our own stance is to be firmly against such actions.

Overwhelmingly, the current focus of interest in capsuleer research is applied science, particularly weaponization. The work we do is intended to help humanity, and science as a whole, not just the capsuleer military-industrial cycle. Arek'Jaalan stands apart from the destructive mainstream; as an alternative way for capsuleers to use their unique capabilities.


typeName: Miasmos Quafe Ultra Edition
replacements: 4388,32811
description:
The Miasmos Quafe Ultra Edition was commissioned by the Quafe Corporation as a specialized vessel for the distribution of Quafe throughout the New Eden cluster.

To this end, the ship has been made more agile, given a faster warp engine and fitted with an upgraded cargohold that can carry vast amounts of sweet, sweet Quafe. Additionally, the controls have been simplified so that new pilots can be trained quickly and efficiently, allowing for optimal transport labor wages.

A later addition under the new "Miasmos" moniker included a small number of sealed vats, but Quafe has demanded that those be accessed solely by corporate representatives, and not by crew nor capsuleer.


typeName: Large Micro Jump Drive
description:
The Micro Jump Drive is a module that spools up, then jumps the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains its direction and velocity. Warp scramblers can be used to disrupt the module. Spool up time is reduced by the skill <a href=showinfo:4385>Micro Jump Drive Operation</a>.

The Micro Jump Drive was developed by Duvolle Laboratories Advanced Manifold Theory Unit. The drive was conceived by the late Avagher Xarasier, the genius behind several ground-breaking innovations of that era.


typeName: Miasmos Quafe Ultramarine Edition
replacements: 4363,32811
description:
The Miasmos (originally Iteron Mark IV) Quafe Ultramarine Edition was commissioned by the Quafe Corporation as a vessel for highly focused distribution of Quafe to a demanding clientele in the New Eden cluster.

To this end, the ship has been made more agile, given a faster warp engine and fitted with an upgraded cargohold that can carry vast amounts of Quafe. In addition, its controls have been simplified so that new pilots can more easily meet the strict delivery conditions of prospective buyers.  A number of sealed vats were added after the ship was rebranded as the Miasmos, but Quafe has demanded that those be accessed solely by corporate representatives, and not by crew nor capsuleer.

While the Quafe Corporation has firmly denied making any alterations to its lucrative formula, and insists that the Miasmos Quafe Ultramarine Edition does not have special dispensation to carry a supercaffeinated version of the famous drink, it is notable that this model has been fitted with extra security mechanisms to prevent any and all crew from sampling its cargo. 

While there are persistent rumors of storage crew personnel tasting the cargo and subsequently staying awake for days on end, grinding their teeth and yelling at each other, these have never been conclusively proven, although the Quafe Corporation does reportedly undertake all medical costs for any crewmember serving more than 72 consecutive hours onboard the Miasmos Quafe Ultramarine Edition.


typeName: Large Ancillary Shield Booster
description:
Provides a quick boost in shield strength. The module takes Cap Booster charges and will start consuming the ship's capacitor upon the charges running out. Deactivating the module while it has no cap boosters loaded starts reloading, if there are cap boosters available in cargo hold.

Note: Can use Cap Booster 150 and 200 as fuel. Reloading time is 60 seconds. Prototype Inferno Module.


typeName: Drone Damage Amplifier I
description:
The Drone Damage Amplifier projects a multi-node quantum entanglement onto the ship's drone or fighter communications net, creating a bridged processor link that allows for better real-time trajectory projections.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Medium Processor Overclocking Unit I
description:
This ship modification is designed to increase a ship's CPU.

Penalty: - 5% Shield Recharge Rate Bonus.


typeName: Medium Processor Overclocking Unit II
description:
This ship modification is designed to increase a ship's CPU.

Penalty: - 10% Shield Recharge Rate Bonus.


typeName: Reactive Armor Hardener
description:
The Reactive Armor Hardener possesses an advanced nano membrane that reacts to armor layer damage by shifting between resistances over time. This makes it able to align its defenses against whichever incoming damage types are prevalent.

The module spreads 60% resistance over the four damage types, starting at 15% in each.

Only one of this module type can be fitted at a time. Prototype Inferno Module.


typeName: Target Spectrum Breaker
description:
Copies the active sweeps of all targeting sensors and reflects them onto other targeters, giving their computers the impression that the ship being locked is in two places at once. The more target locks active or being attempted against the ship, the more conflicting input can be sent to each computer, thus increasing the chances that the locks will fail.

Note: Will affect all targeting computers, including those of friendly vessels, of vessels immune to electronic warfare, and of the host ship itself. Can be fitted to Battleship, Black Ops and Marauder class ships.


typeName: Target Breaker Amplification
description:
Improves the continuous reflection of active target spectrum breakers, resulting in much improved defenses against all those who wish to target any vessel in the vicinity.

Reduces duration time and capacitor need of Target Spectrum Breakers by 5% per level.


typeName: Dual Afocal Pulse Maser I
description:
This light pulse energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. Good skirmish weapon. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Single Diode Basic Mining Laser
description:
Common, low technology mining laser. Works well for extracting common ore, but not useful for much else.


typeName: C-IR Compact Guidance Disruptor
description:
Disrupts the effective range and precision of missiles fired by the target ship. This module can be loaded with scripts to increase its effectiveness in certain areas. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: 500MN Cold-Gas Enduring Microwarpdrive
description:
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.

Penalty: Max capacitor reduced.

Note: Battleship class module.


typeName: 100MN Monopropellant Enduring Afterburner
description:
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.

Note: Usually fit on Battleships.


typeName: 50MN Cold-Gas Enduring Microwarpdrive
description:
Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must permanently reserve a fraction of the capacitor output just to maintain the integrity of its warp containment field, and when activated it substantially increases the ship's EM footprint.

Penalty: Max capacitor reduced.

Note: Usually fit on Cruisers and Battlecruisers.


typeName: 10MN Monopropellant Enduring Afterburner
description:
Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.

Note: Usually fit on Cruisers and Battlecruisers.


typeName: F-89 Compact Signal Amplifier
description:
Augments the maximum target acquisition range, locking speed and sensor strength of a ship.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Dual Afocal Light Maser I
description:
This light beam energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Small Focused Afocal Pulse Maser I
description:
A high-powered pulse energy weapon. Good for short to medium range encounters. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Small Focused Afocal Maser I
description:
A high-powered beam energy weapon. Good for medium range encounters. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Quad Afocal Light Maser I
description:
Uses four light maser focusing systems. Low powered, but makes up for it with a fast firing rate. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Focused Afocal Pulse Maser I
description:
A high-powered, concentrated energy weapon designed for short to medium range engagements. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Focused Afocal Medium Maser I
description:
A high-powered, concentrated energy weapon designed for medium range engagements. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Heavy Afocal Pulse Maser I
description:
A heavy energy weapon designed for short to medium range engagements. Delivers powerful damage. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Heavy Afocal Maser I
description:
A high-powered heavy energy weapon designed for medium range engagements. Delivers powerful damage. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Heavy Afocal Pulse Maser I
description:
This heavy pulse energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Afocal Heavy Maser I
description:
This heavy beam energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Mega Afocal Pulse Maser I
description:
A super-heavy pulse energy weapon designed for medium range engagements. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Mega Afocal Maser I
description:
A super-heavy beam energy weapon designed for medium to long range engagements. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Tachyon Afocal Maser I
description:
An ultra-heavy beam energy weapon designed for medium to long range engagements. 

Requires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual 180mm 'Scout' Autocannon I
description:
This autocannon is a simple but effective close combat weapon. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 220mm Medium 'Scout' Autocannon I
description:
This autocannon is designed for skirmish warfare. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 650mm Medium 'Scout' Artillery I
description:
A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 800mm Heavy 'Scout' Repeating Cannon I
description:
An autocannon capable of causing tremendous damage. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 720mm 'Scout' Artillery I
description:
This rocket-assisted howitzer is designed for long-range bombardment. 

Must be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Limited Kinetic Deflection Field I
description:
Boosts shield resistance against kinetic damage.<br><br>Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance.


typeName: Limited 'Anointed' EM Ward Field
description:
Boosts shield resistance against EM damage.<br><br>Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance


typeName: Limited Thermal Dissipation Field I
description:
Boosts shield resistance against thermal damage.<br><br>Penalty: Using more than one type of this module, or similar modules that affect the same resistance type, will result in a penalty to the boost you get on that type of resistance


typeName: Carbon
description:
Carbon is an abundant nonmetallic element that occurs in many inorganic and in all organic compounds.


typeName: Rocket Fuel
description:
The properties of this carefully refined liquid make it ideal for controlled combustion whether in or outside of atmospheric environments; its severe volatility requires special containers to resist most forms of impact, high temperatures, and electrical activity during storage and transportation.


typeName: Superconductors
description:
Required for highly advanced technologies too numerous to mention to function properly, these conduits are made from super-cooled materials that function as perfect conductors, having an effective electrical resistance of zero.


typeName: Transmitter
description:
This electronic device generates and amplifies a carrier wave, modulates it with a meaningful signal derived from speech or other sources, and radiates the resulting signal from an antenna or some other form of transducer.


typeName: Miniature Electronics
description:
Advances in molecular chemistry and nanite-reduced computer chips have made almost every form of miniature electronics possible, from the simple holovid viewer and missile tracking systems to wetware cybernetics and quantum entanglement communications.


typeName: Ocular Filter - Basic
description:
This image processor implanted in the occipital lobe grants a bonus to a character's Perception.

+3 Bonus to Perception


typeName: Memory Augmentation - Basic
description:
This image processor implanted in the temporal lobe grants a bonus to a character's memory.

+3 Bonus to Memory


typeName: Neural Boost - Basic
description:
A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower.

+3 Bonus to Willpower


typeName: Cybernetic Subprocessor - Basic
description:
This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence.

+3 Bonus to Intelligence


typeName: Magnetic Field Stabilizer I
description:
Grants a bonus to the firing rate and damage of hybrid turrets. 

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Standard Crash Booster
description:
This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.


typeName: Standard Blue Pill Booster
description:
This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.


typeName: Social Adaptation Chip - Basic
description:
This image processor implanted in the parietal lobe grants a bonus to a character's Charisma.

+3 Bonus to Charisma


typeName: Eifyr and Co. 'Gunslinger' Motion Prediction MR-703
description:
An Eifyr and Co. gunnery hardwiring designed to enhance turret tracking.

3% bonus to turret tracking speed.


typeName: Standard Sooth Sayer Booster
description:
This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start hallucinating.


typeName: Memory Augmentation - Standard
description:
This image processor implanted in the temporal lobe grants a bonus to a character's memory.

+4 Bonus to Memory


typeName: Memory Augmentation - Improved
description:
This image processor implanted in the temporal lobe grants a bonus to a character's memory.

+5 Bonus to Memory


typeName: Neural Boost - Standard
description:
A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower.

+4 Bonus to Willpower


typeName: Neural Boost - Improved
description:
A Data processing unit implanted in the Parietal lobe. Grants a bonus to Willpower.

+5 Bonus to Willpower


typeName: Ocular Filter - Standard
description:
This image processor implanted in the occipital lobe grants a bonus to a character's Perception.

+4 Bonus to Perception


typeName: Ocular Filter - Improved
description:
This image processor implanted in the occipital lobe grants a bonus to a character's Perception.

+5 Bonus to Perception


typeName: Cybernetic Subprocessor - Standard
description:
This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence.

+4 Bonus to Intelligence


typeName: Cybernetic Subprocessor - Improved
description:
This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence.

+5 Bonus to Intelligence


typeName: Social Adaptation Chip - Standard
description:
This image processor implanted in the parietal lobe grants a bonus to a character's Charisma.

+4 Bonus to Charisma


typeName: Social Adaptation Chip - Improved
description:
This image processor implanted in the parietal lobe grants a bonus to a character's Charisma.

+5 Bonus to Charisma


typeName: Zainou 'Gypsy' Signature Analysis SA-703
description:
A neural interface upgrade that boosts the pilot's skill at operating targeting systems.

3% bonus to ships scan resolution.


typeName: Rocket Launcher I
description:
A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.


typeName: 125mm Railgun I
description:
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: 125mm Railgun II
description:
The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. 

Requires either regular or advanced hybrid charge types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Warp Core Stabilizer I
description:
When installed this unit attempts to compensate for fluctuations and disruptions of the ship's warp core.


typeName: Religious Artifact
description:
This religious artifact is highly decorated. It looks old, and it feels heavier than such a small thing should.


typeName: Battery Cartridge
description:
This battery cartridge carries a heavy charge of electric power, intended as a spare pool of energy in distress.


typeName: Small Railgun Specialization
description:
Specialist training in the operation of advanced small railguns. 2% bonus per skill level to the damage of small turrets requiring Small Railgun Specialization.


typeName: Small Beam Laser Specialization
description:
Specialist training in the operation of small beam lasers. 2% bonus per skill level to the damage of small turrets requiring Small Beam Laser Specialization.


typeName: Small Autocannon Specialization
description:
Specialist training in the operation of advanced small autocannons. 2% bonus per skill level to the damage of small turrets requiring Small Autocannon Specialization.


typeName: Helios
description:
Designed for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.

Developer: CreoDron 

The Helios is CreoDron's answer to the Ishukone Buzzard. After the fall of Crielere, the once-cordial relations between the Gallente Federation and the Caldari state deteriorated rapidly and, for a while, it seemed as if war might be brewing. It was seen by certain high-ranking officers within the Gallente navy as being of vital importance to be able to match the Caldari's cloaking technology in an effort to maintain the balance of power.


typeName: Keres
description:
Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.

Developer: Duvolle Labs 

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.


typeName: Crow
description:
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. 

Developer: Kaalakiota

As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.


typeName: Raptor
description:
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. 

Developer: Lai Dai

Lai Dai ships favor a balanced mix of ship systems, making them very versatile but also less powerful when it comes to specific tactics.


typeName: Cheetah
description:
Designed for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.

Developer: Thukker Mix

It is unclear how Thukker Mix could master the intricacies of cloaking technology so quickly after the fall of Crielere. According to Professor Oggand Viftuin, head of R&D, the tribe managed to recruit some senior Caldari scientist that used to work on the Mirage Project at Crielere. Ishukone has denied this, claiming that the Thukkers aquired the technology from prototypes stolen by the Guristas.


typeName: Crusader
description:
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. 

Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited.


typeName: Malediction
description:
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.

Developer: Khanid Innovations 

In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.


typeName: Anathema
description:
Designed for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.

Developer: Khanid Innovation

Khanid Innovations was quick to take advantage of the disintegration of the Crielere Project. Through shrewd diplomatic and financial maneuvering they were able to acquire a working Buzzard prototype as well as several of the former top scientists of Project Mirage to work on adapting its innovations to Khanid ship technology.


typeName: Sentinel
description:
Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.

Developer: Viziam

Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.


typeName: Buzzard
description:
Designed for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.

Developer: Ishukone 

The Buzzard was developed according to the exacting specifications of Admiral Okaseilen Fukashi, head of the Caldari Navy Recon Division, and was the first production level ship specifically built to take full advantage of the cloaking breakthroughs achieved by Project Mirage at Crielere.


typeName: Kitsune
description:
Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.

Developer: Lai Dai

Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization.


typeName: Claw
description:
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. 

Developer: Boundless Creation

The Boundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and "cheap tricks" like electronic warfare have never been a high priority.


typeName: Stiletto
description:
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. 

Developer: Core Complexion Inc.

Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.


typeName: Taranis
description:
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.

Developer: Duvolle Labs

Duvolle labs manufactures sturdy ships with a good mix of offensive and defensive capacities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.


typeName: Ares
description:
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. 

Developer: Roden Shipyards 

Roden Shipyards is the fastest growing ship manufacturer in the Federation, thanks to an extremely aggressive R&D division and extensive connections in government and military procurement communities. Roden ships are distinguished by strong armor defenses and excellent electronic capabilities. They also tend towards gunboats with exceptional range and tracking systems, and less reliance on drones than the average Federation warship.


typeName: Basic Energized EM Membrane
description:
An enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Energized Explosive Membrane
description:
An enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Energized Explosive Membrane I
description:
An enhanced version of the standard Reactive  armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Energized Armor Layering Membrane
description:
An enhanced version of the standard layered armor plating. Uses advanced magnetic field generators to strengthen the integrity of the plating.


typeName: Basic Energized Kinetic Membrane
description:
An enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Energized Thermal Membrane
description:
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Energized Adaptive Nano Membrane
description:
An enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Armor Thermal Hardener I
description:
An enhanced version of the standard Thermal armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: 1600mm Steel Plates I
description:
Increases the maximum strength of the Armor.

Penalty: Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.


typeName: Armor EM Hardener I
description:
An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Armor Explosive Hardener I
description:
An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Armor Kinetic Hardener I
description:
An enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity.

Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Vengeance
description:
The Vengeance represents the latest in the Kingdom's ongoing mission to wed Amarr and Caldari tech, molding the two into new and exciting forms. Sporting a Caldari ship's launcher hardpoints as well as an Amarr ship's armor systems, this relentless slugger is perfect for when you need to get up close and personal.

Developer: Khanid Innovation

Constantly striving to combine the best of two worlds, Khanid Innovation have utilized their Caldari connections to such an extent that the Kingdom's ships now possess the most advanced missile systems outside Caldari space, as well as fairly robust electronics systems.


typeName: Prototype Cloaking Device I
description:
This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.

Note: Fitting two or more cloaking devices to a ship negates their use, as unsynchronized light deflection causes interference.


typeName: Wolf
description:
Named after a mythical beast renowned for its voraciousness, the Wolf is one of the most potentially destructive frigates currently in existence. While hardier than its brother the Jaguar it has less in the way of shield systems, and the capabilities of its onboard computer leave something to be desired. Nevertheless, the mere sight of a locked and loaded Wolf should be enough to make most pilots turn tail and flee.

Developer: Boundless Creation

Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore take a back seat to sheer annihilative potential.


typeName: Nemesis
description:
Specifically engineered to fire torpedoes, stealth bombers represent the next generation in covert ops craft. The bombers are designed for sneak attacks on large vessels with powerful missile guidance technology enabling the torpedoes to strike faster and from a longer distance. 

Developer: Duvolle Laboratories

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Being the foremost manufacturer of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.


typeName: Hawk
description:
Following in the footsteps of Caldari vessels since time immemorial, the Hawk relies on tremendously powerful shield systems to see it through combat, blending launchers and turrets to provide for a powerful, well-rounded combat vessel.

Developer: Lai Dai

Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization.


typeName: Harpy
description:
Already possessing a reputation despite its limited initial circulation, the Harpy is a powerful railgun platform with long range capability and strong defensive systems. Formidable both one-on-one and as a support ship, it was referred to as the "little Moa" by the pilots who participated in its safety and performance testing.

Developer: Ishukone

Ishukone created the Harpy as a long-range support frigate for defense of Ishukone holdings as well as increased muscle and visibility in the constantly shifting game of cold war the Caldari megacorps' police forces play amongst themselves.


typeName: Hyena
description:
Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.

Developer: Core Complexion Inc.

Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.


typeName: Retribution
description:
The Retribution is an homage to the glory days of the Empire, informed by classical Amarrian design philosophy: if it's strong, sturdy and packs a punch, it's ready for action. What this powerhouse lacks in speed and maneuverability it more than makes up for with its wide range of firepower possibilities and superb defensive ability.

Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon system they provide a nice mix of offense and defense.


typeName: Deep Core Mining
description:
Skill at operating mining lasers requiring Deep Core Mining. 20% reduction per skill level in the chance of a damage cloud forming while mining Mercoxit.


typeName: Mercoxit
description:
Mercoxit is a very dense ore that must be mined using specialized deep core mining techniques. It contains massive amounts of the extraordinary morphite mineral but few other minerals of note.

Available in <color='0xFFFF0000'>0.0</color> security status solar systems or lower.


typeName: Morphite
description:
Morphite is a highly unorthodox mineral that can only be found in the hard-to-get Mercoxit ore. It is hard to use Morphite as a basic building material, but when it is joined with existing structures it can enhance the performance and durability manifold. This astounding quality makes this the material responsible for ushering in a new age in technology breakthroughs.

May be obtained by reprocessing the following ores:

<color='0xFFFF0000'>0.0</color> security status solar system or lower:
<a href=showinfo:11396>Mercoxit</a>, <a href=showinfo:17869>Magma Mercoxit</a>, <a href=showinfo:17870>Vitreous Mercoxit</a>


typeName: Jaguar
description:
The Jaguar is a fast and versatile missile platform boasting strong shield systems and substantial utility. It follows in the footsteps of the more affordable Breacher frigate, which has become a reliable staple in the Minmatar arsenal.

Developer: Core Complexion Inc. 

The Jaguar was originally developed by Thukker Mix as a skirmish platform but improvements to engine efficiency in assault craft brought the competing Wolf assault frigate up to parity in speed. The Thukker considered an even faster propulsion system for the Jaguar, but ultimately chose to sell the design to Core Complexion Inc. Eager to make an impression in this market, Core Complexion have revised the Jaguar's role, replacing its hardpoints and shifting focus from speed to shields.


typeName: High Energy Physics
description:
Skill and knowledge of High Energy Physics and its use in the development of advanced technology. 

Used primarily in the research of various energy system modules as well as smartbombs and laser based weaponry. 

Allows High Energy Physics research to be performed with the help of a research agent. 1% reduction in manufacturing time for all items requiring High Energy Physics per level.

Needed for all research and manufacturing operations on related blueprints.


typeName: Plasma Physics
description:
Skill and knowledge of Plasma physics and its use in the development of advanced technology. 

Used primarily in the research of particle blaster weaponry as well as plasma based missiles and smartbombs. 

Allows Plasma Physics research to be performed with the help of a research agent. 1% reduction in manufacturing time for all items requiring Plasma Physics per level.

Needed for all research and manufacturing operations on related blueprints.


typeName: Nanite Engineering
description:
Skill and knowledge of Nanite Engineering and its use in the development of advanced technology. 

Used primarily in the research of various armor and hull systems. 

Allows Nanite Engineering research to be performed with the help of a research agent. 1% reduction in manufacturing time for all items requiring Nanite Engineering per level.

Needed for all research and manufacturing operations on related blueprints.


typeName: Hydromagnetic Physics
description:
Skill and knowledge of Hydromagnetic Physics and its use in the development of advanced technology . 

Used primarily in the research of shield system.

Allows Hydromagnetic Physics research to be performed with the help of a research agent. 

Needed for all research and manufacturing operations on related blueprints. 1% reduction in manufacturing time for all items requiring Hydromagnetic Physics per level.


typeName: Amarr Starship Engineering
description:
Skill and knowledge of Amarr Starship Engineering. 

Used in the research of Amarr Ships of all Sizes.

Allows Amarr Starship Engineering research to be performed with the help of a research agent. 

Needed for all research and manufacturing operations on related blueprints. 1% reduction in manufacturing time for all items requiring Amarr Starship Engineering per level.


typeName: Minmatar Starship Engineering
description:
Skill and knowledge of Minmatar Starship Engineering and its use in the development of advanced technology. 

Used in the research of Minmatar Ships of all Sizes.

Allows Minmatar Starship Engineering research to be performed with the help of a research agent. 

Needed for all research and manufacturing operations on related blueprints. 1% reduction in manufacturing time for all items requiring Minmatar Starship Engineering per level.


typeName: Graviton Physics
description:
Skill and knowledge of Graviton physics and its use in the development of advanced technology. 

Used primarily in the research of Cloaking and other spatial distortion devices as well as Graviton based missiles and smartbombs. 

Allows Graviton Physics research to be performed with the help of a research agent. 

Needed for all research and manufacturing operations on related blueprints. 1% reduction in manufacturing time for all items requiring Graviton Physics per level.


typeName: Laser Physics
description:
Skill and knowledge of Laser Physics and its use in the development of advanced Technology. 

Used primarily in the research of Laser weaponry as well as EM based missiles and smartbombs.

Allows Laser Physics research to be performed with the help of a research agent. 1% reduction in manufacturing time for all items requiring Laser Physics per level.

Needed for all research and manufacturing operations on related blueprints.


