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Eve Rig Slots

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Salvaging is the practice of obtaining items from wrecks, which are left behind after a ship (NPC or player) is destroyed. Wrecks may contain loot (which can be taken by anyone) and salvage (which requires specialised equipment to recover). Salvaging is a good secondary income source when doing PvE combat, as NPC wrecks can drop valuable modules or items, and their salvage is used to manufacturerigs. Salvaging is easy to train into, reasonably safe, and a good way for newer characters to participate in higher-level PvE content (e.g. locust fleets).

  • 1Mechanics
  • 2Salvaging equipment
  • 4Practical salvaging
  • 5Salvaging efficiency
    • 5.3Salvaging time

Mechanics

Looting wrecks

Every time a ship is destroyed, a wreck is left behind. This wreck may contain loot (e.g. modules from the destroyed ship), which can be taken by anyone nearby.

Wrecks show up on the overview (although the overview settings may need to be adjusted). The symbol of the wreck icon on the overview changes based on the status of the wreck:

  • Square superimposed on a triangle: A wreck which contains loot, and which has not yet been looted
  • Empty triangle: Empty wreck (contains no loot)

The colour of the wreck icon indicates:

  • White icon: Wreck belongs to you (or your corporation/fleet), and you have not yet accessed it
  • Grey icon: You have already accessed this wreck
  • Yellow icon: Wreck belongs to another player/corporation/fleet, and may not be looted without incurring a suspect timer (which allows any other pilot to freely attack you for 15 minutes).
  • Blue icon: Wreck was abandoned by the owner, and can be freely looted by anyone

A ship must be within 2500 m of a wreck in order to loot it (i.e. take its contents).

Salvaging wrecks

In addition to looting their contents, wrecks themselves may be 'salvaged' to gain useful materials. In order to salvage wrecks, a ship must be equipped with either:

  • A Salvager (a high slot module), or

To use a Salvager module, target the wreck to be salvaged, approach to within the range of the Salvager (5 km for the Salvager I, 6 km for the Salvager II), and activate your Salvager module. After each cycle of the module (10 seconds in most cases) one of three things will occur:

  • Salvage is successful and the Salvager uncovered something of value, which is automatically deposited into the ship's cargo hold. The wreck disappears.
  • Salvage is successful but the Salvager didn't uncover anything of value. The wreck disappears.
  • Salvage was unsuccessful. The Salvager will automatically start a new cycle and continues until the salvage is successful.

The lower a pilot's skills and equipment, and the more 'difficult' the wreck is (see the section on salvaging time), the more cycles it will take before salvaging is successful. To salvage more distant wrecks, pilots either need to fly closer to them or use a tractor beam to pull them closer

When using salvage drones, the drones will need to be launched into space, target the wreck, and then commanded to salvage it. They will fly to the wreck (fairly slowly), orbit it, and attempt to salvage it. After each cycle (10 seconds), as above, if one of the drones was successful, it will fly automatically back to the ship and deposit the salvage into the cargo hold. Salvage drones can also be commanded to 'Salvage' without having any wrecks targeted; they will then salvage all the wrecks in your vicinity (up to the pilot's drone control range) one-by-one.

The loot and salvage in each wreck are calculated at the time of destruction. Therefore, improving salvaging equipment and skills (see below) will not change what salvage is obtained; rather, it will only increase salvage speed (i.e. reduce the number of cycles necessary for salvaging to be successful) and allow pilots to salvage certain types of advanced wrecks. Each type of rat or ship gives certain types of salvage. (For a list of Tech 1 salvage see this table from Chruker.dk.)

If a wreck was not looted before it was salvaged, its contents (loot) will appear in a storage container in space where the wreck was. This container can then be opened to obtain the loot inside; salvaging will not destroy the loot.

All of the above apply to salvaging wrecks which belong to the salvager (or the salvager's fleet). Pilots can also salvage wrecks belonging to other players/fleets, but with some restrictions.

Salvaging equipment

These are the ship modules, implants, and items which are relevant when fitting a ship for salvaging. Alternatively, salvaging can also be done with salvaging drones, which need no modules, only a drone bay (and which are not affected by any other modules and implants).

Salvagers are the main tools for salvaging wrecks. Activate it on a wreck to salvage the wreck. It can be useful to keep at least one in a ship's hold for convenient refitting. There is a Tech 2 variant (Salvager II) which is more efficient at salvaging, but is also more expensive and needs additional skill training.
Salvage Drones Can be used to salvage wrecks. They have much lower success chance than the salvager module but they can operate at longer ranges and do not need managing.
Tractor Beams tractor wrecks from afar to your ship.

It is possible to salvage without a tractor beam, but these modules make salvaging a lot easier. They pull the wrecks (and containers) to your ship, making flying to each wreck unnecessary. They are a little more expensive (about a million ISK), but they speed up salvaging considerably. By default, Tech I tractor beams can target wrecks up to 20 km away, and pull them in at 500 m/s; a Noctis will boost this up to 2000 m/s at up to 80 km (depending on skills).

Salvage Tackle Rig increases your chance to salvage by 10% (15% for the Tech 2 rig), which increases your salvaging efficiency.
Mobile Tractor Units are deployable structures which automatically tractor all nearby wrecks (and containers) and loot their contents. While MTUs don't salvage wrecks, they do collect them into a compact space, alleviating the need to tractor them (or to fly to them). They have an enormous range (125 km for the basic unit), but only tractors in one wreck at a time, and don't do it particularly quickly (1000 m/s). However, once deployed they continue to work even if you fly away.
There are two implants which impact salvaging:
  • Poteque 'Prospector' Salvaging SV-905 (slot 9), which increases your chance to salvage by 5%.
  • Poteque 'Prospector' Environmental Analysis EY-1005 (slot 10), which reduces salvager modules' cycle time by 5%.

Both of these are only of interest to players who want to get every last drop of salvaging efficiency.

Other useful modules:

  • Afterburner or MicroWarp Drive: Even with a tractor beam, ships may still need to do a lot of flying around to reach every corner of a wreck field, and the speed boost comes
  • Expanded Cargohold: Depending on the base size of a ship's cargohold, it can be useful to fit these, as these allow a ship to carry more salvage at a time (and reduce the number of round trips to the nearest station).
  • Auto Targeting System (high slot) or Signal Amplifier (low slot): When pilots with low targeting skills are flying a dedicated salvaging ship with many salvagers and tractor beams, it might be worth fitting one of these modules so that they can target (and therefore salvage/tractor) several wrecks at once. However, this should only be a stop-gap measure until the pilot's targeting skills are improved. Note that the Auto-Targeting System will not automatically target wrecks (it only targets hostile ships), so in this case it is fitted solely for its bonus to the number of targets the ship can have locked at once.

Ships

Any ship with a free high slot can be used as a salvager. However, there are two ship classes which are most suitable:

  • Turret destroyers (Coercer, Cormorant, Catalyst, and Thrasher) make for excellent beginner salvaging ships. They have eight high slots, allowing pilots to salvage many wrecks simultaneously. They also have a decent amount of cargo space and are moderately fast, not to mention very reasonably priced. Their main weakness is a rather small capacitor, so they may not be able to salvage continuously with all eight Salvagers. The missile and drone destroyers (Dragoon, Corax, Algos, and Talwar) are also decent salvagers, but have fewer high slots.
  • The Noctis is both the next and last step in salvaging ships. It has the same eight high slots as a destroyer, but comes with a huge bonus to tractor beam speed and range; with good skills its tractor beams can reach out to 80 km, hoovering up wrecks from an entire battlefield. Additionally, it gets a bonus to the cycle time of salvaging modules, reducing the time it takes to salvage each wreck. The Noctis is the best salvaging ship by miles; its only downsides are its somewhat weak tank (compared to the value of the salvage it often carries), its slow speed, and its steeper price tag of around 70 million ISK.

In addition to the more specialised ships listed above, many ships can be used to salvage 'on the side':

  • PvE Droneboats rely on their drones to deal damage, and so have free high slots which can be fit with tractor beams and salvagers.
  • Any ship with a sizeable drone bay can usually fit in five salvage drones (which only take up 5 m3 per drone, the same as a light combat drone), which can be deployed when the additional firepower from combat drones is not needed.
  • Marauders are Tech 2 battleships designed for high-level mission running. They have free high slots which can be used for tractor beams and salvagers (as well as a bonus to tractor beam velocity and range) and a large cargo hold, but are ruinously expensive ships (easily 2 billion ISK for ship and modules) and require specialised skills.

Fitting a salvaging ship

The recommended dedicated salvaging ships have eight high slots, which are usually fitted with four salvagers and four tractor beams. This way, you can be salvaging four wrecks at a time, while your tractor beams are pulling in four more. Once you have gotten your feet wet, feel free to tweak this setup - you can fit five tractor beams and three salvagers if your salvaging skills are very good (i.e. your salvagers need fewer cycles per wreck) or if you are salvaging 'on the move' (in which case the extra tractor beams are needed to keep pulling the wrecks behind you while your salvagers work). Alternatively, you can fit more salvagers and fewer tractor beams in very concentrated wreck fields (or fit only salvagers if you previously deployed a Mobile Tractor Unit).

Your mid slots should almost always include a propulsion module (afterburner or microwarp drive), except perhaps if you're flying a Noctis with very good skills (which extends the range of your tractor beams so much that you won't need to move). If you're flying a Destroyer you will likely run out of capacitor regularly, so consider fitting a Capacitor Recharger or Capacitor Battery; the Noctis generally has enough capacitor and doesn't need capacitor modules. Fill your remaining mid slots with tanking modules.

For your low slots, consider fitting an expanded cargohold on salvaging destroyers (the Noctis' base cargo hold is usually large enough), and use the remaining slots to improve your ship's tank, agility, and maximum speed.

Rig slots can either be used to improve your ship's tank or to gain some salvaging efficiency by fitting Salvage Tackle rigs.

Any dedicated salvaging ship with a drone bay should fly salvaging drones. Additionally, consider including ECM drones if you're afraid of being attacked by other players.

Skills

  • Salvaging (3x, 1M ISK): The basic skill required for salvaging with salvager modules. Every new character starts at level III, which is enough to start out with - however, since each level trained decreases the number of cycles a Salvager module takes to salvage each wreck, training this to higher levels to improves salvaging efficiency. To step up to Salvager II modules, train this to level V.
  • Salvage Drone Operation (4x, 500k ISK): The basic skill required for salvaging with salvage drones. Salvage drones are available at level I, but training this to III or higher will decrease salvaging time further. Needs Drones IV (1x).
  • Salvage Drone Specialization (5x, 13M ISK): The specialization skill required for T2 salvage drones. T2 salvage drones are available at level I.

Spaceship skills:

  • <race> Destroyer: Pilots only need to train this skill to level I to fly a given race's destroyers, but will not receive additional benefits to salvaging by training it beyond level I.
  • ORE Industrial (4x, 2.5M ISK): This skill is required to fly the Noctis, and higher levels really pay off for pilots who are serious about salvaging. When combined with the Noctis, each level of this skill gives bonuses to tractor beam range, tractor beam velocity, and salvager cycle time. Pilots who will intend to fly a Noctis regularly should train this to at least level III.

Other skills to train:

  • Targeting skills to improve targeting time, targeting range and number of targets that can be locked simultaneously.
  • Capacitor Management and Capacitor Systems Operation to improve ship's capacitor capacity and recharge rate, which becomes important when flying a Destroyer and fitting a large number of salvager modules (which use more capacitor than tractor beams).
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Practical salvaging

When first approaching a wreck field, make sure your Overview settings show wrecks, turn on the Tactical Overlay, and bookmark a wreck near the centre of the field with the maximum number of wrecks within your ship's tractor beam range. Fly (or warp) to this bookmark, and stop your ship.

Use your tractor beams to pull more distant wrecks to within 2500m of your ship (as you'll want to loot them in addition to salvaging them); once they are within range, turn the tractor beams off, and re-target them on additional distant wrecks. Simultaneously, target nearby wrecks with your salvagers, using one salvaging module per wreck (except for very difficult Sleeper wrecks), and letting them run until the wreck is salvaged, then targeting the next nearby wreck for salvaging. While the salvagers are running, loot the wreck.

Since you'll be juggling a lot of wrecks and modules, keep in mind that you can click on the module icon underneath a targeted wreck to stop that specific module from cycling - useful for turning off the right tractor beam once it's pulled a wreck close to your ship. Also, learn the keyboard shortcuts for targeting and activating/disactivating modules, as it will save you a lot of clicking.

If you're flying a fast and agile ship (i.e. a Destroyer instead of a Noctis), then it may be faster to create a bookmark 150 km away, warp to it, then warp back to a wreck, instead of slow-boating around the wreck field.

Mobile Tractor Units and salvaging drones can support your ship's salvagers and tractor beams, but are considerably slower. However, they can be used for a minimum-effort approach to salvaging (even though it's considerably less efficient): deploy a Mobile Tractor Unit at the start of an engagement, which will pull all the wrecks you create into a tight ball (and loots them for you). When you have destroyed all the enemies, fly close to the MTU, deploy your salvage drones, and order them to salvage all nearby wrecks. Then sit back and watch your drones work. You may want to occasionally reposition your ship to be as close as possible to the wrecks - salvage drones fly slowly (900 m/s, plus skill bonuses) and they have to return to your ship to drop off their salvage.

As an aside, wrecks of player ships can be salvaged in the same way as wrecks of NPC ships.

Salvaging for yourself

If you run missions or rat, you can augment your income by salvaging the wrecks you produce. However, it may not be worth your time, as you could be spending your salvaging time running another mission or killing more rats - but it's up to you how to spend your time (also taking into account what activities you enjoy in the game). As a rough guide, mission salvaging only yields significant profits for level 3 missions and above.

While some ships can fight and salvage, it's often a better idea to switch to a dedicated salvaging ships (or have a salvaging alt), as salvaging large wreck fields with anything but a dedicated salvaging ship can be frustratingly slow.

Wrecks persist for two hours, so you may want to run a few missions (or rat in a few asteroid belts), bookmarking each wreck field, before switching to a salvaging ship. Mobile Tractor Units can be very useful here - drop one in each mission (they are somewhat bulky, so you may have to return to a station to pick up more), and let them work while you complete additional missions. When you return with your salvaging ship, all the wrecks will be in a nice compact ball, allowing you to forgo tractor beams in favour of a full rack of salvager modules.

Alternatively, if you have a salvaging alt that you can multibox (on a separate account), you can have them follow your combat character, but lagging one wreck field 'behind' (to prevent your fragile salvaging ship from being targeted by rats). Keep in mind that, once you have completed a mission, all the acceleration gates disappear, making it possible to warp directly to any bookmarked wreck field.

Fleets

PvE fleets (e.g. locust fleets which tackle high-level PvE content are often in need of a dedicated salvager to follow the fleet. Make sure to agree how to split the salvaging proceeds with the other fleet members beforehand; it's common for the proceeds to be split evenly between all fleet members. This role can easily be filled by a new player in a Destroyer, and is a great way to start flying with fleets. The fleet window logs all wrecks that are looted or salvaged, which can be used to check if a salvager is 'stealing' some of the loot (i.e. not reporting the full value to be shared with the other fleet members).

Wormholes

See also: Wormhole Space

Sleepers (the NPCs in wormholes) can be salvaged as usual, but keep in mind that some of the sleeper wrecks take a long time to salvage, even with good salvaging skills.

Often, a salvaging ship in wormhole fleets is also responsible for looting the sleeper wrecks; since Sleepers don't have bounties, this loot is the main income source for wormhole PvE. This makes salvaging ships prime targets for hostile players, and even a solo Stealth Bomber can destroy a salvaging ship. Therefore, unlike with K-space salvaging, stay with your fleet, keep an eye on D-Scan, and consider fitting Warp Core Stabilizer modules in place of Expanded Cargohold modules (as Sleeper loot takes up comparatively little volume).

Uses for salvage

Tech I and Tech II Salvage materials

The materials obtained from salvaging are used in the manufacture of rigs, and if you don't want to manufacture rigs yourself there are plenty of manufacturers looking to buy these materials. Even though individual materials are usually not worth a lot, their value does add up - be aware of potential suicide gankers when hauling large amounts of salvage.

Salvage materials with an orange background is Tech I salvage (used when manufacturing Tech I rigs), while material with a blue background is Tech II salvage (for Tech II rigs). Additionally, salvage from Sleeper NPCs is used in the manufacture of Strategic Cruisers.

Salvaging and the law

Main article: Ninja Salvaging and Stealing

Wrecks are flagged as 'belonging' to the player/corporation/fleet who created them (i.e. who destroyed the ship). You can loot a wreck belonging to someone else (marked in yellow on the Overview), but you will receive a suspect timer, allowing any other pilot to freely attack you for 15 minutes.

However, you can salvage wrecks belonging to someone else without any game mechanics consequences; this is called 'ninja salvaging', whereby people salvage without the wreck owner's permission.

When salvaging wrecks belonging to others, a few of the abovementioned mechanics are different:

  • Tractor beams (ship modules and Mobile Tractor Units) don't work
  • Salvage drones will not automatically salvage, but they can be ordered to manually salvage a specific wreck

Members of EVE University are not allowed to salvage wrecks belonging to others.

Salvaging efficiency

The defining mechanic for salvaging is the 'salvaging chance', which is the probability that you will successfully salvage the wreck in one cycle of your salvaging module/drone. As explained above, if you fail a salvaging attempt, your module/drone will continue cycling until you succeed - so the probability is an indication of how many cycles (i.e. time) it takes to salvage a wreck (or, in the case of very difficult wrecks, allows you to salvage them at all). Improving your chance to salvage does not give you better salvage.

Salvaging chance = base access chance + bonuses

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Note that the chance to salvage is not affected by stacking penalties.

Base access chance

The base access chance is determined by the wreck type:

  • Small basic wrecks (Frigates and Destroyers): 30%
  • Medium basic wrecks (Cruisers and Battlecruisers): 20%
  • Large basic wrecks (Battleships): 10%
  • Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships): 0%
  • Structure wrecks -10%
  • Sleeper Large Advanced Wrecks: -20%.

Bonuses

The following things give bonuses to your salvaging chance (only when using Salvager modules, not drones):

  • Using a Salvager I module improves your salvaging chance by 5% per level of the Salvaging skill, up to +25% at level V. Once you have trained Salvaging V, you can use the Salvager II module, which improves your salvaging chance by 35%.
  • Salvage Tackle I rigs improve your salvaging chance by 10% each (and you could, if you wanted, fit several). Salvage Tackle II rigs improve your access chance by 15% each, but (like most Tech II rigs) are hideously expensive.
  • The Poteque 'Prospector' Salvaging SV-905 implant (it fits into slot 9) improves your salvaging chance by 5%.

Lastly, the Poteque 'Prospector' Environmental Analysis EY-1005 implant (it fits into slot 10) and each level of ORE Industrial when flying a Noctis reduces the cycle time of your salvaging modules by 5%.

If you're using Salvage Drones, they improve your salvaging chance by up to 4.5%, plus 2% for each level of the Salvage Drone Operation and Salvage Drone Specialization skill you have trained (up to a total of 4.5%+10%+10%=24.5% at skill level V). There are no other ways of improving the salvaging chance of salvage drones.

A beginner salvaging pilot with Salvaging III, fits her ship with a single Salvager I module, and tries to salvage a small basic wreck. The base chance to salvage a small basic wreck is 30%, and her skills and module give her a bonus of 3 * 5% = 15%. Therefore, her chance to salvage the wreck on each cycle of her salvager module (10 seconds) is 30% + (3 * 5%) = 45%. On average, it will therefore take 2.2 cycles (22 seconds) to salvage the wreck.[1].

Buoyed by her initial success, the pilot heads to more remote areas of space, and encounters large basic wrecks. Her chance to salvage these is 10% + (3 * 5%) = 25%; therefore, on average, it will take 4 cycles (40 seconds) to salvage each wreck. Heading deeper into space, she encounters small advanced wrecks (chance to salvage 0% + (3 * 5%) = 15%, taking 6.7 cycles (1 minute and 7 seconds) on average) and even some sleeper large advanced wrecks (chance to salvage -20% + (3 * 5%) = -5%; she will not be able to salvage these wrecks).

Determined to increase her salvaging efficiency, she trains up her Salvaging skill to level V, and installs a Salvager II module. With this setup, her chance to salvage a large basic wreck is 10% + (5 * 7%) = 45%; on average, it will take her 2.2 cycles (22 seconds) to salvage. Even a sleeper large advanced wreck succumbs to her salvaging powers, within 6.6 cycles on average.

Salvaging time

Salvager modules

The following table shows the average number of salvager module cycles (and time) to salvage a wreck. Various player setups are shown for comparison - these are by no means the only salvaging setups, but are meant to illustrate the effect of investing in higher-end salvaging equipment.

The following setups are used:

  • 'Beginner': Salvager I module and Salvaging III. This gives a +15% salvaging chance.
  • 'Intermediate': Salvager I module and Salvaging IV. This gives a +20% salvaging chance.
  • 'Journeyman': Salvager II module and Salvaging V. This gives a +35% salvaging chance.
  • 'Advanced': Salvager II module and Salvaging V, flying a Noctis with ORE Industrial III. This gives a +35% salvaging chance, and a 15% reduction to module cycle time.
  • 'Professional': Salvager II module and Salvaging V, flying a Noctis with ORE Industrial IV and a Tech I Salvage Tackle rig. This gives a +45% salvaging chance, and 20% reduction to module cycle time.
  • 'Expert': Salvager II module and Salvaging V, flying a Noctis with ORE Industrial IV and two Tech I Salvage Tackle rigs. This gives a +55% salvaging chance, and 20% reduction to module cycle time.
  • 'God mode': Salvager II module and Salvaging V, flying a Noctis with ORE Industrial V, three Tech II Salvage Tackle rigs, and both a Poteque 'Prospector' Salvaging SV-905 and a Poteque 'Prospector' Environmental Analysis EY-1005 implant. This gives a +85% salvaging chance, and a 30% reduction to module cycle time.
Wreck type
Player setupChanceCycle timeSmallMediumLargeSmall adv.Large adv.
Beginner+15%22 seconds
(2.2 cycles)
29 seconds
(2.9 cycles)
40 seconds
(4 cycles)
66 seconds
(6.6 cycles)
N/A
Intermediate+20%20 seconds
(2 cycles)
25 seconds
(2.5 cycles)
33 seconds
(3.3 cycles)
50 seconds
(5 cycles)
N/A
Journeyman+35%15 seconds
(1.5 cycles)
18 seconds
(1.8 cycles)
22 seconds
(2.2 cycles)
29 seconds
(2.9 cycles)
66 seconds
(6.6 cycles)
Advanced+35%-15%13 seconds
(1.5 cycles)
15 seconds
(1.8 cycles)
19 seconds
(2.2 cycles)
25 seconds
(2.9 cycles)
56 seconds
(6.6 cycles)
Professional+45%-20%10 seconds
(1.3 cycles)
12 seconds
(1.5 cycles)
14 seconds
(1.8 cycles)
18 seconds
(2.2 cycles)
32 seconds
(4 cycles)
Expert+55%-20%9 seconds
(1.2 cycles)
11 seconds
(1.3 cycles)
12 seconds
(1.5 cycles)
15 seconds
(1.8 cycles)
23 seconds
(2.9 cycles)
God mode+85%-30%7 seconds
(1 cycles)
7 seconds
(1 cycles)
7 seconds
(1 cycles)
8 seconds
(1.2 cycles)
10 seconds
(1.5 cycles)

This graph shows the relationship between module cycle time and salvaging chance bonus.

Several conclusions can be drawn from this table and graph:

  • Increasing the salvaging chance bonus is key to salvaging efficiently. While the early increases yield dramatic improvements, these improvements taper off and later increases are not only more costly to get (as they need more expensive rigs, modules and implants), but provide fewer and fewer additional benefits. The 'sweet spot' for serious salvaging is around +50% salvaging bonus - this gets you about 80% of the way to the absolute maximum possible (+85% salvaging bonus), but doesn't need any of the really expensive Tech II rigs. the best way to get to around +50% is to fit a Salvager II module and one or two Tech I salvaging rigs.
  • If you have the option of flying a Noctis, its cycle time bonus really starts to shine above about +40% salvaging bonus, at which point it gets ever more costly to further increase your salvaging chance bonus. However, if you don't want to fly a Noctis, then a salvaging destroyer can do its job almost as well, but usually needs about 1-2 additional salvaging rigs to compensate for the Noctis' cycle time bonus.
  • Salvaging in wormholes, particularly the advanced larger sleeper wrecks, represent a significant increase in difficulty compared with k-space salvaging. Therefore, serious wormhole salvagers may want to consider installing three Tech I salvaging rigs (in addition to using Salvager II modules). At the very least a +25% salvaging chance bonus is needed to even attempt to salvage advanced large sleeper wrecks.

Salvage drones

Similarly, when using salvaging drones, taking the following setups:

  • 'Beginner': 1 salvage drone and Salvage Drone Operation I. This gives a +5% salvaging chance.
  • 'Intermediate': 5 salvage drones and Salvage Drone Operation III. This gives a +9% salvaging chance.
  • 'Journeyman': 5 salvage drones and Salvage Drone Operation IV. This gives a +11% salvaging chance.
  • 'Advanced': 5 salvage drones and Salvage Drone Operation V. This gives a +13% salvaging chance.
  • 'Professional': 5 T2 salvage drones, Salvage Drone Operation V and Salvage Drone Specialization V. This gives a +24% salvaging chance.

Unlike with modules, where it almost never makes sense to use more than one salvager module on a single wreck, salvage drones will always work together on a single wreck. Additionally, note that the drones have to travel to the wreck and return to your ship with the salvage, increasing the time they need to salvage.

Wreck type
Player setupChanceDronesSmallMediumLargeSmall adv.Large adv.
Beginner+5%129 seconds
(2.9 cycles)
40 seconds
(4 cycles)
1 min 6 s
(6.6 cycles)
2 min 26 s
(15 cycles)
N/A
Intermediate+9%511 seconds
(1.1 cycles)
12 seconds
(1.2 cycles)
15 seconds
(1.5 cycles)
27 seconds
(2.7 cycles)
N/A
Journeyman+11%511 seconds
(1.1 cycles)
12 seconds
(1.2 cycles)
14 seconds
(1.4 cycles)
23 seconds
(2.3 cycles)
N/A
Advanced+13%511 seconds
(1.1 cycles)
12 seconds
(1.2 cycles)
14 seconds
(1.4 cycles)
20 seconds
(2 cycles)
N/A

This table shows that there are significant diminishing returns above Salvage Drone Operation III, and it's probably not worth training additional skill levels beyond that. Additionally, even though a flight of five salvaging drones with reasonable skills can approach the same salvaging rate as a single salvager module, most salvaging ships will fit four or more salvaging modules, and will therefore always outperform salvage drones. On the other hand, if time is not a factor, then salvage drones offer a very hands-off method of salvaging.

Lastly, travel time should be taken into account when using salvaging drones - salvaging a wreck 5 km away easily adds ten seconds to the salvaging time (as the drone needs to fly to the wreck, salvage it, and return to your ship), so, if possible, keep your ship as close to the wrecks as possible (or use a Mobile Tractor Unit to pull all the wrecks into a ball).

Salvage Distribution

The type of salvage you get depends on the faction of the wreck that is being salvaged.

SalvageAmarr
Blood Raider
Sansha's Nation
Minmatar
Angel Cartel
Caldari
Guristas
Gallente
Serpentis
Rogue Drone
Alloyed Tritanium Bar xx
Armor Plates xxxx
Broken Drone Transceivers xx
Burned Logic Circuit xxxxx
Charred Micro Circuit xxxxx
Conductive Polymer xxx
Contaminated Lorentz Fluid xx
Contaminated Nanite Compound xxxx
Damaged Artificial Neural Network xx
Defective Current Pump xx
Fried Interface Circuit xxxxx
Malfunctioning Shield Emitter xxx
Melted Capacitor Console xx
Scorched Telemetry Processor xx
Smashed Trigger Unit xx
Tangled Power Conduit xx
Thruster Console xx
Tripped Power Circuit xxxxx
Ward Console xx

References

  1. ^For details on the math, see expected value on Wikipedia
Retrieved from 'https://wiki.eveuniversity.org/index.php?title=Salvaging&oldid=165589'
This article should be cleaned up or improved. The reason is: unspecified

This guide describes the various types of modules and rigs that can be inserted into your ship slots, in summary form. For general advice on how best to select the right modules or rigs for your ship, see this article on Fitting Guidelines.

  • 1High slots
    • 1.1Damage
      • 1.1.2Hybrid Turrets
      • 1.1.3Laser Turrets
      • 1.1.4Projectile Turrets
      • 1.1.5Missile Launchers
    • 1.2Drone Upgrades
    • 1.3EWAR
    • 1.4Logistics
    • 1.5Tackling
    • 1.6Mining Lasers
    • 1.7Siege Modules
    • 1.8Misc
  • 2Mid Slots
    • 2.1Capacitor
    • 2.2Damage Supplements
    • 2.3Drone Upgrades
    • 2.4EWAR
    • 2.5Propulsion
    • 2.6Shield Tanking
    • 2.7Tackling
    • 2.8Misc
  • 3Low Slots
    • 3.1Armor Tank
    • 3.2Capacitor
    • 3.3Damage Supplements
    • 3.4EWAR
    • 3.5Fitting
    • 3.6Propulsion
    • 3.7Shield Tanking
    • 3.8Misc
  • 5Subsystems
    • 5.1Legion Subsystems
    • 5.2Loki Subsystems
    • 5.3Proteus Subsystems
    • 5.4Tengu Subsystems

High slots

Main article: High slot

Damage

These modules will deal direct damage to a target or multiple targets. The two basic weapon systems in the game are Turrets and Missile Launchers.

Doomsday Devices

Doomsday devices are extremely powerful weapons mounted on Titans. They deal 2 million points of racial type damage to a single target while using up 50 thousand units of the racial isotope to do so. They also have several drawbacks such preventing the titan from using a warp or jump drive for ten minutes after using the doomsday.

Hybrid Turrets

Hybrid turrets are the weapons used primarily by the Gallente. They use hybrid ammo that only deals thermal and kinetic damage.

Railguns

Long range hybrid turrets. They have longer range and higher rate of fire than other long-range weapon systems. They are moderately difficult to fit and are normally found on Gallente and some Caldari ships.

Blasters

Short range hybrid turrets. They have the most DPS of any type of weapon in game but also the least effective range. They are a bit easier to fit than railguns and are normally fitted on Gallente, and sometimes Caldari ships.

Laser Turrets

Laser turrets are the weapons used primarily by the Amarr. They use frequency crystals as ammunition and deal EM and thermal damage. A special note to consider when fitting any ship is the ammunition usage. Lasers use crystals, which work differently than any other ammunition type. You can read more about it here.

Pulse Laser Turrets

Short range Laser Turrets. They offer high damage potential while having decent range. They have fairly steep power-grid fitting requirements and are thus usually mounted only on Amarr ships.

Beam Laser Turrets

Long range Laser Turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems. They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount.

Projectile Turrets

Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.

Autocannons

Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS. Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships.

Artillery

Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships.

Missile Launchers

Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (certain Minmatar, Caldari, and a few T2 Amarr). Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check Missile Launchers for more information.

'Short-Range' Launchers

'Short-range' bays refers to missile launchers using the short-range, high damage missiles, namely rocket launchers, heavy assault missile launchers, torpedo launchers and citadel torpedo launchers. Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts (in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts).

'Long-Range' Launchers

'Long-range' launchers refers to missile launchers using the long-range, low damage missiles, namely light missile launchers, heavy missile launchers, cruise launchers, and citadel cruise launchers. Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts.

Rapid Launchers

Rapid light and heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships. Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well. This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around. It should also be noted that rapid missile launchers have a 40 second reload time; they can hit smaller ships for good damage, but take a long time to reload.

Smartbombs

These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship. For more information, see Smartbombs.

Bomb Launchers

Bomb launchers are used to launch Bombs.

Drone Upgrades

These modules will increase the range of drones or the number of drones you can control.

Drone Control Units

These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.

Drone Link Augmentors

These modules extend your drone control range.

Discussion

Drone control units are obviously only useful to carrier/supercarrier pilots. Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare high slots.

EWAR

These modules will alter enemy ship caps and sensors.

Energy Neutralizers

These modules will dissipate the capacitor of an enemy ship by using your capacitor energy.

Energy Vampires

These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.

Remote ECM Burst

These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range.

Discussion

Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.

Logistics

These modules will restore cap, shields, armor, and hull to other ships.

Energy Transfer Arrays

These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.

Remote Armor Repair

These modules will repair the armor of an allied ship by using your capacitor energy.

Remote Hull Repair

These modules will repair the hull of an allied ship by using your capacitor energy.

Shield Transporters

These modules will repair the shield of an allied ship by using your capacitor energy.

Discussion

These 4 module classes form the backbone of remote repair (RR) and are invaluable in PvP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.

Tackling

These modules will prevent ship warping.

Interdiction Sphere Launcher

These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdictors.

Warp disruption Field Generator

These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage (via an increased signature radius).

Mining Lasers

Mining lasers are used to harvest resources which include ore, ice, and gas.

Mining Lasers

Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.

Strip Miners

Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases. The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore.

Ice Harvesters

Ice Harvesters harvest ice and can only be fitted on mining barges and exhumers.

Gas Cloud Harvesters

Gas cloud harvesters harvest gas from gas clouds. They can be fitted on any ship with turret hardpoints.

Siege Modules

Siege modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.

Siege Module

These are used by Dreadnaughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.

Triage Module

The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.

Industrial Core

The industrial core allows the Rorqual to compress ore.

Misc

These modules did not fit into the above categories.

Auto Targeting

These modules will target for you.

Cynosural Field Generators

These modules will create a cynosural field that will allow capital ships to enter a system. Be careful, as using the cyno field generator will leave your ship immobile for ten (10) minutes. The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship.

Cloaking

These modules will make you invisible unless you use a module or warp, or come within 2km of something. The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp.

Clone Vat Bay

Clone Vat Bay can only be fitted on titans and the Rorqual. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay.

Gang Assist Modules

These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers.

Jump Portal Generators

The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates. The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.

Salvager

These modules will salvage loot from wrecks.

Scan Probe Launchers

These modules will launch scan probes to allow you to explore.

Tractor Beams

These modules will bring cargo containers and wrecks to your ship.

Discussion

Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually.Cyno field generators would be best used on an alt in a frigate (that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are).Cloaking is invaluable for scouts.Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.

Mid Slots

Main article: Mid slot

Capacitor

These modules will restore capacitor energy.

Capacitor Batteries

These modules will increase your total capacitor (and subsequently capacitor regen, as total capacitor and capacitor regen time are independent).

Capacitor Boosters

These modules will replenish your capacitor while expending a charge that you must carry (like ammo).

Capacitor Rechargers

These modules will increase your capacitor recharge time with no penalty.

Discussion

Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing.For your exact needs, experimenting in PYFA will show which will serve you best.

Damage Supplements

These modules will increase DPS.

Tracking Computers

These modules will increase your optimal range, falloff range, and tracking speed.

Tracking Links

These modules will increase an allied ship's optimal range, falloff range, and tracking speed.

Drone Upgrades

These modules will increase the speed and tracking of drones.

Omnidirectional Tracking Links

These modules increase the optimal range and tracking of your drones.

Drone Navigation Computers

These modules increase the MicroWarpDrive speed of your drones(their speed when they are flying around, not when they are orbiting & attacking).

EWAR

These modules will decrease enemy DPS, increase the enemy's incurred DPS, and prevent the opposite from happening.

ECM

These modules will make it difficult for an enemy ship to lock targets. They come in five varieties to coincide with the four sensor types and a multispectral.

ECM Bursts

This is essentially the same as ECM but affects all targets in a given radius.

ECCM

These modules protect against ECM.

ECCM, Projected

These modules protect ships that you use this module on, against ECM.

Remote Sensor Boosters

These modules increase the targeted ship's sensor range and locking speed.

Remote Sensor Dampeners

These modules decrease the targeted ship's sensor range and locking speed.

Sensor Boosters

These modules increase your sensor range and locking speed.

Target Painters

These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.

Tracking Disruptors

These modules decrease the tracking speed of enemy turrets.

Discussion

EW has its own full discussion and class, so I won't be going into detail here.

Propulsion

These modules will increase a ship's velocity.

Afterburners

These modules will increase your velocity by roughly 120% while using some capacitor.

Microwarpdrives

These modules will increase your velocity by 500% while increasing your signature radius by 500% and a significant use of capacitor.

Micro Jump Drives

These modules have a spool up time and instantly teleport a ship 100km in the direction the nose is facing. As of the Kronos expansion these modules now come in both Large (battleship) and Medium (battlecruiser) varieties.

Shield Tanking

These modules will restore, extend, or increase the resistance of your shields.

Shield Boosters

These modules will repair your shields. Boost amplifiers are also in this category and they serve to increase the amount of shield repaired by a shield booster.

Ancillary Shield Boosters

These modules will repair your shields, and use cap charges as ammo. They can also run from your capacitor, but require more cap than a normal shield booster.

Shield Boost Amplifiers

These modules increase the amount of shield provided by shield boosters per cycle.

Shield Extenders

These modules will increase your total shield amount while increasing your signature radius (consequently increasing the damage incurred).

Shield Hardeners

These modules will increase your shield resistances while using a small amount of capacitor.

Shield Rechargers

These modules will increase your shield regeneration without penalty.

Shield Resistance Amplifiers

These modules will increase your shield resistances and uses no capacitor.

Discussion

You generally don't want to fit more than a single booster, as the cap drain will be quite high. Instead use a size-appropriate (or over-sized) shield booster matched with a shield boost amplifier.Shield extenders are great for increasing a passive tank (remember that total shield and time to recharge are independent, so as you increase total shields you increase shield regeneration rate) but can work against you if they increase your signature radius too much. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor.

Tackling

These modules will slow and prevent warping of enemy ships.

Stasis Webifiers

These modules will decrease an enemy ship's velocity.

Warp Jammers

These modules will prevent an enemy ship from warping (provided they do not have warp stabilizers to negate your jamming). Warp Scramblers have a base range of 7.5km, have a jamming strength of two and will also disable the microwarp drives of your target as long as the target is scrambled. Warp Disruptors have a base range of 20km, jamming strength of one, and use more capacitor than warp scramblers.

Misc

These modules did not fit into the above categories.

Command Processor

The command processor allows for one extra warfare link module to be fitted on a ship.

Hull Repair Systems

These modules will repair your structure.

Passive Targeting Systems

These modules will allow you to target a ship without them knowing.

Scanners

These modules will allow you to scan the composition of asteroids, ice belts, and gas clouds, as well as ship fittings and cargo. Data Analyzers and Relic Analyzers are used to extract stuff from special containers in Data and Relic sites, respectively.

Discussion

Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets.Hull repair systems are a great way to save money if you have hull damage and don't want to pay the repair fees.

Low Slots

Main article: Low slot

Armor Tank

These modules will repair, extend, and increase the resistance of your armor.

Armor Hardeners

These modules will increase your armor's resistance a great deal while using capacitor.

Armor Plates

These modules will increase your armor's total strength while greatly increasing your mass.

Armor Repair Systems

These modules will repair you armor.

Eve Rig Slot

Energized Armor Resistance Membrane

These modules will increase your armor's resistance a moderate amount. Regenerative plating increases your armor by a percentage and does not affect your resistance.

Resistance Plating

These modules will increase your armor's resistance slightly for just a single MW of power-grid. Regenerative plating increases your armor by a percentage and does not affect your resistance.

Discussion

Hardeners are the ideal if you can support them, followed by Energized Armor Resistance Membrane and finally resistance plating.Armor plates are great for a buffer tank.

Capacitor

These modules will increase the recharge rate of your capacitor.

Capacitor Flux Coil

These modules will increase your capacitor recharge at the expense of total capacitor energy.

Capacitor Power Relays

These modules will increase your capacitor recharge at the expense of the amount of shield your shield booster restores.

Discussion

If you need capacitor and aren't shield tanking, power relays would serve you well. If you're actively shield tanking, you'll need to strike the right balance for you.Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity. This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're actively shield tanking.

Damage Supplements

These modules will increase your DPS.

Ballistic Control Systems

These modules will increase your damage and rate of fire when using missiles.

Gyrostabilizers

These modules will increase your damage and rate of fire when using projectile turrets

Heat Sinks

These modules will increase your damage and rate of fire when using laser turrets.

Magnetic Field Stabilizers

These modules will increase your damage and rate of fire when using hybrid turrets.

Tracking Enhancers

These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets.

EWAR

These modules will increase your targeting and reduce your susceptibility to ECM.

Signal Amplifiers

These modules will increase your total allowed targets, your maximum targeting range, as well as reducing time to lock.

Sensor Backup Arrays

These modules will increase your sensor strength.

Fitting

These modules will help you extend your power grid or CPU.

Auxiliary Power Controls

These modules will increase your power-grid as an absolute (ie. not as a percentage) so is useful for frigates and destroyers.

CPU Upgrades

These modules will increase your CPU without penalty.

Power Diagnostic Systems

These modules will increase your power-grid, as well as minor boosts to your capacitor and shield capacity and recharge.

Reactor Controls

These modules will increase your power-grid without penalty.

Discussion

If you need an increase in your power-grid and don't need as much as a reactor control provides, the bonuses of the power diagnostic system is a great perk.If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute 10-12MW.

Propulsion

These modules will increase your velocity and/or agility.

Inertial Stabilizers

These modules will increase your agility at the expense of signature radius.

Nanofiber Structures

These modules will increase your velocity and agility at the expense of structure.

Overdrive Injectors

These modules will increase your velocity at the expense of cargo space.

Comparison

Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius (and consequently your incurred damage) for a bit of agility.Nanofiber structures on the other hand, will provide both velocity and agility (very comparable to each individually) at the expense of structure. And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have.For further discussion on speed modules refer to Stacking penalties

Hyperspatial Accelerator

This unit increases warp speed and acceleration.No more than three Hyperspatial Accelerators can be fit to one ship.

Shield Tanking

These modules will increase the regeneration of shields.

Shield Flux Coils

These modules will increase shield recharge at the expense of shield capacity.

Shield Power Relays

These modules will increase shield recharge at the expense of capacitor recharge.

Comparison

Power relays are great for passive shield tanking on Minmatar, as projectile weapons require no capacitor.Flux coils will deliver less recharge than they state, because of their reduction of total shields (remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge).So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.

Misc

These modules did not fit into the above categories.

Cargo Expanders

These modules will increase your cargo capacity at the expense of velocity. Ideal for haulers and salvage/loot ships.

Damage Controls

These modules will give you a great deal of resist for your hull, and minor resistance increases for your armor and shields at the expense of very minor cap use. Great module to extend your tank.

Ice Harvester Upgrades

These modules decrease ice harvester cycle time at the cost of CPU.

Mining Upgrades

These modules will increase mining laser yield at the expense of CPU.

Reinforced Bulkheads

These modules will increase your hull at the expense of velocity.

Warp Core Stabilizers

These modules counter warp jammers at the expense of targeting range and targeting speed. They are essential if you think you might get warp jammed and do not want to fight.

Rigs

Main article: Rig

Rigs are permanent ship modifications that fit into the rigging slots of a ship. Once fit, they must be destroyed in order to be removed (unlike regular modules). Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated rigging skill.

Subsystems

Subsystems are special modules that are used to build T3 ships. Each T3 ship has five subsystem slots - Defensive, Electronic, Engineering, Offensive and Propulsion.

Legion Subsystems

Defensive

Armor and Shields vary between these subsystems but the resistances remain the same.

Adaptive Augmenter: 5% bonus to all armor resistances per level, 10% bonus to remote armor repair system effectiveness per level 1 low, 1 hi

Augmented Plating: 10% bonus to armor hitpoints per level 2 low

Nanobot Injector: 10% bonus to armor repairer effectiveness per level 2 low

Warfare Processor: 5% bonus effectiveness of Armor Warfare Links per subsystem skill level 1 low, 1 hi

Electronics

CPU, targeting range, sensor strength and scan resolution all change between these subsystems.

Dissolution Sequencer: 15% bonus to ship sensor strength, 5% bonus to max targeting range per level 4 med

Emergent Locus: 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level, 99% reduced CPU needed for Scan Probe Launchers 3 med, 1 hi

Energy Parasitic Complex: 10% bonus to energy vampire and energy neutralizer transfer amount per level. 3 med, 1 hi

Tactical Targeting Network: 15% bonus to scan resolution per level 4 med

Engineering

Power-grid and Capacitor vary by subsystem.

Augmented Capacitor Reservoir: 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 turret

Capacitor Regeneration Matrix: 5% bonus to capacitor recharge time per level 3 low

Power Core Multiplier: 5% bonus to power output per level 2 low, 1 hi, 1 launcher, 1 turret

Supplemental Coolant Injector: 5% reduction in the amount of heat damage absorbed by modules per level 3 low

Offensive

The CPU and drone usage (or lack) are modified by these subsystems.

Assault Optimization: 5% bonus to heavy assault missile damage per level, 5% bonus to missile launcher rate of fire per level 1 low, 5 hi, 5 launcher

Covert Reconfiguration: 10% bonus to medium energy turret capacitor use per level, 100% reduction in Cloaking Device CPU use, can fit covert ops cloaks 1 med, 5 hi

Drone Synthesis Projector: 10% bonus to medium energy turret capacitor use per level, 10% bonus to drone damage per level, 7.5% bonus to drone hit points per level 1 med, 5 hi, 3 turret

Liquid Crystal Magnifiers: 10% bonus to medium energy turret capacitor use per level, 10% bonus to medium energy turret damage per level, 10% bonus to medium energy turret optimal range per level 1 low, 5 hi, 5 turret

Propulsion

The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem chosen.

Chassis Optimization: 5% bonus to max velocity per level 1 low

Fuel Catalyst: 10% bonus to afterburner speed per level 1 low

Wake Limiter: 5% reduction in microwarp signature radius penalty per level. 1 low

Interdiction Nullifier: 5% increased agility per level, Immunity to non-targeted interdiction

Loki Subsystems

Defensive

Armor and Shields vary between these subsystems but the resistances remain the same.

Adaptive Augmenter: 5% bonus to all armor resistances per level 1 low, 1 med

Adaptive Shielding: 5% bonus to all shield resistances, 10% bonus to shield transporter per level 1 med, 1 hi

Amplification Node: 5% reduction in signature radius per level 1 low, 1 med

Warfare Processor: 5% bonus to the effectiveness of Skirmish Warfare Links per level, 99% reduction in Warfare Link module CPU need 1 med, 1 hi

Electronics

CPU, targeting range, sensor strength and scan resolution all change between these subsystems.

Dissolution Sequencer: 15% bonus to ship sensor strength, 5% bonus to max targeting range per level 1 low, 3 med

Emergent Locus Analyzer: 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level, 99% reduced CPU need for Scan Probe Launchers 4 med

Immobility Drivers - 30% bonus to stasis webifier range per level 1 low, 3 med

Tactical Targeting Network: 15% bonus to scan resolution per level 4 med

Engineering

Power-grid and Capacitor vary by subsystem.

Augmented Capacitor Reservoir: 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 launcher, 1 turret

Capacitor Regeneration Matrix: 5% bonus to capacitor recharge time per level 2 low, 1 med

Power Core Multiplier: 5% bonus to power output per level 2 low, 1 hi, 1 launcher, 1 turret

Supplemental Coolant Injector: 5% reduction in the amount of heat damage absorbed by modules per level 2 low, 1 med

Offensive

The CPU and drone usage (or lack) are modified by these subsystems.

Covert Reconfiguration: 5% bonus to medium projectile turret rate of fire per level, 100% reduction in Cloaking Device CPU use, can fit covert ops cloaks 1 low, 5 hi

Hardpoint Efficiency Configuration: 7.5% bonus to medium projectile turret rate of fire per level, 7.5% bonus to missile launcher rate of fire per level 1 low, 5 hi, 3 launcher, 3 turret

Projectile Scoping Array: 7.5% bonus to medium projectile turret rate of fire per level, 10% bonus to medium projectile falloff per level 1 low, 5 hi, 5 turret

Turret Concurrence Registry: 10% bonus to medium projectile turret damage per level, 10% bonus to medium projectile turret optimal range per level, 7.5% bonus to medium projectile turret tracking per level 1 low, 5 hi, 5 turret

Propulsion

The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem chosen.

Chassis Optimization: 5% bonus to max velocity per level 1 low

Fuel Catalyst: 10% bonus to afterburner speed per level 1 low

Intercalated Nanofibers: 5% increased agility per level 1 low

Interdiction Nullifier: 5% increased agility per level, Immunity to non-targeted interdiction

Proteus Subsystems

Defensive

Armor and Shields vary between these subsystems but the resistances remain the same.

Adaptive Augmenter: 5% bonus to all armor resistances per level, 10% bonus to remote armor repair system effectiveness per level 1 low, 1 hi

Augmented Plating: 10% bonus to armor hit points per level 2 low

Nanobot Injector: 10% bonus to armor repairer effectiveness per level 2 low

Warfare Processor: 5% bonus to effectiveness of Information Warfare Links per subsystem skill level 1 low, 1 hi

Electronics

CPU, targeting range, sensor strength and scan resolution all change between these subsystems.

CPU Efficiency Gate: 5% bonus to CPU per level 1 low, 3 med

Dissolution Sequencer: 15% bonus to ship sensor strength, 5% bonus to targeting range per level 1 low, 3 med

Emergent Locus Analyzer: 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level 4 med

Friction Extension Processor: 10% bonus to warp disruptor and warp scrambler range per level 1 low, 3 med

Engineering

Power-grid, Capacitor, and drone usage (or lack) vary by subsystem.

Augmented Capacitor Reservoir: 5% bonus to drone MWD speed per level, 7.5% bonus to drone hit points per level 2 low, 1 hi

Capacitor Regeneration Matrix: 5% bonus to capacitor recharge time per level 3 low

Power Core Multiplier: 5% bonus to power output per level 2 low, 1 hi, 1 turret

Supplemental Coolant Injector: 5% reduction in the amount of heat damage absorbed by modules per level 2 low, 1 med

Offensive

The CPU and drone usage (or lack) are modified by these subsystems.

Covert Reconfiguration: 5% bonus to medium hybrid turret damage per level 1 low, 5 hi, 4 turret

Dissonic Encoding Platform: 10% bonus to medium hybrid turret damage per level, 10% bonus to medium hybrid turret falloff per level, 7.5% bonus to medium hybrid turret tracking per level 1 low, 5 hi, 5 turret

Drone Synthesis Projector: 5% bonus to medium hybrid turret damage per level, 10% bonus to drone damage per level, 7.5% bonus to drone hit points per level 1 low, 5 hi, 3 turret

Hybrid Propulsion Armature: 10% bonus to medium hybrid turret damage per level, 10% bonus to medium hybrid turret falloff per level 1 low, 5 hi, 5 turret

Propulsion

The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem chosen.

'Gravitational Capacitor: 15% bonus to warp speed per level, 15% reduction in capacitor need when initiating warp per level 1 med

Interdiction Nullifier: 5% increased agility per level, Immunity to non-targeted interdiction

Localized Injectors: 15% reduction in afterburner and microwarpdrive capacitor consumption per level 1 low

Wake Limiter: 5% reduction in microwarpdrive signature radius penalty per level 1 low

Tengu Subsystems

Defensive

Armor and Shields vary between these subsystems but the resistances remain the same.

Adaptive Shielding: 5% bonus to all shield resistances per level, 10% bonus to shield transporter effectiveness per level 1 mid, 1 high

Amplification Node: 10% bonus to shield booster effectiveness per level 2 mid

Supplemental Screening: 10% bonus to shield hit points per level 2 mid

Warfare Processor: 5% bonus effectiveness of Siege Warfare Links per subsystem skill level 1 med, 1 high

Electronics

CPU, targeting range, sensor strength and scan resolution all change between these subsystems.

CPU Efficiency Gate: 5% bonus to CPU per level 1 low, 3 med

Dissolution Sequencer: 15% bonus to ship sensor strength, 5% bonus to targeting range per level 1 low, 3 med

Emergent Locus Analyzer: 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level 4 med

Obfuscation Manifold: 10% bonus to ECM target jammer optimal range per level 4 med

Engineering

Power-grid and Capacitor vary by subsystem.

Augmented Capacitor Reservoir: 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 launcher

Capacitor Regeneration Matrix: 5% bonus to capacitor recharge time per level 3 low

Power Core Multiplier: 5% bonus to power output per level 2 low, 1 hi, 1 turret

Supplemental Coolant Injector: 5% reduction in the amount of heat damage absorbed by modules per level 3 low

Offensive

The CPU and drone usage (or lack) are modified by these subsystems.

Accelerated Ejection Bay: 5% bonus to Kinetic Missile Damage per level, 7.5% bonus to Heavy, Heavy Assault and Assault missile launcher rate of fire per level, 10% bonus to Heavy Missile and Heavy Assault missile velocity per level 1 med, 5 hi, 5 launcher

Covert Reconfiguration: 5% bonus to missile launcher rate of fire per level 1 low, 5 hi, 4 launcher

Magnetic Infusion Basin: 5% bonus to medium hybrid turret damage per level, 20% bonus to medium hybrid turret optimal range per level 1 low, 5 hi, 5 turret

Rifling Launcher Pattern: 10% ECM target jammer strength per level, 5% bonus to Heavy, Heavy Assault, and Assault Missile Launcher Rate of Fire per level 1 low, 5 hi, 5 launcher

Propulsion

The Max Velocity and Inertia Modifiers change depending on the propulsion subsystem chosen.

Fuel Catalyst: 10% bonus to afterburner speed per level 1 low

Gravitational Capacitor: 15% bonus to warp speed per level, 15% reduction in capacitor need when initiating warp per level 1 low

Intercalated Nanofibers: 5% increased agility per level 1 low

Interdiction Nullifier: 5% increased agility per level, Immunity to non-targeted interdiction

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