Comparing Tranquility (Build: 3448696) to Singularity (Build: 3440966)

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New Items (0 Entries)
Icon TypeID & Name Description Group Attributes
Removed Items (64 Entries)

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

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

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

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

It is equivalent to a dreadnought, and its only goal is destruction.
Fabricator Rogue Drone Dreadnought

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

Traits (0 Entries)
TypeID, Group, & Name Tranquility Singularity Diff
Attributes (5 Entries)

Attribute "fighterLightDamageMultiplier" (6182) was removed.

Attribute "fighterMaxVelocityMultiplier" (6183) was removed.

Attribute "smartbombDamageResistance" (6184) was removed.

Attribute "bombDamageResistance" (6185) was removed.

Attribute "chainLightningDamageResistance" (6186) was removed.

Attribute Name Diff
Attributes per Type (19 Entries)
TypeID, Name, and Group Diff
59708 - Starkmanir Hurricane (Large Collidable Object) factionID: 500002 => None
91773 - Rampancy Data Dump (Fabricator Data) iconID: 27583 => 27388
91774 - Rampant Fabricator (Irregular Structure) Disallows Assistance: None => 1.0
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
91873 - Corrupted Handler (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
91874 - Blackout Handler (Fabricator Rogue Drones) Gravimetric ECM Jammer Strength: 2.6 => 3.0
Ladar ECM Jammer Strength: 2.6 => 3.0
Magnetometric ECM Jammer Strength: 2.6 => 3.0
RADAR ECM Jammer Strength: 2.6 => 3.0
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
91875 - Blackout Driller (Fabricator Rogue Drones) Gravimetric ECM Jammer Strength: 2.6 => 3.0
Ladar ECM Jammer Strength: 2.6 => 3.0
Magnetometric ECM Jammer Strength: 2.6 => 3.0
RADAR ECM Jammer Strength: 2.6 => 3.0
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
91876 - Blackout Sweeper (Fabricator Rogue Drones)
Click to toggle showing the 18 attributes.Gravimetric ECM Jammer Strength: None => 4.0
Ladar ECM Jammer Strength: None => 4.0
Magnetometric ECM Jammer Strength: None => 4.0
RADAR ECM Jammer Strength: None => 4.0
Maximum Targeting Range Bonus: -25.0 => None
Scan Resolution Bonus: -25.0 => None
behaviorSensorDampenerDuration: 10000.0 => None
behaviorSensorDampenerRange: 30000.0 => None
behaviorSensorDampenerFalloff: 50000.0 => None
behaviorSensorDampenerDischarge: 30.0 => None
behaviorECMDuration: None => 20000.0
behaviorECMRange: None => 30000.0
behaviorECMFalloff: None => 30000.0
behaviorECMDischarge: None => 60.0
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5122 => 5032
91877 - Corrupted Sweeper (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5122 => 5032
91878 - Corrupted Divider (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5123 => 5032
91879 - Alienator Divider (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5123 => 5032
91880 - Alienator Crusher (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5123 => 5032
91881 - Corrupted Sorter (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5124 => 5032
91882 - Corrupted Manager (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5125 => 5032
91883 - Cascade Manager (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5125 => 5032
91897 - Blackout Loom (Fabricator Rogue Drones)
Click to toggle showing the 18 attributes.Gravimetric ECM Jammer Strength: None => 4.0
Ladar ECM Jammer Strength: None => 4.0
Magnetometric ECM Jammer Strength: None => 4.0
RADAR ECM Jammer Strength: None => 4.0
Maximum Targeting Range Bonus: -25.0 => None
Scan Resolution Bonus: -25.0 => None
behaviorSensorDampenerDuration: 10000.0 => None
behaviorSensorDampenerRange: 30000.0 => None
behaviorSensorDampenerFalloff: 50000.0 => None
behaviorSensorDampenerDischarge: 30.0 => None
behaviorECMDuration: None => 20000.0
behaviorECMRange: None => 30000.0
behaviorECMFalloff: None => 30000.0
behaviorECMDischarge: None => 60.0
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5122 => 5032
91898 - Alienator Manipulator (Fabricator Rogue Drones)
Click to toggle showing the 14 attributes.Maximum Velocity Bonus: None => -70.0
Signature Radius Modifier: 30.0 => None
behaviorWebifierDuration: None => 5000.0
behaviorWebifierRange: None => 20000.0
behaviorWebifierFalloff: None => 0.0
behaviorWebifierDischarge: None => 5.0
behaviorTargetPainterDuration: 5000.0 => None
behaviorTargetPainterRange: 30000.0 => None
behaviorTargetPainterFalloff: 75000.0 => None
behaviorTargetPainterDischarge: 10.0 => None
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5124 => 5032
91899 - Cascade Principal (Fabricator Rogue Drones) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5125 => 5032
91902 - Alienator Sorter (Fabricator Rogue Drones)
Click to toggle showing the 14 attributes.Maximum Velocity Bonus: None => -70.0
Signature Radius Modifier: 30.0 => None
behaviorWebifierDuration: None => 5000.0
behaviorWebifierRange: None => 20000.0
behaviorWebifierFalloff: None => 0.0
behaviorWebifierDischarge: None => 5.0
behaviorTargetPainterDuration: 5000.0 => None
behaviorTargetPainterRange: 30000.0 => None
behaviorTargetPainterFalloff: 75000.0 => None
behaviorTargetPainterDischarge: 10.0 => None
Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
groupID: 5124 => 5032
92633 - Nanoswarm Suspension (Irregular Structure) Unknown attribute 6184: 0.05 => None
Unknown attribute 6185: 0.05 => None
Unknown attribute 6186: 0.05 => None
Dynamic Items (0 Entries)
Mutator Combines With Produces Mutations

Effects (0 Entries)

Effect "fighterGenericModifiers" (12869) was removed.

Effect Name Diff
Effects per Type (22 Entries)
TypeID, Name, and Group Effects Changes
3514 - Revenant (Supercarrier) Removed Effects:
fighterGenericModifiers
11019 - Cockroach (Frigate) Removed Effects:
fighterGenericModifiers
22852 - Hel (Supercarrier) Removed Effects:
fighterGenericModifiers
23757 - Archon (Carrier) Removed Effects:
fighterGenericModifiers
23911 - Thanatos (Carrier) Removed Effects:
fighterGenericModifiers
23913 - Nyx (Supercarrier) Removed Effects:
fighterGenericModifiers
23915 - Chimera (Carrier) Removed Effects:
fighterGenericModifiers
23917 - Wyvern (Supercarrier) Removed Effects:
fighterGenericModifiers
23919 - Aeon (Supercarrier) Removed Effects:
fighterGenericModifiers
24483 - Nidhoggur (Carrier) Removed Effects:
fighterGenericModifiers
42125 - Vendetta (Supercarrier) Removed Effects:
fighterGenericModifiers
42132 - Vanguard (Carrier) Removed Effects:
fighterGenericModifiers
45647 - Caiman (Dreadnought) Removed Effects:
fighterGenericModifiers
45649 - Komodo (Titan) Removed Effects:
fighterGenericModifiers
91876 - Blackout Sweeper (Fabricator Rogue Drones) Added Effects:
behaviorECM
Removed Effects:
behaviorSensorDampener
91897 - Blackout Loom (Fabricator Rogue Drones) Added Effects:
behaviorECM
Removed Effects:
behaviorSensorDampener
91898 - Alienator Manipulator (Fabricator Rogue Drones) Added Effects:
npcBehaviorWebifier
Removed Effects:
behaviorTargetPainter
91902 - Alienator Sorter (Fabricator Rogue Drones) Added Effects:
npcBehaviorWebifier
Removed Effects:
behaviorTargetPainter
92822 - Salvation (Command Carrier) Removed Effects:
fighterGenericModifiers
92823 - Simurgh (Command Carrier) Removed Effects:
fighterGenericModifiers
92824 - Gaia (Command Carrier) Removed Effects:
fighterGenericModifiers
92825 - Ymir (Command Carrier) Removed Effects:
fighterGenericModifiers

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

Strings (170 Entries)
Key Tranquility Singularity Diff Usage
61111 The police enforcement arm of CONCORD. DED has the responsibility of tracking down known criminals and attacking criminal facilities. They frequently operate outside empire space, wanting criminals to understand that nowhere is safe from the long arm of the law. The police enforcement arm of CONCORD. DED has the responsibility of tracking down known criminals and attacking criminal facilities. They frequently operate outside empire space, wanting criminals to understand that they are nowhere safe from the long arm of the law. The police enforcement arm of CONCORD. DED has the responsibility of tracking down known criminals and attacking criminal facilities. They frequently operate outside empire space, wanting criminals to understand that they are nowhere is safe from the long arm of the law. Description of Corporation "DED" (1000137)
90376 This skill allows you to create formal agreements with other characters.

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

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

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

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

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

Note: Can only be fitted to Black Ops, Blockade Runners, Covert Ops, Etana,
Rabisu, Prospect, Stealth Bombers and Force Recon Ships, as well as Strategic Cruisers equipped with Covert Reconfiguration Subsystems.
Description of item "Covert Cynosural Field Generator I" (28646)
95664 Welcome to Khodesa, the primary space-military training camp in Chanoun. All visitors are required to stay clear of the security outposts inside this complex. Failure to follow this simple rule will result in the immediate destruction of your spacecraft. Have a nice day.</font> Welcome to Khodesa, the primary space-military training camp in Chanoun. All visitors are required to stay clear of the security outposts inside this complex. Failure to follow this simple rule will result in the immediate destruction of your spacecraft. Have a nice day.</font> Welcome to Khodesa, the primary space-military training camp in Chanoun. All visitors are required to stay <b>clear</b> of the security outposts inside this complex. Failure to follow this simple rule will result in the immediate destruction of your spacecraft. Have a nice day.</font>
122159 That's the target. Get them! That's the target. Get him! That's the target. Get thehim!
122558 There's the capsuleer who took Risia from us! Get them! There's the capsuleer who took Risia from us! Get him! There's the capsuleer who took Risia from us! Get thehim!
130099 I have a job for you this time which I would not have given to just anybody. I know that I can trust you, your faithful service to me in the past has proven that. Now to cut the story short, what I need is a ship destroyed. But there is a 'slight' problem, which I'll get to. You see, this ship isn't just any old pirate ship, it contains a high ranking official within {[npcOrganization]agentCorpID.name}, who also happens to be a member within the {[npcOrganization]agentFactionID.name} government. This isn't a rescue mission, this is a destroy mission. But don't worry, this mission is completely confidential. If you're interested, then I'll give you more details, otherwise this conversation never happened. Just take note of the fact your target is very powerful, do not attempt this unless you have a powerful warship at your disposal, or friends.

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

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

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

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

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

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

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

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

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

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

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

Oh and please note, you can keep whatever you find in the wreckage of these ships, it is of no concern to us. We will of course reward you as well when you have finished the task. The bookmark I gave you will show the exact location of the meeting place so getting there shouldn't be a problem.
133092 Now that’s one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that’s one's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
133107 Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
133122 Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
133137 Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
133152 Now that’s one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that’s one's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
133167 Now that’s one hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet. Now that’s one's hell of a thought. No, how could they know?! No, we'll just call it good reconnaissance. The alternative is too frightening. Anyway, don't go far; this isn't over yet.
136062 Now that you've neutralized the sheriff, it's time to prepare my getaway ship. I will need a cloaking device to keep myself from being detected, just in case CONCORD or Customs have been notified about me. Being cloaked doesn't make my plan foolproof, but it will increase my chance of escape significantly.

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

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

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

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

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

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


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


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


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


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


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


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


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


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


Not only is our spy and your only lead caught in the spider's web, but this smuggling crew may operate again someday unless we put a stop to this. You must run interference for us. Kill Mizara and h
eris followers so that our agent has a chance of escaping undetected.
141406 A Sansha's Nation fleet attacked a slave convoy belonging to Touraj Miyan. Their commander may be present at the conflict. Your primary objective is to discover the identity of their commander and destroy him. A Sansha's Nation fleet attacked a slave convoy belonging to Touraj Miyan. Their commander may be present at the conflict. Your primary object is to discover the identity of their commander and destroy him. A Sansha's Nation fleet attacked a slave convoy belonging to Touraj Miyan. Their commander may be present at the conflict. Your primary objective is to discover the identity of their commander and destroy him.
142020 We've had analysts from the Krusual and Thukker tribes going over the documents you recovered from our agent's private compound. They've made one promising discovery so far which we want you to follow up.


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Now, we've had a couple of cloaked recon pilots set up jamming beacons in the vicinity to disrupt the Amarrians' communications, so they shouldn't be able to get a distress call out or hail one another when you attack. The rest is up to you. Destroy every last one of the Amarrian ships: I want no survivors. Leave no trace.
143757 Our security and military ground forces have been experiencing a slow but steady increase in the numbers and severity of injuries suffered during a wide range of armed conflicts. A recent study by Amarr military scientists has determined that the primary cause of this has been a failure to adequately improve the lightweight body armor worn by millions of our soldiers, Marines, police, and other fighting forces. As fate would have it, one of our intelligence units has obtained what they claim to be a revolutionary new fabric that could provide fifty percent better protection across the board in all types of engagements. We need you to deliver this very sensitive cargo to a station we designate. Our security and military ground forces have been experiencing a slow but steady increase in the numbers and severity of injuries suffered during a wide range of armed conflicts. A recent stuffy by Amarr military scientists has determined that the primary cause of this has been a failure to adequately improve the lightweight body armor worn by millions of our soldiers, Marines, police, and other fighting forces. As fate would have it, one of our intelligence units has obtained what they claim to be a revolutionary new fabric that could provide fifty percent better protection across the board in all types of engagements. We need you to deliver this very sensitive cargo to a station we designate. Our security and military ground forces have been experiencing a slow but steady increase in the numbers and severity of injuries suffered during a wide range of armed conflicts. A recent studffy by Amarr military scientists has determined that the primary cause of this has been a failure to adequately improve the lightweight body armor worn by millions of our soldiers, Marines, police, and other fighting forces. As fate would have it, one of our intelligence units has obtained what they claim to be a revolutionary new fabric that could provide fifty percent better protection across the board in all types of engagements. We need you to deliver this very sensitive cargo to a station we designate.
143787 Last night, a strike team of suicide terrorists from the Anti-Corporatist Revolutionary Front, or ACRF, struck at more than twenty Caldari offices and stations throughout the region. During one of these attacks a terrorist was captured with a well-shielded, improvised nuclear device hidden in his rucksack. Obviously this event represents an entirely new level of threat from the ACRF, now that they have proven themselves willing to carry out such a horrendous and indiscriminate mass casualty attack.


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Your role in this desperate situation is to deliver a cargo of electromagnetic weapons, modified to emit a short-range pulse that will literally "fry" any nanos within its range. So, we are asking: will you deliver these containers to the station immediately? Thousands of lives may depend on your answer.
549985 An environment with burning high temperatures.

Ships in this environment receive:

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

Ships in this environment receive:

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

Ships in this environment receive:

- Bonus to armor HP
- Penalty to thermal resistance
.
UI/Agency/Tooltips/Encounters/AbyssalDeadspace/Firestorm
564510 Structure has not consumed fuel for an extended period of time making it more vulnerable to attack.
In the event of structure destruction, no asset safety is provided. <color=red>All assets located in the structure will be jettisoned directly into space.</color>
Structure has not consumed fuel for an extended period of time making it more vulnerable to attack.
In the event of structure destruction, no asset safety is provided. <color=red>All assets located in the structure will jettisoned directly into space.</color>
Structure has not consumed fuel for an extended period of time making it more vulnerable to attack.
In the event of structure destruction, no asset safety is provided. <color=red>All assets located in the structure will
be jettisoned directly into space.</color>
UI/Structures/AbandonedStructureModeHint
638775 This skill allows you to create formal agreements with other characters.

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

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

For each level of this skill the number of outstanding contracts is increased by four (up to a maximum of 41 at level 5)
.
Description of item "Advanced Contracting" (73912)
1034164 The Fabricator is depleted. Destroy it now to claim its maximum possible output. Damn, you did it! Outlasted those damn bots, now the Fabricator is a sitting duck.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

It is equivalent to a dreadnought, and its only goal is destruction.
Destroyed in a failed attempt to contain the fabricator, this vessel has been reconstructed and infested by the rampant intelligence.

It is equivalent to a dreadnought, and its only goal is destruction.
Description of item "No item name" (96032)
1049467 Fabricator Rogue Drone Dreadnought Fabricator Rogue Drone Dreadnought
1049473 Perimeter Awareness - Fabricator NPCs (DO NOT TRANSLATE) Perimeter Awareness - Fabricator NPCs (DO NOT TRANSLATE)

New Files (21 Entries)
File Name Size in kb (Decompressed)
dx9/model/ship/minmatar/battleship/mb2/effects/mb2_t1_legion_spikes_geo_01_packedtgs.gr2
413
dx9/model/ship/minmatar/battleship/mb2/effects/mb2_t1_legion_spikes_geo_01_packedtgs_lowdetail.gr2
39
dx9/model/ship/minmatar/destroyer/mde2/effects/mde2_t2_legion_geo_01a_packedtgs.gr2
370
dx9/model/ship/minmatar/destroyer/mde2/effects/mde2_t2_legion_geo_01a_packedtgs_lowdetail.gr2
29
dx9/model/ship/minmatar/freighter/mfr1/effects/mfr1_t2_legion_spike_geo_01a_packedtgs.gr2
677
dx9/model/ship/minmatar/freighter/mfr1/effects/mfr1_t2_legion_spike_geo_01a_packedtgs_lowdetail.gr2
36
dx9/model/ship/minmatar/frigate/mf1/effects/mf1_t2c_legion_spikes_geo_packedtgs.gr2
250
dx9/model/ship/minmatar/frigate/mf1/effects/mf1_t2c_legion_spikes_geo_packedtgs_lowdetail.gr2
34
dx9/model/ship/minmatar/industrial/mi3/effects/mi3_t2c_legion_mask_geo_01a_packedtgs.gr2
36
dx9/model/ship/minmatar/industrial/mi3/effects/mi3_t2c_legion_mask_geo_01a_packedtgs_lowdetail.gr2
29
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v1_legion_spike_geo_01a_packedtgs.gr2
243
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v1_legion_spike_geo_01a_packedtgs_lowdetail.gr2
24
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v2_legion_spike_geo_01a_packedtgs.gr2
306
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v2_legion_spike_geo_01a_packedtgs_lowdetail.gr2
28
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v3_legion_spike_geo_01a_packedtgs.gr2
200
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v3_legion_spike_geo_01a_packedtgs_lowdetail.gr2
31
ui/texture/icons/inventory/drifter_data_128.png
21
ui/texture/icons/inventory/drifter_filament_128.png
24
ui/texture/icons/inventory/drifter_key_128.png
23
ui/texture/icons/inventory/drifter_loot_crate128.png
24
ui/texture/icons/inventory/drifter_loot_crate256.png
57
Changed Files (264 Entries)
File Name Size in kb (Decompressed)
audio/soundprioritizationmetadata.json
4477 -> 4477
bin64/GFSDK_Aftermath_Lib.x64.dll
1535 -> 1535
bin64/_audio2.dll
3875 -> 3875
bin64/_ctypes.pyd
115 -> 115
bin64/_d3dinfo.dll
245 -> 245
bin64/_destiny.dll
916 -> 916
bin64/_elementtree.pyd
98 -> 98
bin64/_evelocalization.dll
290 -> 290
bin64/_eveplanetresources.dll
231 -> 231
bin64/_geo2.dll
199 -> 199
bin64/_ime.dll
119 -> 119
bin64/_pyevepathfinder.dll
853 -> 853
bin64/_pyfsd.dll
364 -> 364
bin64/_socket.pyd
59 -> 59
bin64/_spacemouse.dll
69 -> 69
bin64/_ssl.pyd
2428 -> 2428
bin64/_trinity_dx11.dll
27890 -> 27890
bin64/_trinity_dx12.dll
28350 -> 28350
bin64/_videoplayer.dll
2153 -> 2153
bin64/_yaml.pyd
244 -> 244
bin64/accountingEntryTypesLoader.pyd
67 -> 67
bin64/accountingKeysLoader.pyd
66 -> 66
bin64/achievementEventsLoader.pyd
72 -> 72
bin64/agencyHelpVideoGroupsLoader.pyd
71 -> 71
bin64/agencyHelpVideosLoader.pyd
67 -> 67
bin64/agentTypesLoader.pyd
63 -> 63
bin64/agentsInSpaceLoader.pyd
65 -> 65
bin64/ancestriesLoader.pyd
67 -> 67
bin64/archetypesLoader.pyd
73 -> 73
bin64/atomsLoader.pyd
113 -> 113
bin64/audioMetadataLoader.pyd
129 -> 129
bin64/billTypesLoader.pyd
66 -> 66
bin64/billboardsLoader.pyd
130 -> 130
bin64/bloodlinesLoader.pyd
66 -> 66
bin64/blue.dll
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bin64/careerPathsLoader.pyd
66 -> 66
bin64/categoriesLoader.pyd
67 -> 67
bin64/challengeConditionsLoader.pyd
63 -> 63
bin64/challengeEventsLoader.pyd
63 -> 63
bin64/challengesLoader.pyd
92 -> 92
bin64/character_avatarbehaviorsLoader.pyd
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bin64/character_colorLocationsLoader.pyd
67 -> 67
bin64/character_colorNamesLoader.pyd
66 -> 66
bin64/character_modifierLocationsLoader.pyd
66 -> 66
bin64/character_portraitresourcesLoader.pyd
67 -> 67
bin64/character_resourcesLoader.pyd
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bin64/character_sculptingLocationsLoader.pyd
66 -> 66
bin64/checkPointsLoader.pyd
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bin64/clientLocationListsLoader.pyd
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bin64/commandSetsLoader.pyd
77 -> 77
bin64/community_track_templatesLoader.pyd
71 -> 71
bin64/compressibleTypesLoader.pyd
62 -> 62
bin64/contentTagTypesLoader.pyd
67 -> 67
bin64/contentTagsLoader.pyd
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bin64/contrabandTypesLoader.pyd
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bin64/contributionMethodsLoader.pyd
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bin64/controlTowerResourcesLoader.pyd
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bin64/conversationAgentsLoader.pyd
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bin64/conversationsLoader.pyd
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bin64/corporationActivitiesLoader.pyd
65 -> 65
bin64/corporationRoleGroupsLoader.pyd
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bin64/corporationRolesLoader.pyd
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bin64/cratesLoader.pyd
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bin64/currencyBucketsLoader.pyd
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bin64/defaultOverviewsLoader.pyd
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bin64/dogmaAttributeCategoriesLoader.pyd
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bin64/dogmaAttributesLoader.pyd
68 -> 68
bin64/dogmaEffectsLoader.pyd
78 -> 78
bin64/dogmaUnitsLoader.pyd
66 -> 66
bin64/dungeonEnvironmentTemplatesLoader.pyd
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bin64/dungeonObjectivesLoader.pyd
183 -> 183
bin64/dungeonsLoader.pyd
94 -> 94
bin64/dynamicItemAttributesLoader.pyd
95 -> 95
bin64/effectSequencesLoader.pyd
99 -> 99
bin64/effectsLoader.pyd
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bin64/environmentTemplateAnchorCategoryIDsLoader.pyd
79 -> 79
bin64/environmentTemplateAnchorGroupIDsLoader.pyd
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bin64/environmentTemplateAnchorTypeIDsLoader.pyd
79 -> 79
bin64/environmentTemplatesLoader.pyd
128 -> 128
bin64/epicArcsLoader.pyd
90 -> 90
bin64/essReserveKeysLoader.pyd
65 -> 65
bin64/eve_crashmon.exe
773 -> 773
bin64/eve_public_grpc_client.pyd
21872 -> 21884
bin64/exefile.exe
1003 -> 1003
bin64/expertSystemsLoader.pyd
85 -> 85
bin64/explosionBucketIDsLoader.pyd
96 -> 96
bin64/explosionIDsLoader.pyd
67 -> 67
bin64/factionsLoader.pyd
73 -> 73
bin64/globalTypesLoader.pyd
79 -> 79
bin64/goalsLoader.pyd
67 -> 67
bin64/graphicIDsLoader.pyd
104 -> 104
bin64/graphicLocationsLoader.pyd
86 -> 86
bin64/graphicMaterialSetsLoader.pyd
71 -> 71
bin64/groupGraphicsLoader.pyd
113 -> 113
bin64/groupRewardsLoader.pyd
84 -> 84
bin64/groupsLoader.pyd
66 -> 66
bin64/hueCategoriesLoader.pyd
67 -> 67
bin64/iconIDsLoader.pyd
67 -> 67
bin64/itemTraderRecipesLoader.pyd
80 -> 80
bin64/launchdarkly_stackless_client_sdk.pyd
11090 -> 11090
bin64/manufacturableItemsLoader.pyd
69 -> 69
bin64/marketGroupsLoader.pyd
65 -> 65
bin64/menuHighlightsLoader.pyd
72 -> 72
bin64/metaGroupsLoader.pyd
68 -> 68
bin64/missionsLoader.pyd
224 -> 224
bin64/musicTriggersLoader.pyd
66 -> 66
bin64/newActivitiesLoader.pyd
72 -> 72
bin64/newFeaturesLoader.pyd
73 -> 73
bin64/nodeGraphsLoader.pyd
152 -> 152
bin64/nodeTypesLoader.pyd
117 -> 117
bin64/npcCharactersLoader.pyd
83 -> 83
bin64/npcCorporationDivisionsLoader.pyd
67 -> 67
bin64/npcCorporationsLoader.pyd
128 -> 128
bin64/npcStationTaxModifierLoader.pyd
97 -> 97
bin64/npcStructureSettingsLoader.pyd
97 -> 97
bin64/objectiveChainsLoader.pyd
212 -> 212
bin64/objectiveTaskTypesLoader.pyd
81 -> 81
bin64/objectiveTypesLoader.pyd
128 -> 128
bin64/objectivesLoader.pyd
67 -> 67
bin64/operationCategoriesLoader.pyd
72 -> 72
bin64/operationSitesLoader.pyd
69 -> 69
bin64/operationTasksLoader.pyd
123 -> 123
bin64/operationTreeStructuresLoader.pyd
88 -> 88
bin64/operationsLoader.pyd
89 -> 90
bin64/packages/monolithgeoip2/data/GeoLite2-ASN.mmdb
12126 -> 12094
bin64/packages/monolithgeoip2/data/GeoLite2-Country.mmdb
8770 -> 8808
bin64/paintsLoader.pyd
66 -> 66
bin64/paperdollsLoader.pyd
93 -> 93
bin64/petitionEventsLoader.pyd
66 -> 66
bin64/petitionPropertiesLoader.pyd
67 -> 67
bin64/pvpFilamentEventDatesLoader.pyd
67 -> 67
bin64/pvpFilamentMatchTypesLoader.pyd
75 -> 75
bin64/pyexpat.pyd
168 -> 168
bin64/python27.dll
3567 -> 3567
bin64/racesLoader.pyd
80 -> 80
bin64/rad_tm_win64.dll
218 -> 218
bin64/recruitmentGroupsLoader.pyd
65 -> 65
bin64/recruitmentTypesLoader.pyd
65 -> 65
bin64/requiredSkillsForTypesLoader.pyd
76 -> 76
bin64/requiredSkillsIndexLoader.pyd
121 -> 122
bin64/schematicsLoader.pyd
88 -> 88
bin64/schoolMapLoader.pyd
65 -> 65
bin64/schoolsLoader.pyd
72 -> 72
bin64/seasonSelectionLoader.pyd
52 -> 52
bin64/seasonalCampaignsLoginRewardsLoader.pyd
86 -> 86
bin64/shipCosmeticLicensesLoader.pyd
65 -> 65
bin64/ship_cosmetic_slot_categoriesLoader.pyd
66 -> 66
bin64/ship_cosmetic_slot_configurationsLoader.pyd
72 -> 72
bin64/ship_cosmetic_slot_namesLoader.pyd
66 -> 66
bin64/ship_cosmetic_slotsLoader.pyd
71 -> 71
bin64/ship_skin_design_component_categoriesLoader.pyd
66 -> 66
bin64/ship_skin_design_component_point_valuesLoader.pyd
77 -> 77
bin64/ship_skin_design_component_raritiesLoader.pyd
65 -> 65
bin64/ship_skin_design_componentsLoader.pyd
83 -> 83
bin64/ship_skin_design_components_post_processLoader.pyd
63 -> 63
bin64/ship_skin_design_tier_thresholdsLoader.pyd
76 -> 76
bin64/skillPlansLoader.pyd
82 -> 82
bin64/skillTreeGroupsLoader.pyd
71 -> 71
bin64/skyBoxEffectsLoader.pyd
74 -> 74
bin64/soundIDsLoader.pyd
66 -> 66
bin64/spaceComponentsByTypeLoader.pyd
476 -> 476
bin64/spaceObjectHighlightsLoader.pyd
67 -> 68
bin64/stationOperationsLoader.pyd
86 -> 86
bin64/stationServicesLoader.pyd
65 -> 65
bin64/stationStandingsRestrictionsLoader.pyd
79 -> 79
bin64/surveysLoader.pyd
80 -> 80
bin64/tagsLoader.pyd
67 -> 67
bin64/tbb12.dll
185 -> 185
bin64/travelEffectsLoader.pyd
70 -> 70
bin64/typeDogmaLoader.pyd
81 -> 81
bin64/typeListLoader.pyd
72 -> 72
bin64/typeMaterialsLoader.pyd
81 -> 81
bin64/typesLoader.pyd
74 -> 74
bin64/uiBlinksLoader.pyd
67 -> 67
bin64/uiElementTypesLoader.pyd
67 -> 67
bin64/uiHelpPointersLoader.pyd
73 -> 73
bin64/uiHidingTemplatesLoader.pyd
83 -> 83
bin64/uiHighlightsLoader.pyd
75 -> 75
bin64/ujson.pyd
97 -> 97
bin64/unicodedata.pyd
703 -> 703
bin64/voidSpaceEncountersLoader.pyd
72 -> 72
bin64/warZonesPositionDataLoader.pyd
88 -> 88
code.ccp
30774 -> 31104
dx9/model/controller/shipstandard.black
7 -> 7
dx9/model/jumpgate/caldari/cbg/construction/effect/cbg_s1_construction_fx.black
52 -> 52
dx9/model/jumpgate/caldari/cbg/construction/effect/cbg_s2_construction_fx.black
60 -> 59
dx9/model/jumpgate/caldari/cbg/construction/effect/cbg_s3_construction_fx.black
86 -> 85
dx9/model/jumpgate/caldari/cbg/construction/effect/cbg_s4_construction_fx.black
83 -> 82
dx9/model/jumpgate/gallente/gbg/construction/effects/gbg_s1_construction_fx.black
61 -> 60
dx9/model/jumpgate/gallente/gbg/construction/effects/gbg_s2_construction_fx.black
64 -> 63
dx9/model/jumpgate/gallente/gbg/construction/effects/gbg_s3_construction_fx.black
69 -> 68
dx9/model/jumpgate/gallente/gbg/construction/effects/gbg_s4_construction_fx.black
72 -> 71
dx9/model/ship/minmatar/battleship/mb2/effects/mb2_t1_legion_fx.black
87 -> 87
dx9/model/ship/minmatar/destroyer/mde2/effects/mde2_t2_legion_fx.black
86 -> 86
dx9/model/ship/minmatar/freighter/mfr1/effects/mfr1_t2_legion_fx.black
101 -> 101
dx9/model/ship/minmatar/frigate/mf1/effects/mf1_t2c_legion_fx.black
80 -> 80
dx9/model/ship/minmatar/industrial/mi3/effects/mi3_t2c_legion_fx.black
99 -> 99
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v1_legion_fx.black
73 -> 73
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v2_legion_fx.black
72 -> 72
dx9/model/ship/minmatar/strategiccruiser/msc1/effects/msc1_s1_v3_legion_fx.black
73 -> 73
dx9/model/ship/upwell/industrial/uwi01/effects/uwi01_t1_fx_01a.black
200 -> 264
dx9/model/ship/upwell/industrial/uwi01/effects/uwi01_t2a_fx_01a.black
264 -> 329
dx9/model/ship/upwell/industrial/uwi01/effects/uwi01_t2b_fx_01a.black
188 -> 259
dx9/model/spaceobjectfactory/data.black
183292 -> 183282
dx9/model/spaceobjectfactory/hulls/cbg_s1.black
7 -> 6
dx9/model/spaceobjectfactory/hulls/cbg_s2.black
10 -> 9
dx9/model/spaceobjectfactory/hulls/cbg_s3.black
13 -> 12
dx9/model/spaceobjectfactory/hulls/cbg_s4.black
13 -> 12
dx9/model/spaceobjectfactory/hulls/gbg_s1.black
10 -> 9
dx9/model/spaceobjectfactory/hulls/gbg_s2.black
10 -> 9
dx9/model/spaceobjectfactory/hulls/gbg_s3.black
10 -> 9
dx9/model/spaceobjectfactory/hulls/gbg_s4.black
11 -> 9
localizationfsd/localization_fsd_de.pickle
44496 -> 44488
localizationfsd/localization_fsd_en-us.pickle
40529 -> 40521
localizationfsd/localization_fsd_es.pickle
43813 -> 43805
localizationfsd/localization_fsd_fr.pickle
46189 -> 46180
localizationfsd/localization_fsd_ja.pickle
85877 -> 85861
localizationfsd/localization_fsd_ko.pickle
70724 -> 70710
localizationfsd/localization_fsd_main.pickle
3333 -> 3333
localizationfsd/localization_fsd_ru.pickle
152565 -> 152535
localizationfsd/localization_fsd_zh.pickle
60988 -> 60976
manifest.dat
19 -> 19
resfiledependencies.yaml
13184 -> 13184
resfileindex.txt
20630 -> 20628
resfileindex_prefetch.txt
9407 -> 9407
start.ini
0 -> 0
staticdata/audiometadata.fsdbinary
2697 -> 2697
staticdata/blueprints.static
4612 -> 4612
staticdata/bracketsbygroup.static
9 -> 9
staticdata/bracketsbytype.static
20 -> 20
staticdata/clonegrades.static
49 -> 49
staticdata/conversations.fsdbinary
315 -> 315
staticdata/dbuffcollections.static
139 -> 139
staticdata/defaultoverviews.fsdbinary
6 -> 6
staticdata/dogmaattributes.fsdbinary
450 -> 449
staticdata/dogmaeffects.fsdbinary
874 -> 874
staticdata/dungeons.fsdbinary
748 -> 748
staticdata/fighterabilities.static
32 -> 32
staticdata/fighterabilitiesbytype.static
45 -> 45
staticdata/graphicids.fsdbinary
1531 -> 1531
staticdata/graphicmaterialsets.fsdbinary
239 -> 239
staticdata/groups.fsdbinary
70 -> 70
staticdata/iconids.fsdbinary
533 -> 528
staticdata/industry_activities.static
24 -> 24
staticdata/industry_activity_modifier_sources.static
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staticdata/industry_activity_target_filters.static
24 -> 24
staticdata/industry_assembly_lines.static
385 -> 385
staticdata/industry_installation_types.static
40 -> 40
staticdata/infobubbles.static
389 -> 389
staticdata/missions.fsdbinary
1288 -> 1265
staticdata/nodegraphs.fsdbinary
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staticdata/objectivechains.fsdbinary
232 -> 232
staticdata/objectivetypes.fsdbinary
53 -> 51
staticdata/requiredskillsindex.fsdbinary
265 -> 265
staticdata/ship_skin_design_components.fsdbinary
190 -> 190
staticdata/ship_skin_design_components_post_process.fsdbinary
19 -> 19
staticdata/skinlicenses.static
1978 -> 1978
staticdata/skinmaterials.static
184 -> 184
staticdata/skins.static
4067 -> 4067
staticdata/spacecomponentsbytype.fsdbinary
23225 -> 23053
staticdata/typedogma.fsdbinary
12279 -> 12252
staticdata/typelist.fsdbinary
150 -> 150
staticdata/types.fsdbinary
9089 -> 9078
ui/texture/classes/skins/icons/118.png ->
3 -> 3

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