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What to mine?

Table of Contents

  • 1 Highsec vs Nullsec
  • 2 Gas Mining

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Almost as important as the decision of which ship to mine in is what you should mine. Much of the time people mine and then refine their ore into minerals and either sell the minerals or use them in industry, but some people choose to just sell ore as without good refining skills much of the value of the ore is lost in refining waste.

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When mining to sell ore, your profit is calculated in isk/m³. This is because mining modules calculate yield in m³ per cycle instead of units per cycle. and different ores have different volumes per unit.

As an example, Veldspar has a very small volume per unit (0.1m³), when compared to Spodumain (16m³ per unit), so, you can fit many more units of Veldspar in your hold than Spodumain, and mine far more units per hour of Veldspar. However, Spodumain contains more minerals per m³, and has more valuable minerals in it, so when you refine 100 units (the minimum number you can refine at one time), you not only get far more minerals than you get from 100 units of Veldspar, but they are worth much more.

One tool people can use to determine what ore to mine for profit are websites like Eve Market Data which lists both the isk/m³ for refined minerals and ore as well as isk/hour. This site updates prices daily so should always be reasonably up-to-date.

Highsec vs Nullsec

Where you mine matters a great deal when trying to make the most isk/m³. Nullsec ores are worth more than lowsec ores which are worth more than highsec ores. There are also safety trade-offs between mining in high security space and null security space.

In nullsec, alliances are able to upgrade the space they own so that anomalies can spawn. These anomalies contain far greater amounts of ore than a regular belt, as well as the nullsec specific ores of Spodumain, Dark Ochre, Gneiss, Crokite, Bistot, Arkonor, and Mercoxit.These are generally considered the pinnacle of mining profitability. Further information about mining and sov can be found under the Advanced Mining section.


Mercoxit is considered by some people to be the most profitable ore to mine in the game because it is worth the most isk/m³. However, this is a misleading statement at best and horribly wrong at worst. Mercoxit can only be mined using Modulated Deep Core Miners or Modulated Deep Core Strip Miners and these mining modules have a lower m³/cycle than other mining modules. If you mine Mercoxit with max skills for mining it the isk/hour can be comparable to mining null ore, but the mining skills just for Mercoxit mining are a separate train than other mining skills and most people do not max them out. A note about Modulated Deep Core Strip Miner II’s – you do not need to use a mining crystal in order to use these, a crystal increases mining yield but is not necessary in order to mine Mercoxit.

In addition to requiring additional skills and different modules to mine, Mercoxit also produces a damaging gas cloud that does damage to anything within 5k of it. The chances of producing a damage cloud is reduced with each level of Deep Core Mining that is trained. This is actually not generally a problem – all you have to do to avoid this is sit over 5k away from the Mercoxit rock as well as watching for damage to any drones.

However, Mercoxit mining has to be done in order to cycle nullsec mining anomalies. A nullsec mining anomaly that is associated with sov and industry activity defense multipliers (ADM) will respawn in a 5min period once the last asteroid is mined out, and thus there is an infinite supply of ore available for mining – as long as you mine ALL of the rocks.

Ore Distribution

In highsec and lowsec, the ores you find in asteroid belts are determined by what racial space you are in.

Compressed Ore

An important point to note when mining to sell ore is ore compression. Compressed ore generally sells better than non-compressed ore because it is easier to move. Compression reduces the size and number of units of ore.

In the above example, 100 units of Prismatic Gneiss has a volume of 500m³ and an estimated value of 118,000 ISK. 100 units of Prismatic Gneiss compress into one unit of Compressed Prismatic Gneiss which has a volume of 1.8m³ and an estimated value of 174,000 ISK. The reduced volume allows greater amounts of ore to be stored in an ore hold as well as easier transportation of ore.

Compression can be done using multiple methods. Many citadels are fitted with the Reprocessing Service Module which also allows compression in the citadel (currently free of charge!), Rorquals with active Industrial Cores can compress, and you can also use the Compression Array of a POS. The mechanics of compression for ore are pretty simple. Select the ore while it is stored in wherever you will be compressing it, right click and select Compress. (Note for Rorquals, the Compress option is right next to the Jettison option – care should be taken with which one you select)

Ore Variants

One thing the observant reader may have noticed from the above section is the use of Prismatic Gneiss in the examples instead of Gneiss. Prismatic Gneiss is a type of ore variant. Gneiss is the base ore, Iridescent Gneiss yields 5% more minerals when refined. Prismatic Gneiss yields 10% more minerals when refined, thus the +5% and +10% ores are more valuable than the base ore types.

In highsec, ore variants spawn in belts along with the base ores but in lesser quantities. While you will find the +5% and +10% ore variants in a 1.0 security status system, the quantities that spawn in belts increase as move down in security status. In nullsec, you find the nullsec ore variants in mining anomalies depending on anomaly size and security status of the system.The ore variants you find are based on the truesec of a system as well as the industry index. The +5% and +10% ore variants require an ADM Industry Index of 3 or greater as well as the first, second, and third mining upgrades installed in the Industrial Hub for the Large Asteroid Cluster anomalies to spawn. (This goes for level 4 and 5 for the upgrades and index to get Enormous and Colossal anomalies to spawn as well) (More information about ADM and sov mechanics can be found in the Advanced Mining section.

In the Large, Enormous, and Colossal asteroid cluster anomalies in true sec systems of -.46 through -.85 will spawn with +5% ores and in true sec of -.86 through -1.0 will spawn with 10% ores.

A note about sec status and truesec – the term sec status can be used to describe several things. The individual security status of a character describes a character’s reputation with CONCORD and affects a person’s ability to travel freely through high sec. The security status of a system is a number to the right of the system name that denotes whether a system is highsec (1.0-.5), lowsec (.4-.1), or nullsec (below 0.0). When people talk about nullsec though, they frequently use the term truesec. As in the example below for KU5R-W, the game did not previously show the -0.2 as the sec status but showed all null to be 0.0; however, some nullsec is better than others. Truesec is the “true security” rating of a system. In-game the number is rounded to one decimal place. If you wish to see exact truesec, you should refer to region maps on Dotlan (Pure Blind, Delve) As you can see on Dotlan, KU5R-W has a truesec of -.17. Truesec goes from 0.0 to -1.0 with advantages accruing the further negative the truesec is. (a -1.0 system has better mining anomalies and better and more plentiful ratting anomalies)


Detailed ORE CHART by Cerlestes

Gas Mining

Rocks not to your liking? Prefer huffing space gases instead of chewing rocks? You’re in luck because you can do this instead and it’s still considered mining! There’s actually two forms of gas mining, and they have two very different end products. Gas mining in highsec, lowsec, and nullsec produces the basic components for creating combat boosters, while gas mining in wormhole space produces the basic components for making Hybrid Polymers, which are then used in the production of Tech 3 destroyers and cruisers. Since these two forms of gas harvesting are so different, this guide will cover them separately after noting the similarities between them.

Gas mining can be performed in any ship with at least one turret slot, but the kings of gas harvesting are the Venture and its Tech 2 derivatives, the Prospect and Endurance. Gas mining cannot be performed by a ship that has high slots but no turret hardpoints, as the Gas Harvester modules require a turret hardpoint. Gas mining also requires a certain amount of scanning, as all gas clouds are found inside cosmic signatures rather than in anomalies.

K-Space Gas

As noted, gases in highsec, lowsec, and nullsec – aka K-Space – are used for the production of combat boosters such as Crash, Drop, and Exile. The cosmic signatures for this kind of gas harvesting are only found in specific regions in New Eden, the listed constellation below is guaranteed to have at least one gas anomaly at any time, though they may be (less frequently) found in any of the constellations in the region, according to the table below:

Source: Eve University Wiki

There are also two different types of gas, Mykoserocin and Cytoserocin. Mykoserocin clouds are found in high and low security space, while Cytoserocin clouds are found in low and null security space. The Mykoserocin and Cytoserocin “flavors” are each used to produce a different sort of booster. The Mykoserocin are used for the synth (weaker and with no drawbacks) version of the booster while the Cytoserocin flavors are used to produce the stronger varieties of the booster (the stronger varieties give you a bonus to one attribute but also the chance of attribute penalties based on which booster is being used.) Cytoserocin clouds are also unstable and deal damage when harvested – this damage is usually around 1,000 thermal damage, though some of them may also do small amounts of a secondary damage type. The writers of this guide recommend taking care when gas huffing a new type of Cytoserocin cloud for the first time.

Prospect: Gas
Venture: Gas

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W-Space Gas

The gas found in wormhole space, as noted, is used for the production of Tech 3 destroyers and cruisers. These sites have some mechanical differences from those found in K-space. Firstly, the gas clouds do not deal damage to those harvesting the gas. Instead, Sleeper drones will spawn 15-20 minutes after the site is first warped to, and then attempt to destroy any player ships on grid (unless they are cloaked, or are a Zephyr shuttle). While the exact details of each site are outside the scope of this guide, you can find more information on that in Rykki’s Wormhole PVE guide.

Gas sites spawn in all classes of wormhole, except for two: The Instrumental and Vital Core Reservoirs, which only spawn in C5 and C6 space.

The delay in the spawn time of the Sleeper drone guards has led to what is termed “ninja huffing” by players – harvesting as much gas as possible before the Sleeper drones spawn in. There is only one site that cannot be ninja huffed: the Ordinary Perimeter Reservoir, because it has stationary sentries that spawned with the site. The process for ninja huffing is as follows, assuming there are at least two characters involved:

  1. Scan down and bookmark the gas site in your cloaky scanning ship.
  2. Warp to the site at 100 KM in the cloaked scanning ship, and bookmark the gas clouds.
  3. Note the time at which warp to the site was initiated (the description pop-up appeared), and set a timer for fifteen minutes.
  4. In the harvesting ship, wait for the bookmarks to propagate and warp to one of the two clouds.
  5. Establish a 1km orbit on the gas cloud, lock, and begin huffing!
  6. Once the timer expires, begin to align out. As soon as the Sleepers arrive on grid, leave.
  7. If you’re day tripping, you’re probably done with that site. Move onto the next. If you live in the system, or are directly next door in w-space, you can clear it and harvest the rest of the gas.
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It is possible, but difficult, to completely ninja huff a site before the Sleepers spawn. Take a look at the table below:

Source: Eve University Wiki

A perfectly skilled Venture with 2 Tech 2 Gas Harvesters, receiving no boosts, will harvest 80m³ of gas per 30-second cycle. With fifteen minutes of harvesting, this results in 2,400m³ of gas.

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Gas Table

In short, you’ll need between 2 and 27 Ventures to completely clear a wormhole gas site before the Sleepers spawn. Of course, if you add a perfectly skilled Porpoise that runs two T2 Mining Foreman Boosts with Mining Laser Optimization Charges, you can reduce those numbers to needing 19 Ventures at most.

Of course, if you’re ninja huffing in a C5 with 19 Ventures and a Porpoise, all with perfect skills, why aren’t you just Rorqual mining in nullsec?

Moving on – fitting for cheap ninja huffing is simple. The below fitting will do the job effectively:

The goal is to huff the gas and get out, after all. You can replace the cloak with a probe launcher to do single man ninja huffing. Fitting a Prospect for this is much the same, save for changing the cloak to a Covert Ops Cloak and adding another 2 Warp Core Stabilizers. Whichever ship you use, you’re not going to tank much anyway, so focus on simply getting out of trouble if it arrives.

Ice Mining

Ice mining is similar to ore mining in that you equip mining lasers or strip miners called Ice Harvesters to your mining ship and shoot at rocks; however, it is different in many other aspects. All skills and mods that improve ice harvesting decrease cycle time. This is because ice is always mined one block at a time. It is important to note that because ice is mined one block at a time (and in whole blocks only) if you turn off your lasers before the cycle ends, you get nothing. Each block of ice is 1000 m³. Whereas ore mining skills and mods both decrease cycle time and increase yield, ice is always a cycle decrease. Being so massive, one can only mine a handful of ice blocks at a time before having to consider what to do with the ice. The same mining methods that apply to ore also apply to ice.

Ice spawns in green anomalies in all sec systems as well as shattered wormholes. One finds these anomalies by accessing the probe scanner menu; however, you do not require a probe scanner to scan them down.

In high sec and lowsec you find different varieties of ice depending on what region you are mining in. Space in Eve can be divided into four spheres of influence corresponding to the four sections of empire. There are also other varieties of ice found in all areas of space with the appropriate sec status. Glare Crust is found in .3 and lower systems, Dark Glitter is found in 0.1 and lower, and Gelidus and Krystallos are found in 0.0 and lower systems.

Ice Table

The regular racial ice is found in highsec and lowsec systems, while the +10% variant ice is found in nullsec and all varieties of ice are found in shattered wormholes.

When mining ice, one uses ice mining lasers or Ice Harvesters (the strip miner equivalent) instead of mining lasers or strip miners. One also uses Ice Harvester Upgrades instead of Mining Laser Upgrades. One benefit ice mining has that ore mining does not is a rig for mining barges and exhumers – the Medium Ice Harvester Accelerator reduces the cycle time of ice harvesters by 12% which is a noticeable bonus.

An example fit for a nullsec ice mining Procurer would be:

Because of the size of one unit of ice (1,000 m³) compressing ice is even more important than compressing ore.

Next up:Refining


Wormhole space
Shattered wormhole systems
Visual wormhole identification

Life in wormholes

Living in Wormhole Space
Wormhole scouting
Moving into Wormhole Space

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E-UNI Wormhole Campus
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Wormhole attributes
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Wormholes, introduced in Apocrypha expansion, are rifts in space that connect two star systems. Like stargates, they allow the travel of ships from one star system to another, but unlike stargates, wormholes are not permanent. They connect two systems for only a short time and collapse when either their lifespan ends or too many ships have passed through them. Wormholes can connect any two systems regardless of distance from each other, providing temporary shortcuts to areas that would otherwise take many jumps to reach. Wormholes can also connect to uncharted space, or the Anoikis galaxy (henceforth referred to as Wormhole Space, W-Space, or J-Space); these systems are uncharted, and do not operate like normal systems.

In the Rhea expansion, new types of wormholes were introduced - the massive wormhole system with stations, Thera, and Shattered Wormholes, mysterious spaces which cannot have any residents. Recently the Drifters have appeared, and with them five Drifter wormhole systems that are marked from known space with a 'unidentified wormhole' beacon.

  • 5Wormhole Sizes and Restrictions
  • 6Wormhole Text

Finding Wormholes

A wormhole leading to W-Space

Wormholes can be found by scanning down cosmic signatures. Once a wormhole is probed down, it can be warped to and jumped through much like a stargate, though unlike gates they must be warped to and then jumped through as a two-step process.

You may refer to the Probe scanning and Exploration guides if you want to learn about finding wormholes.


Wormholes lead to many different places - they can connect W-Space to mapped New Eden systems (henceforth referred to as Known Space or K-Space), others connect from K-Space to W-Space, yet others connect W-Space to other W-Space systems, and some wormholes connect K-Space to K-Space. Wormholes forming within W-Space provide the sole method for inter-system travel for residents of the wormhole. There are no stargates in W-Space.

Known Space to Known Space Wormholes are used to quickly travel throughout New Eden, they're also used to access high-sec or low-sec islands without risk of travelling through potentially dangerous space. They're commonly named for the sec status on both ends. High-to-high (H2H), low-to-null (L2N), null-to-high (N2H), etc.

Known Space to Wormhole Space Wormholes connect K-Space to W-Space. Players who do exploration use them to access W-Space to run cosmic anomalies and signatures. W-Space inhabitants use them to shop, resupply, sell loot and products and go on K-Space PvP roams. Without these wormholes, W-Space would be a desolate wasteland. Components required to build Strategic Cruisers and their subsystems are available only in W-space.

Wormhole Space to Wormhole Space Wormholes provide the sole means of interstellar transport in W-Space since there are no gates available. Their dynamic formation and dissolution define W-Space interactions, in the form of PvE - capsuleers killing sleeper rats - or PvP - capsuleers killing each other. W-Space to W-Space wormholes are very crucial; high-class W-Space systems rarely get connections to K-Space.

Wormhole Local

There is no automatic update to the “local” chat channel when in W-Space, so pilots in W-Space will not automatically appear in the local member list; pilot names appear only if they speak in local chat. This is unlike Empire space or 0.0 systems (outside the Nullsec Blackout). This means that there is no indication of who or how many other pilots are in the same W-Space system you are in. With a cloak, no one will even know you’re there. If you do type in local chat you will show up in the local member list as normal. It is not advisable to chat in local while in W-Space as it reveals your presence in the system.

Note that when you enter a wormhole, there is a visible brightening and a sound effect to indicate that the hole has been activated - so if someone is watching a wormhole, they will know that someone has jumped in.

Wormhole Identification

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The color of a wormhole may give you an impression on where it leads. The outline will be the color of your current system and the center will be colored based on where it leads. The color also changes based on the size of the wormhole. See Visual wormhole identification for more details.

Right clicking and showing info on wormhole entrances will also display a description about where they lead and their stability status.

Wormhole Sizes and Restrictions

Wormholes come with different restrictions. Wormholes not only allow certain amounts of mass through them in their lifetime, but they also have mass restrictions for each particular transfer. For example, some wormholes from K-Space to C3 wormhole space will restrict ships going through to destroyers or smaller.

Capital ships with jump drives can go through wormholes, providing the wormhole can support the ship's mass. Cynosural fields can be opened in wormhole space, but ships with jump drives cannot lock on to these fields, nor can they lock on to cynosural fields outside of wormhole space to jump out. Supercapital ships such as Titans and Supercarriers cannot go through wormholes at all, as they are far too large for even the largest wormholes. Capitals can be built in W-space, but they may not be able to take any of exits to K-space or even other W-space connections. Supercapitals cannot be built, as there is no sovereignty in wormhole space.

The color of the flare around a wormhole can tell you the size of ships that can go through. Color Effects for wormholes are described in more detail in Visual wormhole identification.


Jumping through wormholes introduces additional restrictions on how often in a given time a pilot may jump through a particular wormhole. You may not jump through a wormhole in the same direction twice within five minutes. For example, if you jump through a wormhole at 05:00 and then jump back through the wormhole at 05:03, you will be polarized until 05:05, five minutes after your last transit in that direction. When polarized the wormhole will prevent you from jumping through, and present you with a message informing you how much time is left on your polarization timer. Similarly, if you were to jump as soon as the timer was up, you would be polarized on the other side of the hole until 05:08, five minutes after your last transit in that direction.

One way to manage your polarization timer is to check local chat for time stamps (multiple wormhole jump time stamps are kept in the chat, unlike gate jumps in k-space) for your jumps and then plan accordingly.

Keep in mind that this restriction applies to the pilot, not the ship or the account. The same ship can be swapped by ejection and boarding by different capsuleers for immediate transit through the same wormhole. This is very useful for mass reduction operations without need for multiple ships of same type. This is, however, a somewhat more dangerous way to roll a wormhole, as multiple pilots jumping from ship to ship are at least momentarily extremely vulnerable.


Weapon timers do not apply in wormhole spaces. You still get them when you aggress capsuleers, but they don't have any effect other than delaying your disappearance from space when you log off. As long as you are not polarized you can jump through a wormhole immediately after aggressing any capsuleer in any manner. There is no CONCORD in W-Space, no stargate sentry guns, and commonly no stations. For this reason many battles in W-Space take place very near wormholes. This can provide escape options even if you are webbed, scrammed, or bubbled.

Wormhole Text

When on grid with a wormhole entrance, right click on the entrance and click on show info. This will give you information about the wormhole. There are 4 sentences in the information.

System Type

The first sentence talks about the type of the wormhole. These will be of the following format:

  • This wormhole seems to lead into {important part} parts of space.
System Type Text
Dangerous UnknownC4/C5
Deadly UnknownC6
High SecurityHisec
Low SecurityLowsec
Null SecurityNullsec
Triglavian SpacePochven
  • If the wormhole is named (anything other than K162) you can look up the location using this table. You can also identify the size of ships allowed by its color.
  • If the wormhole is a K162, you can tell what type of system it leads to by color.


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The next sentence indicates how much life the wormhole has before it collapses. Show Info on the wormhole will list one of the following:

  • This wormhole has not yet begun its natural cycle of decay and should last at least another day
  • This wormhole is beginning to decay, and probably won't last another day
  • This wormhole is reaching the end of its natural lifetime
Life Text
not yet begunmore than 24 hoursFresh
beginning to decaybetween 4 and 24 hoursFresh
reaching the endless than 4 hoursEOL

It is possible there is an indication even shorter than 4 hours known as 'dissipating into the ether,' although it is unknown exactly how long this lasts. It is therefore not recommended to traverse an end of life wormhole without some alternative method of returning back home, such as a corpmate able to scan down a new entrance.


The third sentence tells you how much mass has passed through the wormhole.

  • This wormhole has not yet had its stability significantly disrupted by ships passing through it
  • This wormhole has had its stability reduced by ships passing through it, but not to a critical degree yet
  • This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse
Mass Text
not yetover 50%Fresh
not to a critical degreebetween 50% and 10%Shrink
stability critically disruptedless than 10%Crit

Ship Size

The last sentence tells you the size of ships that are allowed into the enter the wormhole.

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Ship Size Text
Very large ships can pass through this wormholeAll ships except for Titans and supercarriers can pass through this hole
Larger ships can pass through this wormholeBattleships, Orcas, and smaller ships can pass through this hole
Up to medium size ships can pass through this wormholeUnplated Nestors, battlecruisers and smaller ships can pass through this hole
Only the smallest ships can pass through this wormholeOnly frigates, destroyers, or specially fit HICs can pass through this hole

Wormhole Statics

W-Space systems will always contain one or two wormholes that are refered to as 'static'. These wormholes, although they disappear with time as other wormholes, are more or less persistent : once the static wormhole collapses, another will re-open somewhere in the system, leading to a different system of same class.

For example, a Class 4 W-Space system can have a static Class 3 wormhole. As soon as the wormhole collapses, another wormhole opens to another Class 3 system. It can be very profitable to collapse a static wormhole on purpose, because it then means another neighbouring system - and maybe another K-Space exit, as well as new combat and exploration sites to run, not to mention new neighbors to kill!!

It can also be used to get rid of a connection to enemy corps on alliances inhabiting that precise system: by collapsing the wormhole you then prevent them from getting into your system, while still having another possible exit from the system.

Wormhole Environment

When jumping into a wormhole space, a notice may 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.

For more information, see W-Space system effects.

Example Wormholes

From the information popup on this wormhole we can tell quite a few things.

  • The B274 name means that this is an entrance, not an exit (which would be a K162). The difference doesn't mean much, at least mechanically, except that an entrance gives much more information. For example, the Wormhole Information page tells us that a B274 wormhole leads to high sec K-space, has a total mass allowance of 2,000,000,000 kg, has a per-transit ship mass limit of 300,000,000 kg, and a maximum stable time of 24 hours.
  • The wormhole is beginning to decay, meaning it is more than 4 hours away from collapsing. Jumping through this hole is quite safe, timewise.
  • The wormhole has had its stability reduced by a significant amount of mass pushed through it. This is generally known as first shrink. The wormhole is still safe to transit in smaller ships.
  • Any ship that is Battleship size or smaller can pass through the hole (color of the flare is turquoise).
  • The cyan wedge around the wormhole entrance tells us that the wormhole has been bookmarked.

Again, we can tell quite a few things.

  • The K162 name means this is an exit. The name is generic, and we really cannot get any information about the hole - except, the color of the hole means we are going into a C2 system, and the color of the flare says large ships can pass through the wormhole.
  • The wormhole is beginning to decay, meaning it is more than 4 hours away from collapsing. Jumping through this hole is quite safe, timewise.
  • The wormhole has had its stability reduced by a significant amount of mass pushed through it. This is generally known as first shrink. The wormhole is still safe to transit in smaller ships.
  • Any ship that is Battleship size or smaller can pass through the hole (color of the flare is turquoise).
  • The cyan wedge around the wormhole entrance tells us that the wormhole has been bookmarked.

Again, we can tell quite a few things.

  • The O477 name means that this is an entrance. A O477 wormhole leads to C3 W-Space (this can be visually identified by the color of the wormhole), has a total mass allowance of 2,000,000,000 kg, has a per-transit ship mass limit of 300,000,000 kg, and a maximum stable time of 16 hours.
  • The wormhole is beginning to decay, meaning it is more than 4 hours away from collapsing. Jumping through this hole is quite safe, timewise.
  • The wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse. This is generally known as crit. The wormhole is still unsafe to transit, as it could collapse behind you and trap you in hostile space. Specially fitted HICS are used to collapse the hole.
  • Any ship that is Battleship size or smaller can pass through the hole (color of the flare is turquoise).
  • The cyan wedge around the wormhole entrance tells us that the wormhole has been bookmarked.

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The Death of a Wormhole

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After a certain amount of mass is transported through or after some time the wormhole will disappear, or collapse. While most wormholes only last for 24 hours, there are some variations to this rule. When a static wormhole collapses a new one with the same properties will spawn somewhere else in the same system. It will have to be scanned down. When a non-static wormhole collapses it simply disappears forever. You can read more on static wormholes in the Wormhole Space article.

You can artificially induce 'premature' death of a wormhole (Living_in_Wormhole_Space#Unwanted_Wormholes). This process is known as rolling.

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