Eve Online High Sec

  • Another mention for high sec incursions. To max out your incusion ship will take a lot of SP/isk but the faster incursion groups regularly make over 200m isk/h that's a little less than you would be making ratting in a supercarrier in null.
  • A player may not activate any hostile or assisting module or effect, nor make use of any kind of drone or fighter drone, against any kind of structure (player or NPC owned), ship (player or NPC owned), or other asset (player or NPC owned) in high-security space with a capital ship normally restricted (under normal game mechanics) to 0.4 space or lower.
  • 1.0-0.5 high-sec space. If anyone attacks you there they will be flagged as a criminal, and killed by Concord (If a player with criminal flag doesn't lose his ship while in hi-sec it's considered an exploit). Note that Concord reaction time may vary and if the attacker is able to deliver enough damage before Concord arrives you will die.
  • Howdy, Fired up my eve accounts again. Currently setting up 2 sets of 5 miners, consisting of an Orca + 4 mackinaws each. As they like to do, they just jumbled up barges again and I am having a hard time coming up with the best fits. I am in high sec at the moment, so not super dangerous but do have to contend with gankers potentially.

【Twitter】you want to start EVE Online.

This page gives a quick overview of all ISK making activities that I covered in this blog, ordered by the ISK per hour value of the activity. This values were calculated as described in the linked blog post. If the activity has several level available (e.g. mission agents), ISK per hour values are posted for all levels. Each activity also lists a rough estimate of the ISK you need to get started as described in the post. These values can of course change over time by fluctuating market prices.

A quick disclaimer: I am by far not an expert in many of the described activities, so there might be more efficient ways of doing things than I did. Take this page as a rough indicator of how profitable the activities can be.

The list (ordered by ISK / hour values descending):

1. High Sec Regional Trading
Region: High sec
Required ISK: 50.000+ mill
ISK/h: 1.000 mill

Eve Online High Sec Mining

2. Null Sec Regional Trading
Region: Null Sec
Required ISK: 500 mill+
ISK/h: 300 mill

3. Guristas Epic Arc
Region: Null Sec
Required ISK: 55 mill
ISK/h: 145 mill

4. Anomaly Ratting (multiboxing 3 accounts)
Region: Null Sec
Required ISK: 250 mill
ISK/h: 100 mill

5. Carrier Ratting
Region: Null Sec
Required ISK: 2.000 mill
ISK/h: 95 mill

6. Emerging Conduits
Region: High Sec
Required ISK: 180 mill
ISK / h : 50/45/60 mill per player (for 1 to 3 players)

7. Anomaly Ratting(single account)
Region: Null Sec
Required ISK: 250 mill
ISK/ h: 45 mill

8.Security Missions (LV 1-4)
Region: High Sec
Required ISK: 15-600 (2000) mill
ISK/h (LV 1/2/3/4) : 2/7/12/35(45) mill

9. Salvaging
Region: Null Sec
Required ISK: 10-50 mill
ISK/h: 15-30 mill

10.Distribution Missions (LV 1-4)
Region: High Sec
Required ISK: 1,5-100 mill
ISK/h (LV 1/2/3/4) : 2/5/8/16 mill

11.Belt Ratting in Null
Region: Null Sec
Required ISK: 15-20 mill
ISK/h: 14 mill

12. Exploration (Data and Relic in Low-Sec)
Region: Low Sec
Required ISK: 15-80 mill
ISK/h: 13 mill

13.Mining Missions (LV 1-4)
Region: High Sec
Required ISK: 2-30 mill
ISK/h (LV 1/2/3/4) : 1/5/8/7

14. Exploration (Data and Relic in High-Sec)
Region: High Sec
Required ISK: 15-20 mill
SK/h: 3 mill

(Redirected from System Security)
Various references to High Security, Low Security, Null Security, and Wormhole Space redirect here. For the EVE University Campuses focused on student activities in each of these areas, see Hi Sec Campus, Low-Sec Campus, Null-Sec Campus, or Wormhole Campus, respectively. Other campuses are listed at Campuses.

A star system's Security Level is a rough measure of how hazardous that particular system is. Players also commonly use the terms Sec Level, System Sec, Security Rating, and Sec Rating. It is displayed in-game as a number with a single decimal place in the range -1.0 to 1.0. Security level should not be confused with Security Status, which is an attribute attached to a player character.

The security level of a player's current system is always displayed in the System Information display on the upper left of the screen, both in space and while docked.

  • 1Known space
    • 1.1Empire space
    • 1.2Null security
  • 4Game Mechanics affected by System Security

Known space

There are three general classifications of systems based upon system security: High Security, Low Security, and Null Security.

Empire space

Empire space is the name given to the regions which the four main NPC factions hold sovereignty (High Security and Low Security). In Empire space, whether high or low security, stealth bombers can't use bombs and players cannot deploy bubbles.

High security

High Security systems are those with a security level of 0.5 to 1.0. CONCORD will react to hostile actions between pilots, with the response time ranging from almost instant in 1.0 space to up to 19 seconds in 0.5 space. Players also commonly use the terms High, High-sec, Highsec, Hi-sec, and Hisec.

In these systems, stargates may be patrolled by NPC CONCORD, customs, and/or faction navy ships, and stargates and stations will have sentry guns. Aggression (i.e. committing a Criminal-level offense) will provoke a response from CONCORD and any nearby sentry guns. Aggression resulting in the destruction of another player's ship and/or pod will result in a loss of security status.

Low security

Low Security systems are those with a security level of 0.1 to 0.4. Players also commonly use the terms Low, Low-sec, Lo-sec, Lowsec, and Losec.

In these systems, stargates and stations will have sentry guns (although fewer than in Highsec), but CONCORD will not react to hostile actions between pilots, although any nearby sentry guns will still open fire on the attacking player(s) and unprovoked attacks will cause losses of security status.

Null security

Null Security systems are those with a security level of -1.0 to 0.0. Players also commonly use the terms Null, Null-sec, Null-Sec, and 0.0 (pronounced 'zero zero', 'zero dot zero', or 'oh dot oh'). The name originates from a time when instead of showing negative security status the displayed statuses were rounded to 0.0.

These systems are essentially lawless and no NPC organizations will respond to aggression, nor will actions of any kind result in a loss of security status. In Null-Sec the gloves are off: stealth bombers can use bombs and players can deploy bubbles; players frequently fly under not-blue-shoot-it ('NBSI') rules of engagement.

Null security space can further be split to NPC null and claimable null.

NPC null security space

NPC Null-Sec is null-security space where the sovereignty is claimed by NPC factions, similar to normal 'Empire' space, and therefore cannot be claimed by capsuleer alliances.

Regions classified as NPC Null-Sec:

Eve online high sec combat sites
  • Curse, claimed by Angel Cartel
  • Great Wildlands, claimed by Thukker Tribe
  • Outer Ring, claimed by Outer Ring Excavations
  • Stain, claimed by Sansha's Nation
  • Syndicate, claimed by Intaki Syndicate
  • Venal, claimed by Guristas Pirates

Claimable null security space

Main article: Sovereignty

In the rest of Null-Sec sovereignty is claimed (or contested!) by capsuleer alliances. Any stations in claimable Null-Sec will be player-owned and will usually only allow their owners' allies to dock.

A long, long time ago..
University policy, until March 2014, was that University pilots were not allowed to enter claimable Null-Sec, unless in a fleet lead by an ILN Officer, in order to preserve the University's neurality. That changed in March 2014, after a successful 1-month experiment, and Azmodeus Valar mailed out '[O]ur month long test of increased Sov Null access has been a success. We will be continuing it indefinitely. This means that anyone can lead a fleet into sovereign null security space for PvP purposes. Do not engage in PvE activities in Sov Null space, and do not participate in structure or sovereignty battles.' See this forum thread for more details. This was later updated to allow PvE activities as well, see the Rules of Engagement page on claimable nullsec.

A regularly-updated map of player-owned territory is available here.

Regions classified as Claimable Null-Sec:

  • Delve(some systems owned by The Blood Raider Covenant)
  • Fountain(some systems owned by Serpentis)
  • Geminate(some systems owned by The Society of Conscious Thought)
  • Pure Blind(some systems owned by Mordu's Legion and Sisters of Eve)

Wormhole Space

Main article: Wormhole Space

In terms of security mechanics, Wormhole Space ('w-space' or 'j-space') is similar to Null-Sec: CONCORD does not monitor what happens in wormhole pockets, players can use bombs and bubbles at will and aggression will not impact player security status.

W-space also functions differently from known space ('k-space') in that players do not appear in the Local chat channel until they speak in it. This means there could be 1 player or 100 players in a wormhole system and you would not be able to tell the difference just by looking at the local window.


Main article: Pochven

Following the Triglavian Invasion, 27 systems were cut off from Empire Space, and connected to each other forming the new Triglavian-controlled Pochven region. The systems in this region have similar rules to Wormhole Space: CONCORD does not monitor activity, Bombs and Bubbles are allowed, Aggression does not impact Security status, and players do not appear in Local Chat until they speak.

Game Mechanics affected by System Security

Various game mechanics are affected or limited by system security. These include:


  • Asteroid types found in asteroid belts. More lucrative asteroids are generally found in lower-security systems.
  • General difficulty of rat spawns, including belt and gate rats. More difficult rats are generally found in lower-security systems.
  • General difficulty of cosmic anomalies and cosmic signatures. More difficult sites are generally found in lower-security systems.
  • Reward level of missions. Greater LP rewards for the same mission are given by agents in lower-security systems.
  • Specific types of wormholes will only form in specific classes of space.
  • In 0.5 space and below the moons can be mined with refineries.

Eve Online High Sec Ratting

High security space

  • CONCORD destroys any criminal player.
  • NPC navies will chase players with very low faction standing.
  • Player with a a sufficiently low security status (below -2.0) may be attacked by NPC faction navy ships.
  • True capital ships (i.e. ships that specifically require the Capital Ships skill) may not enter high security space.
  • Cynosural fields cannot create beacons for jump drives.

Low security space

  • CONCORD no longer responds, however NPC guns on gates and stations will respond to illegal aggression.
  • Player-Owned Starbases do not require Empire Charters to operate.

Eve Online High Sec Pvp

Null security space

  • PVP aggression does not change player security status.
  • Items flagged with the Banned in Empire Space attribute can now be used, including launching bombs, anchoring bubbles, and firing doomsdays.
  • Sentry guns do not take any actions towards players who aggress other players.

Wormhole space

  • Local chat does not display all capsuleers currently in the system, only those that have recently spoken in Local.
    • Frequent and heavy use of the Directional Scanner is recommended.
  • No stargates are present, wormholes are the sole means of travel.
  • As truesec -1.0, w-space has the highest concentrations of planetary resources.
  • Aggression timers do not restrict jumping through wormholes as they do with stargates and docking. However, every individual wormhole has a one-way 5-minute 'Polarization' timer on it, which restricts multiple repeated jumps through it.
  • Cynosural fields cannot create links to other systems; jump drives cannot be used to enter or leave systems in wormhole space.


  • Local chat does not display all capsuleers currently in the system, only those that have recently spoken in Local.
  • The original stargates in the system are replaced by non-functional Disrupted Gates. A new set of Triglavian stargates exist, connecting to other systems within Pochven. These Stargates require positive Standings with the Triglavian Collective Faction to jump through them.
  • The region can only be entered or exited via Wormholes, or via Pochven Filaments. These Filaments cannot be activated by anyone with a Capsuleer Combat Logoff Timer, and activating a filament triggers a 15-minute Capsuleer Combat Logoff Timer.
  • Systems are considered truesec -1.0.
  • Stations and stargates do not have traditional gate guns. However, they may or may not have multiple Entropic Disintegrator Werposts, which will attack any pilots with negative Triglavian Collective standings.
  • Aggression timers do not restrict jumping through wormholes, however they do restrict stargates and docking.
  • Cynosural fields cannot be lit within Pochven and so jump drives cannot be used to enter the region. However, capital ships in Pochven can use their jump drives to leave the region.

Eve Online High Sec Mining


The security level of a system may limit what may be anchored in that system. [1]

  • 0.9 - 1.0: Containers may NOT be anchored. Starbases and starbase structures may be anchored except for structures requiring anchoring corp to have system sov.
  • 0.5 - 0.8: Containers, starbases and starbase structures may be anchored except for structures requiring anchoring corp to have system sov.
  • 0.0 - 0.4: All containers and starbase structures may be anchored, except structures requiring anchoring corp to have system sov. [2]
  • -1.0 - 0.0: All containers and starbase structures may be anchored, assuming that anchoring corp has system sov. Player-built stations may be constructed in systems where the corp building the station has sov (as of this writing, player-built stations are completely indestructible and are limited to one station per system).

True security

A given system's security level is actually a real number between -1.0 and 1.0 to 5 decimal places (this is known as the system's True Security Level, True-Sec, or Truesec). It is rounded and displayed as the system's security level according to the following rules.

  • If the true security is in between 0.0 and 0.05 the security is rounded up to precision.
  • Otherwise round to precision.

Many security related mechanics use the true security instead of the rounded security status, however. A lower True-Sec system has better mission pay-outs than a higher True-Sec system, even if the displayed sec status is the same.

The true security is not visible anywhere in game, instead it can be found in the official datadump or from ESI API. Many third party mapping tools such as Dotlan also show the true security.

A long, long time ago..
In the past, truesec values in the range (0.0, 0.5) were rounded half up, i.e. rounded down to 0.0 because all numbers in that range are below 0.5. This was a bug, because EVE considers all systems above a trusec rating of 0.0 to be lowsec but the game displayed their security level as '0.0'. This bug not only caused some confusion (there were sentry guns within apparently Null-Sec systems) but also some problems in the form of inadvertent security status loss in what seemed like Null-Sec.

This bug was fixed in the Revelations expansion[3], and the game now uses the rules above. This ensures that any system displayed as '0.0' is truly Null-Sec. Some third-party utilities may not know of the above rules, and so may incorrectly identify some lowsec systems as Null-Sec.

Eve Online High Sec Money


Eve Online High Sec Ore

  1. ^Dev blog: Starbase changes for Crius
  2. ^https://forums.eveonline.com/default.aspx?g=posts&m=4707013#post4707013
  3. ^Revelations I patch notes
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