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| Icon | TypeID & Name | Description | Group | Attributes |
|---|
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 it features a neutralizer. |
Fabricator Rogue Drone Dreadnought |
| 96040 - Apostle Khanid Cyber Knight SKIN | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
Permanent SKIN |
| 96041 - Apocalypse Khanid Cyber Knight SKIN | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
Permanent SKIN |
| 96042 - Amarr Shuttle Khanid Cyber Knight SKIN | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
Permanent SKIN |
| 96043 - Dragoon Navy Issue Khanid Cyber Knight SKIN | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
Permanent SKIN |
| 96044 - Harbinger Khanid Cyber Knight SKIN | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
Permanent SKIN |
| 96045 - Tormentor Khanid Cyber Knight SKIN | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
Permanent SKIN |
| 96046 - Sigil Khanid Cyber Knight SKIN | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
Permanent SKIN |
| 96047 - Augoror Khanid Cyber Knight SKIN | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
Permanent SKIN |
| 96048 - Coercer Khanid Cyber Knight SKIN | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
Permanent SKIN |
| 96062 - Arkombine Archon (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96063 - Arkombine Wyvern (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96064 - Arkombine Aeon (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96065 - Arkombine Chimera (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96066 - Arkombine Thanatos (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96067 - Arkombine Nyx (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96068 - Arkombine Nidhoggur (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96069 - Arkombine Hel (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96070 - Arkombine Wreath (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96071 - Arkombine Raven (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96072 - Arkombine Armageddon (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96073 - Arkombine Eos (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96075 - Avalon | A roaming fortress, forged by the Vanguard to offer all warclones the one thing they most need: a home.
The Avalon and its accompanying flotilla of ships have found safe harbor here for now, hidden from those who would hunt them down. |
Large Collidable Object |
| 96080 - Imperial Small Structure 06a (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96081 - Imperial ring 35k 01b (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96082 - Imperial ring 35k 01d (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96083 - Imperial Small Structure 01a (DO NOT TRANSLATE) | No Description | Non-Interactable Object |
| 96084 - Raa Stargate Checkpoint | No Description | Cloud |
| 96085 - Eredan Stargate Checkpoint | No Description | Cloud |
| 96086 - Gheth Stargate Checkpoint | No Description | Cloud |
| 96087 - Kinakka Stargate Checkpoint | No Description | Cloud |
| 96088 - Piak Stargate Checkpoint | No Description | Cloud |
| 96089 - Rohamaa Stargate Checkpoint | No Description | Cloud |
| 96090 - Tsuruma Stargate Checkpoint | No Description | Cloud |
| 96091 - Uuhulanen Stargate Checkpoint | No Description | Cloud |
| 96092 - Agoze Stargate Checkpoint | No Description | Cloud |
| 96093 - Amygnon Stargate Checkpoint | No Description | Cloud |
| 96094 - Brarel Stargate Checkpoint | No Description | Cloud |
| 96095 - Vey Stargate Checkpoint | No Description | Cloud |
| 96096 - Hror Stargate Checkpoint | No Description | Cloud |
| 96097 - Auner Stargate Checkpoint | No Description | Cloud |
| 96098 - Resbroko Stargate Checkpoint | No Description | Cloud |
| Blueprint Name | Old BP Data | New BP Data | Raw Diff |
|---|
| TypeID, Name, and Group | Old Reprocessing Data | New Reprocessing Data | Raw Diff |
|---|
| TypeID, Group, & Name | Tranquility | Singularity | Diff |
|---|
| Attribute Name | Diff |
|---|---|
| 5681 - conduitPassengerBonusPercent | name: conduitPassengerBonusModAdd => conduitPassengerBonusPercent unitID: None => 105 |
| TypeID, Name, and Group | Diff |
|---|---|
| 2117 - Burst Jammer II (Burst Jammer) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 3514 - Revenant (Supercarrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 3628 - Nation (Supercarrier) | Conduit Passenger Bonus: 0.0 => None |
| 3986 - Large Remote Hull Repairer II (Remote Hull Repairer) | heatAbsorbtionRateModifier: 0.02 => 0.01 isDynamicType: 0 => None |
| 4296 - Medium Remote Hull Repairer II (Remote Hull Repairer) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 4299 - Small Remote Hull Repairer II (Remote Hull Repairer) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 4579 - Medium Nano Armor Repair Unit I (Armor Repair Unit) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 4621 - Large 'Reprieve' Vestment Reconstructer I (Armor Repair Unit) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 9419 - 720mm 'Probe' Artillery I (Projectile Weapon) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 9421 - 720mm Cordite Howitzer I (Projectile Weapon) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 12223 - Capital Remote Capacitor Transmitter II (Remote Capacitor Transmitter) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 22852 - Hel (Supercarrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 23757 - Archon (Carrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 23911 - Thanatos (Carrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 23913 - Nyx (Supercarrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 23915 - Chimera (Carrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 23917 - Wyvern (Supercarrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 23919 - Aeon (Supercarrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 24438 - Omnidirectional Tracking Link II (Drone Tracking Modules) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 24483 - Nidhoggur (Carrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 26912 - Small Remote Armor Repairer II (Remote Armor Repairer) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 26913 - Medium Remote Armor Repairer II (Remote Armor Repairer) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 26914 - Large Remote Armor Repairer II (Remote Armor Repairer) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37292 - Rapid Torpedo Launcher II (Missile Launcher Rapid Torpedo) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37294 - XL Torpedo Launcher II (Missile Launcher XL Torpedo) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37295 - XL Cruise Missile Launcher II (Missile Launcher XL Cruise) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37296 - Quad Mega Pulse Laser II (Energy Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37298 - Dual Giga Pulse Laser II (Energy Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37299 - Dual Giga Beam Laser II (Energy Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37300 - Triple Neutron Blaster Cannon II (Hybrid Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37302 - Ion Siege Blaster II (Hybrid Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37303 - Dual 1000mm Railgun II (Hybrid Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37304 - Quad 800mm Repeating Cannon II (Projectile Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37306 - Hexa 2500mm Repeating Cannon II (Projectile Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 37307 - Quad 3500mm Siege Artillery II (Projectile Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 40662 - Capital Energy Neutralizer II (Energy Neutralizer) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 40668 - Capital Energy Nosferatu II (Energy Nosferatu) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 41466 - Capital Remote Armor Repairer II (Remote Armor Repairer) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 41475 - Capital Remote Hull Repairer II (Remote Hull Repairer) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 41493 - Capital Capacitor Booster II (Capacitor Booster) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 41500 - Capital Armor Repairer II (Armor Repair Unit) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 41507 - Capital Shield Booster II (Shield Booster) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 41514 - Capital Hull Repairer II (Hull Repair Unit) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 41525 - Capital Flex Armor Hardener II (Flex Armor Hardener) | heatAbsorbtionRateModifier: 0.02 => 0.01 isDynamicType: 0 => None |
| 41528 - Capital Flex Shield Hardener II (Flex Shield Hardener) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 42125 - Vendetta (Supercarrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 42132 - Vanguard (Carrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 47914 - Light Entropic Disintegrator II (Precursor Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 47918 - Heavy Entropic Disintegrator II (Precursor Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 47922 - Supratidal Entropic Disintegrator II (Precursor Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 49773 - Heavy Mutadaptive Remote Armor Repairer II (Mutadaptive Remote Armor Repairer) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 54742 - Small Vorton Projector II (Vorton Projector) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 54748 - Medium Vorton Projector II (Vorton Projector) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 54753 - Large Vorton Projector II (Vorton Projector) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 59708 - Starkmanir Hurricane (Large Collidable Object) | factionID: 500002 => None |
| 83094 - Capital Jump Portal Generation (Navigation) | Unknown attribute 6350: 5.0 => None |
| 84992 - Ryhad's Modified Medium Energy Neutralizer (Energy Neutralizer) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 85003 - Panola's Modified Radar ECM (ECM) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 85004 - Panola's Modified Magnetometric ECM (ECM) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 85005 - Panola's Modified Gravimetric ECM (ECM) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 85008 - Asine's Modified Light Neutron Blaster (Hybrid Weapon) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 85010 - Ramaku's Modified 200mm AutoCannon (Projectile Weapon) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 88712 - Xarasier Capital Micro Jump Drive (Capital Mobility Modules) | Can be fitted to: 5120.0 => 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 => 4.0Ladar 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 => 4.0Ladar 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 => -70.0Signature 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 => -70.0Signature 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 |
| 92451 - Tenzin’s Modified Guidance Disruptor (Weapon Disruptor) | heatAbsorbtionRateModifier: 0.01 => 0.02 |
| 92514 - Ultratidal Entropic Disintegrator II (Precursor Weapon) | heatAbsorbtionRateModifier: 0.02 => 0.01 |
| 92633 - Nanoswarm Suspension (Irregular Structure) | Unknown attribute 6184: 0.05 => None Unknown attribute 6185: 0.05 => None Unknown attribute 6186: 0.05 => None |
| 92822 - Salvation (Command Carrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 92823 - Simurgh (Command Carrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 92824 - Gaia (Command Carrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| 92825 - Ymir (Command Carrier) | Conduit Passenger Bonus: 0.0 => 100.0 |
| Mutator | Combines With | Produces | Mutations |
|---|
| Effect Name | Diff |
|---|---|
| 12097 - skillConduitPassengerBonusPercentLevel | effectName: skillConduitPassengerBonusPreMul => skillConduitPassengerBonusPercentLevel modifierInfo: [{'domain': 'itemID', 'modifiedAttributeID': 6350, 'operation': 0, 'func': 'ItemModifier', 'modifyingAttributeID': 280}] => [{'domain': 'shipID', 'modifiedAttributeID': 5681, 'operation': 0, 'func': 'ItemModifier', 'modifyingAttributeID': 280}] |
| 12098 - jumpPortalPassengerBonusPercentSkill | effectName: jumpPortalPassengerBonusModAddSkill => jumpPortalPassengerBonusPercentSkill modifierInfo: [{'domain': 'shipID', 'modifiedAttributeID': 3133, 'operation': 2, 'func': 'ItemModifier', 'modifyingAttributeID': 5681}] => [{'domain': 'shipID', 'modifiedAttributeID': 3133, 'operation': 6, 'func': 'ItemModifier', 'modifyingAttributeID': 5681}] |
| 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 |
| 83094 - Capital Jump Portal Generation (Navigation) | Removed Effects: skillConduitPassengerBonusModAddPassive |
| 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 |
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| TypeID & Name | Tranquility | Singularity | Diff |
|---|
| 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 |
Description of Corporation "DED" (1000137) |
| 87358 | Basic corporation operation. +20 corporation members allowed per level.
Note: The CEO must update their corporation through the corporation user interface before the skill takes effect |
Basic corporation operation. +20 corporation members allowed per level.
Note: The CEO must update his corporation through the corporation user interface before the skill takes effect |
Basic corporation operation. +20 corporation members allowed per level. Note: The CEO must update |
Description of item "Corporation Management" (3363) |
| 87475 | Advanced corporation operation. +100 members per level.
Note: The CEO must update their corporation through the corporation user interface before the skill takes effect. |
Advanced corporation operation. +100 members per level.
Note: The CEO must update his corporation through the corporation user interface before the skill takes effect. |
Advanced corporation operation. +100 members per level. Note: The CEO must update |
Description of item "Megacorp Management" (3731) |
| 87476 | Advanced corporation operation. +400 corporation members allowed per level.
Note: The CEO must update their corporation through the corporation user interface before the skill takes effect. |
Advanced corporation operation. +400 corporation members allowed per level.
Note: The CEO must update his corporation through the corporation user interface before the skill takes effect. |
Advanced corporation operation. +400 corporation members allowed per level. Note: The CEO must update |
Description of item "Empire Control" (3732) |
| 88083 | Advanced corporation operation. +2000 corporation members allowed per level.
Note: The CEO must update their corporation through the corporation user interface before the skill takes effect. |
Advanced corporation operation. +2000 corporation members allowed per level.
Note: The CEO must update his corporation through the corporation user interface before the skill takes effect. |
Advanced corporation operation. +2000 corporation members allowed per level. Note: The CEO must update |
Description of item "Sovereignty" (12241) |
| 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, |
Description of item "Covert Cynosural Field Generator I" (28646) |
| 93220 | An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers that can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set. | An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers than can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set. | An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers tha |
Description of item "Corporate Assassin" (2983) |
| 93221 | An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers that can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set. | An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers than can actually be trusted not only to accomplish the most difficult missions, but also to keep any such business dealings to himself. In short, he knows how to keep his mouth shut. These factors make him a highly desirable contractor for tasks requiring his unique skill set. | An elite corporate assassin, whose services are available usually only to the wealthiest and most discreet clientele. His track record of killings reaches far beyond Caldari space, with known “hits” recorded as far away as the Amarr and Gallente homeworlds. His weapon of choice is a highly-modified laser sniper rifle that he has proven effective at ranges up to and including three kilometers. Of course, he also utilizes a variety of other weapons, particularly for close range work. These include untraceable poisons, obscure neurotoxins, and, a variety of small arms and knives all, again, highly customized. He has a unblemished kill record, with no known failures, over a period of at least the last 20 years. When ultra-wealthy corporate executives require a more direct response to individuals who threaten their company's profitability, this is one of the few contract killers tha |
Description of item "Deep Cover Corporate Assassin" (2984) |
| 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> | |
| 95887 | I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's Spot to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock. Make sure you have Large Collidable Structure (under the Entity group) selected in the overview settings, so you can easily find the structure I pointed out. |
I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's Stop to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock. Make sure you have Large Collidable Structure (under the Entity group) selected in the overview settings, so you can easily find the structure I pointed out. |
I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's S Make sure you have Large Collidable Structure (under the Entity group) selected in the overview settings, so you can easily find the structure I pointed out. |
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| 115651 | Help defend Lord Miyan's safe house from Harkan's forces. | Help defend Lord Myan's safe house from Harkan's forces. | Help defend Lord M |
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| 121637 | Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden Smartbomb to detonate. All ships inside the blast radius take damage. | Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden smart-bomb to detonate. All ships inside the blast radius take damage. | Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden |
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| 121638 | Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden Smartbomb to detonate. All ships inside the blast radius take damage. | Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden smart-bomb to detonate. All ships inside the blast radius take damage. | Someone has triggered a booby-trap set up near one of the cathedral fragments, causing a hidden |
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| 122159 | That's the target. Get them! | That's the target. Get him! | That's the target. Get |
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| 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 |
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| 123652 | Moments before his death, Karo activated an extremely powerful Smartbomb which affects all hostile ships in the vicinity. Despite its relatively harmless look, Karo's Bestower had obviously been fitted with some powerful weaponry. | Moments before his death, Karo activated an extremely powerful smart-bomb which affects all hostile ships in the vicinity. Despite its relatively harmless look, Karo's Bestower had obviously been fitted with some powerful weaponry. | Moments before his death, Karo activated an extremely powerful |
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| 123696 | The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the Smartbomb. | The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the smart-bomb. | The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the |
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| 123697 | The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the Smartbomb. | The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the smart-bomb. | The Stasis Tower was booby trapped! A massive explosion has sent a blast-wave in many directions, affecting any ships targeted by the |
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| 123698 | The Overseer inside the War Installation activates a massive Kinetic Smartbomb, affecting all enemy ships caught within the blast radius! | The Overseer inside the War Installation activates a massive Kinetic Smart-Bomb, affecting all enemy ships caught within the blast radius! | The Overseer inside the War Installation activates a massive Kinetic Smart |
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| 127988 | We have a problem, for the past few weeks the Blood Raiders have been growing increasingly aggressive. They seem to have set up a small base nearby and every few days our convoys, miners and even military personnel get attacked. This structure also serves as sacrificial grounds for the Covenant and they believe it to be holy, hence extremely tight security. My superiors told me to find somebody competent to deal with the threat, and that's why I'm asking you. I suggest you find someone to help you with this, as I fear you will not return should you go alone. |
We have a problem, for the past few weeks the Blood Raiders have been growing increasingly aggressive. They seem to have set up a small base nearby and every few days our convoys, miners and even military personel get attacked. This structure also serves as sacrifical grounds for the Covenant and they believe it to be holy, hence extremely tight security. My superiors told me to find somebody competent to deal with the threat, and that's why I'm asking you. I suggest you find someone to help you with this, as I fear you will not return should you go alone. |
We have a problem, for the past few weeks the Blood Raiders have been growing increasingly aggressive. They seem to have set up a small base nearby and every few days our convoys, miners and even military person My superiors told me to find somebody competent to deal with the threat, and that's why I'm asking you. I suggest you find someone to help you with this, as I fear you will not return should you go alone. |
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| 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, 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. |
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| 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, 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. |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 134396 | The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. It was originally intended as a full-fledged battleship, but Imperial Navy engineers determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile Battlecruiser-class. | The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. It was originally intended as a full-fledged battleship, but Imperial Navy engineers determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile cruiser-class ship. | The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. It was originally intended as a full-fledged battleship, but Imperial Navy engineers determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 141222 | The Federation is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sisters of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
The Federation is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
The Federation is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out <a href="helpPointer:unique_ui_agency_card_33">The Blood-Stained Stars</a> for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
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| 141223 | The State is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sisters of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
The State is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
The State is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out <a href="helpPointer:unique_ui_agency_card_33">The Blood-Stained Stars</a> for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
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| 141224 | The Empire is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sisters of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
The Empire is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
The Empire is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out <a href="helpPointer:unique_ui_agency_card_33">The Blood-Stained Stars</a> for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
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| 141225 | The Republic is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sisters of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
The Republic is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out The Blood-Stained Stars for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
The Republic is grateful for your service, {[character]player.name}. Thanks to your combat expertise we've got one less scumbag pirate boss to worry about. If you would like to further your career in enforcement, there are Agents hiring across the cluster. I've heard the Sister's of EVE are looking for capable pilots, check out <a href="helpPointer:unique_ui_agency_card_33">The Blood-Stained Stars</a> for more information. If you'd rather broaden your skill set instead, you could start a conversation with any of the other Career Agents in this station. Thanks again for everything, and good luck out there! |
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| 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 object |
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| 141507 | I met with Gian Parele, an Impetus holoreel director. His next project involves filming scenes in space, and so he needs the help of a pilot like me. I've been offered a job scouting out one of their shooting locations and making sure it will be safe for them to move in. | I met with Gian Perele, an Impetus holoreel director. His next project involves filming scenes in space, and so he needs the help of a pilot like me. I've been offered a job scouting out one of their shooting locations and making sure it will be safe for them to move in. | I met with Gian P |
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| 141508 | I met with Gian Parele, an Impetus holoreel director. His next project involves filming scenes in space, and so he asked for my assistance. I accepted a job scouting out one of his team's shooting locations. The place was swarming with rogue drones, and I also noticed a gang of Minmatar pilots in combat cruisers loitering a good distance away. Gian figures them for vagrants and doesn't seem worried. It looks like his crew is going to head in and start filming there soon. | I met with Gian Perele, an Impetus holoreel director. His next project involves filming scenes in space, and so he asked for my assistance. I accepted a job scouting out one of his team's shooting locations. The place was swarming with rogue drones, and I also noticed a gang of Minmatar pilots in combat cruisers loitering a good distance away. Gian figures them for vagrants and doesn't seem worried. It looks like his crew is going to head in and start filming there soon. | I met with Gian P |
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| 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& 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. |
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| 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& 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. |
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| 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 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. |
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| 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 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. |
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| 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 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. |
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| 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 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. |
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| 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 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. |
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| 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 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. |
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| 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 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. |
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| 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 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. |
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| 143216 | Alright. Irichi. There is a small chance you may have worked with him before. He was a Lai Dai ordinance engineer who failed one of his annual psychological evaluations. From there, he stowed away aboard a capsuleer's ship heading into lowsec space. His mistake. The capsuleer's crew found him, and he became the capsuleer's toy for two years before he escaped, absolutely insane and missing half of his body parts. We've been taking care of him ever since, and when he's lucid, Irichi is actually quite brilliant. He has made some small recoveries, but we're not out to make him normal. If we did, he might not want to be a pirate any longer. See the problem in that? <BR><BR>
The notes you found make a lot more sense under that context, don't they? The fact that he's sending you missives on his “transformation,” or whatever the hell he's calling it, means you're either his favorite culprit at the moment, as is any capsuleer that he comes across, or he suspects someone you're working with. That worries me. <BR><BR> Any time he becomes particularly active in this sort of way, somebody gets killed. Don't believe anything he says about me unless you think it's gonna somehow give you an advantage, okay? He's dangerous, and even if he sees you as some kind of instrument, it's not beyond him to kill you for amusement. Be careful. |
Alright. Irichi. There is a small chance you may have worked with him before. He was a Lai Dai ordinance engineer who failed one of his annual psychological evaluations. From there, he stowed away aboard a capsuleer's ship heading into lowsec space. His mistake. The capsuleer's crew found him, and he became the capsuleer's toy for two years before he escaped, absolutely insane and missing half of his body parts. We've been taking care of him ever since, and when he's lucid, Irichi is actually quite brilliant. He has made some small recoveries, but we're not out to make him normal. If we did, he might not want to be a pirate any longer. See the problem in that? <BR><BR> The notes you found make a lot more sense under that context, don't they? The fact that he's sending you missives on his “transformation,” or whatever the hell he's calling it, means you're either his favorite culprit at the moment, as is any capsuleer that he comes across, or he suspects someone you're working with. That worries me. <BR><BR> Any time he becomes particularly active in this sort of way, somebody gets killed. Don't believe anything he says about me unless you think it's gonna somehow give you an advantage, okay? He's dangerous, and even if he sees you as some kind of instrument, it's not beyond him to kill your for amusement. Be careful. |
Alright. Irichi. There is a small chance you may have worked with him before. He was a Lai Dai ordinance engineer who failed one of his annual psychological evaluations. From there, he stowed away aboard a capsuleer's ship heading into lowsec space. His mistake. The capsuleer's crew found him, and he became the capsuleer's toy for two years before he escaped, absolutely insane and missing half of his body parts. We've been taking care of him ever since, and when he's lucid, Irichi is actually quite brilliant. He has made some small recoveries, but we're not out to make him normal. If we did, he might not want to be a pirate any longer. See the problem in that? <BR><BR> The notes you found make a lot more sense under that context, don't they? The fact that he's sending you missives on his “transformation,” or whatever the hell he's calling it, means you're either his favorite culprit at the moment, as is any capsuleer that he comes across, or he suspects someone you're working with. That worries me. <BR><BR> Any time he becomes particularly active in this sort of way, somebody gets killed. Don't believe anything he says about me unless you think it's gonna somehow give you an advantage, okay? He's dangerous, and even if he sees you as some kind of instrument, it's not beyond him to kill your for amusement. Be careful. |
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| 143558 | We just lost a fleet out in {[location]dungeonLocationID.name}. It's a waste of hardware and personnel, but at the very least, we'd like to recover the data cores of each ship. If the vultures haven't started in on the carcass yet, they will soon. We can't afford a whole recovery effort, but we'd rather hire a capsuleer like you than let those blood-suckers run off with our data. Keep anything else you like from the site, and if a few raiders and pirates end up dead, I doubt anyone would complain, if you know what I mean. |
We just lost a fleet out in {[location]dungeonLocationID.name}. It's a waste of hardware and personnel, but at the very least, we'd like to recover the data cores of each ship. If the vultures haven't started in on the carcass yet, they will soon. We can't afford a whole recovery effort, but we'd rather hire a capsuleer like you then let those blood-suckers run off with our data. Keep anything else you like from the site, and if a few raiders and pirates end up dead, I doubt anyone would complain, if you know what I mean. |
We just lost a fleet out in {[location]dungeonLocationID.name}. It's a waste of hardware and personnel, but at the very least, we'd like to recover the data cores of each ship. If the vultures haven't started in on the carcass yet, they will soon. We can't afford a whole recovery effort, but we'd rather hire a capsuleer like you th Keep anything else you like from the site, and if a few raiders and pirates end up dead, I doubt anyone would complain, if you know what I mean. |
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| 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 stu |
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| 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 A The only upside to this is that the terrorist has turned out to be the most notorious operative of the A 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. |
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| 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 stu |
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| 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 A The only upside to this is that the terrorist has turned out to be the most notorious operative of the A 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. |
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| 260122 | You cannot join this corporation as you are {charRaceName} and this corporation only accepts the following races: {races}. If the CEO had the skill {skillName}, this would not be a problem. Notice: The CEO must update their corporation through the corporation user interface before the skill takes effect. |
You cannot join this corporation as you are {charRaceName} and this corporation only accepts the following races: {races}. If the CEO had the skill {skillName}, this would not be a problem. Notice: The CEO must update his corporation through the corporation user interface before the skill takes effect. |
You cannot join this corporation as you are {charRaceName} and this corporation only accepts the following races: {races}. If the CEO had the skill {skillName}, this would not be a problem. Notice: The CEO must update |
UI/Messages/384/CantJoinCorpWrongRaceAndCEOWithoutSkillBody |
| 297357 | This station houses the Sanctuary’s cutting-edge graviton physics research facility. Approaching vessels are advised to carefully follow all instructions from traffic controllers, as potentially hazardous spatial distortions may be present in the immediate vicinity.
It is widely assumed that this laboratory’s previous breakthroughs are responsible for the advanced cloaking capabilities of the Astero and Stratios class vessels. Access to the laboratory and administrative levels is restricted and all capsuleer guests are confined to their quarters without exception. |
This station houses the Sanctuary’s cutting-edge graviton physics research facility. Approaching vessels are advised to carefully follow all instructions from traffic controllers, as potentially hazardous spatial distortions may be present in the immediate vicinity. It is widely assumed that this laboratory’s previous breakthroughs are responsible for the advanced cloaking capabilities of the Astero and Stratios class vessels. Access to the laboratory and administrative levels are restricted and all capsuleer guests are confined to their quarters without exception. |
This station houses the Sanctuary’s cutting-edge graviton physics research facility. Approaching vessels are advised to carefully follow all instructions from traffic controllers, as potentially hazardous spatial distortions may be present in the immediate vicinity. It is widely assumed that this laboratory’s previous breakthroughs are responsible for the advanced cloaking capabilities of the Astero and Stratios class vessels. Access to the laboratory and administrative levels |
Stations/Operations/Descriptions/operation52 Description for station operation Applied Gravitation Laboratory (52) |
| 514249 | Specify groups allowed to dock within the structure
NOTE: Assigning multiple lists to the same setting within a profile can only increase the access scope of that setting, i.e. if a character is banned in a list and his corporation is allowed in another list, the character will be allowed to dock. |
Specify groups allowed to dock within the structure
NOTE: Assigning multiple lists to the same setting within a profile can only increase the access scope of that setting, i.e. if a character is banned in a list and his corporation s allowed in another list, the character will be allowed to dock. |
Specify groups allowed to dock within the structure NOTE: Assigning multiple lists to the same setting within a profile can only increase the access scope of that setting, i.e. if a character is banned in a list and his corporation |
UI/StructureSettings/DockingAccessDesc |
| 529259 | The item must be in a Station Hangar for activation | The item must be in a Station Hanger for activation | The item must be in a Station Hang |
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| 530621 | The Standup M-Set Moon Drilling Stability I rig provides a means for structure operators to improve the fine control of their moon drill service modules have over the moon chunk extracted by their Upwell Refinery structures. The benefits of this rig include a longer period of time in which a moon chunk can be manually fractured before it fractures on its own, a more compact asteroid field, and longer lasting asteroids created by the chunk fracture.
Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology. Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure. |
The Standup M-Set Moon Drilling Stability I rig provides a means for structure operators to improve the fine control their moon drill service modules have over the moon chunk extracted by their Upwell Refinery structures. The benefits of this rig include a longer period of time in which a moon chunk can be manually fractured before it fractures on its own, a more compact asteroid field, and longer lasting asteroids created by the chunk fracture.
Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology. Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure. |
The Standup M-Set Moon Drilling Stability I rig provides a means for structure operators to improve the fine control Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology. Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure. |
Description of item "Standup M-Set Moon Drilling Stability I" (46325) |
| 530622 | The Standup M-Set Moon Drilling Stability II rig provides a means for structure operators to improve the fine control of their moon drill service modules have over the moon chunk extracted by their Upwell Refinery structures. The benefits of this rig include a longer period of time in which a moon chunk can be manually fractured before it fractures on its own, a more compact asteroid field, and longer lasting asteroids created by the chunk fracture.
Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology. Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure. |
The Standup M-Set Moon Drilling Stability II rig provides a means for structure operators to improve the fine control their moon drill service modules have over the moon chunk extracted by their Upwell Refinery structures. The benefits of this rig include a longer period of time in which a moon chunk can be manually fractured before it fractures on its own, a more compact asteroid field, and longer lasting asteroids created by the chunk fracture.
Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology. Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure. |
The Standup M-Set Moon Drilling Stability II rig provides a means for structure operators to improve the fine control Standup is a proprietary system that uses a Structure Autonomous Nanoassembly Device (Upwell) containing integrated template software, a nanoassembler array and sufficient nanomass to enable the construction of a variety of service modules, structure modules and structure rigs when inserted into the appropriate slots on a structure built with Upwell technology. Note: Only one rig of the same type, counting both tech variations, may be fitted at the same time on a structure. |
Description of item "Standup M-Set Moon Drilling Stability II" (46326) |
| 549420 | ISK fees for aggressive wars must be paid by the attacking organization in order to continue the war. The initial war declaration cost represents the pre-payment for the first week of the war, and the attacking side will then receive a bill for the second week of the war that they can pay anytime before the beginning of that second week. War bills will appear in the bills payable section of the corporation wallet approximately one week before they are due, and can be paid manually or set to auto-pay as desired. If war bills are not paid on time, the war will enter a 24 hour cooldown period and then end. Mutual wars do not require ISK payments. |
ISK fees for aggressive wars must be paid by the attacking organization in order to continue the war. The initial war declaration cost represents the pre-payment for the first week of the war, and the attacking side will then receive a bill for the second week of the war that they can pay anytime before the beginning of that second week. War bills will appear in the bills payable section of the corporation wallet approximately one week before they are due, and can be paid manually or set to auto-pay as desired. If war bills are not paid on time, the war will enter a 24 cooldown period and then end. Mutual wars do not require ISK payments. |
ISK fees for aggressive wars must be paid by the attacking organization in order to continue the war. The initial war declaration cost represents the pre-payment for the first week of the war, and the attacking side will then receive a bill for the second week of the war that they can pay anytime before the beginning of that second week. War bills will appear in the bills payable section of the corporation wallet approximately one week before they are due, and can be paid manually or set to auto-pay as desired. If war bills are not paid on time, the war will enter a 24 Mutual wars do not require ISK payments. |
UI/Corporations/Wars/LandingPageWarBillsTooltip |
| 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 |
UI/Structures/AbandonedStructureModeHint |
| 579901 | The Equilibrium of Mankind have stolen or otherwise acquired this engineering complex, evidently with the intention to construct and store large numbers of capital ships and support vessels for use in their plan to inflict massive destruction on the core empires.
If the defenses of this site are reduced it will likely be possible for CONCORD and empire forces to destroy or seize control of this facility. However, the priority target for initial assault operations are the Rogue Capital Shipyards where active EoM dreadnoughts are supplied, repaired and made ready for assault operations. |
The Equilibrium of Mankind have stolen or otherwise acquired this engineering complex, evidently with the intention to construct and store large numbers capital ships and support vessels for use in their plan to inflict massive destruction on the core empires.
If the defenses of this site are reduced it will likely be possible for CONCORD and empire forces to destroy or seize control of this facility. However, the priority target for initial assault operations are the Rogue Capital Shipyards where active EoM dreadnoughts are supplied, repaired and made ready for assault operations. |
The Equilibrium of Mankind have stolen or otherwise acquired this engineering complex, evidently with the intention to construct and store large numbers If the defenses of this site are reduced it will likely be possible for CONCORD and empire forces to destroy or seize control of this facility. However, the priority target for initial assault operations are the Rogue Capital Shipyards where active EoM dreadnoughts are supplied, repaired and made ready for assault operations. |
Description of item "EoM Stolen Engineering Complex" (58750) |
| 599512 | I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's Spot to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock. | I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's Stop to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock. | I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Omar's S |
Part of conversation "Cash Flow for Capsuleer (8 of 10) - Conversation 1 - Amarr" |
| 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) |
| 642441 | Kinakka Stargate Checkpoint | Caldari HQ Stargate | Name for dungeon 10032 | |
| 645701 | This SKIN will be applied directly to your character's SKIN collection when redeemed, instead of being placed in your inventory. | |||
| 713401 | Skill for the generation of jump portals to distant solar systems.
Each level increases the number of ships that can be moved with a capital ship conduit jump by 5 per level. |
Skill for the generation of jump portals to distant solar systems.
100% increase to the maximum number of ships that can be moved with a capital ship conduit jump per level. |
Skill for the generation of jump portals to distant solar systems. |
Description of item "Capital Jump Portal Generation" (83094) |
| 1016444 | Brother Jacques sent us the isotopes' points of origin. When you’re ready, come speak to me again, and we can finally find out the truth. | Brother Jaques sent us the isotopes' points of origin. When you’re ready, come speak to me again, and we can finally find out the truth. | Brother Ja |
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| 1021516 | Pick up the slack out there. ORE needs this site turned over and there are still more rocks to break. | Pick up the slack out there, ORE needs this site turned over, and there’s still more rocks that need breaking. | Pick up the slack out there |
Part of conversation "[GREAD] M1 - Event - Final Asteroid" |
| 1022747 | Skill at maximizing the chance of a mining critical success when using a mining laser or ice harvester.
10% bonus to mining laser and ice harvester critical success chance per skill level. |
Skill at maximizing the chance of a mining critical success when using a mining lasers or ice harvester.
10% bonus to mining laser and ice harvester critical success chance per skill level. |
Skill at maximizing the chance of a mining critical success when using a mining lasers or ice harvester. 10% bonus to mining laser and ice harvester critical success chance per skill level. |
Description of item "Mining Precision" (90727) |
| 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. |
Blow it open, and claim |
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. |
Th Survive its attacks as long as you |
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 |
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. | Th |
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 |
Part of conversation "Horde Mode - Event - Failure - Resigned" |
| 1034374 | Fabricator Rogue Drone Frigate | Fabricator Rogue Drones | Fabricator Rogue Drone |
Description of group ID 5032 |
| 1034393 | Bewildering Sweeper | Blackout Sweeper | B |
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 |
Description of item "Blackout Sweeper" (91876) |
| 1034481 | Bewildering Lathe | Blackout Loom | B |
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 |
Description of item "Blackout Loom" (91897) |
| 1034483 | Scrutinizer Manipulator | Alienator 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 |
Description of item "Alienator Manipulator" (91898) |
| 1034589 | Scrutinizer Sorter | Alienator 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 |
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 <color=#7fffffff>Hostiles:</color> Rogue Drones <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> <color=#7fffffff>Modules:</color> Smart Bombs and Micro Jump Field Generators are blocked while the Fabricator remains operational. |
|
| 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. |
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 |
|
| 1042531 | <color="#FFFF454B">Activation Blocked:</color> Vorton Projectors | |||
| 1042584 | Missile Flight Time Bonus | |||
| 1042585 | Turret Optimal Range Bonus | |||
| 1042587 | Light Fighter Damage Bonus | |||
| 1042588 | Fighter Velocity Bonus | |||
| 1042589 | 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) | Name of item 93874 (Cloud) | ||
| 1042591 | 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) | Name of item 93876 (Cloud) | ||
| 1042601 | Light Squadron Nanoswarm | |||
| 1042602 | Rapid Squadron Nanoswarm | |||
| 1042603 | Focuser Nanoswarm | |||
| 1042604 | Prolonging Nanoswarm | |||
| 1044378 | Wreck of the Continental | |||
| 1044383 | 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. |
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 | |||
| 1044386 | Fabricator Rogue Drone Cruiser | |||
| 1044387 | Fabricator Rogue Drone Battlecruiser | |||
| 1044388 | Fabricator Rogue Drone Battleship | |||
| 1044389 | 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. |
<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 | |||
| 1047385 | Shapash Corporation Emblem | Defiant Latten Matte - Limited | Name of item 95445 (Ship Emblems) | |
| 1048895 | 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. |
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 | |||
| 1048933 | Starkman Prime Migration Fleet | |||
| 1048934 | 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. | Description of item "No item name" (95816) | ||
| 1048941 | Non-Interactable Starkmanir Nidhoggur | Name of item 95817 (Non-Interactable Object) | ||
| 1048943 | Non-Interactable Starkmanir Fenrir | Name of item 95818 (Non-Interactable Object) | ||
| 1048944 | Non-Interactable Starkmanir Mammoth | Name of item 95819 (Non-Interactable Object) | ||
| 1048945 | Non-Interactable Starkmanir Stabber | Name of item 95820 (Non-Interactable Object) | ||
| 1048948 | Non-Interactable Brutor Tempest | Name of item 95821 (Non-Interactable Object) | ||
| 1048950 | Non-Interactable Brutor Hurricane | Name of item 95822 (Non-Interactable Object) | ||
| 1048951 | Non-Interactable Brutor Stabber | Name of item 95823 (Non-Interactable Object) | ||
| 1048976 | Non-Interactable Nefantar Stabber | Name of item 95836 (Non-Interactable Object) | ||
| 1048977 | Non-Interactable Nefantar Hurricane | Name of item 95837 (Non-Interactable Object) | ||
| 1048978 | Non-Interactable Nefantar Tempest | Name of item 95838 (Non-Interactable Object) | ||
| 1048979 | Non-Interactable Thukker Tempest | Name of item 95839 (Non-Interactable Object) | ||
| 1048980 | Non-Interactable Thukker Hurricane | Name of item 95840 (Non-Interactable Object) | ||
| 1048981 | Non-Interactable Thukker Stabber | Name of item 95841 (Non-Interactable Object) | ||
| 1048982 | Non-Interactable Sebiestor Stabber | Name of item 95842 (Non-Interactable Object) | ||
| 1048983 | Non-Interactable Sebiestor Hurricane | Name of item 95843 (Non-Interactable Object) | ||
| 1048984 | Non-Interactable Sebiestor Tempest | Name of item 95844 (Non-Interactable Object) | ||
| 1048985 | Non-Interactable Krusual Tempest | Name of item 95845 (Non-Interactable Object) | ||
| 1048986 | Non-Interactable Krusual Hurricane | Name of item 95846 (Non-Interactable Object) | ||
| 1048987 | Non-Interactable Krusual Stabber | Name of item 95847 (Non-Interactable Object) | ||
| 1048990 | Non-Interactable Vherokior Stabber | Name of item 95848 (Non-Interactable Object) | ||
| 1048991 | Non-Interactable Vherokior Hurricane | Name of item 95849 (Non-Interactable Object) | ||
| 1048992 | Non-Interactable Vherokior Tempest | Name of item 95850 (Non-Interactable Object) | ||
| 1049034 | VDB_Cloud_Vortex_05a_DarkStorm_01a_Rotateable | Name of item 95856 (Scalable Non-Interactable Object) | ||
| 1049163 | ♦ Hurricane | Name of item 95900 (FW Minmatar Republic Battlecruiser) | ||
| 1049164 | A battlecruiser of the Minmatar Republic | Description of item "No item name" (95900) | ||
| 1049165 | ♦ Stabber | Name of item 95901 (FW Minmatar Republic Cruiser) | ||
| 1049166 | A cruiser of the Minmatar Republic | Description of item "No item name" (95901) | ||
| 1049167 | ♦ Firetail | Name of item 95902 (FW Minmatar Republic Frigate) | ||
| 1049168 | A frigate of the Minmatar Republic | Description of item "No item name" (95902) | ||
| 1049170 | ♦ Mammoth | Name of item 95903 (FW Minmatar Republic Hauler) | ||
| 1049171 | A hauler of the Minmatar Republic | Description of item "No item name" (95903) | ||
| 1049172 | ♦ Fenrir | Name of item 95904 (FW Minmatar Republic Hauler) | ||
| 1049173 | A hauler of the Minmatar Republic | Description of item "No item name" (95904) | ||
| 1049176 | Starkmanir Restoration Muster Point Thukker Spawner | Name of item 95905 (Cloud) | ||
| 1049178 | Starkmanir Restoration Muster Point Starkmanir Spawner | Name of item 95906 (Cloud) | ||
| 1049180 | Starkmanir Restoration Muster Point Brutor Tribe Spawner | Name of item 95907 (Cloud) | ||
| 1049182 | Starkmanir Restoration Muster Point Krusual Tribe Spawner | Name of item 95908 (Cloud) | ||
| 1049185 | Starkmanir Restoration Muster Point Vherokior Tribe Spawner | Name of item 95909 (Cloud) | ||
| 1049186 | Starkmanir Restoration Muster Point Sebiestor Tribe Spawner | Name of item 95910 (Cloud) | ||
| 1049188 | Starkmanir Restoration Muster Point Nefantar Tribe Spawner | Name of item 95911 (Cloud) | ||
| 1049230 | Thukker Firetail | Name of item 95946 (FW Minmatar Republic Frigate) | ||
| 1049231 | A frigate of the Minmatar Republic | Description of item "No item name" (95946) | ||
| 1049232 | Sebiestor Firetail | Name of item 95947 (FW Minmatar Republic Frigate) | ||
| 1049233 | A frigate of the Minmatar Republic | Description of item "No item name" (95947) | ||
| 1049234 | Nefantar Firetail | Name of item 95948 (FW Minmatar Republic Frigate) | ||
| 1049235 | A frigate of the Minmatar Republic | Description of item "No item name" (95948) | ||
| 1049236 | Krusual Firetail | Name of item 95949 (FW Minmatar Republic Frigate) | ||
| 1049237 | A frigate of the Minmatar Republic | Description of item "No item name" (95949) | ||
| 1049238 | Starkmanir Firetail | Name of item 95950 (FW Minmatar Republic Frigate) | ||
| 1049239 | A frigate of the Minmatar Republic | Description of item "No item name" (95950) | ||
| 1049240 | Vherokior Firetail | Name of item 95951 (FW Minmatar Republic Frigate) | ||
| 1049241 | A frigate of the Minmatar Republic | Description of item "No item name" (95951) | ||
| 1049242 | Brutor Firetail | Name of item 95952 (FW Minmatar Republic Frigate) | ||
| 1049243 | A frigate of the Minmatar Republic | Description of item "No item name" (95952) | ||
| 1049244 | Thukker Stabber | Name of item 95953 (FW Minmatar Republic Cruiser) | ||
| 1049245 | A cruiser of the Minmatar Republic | Description of item "No item name" (95953) | ||
| 1049246 | Sebiestor Stabber | Name of item 95954 (FW Minmatar Republic Cruiser) | ||
| 1049247 | A cruiser of the Minmatar Republic | Description of item "No item name" (95954) | ||
| 1049248 | Krusual Stabber | Name of item 95955 (FW Minmatar Republic Cruiser) | ||
| 1049249 | A cruiser of the Minmatar Republic | Description of item "No item name" (95955) | ||
| 1049250 | Vherokior Stabber | Name of item 95956 (FW Minmatar Republic Cruiser) | ||
| 1049251 | A cruiser of the Minmatar Republic | Description of item "No item name" (95956) | ||
| 1049252 | Starkmanir Stabber | Name of item 95957 (FW Minmatar Republic Cruiser) | ||
| 1049253 | A cruiser of the Minmatar Republic | Description of item "No item name" (95957) | ||
| 1049254 | Brutor Stabber | Name of item 95958 (FW Minmatar Republic Cruiser) | ||
| 1049255 | A cruiser of the Minmatar Republic | Description of item "No item name" (95958) | ||
| 1049256 | Nefantar Stabber | Name of item 95959 (FW Minmatar Republic Cruiser) | ||
| 1049257 | A cruiser of the Minmatar Republic | Description of item "No item name" (95959) | ||
| 1049258 | Thukker Hurricane | Name of item 95960 (FW Minmatar Republic Battlecruiser) | ||
| 1049259 | A battlecruiser of the Minmatar Republic | Description of item "No item name" (95960) | ||
| 1049260 | Sebiestor Hurricane | Name of item 95961 (FW Minmatar Republic Battlecruiser) | ||
| 1049261 | A battlecruiser of the Minmatar Republic | Description of item "No item name" (95961) | ||
| 1049262 | Krusual Hurricane | Name of item 95962 (FW Minmatar Republic Battlecruiser) | ||
| 1049263 | A battlecruiser of the Minmatar Republic | Description of item "No item name" (95962) | ||
| 1049264 | Vherokior Hurricane | Name of item 95963 (FW Minmatar Republic Battlecruiser) | ||
| 1049265 | A battlecruiser of the Minmatar Republic | Description of item "No item name" (95963) | ||
| 1049266 | Starkmanir Hurricane | Name of item 95964 (FW Minmatar Republic Battlecruiser) | ||
| 1049267 | A battlecruiser of the Minmatar Republic | Description of item "No item name" (95964) | ||
| 1049268 | Brutor Hurricane | Name of item 95965 (FW Minmatar Republic Battlecruiser) | ||
| 1049269 | A battlecruiser of the Minmatar Republic | Description of item "No item name" (95965) | ||
| 1049270 | Nefantar Hurricane | Name of item 95966 (FW Minmatar Republic Battlecruiser) | ||
| 1049271 | A battlecruiser of the Minmatar Republic | Description of item "No item name" (95966) | ||
| 1049465 | 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 it features a neutralizer. |
It is equivalent to a dreadnought, and it features a neutralizer. |
Description of item "No item name" (96032) | |
| 1049467 | Fabricator Rogue Drone Dreadnought | |||
| 1049473 | Perimeter Awareness - Fabricator NPCs (DO NOT TRANSLATE) | |||
| 1049534 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
||
| 1049535 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
Description of item "No item name" (96040) | |
| 1049536 | Apostle Khanid Cyber Knight SKIN | Name of item 96040 (Permanent SKIN) | ||
| 1049537 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
||
| 1049538 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
Description of item "No item name" (96041) | |
| 1049539 | Apocalypse Khanid Cyber Knight SKIN | Name of item 96041 (Permanent SKIN) | ||
| 1049540 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
||
| 1049541 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
Description of item "No item name" (96042) | |
| 1049542 | Amarr Shuttle Khanid Cyber Knight SKIN | Name of item 96042 (Permanent SKIN) | ||
| 1049543 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
||
| 1049544 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
Description of item "No item name" (96043) | |
| 1049545 | Dragoon Navy Issue Khanid Cyber Knight SKIN | Name of item 96043 (Permanent SKIN) | ||
| 1049546 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
||
| 1049547 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
Description of item "No item name" (96044) | |
| 1049548 | Harbinger Khanid Cyber Knight SKIN | Name of item 96044 (Permanent SKIN) | ||
| 1049549 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
||
| 1049550 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
Description of item "No item name" (96045) | |
| 1049551 | Tormentor Khanid Cyber Knight SKIN | Name of item 96045 (Permanent SKIN) | ||
| 1049552 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
||
| 1049553 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
Description of item "No item name" (96046) | |
| 1049554 | Sigil Khanid Cyber Knight SKIN | Name of item 96046 (Permanent SKIN) | ||
| 1049555 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
||
| 1049556 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
Description of item "No item name" (96047) | |
| 1049557 | Augoror Khanid Cyber Knight SKIN | Name of item 96047 (Permanent SKIN) | ||
| 1049558 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
||
| 1049559 | Designed to honor of the Cyber knights of the Khanid Kingdom. The Cyber Knights combine ancient principles of service with modern augmentations. They are the ultimate marriage of honor and innovation, a proud symbol of the Khanid Kingdom.
- From the archives of Khanid Prime. |
- From the archives of Khanid Prime. |
Description of item "No item name" (96048) | |
| 1049560 | Coercer Khanid Cyber Knight SKIN | Name of item 96048 (Permanent SKIN) | ||
| 1049691 | Avalon Flotilla | |||
| 1049696 | Arkombine Archon (DO NOT TRANSLATE) | Name of item 96062 (Non-Interactable Object) | ||
| 1049697 | Arkombine Wyvern (DO NOT TRANSLATE) | Name of item 96063 (Non-Interactable Object) | ||
| 1049698 | Arkombine Aeon (DO NOT TRANSLATE) | Name of item 96064 (Non-Interactable Object) | ||
| 1049699 | Arkombine Chimera (DO NOT TRANSLATE) | Name of item 96065 (Non-Interactable Object) | ||
| 1049700 | Arkombine Thanatos (DO NOT TRANSLATE) | Name of item 96066 (Non-Interactable Object) | ||
| 1049701 | Arkombine Nyx (DO NOT TRANSLATE) | Name of item 96067 (Non-Interactable Object) | ||
| 1049702 | Arkombine Nidhoggur (DO NOT TRANSLATE) | Name of item 96068 (Non-Interactable Object) | ||
| 1049703 | Arkombine Hel (DO NOT TRANSLATE) | Name of item 96069 (Non-Interactable Object) | ||
| 1049704 | Arkombine Wreath (DO NOT TRANSLATE) | Name of item 96070 (Non-Interactable Object) | ||
| 1049705 | Arkombine Raven (DO NOT TRANSLATE) | Name of item 96071 (Non-Interactable Object) | ||
| 1049706 | Arkombine Armageddon (DO NOT TRANSLATE) | Name of item 96072 (Non-Interactable Object) | ||
| 1049707 | Arkombine Eos (DO NOT TRANSLATE) | Name of item 96073 (Non-Interactable Object) | ||
| 1049773 | Avalon | Name of item 96075 (Large Collidable Object) | ||
| 1049774 | A roaming fortress, forged by the Vanguard to offer all warclones the one thing they most need: a home.
The Avalon and its accompanying flotilla of ships have found safe harbor here for now, hidden from those who would hunt them down. |
The Avalon and its accompanying flotilla of ships have found safe harbor here for now, hidden from those who would hunt them down. |
Description of item "No item name" (96075) | |
| 1049836 | Bomb Damage Resistance | |||
| 1049837 | Vorton Projector Damage Resistance | |||
| 1049838 | Smartbomb Damage Resistance | |||
| 1049863 | Imperial Small Structure 06a (DO NOT TRANSLATE) | Name of item 96080 (Non-Interactable Object) | ||
| 1049864 | Imperial ring 35k 01b (DO NOT TRANSLATE) | Name of item 96081 (Non-Interactable Object) | ||
| 1049865 | Imperial ring 35k 01d (DO NOT TRANSLATE) | Name of item 96082 (Non-Interactable Object) | ||
| 1049866 | Imperial Small Structure 01a (DO NOT TRANSLATE) | Name of item 96083 (Non-Interactable Object) | ||
| 1049871 | Court facilities where judicial matters are arbitrated. | |||
| 1049872 | Tribunal | |||
| 1049885 | Raa Stargate Checkpoint | Name of item 96084 (Cloud) | ||
| 1049886 | Eredan Stargate Checkpoint | Name of item 96085 (Cloud) | ||
| 1049888 | Gheth Stargate Checkpoint | Name of item 96086 (Cloud) | ||
| 1049889 | Kinakka Stargate Checkpoint | Name of item 96087 (Cloud) | ||
| 1049890 | Piak Stargate Checkpoint | Name of item 96088 (Cloud) | ||
| 1049891 | Rohamaa Stargate Checkpoint | Name of item 96089 (Cloud) | ||
| 1049892 | Tsuruma Stargate Checkpoint | Name of item 96090 (Cloud) | ||
| 1049893 | Uuhulanen Stargate Checkpoint | Name of item 96091 (Cloud) | ||
| 1049898 | Agoze Stargate Checkpoint | Name of item 96092 (Cloud) | ||
| 1049899 | Amygnon Stargate Checkpoint | Name of item 96093 (Cloud) | ||
| 1049900 | Brarel Stargate Checkpoint | Name of item 96094 (Cloud) | ||
| 1049901 | Vey Stargate Checkpoint | Name of item 96095 (Cloud) | ||
| 1049902 | Hror Stargate Checkpoint | Name of item 96096 (Cloud) | ||
| 1049903 | Auner Stargate Checkpoint | Name of item 96097 (Cloud) | ||
| 1049904 | Resbroko Stargate Checkpoint | Name of item 96098 (Cloud) |
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