Wormholes

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"Probe four is reporting a cosmic signature in the vicinity of Kothe III, Moon 1,” the navigator reported.

“Very well, bring the other probes in for a closer look,” Captain Margash ordered. His crew were inexperienced at exploration, and the Kothe system seemed like a good, safe place for him to try out the Anathema’s newly purchased and installed equipment.

“It’s a wormhole, Sir! Classified R-943. Seems to go to unknown space,” the navigator announced excitedly. His face glowed with the faint blue reflection of the scanner’s interface.

“Well done, Nav! Bring in the probes and let’s go have a look.”

The Amarr Covert Ops frigate was on its way to parts unknown.

Anathema3.jpg


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Wormholes

Wormholes are space anomalies that are like rifts in space, connecting two or more locations. Like stargates, they allow the travel of ships from one system to another. Unlike stargates, wormholes are not permanent. They connect systems for only a short time, and collapse when a certain amount of time has passed, or too much mass has passed through them. Wormholes can connect two systems quite far apart, and can provide temporary shortcuts to areas that would otherwise take many jumps to get to. Wormholes can also connect to uncharted space, or wormhole space. These systems are uncharted, and do not operate like normal systems do. Take all precautions when exploring wormholes and the space beyond, as what might wait on the other side is a mystery.

Where to find Wormholes

Wormholes can be found through the exploration system by probing for them with scan probes. Much like exploration sites, wormholes can be found by probing for Cosmic Signatures.

Where Wormholes Lead

Even though the exact destination of each wormhole remains a mystery before you jump through, there are some visual pointers which can be used to roughly determine what you might encounter on the other side of the wormhole. It is possible to see a part of the nebula the wormhole will lead to before entering through the wormhole itself. Looking at the Show Info description for the wormhole may give an indication of where it will lead. A wormhole leading to 0.0 space can be seen in the picture below:

Wormhole - 1.PNG

When entering a wormhole located in “known space” (all Empire systems and regular 0.0 space), there are two possibilities for where your ship might be taken.

First, it is possible that the wormhole will simply lead to another area in known space ( what is coloquially known as “k-space”). This can be a system with a different security status than the system you are in, so it pays to be careful when deciding whether to go through a wormhole or not. For example, if you enter a wormhole in a 0.8 system, you might be taken into a system deep in 0.0 space, and the same thing can apply for going through a wormhole in 0.0. Depending on your own security status, you might be entering a system where you are not welcome.

Secondly, the wormhole might lead to an area of undiscovered and uncharted wormhole space (or “w-space”). There are six levels of wormhole space, graded from 1 to 6. Class 1 to Class 3 wormhole space can connect to known, or k-space, as well as other w-space. Class 4 to Class 6 wormhole space usually connects to w-space areas, however, there are some cases known where Class 4 to Class 6 wormholes connect to k-space. So far, no one has found w-space extending more than five wormholes from an exit wormhole to k-space.

Polarization

To prevent constant jumping in the face of a hostile fleet, a wormhole will become polarised for 5 minutes., meaning you cannot utilise the wormhole again until the timer runs out. This effect applies independently to each side of the wormhole

Leaving Wormhole Space

If the wormhole takes you to known space, then jumping through will land you in a system that is somewhere on the map. It will have a name, and you can navigate normally once in the new system. If the wormhole hasn’t collapsed behind you, you may go back to where you started by jumping back through. Remember that wormholes decay by both time and the amount of mass that goes through it, so it won’t be there for too long.

If the wormhole takes you to unknown space, or wormhole space, then the primary concern for most pilots will be how to get back to known space. In some instances, the wormhole you came through will still remain, and you can return back to where you came from using the same wormhole. As before, any wormhole may collapse and no longer allow you passage through. Now you have to find a new way out. There will always be a minimum of one wormhole in an uncharted system at a time, but there can also be multiple wormholes in any given system at any given time. These wormholes can connect back to known space, but they might also take you deeper into uncharted wormhole space, often into more dangerous territory. To find new wormholes, you’ll have to use scan probes again, and look for cosmic signatures.

In the event that your ship runs out of probes and the wormhole you came through has collapsed, there is not much that can be done. You could wait around for rescue from others, but this is unlikely. Sometimes pilots will sell exit wormhole locations, but most times they are just as happy to shoot you and loot your wreck. Many pilots choose to abandon their ships and self destruct their capsules to wake up in a new clone in their medical bay. As such, make sure to verify the following before jumping into uncharted space:

  • Ensure that you have the skills and modules necessary to use scan probes.
  • Bring enough probes to be able to scan your way out.
  • Verify that your clone is up-to-date and located within a friendly outpost or station.
  • Do not use a clone with implants if you cannot afford to replace them.

Wormhole Size

Wormholes come with different restrictions. Wormholes not only allow certain amounts of mass through them in their lifetime, but they may also have mass restrictions for each and every transfer. For example, wormholes from known space to Class 1 wormhole space will restrict ships going through to battlecruisers or lower.

Capital ships with jump drives can go through wormholes, provided that the wormhole can support the mass of the ship. Cynosural fields, however, cannot be opened in uncharted space, nor can ships with jump drives lock on to cynosural fields outside of wormhole space to jump out. Supercapital ships, such as Titans and Motherships, cannot go through wormholes as they are far too large to get through even the largest wormholes. Capital ships with jump drives that normally cannot go to high security space cannot enter wormholes which lead to high security systems. For example, an Archon Carrier cannot enter systems with a security status of 1.0 to 0.5. They cannot jump from w-space to these systems via a wormhole, either.

Wormholes and Player Owned Structures (POSes)

Starbases (or POSes) can be deployed in wormhole space, but the logistics involved in refueling them as well as even getting back to them should the wormhole collapse behind you can make it a difficult task. Some explorers may find it lucrative to set up a temporary POS in uncharted space to use as a base of operations and a defensive structure to retreat to. As it is not possible to claim sovereignty in uncharted space, it is not possible to deploy outposts.

There are planets and moons in wormhole space. No moons in wormhole space, however, contain moon minerals to be harvested.

Wormhole Environments

There is no automatic update to the “local” channel when in w-space. You may type in local chat, and you will show up there as normal, but if you do not chat in local, then you will not be listed in the pilots in the local system like you would in an Empire or a 0.0 space system. This means that there is no indication of who or how many other pilots are in the same w-space area you are in. With a cloak, no one will ever know you’re there.

A different race of NPCs inhabit w-space. They are called the Sleepers, and are considered the deadliest of all NPCs in New Eden. To find them, you will have to use your scan probes again, and find sites that they inhabit. The higher the class of w-space, the tougher and smarter are the Sleepers. These NPCs are much more difficult to handle than NPCs in Empire space or even 0.0 space. Their loot and salvage, however, can be very lucrative when brought back to known space and sold, or used for building tech-3 ships.

As has been mentioned before, wormhole space is dangerous and very unpredictable. When jumping into a wormhole space, a notice will advise you that there may be changes to the natural physics within this space. For example, you may find that all ships in this w-space have improved shields, or conversely, slower recharge times on shields. There are many possibilities, but remember that they apply to both you and anyone else in the w-space, although not necessarily the Sleepers.

If there is an effect in play in a system, you will see the message, "Local spatial phenomena may cause strange effects on your ship systems." Look at the target system’s space background and compare with the examples below to determine which phenomina is being displayed.

To determine the strength of the effect, you'll need to know what class the system is. This may be determined from the wormhole you came through. These effects do show up in your ship and module descriptions, so you can also use that to detemine what type and strength the effect is.

Black Hole

Black Hole

A sufficiently compact mass will deform spacetime to form a black hole, a region of spacetime from which nothing, not even light, can escape. Around a black hole there is a surface called an event horizon that marks the point of no return.

Black Hole Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Missile Velocity +15% +22% +29% +36% +43% +50%
Missile Explosion Velocity +30% +44% +58% +72% +86% +100%
Ship Velocity +30% +44% +58% +72% +86% +100%
Stasis Webifier Strength -15% -22% -29% -36% -43% -50%
Inertia +15% +22% +29% +36% +43% +50%
Targeting Range +30% +44% +58% +72% +86% +100%

Cataclysmic Variable

Cataclysmic Variable

Cataclysmic variable stars irregularly increase in brightness by a large factor, then drop back down to a quiescent state. They consist of two component stars which are so close to each other that the gravity of the one distorts the other, forming an accretion disk of hydrogen. Cataclysmic outbursts occur when a portion of the disk material falls onto the inner star, igniting nuclear fusion reactions which rapidly convert the layer of hydrogen to helium.

Cataclysmic Variable Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Local armor repair amount -15% -22% -29% -36% -43% -50%
Local shield boost amount -15% -22% -29% -36% -43% -50%
Shield transfer amount +30% +44% +58% +72% +86% +100%
Remote repair amount +30% +44% +58% +72% +86% +100%
Capacitor capacity +30% +44% +58% +72% +86% +100%
Capacitor recharge time +15% +22% +29% +36% +43% +50%
Remote Capacitor Transmitter amount -15% -22% -29% -36% -43% -50%

Magnetar

Magnetar

A magnetar is a type of neutron star with an extremely powerful magnetic field, the decay of which powers the emission of high-energy electromagnetic radiation, particularly very strong and characteristic bursts of X-rays and gamma rays. Magnetars are differentiated from other neutron stars by having even stronger magnetic fields, and rotating comparatively slowly, with most magnetars completing a rotation once every one to ten seconds.

Magnetar Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Damage +30% +44% +58% +72% +86% +100%
Missile Explosion Radius +15% +22% +29% +36% +43% +50%
Drone Tracking -15% -22% -29% -36% -43% -50%
Targeting Range -15% -22% -29% -36% -43% -50%
Tracking Speed -15% -22% -29% -36% -43% -50%
Target Painter Strength -15% -22% -29% -36% -43% -50%

Pulsar

Pulsar

A pulsar is a highly magnetized, rotating neutron star that emits a beam of electromagnetic radiation. Neutron stars are very dense, and have short, regular rotational periods. This produces a very precise interval, between pulses that range from roughly milliseconds to seconds for an individual pulsar.

Pulsar Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Shield HP +30% +44% +58% +72% +86% +100%
Armor Resists -15% -22% -29% -36% -43% -50%
Capacitor Recharge -15% -22% -29% -36% -43% -50%
Signature +30% +44% +58% +72% +86% +100%
NOS/Neut Drain Amount +30% +44% +58% +72% +86% +100%

Red Giant

Red Giant

A red giant is a luminous giant star in a late phase of stellar evolution. The outer atmosphere is inflated and tenuous, making the radius immense and the surface temperature low, somewhere from 5,000 K and lower. Red giants are stars that have exhausted the supply of hydrogen in their cores and switched to thermonuclear fusion of hydrogen in a shell surrounding the core.

Red Giant Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Heat damage multiplier +15% +22% +29% +36% +43% +50%
Overload Bonus +30% +44% +58% +72% +86% +100%
Smart Bomb Range +30% +44% +58% +72% +86% +100%
Smart Bomb Damage +30% +44% +58% +72% +86% +100%
Bomb Damage +30% +44% +58% +72% +86% +100%

Wolf-Rayet

Wolf-Rayet

Wolf–Rayet stars are evolved, massive stars which are losing mass rapidly by means of a very strong stellar wind, with speeds up to 2000 km/s. They typically lose 10−5 solar masses a year, a billion times more than the standard star. Wolf–Rayet stars are very hot, with surface temperatures in the range of 25,000 K to 50,000 K.

Wolf-Rayet Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Signature Size -15% -22% -29% -36% -43% -50%
Armor HP +30% +44% +58% +72% +86% +100%
Shield Resistances -15% -22% -29% -36% -43% -50%
Small Weapon Damage +60% +88% +55% +116% +172% +200%

Wormhole Collapse

There comes a time in every wormhole’s life when it will collapse into the ether. Wormholes are inherently unstable, and will eventually collapse. However, wormholes also come in differing varieties of stability and heavy usage of a wormhole can cause it to collapse prematurely. When a show info is done on a wormhole (refer to the picture below), there will be some indications as to how long its remaining lifespan is, as well as whether its stability has been disrupted or not due to the mass of ships traveling through it.

For time collapse:

  • "Life cycle has not begun" - This means you've found a wormhole just as it is forming, and it will spawn in a minute or two.
  • "Probably won't last another day" - This is the wormhole's main life, and has over 25% of it's total time remaining.
  • "Reaching the end of its natural lifetime" - This signifies the wormhole will be naturally collapsing soon, having less than 25% of it's total time remaining. Collapse is imminent.

For mass collapse:

  • "Has not yet had its stability significantly disrupted" - This indicates the wormhole is still quite stable, and has over 50% of its total allowable mass left.
  • "Has had its stability reduced, but not to a critical degree yet" - This means the wormhole has seen a decent amount of travel, and has less than 50% of its total allowable mass left.
  • "This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse." - This means exactly what it says. The wormhole has had most of its total allowable mass used up, and has less than 10% left. Collapse is imminent.
Wormhole - 2.PNG

Wormhole Identification

When you find a wormhole, refer to the chart below to aid in identifying what type of wormhole it is. Please note that this data refers to a new wormhole, and that it will decay with time and use, and that mass limitations have a +-10% variation on every new spawn

Wormholes to Class 1 (348) Systems Extra Stats
Name Type Departs from Region Constellations Total Count Lifetime Mass/Jump Max mass Sig Str
Z647 static Class 2 8 all 128 16 hrs 20 Gg 500 Gg 10.0%
P060 static Class 4 18 all 46 16 hrs 20 Gg 500 Gg 5.0%
Y790 static Class 5 24 233 & 239 20 16 hrs 20 Gg 500 Gg 2.5%
Q317 static Class 6 30 301 6 16 hrs 20 Gg 500 Gg 2.5%
H121 wandering Class 1 ? ? ? 16 hrs 20 Gg 500 Gg 10.0%
V301 wandering Class 3 ? ? ? 16 hrs 20 Gg 500 Gg 5.0%
Z971 wandering high, low, & null ? ? ~67 high, ? low, ? null 16 hrs 20 Gg 100 Gg 10.0% high, 5.0% low, 2.5% null
Wormholes to Class 2 (525) Systems Extra Stats
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str
D382 static Class 2 6 all 141 16 hrs 300 Gg 2000 Gg 6.67%
N766 static Class 4 16 all 60 16 hrs 300 Gg 2000 Gg 4.0%
D364 static Class 5 24 234, 235, 237, & 238 31 16 hrs 300 Gg 1000 Gg 1.25%
G024 static Class 6 30 297 7 16 hrs 300 Gg 2000 Gg 1.25%
C125 wandering Class 1 ? ? ? 16 hrs 20 Gg 1000 Gg 6.67%
I182 wandering Class 3 ? ? ? 16 hrs 300 Gg 2000 Gg 4.0%
R943 wandering high, low, & null ? ? ~95 high, ? low, ? null 16 hrs 300 Gg 750 Gg 6.67% high,
4.0% low,
2.22% null
Wormholes to Class 3 (494) Systems Extra Stats
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str
O477 static Class 2 4 all 104 16 hrs 300 Gg 2000 Gg 5.0%
C247 static Class 4 21 & 23 all 143 16 hrs 300 Gg 2000 Gg 10.0%
M267 static Class 5 27 all 71 16 hrs 300 Gg 1000 Gg 1.25%
L477 static Class 6 30 300 & 304 17 16 hrs 300 Gg 2000 Gg 5.0%
O883 wandering Class 1 ? ? ? 16 hrs 20 Gg 1000 Gg 5.0%
N968 wandering Class 3 ? ? ? 16 hrs 300 Gg 2000 Gg 10.0%
X702 wandering high, low, & null ? ? ~81 high, ? low, ? null 24 hrs 300 Gg 1000 Gg 5.0% high,
10.0% low,
5.0% null
Wormholes to Class 4 (505) Systems Extra Stats
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str
Y683 static Class 2 5 all 102 16 hrs 300 Gg 2000 Gg 4.0%
X877 static Class 4 19 & 20 all 144 16 hrs 300 Gg 2000 Gg 6.67%
E175 static Class 5 29 all 90 16 hrs 300 Gg 2000 Gg 5.0%
Z457 static Class 6 30 302 & 305 17 16 hrs 300 Gg 2000 Gg 4.0%
M609 wandering Class 1 ? ? ? 16 hrs 20 Gg 1000 Gg 4.0%
T405 wandering Class 3 ? ? ? 16 hrs 300 Gg 2000 Gg 6.67%
O128 wandering high, low, & null ? ? <5 high, ? low, ? null 24 hrs 300 Gg 1000 Gg ?
Wormholes to Class 5 (512 systems) Systems Extra Stats
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str
N062 static Class 2 7 55-58 40 24 hrs 300 Gg 3000 Gg 2.5%
H900 static Class 4 22 all 87 24 hrs 300 Gg 3000 Gg 2.5%
H296 static Class 5 24, 25, & 28 all except 233-235 & 237-239 232 24 hrs 1350 Gg 3000 Gg 10.0%
V911 static Class 6 30 299 & 306-310 52 24 hrs 1350 Gg 3000 Gg 10.0%
L614 wandering Class 1 ? ? ? 24 hrs 20 Gg 1000 Gg 2.5%
N770 wandering Class 3 ? ? ? 24 hrs 300 Gg 3000 Gg 2.5%
M555 wandering high sec ? ? ~36 24 hrs 1000 Gg 3000 Gg 2.5%
N432 wandering low & null sec ? ? ? 24 hrs 1350 Gg 3000 Gg 2.5% low,
10.0% null
Wormholes to Class 6 (113) Systems Extra Stats
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str
R474 static Class 2 7 59 10 24 hrs 300 Gg 3000 Gg 2.22%
U574 static Class 4 17 all 25 24 hrs 300 Gg 3000 Gg 1.25%
V753 static Class 5 26 all 68 24 hrs 1350 Gg 3000 Gg 6.67%
W237 static Class 6 30 298 & 303 14 24 hrs 1350 Gg 3000 Gg 6.67%
S804 wandering Class 1 ? ? ? 24 hrs 20 Gg 1000 Gg 1.25%
A982 wandering Class 3 ? ? ? 24 hrs 300 Gg 3000 Gg 2.22%
B041 wandering high sec ? ? <5 48 hrs 300 Gg 5000 Gg ?
U319 wandering ?** ? ? ? 48 hrs 1350 Gg 3000 Gg ?
note: B041 & U319 are theorized to appear in "high sec" and "low and null sec" respectively
Wormholes to High Security (1212) Systems Extra Stats
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str
N110 static Class 1 2 & 3 all 215 24 hrs 20 Gg 1000 Gg 10.0%
B274 static Class 2 4, 5, & 8 all 334 24 hrs 300 Gg 2000 Gg 10.0%
D845 static Class 3 12 all 105 24 hrs 300 Gg 5000 Gg 5.0%
D792 wandering Class 5 & 6 ? ? >6 24 hrs 1000 Gg 3000 Gg 2.5% c5, 2.5% c6
A641 wandering high sec ? ? ~51 16 hrs 1000 Gg 2000 Gg 10.0%
B449 wandering null sec ? ? ? 16 hrs 1000 Gg 2000 Gg 2.5%
S047 wandering ? ? ? ? 24 hrs 300 Gg 3000 Gg ?
B520 wandering ? ? ? ? 24 hrs 300 Gg 5000 Gg ?
Wormholes to Low Security (695) Systems Extra Stats
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str
J244 static Class 1 1 314-323 105 24 hrs 20 Gg 1000 Gg 5.0%
A239 static Class 2 6 all 141 24 hrs 300 Gg 2000 Gg 5.0%
U210 static Class 3 9,10,11,13, & 15 all 294 24 hrs 300 Gg 3000 Gg 10.0%
C140 wandering Class 5 & 6 ? ? ? 24 hrs 1350 Gg 3000 Gg 5.0% c5, 5.0% c6
R051 wandering high sec ? ? ~18 16 hrs 1000 Gg 3000 Gg 5.0%
N944 wandering low & null sec ? ? ? 24 hrs 1350 Gg 3000 Gg 10.0% low,
5.0% null
N290 wandering ?** ? ? ? 24 hrs 1350 Gg 3000 Gg ?
C391 wandering ?** ? ? ? 24 hrs 1800 Gg 5000 Gg ?
Wormholes to Null Security (3294*^) Systems Extra Stats
Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str
Z060 static Class 1 1 311-323 28 24 hrs 20 Gg 1000 Gg 2.5%
E545 static Class 2 7 all 50 24 hrs 300 Gg 2000 Gg 2.5%
K346 static Class 3 14 all 96 24 hrs 300 Gg 3000 Gg 2.5%
Z142 wandering Class 5 & 6 ? ? ? 24 hrs 1350 Gg 3000 Gg 10% c5, 10% c6
V283 wandering high sec ? ? ~8 24 hrs 1000 Gg 3000 Gg 2.5%
S199 wandering null sec ? ? ? 24 hrs 1350 Gg 3000 Gg 10%
C248 wandering ?** ? ? ? 24 hrs 1800 Gg 5000 Gg ?
K329 wandering ?** ? ? ? 24 hrs 1800 Gg 5000 Gg ?
note: mass/jump = total mass in gigagrams (Gg) that can pass through wormhole at once (limits ship size able to enter various sectors of space; it's possible that CONCORD's anti cap ship technology may be having an effect on wormholes, further study needed), max mass = maximum amount of mass that can pass through before wormhole collapse, and sig str = base signature strength (used for scanning)
note also: class 1 allows only 20,000,000 kg per passage, restricting ships to battlecruiser or smaller; it is possible that something similar to CONCORD anti cap ship tech is influencing wormholes in class 1 space, further study needed.
note also: wormholes marked with a ? or a ** in their "Departs from" field have not been sighted and require confirmation.
further note: constellation statics not included in "Total Counts" field due to lack of data on these wormholes.
* null sec not including jove/ccp space
^also note that the odds of finding a wormhole in null sec can be influenced by the Quantum Flux Generator infrastructure upgrade.
** these wormholes do not bridge from or to high sec, class 1, 2, 3, or 4 space, judging by mass allowances (high sec, class 1, 2, 3, and 4 do not allow more than 1,000,000,000 kg per passage, i.e. no dreadnaught or higher).
sources: Arek'Jaalan Project Compass, Arek'Jaalan Project Snapshot, Arek'Jaalan Project Atlas (which include previous groundwork laid by Elisa Fir).