# agtConfig

k: emailBody
v:
  I will be moving to Ane IV - Moon 3 - Roden Shipyards Warehouse on 2008.10.24.<br>Note that if you are performing a mission for me during that time, some of your mission objectives may change during the move.<br><br>With regards,<br>   Jarault Clohanync


k: missionRejectionMessage
v:
  I'm sorry, but I will be moving to Ane IV - Moon 3 - Roden Shipyards Warehouse on 2008.10.24.<br>After that time i will not be giving out missions.


k: emailBody
v:
  I will be moving to Loes V - Moon 19 - Roden Shipyards Warehouse on 2008.10.24.<br>Note that if you are performing a mission for me during that time, some of your mission objectives may change during the move.<br><br>With regards,<br>   Colarkyer Balmires


k: missionRejectionMessage
v:
  I'm sorry, but I will be moving to Loes V - Moon 19 - Roden Shipyards Warehouse on 2008.10.24.<br>After that time i will not be giving out missions.


k: emailBody
v:
  I will be moving to Rancer VII - Moon 17 - Roden Shipyards Warehouse on 2007.11.24.<br>Note that if you are performing a mission for me during that time, some of your mission objectives may change during the move.<br><br>With regards,<br>   Vere Fubarrie


k: emailBody
v:
  I will be moving to Loes V - Moon 19 - Roden Shipyards Warehouse on 2008.10.24.<br>Note that if you are performing a mission for me during that time, some of your mission objectives may change during the move.<br><br>With regards,<br>   Oruet Saggherwey


# chrAncestries

ancestryName: Liberal Holders
shortDescription: Members of the upper class who have rejected their traditional ways.
description:
  Holders, the elite caste in Amarr society, are usually very conservative and habitual. A few, however, have rejected their traditional role as inactive power-mongers and are instead active members of the economical life of the Empire. Their champion is Catiz Tash-Murkon, the Udorian Royal Heir.


ancestryName: Wealthy Commoners
shortDescription: Commoners who have transcended their class through shrewd business sense.
description:
  Some commoners manage to break out of Amarr society's strict caste form and make a name for themselves, usually through trade or other mercantile activities. Though they can never enjoy political power within the empire, they are free to hoard vast amounts of wealth through interstellar trade.


ancestryName: Religious Reclaimers
shortDescription: Those who wish to see the Empire regain its former glory.
description:
  Many Amarrians still dream of the glory days of the Empire, when the Amarrians seemed poised to conquer the world. They abhor the peace policies of recent regimes, regarding them as weak and against everything the Empire has stood for in its magnificent history.


ancestryName: Free Merchants
shortDescription: Roaming businessmen who will sell anything for the right price.
description:
  The Ni-Kunni, originally a slave race within the Amarr Empire, have adapted exceptionally well and most of them are today free. The Ni-Kunni have used the Amarrian upper class's inherent dislike of mercantile work to their advantage, and Ni-Kunni merchants now fill vital niches in the Empire's economy.


ancestryName: Border Runners
shortDescription: Wily smugglers, bound by no borders.
description:
  The Amarr Empire has strict rules regarding trade with other races. This encourages smuggling operations to ferry goods not otherwise permitted to cross the border to flourish. None are better at this than the Ni-Kunni, who have spent generations perfecting their smuggling runs.


ancestryName: Navy Veterans
shortDescription: Those who have escaped poverty through enlisted service.
description:
  A large portion of the Ni-Kunni live in impoverished slums and ghettos. One of the few ways for them to escape is to enlist in the Imperial Navy, where they receive the career training and education they need to make a prosperous life for themselves and their families.


ancestryName: Entrepreneurs
shortDescription: Warriors of the board room.
description:
  Civire are not usually known for their business endeavors, but when they do go into business they conduct themselves with the same aggressiveness and confidence as they do in battle. To them, business is war, to be pursued with warrior-like vigilance and ruthlessness.


ancestryName: Mercs
shortDescription: Guns for hire to the highest bidder.
description:
  Civire love the brutality of battle and take every opportunity to engage in one. This is the reason why so many of them sell their services as mercenaries - it promises a constant supply of combat. For many families, a mercenary career has become mandatory for every member before he can settle down for a quiet family life.


ancestryName: Dissenters
shortDescription: Unhappy cogs in the capitalist machine.
description:
  The cold discipline of Caldari society does not appeal to everyone, nor is everyone happy with the stranglehold the mega-corporations have on everyday life. These people are not rebellious, but have for years been trying to actively change the system from within. One of these days the State will want to deal with them once and for all.


ancestryName: Merchandisers
shortDescription: Purveyors of your daily life.
description:
  There is nothing the Deteis love more than having total control over all their activities and this holds true for producing items. They want to master every aspect of the process, from mining the materials, through the actual production, to the distribution and marketing.


ancestryName: Scientists
shortDescription: Combining efficiency with inventiveness, Deteis scientists are on the cutting edge.
description:
  The Deteis beautifully combine efficiency with inventiveness, making them superb researchers and scientists. It's the ability of the Deteis to continuously create hi-tech devices and the combat abilities of the Civire that together make the Caldari State such a formidable force.


ancestryName: Tube Child
shortDescription: Citizens of the State, born and bred.
description:
  Acutely aware of the small population of the Caldari State in comparison with the sprawling Gallente Federation, the Deteis have for decades utilized artificial procreation to increase their population. These tube-children are then raised in inhospitable, State-run orphanages, making them tough and self-reliant.


ancestryName: Activists
shortDescription: Making the world a better place, one rally at a time.
description:
  The common Gallente citizen is extremely politically aware in comparison with citizens of other nations. To outsiders, it seems like each and every Gallentean is fighting for one issue or another - anti-corruption, pro-war, anti-pollution, pro-Federation - anything and everything is worth at least one good rally and a general strike.


ancestryName: Miners
shortDescription: The backbone of a booming industry.
description:
  The insatiable Gallente industry demands massive amounts of minerals for its day-to-day operation. The Federation, loath to be dependent on other races, encourages asteroid mining on a large scale. The sense of independence gained while mining your own minerals appeals greatly to the individualistic Gallenteans.


ancestryName: Immigrants
shortDescription: Recent arrivals to the land of plenty.
description:
  Nowhere are honest immigrants as welcome as in the Gallente Federation, and no nation is as quick to assimilate them and mold them gently into their own. Hard-working immigrants of every race, creed and color can quickly make it on their own - the opportunities are plentiful.


ancestryName: Artists
shortDescription: Intaki sculptors and painters are among the most revered artists in the world.
description:
  It is widely believed that the introvert Intaki create the most stunning and thought provoking art around. They've revolutionized many art forms and created new ones, such as metapaints and touch sculpture. Intaki artists seem to have a unique ability to create and convey unparalleled beauty of a sort that's universal to all human races.


ancestryName: Diplomats
shortDescription: Those who build bridges between cultures.
description:
  Since their inauguration into the Federation, the Intaki have slowly established a reputation as superb diplomats, negotiators and bureaucrats. In the tense and often violent world of international politics, these qualities can be of vital importance.


ancestryName: Reborn
shortDescription: Those who have been There and Back.
description:
  Although people in risky positions (such as capsuleers) use clones, the general Intaki public refrains from using them. Instead they have a unique method for transferring the personality of a dying person into a newborn baby. Steeped in tradition and perfected with technology, the Reborn process is the ideal Intaki vision of the afterlife.


ancestryName: Tinkerers
shortDescription: Natural engineers and inventors.
description:
  The Sebiestors are the engineers and inventors of the Minmatars. They are especially adept at taking various ideas and techniques and molding them into their own special designs. Some Sebiestors seem to have an uncanny empathy with the ways things work and tick, making them extremely competent tinkerers.


ancestryName: Traders
shortDescription: Nomadic merchants looking to strike it rich.
description:
  Many Sebiestor traders live like nomads and travel the width and breadth of the world in search of quick profit. They seldom settle down to exploit a prosperous trade route for long, always moving on to seek the big payoff that will make them rich beyond their wildest dreams.


ancestryName: Rebels
shortDescription: Those who refuse to forget.
description:
  While most Matari are just trying to establish some sort of a normal life since the Rebellion, many are unwilling to forgive the Amarrians or to forget their atrocities. Fighting to free the millions of Matari still enslaved by the Amarrians, the rebels are building hidden bases close to Amarrian borders.


ancestryName: Workers
shortDescription: Men and women of the fields, mines and factories.
description:
  The majority of Brutors have a modest background - that of working the fields, mines and factories of the Republic (and before that, those of the Amarr Empire).  Still they take pride in their jobs, and they are expert craftsmen and builders.


ancestryName: Tribal Traditionalists
shortDescription: Staying true to the way.
description:
  The Brutor clan was treated harshly while the Matari were under the yoke of the Amarr Empire. This strengthened their bond with their cultural heritage, the only thing the Amarrians couldn't take away from them.


ancestryName: Slave Child
shortDescription: From the cold to the fold.
description:
  The many millions of slaves within the Amarr Empire dream of escape, especially for their children. Every year thousands of newly-born slave children are smuggled out of the Empire into Minmatar space, where foster parents raise them.


ancestryName: Elders
description:
  The Elders were one of the first groups to use genetic engineering for a special purpose, namely that of slowing the aging process. Once, the Elders were a prominent political force in the Jovian society, but after they brought about the fall of the first Jovian empire they have become more reclusive. Elders can become many centuries old, it's uncertain exactly how old they can become, but some suggest they can outlive even members of the Amarrian royal families.


ancestryName: Unsullied
description:
  Genetic engineering has through the centuries transformed Jovian society in every aspect imaginable. Many Jovians believe that enough has been done. The Unsullied is a group of Jovians that have rejected further generic experiments and instead adopt conventional methods to deal with sickness and old age. They are advocates of cyber-implants and want to use machines instead of genes in the search for better life.


ancestryName: Stasis People
description:
  For many Jovians their race is in the twilight of their greatness. Ever since the fall of the first empire the Jovian society have been in a slow, steady decline. Most blame the Jovian Disease for this and believe that the Jovians can only hope to turn the tide once a cure for the disease has been found. The Stasis People are Jovians that voluntarily go into cryo-stasis for decades or centuries, hoping that when they wake a bright and better world will greet them.


ancestryName: Existentialists
description:
  The Existentialists are the most energetic and vociferous Jovian group. They live for the moment and are always ready to experiment, even with their own bodies. To them, nothing is sacred. The Existentialists tend to have little to do with the other races, as they find them boring and uninspiring.


ancestryName: Puritan
description:
  Many Jovians dream of returning to their genetic roots, now long since lost during the Shrouded Days. Those that are most active in their search for the 'untainted' Jovian genes are called the Puritans. In the hope of cleansing the nation of the Jovian Disease the Puritans try out ever-more outrageous genetic engineering stunts, often with quite unexpected results. But unlike the Existentialists the genetic engineering of the Puritans has the specific aim to return the human element to the Jovians, instead of being just narcissistic in nature.


ancestryName: Lab Rat
description:
  All Jovians are artificially conceived. In most cases a family unit is involved, donating genes, taking care of the rearing and so on, but this is not always so. Often, persons are conceived for some altruist reasons, usually research purposes. These Jovians are treated the same as everyone else, but they tend to be a little 'off', due to the clinical way of their conceivement.


ancestryName: Inventors
shortDescription: Those who are sufficiently attuned with the universe to receive its idea-gifts.
description:
  Creativity is a prized attribute amongst the Achur, as inventions are considered spiritual rather than strictly scientific in nature. Only those in touch with themselves and the universe can ‘tap’ into the universal consciousness and return with novel ideas.


ancestryName: Monks
shortDescription: Aspirants of the Achur-way in all its different forms and flavors.
description:
  Thousands of monasteries are scattered around Saisio III, operated by dozens of different monastic orders. While each order has its own code of conduct regarding member behaviour, celibacy and other issues, they all agree on one thing; only by perfecting the body can you perfect the soul.


ancestryName: Stargazers
shortDescription: Seers of that which lies hidden.
description:
  While the spiritualism exercised by the Achur is not an organized religion in any sense, the Achura nation still holds seers and visionaries in high esteem. While the Achur are realistic enough not to attribute them with supernatural prophetic powers, these individuals are still believed to possess uncanny understanding of what makes the universe, and humans, tick.


ancestryName: Sang Do Caste
shortDescription: The Sang Do are the ruling class of Jin-Mei society.
description:
  The Sang Do caste (translates as overlords) is the ruling class in Jin-Mei society.  They rule with a benevolent hand and most are noble and charitable. With easy demeanors and insightful natures, they have a distinct knack for inspiring loyalty in those under their dominion.


ancestryName: Saan Go Caste
shortDescription: The Saan Go are the administrative class of the Jin-Mei social hierarchy.
description:
  The Saan Go caste (translates as standing high) are just below the Sang Do caste in this social hierarchy of the Jin-Meis. They are commonly found as governmental officials, administration officers, police commissioners and the like. They are resilient and amiable, generally well educated and possessing good common sense.


ancestryName: Jing Ko Caste
shortDescription: The Jing Ko are the middle class of the strictly regimented Jin-Mei society.
description:
  The Jing Ko caste (translates as good spirit) is the proverbial middle-class of Jin-Mei society. While most people that belong to this caste toil in obscurity all their life, a select few of exceptional talent manage to rise above the masses. These individuals usually attach themselves to an upper class patron, which paves the way for them to receive the education and career opportunities they merit.


ancestryName: Cyber Knights
shortDescription: Chrome crusaders, bred for tactical superiority.
description:
  Many of the Khanid want to keep their warriors competitive, but the only way to do so in the modern world is through massive body enhancements. The extensive knowledge of cyberimplants possessed by the Amarrians has proven handy in this regard. Some Khanids still aim to excel in physical combat, while the more progressive ones seek to become masters of modern warfare.


ancestryName: Unionists
shortDescription: Those who would see the Khanid Kingdom and the Amarr Empire joined.
description:
  A number of Khanid were unhappy with the break from the Amarr Empire. While they never succumbed to insurgence, they are now rejoicing at the improving relations with the Empire and are hoping the two nations can unite once more. They’re willing to do what it takes for that to happen, including taking on the common enemies of the Empire and the Kingdom.


ancestryName: Zealots
shortDescription: Religious fanatics who pursue their faith with fervor.
description:
  The Khanid are not known to be as religious-minded as the Amarrians, but when they are they tend to be even more fanatical. Religious Khanids are often involved in cults of some sort, usually ones based more or less on the Scriptures. The Amarrians regard religious Khanids with suspicious interest; on one hand they are alarmed by the extremism often shown by the Khanids, but on the other the religious fervor displayed often results in deep theosophical insights.


ancestryName: Drifters
shortDescription: Wandering the world in search of adventure.
description:
  The wanderlust is still strong with many Vherokiors. While most have managed to curb their lust for adventure, there are those that can never settle down in one place for long. Never at rest, they are constantly lured by the horizon - for there are places to be seen and riches to be discovered.


ancestryName: Mystics
shortDescription: Keepers of sacred traditions, held in great respect.
description:
  The Vherokiors have always seemed a bit odd to the other Minmatar tribes, doubly so when it comes to those of them with mystical inclinations. Vherokior shamans are both revered and feared by the Minmatars. They possess insights that can be of great help to people, insights that can also grant them great power.


ancestryName: Retailers
shortDescription: Small business owners and purveyors of everyday goods.
description:
  Walk into any dingy little eatery in Minmatar space and odds are it’s owned and operated by a Vherokior. The same goes for any other small business establishment in the Republic. The Vherokiors have been notorious peddlers since their caravan days. They usually run a family business and are seldom inclined to create big corporations.


# chrAttributes

attributeName: Intelligence
description:
  <b>Intelligence is a measure of a pilot's capacity for learning, reasoning, and understanding.</b> It is also an aptitude indicator for cognitive abilities such as logical reasoning and abstract thinking. In the EVE universe, pilots with a high intelligence score possess an innate mastery of core academic disciplines such as mathematics and physics.\n\n<b>Skill categories</b> such as <b>Electronics, Engineering, Navigation, and Science all require direct application of these disciplines</b> and build extensively on them throughout the pilot's skill advancement, irrespective of career choice. Additionally, advanced starship technologies such as <b>Electronic Warfare, Shield Operation, and Cloaking</b> will require a high Intelligence score to master quickly.\n\nThis attribute is secondary for numerous <b>social and industrial skills</b> as well.

shortDescription:
  A measure of individual capacity for learning, reasoning, abstract thinking, and overall cognitive aptitude.

notes:
  Intelligence does not increase the chance of achieving success during the application of skills, only how quickly the skills that depend on it are trained.


attributeName: Charisma
shortDescription: Personal attractiveness or magnetism that promotes the ability to influence others.
description:
  <b>Charisma is personal attractiveness or magnetism that promotes individual influence on others</b>. Great leaders across the ages who were able to motivate and inspire great numbers of people are said to have had high charisma attributes. The power of persuasion and the ability to lead are invaluable resources for engaging in social interactions, regardless of career path. In the universe of EVE, this attribute is <b>essential for maintaining positive standings with political entities</b> such as factions, corporations and police forces.\n\nAlthough it influences fewer skills than any other attribute, Charisma is essential for aspiring CEOs, fleet commanders and business tycoons. <b>Skills that require Charisma</b> as a primary attribute <b>include Leadership, Social and Trade</b>.\n\nThe main <b>secondary attribute skill is Corporation Management</b>.

notes:
  Charisma does not increase the chances of achieving success during the application of skills, only how quickly the skills that depend on it are trained.


attributeName: Perception
description:
  <b>Perception measures a pilot's ability to assimilate sensory information from the surrounding environment and formulate effective actions in response</b>. Intuitively determining the orientation of objects in three-dimensional space relative to fixed or moving reference points, and measuring object motion characteristics such as vector, speed, and trajectory within this space; both of these are functions of Perception. Assessing the temporo-spatial relationship between two or more objects is a critical component of battlefield tactical awareness, and the speed with which this data can be processed thus determines overall reaction time and effectiveness in combat.\n\n<b>Perception is the primary attribute in the training of Gunnery, Missile Launcher Operation, and Spaceship Command skills</b>.\n\nIt is also a secondary attribute for <b>Spaceship Command, Drones, and Navigation skills</b>.

shortDescription:
  A pilot's ability to assimilate information from the ship's surrounding environment and formulate a response action.

notes:
  Perception does not increase the chances of achieving success during the application of skills, only how quickly the skills that depend on it are trained.


attributeName: Memory
description:
  <b>Memory is the mental capacity to retain and recall facts derived from prior learning experiences and apply them during situational circumstances</b>. The speed with which a pilot can recall and apply data while subject to duress is a critical component</b> of effective reflex development in combat training. In EVE, the memory attribute is a composite measure of both long and short-term memory variants, both of which apply to a broad set of abilities ranging from industrial and scientific disciplines to battlefield tactical awareness.\n\n<b>Memory is a primary attribute for skills such as Corporation Management and Drones</b>.\n\nIt is also a <b>secondary attribute for</b> numerous others, including <b>Engineering, Mechanic, Electronics, and Trade.</b>

shortDescription:
  The mental capacity to retain and recall facts derived from prior learning experiences and apply them in situational circumstances.

notes:
  Memory does not increase the chances of achieving success during the application of skills, only how quickly the skills that depend on it are trained.


attributeName: Willpower
description:
  <b>Willpower is resolute control over one's own actions, impulses, and behavior.</b> It embodies the capability of focusing on the achievement of personal goals, irrespective of setbacks or adversity. In combat, the ability to concentrate on dynamic battlefield conditions and exercise patience when determining the timing of active defenses or attacks is also a function of willpower. This attribute is the consummate survival gauge: The higher the score, the more likely the pilot will be able to persevere in difficult circumstances.\n\nA crucial component for success in all forms of command, <b>Willpower is a primary attribute for Trade, Leadership, and Advanced Spaceship skills</b>.\n\nIt is also a key <b>secondary attribute for</b> many combat skills, such as <b>Gunnery, Spaceship Command, and Missile Launcher Operation</b>.

shortDescription:
  Rigid self-control over personal actions, impulses and behavior. The ability to focus irrespective of setbacks or adversity.

notes:
  Willpower does not increase the chances of achieving success during the application of skills, only how quickly the skills that depend on it are trained.


# chrBloodlines

bloodlineName: Deteis
shortDescription: Deteis personify the typical Caldari values of duty, efficiency and loyalty.
description:
  Deteis symbolizes Caldari in every way; they're efficient, dutiful and hard-working. Deteis can commonly be found in positions of authority within military or political spheres, something that suits their temperament very well. Their firm belief that the good of the whole must come before the needs of the individual has greatly influenced the shaping of the Caldari State since its foundation.

maleDescription:
  Male Deteis are generally tall and well groomed, with a fair complexion. An average Deteis male will strike an imposing figure through his height and regal bearing. They are sticklers for rules and regulations and tend to do everything by the book, trying to impose order and stability wherever they go.

femaleDescription:
  Female Deteis tend to be neat and composed, with a wry sense of humor and a no-nonsense outlook on life. In many ways it is thanks to their hard work and tenacity that modern day Caldari society is almost entirely free of gender-based favoritism, judging people by their merits alone.

shortMaleDescription:
  Male Deteis are tall and imposing.  They like to do things by the book and see it to everyone's benefit to impose order on all situations to the greatest extent possible.

shortFemaleDescription:
  The Deteis female is neat and composed, with a wry sense of humor and a no-nonsense outlook on life.


bloodlineName: Civire
shortDescription: Competent and level-headed, the Civire represent the backbone of the Caldari State.
shortMaleDescription: Big-boned and masculine, Civire males are possessed of a powerful work ethic and granite morals.
description:
  Civire are the backbone of the Caldari State. Their diligence and unselfish efforts have built it from the grounds up. The Civire are cool, level-headed and relentless in their approach to both trading and fighting. They are more comfortable acting than talking and are never happier than when embroiled in the midst of frenetic activity. They can handle pressure extremely well, an invaluable aid in combat and other stressful situations. Many of the best bounty hunters around are Civire.

maleDescription:
  Civire males are big-boned and masculine, preferring a clean-shaven chin and closely cropped hair. They have a strong moral core, commonly painting the world in terms of white and black. Never at ease when idle, they tend to identify themselves through their work, with all the emotional repercussions that can entail.

femaleDescription:
  Female Civire are slight in build, lithe and supple. They are ardent and committed workers, never willing to give up. Their discipline and dedication also translates into their domestic life and Civire children are taught the importance of duty and self-control at an early age.

shortFemaleDescription:
  The Civire female is an ardent and committed worker, disciplined and dedicated in all facets of life.


bloodlineName: Sebiestor
shortDescription: Innovative and clever, the Sebiestor are the Matari's engineers.
shortMaleDescription: Male Sebiestor are charming and contemplative. They are great tinkerers.
shortFemaleDescription: Female Sebiestor are kind and considerate, but notorious for their cruel streaks.
description:
  The Sebiestor are quite energetic. They are innovative thinkers and are always willing to try something new and different. Most of the best Minmatar engineers are from the Sebiestor tribe and through their ingenuity the Minmatar Republic was built from scraps virtually overnight. The Sebiestor are of slight build, but are lithe and often graceful. Pale, taut skin and a thin frame are the norm, and these visual characteristics lead many to believe Sebiestors suffer from constant malnutrition and sickness.

maleDescription:
  Sebiestor males are contemplative and curious, charming and passionate. They are great tinkerers, but their inquisitive nature makes them ideal for any profession once they've put their mind to it. Their seemingly boundless energy often puts people off, but those that can keep up with them are often swept into great acts and deeds.

femaleDescription:
  Female Sebiestor are kind and considerate but are notorious for their cruel streaks - perhaps a relic of older, harsher times under the Amarrian yoke, when existence couldn't be taken for granted. Generally loveable, they are realistic enough to take most things only at face value.


bloodlineName: Brutor
shortDescription: The Brutor are strong-willed and individualistic, and favor physical prowess above all else.
shortMaleDescription: Male Brutor are patient, alert and determined and possess great situational awareness.
description:
  The Brutor are strong willed and possess a great sense of individuality. The tribal life is very endearing to the Brutor, and they are at the forefront when it comes to unearthing and reviving ancient tribal traditions. They participate in the Republic out of necessity, acknowledging the need for Matari to present a united front. They are a swarthy people, slightly larger and burlier than the other Minmatar tribes. They favor physical prowess over everything else and can be frightening to face in the flesh.

maleDescription:
  Male Brutor are patient, alert and determined. Their thoughtful, deliberate manner gives them great situational awareness. They rarely like wasting time on idle chat, generally preferring to focus on the task at hand. This is often perceived by others as a gruff manner.

femaleDescription:
  Brutor females are in some ways the opposites of male Brutor. They are dominant, persistent and egocentric. When they set their mind to getting something they usually do; to that end their grace and beauty are great benefits.

shortFemaleDescription:
  Fierce and strong-willed, the Brutor woman is accustomed to getting what she wants, be it through guile or grit.


bloodlineName: Amarr
shortFemaleDescription: Very class-conscious and formal, Amarr females tend towards great protectiveness of their families.
description:
  True Amarrians - those directly descended from the Amarrian ethnic group before it conquered its home planet and intermingled with other people - are proud and supercilious, with a great sense of tradition and ancestry. They are considered arrogant and tyrannical by most others. Their presumptions of grandeur suffered a direct hit when they lost a war against the Jovians, thereby losing control of the Minmatar home worlds. This blow, a defining point in their history, is something they are still collectively reeling from.

maleDescription:
  Amarr males are haughty, cruel and possess an unflagging belief in their own superiority. Although this makes them difficult to deal with, it bestows them with decisiveness and a great sense of purpose. Their ability to focus allows them to forge intricate plans, while their composure gives them the perseverance to see them through.

femaleDescription:
  Amarr females are very class-conscious and formal in their dealings with others. Masters of subterfuge and machination, they forgive little and forget nothing. They have strong family ties and can be very vindictive when someone harms their loved ones. Their rancor can last for generations; inter-family vendettas spanning centuries are not unheard of.

shortDescription:
  True Amarrians are the direct descendants of the original Amarrian ethnic group.  As such, they tend to be proud and supercilious.

shortMaleDescription:
  Amarr males tend to be haughty and cruel, often possessing an unflagging belief in their own superiority.


bloodlineName: Ni-Kunni
description:
  The Ni-Kunni were a primitive race conquered some 1000 years ago by the Amarr Empire. Unlike most other races conquered by the Amarrians, the Ni-Kunni adapted far better to Amarr society and today only a small minority is still enslaved. Their home planet of Mishi IV in the Aridia region is an inhospitable place, dry and desolate. The Ni-Kunni thank this hard environment for toughening them up and training them in overcoming adversity. Most Ni-Kunnis are tradesmen and artisans - occupations frequently frowned upon by Amarrians, but still a vital part of the society.

maleDescription:
  The Ni-Kunni male is sly, cunning and unscrupulous. The only way for a Ni-Kunni to scale the rigid Amarrian social ladder is by amassing great wealth, so most Ni-Kunni males are very conscious of making a healthy profit, though this does not necessarily make them greedy. They know full well the best deals are the ones profiting all parties, and they are never shy in searching out potential trade partners.

femaleDescription:
  Ni-Kunni females very often cultivate an enticing and enchanting demeanor. Before becoming part of the Amarr Empire, the Ni-Kunni had a polygamous society, and although this practice has long been abolished, it lingers on in the relations between Ni-Kunni males and females. Beneath their measured and delicate manner, Ni-Kunni women are just as sly and cunning as their male counterparts.

shortDescription:
  Conquered by the Empire a millennium ago, the Ni-Kunni are now almost seamlessly integrated into Amarrian society, usually filling the roles of tradesmen or artisans.

shortMaleDescription:
  Money-minded by necessity, the Ni-Kunni male is ever aware of what it takes to amass that which gains him ground in this world.

shortFemaleDescription:
  Enticing and enchanting, Ni-Kunni women are fully aware of the power afforded them by their womanly charms.


bloodlineName: Gallente
shortDescription: As the only true democracy in the universe, Gallenteans value liberty above all else.
shortMaleDescription: Gallente males are driven, ambitious and opinionated.
shortFemaleDescription: Gallente females are creative, lively and self-empowered.
description:
  The Gallenteans are originally of French origin, although any direct similarities have long since vanished. Gallenteans value freedom and individual liberty above all else. Being the only true democracy in the universe, the progressive Gallente Federation fosters enterprise and initiative in its citizens. Though they are often hampered by internal strife and petty self-interests, they have many times shown they can be much more flexible and decisive than most others when push comes to shove.

maleDescription:
  Gallente males are driven and ambitious. They often act self-righteously and are generally very opinionated. They tend to be honest and conscientious, generous in their friendship and ardent adversaries. They can be very courageous when they feel their way of life is under threat.

femaleDescription:
  Gallente females are considerate and kind, their spirit outgoing and lively. They value self-empowerment and can be very creative and resourceful. They are constantly in tune with what counts as a quality lifestyle, and generally tend to be easy-going, cheerful and carefree.


bloodlineName: Intaki
shortMaleDescription: The Intaki male is thoughtful and reserved.
shortFemaleDescription: Intaki females tend to be artistic and spiritually inclined.
description:
  The Intaki were integrated into the Gallente Federation a few centuries ago. Their thoughtful and composed manner suited Gallente society well. Especially good at human interaction, the Intaki are very prominent in the Federal bureaucracy. Though the Gallentean culture has permeated their society, they still cling to a few cultural identities they consider their own, most notably their unusual lifecycle theories.  These theories give them a unique outlook on life and death, and many attribute their stoic nature to this philosophy.

maleDescription:
  The Intaki male is methodical and reserved, never outspoken or confrontational. He generally best enjoys sitting in quiet reflection; Intaki homes are places of peace and tranquility. The Intaki has good control over his emotions and is able to remain calm under even the most strenuous circumstances.

femaleDescription:
  Intaki females share many of the same traits with their male counterparts: They are quiet and contemplative, moving through the world without making a ripple. Yet their contemplative manner often conjures great beauty through words and visions.  A great deal of the universe's most notable artists are female Intakis.

shortDescription:
  The Intaki are thoughtful, composed and proficient communicators.  Their unusual rebirth philosophy gives them a unique outlook on life.


bloodlineName: Static
description:
  The different branches of Jovians that exist are not the result of variations in geographical or climatic differences, but rather that of genetic engineering through the centuries. The Statics are one of the two main branches. Statics are generally introvert and prefer status quo, both socially and biologically. The Statics regard themselves as observers that should interfere as little as possible with the world. They believe that they are as genetically evolved as can be and generally frown upon large-scale genetic engineering programs.

maleDescription:
  The male part of the Statics is often aloof and condescending. They are the biggest hoarders of knowledge there is, but they enjoy sitting on their knowledge like dragons on gold, reveling in the knowledge of their own importance. Fortunately, they rarely use their power to influence world events.

femaleDescription:
  The female part of the Statics is more open and friendly to outsiders. Though they are driven by curiosity the same as their male counterparts, they don't have the pathological need to sit on it by themselves and are generally quite willing to share in their discoveries. Female Statics pass for what can be termed leaders in the Jovian Empire; other Jovians acknowledge that their stable nature and extensive knowledge makes them best suited for the task.


bloodlineName: Modifier
description:
  The different branches of Jovians that exist are not the result of variations in geographical or climatic differences, but rather that of genetic engineering through the centuries. The Modifiers are the enthusiasts of the Jovian family. They are curious and constantly willing to try or experience something new and fresh. Modifiers have lower life expectancy that other Jovians and are more susceptible to the dreaded Jovian Disease. It seems that by constantly living on the edge makes them burn out faster.

maleDescription:
  Male Modifiers are constantly in search of something new and different and can never stay in the same place for long. They're fickle and undisciplined compared to other Jovians and are prone to manic-depression. They are also the most reckless, which most often takes them into trouble, but sometimes it results in some spectacular new discovery that would otherwise never have been found.

femaleDescription:
  Female Modifiers are renowned within the Jovian Empire for their constant body enhancing experiments. More than any other group, female Modifiers are taking genetic engineering to the extreme and back. There is little rhyme or reasons in their experiments, as they're most often done on individual level. Although the results are often disastrous many Jovians put more stock in the chaotic gene therapies of the female Modifiers for finding cure to the Jovian Disease than the more respectable formal research teams.


bloodlineName: Achura
description:
  Achura has been part of the Caldari State for three centuries, joining and leaving the Federation at the same time as the State. Yet the Achur have always remained a mystery to others. Hailing from the inhospitable Saisio system in The Forge, the Achur are as reclusive and introverted as an entity can be while still participating in galactic affairs. Intensely spiritual, the average Achur has little interest in the material world's transitory doodads. Achur pilots have been few and far between in the past, but the recent sacrilege of their home world prompted them to take to the skies in greater numbers.

maleDescription:
  The Achur male is reserved in deeds and manner and is a master of disguising his own thoughts and emotions. Never rash or impulsive, he likes to meditate on every decision of importance. Compassion is not alien to him, but his tendency to look at the bigger picture makes it easier for him to sacrifice short-term gains for long-term benefits.

femaleDescription:
  Female Achur are greatly sought after as teachers and mentors. Their intense interest in the metaphysical world gives them great knowledge of everything from quantum physics to the human psyche. More importantly, these things afford them the patience and modesty to look beyond their own petty interests, allowing them to truly relate to others.

shortDescription:
  Intensely spiritual and deeply introverted, the Achur have taken to the skies en masse after their home world was desecrated by pirates.

shortMaleDescription:
  Reserved and meditative, the Achur male has a tendency to look at the bigger picture instead of concentrating overmuch on the details.

shortFemaleDescription:
  Female Achur are renowned the universe over for their empathy and understanding, which, coupled with their widespread knowledge, make them ideal as teachers.


bloodlineName: Jin-Mei
shortDescription: A recent addition to the Federation, the Jin-Mei are a rigidly caste-controlled society.
description:
  The nation of Jin-Mei is the latest addition to the Federation, having joined only shortly before the Gallenteans came into contact with the Amarr Empire. The Jin-Mei have a very rigorous caste-system, which sometimes clashes with the liberal ideals of the rest of the Federation. The Jin-Mei inhabit the Lirsautton system in Everyshore and, up until now, seldom ventured far from their homes. Due to the civil war raging between the Sang Do overlords, leaders of the Jin-Mei, that is now changing.

maleDescription:
  The Jin-Mei male is generally carefree and good-humored, though very class-conscious. He is not very curious by nature, rather favoring stability and security. Most put much stock in generating good social appearance.

femaleDescription:
  When the Jin-Mei joined the Federation, the social standing of Jin-Mei women was woefully out of tune with a liberal democracy. Much has changed since then, not least by virtue of Jin-Mei women themselves grabbing the torch of equal opportunity by both hands and carrying it forward with fervor.

shortMaleDescription:
  Socially aware and class-conscious, the Jin-Mei male generally prefers stability and security over adventure and excitement.

shortFemaleDescription:
  Traditionally downtrodden, Jin-Mei women have in recent times risen to equality with their male counterparts.


bloodlineName: Khanid
description:
  The people of Khanid have endured the political turmoil of their leaders with great dignity and calm. They were originally fellow settlers alongside the Amarrians on Athra, better known today as Amarr Prime. During the height of the Amarr Reclaiming, the Khanid were swept up and merged into the growing Amarr nation. Proving themselves valuable allies to the Amarrians from day one, they have ever since held exalted status within the Empire, with only a handful of them ever actually having to endure slavery. The name Khanid was given to the Khanid chiefs by the Amarrians. It means "little lord" or "lordling" and is an affectionate term generally given to a cherished friend. The name stuck to the nation as a whole at some point and even after the Khanid domain was granted to one of the great Amarr Holder families, the family adopted the Khanid name as their own, winning the hearts of the Khanid people in the process.

maleDescription:
  Long before the Amarr Empire took to the sky, Khanid males were recognized as the best ground fighters in the Empire. During the Reclaiming, Khanid warriors were at the forefront in the subjugation of the Ealurians, the Ni-Kunnis and the Matari. Though physical stature and bravery counts for less today than it did then, many Khanid males keep the warrior tradition alive.

femaleDescription:
  The warrior lifestyle of the Khanid males from ancient times has made its mark on the Khanid society. The Khanid female is used to running the household on her own, making her independent and resourceful. Accustomed to making her own decisions, the Khanid female lets no one domineer her and is very much the mistress of her own destiny.

shortDescription:
  Originally integrated into the Empire during the Reclaiming, the Khanids have since gained independence but remain staunchly allied with all things Amarr.

shortMaleDescription:
  Khanid males have a long, proud tradition of combat superiority, and their lives are often dictated by their culture's ancient warrior codes.

shortFemaleDescription:
  Strong and independent through years of being the sole master of her domain, the typical Khanid woman lets no one boss her around.


bloodlineName: Vherokior
shortDescription: The Vherokior are merchants, healers, scholars and fortune tellers.
shortMaleDescription: Vherokior males are short but nimble. They possess an easy charm and are quite affable.
shortFemaleDescription: Female Vherokior are shrewd and business-minded.
description:
  The Vherokior tribe is a splinter tribe from the Starkmanir tribe. The origins of the Vherokiors are actually well known, unlike the other older tribes. Some five thousand years ago a brutal Starkmanir chief was exiled with all his people. The chief led his people into the most inhospitable part of Matar and was never seen again. But several centuries later their ancestors returned to Minmatar society, much changed in appearance and manners. They never revealed the cause for this change, but took to roaming between the other Minmatar tribes in large caravans, living as merchants, healers, scholars and fortune tellers.

maleDescription:
  Vherkoior males are short but nimble and quick-footed. They possess an easy charm and are quite affable. While the tribal tattoo tradition is something shared by all Matari, Vherokior male shamans have taken it to new heights. The mystical nature of the Voluval ritual, where the soul and karma of the person is revealed through a body tattoo, is exclusively handled by Vherokior shamans and the secrets of the rituals are only known to them.

femaleDescription:
  Vherokior females are renowned for their shrewd business minds. Their bartering skills are second to none and they possess exactly the right mixture of sense and intuition to excel in both commerce and industry. The Vherokiors have long since abandoned their wandering ways, instead opting for small-scale family-run businesses. These small establishments, often small canteens and bistros, are usually operated by the matriarch of the family.


# chrCareerSpecialities

specialityName: Soldier
shortDescription: The technology and science behind space ship weaponry.
description:
  A pilot that specializes in soldiering in general becomes very well versed in gunnery and manouvering skills. Training will focus entirely on efficiency in combat, training of combat-relevant attributes and to learn better to sustain damage. After training, a soldier can turn to anything he wants – There are no preset paths. But if a soldier keeps on advancing the skills alotted in the beginning, corporations, alliances, agents and the like are always looking for people with an accurate targeting eye and sensitive trigger fingers to do their bidding.\n\nThere are always wars to be fought somewhere for those willing! Also, there is good cash to be made from hunting pirates that infest asteroid belts throughout space.


specialityName: Special Forces
shortDescription: The intriciacies of capsular interfacing.
description:
  Pilots that enlist in Special Forces are discharged from military academies well versed in basic combat skills, such as gunnery. Upon graduating, they do not match the brute force and tanking potentials of someone who has specialized in soldiering, but on the other hand they are experts in strategic, electronic warfare using warp disruptors, system scanners and range boosters.\n\nA Special Forces pilot is by no means confined to any profession – like everyone else, he can decide to do whatever he likes, but the skills granted in training make these pilots excellent bounty hunters, chasing after other people’s enemies, supporting heavily tanked fleets or taking their chances as privateers or pirates.


specialityName: Entrepreneur
shortDescription: The art of the market, the pursuit of wealth.
description:
  True EVE entrepreneurs wheel and deal in goods and practice skills that maximize the business potential which space has to offer. For example, hauling goods around takes time and the more you can carry, the more money is to be made. Appropriate skills and equipment can enlarge the capacity of cargo bays which in turn increases the revenue available from various trade routs. Working the market also requires specialized skills. For example, the range at which buying and selling can take place is entirely reliant upon the trading skills.\n\nBusiness schools imprint into their students the fact that moving cargo around can be risky. Therefore they are also taught how to equip their ships with modules that make them better withstand attacks and ensure a speedy getaway. Might makes right and in this day and age money is where the might lies.\n\nAcute businessmen abound and the only way to beat them is at their own game. Once you understand what drives the market you're halfway home to earning your first million.


specialityName: Executive Commander
shortDescription: The laws that drive the universe.
description:
  An executive commander is a broad term for someone trained in leadership. The basic studies revolve about training organization and influence skills. How to use them with success will be for the pilots to figure out when they graduate from the universities.\n\nTraditionally, corporation executives and commanders strive to insure the collective success of a group of people. Some leaders act in the open and command the respect of the masses, but that is by no means the only way to govern, nor necessarily the best one. A truly talented executive commander needs to be able to form a hidden power structure and make it work for his own benefit. The really good ones do it so that noone realizes that fact. And the elite few make their grip on power known but treat their powers so that noone really cares they are being manipulated.\n\nSomeone who has trained the skills is academically better equipped to lead than others, but the magical element is personal charisma and that can not be learnt the easy way. Of all the careers, this is the one closest to being a directly political one.


specialityName: Prospector
shortDescription: The grassroots of wealth creation.
description:
  A prospector is someone that scours the world searching for unexploited natural riches and upon finding them, exploits them. The direct route for someone that specializes in prospecting is to become a miner and gather riches from EVE’s numerous asteroid fields, refine them and sell to the highest bidder.\n\nLearning about prospecting does not limit the pilot in any way, but rather opens up a path to easy money. Prospectors that strike it rich are usually quick at making enough money to be able to expand into whatever branch strikes their fancy. Moneymen can gab all they want, but their stocks and bonds are worth nothing without the hard-working individuals that actually create something through their labor.\n\nMoney may grease the wheels of the economy, but it's the miners and manufacturers that keep them turning.


specialityName: Engineer
shortDescription: The coordination and manipulation of complex machines.
description:
  While a prospector concentrates on finding raw materials in the vastness of space, engineers study how to make something out of them. They also take a number of science courses that allow them to study and copy blueprints (which are a necessity in all production), produce goods and use cybernetic implants to increase their capabilities.\n\nBeing a successful manufacturer takes a considerable effort in the beginning, as the more complex products take a while to produce. Engineering is an excellent foundation to build a successful space ship career on. Being tech-savvy allows a captain to be more than just the driver of his ship - he becomes the ship's master.\n\nIn the hi-tech world of EVE, being comfortable around complex machines can mean the difference between life and death.


specialityName: Soldier
shortDescription: The technology and science behind space ship weaponry.
description:
  A pilot that specializes in soldiering in general becomes very well versed in gunnery and manouvering skills. Training will focus entirely on efficiency in combat, training of combat-relevant attributes and to learn better to sustain  damage. After training, a soldier can turn to anything he wants – There are no preset paths. But if a soldier keeps on advancing the skills alotted in the beginning, corporations, alliances, agents and the like are always looking for people with an accurate targeting eye and sensitive trigger fingers to do their bidding.\n\nThere are always wars to be fought somewhere for those willing! Also, there is good cash to be made from hunting pirates that infest asteroid belts throughout space.


specialityName: Soldier
shortDescription: The technology and science behind space ship weaponry.
description:
  A pilot that specializes in soldiering in general becomes very well versed in gunnery and manouvering skills. Training will focus entirely on efficiency in combat, training of combat-relevant attributes and to learn how better to sustain damage. After training, a soldier can turn to anything he wants – There are no preset paths. But if a soldier keeps on advancing the skills alotted in the beginning, corporations, alliances, agents and the like are always looking for people with an accurate targeting eye and sensitive trigger fingers to do their bidding.\n\nThere are always wars to be fought somewhere for those willing! Also, there is good cash to be made from hunting pirates that infest asteroid belts throughout space.


specialityName: Special Forces
shortDescription: The intriciacies of capsular interfacing.
description:
  Pilots that enlist in Special Forces are discharged from military academies well versed in basic combat skills, such as gunnery. Upon graduating, they do not match the brute force and tanking potentials of someone who has specialized in soldiering, but on the other hand they are experts in strategic, electronic warfare using warp disruptors, system scanners and range boosters. \n\nA Special Forces pilot is by no means confined to any profession – like everyone else, he can decide to do whatever he likes, but the skills granted in training make these pilots excellent bounty hunters, chasing after other people’s enemies, supporting heavily tanked fleets or taking their chances as privateers or pirates.


specialityName: Executive Commander
shortDescription: The laws that drive the universe.
description:
  An executive commander is a broad term for someone trained in leadership. The basic studies revolve about training organization and influence skills. How to use them with success will be for the pilots to figure out when they graduate from the universities.\n\nTraditionally, corporation executives and commanders strive to ensure the collective success of a group of people. Some leaders act in the open and command the respect of the masses, but that is by no means the only way to govern, nor necessarily the best one. A truly talented executive commander needs to be able to form a hidden power structure and make it work for his own benefit. The really good ones do it so that noone realizes that fact. And the elite few make their grip on power known but treat their powers so that noone really cares they are being manipulated.\n\nSomeone who has trained the skills is academically better equipped to lead than others, but the magical element is personal charisma and that can not be learnt the easy way. Of all the careers, this is the one closest to being a directly political one.


# chrCareers

careerName: Military
shortDescription: Focuses mainly on combat training.
description:
  A career in the military means learning what you need to know about how to dispose of enemy vessels as fast and securely as possible, without them disposing of you. Military academies educate enlist cadets thoroughly in combat related skills.


careerName: Business
shortDescription: Focuses mainly on practical studies.
description:
  Business is all about dealing with people, solving problems or finding compromises in quarrels and servicing trade routes. And of course, all in the name of financial success. Business careers can be roughly divided into two categories. One revolves entirely around buying and selling, dealing with business contacts and playing the market with the sole purpose of maximizing the profit margin. The other catergory is all about preparing the pilot to lead a group or a crowd of people, form and run a corporation and to supply leadership.


careerName: Industry
shortDescription: Focuses mainly on technical studies.
description:
  A carrier in industry is a career that spells not only wealth for those that choose to follow that path, but it also opens the door to potential popularity. In the war torn reaches of space, everyone loves a provider. Serious industrialists need to learn how to harvest precious ore, refine it and either produce something from it or haul it around and sell where prices are high. Eventually, a successful industrialist often ends up with a lot of cash on his hands to spend on some other line of work.


careerName: Military
shortDescription: An extremely strict but effective military academy.
description:
  A career in the military means learning what you need to know how about to dispose of enemy vessels as fast and securely as possible, without them disposing of you. Military academies educate enlist cadets thoroughly in combat related skills.


# chrFactions

factionName: Caldari State
description:
  The Caldari State is ruled by several mega-corporations. There is no central government to speak of - all territories within the State are owned and ruled by corporations. Duty and discipline are required traits in Caldari citizens, plus unquestioning loyalty to the corporation they live to serve. The corporations compete aggressively amongst themselves and with companies outside the State, resulting in a highly capitalistic society.


factionName: Minmatar Republic
description:
  The Minmatar Republic was formed over a century ago when the Matari threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Matari had the support of the Gallente Federation and to this day, the two nations remain close allies. Yet, only a quarter of the Matari people reside within the Republic. The rest are scattered around the world, including a large portion still enslaved within the Amarr Empire. Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions.


factionName: Amarr Empire
description:
  The largest of the five main empires, the Amarr Empire is a sprawling patch-work of feudal-like provinces held together by the might of the emperor. Religion has always played a big part in Amarrian politics and the Amarrians believe they are the rightful masters of the world, souring their relations with their neighbours. Another source of ill-feelings on part of the other empires is the fact that the Amarrians embrace slavery.


factionName: Gallente Federation
description:
  The Gallente Federation encompasses several races, the Gallenteans the largest by far. The Federation is democratic and very liberal in a world full of dictators and oligarchies. The Caldari State was once part of the Federation, but a severe dispute resulted in their departure and a long war between the Gallente Federation and the Caldari State. The Gallenteans are the masters of pleasure and entertainment and their rich trade empire has given the world many of its most glorious and extravagant sights.


factionName: Jove Empire
description:
  The Jove Empire is isolated from the rest of the world to all but a selected few. The Jovians are a mystery to the other races, fueled not only by their elusiveness, but also their highly advanced technology, eons ahead of the other races. The Jovians have been civilized longer than any other race in the world of EVE and have gone through several golden ages, now long-since shrouded in the past. The current Jovian Empire is only a pale shadow of its former self, mainly because of the Jovian Disease - a psychological disorder that is always fatal.


factionName: CONCORD Assembly
description:
  CONCORD is an independent organization founded a century ago to facilitate negotiations between the races to improve relations, as well as to foster inter-stellar trade through policing and regulations. Starting as a fledgling meeting ground for diplomats CONCORD has in the decades since it was founded slowly increased its power and influence. It has become an entity independent of the races, as it is able to largely fund its own operation through customs, confiscation of contraband goods, and other means.


factionName: Ammatar Mandate
description:
  The Ammatars are part of the Amarr Empire, but are of Minmatar origin. During the time the Amarrians occupied the Minmatar home worlds one of the Minmatar tribes, the Nefantars, collaborated heavily with the Amarrians. The Nefantars fled Minmatar space during the Minmatar Rebellion and the Amarr Emperor set them up in Amarr controlled areas close to Minmatar space. Soon everyone had started calling them Ammatars. Today, the Ammatars enjoy a semi-autonomy in their own space and are still embroiled in war with their former Minmatar brethren.


factionName: Khanid Kingdom
description:
  The Khanid Kingdom, also known as the Dark Amarr, was founded a few centuries ago when the last Amarr Emperor was chosen. Khanid was one of the royal heirs at the time and, in accordance with tradition, should have killed himself after failing to become emperor. This Khanid refused to do and split his vast domains from the Amarr Empire. The empire retaliated, but only managed to conquer some of the vulnerable outer regions from Khanid. The Kingdom still upholds many of the tradition of Amarr society, but has also wholeheartedly embraced the customs of others, mainly the Caldari. Many visitors to the Kingdom feel like it is a surreal mix of the Amarr and Caldari empires.


factionName: The Syndicate
description:
  Formed by Intaki exiles from the Gallente Federation during the Caldari-Gallente War. The Syndicate has slowly grown in stature and influence and now serves as an important link between the empires and the illegal elements in the outer regions. Syndicate space is a pirate haven, but still retains enough civility to allow pretty much anyone to travel there to do business. The Syndicate markets are always chockfull of contraband goods and illegal wares that are hard or impossible to come by elsewhere. Each Syndicate station is a autonomous entity, but the cooperate on security and information issues. The unofficial leader of the Syndicate is Silphy en Diabel, a former Sister of EVE that returned to Syndicate space to save her family's fortune. Since then she's turned out to be just as resourceful and ruthless as her late father.


factionName: Guristas Pirates
description:
  Formed by two former members of the Caldari Navy, the pair go by the names Fatal and the Rabbit, the Guristas are a constant thorn in the side of the Caldari State. The Guristas are traditional pirates in the sense that their operation is not based around some creed or ideology, but rather a plain and simple greed. The Guristas have bases close to Caldari space and from them they embark on daring raids, often into the State itself. Though the Guristas are considered more honorable than many of their counterparts, they are still extremely dangerous and not to be tampered with.


factionName: Angel Cartel
description:
  Operating from the heart of the Curse region, the Angel Cartel is today the largest and best organized of the space-based criminal factions. The Angels are divided into several groups, each with a very special function. It is commanded by the Dominations and in the century they've been lurking in deep space they have stolen, plundered or sabotaged countless number of ships and kidnapped, molested or murdered thousands of people. The Angels recruit members from all the races, and are thus not bound to any one zone of operation, which spans almost the entire known world. Many believe that the Angels got their power by uncovering Jovian technologies hidden in their ancient homes, now infested by the Angel Cartel.


factionName: The Blood Raider Covenant
description:
  The Amarr Empire has had its share of religious cults and fanatics in the past, but few have been as successful, or been feared as much, as the Blood Raiders. The Blood Raiders are a sect of a ancient cult called Sani Sabik, which uses blood in their rituals. The Blood Raiders believe that cloned bodies have 'purer' blood than other bodies and this explains while they operate mainly in space, attacking unwary space farers and draining their bodies of blood. The Blood Raiders are led by the fearsome Omir Sarikusa, who has remained on top of the DED most wanted list for many years now. Under his leadership the Blood Raiders have become more organized and they have established several bases in the Bleak Lands region.


factionName: The InterBus
description:
  The InterBus is one of the more successful joint ventures the empires have undertaken. It was formed some 30 years ago to act as a neutral passenger transportation company that would span the entire known world. Since then it has evolved a bit, especially when it started to ferry goods too. The InterBus is used by the SCC to ferry goods between stations, as they are reliable and operate in every station in the world. As InterBus has to operate not only in empire stations, but also in pirate havens and other stations associated with organized crime, the company has to uphold a very strict policy regarding neutrality and secrecy. Even if the company is owned by the empires, no information regarding to shipments or station locations is ever given out. The strict adherence to these rules has allowed InterBus to operate without harassment in every corner of the world of EVE, making them one of the pillars of the inter-stellar community.


factionName: ORE
description:
  Outer Ring Excavations, or ORE, is the largest independent mining corporation around. ORE was originally a fledgling Gallentean company, but struck gold when they found extremely rich Nocxium asteroid belts in the Outer Ring region. When the Gallente Federation tried to force ORE to reveal the location of the asteroid fields the company left Gallentean space and set up base in the Outer Ring region. They used their massive wealth to buy protection for their bases and keep their operation secret. Several pirate factions have tried to muscle in on the ORE territories, but with little success.


factionName: Thukker Tribe
description:
  The Thukker tribe is one of the seven original Minmatar tribes. After the Minmtar Rebellion the Thukkers left Minmatar space and took up the nomadic lifestyles of their ancestors, only this time in space. The closest thing they've got to home is the Great Wildlands region, where they are very numerous, but the Thukkers like to be on the move, constantly going from one solar system to another in their huge caravans, trading and scavenging. Respectable citizens of EVE frown upon the Thukkers, considering them to be nothing but scoundrels and thiefs. Indeed, the Thukkers often operate on the shadier side of the law, but their resourcefulness and diligence count a lot more for their success than their criminal activities.


factionName: The Servant Sisters of EVE
description:
  The Sisters of EVE are mainly known for their humanitarian aid efforts to those suffering because of war, famine or even just being lost in space. But the Sisters of EVE base their existence on strong religious beliefs, which they have coupled with scientific facts. They believe that the EVE gate is a gateway to heaven - that god resides on the other side of the gate. As well as dedicating themselves to aiding those in need they are also busy with scientific experiments around the EVE gate, hoping to gain a better understanding of the forces at work there.


factionName: The Society
description:
  The Society of Conscious Thought is three centuries old and was founded by a Jovian named Ior Labron, who was in search of spiritual enlightenment. The Society has since then taken many guises and been anything from a religious sect full of hermits to a political institute playing the power game. Today, the Society is mainly known for their scholastic achievments, their schools are widely regarded as the best ones in the world of EVE and rich and influential parents everywhere fight to get their kids admitted. Offering large sums of money is, however, no guarantee for admittance, as the Society has its own peculiar selection process that seems to have little rhyme or reason to outsiders. The Society operates in remote areas, where they build strongholds called kitz. Not all kitz are schools, some are still devoted to spiritual enlightenment or scientific pursuits.


factionName: Mordu's Legion Command
description:
  The origin of Mordu's Legion lies in the Gallente-Caldari War when a group Intaki military personnel sided with the Caldari. The Intakis were put into a separate unit with a Caldari officer named Mordu. After the war the Intakis settled in Caldari space, but unwillingly became entangled with Caldari locals in the Waschi Uprising. Mordu's Legion was formed at that time as a mercenary fighting force and after the uprising it continued in existence. The Legion is loosely associated with the Caldari Navy, but are in most part totally independent. Mordu's Legion is commonly hired by companies to protect valuable assets outside empire space, for instance Outer Ring Excavations pays them handsomly to patrol the Outer Ring region.


factionName: Sansha's Nation
description:
  Sansha's Nation was founded more than a century ago, shortly after all the empires had come into contact, just when space exploration and colonization was taking off. Sansha was a Caldari tycoon that carved out a sizeable piece of space for himself. There, he set out to create an utopian state. His vision and charm attracted thousands of people and for some time the Nation flourished. But Sansha became ever more warped as his success increased. He started experiments, combining capsule technology with the human mind, creating a zombie like creatures that had the cold, calculating mind of a computer, but the ingenuinity of humans. When this became public knowledge Sansha was condemned and the other empires joined forces to bring him down. His forces were decimated and scattered to the winds. Remnants still remain far in the outer regions, but the once glorious Nation has been reduced to pirates and pillagers.


factionName: Serpentis
description:
  The Serpentis Corporation was founded a few decades ago by V.Salvador Sarpati. At first it was engaged in hi-tech research, but with time its ties with the underworld grew and the Serpentis research stations, scattered around in remote areas, became infamous pirate havens. Sarpati made a deal with the Angel Cartel early on to provide protection for his stations and the duty was taken on by the Guardian Angels. Both sides have prospered enormously for this deal - Serpentis can operate in peace and the Angel Cartel gets access to the illegal research efforts of the Serpentis. It is strongly believed that Serpentis is the main developer and manufacturer of illegal neural boosters, especially since Sarpati's father was a renown specialist in that field. The home of Serpentis is in the Phoenix constellation in the Fountain region.


# chrRaces

raceName: Caldari
shortDescription: The Caldari State is the epitome of civil duty and ruthless militaristic efficiency.
description:
  Ruled by a handful of mega corporations, the Caldari State is the epitome of civil duty and efficiency, where ruthless capitalism leaves no room for human rights or feelings. They are brutally efficient fighters, giving their opponents no chance of retaliation. Through grit and superior technology, the State fought the much larger Gallente Federation to a standstill.


raceName: Minmatar
shortDescription: Formerly enslaved by the Amarr, the Minmatar are a nation of tough, no-nonsense tribalists.
description:
  Enslaved by the Amarr Empire for centuries, the Minmatar Republic now revels in its relatively newfound freedom, fighting for its claim as a major power. Steeped in a deep-rooted tribal society, the Matari display vehement attachment to their kindred. They will never forget their lost brothers and sisters, still enslaved by the Amarr Empire.


raceName: Amarr
shortDescription: Amarr is a vast and ancient empire, solely devoted to God and Emperor.
description:
  Amarr is a vast and ancient empire, with the Amarr Emperor sitting at the head of a feudal society. It is rich in history and traditions, with a caste system that is cruel to those on the bottom, but kind to those at the top. Centuries ago, during a time known as the Reclaiming, the Amarr Empire enslaved several nations, including the Minmatars, but has calmed down in recent times.


raceName: Gallente
description:
  The Gallente Federation is the only true democracy in the universe at present, and its inhabitants regard themselves as champions of freedom and liberty. Their human touch makes them excellent traders and media moguls. Forged in fire in a war against the Caldari State, the Federation still depends on its mighty drone fleets to defend its beliefs against encroaching anarchy.

shortDescription:
  Championing freedom and liberty across the universe, the Gallente Federation is the only true democracy currently in existence.


raceName: Jove
description:
  The most mysterious and elusive of all the universe's peoples, the Jovians number only a fraction of any of their neighbors, but their technological superiority makes them powerful beyond all proportion.


# chrSchools

schoolName: Imperial Academy
description:
  The Imperial Academy (from which all Amarr enlists graduate) is rooted in tradition and generally considered sub-par to the more modern military institutes found in the other empires. However, it is the only one of its kind within the Amarr Empire, thus serving a vital function.


schoolName: Hedion University
description:
  Hedion University (graduating the best Business students in the Empire) is located in the Hedion system - the first solar system colonized by the Amarrians after their own. The university was founded by spirited and liberal scholars, free from the scrutinizing eye of the Emperor and his theologians.


schoolName: Royal Amarr Institute
description:
  One of the oldest educational facilities in the universe (the breeding grounds for future Amarrian industrialists), the Royal Amarr Institute dates from an era when the Amarrians were still confined to their continent on Amarr Prime, before the Empire and the Great Reclaiming.


schoolName: Republic Military School
description:
  The Republic Military School (from which all Minmatar enlists graduate) was for a long time the bastard child of the Minmatar education system - it existed because it was perceived as needed, but it had no support; most military personnel were Gallente trained.  In recent years, however, as the Republic tries to ascertain its total independence, efforts are being made to transform the RMS into a top-notch military school.


schoolName: Republic University
description:
  The Republic University (from where future Minmatar industrialists graduate) was founded by Minmatar emigrates as a show of support for the fledgling republic shortly after its inception. The school is modeled after the University of Caille and based on the Gallentean education system.


schoolName: Pator Tech School
description:
  Pator Tech School (from where Minmatar business people are commonly educated) was founded on the principle of helping gifted Minmatar children be better qualified for high-level positions; something the Republic was in dire need of when assembling a new government and administration virtually from scratch. This principle has held intact to this day, even if the foundations of the Republic were firmly set a long time ago.


schoolName: State War Academy
description:
  The State War Academy  (from which all Caldari enlists graduate)  was founded shortly after the Caldari State came into being, while the war with the Gallente Federation was still in full swing. Due to this, the academy has always had a very combat oriented slant, as opposed to the broader scope of ship handling.


schoolName: Science and Trade Institute
description:
  Like all Caldari schools, the Science & Trade Institute (from which all Caldari Business Students graduate) has a very formal curriculum that focuses primarily on the practical side of education. This results in a very dull and tedious learning process, but one that is remarkably efficient.


schoolName: School of Applied Knowledge
description:
  The School of Applied Knowledge (from where future Caldari industrialists graduate) focuses mainly on technical studies and is considered the best school for aspiring engineers. The school collaborates with many leading Caldari corporations, an arrangement which benefits the school, the companies and not the least the students.


schoolName: Federal Navy Academy
description:
  The Federation Navy (where all Gallente cadets are enlisted) has recently begun upholding extremely strict standards of professionalism for its cadets. The result of these standards, draconian even for a military school, is a leaner, meaner academy with much stricter entry requirements than before and more effective tutoring.


schoolName: University of Caille
description:
  The largest school in the universe at almost half a million students, the University of Caille has long acted as a melting pot for cultures and ideas from all over. As befits its status, it offers a wide range of studies, but is best known for its extensive anthropology department.


schoolName: Center for Advanced Studies
description:
  Originally conceived as a think-tank for researchers at Chemal Tech, the Center for Advanced Studies (the breeding grounds for future Gallente industrialists) evolved into an independent educational facility that today is considered one of the very best technical schools in the universe.


schoolName: Society of Conscious Thought
description:
  The Society of Conscious Thought was founded some 300 years ago. Since then it has seen many guises, including spiritual healing-house and political power-block. Today, it is one of the finest and most respected educational facilities in the world of EVE. As it is only loosely connected to the Jove state the Society admits non-Jovian students. For them, being admitted to a Society school is a great honor and an almost certain ticket to a prestigious position later in life.


schoolName: Material Institute
description:
  The Jovians, with all their power and resources, are not always very pragmatic. The Material Institute was founded precisely to combat this. Most Jovians are already well schooled in the technical aspects, but they need some tutoring on the practical application for use in industry and manufacturing.


schoolName: Academy of Aggressive Behaviour
description:
  Most Jovians have had their aggressive instincts curbed or even removed through genetic engineering. The Academy for Aggressive Behaviour, responsible for training space cadets, uses the latest in gene therapies to re-introuduce the base instincts to their students to ensure the animalistic nature of humans, so important for fighting, is alive and fresh in them.


# dgmAttributeTypes

attributeName: ammoLoaded
displayName: Default ammo loaded
description:
  A temporary attribute for projectile/hybrid weapons to indicate which charges they have loaded when created in newbie ships ala ammo.


attributeName: moduleSize
description:
  The size of the module, 1 = small, 2 = medium, 3 = large.  Used for turrets and projectile weapons but will work for any module that defines it.


attributeName: uniformity
description:
  This number is deducted from the %chance of the seeping to armor, to slow seep of damage through shield.


attributeName: maxLockedTargets
displayName: Max Locked Targets
description:
  Maximum number of locked targets that the character or their ships electronics can handle at any given time.  Both have individual limits which apply separately.


attributeName: charismaSkillTrainingTimeMultiplierBonus
description:
  Bonus or penalty to the percentage time it takes to train skills with Charisma as the primary attribute.


attributeName: intelligenceSkillTrainingTimeMultiplierBonus
description:
  Bonus or penalty to the percentage time it takes to train skills with Intelligence as the primary attribute.


attributeName: memorySkillTrainingTimeMultiplierBonus
description:
  Bonus or penalty to the percentage time it takes to train skills with Memory as the primary attribute.


attributeName: perceptionSkillTrainingTimeMultiplierBonus
description:
  Bonus or penalty to the percentage time it takes to train skills with Perception as the primary attribute.


attributeName: willpowerSkillTrainingTimeMultiplierBonus
description:
  Bonus or penalty to the percentage time it takes to train skills with Willpower as the primary attribute.


attributeName: entityLootValueMin
description:
  The minimum value of any given unit of loot dropped by this entity.  Not the minimum value of all the loot, but of any given item dropped.


attributeName: entityLootValueMax
description:
  The maximum value of any loot dropped by this entity.  Thats for each unit of any given item of loot, not for the total value of all items of loot dropped.


attributeName: entitySecurityStatusKillBonus
displayName: Security Status Kill Amount
description:
  How much security status is modified by for killing this entity.  Depending on the entity, this may be a positive or negative amount.


attributeName: entityReactionFactor
description:
  The chance of an entity attacking the same person as its group members.  Scales delay in joining in on fights too.


attributeName: shieldUniformity
displayName: Shield Uniformity
description:
  DO NOT MESS WITH This number is deducted from the %chance of the seeping to armor, to slow seep of damage through shield.


attributeName: Inertia
description:
  Inertia is a basic multiplier of agility and the mass of the ship, it determines how fast the ship can accelerate and how fast it can fly when orbiting.


attributeName: massLimit
displayName: capacityLimit
description:
  Determines the maximum weight of a ship that, ships that are to heavy get denied of service by this attribute


attributeName: moduleReactivationDelay
displayName: Reactivation Delay
description:
  Amount of time that has to be waited after the deactivation of this module until it can be reactivated.


attributeName: consumptionQuantity
displayName: Consumption Quantity
description:
  The amount of the given resource type needed to be consumed for each activation cycle of this structure.


attributeName: maxOperationalUsers
displayName: Maximum Concurrent Operational Users
description:
  The maximum number of users that can be present within the operational range of the structure for it to be capable of operation.


attributeName: operationalDuration
displayName: Operational Duration
description:
  The amount of time that is taken to refine the ore into the end product.  The structure is busy for the length of this process.


attributeName: ewTargetJam
description:
  Used for target jam effects to reduce max locked targets of victem to a negative value to ensure the victem looses its targets, use extreme value


attributeName: agentAutoPopupRange
displayName: Agent Auto Popup Range
description:
  If the player comes within this range of this agent-in-space, an automatic communication window popup will occur.


attributeName: disallowAssistance
displayName: Disallows Assistance
description:
  If this module is in use and this attribute is 1, then assistance modules cannot be used on the ship.


attributeName: disallowOffensiveModifiers
displayName: Disallows Offensive Modifiers
description:
  If this module is in use and this attribute is 1, then offensive modules cannot be used on the ship if they apply modifiers for the duration of their effect. If this is put on a ship or NPC with value of 1, then the ship or NPC are immune to offensive modifiers (target jamming, tracking disruption etc.)


attributeName: disallowEarlyDeactivation
description:
  Signifies that this module if activated, will prevent ejection from the ship it is fitted to and extend the log out ship removal timer.


attributeName: allowsCloneJumpsWhenActive
description:
  If this module is active and the ship supports it, the ship can serve as a destination for clone jumps.


attributeName: canReceiveCloneJumps
description:
  Defines whether a ship has the functionality to allow it to receive clone jumps and host jump clones.


attributeName: anchoringRequiresSovereignty
description:
  Whether the structure requires the anchorers alliance to hold sovereignty in the system for it to be anchorable.  Only enforced if the security level is 0.4 or less.


attributeName: missileNeverDoesDamage
description:
  If present on a type which is used like a missile, signifies that it should never do damage (whether it has any to do or not).


attributeName: hasFuelCargo
description:
  Module consumption mechanic uses fuel cargo. Ships that have this with value of 1 can have fuel cargo. Need fuelCargoCapacity set as well.


attributeName: maxScanGroups
description:
  Max groups that a character can scan for with probes. Default is 0 and max groups will be 5 with a single skill adding 1 per skill level.


attributeName: entityMaxVelocitySignatureRadiusMultiplier
description:
  Used to increase signature radius of entity when it activates Max Velocity. Used to fake MWD sig radius increase.


attributeName: scanFrequencyResult
description:
  Used for the scan frequency probe to give results on scan strength types instead of location. 0 = false, 1 = true


attributeName: explosionDelayWreck
description:
  The amount of milliseconds before the wreck dissapears. Note: this only applies to NPC wrecks or empty player wrecks.


attributeName: controlTowerMinimumDistance
displayName: Minimum Anchoring Distance From Starbase Shield
description:
  Minimum distance where a starbase structure can be anchored at from the control tower shield extremity in meters.


attributeName: posPlayerControlStructure
displayName: Player Controllable
description:
  If a starbase structure has this attribute = 1 then it can be controlled by owners with infrastructure tactical officer skill and corp role.


attributeName: structureArmorBoostValue
displayName: Armor Boost Value
description:
  Value modified by remote starbase structure repair effects (should be 0 unless the structure repairs itself)


attributeName: onliningRequiresSovereigntyLevel
displayName: Required Sovereignty Level
description:
  Whether the structure requires the onliner's alliance to hold sovereignty in the system for it to be onlineable.


attributeName: posAnchoredPerSolarSystemAmount
displayName: Max anchoring amount per solar system
description:
  How many structures in this group can be anchored for the same alliance per solar system.  0 means there is no limit.


attributeName: droneBandwidthMultiplier
description:
  Multiplier on droneBandwidth. The default value should be 0 to ensure that CONCORD NPCs can set the bandwidth of a target ship to 0.


# dgmEffects

effectName: turretFitted
description:
  This is just a test. Ehmm. If your'e reading this in an error message, your ship probably doesn't have any turret slot left.


effectName: electronicAttributeModifyOnline
description:
  Modifies the targeting range of a ship and also the maximum number of targets that its electronics can lock and also how long it takes to lock targets.


effectName: turretWeaponRangeTrackingSpeedMultiplyTarget
guid: effects.TurretWeaponRangeTrackingSpeedMultiplyTarget
description:
  Modifies maximum turret weapon range and tracking speed on the active target for the length of the duration.


description: Automatically generated effect
effectName:
  largeHybridTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringLargeHybridTurret


description: Automatically generated effect
effectName:
  mediumEnergyTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringMediumEnergyTurret


description: Automatically generated effect
effectName:
  mediumHybridTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringMediumHybridTurret


description: Automatically generated effect
effectName:
  mediumProjectileTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringMediumProjectileTurret


description: Automatically generated effect
effectName:
  largeEnergyTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringLargeEnergyTurret


description: Automatically generated effect
effectName:
  smallEnergyTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringSmallEnergyTurret


description: Automatically generated effect
effectName:
  smallHybridTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringSmallHybridTurret


description: Automatically generated effect
effectName:
  smallProjectileTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringSmallProjectileTurret


description: Automatically generated effect
displayName: Capacitor Need Reduction
effectName:
  energyEmmisionSystemsCapNeedBonusPostPercentCapacitorNeedLocationShipModulesRequiringEnergyEmmisionSystems


description: Automatically generated effect
effectName:
  highSpeedManuveringCapacitorNeedMultiplierPostPercentCapacitorNeedLocationShipModulesRequiringHighSpeedManuvering


description: Automatically generated effect
displayName: Capacitor need Bonus
effectName:
  shieldEmmisionSystemsCapNeedBonusPostPercentCapacitorNeedLocationShipModulesRequiringShieldEmmisionSystems


description: Automatically generated effect
effectName:
  largeProjectileTurretDamageMultiplierBonusPostPercentDamageMultiplierLocationShipModulesRequiringLargeProjectileTurret


description: Automatically generated effect
effectName:
  missileLauncherOperationSpeedBonusPostPercentSpeedLocationShipModulesRequiringMissileLauncherOperation


description: Automatically generated effect
effectName:
  missileBombardmentMaxFlightTimeBonusPostPercentExplosionDelayOwnerCharModulesRequiringMissileLauncherOperation


description: Automatically generated effect
effectName:
  remoteArmorSystemsCapNeedBonusPostPercentCapacitorNeedLocationShipModulesRequiringRemoteArmorSystems


effectName: triageModeEffectWithoutECMBurst
guid: effects.TriageMode
displayName: triageModeEffect
sfxName: None
description:
  Boost armor/shield logistics and tank, sensor boost, disallow EW, reduce max active drones and force the ship to sit down.


effectName: targetTurretWeaponMaxRangeAndTrackingSpeedBonusHostile
guid: effects.ElectronicAttributeModifyTarget
sfxName: None
description:
  Modifies maximum turret weapon range and tracking speed on the active target for the length of the duration. Both modifiers are percentage based.


# invGroups

groupName: Titan
description:
  The collective name for these behemoths is Titans, the largest spacefaring vessels ever constructed. The sheer cost in resources, manpower and time, as well as the necessary technological knowledge, makes construction of a Titan-class vessel a venture only empires can usually fathom. Some of these mammoth vessels have taken decades to assemble. Many are over a century old themselves, and the three mammoth Jovian motherships, the first Titans, have origins pre-dating modern space travel. They are


groupName: Damage Control
description:
  Reinforcement are modules that increase the "armorHP" of some module group or specific module type. It typically only defines a passive effect.


groupName: Capacitor Booster
description:
  In times of danger and need, being able to boost your power supply can save your skin.  Don't leave home without one of these.  And don't forget to feed it.


groupName: Sentry Gun
description:
  Protecting the weak and upholding the law, these shining examples of fabrication maintain the peace.


groupName: Rogue Drone
description:
  These drones can be found by wrecks, mineral deposits and various other hang-outs for junk metal gone bad.


groupName: Miscellaneous
description:
  Miscellaneos special mission items that should not be on the market and not available from random missions.


groupName: Landmark
description:
  Landmarks are used on the map for locations that are not physical objects neccesarily, such as important areas and regions, political borders and so on.


groupName: Anti Cloaking Pulse
description:
  Broadcast a signal in all directions within a limited range that cause all the cloaked objects within it to decloak.


groupName: Empire Insignia Drops
description:
  The insignia drops are implemented to replace the "bounty" feature for Empire mission drones, such as Navy ships.  Insignias are traded in to agents for money (will be implemented in Shiva).


groupName: Acceleration Gate Keys
description:
  Contains keys, passcards, cyphers and other objects required to open locked acceleration gates in deadspace complexes.


groupName: Freight Container
description:
  Freight Containers are commonly used in Freighter-class ships to accomodate their massive cargobays.


groupName: Lease
description:
  Each 'Starbase Code Cycle' equals 1 hour of operation of a control tower in the sovereign space of the entity that issued the code. If no Starbase Code Cycle is available during a Control Tower consumption cycle, it should be considered as it has no fuel and therefore offlined.


groupName: Mission Generic Battleships
description:
  Remnants of the "Mission Drones" and "Faction Drones" groups. Contains NPC's that do not fall under other categories. Holds Battleship sized entities.


groupName: Mission Generic Cruisers
description:
  Remnants of the "Mission Drones" and "Faction Drones" groups. Contains NPC's that do not fall under other categories. Holds Cruiser sized entities.


groupName: Mission Generic Frigates
description:
  Remnants of the "Mission Drones" and "Faction Drones" groups. Contains NPC's that do not fall under other categories. Holds Frigate sized NPC's


groupName: Mission Generic Battle Cruisers
description:
  Remnants of the "Mission Drones" and "Faction Drones" groups. Contains NPC's that do not fall under other categories. Holds Battle Cruiser sized entities.


groupName: Mission Generic Destroyers
description:
  Remnants of the "Mission Drones" and "Faction Drones" groups. Contains NPC's that do not fall under other categories. Holds Destroyer sized entities.


# invMarketGroups

marketGroupName: Booster
description:
  Synthetic compounds designed to push you beyond the edge of your capabilities... at a cost, of course.


# invTypes

typeName: Plagioclase
description:
  Plagioclase is not amongst the most valuable ore types around, but it has the largest amount of pyerite of any ore and is thus always in constant demand. It also yields some tritanium and mexallon. It requires 333 ore units to refine.


typeName: Spodumain
description:
  Spodumain is amongst the most valuable ore types around, as it is one of only three ore types that yields the ultra-rare megacyte. Otherwise very plain, with a bit of tritanium and pyerite. 250 ore units are needed to refine.


typeName: Kernite
description:
  Kernite is a fairly common ore type that yields the largest amount of mexallon of any ore types in the world. Besides mexallon the Kernite also has a bit of tritanium and isogen. 400 units of ore are needed for refining.


typeName: Hedbergite
description:
  Hedbergite is sought after for its high concentration of isogen, although the high portion size needed for refining makes it a bit less attractive.  Hedbergite also yields some Nocxium and a small amount of Zydrine. 500 ore units are needed to refine it.


typeName: Arkonor
description:
  The rarest and most sought-after ore in the known world. A sizable nugget of this can sweep anyone from rags to riches in no time. Arkonor has the largest amount of megacyte of any ore, and also contains some zydrine and tritanium. The portion size for refining is 200 ore units.


typeName: Cargo Container
description:
  This cargo container is flimsily constructed and may not survive the rigors of space for more than an hour or so.


typeName: Tritanium
description:
  The main building block in space structures. A very hard, yet bendable metal. Cannot be used in human habitats due to its instability at atmospheric temperatures. Very common throughout the world.


typeName: Pyerite
description:
  A soft crystal-like mineral with a very distinguishing orange glow as if on fire. Used as conduit and in the bio-chemical industry. Commonly found in many asteroid-ore types.


typeName: Mexallon
description:
  Very flexible metallic mineral, dull to bright silvery green in color. Can be mixed with tritanium to make extremely hard alloys or it can be used by itself for various purposes. Fairly common in most regions.


typeName: Isogen
description:
  Light-bluish crystal, formed by intense pressure deep within large asteroids and moons. Used in electronic and weapon manufacturing. Only found in abundance in a few areas.


typeName: Nocxium
description:
  A highly volatile mineral only formed during supernovas, thus severely limiting the extent of its distribution. Vital ingredient in capsule production, making it very coveted.


typeName: Zydrine
description:
  Only found in huge geodes; rocks on the outside with crystal-like quartz on the inside. The rarest and most precious of these geodes are those that contain the dark green zydrine within. Very rare and very expensive.


typeName: Megacyte
description:
  An extremely rare mineral found in comets and very occasionally in asteroids that have traveled through gas clouds. Has unique explosive traits that make it very valuable in the armaments industry.


typeName: Spiced Wine
description:
  Luxury goods are always solid commodities for inter-stellar trading. Spiced wine is not the rarest of luxury goods, but it can still be sold at small outposts and bases that don't manufacture any themselves.


typeName: Antibiotics
description:
  Antibiotics are in constant demand everywhere and new, more potent versions, are always made available to counter the increased immunity of bacteria against antibiotics.


typeName: Enriched Uranium
description:
  Enriched Uranium is used in many kinds of manufacturing and as a fuel, making it a steady trade commodity.  Enriched Uranium is generally manufactured by combining standard semiconductor PVD methods with ionic separation by means of mass spectrometry.


typeName: Frozen Plant Seeds
description:
  Frozen plant seeds are in high demand in many regions, especially on stations orbiting a non-habitable planet.


typeName: Personal Nuclear Methadone
description:
  Nuclear Methadone is a potent and popular smart drug, which can boost your abilities for a short while. It is illegal in Caldari space and you'll be branded a smuggler if found carrying it therein. You can buy and sell Nuclear Methadone just like any other trade commodity, but you can also buy dosages for personal usage.  This is the personal version.


typeName: Carbonized Lead S
description:
  Small Projectile Ammo. This ammo uses is a simple lead slug encased in a hard shell of crystaline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.


typeName: Nuclear S
description:
  Small Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.


typeName: Proton S
description:
  Small Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.


typeName: Depleted Uranium S
description:
  Small projectile Ammo. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.


typeName: Titanium Sabot S
description:
  Small Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.


typeName: Fusion S
description:
  Small Projectile Ammo.The destructive power of a fusion warhead is superior to most other projectile warheads available. Has problems penetrating heavy shield systems.


typeName: Phased Plasma S
description:
  Small Projectile Ammo.This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.


typeName: EMP S
description:
  Small projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields. Small projectile Ammo


typeName: Carbonized Lead M
description:
  Medium Projectile Ammo. This ammo uses is a simple lead slug encased in a hard shell of crystaline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.


typeName: Nuclear M
description:
  Medium Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space. Used In Medium Projectile Weapons


typeName: Proton M
description:
  Medium Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.Used In Medium Projectile Weapons


typeName: Depleted Uranium M
description:
  Medium Projectile Ammo. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.


typeName: Titanium Sabot M
description:
  Medium Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.Used In Medium Projectile Weapons


typeName: Fusion M
description:
  Medium Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warhead available. Has problems penetrating heavy shield systems.


typeName: Phased Plasma M
description:
  Medium Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.


typeName: EMP M
description:
  Medium Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.


typeName: Carbonized Lead L
description:
  Large Projectile Ammo. This ammo uses is a simple lead slug encased in a hard shell of crystaline carbon. It is fairly cheap and works very well against most armors. Shields, however, are a problem.


typeName: Nuclear L
description:
  Large Projectile Ammo. Nuclear weapons are considered by most races to be crude and primitive. However, the Minmatar still favor them over more sophisticated weapons due to the abundance of materials for plutonium production in Minmatar space.


typeName: Proton L
description:
  Large Projectile Ammo. Emits a focused, high intensity proton burst upon impact. Fairly effective vs. both shields and armor.


typeName: Depleted Uranium L
description:
  Large Projectile Ammo. Very commonly used by Minmatar pilots, this ammo is incendiary and also has great penetration. Just be careful handling it unless you want to wake up with an extra toe on your forehead.


typeName: Titanium Sabot L
description:
  Large Projectile Ammo. This is among the most feared ammunition around. It has excellent penetration. Once the ship's outer layer is penetrated, the core explodes, spraying the interior with a cloud of fragmentation fletchets that cause considerable damage to the vulnerable interior structure.


typeName: Fusion L
description:
  Large Projectile Ammo. The destructive power of a fusion warhead is superior to most other projectile warhead available. Has problems penetrating heavy shield systems.


typeName: Phased Plasma L
description:
  Large Projectile Ammo. This ammo uses a similar plasma containment core as hybrid charges except that it is mounted in a standard cannon shell.


typeName: EMP L
description:
  Large Projectile Ammo. A new technology, this highly advanced ammunition emits a focused EM pulse. Very potent against shields.


typeName: Paradise Cruise Missile
description:
  Extra heavy assault missile. The mother of all missiles, the Paradise delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner.


typeName: Wrath Cruise Missile
description:
  Extra heavy assault missile. The first and only Minmatar-made large missile. Constructed of reactionary alloys, the Wrath is built to get to the target. Guidance and propulsion systems are of Gallentean origin and were inititally used in drones, making Wrath fast and nimble despite its heavy payload.


typeName: Cataclysm Cruise Missile
description:
  Extra heavy assault missile. An Amarrian large missile with good capabilities, the Cataclysm was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.


typeName: Devastator Cruise Missile
description:
  Extra heavy assault missile. A very basic missile for large launchers with reasonable payload. Utilizes the now sub-standard technology of bulls-eye guidance system.


typeName: Havoc Heavy Missile
description:
  The be-all-end-all of medium sized missiles, the Havoc is a must for those who want a guaranteed kill no matter the cost.


typeName: Thunderbolt Heavy Missile
description:
  Recently introduced by the armaments lab of the Wiyrkomi Corporation, the Thunderbolt is a solid investment with a large payload and steady performance.


typeName: Widowmaker Heavy Missile
description:
  Originally designed as a 'finisher' - the killing blow to a crippled ship - the Widowmaker has since gone through various technological upgrades. The latest version has a lighter payload than the original, but much improved guidance systems.


typeName: Scourge Heavy Missile
description:
  The Scourge is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.


typeName: Bloodclaw Light Missile
description:
  Light assault missile. Fresh out of the Minmatar design labs, the Bloodclaw has quickly established itself throughout the galaxy as the ultimate missile for small launchers.


typeName: Flameburst Light Missile
description:
  Light assault missile. The explosion the Flameburst missile creates upon impact is stunning enough for any display of fireworks - just ten times more deadly. Its warhead's primary function is to destroy armor.


typeName: Sabretooth Light Missile
description:
  Light assault missile. An advanced missile with a volatile payload of magnetized plasma, the Sabretooth is a multi-purpose missile specifically engineered to take down shield systems.


typeName: Piranha Light Missile
description:
  Light assault missile. The Piranha is a tiny nuclear missile based on a classic Minmatar design that has been in use since the early days of the Minmatar Resistance.


typeName: Iron Charge S
description:
  Consists of two components: a shell of titanium and a core of iron atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.


typeName: Tungsten Charge S
description:
  Consists of two components: a shell of titanium and a core of tungsten atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.


typeName: Iridium Charge S
description:
  Consists of two components: a shell of titanium and a core of iridium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.


typeName: Lead Charge S
description:
  Consists of two components: a shell of titanium and a core of lead atoms suspended in a plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.


typeName: Thorium Charge S
description:
  Consists of two components: a shell of titanium and a core of thorium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.


typeName: Uranium Charge S
description:
  Consists of two components: a shell of titanium and a core of uranium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.


typeName: Plutonium Charge S
description:
  Consists of two components: a shell of titanium and a core of plutonium atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.


typeName: Antimatter Charge S
description:
  Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.


typeName: Radio S
description:
  Modulates the beam of a laser weapon into the radio frequencies. Greatly improved range. Greatly increased EM damage.


typeName: Microwave S
description:
  Modulates the beam of a laser weapon into the microwave frequencies. Improved range. Increased EM damage.


typeName: Infrared S
description:
  Modulates the beam of a laser weapon into the infrared frequencies. Slightly improved range. Slightly increased EM damage.


typeName: Ultraviolet S
description:
  Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased thermal damage.


typeName: Xray S
description:
  Modulates the beam of a laser weapon into the xray frequencies. Reduced range. Increased thermal damage.


typeName: Gamma S
description:
  Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased thermal damage.


typeName: Multifrequency S
description:
  Randomly cycles the laser through the entire spectrum. Vastly reduced range. Vastly increased thermal damage.


typeName: Ultraviolet M
description:
  Modulates the beam of a laser weapon into the ultraviolet frequencies. Slightly reduced range. Slightly increased damage.


typeName: Gamma M
description:
  Modulates the beam of a laser weapon into the gamma frequencies. Greatly reduced range. Greatly increased damage.


typeName: Multifrequency M
description:
  Randomly cycles the laser through the entire spectrum. Vastly reduced range. Vastly increased damage.


typeName: 1MN MicroWarpdrive I
description:
  Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must use part of the capacitor output and the shield just to maintain the integrity of its warp containment field.\n\nPenalty: 25% penalty to max capacitor.\n\nNote: Frigate class module


typeName: 1MN Afterburner II
description:
  Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.\n\nNote: Frigate class module


typeName: 1MN MicroWarpdrive II
description:
  Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must use part of the capacitor output and the shield just to maintain the integrity of its warp containment field. \n\nPenalty: 25% penalty to max capacitor.\n\nNote: Frigate class module


typeName: Ship Scanner I
description:
  Scans the target ship and provides a tactical analysis of its capabilities. The further it goes beyond scan range, the more inaccurate its results will be.


typeName: Gatling Pulse Laser I
description:
  Rapid fire multi-barreled energy weapon that delivers a steady stream of damage. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Light Pulse Laser I
description:
  This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Light Beam Laser I
description:
  This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Medium Pulse Laser I
description:
  A high-powered pulse laser. Good for short to medium range encounters. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Medium Beam Laser I
description:
  A high-powered beam laser. Good for medium range encounters. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Quad Light Beam Laser I
description:
  Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Focused Medium Pulse Laser I
description:
  A high-energy, concentrated laser designed for short to medium range engagements. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Focused Medium Beam Laser I
description:
  A high-energy, concentrated laser designed for medium range engagements. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Heavy Pulse Laser I
description:
  A heavy laser designed for short to medium range engagements. Delivers powerful damage. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Heavy Beam Laser I
description:
  A high-energy heavy laser designed for medium range engagements. Delivers powerful damage. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Heavy Pulse Laser I
description:
  This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Heavy Beam Laser I
description:
  This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Mega Pulse Laser I
description:
  A super-heavy pulse laser designed for medium range engagements. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Mega Beam Laser I
description:
  A super-heavy beam laser designed for medium to long range engagements. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Tachyon Beam Laser I
description:
  An ultra-heavy beam laser designed for medium to long range engagements. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Miner II
description:
  Has an improved technology beam, making the extraction process more efficient. Useful for extracting all but the rarest ore.


typeName: 125mm Gatling AutoCannon I
description:
  This multi-barrel autocannon is designed for skirmish warfare. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 150mm Light AutoCannon I
description:
  A simple but effective close combat autocannon. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 200mm AutoCannon I
description:
  A powerful autocannon that can smash apart most lightly armored frigates with ease. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 250mm Light Artillery Cannon I
description:
  This artillery is one of the most powerful weapons that can be mounted on a frigate. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 280mm Howitzer Artillery I
description:
  Rocket-assisted artillery projectiles designed for longe-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Dual 180mm AutoCannon I
description:
  This dual 180mm autocannon is a simple but effective close combat weapon. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 220mm Vulcan AutoCannon I
description:
  The 220mm multi-barrel autocannon is designed for skirmish warfare. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 425mm AutoCannon I
description:
  The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 650mm Artillery Cannon I
description:
  A powerful long-range cannon. One of the most damaging weapons mountable on a cruiser. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 720mm Howitzer Artillery I
description:
  This 720mm rocket-assisted howitzer is designed for long-range bombardment. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Dual 425mm AutoCannon I
description:
  Combines the damage output of two 425mm long-range cannons. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Dual 650mm Repeating Artillery I
description:
  Twice the hitting power of the cruiser's 650mm artillery cannon. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 800mm Repeating Artillery I
description:
  A single barrel, long-range, powerful cannon capable of causing tremendous damage. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 1200mm Artillery Cannon I
description:
  One of the most powerful projectile cannons a battleship can equip. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 1400mm Howitzer Artillery I
description:
  The ultimate artillery cannon. It hurls death and destruction over incredible distances. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Standard Missile Launcher I
description:
  Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.\n\nMust be loaded with light missiles: Bloodclaw, Flameburst, Piranha, Sabretooth, or their F.O.F variants; Exterminator, Firefly, Seeker, Serpent.


typeName: Heavy Missile Launcher I
description:
  Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.\n\nMust fit heavy missiles: Havoc, Scourge, Thunderbolt, Widowmaker or their F.O.F. variants: Eradicator, Hellhound, Hydra, Stalker.


typeName: Siege Missile Launcher I
description:
  A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.\n\nMust be loaded with torpedoes: Bane, Inferno, Juggernaut, Mjolnir.


typeName: Basic Gyrostabilizer
description:
  Gives a bonus to the speed and damage of projectile turrets. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Damage Control
description:
  Utilizes a combination of containment field emitters and redundancy systems to prevent critical system damage. \n\nGrants a bonus to resistance for shield armor and hull.\n\nOnly one Damage Control can be activated at a given time.


typeName: Stasis Webifier I
description:
  Reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down.


typeName: 75mm Gatling Rail I
description:
  A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: Light Electron Blaster I
description:
  Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets. \n\nRequires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: 150mm Railgun I
description:
  This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: Dual 150mm Railgun I
description:
  This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: 250mm Railgun I
description:
  Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: Dual 250mm Railgun I
description:
  This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: 425mm Railgun I
description:
  This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: ECM Burst I
description:
  Emits random electronic bursts intended to disrupt target locks on any ship with lower sensor strengths than the ECM burst jamming strength.\n\nNote: Only one module of this type can be activated at the same time


typeName: Passive Targeter I
description:
  Uses advanced acoustical and visual targeting to identify threats. Allows target lock without alerting the ship to a possible threat.


typeName: Bantam
description:
  The Bantam is a strong and sturdy craft, and an extremely effective mining frigate. In addition, its large structure makes it ideal for trading and the Bantam is very popular among budding inter-stellar traders.\n\nSpecial Ability: 5% bonus to cargo capacity and 20% bonus to mining laser yield per skill level. -60% mining laser capacitor use


typeName: Condor
description:
  The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations.\n\nSpecial Ability: 5% bonus to light missile and rocket kinetic damage 10% bonus to light missile and rocket velocity per skill level.


typeName: Griffin
description:
  The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.\n\nSpecial Ability: 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.


typeName: Slasher
description:
  The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers.\n\nSpecial Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to Small Projectile Turret tracking speed per skill level.


typeName: Probe
description:
  The Probe is large compared to most Minmatar frigates and is considered a good scout and cargo-runner.  Uncharacteristically for a Minmatar ship, its hard outer coating makes it difficult to destroy, while the limited weapon hardpoints force it to rely on fighter assistance if engaged in combat.\n\nSpecial Ability: 5% bonus cargo capacity per skill level. 5% reduction to duration/activation time of modules requiring Astrometrics per level


typeName: Rifter
description:
  The Rifter is a very powerful combat frigate and can easily \ntackle the best frigates out there. It has gone through \nmany radical design phases since its inauguration during \nthe Minmatar Rebellion. The Rifter has a wide variety of \noffensive capabilities, making it an unpredictable and deadly adversary. \n\nSpecial Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level.


typeName: Reaper
description:
  The Reaper-class is the smallest of the Minmatar frigates, just barely reaching frigate status instead of a manned fighter. The Reaper is very cheap and is used en masse in daring hit-and-run operations by Minmatars either side of the law. Special Ability: 5% bonus to velocity per skill level.


typeName: Executioner
description:
  The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.\n\nSpecial Ability: 10% bonus to Small Energy Turret capacitor use and 5% Small Energy Turret damage per skill level.


typeName: Inquisitor
description:
  The Inquisitor is another example of how the Amarr Imperial Navy has modeled their design to counter specific tactics employed by the other empires. The Inquisitor is a fairly standard Amarr ship in most respects, having good defenses and lacking mobility. It is more Caldari-like than most Amarr ships, however, since its arsenal mostly consists of missile bays.\n\nSpecial Ability: 10% bonus to EM missile damage and 5% bonus to Explosive, Kinetic and Thermal missile damage per level.


typeName: Tormentor
description:
  The Tormentor has been in service for many decades, mainly as a mining ship. It is not big enough to cut it as a battle frigate, but as with most Amarr ships its strong defenses make it a tough opponent to crack. Exactly for this and the way it seems to be curling up on itself has given the Tormentor-class the nickname 'Armadillo'.\n\nSpecial Ability: 5% bonus to cargo capacity and 20% bonus to mining laser yield per level. -60% mining laser capacitor use


typeName: Navitas
description:
  The Navitas is a solid mining vessel, in wide use by independent excavators. It is also one of the best ships available for budding traders or even scavengers. The long-range scanners and sturdy outer shell of the ship help to protect the ship from harassment.\n\nSpecial Ability: 5% bonus to cargo capacity and 20% bonus to mining laser yield per level. -60% mining laser capacitor use


typeName: Tristan
description:
  Often nicknamed The Fat Man this nimble little frigate is mainly used by the Federation in escort duties or on short-range patrols. The Tristan has been very popular throughout Gallente space for years because of its versatility. It is rather expensive, but buyers will definitely get their money's worth, as the Tristan is one of the more powerful frigates available on the market.\n\nSpecial Ability: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per skill level.


typeName: Incursus
description:
  The Incursus is commonly found spearheading Gallentean military operations. Its speed and surprising strength make it excellent for skirmishing duties. Incursus-class ships move together in groups and can quickly and effectively gang up on ships many times their size and overwhelm them. In recent years the Incursus has increasingly found its way into the hands of pirates, who love its aggressive appearance.\n\nSpecial Ability: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level.


typeName: Gallente Police Ship
description:
  The standard police vessel of the Gallente Federation. Renowned for its high quality equipment and loadout.


typeName: Impairor
description:
  The Impairor-class frigate has been mass-produced by the Amarr Empire for decades. It is the most common spacevessel sighted within the Amarrian boundaries, and is used both as a basic trade vessel and as a small-scale slave transport.\n\nSpecial Ability: 10% bonus to energy turret capacitor use per skill level.


typeName: Punisher
description:
  The Amarr Imperial Navy has been upgrading many of its ships in recent years and adding new ones. The Punisher is one of the most recent ones and considered by many to be the best Amarr frigate in existence. As witnessed by its heavy armaments, the Punisher is mainly intended for large-scale military operations, acting in coordination with larger military vessels, but it is more than powerful enough for solo operations.\n\nSpecial Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.


typeName: Breacher
description:
  The Breacher's structure is little more than a fragile scrapheap, but the ship's missile launcher hardpoints and superior sensors have placed it among the most valued Minmatar frigates when it comes to long range combat.\n\nSpecial Ability: 10% bonus to Explosive missile damage and 5% bonus to EM, Kinetic and Thermal missile damage per level.


typeName: Burst
description:
  The Burst is a small and fast cargo vessel. It can easily be used as a small-time miner, but requires some crunching assistance for large-scale mining operations.\n\nSpecial Ability: 5% bonus to cargo capacity and 20% bonus to mining laser yield per level. -60% mining laser capacitor use


typeName: Ibis
description:
  The Caldari Ibis frigate is a small but stout frigate that fits admirably well as a cargo hauler or small-scale miner. Its reliability makes it a good choice for novice ship captains.\n\nSpecial Ability: 10% bonus hybrid turret optimal range per skill level.


typeName: Kestrel
description:
  The Kestrel is a heavy missile boat with a fairly large cargo space and one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas. The Kestrel was designed so that it could take up to four missile launchers but instead it can not be equipped with turret weapons nor mining lasers.\n\nSpecial Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.


typeName: Merlin
description:
  The Merlin is the most powerful all-out combat frigate of the Caldari. It is highly valued for its versatility in using both missiles and turrets, while its defenses are exceptionally strong for a Caldari vessel.\n\nSpecial Ability: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range per skill level.


typeName: Heron
description:
  The Heron has good computer and electronic systems, giving it the option of participating in electronic warfare. But it has relatively poor defenses and limited weaponry, so it's more commonly used for scouting and exploration.\n\nSpecial Ability: 5% bonus kinetic missile damage per skill level 5% reduction to duration/activation time of modules requiring Astrometrics per level


typeName: Velator
description:
  The Velator class frigate is one of the older vessel types in the Gallente fleet. It was first deployed on the market as a fast passenger craft but the extra passenger quarters were later modified into weapon hardpoints as the newer models came to be used for small-scale security and military duties. The Velator is still a very solid mining and trading vessel.\n\nSpecial Ability: 5% bonus to hybrid turret damage per skill level.


typeName: Imicus
description:
  The Imicus is a slow but hard-shelled frigate, ideal for any type of scouting activity. Used by merchant, miner and combat groups, the Imicus is usually relied upon as the operation's eyes and ears when traversing low security sectors.\n\nSpecial Ability: 5% bonus to drone range per skill level.  5% reduction to duration/activation time of modules requiring Astrometrics per level


typeName: Atron
description:
  The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although it is a good harvester when it comes to mining, its main ability is as a combat vessel.\n\nSpecial Ability: 10% bonus to Small Hybrid Turret falloff and 5% Small Hybrid Turret damage per skill level.


typeName: Maulus
description:
  The Maulus is a high-tech vessel, specialized for electronic warfare. It is particularly valued in fleet warfare due to its optimization for sensor dampening technology.\n\nSpecial Ability: 5% bonus to Small Hybrid Turret damage and Remote Sensor Dampener effectiveness per skill level.


typeName: Echo
description:
  The Echo assault frigate was developed and produced by the Indocon Corporation early on in the first era of galactic conquest. Asteroid mining had become increasingly dangerous due to pirate traffic, and the first prototype of the Echo was made.


typeName: Osprey
description:
  The Osprey offers excellent versatility and power for its low price. Designed from the top down as a cheap but complete cruiser, the Osprey utilizes the best the Caldari have to offer in state-of-the-art armor alloys, sensor technology and weaponry - all mass manufactured to ensure low price. In the constant struggle to stay ahead of the Gallente, new technology has been implemented in the field of mining laser calibration. A notable improvement in ore yields has been made, especially in the hands of a well trained pilot.\n\nSpecial Ability: 20% bonus to mining laser yield per level. 10% bonus to capacitor use of shield transporters per level. 500% bonus to range of shield transporters.


typeName: Caracal
description:
  The Caracal is a powerful vessel that specializes in missile deployment. It has excellent shield defenses, but poor armor plating. Its missile arsenal, when fully stocked, is capable of making a piece-meal of almost anyone.\n\nSpecial Ability: 5% bonus Kinetic Missile Damage per skill level and 10% bonus to Missile Velocity per level.


typeName: Stabber
description:
  The Stabber is the mainstay of the Minmatar fleet. It is light and extremely fast, yet surprisingly powerful, with a wide variety of weapons. It is one of few Minmatar vessels that have reached popularity outside Minmatar space.\n\nSpecial Ability: 5% bonus to Medium Projectile Turret firing speed per level and 5% bonus to max velocity per level.


typeName: Moa
description:
  The Moa was designed as an all-out combat ship, and its heavy armament allows the Moa to tackle almost anything that floats in space. In contrast to its nemesis the Thorax, Moas are most effective at long ranges where it's railguns and missile batteries can rain death upon foes.\n\nSpecial Ability: 10% bonus to Medium Hybrid Turret optimal range per level and 5% bonus to shield resistance per level.


typeName: Maller
description:
  Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches. \n\nSpecial Ability: 10% bonus to Medium Energy Turret capacitor use per level and 5% bonus to all Armor Resistances per level.


typeName: Augoror
description:
  The Augoror-class cruiser is one of the old warhorses of the Amarr Empire, having seen action in both the Jovian War and the Minmatar Rebellion. It is mainly used by the Amarrians for escort and scouting duties where frigates are deemed too weak. Like most Amarrian vessels, the Augoror depends first and foremost on its resilience and heavy armor to escape unscathed from unfriendly encounters.\n\nSpecial ability: 10% bonus to armor hitpoints per level. 10% bonus to capacitor need of energy transfer arrays per level. 500% bonus to range of energy transfer arrays.


typeName: Vexor
description:
  The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks.\n\nSpecial Ability: 5% bonus to Medium Hybrid Turret damage per level and 10% bonus to drone hitpoints, damage and mining yield per skill level.


typeName: Thorax
description:
  The Thorax-class cruiser is the latest combat ship commissioned by the Federation. While the Thorax is a very effective ship at any range, typical of modern Gallente design philosophy it is most effective when working at extreme close range where its blasters and hordes of combat drones tear through even the toughest of enemies.\n\nSpecial Ability: 5% bonus to Medium Hybrid Turret damage per level and 5% less penalty to max capacitor for MicroWarpdrive usage per level.


typeName: Arbitrator
description:
  The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.\n\nSpecial Ability: 5% bonus to Tracking Disruptor effectiveness per skill level and 10% bonus to drone hitpoints, damage and mining yield per skill level.


typeName: Rupture
description:
  The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations.\n\nSpecial Ability: 5% bonus to Medium Projectile Turret firing speed per level and 5% bonus to Medium Projectile Turret damage per level.


typeName: Bellicose
description:
  Being a highly versatile class of Minmatar ships, the Bellicose has been used as a combat juggernaut as well as a support ship for wings of frigates. While not quite in the league of newer navy cruisers, the Bellicose is still a very solid ship for most purposes, especially in terms of long range combat.\n\nSpecial Ability: 5% bonus to Medium Projectile Turret Rate of Fire and 7.5% bonus to target painter effectiveness per skill level.


typeName: Scythe
description:
  The Scythe-class cruiser is the oldest Minmatar ship still in use. It has seen many battles and is an integrated part in Minmatar tales and heritage. Recent firmware upgrades "borrowed" from the Caldari have vastly increased the efficiency of its mining output.\n\nSpecial Ability: 20% bonus to mining laser yield per level. 3.5% bonus to tracking links per level. 500% bonus to range of tracking links.


typeName: Blackbird
description:
  The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations. \n\nSpecial Ability: 15% bonus to ECM Target Jammer strength and 20% bonus to ECM Target Jammer optimal range per skill level.


typeName: Celestis
description:
  The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.\n\nSpecial Ability: 5% bonus to Medium Hybrid Turret Damage and Remote Sensor Dampener effectiveness per skill level.


typeName: Exequror
description:
  The Exequror is a heavy cargo cruiser capable of defending itself against raiding frigates, but lacks prowess in heavier combat situations. It is mainly used in relatively peaceful areas where bulk and strength is needed without too much investment involved. \n\nSpecial Ability: 10% bonus to Cargo Capacity per level. 10% bonus to capacitor need of remote armor repair system per level. 500% bonus to range of remote armor repair systems.


typeName: Opux Luxury Yacht
description:
  The Opux Luxury Yachts are normally used by the entertainment industry for pleasure tours for wealthy Gallente citizens. These Opux Luxury Yacht cruisers are rarely seen outside of Gallente controlled space, but are extremely popular within the Federation.


typeName: Raven
description:
  The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty.\n\nSpecial Ability: 5% bonus to Cruise and Siege Launcher Rate Of Fire and 10% bonus to Cruise Missile and Torpedo Velocity per level.


typeName: Tempest
description:
  The Tempest is one of the Republic Fleet's key vessels; a versatile gunship proficient at long-range bombardment and capable of dishing out specialized types of damage with great effectiveness.  A well-rounded squadron of Tempests has been proven time and time again to be an invaluable wild card in a fleet battle, one which opponents should ignore at their own peril.\n\nSpecial Ability: 5% bonus to Large Projectile Turret rate of fire and Large Projectile Turret damage per level.


typeName: Scorpion
description:
  The first Scorpion-class battleship was launched only a couple of years ago, and those that have been built are considered to be prototypes. Little is known of its capabilities, but what has been garnered suggests that the Scorpion is crammed to the brink with sophisticated hi-tech equipment that few can match. \n\nSpecial Ability: 15% bonus to ECM Target Jammer strength and 20% bonus to ECM Target Jammer optimal range per level.


typeName: Megathron
description:
  The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.\n\nSpecial Ability: 5% bonus to Large Hybrid Turret damage and 7.5% bonus to Large Hybrid Turret tracking speed per level.


typeName: Apocalypse
description:
  In days past, only those in high favor with the Emperor could hope to earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. In latter years, even though now in full market circulation, these golden, metallic monstrosities are still feared and respected as enduring symbols of Amarrian might.\n\nSpecial Ability: 10% bonus to Large Energy Turret capacitor use and 5% maximum Capacitor Capacity per level.


typeName: Armageddon
description:
  The mighty Armageddon class is the main warship of the Amarr Empire. Its heavy armaments and strong front are specially designed to crash into any battle like a juggernaut and deliver swift justice in the name of the Emperor.\n\nSpecial Ability: 10% bonus to Large Energy Turret capacitor use and 5% Large Energy Turret rate of fire per level.


typeName: Typhoon
description:
  Much praised by its proponents and much maligned by its detractors, the Typhoon-class battleship has always been one of the most hotly debated spacefaring vessels around. Its distinguishing aspect - and the source of most of the controversy - is its sheer versatility, variously seen as either a lack of design focus or a deliberate freedom for pilot modification.\n\nSpecial Ability: 5% bonus to Large Projectile Turret firing speed and 5% bonus to siege and cruise missile launcher firing speed per level.


typeName: Dominix
description:
  The Dominix is one of the old warhorses dating back to the Gallente-Caldari War. While no longer regarded as the king of the hill, it is by no means obsolete. Its formidable hulk and powerful weapons batteries means that anyone not in the largest and latest battleships will regret ever locking horns with it.\n\nSpecial Ability: 5% bonus to Large Hybrid Turret damage and 10% bonus to drone hitpoints and damage per skill level.


typeName: Badger
description:
  The Badger-class freighter is the main cargo-carrier for the Caldari State, particularly in long, arduous trade-runs. Its huge size and comfortable armament makes it perfectly equipped for those tasks, although the Caldari seldom let it roam alone. \n\nSpecial Ability: 5% Bonus Cargo Capacity and Max Velocity per Caldari Industrial skill level


typeName: Badger Mark II
description:
  The Badger Mark II is the latest version of the famous Badger, it's mostly used by the military or the mega corps for transports of goods of great value. The Mark II has stronger defenses and more high-tech equipment, making it one of the best freight carriers available. \n\nSpecial Ability: 5% Bonus Cargo Capacity and Max Velocity per Caldari Industrial skill level


typeName: Iteron
description:
  The Iteron-class cargo tugger is fast and reliable and there are many versions of it. It is equally popular among civilians and militaries alike as it's cheap and can be fitted in myriad different ways, allowing it to be used to freight almost anything. It is, however, quite vulnerable and needs to be protected while in unfriendly territories. \n\nSpecial Ability: 5% Bonus Cargo Capacity and Max Velocity per Gallente Industrial skill level


typeName: Hoarder
description:
  The Hoarder is the second in line of the Minmatar industrial ships, it's not as strong as the Mammoth but its cargo space is very large for its price. It's perfect for operation in peaceful areas or when it has strong escort. \n\nSpecial Ability: 5% Bonus Cargo Capacity and Max Velocity per Minmatar Industrial skill level


typeName: Mammoth
description:
  The Mammoth is the biggest and the strongest industrial ship of the Minmatar Republic. It was designed with aid from the Gallente Federation, making the Mammoth both large and powerful yet also nimble and technologically advanced. A very good buy. \n\nSpecial Ability: 5% Bonus Cargo Capacity and Max Velocity per Minmatar Industrial skill level


typeName: Wreathe
description:
  The Wreathe is an old ship of the Minmatar Republic and one of the oldest ships still in usage. The design of the Wreathe is very plain, which is the main reason for its longevity, but it also makes the ship uncapable of handling anything but the most mundane tasks. \n\nSpecial Ability: 5% Bonus Cargo Capacity and Max Velocity per Minmatar Industrial skill level


typeName: Erebus
description:
  <i>From the formless void’s gaping maw, there springs an entity.  Not an entity such as any you can conceive of, nor I; an entity more primordial than the elements themselves, yet constantly coming into existence even as it is destroyed.  It is the Child of Chaos, the Pathway to the Next.\n\nThe darkness shall swallow the land, and in its wake there will follow a storm, as the appetite of nothing expands over the world.\n\nFrom the formless void’s gaping maw, there springs an entity.</i>\n\nDr. Damella Macaper\n<i>The Seven Events of the Apocalypse</i>\n\n\nGallente Titan Skill Bonuses:\n10% bonus to Capital Hybrid Turret damage per level\n7.5% bonus to gang members’ maximum armor HP per level\n99% reduction in CPU need for Jump Portal Generators\n99% reduction in CPU need for Aurora Ominae\n99% reduction in CPU need for Clone Vat Bay\n99% reduction in CPU need for Warfare Link modules\nCan fit 1 additional Warfare Link module per level\nImmune to all forms of Electronic Warfare


typeName: Auto Targeting System I
description:
  Targets any hostile ship within range on activation. Grants a +2 bonus to ship's max targets when online


typeName: Basic Overdrive Injector System
description:
  This unit increases engine power at the expense of cargo capacity.\n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Reflective Plating
description:
  An array of microscopic reactive prizms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Amarr Sentry Gun
description:
  Sentry guns are placed around important space facilities and will attack anyone threatening the place they've been assigned to defend. Sentry guns are very powerful compared to their ease of purchase and deployment.


typeName: Reflective Plating I
description:
  An array of microscopic reactive prisms that disperse electromagnetic radiation. Grants a bonus to EM resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Bistot
description:
  Bistot is a very valuable ore as it holds large portions of two of the rarest minerals in the world, megacyte and zydrine. The portion size for refining is 200 ore units.


typeName: Pyroxeres
description:
  Pyroxeres is an interesting ore type, as it is very plain in most respects except one - deep core refining yields a little bit of nocxium, increasing its value considerbly. It also has a large portion of tritanium and some pyerite and mexallon. 333 ore units are needed to refine.


typeName: Crokite
description:
  Crokite is a very heavy ore that is always in high demand because it has the largest ratio of zydrine for any ore in the universe. It requires 250 ore units to refine.


typeName: Jaspet
description:
  Jaspet has many mineral types, making it easy to sell. It has a large portion of mexallon plus some tritanium, pyerite and nocxium. It has a portion size of 500 ore units for refining.


typeName: Omber
description:
  Omber is a common ore that is still an excellent ore for novice miners as it has a sizeable portion of isogen, as well as some tritanium and pyerite. A few trips of mining this and a novice is quick to rise in status. 500 ore units are needed for refining.


typeName: Scordite
description:
  Scordite is amongst the most common ore types in the known world. It has a large portion of tritanium plus a fair bit of pyerite. Good choice for those starting their mining careers. 333 ore units are needed for refining.


typeName: Gneiss
description:
  Gneiss is a popular ore type because it holds a bit of many minerals, increasing its utility value. It has a little something of tritanium, mexallon, isogen and zydrine. It has a portion size of 400 ore units for refining.


typeName: Veldspar
description:
  The most common ore type in the known world, Veldspar can be found most everywhere. It is still in constant demand as it holds a large portion of the much-used tritanium mineral. It requires 333 ore units to refine.


typeName: Hemorphite
description:
  With a large portion of nocxium the Hemorphite is always a good find. It is common enough that even novice miners can expect to run into it. Hemorphite also has a bit of tritanium and isogen as well as trace amounts of Zydrine. It requires 500 ore units to refine.


typeName: Dark Ochre
description:
  Dark Ochre was for years ignored as a worthwile ore to mine until improved refining techniques managed to extract the huge amount of nocxium inside it, the highest ratio of nocxium found in any ore in the world. 400 ore units of Dark Ochre are needed to refine it.


typeName: Overdrive Injector System II
description:
  This monster unit vastly increases engine power at the expense of cargo capacity.\n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Nanofiber Internal Structure
description:
  Replaces some of the heavier structure components with lighter, but more fragile material. Decreases ship's mass at the expense of hull strength.\n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Reactive Plating
description:
  An array of microscopic reactive bombs that are exploded to counter explosive damage. Grants a bonus to explosive resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Regenerative Plating
description:
  This plating attempts to seal holes in the armor thus effectively increasing its hit points. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Magnetic Plating
description:
  This plating utilizes a magnetic field to deflect kinetic attacks. Grants a bonus to kinetic resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Thermic Plating
description:
  Attempts to distribute thermal energy over the entire plating. Grants a bonus to thermal resistance. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Adaptive Nano Plating
description:
  This cutting edge system is the most versatile nano plating around. It has the ability to instantly adapt to any attack. However, it is somewhat less effective than a specialized plating. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Inertia Stabilizers
description:
  Improves ship handling and maneuverability.\n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Auto Targeting System II
description:
  Targets any hostile ship within range on activation. Grants a +3 bonus to ship's max targets when online


typeName: Basic Power Diagnostic System
description:
  Monitors and optimizes the power grid. Gives a slight boost to power core output and a minor increase in shield and capacitor recharge rate.


typeName: Small Proton Smartbomb I
description:
  Radiates an omnidirectional pulse from the ship that causes explosive damage to surrounding vessels.


typeName: Epileptic Bonus
description:
  Prevents attribute change instigated skill training time adjustments.  Boosters and trained skills which change the primary or secondary attributes would therefore have no effect on an epileptic character.


typeName: Basic Magnetic Scattering Amplifier
description:
  Boosts the EM resistance of the shield. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Heat Dissipation Amplifier
description:
  Boosts the thermal resistance of the shield. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Kinetic Deflection Amplifier
description:
  Boosts the kinetic resistance of the shield. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Explosion Dampening Amplifier
description:
  Boosts the explosive resistance of the shield. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Assault Missile Launcher I
description:
  Launcher for cruisers intended to counter fast frigates, can only be fitted with regular light missiles: Bloodclaw, Flameburst, Piranha and Sabretooth and their F.O.F. counterparts; Exterminator, Firefly, Seeker and Serpent.


typeName: Assault Missile Launcher II
description:
  Launcher for cruisers intended to counter fast frigates, can only be fitted with regular and advanced light missiles: Bloodclaw, Flameburst, Piranha, Sabretooth (Fury and Precision variants available) and their F.O.F. counterparts; Exterminator, Firefly, Seeker and Serpent.


typeName: Basic Heat Sink
description:
  Dissipates energy weapon damage efficiently, thus allowing them to be fired more rapidly. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Concord Police Cruiser
description:
  Designed by co-operative efforts from all the empires, the Concord cruisers employ many of the finest traditions and technologies enjoyed by the empires, thus making them truly fearsome opponents.


typeName: Concord Police Battleship
description:
  The Concord battleships were built by a joint effort of the empires, each empire investing it with their own special technologies. Although this makes them a bit mismatched, their performance leaves no doubt about their awesome power.


typeName: Bestower
description:
  The Bestower has for decades been used by the Empire as a slave transport, shipping human labor between cultivated planets in Imperial space. As a proof to how reliable this class has been through the years, the Emperor himself has used an upgraded version of this very same class as transports for the Imperial Treasury. The Bestower has very thick armor and large cargo space. \n\nSpecial Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level


typeName: Basic RADAR Backup Array
description:
  A backup system which operates in conjunction with the main array. Reduces the ship's vulnerability to jamming.\n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: ECCM - Radar I
description:
  A secondary electronic array that provides a significant boost to sensor strength for a short time. \n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: ECM - Ion Field Projector I
description:
  Projects a low intensity field of ionized particles to disrupt the effectivenes of enemy sensors. Very effective against Magnetometric-based sensors.


typeName: Basic Signal Amplifier
description:
  Augments the maximum target acquisition range. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Basic Tracking Enhancer
description:
  Enhances the range and improves the tracking speed of turrets.  This module can be loaded with scripts to increase its effectiveness in certain areas. \n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Sensor Booster II
description:
  Gives an increase to targeting range and scan resolution.  This module can be loaded with scripts to increase its effectiveness in certain areas.  \n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: ECM - Spatial Destabilizer I
description:
  Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems.


typeName: ECM - White Noise Generator I
description:
  Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against Radar systems.


typeName: ECM - Multispectral Jammer I
description:
  An advanced multipurpose jamming system designed to offer blanket protection against all forms of targeting. Not as effective as the more specialized systems but is still effective against less advanced targeting systems.


typeName: ECM - Phase Inverter I
description:
  Analyzes incoming targeting signals and attempts to counter them by emitting an out-of-phase signal back. Great against Ladar targeting systems.


typeName: ECCM Projector I
description:
  ECCM Projectors utilize a sophisticated system of electronics to fortify the sensor strengths of an allied ship allowing it to overcome jamming.\n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Remote Sensor Booster I
description:
  Can only be activated on target to increases their scan resolution and boosts their targeting range.  This module can be loaded with scripts to increase its effectiveness in certain areas. \n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Remote Sensor Dampener I
description:
  Reduces the range and speed of a targeted ship's sensors.  This module can be loaded with scripts to increase its effectiveness in certain areas. \n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Tracking Computer I
description:
  By predicting the trajectory of targets, it helps to boost the tracking speed and range of turrets.  This module can be loaded with scripts to increase its effectiveness in certain areas. \n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Omen
description:
  The Omen is a stereotypical example of the Amarrian School of thinking when it comes to ship design: thick armor and hard hitting lasers. Advancements in heat dissipation allow the Omen to fire its lasers faster than other ships without this technology.\n\nSpecial Ability: 10% bonus to Medium Energy Turret capacitor use per level and 5% bonus to Medium Energy Turret rate of fire per level.


typeName: Tracking Link I
description:
  Establishes a fire control link with another ship, thereby boosting the turret range and tracking speed of that ship. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Tracking Disruptor I
description:
  Disrupts the turret range and tracking speed of the target ship.  This module can be loaded with scripts to increase its effectiveness in certain areas. \n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: ECM Burst II
description:
  Emits random electronic bursts intended to disrupt target locks on any ship with lower sensor strengths than the ECM burst jamming strength.\n\n\nNote: Only one module of this type can be activated at the same time


typeName: Crucifier
description:
  The Crucifier was first designed as an explorer/scout, but the current version employs the electronic equipment originally intended for scientific studies for more offensive purposes. The Crucifier's electronic and computer systems take up a large portion of the internal space leaving limited room for cargo or traditional weaponry.\n\nSpecial Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level.


typeName: Arbitrator House Ardishapur
description:
  The Arbitrator is unusual for Amarr ships in that its primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.


typeName: Serpentis Initiate
description:
  This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low


typeName: Angel Rogue
description:
  This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Low


typeName: Serpentis Spy
description:
  This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate


typeName: Serpentis Chief Spy
description:
  This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme


typeName: Guristas Arrogator
description:
  This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low


typeName: Guristas Invader
description:
  This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate


typeName: Guristas Imputor
description:
  This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Low


typeName: Guristas Despoiler
description:
  This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant


typeName: Guristas Plunderer
description:
  This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: High


typeName: Guristas Silencer
description:
  This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme


typeName: Standard Missile Launcher II
description:
  Favored by many for its average capacity and firing rate. Useful in both fast attack raids and longer battles.\n\nMust be loaded with light missiles: Bloodclaw, Flameburst, Piranha, Sabretooth, (Fury and Precision variants available) or their F.O.F variants; Exterminator, Firefly, Seeker, Serpent.


typeName: Heavy Missile Launcher II
description:
  Designed for long engagements between medium sized ships. Slow firing rate, but makes up for it with a large missile capacity.\n\nMust fit heavy missiles: Havoc, Scourge, Thunderbolt, Widowmaker (Fury and Precision variant available) or their F.O.F. variants: Eradicator, Hellhound, Hydra, Stalker.


typeName: Siege Missile Launcher II
description:
  A massive launcher designed for extended bombardments of hard targets like battleships and stations. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships.\n\nMust be loaded with torpedoes: Bane, Inferno, Juggernaut, Mjolnir or their Rage and Javelin variants.


typeName: Mjolnir Torpedo
description:
  An ultra-heavy unguided EMP missile. Slow and dumb but its sheer damage potential is simply staggering.


typeName: Bane Torpedo
description:
  An ultra-heavy unguided nuclear missile. Slow and dumb but its sheer damage potential is simply staggering.


typeName: Inferno Torpedo
description:
  An ultra-heavy unguided plasma missile. Slow and dumb but its sheer damage potential is simply staggering.


typeName: Hollow Asteroid
description:
  This massive asteroid's surface is covered in gaping holes, giving way to an internal chamber. The work of miners or the winds of space and time.


typeName: Sabretooth Fury Light Missile
description:
  Light assault missile. An advanced missile with a volatile payload of magnetized plasma, the Sabretooth is a multi-purpose missile capable of striking down both shields and armor.\n\nA modified version of Sabretooth Light Missile. Does more damage then the Sabretooth but the tremendous recoil generated by launching this missile demands a small portion of the ships capacitor energy redirected to manuvering thrusters for stability


typeName: Cataclysm Fury Cruise Missile
description:
  Extra heavy assault missile. An Amarrian large missile with good capabilities, the Cataclysm was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.\n\nA modified version of the Cataclysm.  Does more damage then the Cataclysm, but the tremendous recoil generated by launching this missile demands a small portion of the ships capacitor energy redirected to manuvering thrusters for stability


typeName: Scourge Fury Heavy Missile
description:
  The Scourge is an old relic from the Caldari-Gallente War that is still in widespread use because of its low price and versatility.\n\nA modified version of Scourge Heavy Missile. Does more damage then the Scourge Heavy Missile but the tremendous recoil generated by launching this missile demands a small portion of the ships capacitor energy redirected to manuvering thrusters for stability


typeName: Cataclysm Precision Cruise Missile
description:
  Extra heavy assault missile. An Amarrian large missile with good capabilities, the Cataclysm was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe.\n\nA modified version of Cataclysm Cruise Missile. Is great for taking down smaller ships but the velocity has to be curbed to get a better launch.


typeName: Flameburst Precision Light Missile
description:
  Light assault missile. The explosion the Flameburst missile creates upon impact is stunning enough for any display of fireworks - just ten times more deadly. Its warhead's primary function is to destroy shields.\n\nA modified version of Flameburst Light Missile. Is great for taking down smaller ships but the velocity has to be curbed to get a better launch.


typeName: Havoc Precision Heavy Missile
description:
  The be-all-end-all of medium sized missiles, the Havoc is a must for those who want a guaranteed kill no matter the cost.\n\nA modified version of Havoc Heavy Missile. Is great for taking down smaller ships but the velocity has to be curbed to get a better launch.


typeName: Terror Rage Assault Missile
description:
  An unguided warhead designed for use with heavy assault launchers. Heavy assault missiles can be fired at a greater rate than heavy missiles, at the expense of effective range.


typeName: Bane Javelin Torpedo
description:
  An ultra-heavy unguided nuclear missile. Slow and dumb but its sheer damage potential is simply staggering.\n\nA modified version of the Bane Torpedo. It can reach higher velocity than the Bane Torpedo but needs to reduce the speed of the ship to compensate.


typeName: Inferno Rage Torpedo
description:
  An ultra-heavy unguided plasma missile. Slow and dumb but its sheer damage potential is simply staggering.\n\nA modified version of the Inferno Torpedo. This modification has been made slow and heavy but packs a considerable more punch then Inferno Torpedo. Is very effective against larger targets but considerably worse against smaller ones. The tremendous recoil generated by launching this missile demands a small portion of the ships capacitor energy redirected to manuvering thrusters for stability


typeName: Gremlin Rage Rocket
description:
  A small rocket with an EMP warhead.\n\nA modified version of the Gremlin Rocket. This modification has been made slow and heavy but packs a considerable more punch then Gremlin Rocket. Is very effective against larger targets but considerably worse against smaller ones. The tremendous recoil generated by launching this missile demands a small portion of the ships capacitor energy redirected to manuvering thrusters for stability


typeName: 1200mm Artillery Cannon II
description:
  One of the most powerful projectile cannons a battleship can equip. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: 125mm Gatling AutoCannon II
description:
  This multi-barrel autocannon is designed for skirmish warfare. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: 150mm Light AutoCannon II
description:
  A simple but effective close combat autocannon. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: 200mm AutoCannon II
description:
  The 200mm is a powerful autocannon that can smash apart most lightly armored frigates with ease. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: 220mm Vulcan AutoCannon II
description:
  The 220mm multi-barrel autocannon is designed for skirmish warfare. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: 250mm Light Artillery Cannon II
description:
  This artillery is one of the most powerful weapons that can be mounted on a frigate. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: 425mm AutoCannon II
description:
  The 425mm is a behemoth that will inflict severe damage on most cruisers and frigates in short-range battles. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: 650mm Artillery Cannon II
description:
  A powerful long-range cannon. One of the most damaging weapons mountable on a cruiser. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: 800mm Repeating Artillery II
description:
  A single barrel, long-range, powerful cannon capable of causing tremendous damage. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Dual 180mm AutoCannon II
description:
  This dual 180mm autocannon is a simple but effective close combat weapon. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Dual 425mm AutoCannon II
description:
  Combines the damage output of two 425mm long-range cannons. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: Dual 650mm Repeating Artillery II
description:
  Twice the hitting power of the cruiser's 650mm artillery cannon. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Barrage, Hail.


typeName: 1400mm Howitzer Artillery II
description:
  The ultimate artillery cannon. It hurls death and destruction over incredible distances. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: 720mm Howitzer Artillery II
description:
  This 720mm rocket-assisted howitzer is designed for long-range bombardment. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: 280mm Howitzer Artillery II
description:
  Rocket-assisted artillery projectiles designed for longe-range combat. It is the most powerful projectile weapon able to be fitted onto frigates. \n\nMust be loaded with any of the following regular and advanced projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, Titanium Sabot, Quake, Tremor.


typeName: Dual Heavy Beam Laser II
description:
  This heavy beam laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Dual Light Beam Laser II
description:
  This light beam laser uses two separate laser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Dual Light Pulse Laser II
description:
  This light pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. Good skirmish weapon. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Focused Medium Beam Laser II
description:
  A high-energy, concentrated laser designed for medium range engagements. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Gatling Pulse Laser II
description:
  Rapid fire multi-barreled energy weapon that delivers a steady stream of damage. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Heavy Beam Laser II
description:
  A high-energy heavy laser designed for medium range engagements. Delivers powerful damage. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Medium Beam Laser II
description:
  A high-powered beam laser. Good for medium range encounters. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Medium Pulse Laser II
description:
  A high-powered pulse laser. Good for short to medium range encounters. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Mega Beam Laser II
description:
  A super-heavy beam laser designed for medium to long range engagements. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Mega Pulse Laser II
description:
  A super-heavy pulse laser designed for medium range engagements. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Tachyon Beam Laser II
description:
  An ultra-heavy beam laser designed for medium to long range engagements. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: 150mm Railgun II
description:
  This is a standard long-range railgun designed for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires either regular or advanced hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: 250mm Railgun II
description:
  Cruiser-sized large barrel turret. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires either regular or advanced hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: 425mm Railgun II
description:
  This large battleship-sized weapon packs quite a punch. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires either regular or advanced hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: 75mm Gatling Rail II
description:
  A small multi-barreled railgun for frigates. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires either regular or advanced hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Dual 150mm Railgun II
description:
  This cruiser-sized weapon is a double-barreled version of the frigate class 150mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires either regular or advanced hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Dual 250mm Railgun II
description:
  This battleship-sized weapon is a double-barreled version of the cruiser class 250mm railgun. Railguns use magnetic rails to fire solid chunks of matter at hypersonic speed. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires either regular or advanced hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Electron Blaster Cannon II
description:
  Particle blasters operate on a similar principle as the railgun except they fire a magnetically contained ball of subatomic particles. No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets. \n\nRequires either regular or advanced hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Null, Void.


typeName: Quad Light Beam Laser II
description:
  Uses four light laser focusing systems. Low powered, but makes up for it with a fast firing rate. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Aurora, Gleam.


typeName: Rapid Firing
description:
  Skill at the rapid discharge of weapon turrets.  4% bonus per skill level to weapon turret rate of fire.


typeName: Motion Prediction
description:
  Improved ability at hitting moving targets. 5% bonus per skill level to weapon turret tracking speeds.


typeName: Surgical Strike
description:
  Knowledge of spaceships' structural weaknesses.  3% bonus per skill level to the damage of all weapon turrets.


typeName: Controlled Bursts
description:
  Allows better control over the capacitor use of weapon turrets. 5% reduction in capacitor need of weapon turrets per skill level.


typeName: Trajectory Analysis
description:
  Advanced understanding of zero-G physics. 5% bonus per skill level to weapon turret accuracy falloff.


typeName: Weapon Upgrades
description:
  Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.


typeName: Missile Launcher Operation
description:
  Basic operation of missile launcher systems. 2% Bonus to missile launcher rate of fire per skill level.


typeName: FoF Missiles
description:
  Skill with friend or foe missiles. Special: 5% bonus to F.O.F (light, heavy and cruise) damage per skill level.


typeName: Defender Missiles
description:
  Skill with anti-missile missiles.Special: 5% bonus to defender missile max velocity per skill level.


typeName: Cruise Missiles
description:
  Skill at the handling and firing of very large guided missiles.  5% bonus to cruise missile damage per skill level.


typeName: Leadership
description:
  Allows command of a squadron. Increases maximum squadron size by 2 members per skill level, up to a maximum of 10 members.\n\nGrants a 2% bonus to gang members' targeting speed per skill level. Only the bonus of the gang member with the highest level in this skill is used.\n\nNote: Gang bonuses only affect gang members in space within the same solar system


typeName: Skirmish Warfare
description:
  Basic proficiency at coordinating hit-and-run warfare.  Grants a 2% bonus to gang members' maximum velocity per skill level.  Note: The Gang bonus only works if you are the assigned gang booster and the gang is in fleet mode.\n\nNote: Gang bonuses only affect gang members in space within the same solar system


typeName: Siege Warfare
description:
  Basic proficiency at coordinating a gang's defenses.  Grants a 2% bonus to gang members' shield capacity per skill level.  Note: The Gang bonus only works if you are the assigned gang booster and the gang is in fleet mode.\n\nNote: Gang bonuses only affect gang members in space within the same solar system


typeName: Siege Warfare Specialist
description:
  Advanced proficiency at siege warfare.  Multiplies the effectiveness of siege warfare link modules by 100% per skill level.


typeName: Information Warfare Specialist
description:
  Advanced proficiency at information warfare.  Multiplies the effectiveness of information warfare link modules by 100% per skill level.


typeName: Negotiation
description:
  Skill at agent negotiation.  Improves agent effective quality.  5% additional pay per skill level for agent missions.


typeName: Diplomacy
description:
  Skill at interacting with hostile Agents. 0.4 Bonus per level to effective standing towards hostile Agents.


typeName: Connections
description:
  Skill at interacting with friendly NPCs. 4% Bonus to effective standing towards friendly NPC Corporations.


typeName: Criminal Connections
description:
  Skill at interacting with criminal NPCs. 0.4 bonus to effective standing towards NPCs with low Concord standing.


typeName: DED Connections
description:
  Skill at dealing with Concord Department and negotiating bounties \n\nBonus fee of 1.500 isk per pirate head per level of the skill


typeName: Corporation Management
description:
  Basic corporation operation. +10 corporation members allowed per level.\n\nNotice:  the CEO must update his corporation through the corporation user interface before the skill takes effect


typeName: Refinery Management
description:
  Skill at managing station refineries. Increases mineral yield of refinery by 5% if acting as station manager.


typeName: Ethnic Relations
description:
  Skill at operating multiracial corporations. Extra 20% corporation members of other race than CEO allowed per skill level.  Percentage is based on CEO's corporation management skills, not the number of people in the corporation.\n\nNote:  the CEO must update his corporation through the corporation user interface before the skill takes effect.


typeName: CFO Training
description:
  Skill at managing corp finances. 5% discount on all fees at non-hostile NPC station if acting as CFO of a corp.


typeName: Starbase Defense Management
description:
  Skill at using starbase weapon systems. Allows control of one array per level. Arrays must be placed outside of the forcefield to be controlled. \n\nCan not be trained on Trial Accounts.


typeName: Mass Production
description:
  Allows the operation of multiple factories. Ability to run 1 additional manufacturing job per level.


typeName: Production Efficiency
description:
  Skill at efficiently using factories.  4% reduction per skill level to the material requirements needed for production.


typeName: Mechanic
description:
  Skill at maintaining the mechanical components and structural integrity of a spaceship.  5% bonus to structure hit points per skill level.


typeName: Hull Upgrades
description:
  Skill at maintaining your ship's armour and installing hull upgrades like expanded cargoholds and inertial stabilizers.  Grants a 5% bonus to armor hit points per skill level.


typeName: Battleship Construction
description:
  Skill at the construction of advanced battleships. Required for advanced battleship BP manufacturing


typeName: Research
description:
  Skill at researching more efficient production methods. 5% bonus to blueprint manufacturing time research per skill level.


typeName: Biology
description:
  The science of life and of living organisms, and how chemicals affect them. 20% Bonus to attribute booster duration per skill level.


typeName: Laboratory Operation
description:
  Allows basic operation of research facilities.  Ability to run 1 additional research job per skill level.


typeName: Reverse Engineering
description:
  Skill at illegally creating blueprints from items. Skill level x Item Reverse engineering chance = Chance of  reverse engineering a Item into a blueprint


typeName: Metallurgy
description:
  Advanced knowledge of mineral composition. 5% Bonus to material efficiency research speed per skill level.


typeName: Astrogeology
description:
  Skill at analyzing the content of celestial objects with the intent of mining them. 5% bonus to mining turret yield per skill level.


typeName: Cybernetics
description:
  The science of interfacing biological and machine components. Allows the use of cybernetic implants.


typeName: Engineering
description:
  Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.


typeName: Shield Operation
description:
  Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules.  5% reduction in shield recharge time per skill level.


typeName: Energy Systems Operation
description:
  Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.


typeName: Energy Management
description:
  Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.


typeName: Tactical Shield Manipulation
description:
  Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules.  Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.


typeName: Shield Emission Systems
description:
  Operation of shield transfer array and other shield emission systems. 5% reduced capacitor need for shield emission system modules per skill level.


typeName: Energy Emission Systems
description:
  Operation of energy transfer array and other energy emission systems. 5% reduced capacitor need of energy emission weapons per skill level.


typeName: Energy Grid Upgrades
description:
  Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.


typeName: Shield Upgrades
description:
  Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 5% reduction in shield upgrade powergrid needs.


typeName: Electronics
description:
  Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.


typeName: Electronic Warfare
description:
  Operation of ECM jamming systems. 5% less capacitor need for ECM and ECM Burst systems per skill level.


typeName: Targeting
description:
  Skill at targeting multiple targets. +1 extra target per skill level, up to the ship's maximum allowed number of targets locked.


typeName: Electronics Upgrades
description:
  Skill at installing Electronic upgrades, e.g. signal amplifier, Co-Processors and backup sensor array. 5% reduction of sensor upgrade CPU needs per skill level.


typeName: Sensor Linking
description:
  Skill at using remote sensor booster/damper. 5% less capacitor need for sensor link per skill level.


typeName: Weapon Disruption
description:
  Skill at using remote weapon disruptors. 5% less capacitor need for weapon disruptors per skill level.


typeName: Propulsion Jamming
description:
  Skill at using propulsion/warpdrive jammers. 5% Reduction to warp scrambler and stasis web capacitor need per skill level.


typeName: Scout Drone Operation
description:
  Skill at controlling scout combat drones.\n\nBonus: drone control range increased by 5000 meters per skill level.


typeName: Drone Interfacing
description:
  Allows a captain to better maintain its drones. 20% bonus to drone damage, drone mining yield per level.


typeName: Trade
description:
  Knowledge of the market and skill at manipulating it. Active sell order limit increased by 4 per level of skill.


typeName: Retail
description:
  Ability to organize and manage market operations.  Each level raises the limit of active orders by 8.


typeName: Black Market Trading
description:
  Skill at forging cargo manifests and disguising contraband cargo. From a base of 90%, each level of skill reduces chance of contraband detection by 10%.


typeName: Broker Relations
description:
  Proficiency at driving down market-related costs.  Each level of skill grants a 5% reduction in the costs associated with setting up a market order, which usually come to 1% of the order's total value. This can be further influenced by the player's standing towards the owner of the station where the order is entered.


typeName: Visibility
description:
  Skill at acquiring products remotely.  Each level of skill increases your remote buy order range. Level 1 allows for the placing of buy orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it. Level 5 allows for a full regional range.\n\nNote: Only remotely placed buy orders (using Procurement) require this skill to alter the range.  Any range can be set on a local buy order with no skill.


typeName: Smuggling
description:
  Proficiency at laying low and avoiding unwanted attention. From a base of 90%, each level of skill reduces by 10% the likelihood of being scanned while transporting contraband.


typeName: Navigation
description:
  Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.


typeName: Fuel Conservation
description:
  Improved control over afterburner energy consumption. 10% reduction in afterburner capacitor needs per skill level.


typeName: Acceleration Control
description:
  Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.


typeName: Evasive Maneuvering
description:
  Improved skill at efficiently turning and accelerating a spaceship.  5% improved ship agility for all ships per skill level.


typeName: Warp Drive Operation
description:
  Skill at managing warp drive efficiency.  Each skill level reduces the capacitor need of initiating warp by 10%.


typeName: Jump Drive Operation
description:
  Skill at using Jump Drives.  Each skill level reduces the capacitor need of initiating a jump by 5%.


typeName: Focused Medium Pulse Laser II
description:
  A high-energy, concentrated laser designed for short to medium range engagements. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Heavy Pulse Laser II
description:
  A heavy laser designed for short to medium range engagements. Delivers powerful damage. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Insurance Teaching Drone
description:
  Teaching new captains how to manage their ships in order to reduce accidents and decrease premiums for happiness all around.


typeName: Civilian Gatling Pulse Laser
description:
  Low powered, rapid fire multi-barreled energy weapon that delivers a steady stream of damage. Comes with a pre-fitted irreplaceable standard frequency crystal.


typeName: Civilian Gatling Autocannon
description:
  Low powered, rapid fire multi-barreled projectile weapon that delivers a steady stream of damage. Generates Its own ammo from space particles. Cannot use standard projectile ammo.


typeName: Civilian Gatling Railgun
description:
  Low powered, rapid fire multi-barreled hybrid weapon that delivers a steady stream of damage. Generates Its own ammo from space particles. Cannot use standard hybrid ammo.


typeName: Soil
description:
  Fertile soil rich with nutrients is very sought after by agricultural corporations and colonists on worlds with short biological history.


typeName: Water
description:
  Water is one of the basic conditional elements of human survival. Most worlds have this compound in relative short supply and hence must rely on starship freight.


typeName: Holoreels
description:
  Holographic video reels (also called "holoreels") are the most common type of personal entertainment there is. From interactive gaming to erotic motion pictures, these reels can contain hundreds of titles each.


typeName: Basic Miner
description:
  Common, low technology mining laser. Works well for extracting common ore, but not useful for much else.


typeName: Wheat
description:
  Cereal grasses have been localized on hundreds of worlds. The grains of the wheat plant make a solid foundation for the production of foodstuffs within empire space.


typeName: Oxygen
description:
  Oxygen is a commodity in constant demand. While most stations have their own supply units, smaller depots and space crafts rely on imports.


typeName: Hydrogen Batteries
description:
  Using hydrogen batteries in industry as well as common power supply has become an international standard on off-world habitats such as space stations.


typeName: Electronic Parts
description:
  These basic elements of all electronic hardware are sought out by those who require spare parts in their hardware. Factories and manufacturers take these parts and assemble them into finished products, which are then sold on the market.


typeName: Mechanical Parts
description:
  These basic elements of all mechanical hardware are sought out by those who require spare parts in their machinery. Factories and manufacturers take these parts and assemble them into finished products, which are then sold on the market.


typeName: Synthetic Oil
description:
  Since original oil can only be harvested from a world with a long biological history, synthetic oil has become frequently produced in laboratories all over known space.


typeName: Fertilizer
description:
  Fertilizer is particularly valued on agricultural worlds, where there is constant supply for all commodities that boost export value.


typeName: Silicate Glass
description:
  The silicate glass is a common construction material, in constant demand throughout the civilized world.


typeName: Quafe
description:
  Quafe is the name of the most popular soft drink in the universe, manufactured by a Gallentean company bearing the same name. Like so many soft drinks, it was initially intended as a medicine for indigestion and tender stomachs, but the refreshing effects of the drink appealed to everyone and the drink quickly became tremendously popular. Quafe is one of the best recognized brands in the whole EVE universe and can be found in every corner of it.


typeName: Certification Results
description:
  These complicated certification results may mean little to the layman's eye, but can prove valuable in the right hands.


typeName: Drop
description:
  This highly hallucinogenic booster can easily cause temporary dementia. It is commonly poured into a wet rag, which is then laid over, or bound across, sensitive parts of the skin.


typeName: X-Instinct
description:
  Abusers of this booster have reported surreal visions and altered perceptions of the world around them. The subject becomes blissful and content, but highly analytical of the surroundings.


typeName: Vitoc
description:
  The Vitoc booster has become more than a simple strategy by the Amarrians in controling their slaves. With the Vitoc method, slaves are injected with a toxic chemical substance that is fatal unless the recipient receives a constant supply of an antidote. The method first appeared a few centuries ago when the Amarrians started manning some of their space ships with slaves. As space crew the slaves had to be cajoled into doing complex, often independent work, making older methods of slave control undesirable. Although the more conventional ways of subduing slaves with force (actual or threat of) are still widely used in other forced labor areas, the Vitoc method has proven itself admirably for the fleet.


typeName: Frozen Food
description:
  Frozen food is in high demand in many regions, especially on stations orbiting a non-habitable planet and a long way from an agricultural world.


typeName: Dairy Products
description:
  These products, extracted from livestock, are one of the biggest cogs in the food production cycle. Dairy products are rich with calcium and help make sure the inhabitants of the EVE universe all have shiny teeth.


typeName: Tourists
description:
  The need for tasting other cultures and seeing new worlds is unquenchable among the well-off citizens of the universe.


typeName: Slaves
description:
  Slavery has always been a questionable industry, favored by the Amarr Empire and detested by the Gallente Federation.


typeName: Slaver Hound
description:
  The slaver hound is a native animal of Syrikos V and has been bred by the Amarrians from the time they first settled the planet more than a millennium ago. The favorable experience of employing the slaver hound as a guard animal has led to it being exported from Syrikos V to most other Amarrian agricultural planets and even some industrial and mining ones as well. In recent years, the slaver hound has become fashionable among Amarrians as pet for those willing to risk its often murderous nature; slaver hounds can become extremely loyal and devoted to their owners if handled with care.


typeName: Livestock
description:
  Livestock are domestic animals raised for home use or for profit, whether it be for their meat or dairy products.


typeName: Toxic Waste
description:
  Waste from various production industries and arms manufacturers can be hazardous to the environment, but instead of dumping it to the void, it can be sold to those who see value in the material.


typeName: Megacorp Management
description:
  Advanced corporation operation. +50 members per level.\n\nNotice:  the CEO must update his corporation through the corporation user interface before the skill takes effect


typeName: Empire Control
description:
  Advanced corporation operation. +200 corporation members allowed per level. \n\nNotice:  the CEO must update his corporation through the corporation user interface before the skill takes effect


typeName: Silverfish Alvi
description:
  Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Moderate


typeName: Viral Infector Alvum
description:
  Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Extreme


typeName: Wrecker Alvum
description:
  Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Significant


typeName: Enforcer Alvatis
description:
  Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very high


typeName: Strain Infester Alvi
description:
  Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: High


typeName: Decimator Alvi
description:
  Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Low


typeName: Infester Alvi
description:
  Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Very low


typeName: SOCT Cruiser
description:
  The Society of Conscious Thought applies its cruiser when anticipating hostilities or when carrying precious cargo. Despite their objections to violence, they prefer to be the violators rather than the violated when push comes to shove.


typeName: Leviathan
description:
  Citizens of the State, rejoice!\n\nToday, a great milestone has been achieved by our glorious leaders.  A stepping stone in the grand story of our empire has been traversed. Our individual fears may be quietened; the safety of our great nation has been secured.\n\nToday, unyielding, we have walked the way of the warrior.  In our hands have our fates been molded.  On the Leviathan’s back will our civilization be carried home and the taint of the Enemy purged from our souls.\n\nRejoice, citizens!  Victory is at hand.\n\n<i>-Caldari State Information Bureau Pamphlet, 23248 AD</i>\n\n\nCaldari Titan Skill Bonuses:\n5% bonus to Citadel Missile kinetic damage per level\n5% bonus to Citadel Launcher rate of fire per level\n7.5% bonus to gang members’ maximum shield HP per level\n99% reduction in CPU need for Jump Portal Generators\n99% reduction in CPU need for Oblivion\n99% reduction in CPU need for Clone Vat Bay\n99% reduction in CPU need for Warfare Link modules\nCan fit 1 additional Warfare Link module per level\nImmune to all forms of Electronic Warfare


typeName: Vigil
description:
  The Vigil is an unusual Minmatar ship, serving both as a long range scout as well as an electronic warfare platform. It is fast and agile, allowing it to keep the distance needed to avoid enemy fire while making use of jammers or other electronic gadgets.\n\nSpecial Ability: 5% ship velocity and Target Painter effectiveness per skill level.


typeName: Ectoplasm
description:
  Used for the making of the liquid inside starship pilot pods, this thick goo is made primarily out of used cell membranes.


typeName: Hydrochloric Acid
description:
  A clear, colorless, fuming, poisonous, highly acidic aqueous solution of hydrogen chloride, used as a chemical intermediate and in petroleum production, ore reduction, and food processing.


typeName: Viral Agent
description:
  The causative agent of an infectious disease, the viral agent is a parasite with a noncellular structure composed mainly of nucleic acid within a protein coat.


typeName: Long-limb Roes
description:
  The eggs of the Hanging Long-limb are among the most sought after delicacies in fancy restaurants. The main reason why the roe of the Hanging Long-limb is so rare is because no one has succeeded in breeding the species outside their natural habitat.


typeName: Refugees
description:
  When wars and epidemics break out, people flee from their homes, forming massive temporary migrations.


typeName: Prisoners
description:
  Transporting prisoners is a task that requires trust and loyalty to the empire's legislative arm, but it is one of the least sought-after jobs in the known universe.


typeName: Marines
description:
  When war breaks out, the demand for transporting military personnel on site can exceed the grasp of the military organization. In these cases, the aid from non-military spacecrafts is often needed.


typeName: Data Sheets
description:
  These complicated data sheets may mean little to the layman's eye, but can prove valuable in the right hands.


typeName: Reports
description:
  These encoded reports may mean little to the untrained eye, but can prove valuable to the relevant institution.


typeName: Sooth Sayer
description:
  This booster causes the subject to fall into a blissful sleep. Reports tell of abusers falling into a deep coma, never to regain consciousness.


typeName: Frentix
description:
  The Frentix fluid is used as a relaxative drug on subjects in heavy pain. Abuse of this booster is common in underground communities around the universe.


typeName: Mindflood
description:
  Highly addictive fluid of which the toxic fumes are inhaled through the nostrils of the user. Mindflood kills braincells quicker than submerging one's brain in battery acid.


typeName: Construction Blocks
description:
  Metal girders, plasteel concrete and fiber blocks are all very common construction material used around the universe.


typeName: CONCORD Police Officer
description:
  This is a security vessel of CONCORD. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises.


typeName: Dual Heavy Pulse Laser II
description:
  This heavy pulse laser uses two separate laser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. \n\nRequires either regular or advanced frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray, Conflagration, Scorch.


typeName: Dual Afocal Pulse Maser I
description:
  This light pulse energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. Good skirmish weapon. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Quad LiF Fueled I Booster Rockets
description:
  Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must use part of the capacitor output and the shield just to maintain the integrity of its warp containment field.\n\nPenalty: 25% penalty to max capacitor.\n\nNote: Battleship class module


typeName: LiF Fueled I Booster Rockets
description:
  Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.\n\nNote: Battleship class module


typeName: Y-T8 Overcharged Hydrocarbon I Microwarpdrive
description:
  Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must use part of the capacitor output and the shield just to maintain the integrity of its warp containment field.\n\nPenalty: 25% penalty to max capacitor.\n\nNote: Cruiser class module


typeName: Y-S8 Hydrocarbon I Afterburners
description:
  Gives a boost to the maximum velocity of the ship when activated. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module.\n\nNote: Cruiser class module


typeName: Auto-Gain Control Tracking Enhancer I
description:
  Enhances the range and improves the tracking speed of turrets.  This module can be loaded with scripts to increase its effectiveness in certain areas.  \n\nPenalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Dual Afocal Light Maser I
description:
  This light beam energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. Good short to medium range weapon. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Medium Afocal Pulse Maser I
description:
  A high-powered pulse energy weapon. Good for short to medium range encounters. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Medium Afocal Maser I
description:
  A high-powered beam energy weapon. Good for medium range encounters. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Quad Afocal Light Maser I
description:
  Uses four light maser focusing systems. Low powered, but makes up for it with a fast firing rate. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Focused Afocal Pulse Maser I
description:
  A high-powered, concentrated energy weapon designed for short to medium range engagements. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Focused Afocal Medium Maser I
description:
  A high-powered, concentrated energy weapon designed for medium range engagements. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Heavy Afocal Pulse Maser I
description:
  A heavy energy weapon designed for short to medium range engagements. Delivers powerful damage. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Heavy Afocal Maser I
description:
  A high-powered heavy energy weapon designed for medium range engagements. Delivers powerful damage. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Heavy Afocal Pulse Maser I
description:
  This heavy pulse energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual Afocal Heavy Maser I
description:
  This heavy beam energy weapon uses two separate maser focusing systems to reduce the cool down period between shots. A great weapon for medium to long range encounters. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Mega Afocal Pulse Maser I
description:
  A super-heavy pulse energy weapon designed for medium range engagements. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Mega Afocal Maser I
description:
  A super-heavy beam energy weapon designed for medium to long range engagements. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Tachyon Afocal Maser I
description:
  An ultra-heavy beam energy weapon designed for medium to long range engagements. \n\nRequires frequency crystal ammo types: Gamma, Infrared, Microwave, Multifrequency, Radio, Standard, Ultraviolet, Xray.


typeName: Dual 180mm 'Scout' Autocannon I
description:
  This autocannon is a simple but effective close combat weapon. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 220mm Medium 'Scout' Autocannon I
description:
  This autocannon is designed for skirmish warfare. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 650mm Medium 'Scout' Artillery I
description:
  A powerful long-range artillery. One of the most damaging weapons mountable on a cruiser. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Dual 650mm 'Scout' Repeating Artillery I
description:
  Powerful, long-range artillery cannon with a decent rate of fire. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 800mm Heavy 'Scout' Repeating Artillery I
description:
  Artillery cannon capable of causing tremendous damage. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: 720mm 'Scout' Artillery I
description:
  This rocket-assisted howitzer is designed for long-range bombardment. \n\nMust be loaded with any of the following projectile ammo types: Carbonized Lead, Depleted Uranium, EMP, Fusion, Nuclear, Phased Plasma, Proton, or Titanium Sabot.


typeName: Initiated Ion Field ECM I
description:
  Projects a low intensity field of ionized particles to disrupt the effectiveness of enemy sensors. Very effective against Magneometric based sensors.


typeName: Carbon
description:
  Carbon is an abundant nonmetallic element that occurs in many inorganic and in all organic compounds.


typeName: Silicon
description:
  Silicon is the base material used in computer chips. Next to oxygen, it is the most abundant element in nature and is found in a natural state in rocks and sand.


typeName: Coolant
description:
  A mechanical device filled with liquid that produces cooling by circulating through an engine and/or bathing overheating parts.


typeName: Transmitter
description:
  An electronic device that generates and amplifies a carrier wave, modulates it with a meaningful signal derived from speech or other sources, and radiates the resulting signal from an antenna.


typeName: Tobacco
description:
  Tubular rolls of tobacco designed for smoking. The tube consists of finely shredded tobacco enclosed in a paper wrapper and is generally outfitted with a filter tip at the end.


typeName: Polaris Legatus Frigate
description:
  The Polaris Legatus frigate is the most powerful Polaris ship built, superior in both combat and maneuverability.


typeName: Cybernetic Subprocessor - Basic
description:
  This grafted subprocessor implanted in the frontal lobe grants a bonus to a character's Intelligence.


typeName: Magnetic Field Stabilizer I
description:
  Grants a bonus to the firing rate and damage of hybrid turrets. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Standard Crash Booster
description:
  This booster quickens a pilot's reactions, pushing him into the delicate twitch territory inhabited by the best missile marksmen. Any missile he launches at his hapless victims will hit its mark with that much more precision, although the pilot may be too busy grinding his teeth to notice.


typeName: Standard Blue Pill Booster
description:
  This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain.


typeName: Hardwiring - Eifyr and Co 'Gunslinger' AX-1
description:
  A Eifyr and Co gunnery hardwiring designed to enhance turret tracking. Grants a 3% bonus to turret tracking speed.


typeName: Amarr Surveillance Officer
description:
  This is a security vessel of the Amarr Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high


typeName: Amarr Surveillance Sergeant Major
description:
  This is a security vessel of the Amarr Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Amarr Surveillance Sergeant
description:
  This is a security vessel of the Amarr Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme


typeName: Caldari Police Vice Commissioner
description:
  This is a security vessel of the Caldari Police Force. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Caldari Police 3rd Lieutenant
description:
  This is a security vessel of the Caldari Police Force. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high


typeName: Minmatar Security Officer 2nd Rank
description:
  This is a security vessel of the Minmatar Security Service. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme


typeName: Minmatar Security Officer 1st Rank
description:
  This is a security vessel of the Minmatar Security Service. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Gallente Police Master Sergeant
description:
  This is a security vessel of the Gallente Federation Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Khanid Surveillance Officer
description:
  This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high


typeName: Khanid Surveillance Sergeant
description:
  This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme


typeName: Minmatar Security Officer 3rd Rank
description:
  This is a security vessel of the Minmatar Security Service. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant


typeName: Gallente Police Sergeant
description:
  This is a security vessel of the Gallente Federation Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high


typeName: Snoop Scanner Probe I
description:
  The Snoop is the most accurate scanner probe available.  Possessing little to no scan deviation, it effectively enables its user to warp in on top of their intended target.  Its extremely limited range, however, means it must be used in conjunction with other, longer-range scanner probes.


typeName: Amarr Navy Sergeant Major
description:
  This is a security vessel of the Amarr Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant


typeName: Amarr Navy Sergeant
description:
  This is a security vessel of the Amarr Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate


typeName: Fathom Scanner Probe I
description:
  The Fathom is a very accurate scanner probe, able to pinpoint targets with very little deviation.  Its maximum effective scanning range, however, is limited.


typeName: Ferret Scanner Probe I
description:
  The Ferret is the longest-range scanner probe currently available, though its ability to cover a greater amount of territory means it sacrifices quite a bit of accuracy.


typeName: Angel Hijacker
description:
  This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low


typeName: Angel Outlaw
description:
  This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate


typeName: Angel Nomad
description:
  This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant


typeName: Angel Raider
description:
  This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: High


typeName: Angel Depredator
description:
  This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme


typeName: Angel Smasher
description:
  This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly


typeName: Angel Hunter
description:
  This is a fighter for the Arch Angels. It is protecting the assets of Arch Angels and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high


typeName: Sansha's Servant
description:
  This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low


typeName: Sansha's Scavenger
description:
  This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate


typeName: Sansha's Savage
description:
  This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant


typeName: Sansha's Plague
description:
  This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: High


typeName: Sansha's Manslayer
description:
  This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high


typeName: Sansha's Ravager
description:
  This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme


typeName: Peddler
description:
  Convoys are a common sight in the universe of EVE, ferrying goods from one place to another. Convoys usually have armed escorts, so attacking them is risky.


typeName: Caldari Navy Captain 2nd Rank
description:
  This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant


typeName: Caldari Navy Captain 1st Rank
description:
  This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High


typeName: Caldari Navy Commodore
description:
  This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high


typeName: Caldari Navy Vice Admiral
description:
  This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme


typeName: Gallente Navy Command Sergeant Major
description:
  This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high


typeName: Gallente Navy Fleet Captain
description:
  This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme


typeName: Gallente Navy Sergeant Major
description:
  This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High


typeName: Gallente Navy Fleet Major
description:
  This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Republic Fleet Private 3rd Rank
description:
  This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate


typeName: Republic Fleet Captain
description:
  This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme


typeName: Khanid Navy Sergeant
description:
  This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate


typeName: Republic Fleet Commander
description:
  This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Khanid Navy Colonel
description:
  This is a security vessel of the Royal Khanid Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Ammatar Navy Sergeant
description:
  This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate


typeName: Ammatar Navy Sergeant Major
description:
  This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant


typeName: Ammatar Navy Major
description:
  This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme


typeName: Ammatar Navy General
description:
  This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Sarum Navy Sergeant
description:
  This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate


typeName: Sarum Navy Major
description:
  This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme


typeName: Sarum Navy Captain
description:
  This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high


typeName: Sarum Navy General
description:
  This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Ammatar Surveillance Officer
description:
  This is a security vessel of the Ammatar Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high


typeName: Intaki Defence Sergeant Major
description:
  This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High


typeName: Intaki Defence Command Sergeant Major
description:
  This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high


typeName: Intaki Defence Fleet Captain
description:
  This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme


typeName: Intaki Defence Fleet Colonel
description:
  This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Thukker Follower
description:
  This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate


typeName: Thukker Brute
description:
  This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant


typeName: Thukker Warrior
description:
  This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High


typeName: Thukker Tribal Lord
description:
  This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Beacon
description:
  With it's blinking red light, this beacon appears to be marking a point of interest, or perhaps a waypoint in a greater trail.


typeName: Mordu's Lieutenant 3rd Rank
description:
  This is a security vessel of the Mordu's Legion. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate


typeName: Mordu's Lieutenant 2nd Rank
description:
  This is a security vessel of the Mordu's Legion. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant


typeName: Mordu's Lieutenant
description:
  This is a security vessel of the Mordu's Legion. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Very high


typeName: Mordu's Captain
description:
  This is a security vessel of the Mordu's Legion. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Deadly


typeName: Depleted Station Battery
description:
  This massive battery column was probably a part of a destroyed power plant. It still surges with energy.


typeName: Circular Construction
description:
  This circular piece may have once been a part of something larger. Now it is derelict, spinning alone in the blackness of space.


typeName: Debris - Broken Engine Part 1
description:
  This massive hulk of debris seems to have once been a part of the outer hull of a battleship or station.


typeName: Debris - Twisted Metal
description:
  This floating debris appears to have once been a part of an outer hull or armor, ripped apart by an explosion or asteroid impact.


typeName: Strong Blue Pill Booster
description:
  This booster relaxes a pilot's ability to control certain shield functions, among other things. It creates a temporary feeling of euphoria that counteracts the unpleasantness inherent in activating shield boosters, and permits the pilot to force the boosters to better performance without suffering undue pain


typeName: Standard Sooth Sayer Booster
description:
  This booster induces a trancelike state whereupon the pilot is able to sense the movement of faraway items without all the usual static flooding the senses. Being in a trance helps the pilot hit those moving items with better accuracy, although he has to be careful not to start dreaming awake.


typeName: Abandoned Container
description:
  The wrecked container drifts silently amongst the stars, giving no hint to what treasures it may hide.


typeName: Hardwiring - Zainou 'Deadeye' ZGA100
description:
  A Zainou gunnery hardwiring designed to enhance optimal range. Grants a 3% bonus to turret optimal range.


typeName: Hardwiring - Sharpshooter II
description:
  A direct datalink to the ship's turrets. Far more efficient than the standard capsule interface but the overwhelming sensory input interferes with long term visual memory.


typeName: Flotsam
description:
  The enclosed flotsam drifts quietly in space, waiting patiently to be pried open by a hungry looter.


typeName: Infested Dominix
description:
  The Dominix is one of the old warhorses that dates backs to the Gallente-Caldari War. The Dominix is no longer regarded as the top-of-the-line battleship, but this by no means makes it obsolete. Its formidable hulk and powerful weapon batteries means that anyone not in the largest and latest battleships will regret that they ever locked into combat with it.


typeName: Cache Container
description:
  The bolted container drifts silently amongst the stars, giving no hint to what treasures it may hide.


typeName: Guristas Ascriber
description:
  This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly


typeName: Coral Rock Formation
description:
  This mysterious rock formation seems to have once been a part of a larger asteroid made of several mineral types. After eons of drifting through space, the soft rock has crumbled away, leaving a skeleton of crystalized compounds.


typeName: Sansha's Minion
description:
  This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Low


typeName: Blood Follower
description:
  This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very low


typeName: Blood Herald
description:
  This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Moderate


typeName: Blood Seeker
description:
  This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant


typeName: Blood Reaver
description:
  This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high


typeName: Blood Arch Reaver
description:
  This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Extreme


typeName: Serpentis Scout
description:
  This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Low


typeName: Serpentis Watchman
description:
  This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Significant


typeName: Serpentis Guard
description:
  This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: High


typeName: Serpentis Defender
description:
  This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high


typeName: Serpentis Chief Patroller
description:
  This is a fighter for the Serpentis Corporation. It is protecting the assets of the Serpentis Corporation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly


typeName: Duplicating
description:
  Skill at duplicating items using a Molecular sequencer. While molecular sequencing does usually involve some basic understanding of the item being duplicated it is really more of an art than it is a science and often involves a great deal of trial and error to get right. Skill level x Item duplication chance = chance of succesfully duplicating a item


typeName: Alvus Controller
description:
  Rogue drones are hi-tech drones that have the ability to manufacture themselves. Rogue drone hives can be found throughout the universe of EVE and are a constant menace to space travelers. Threat level: Deadly


typeName: Ghost Ship
description:
  The mangled wreck floats motionless in space, surrounded by a field of scorched debris, leaving no hint to it's form of demise.


typeName: Rocket Launcher I
description:
  A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.\n\nMust be loaded with rockets: Foxfire, Gremlin, Phalanx, Thorn.


typeName: Rocket Launcher II
description:
  A tiny launcher that can carry a very limited supply of rockets. Not really intended as a primary weapon but rather as a cheap supplementary weapon system.\n\nMust be loaded with rockets: Foxfire, Gremlin, Phalanx, Thorn as well as Javelin and Rage variants.


typeName: Training Drone
description:
  This weak but hostile training drone allows rookie-pilots to experience combat without too much risk. Threat level: Very low


typeName: Caldari Navy Captain 3rd Rank
description:
  This is a security vessel of the Caldari Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate


typeName: Gallente Navy First Sergeant
description:
  This is a security vessel of the Gallente Federation Navy. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate


typeName: Intaki Defence First Sergeant
description:
  This is a security vessel of the Intaki Space Police. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Moderate


typeName: Sarum Navy Sergeant Major
description:
  This is a security vessel of the Sarum Family. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High


typeName: Thukker Tribalist
description:
  This is a security vessel of the Thukker Mix. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Extreme


typeName: Republic Fleet Private 1st Rank
description:
  This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: High


typeName: Republic Fleet Private 2nd Rank
description:
  This is a security vessel of the Minmatar Republic Fleet. It is patrolling this sector and will respond to any combat it detects. It can call in reinforcements from nearby sectors if the need arises. Threat level: Significant


typeName: 125mm Railgun I
description:
  The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: 125mm Railgun II
description:
  The 125mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires either regular or advanced hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: Asteroid Colony - Factory
description:
  Massive construction girders stretch between the crumbled asteroids, giving a solid ground for a station or outpost.


typeName: Giant Snake-Shaped Asteroid
description:
  Fragments from an asteroid collission or a supernova, this rock formation decorates the starscape as a planetary mountain range.


typeName: Rock - Small w/hole
description:
  Fragments from an asteroid collision or a supernova, this rock formation decorates the starscape as a planetary mountain range.


typeName: Gas/Storage Silo
description:
  This enormous metal silo bears many marks of meteor-hits, suggesting it's lingered here for a long time.


typeName: Warp Core Stabilizer I
description:
  When activated this unit attempts to compensate for fluctuations and disruptions of the ships warp core.


typeName: Convoy Escort
description:
  Entity: The Condor is fast and agile. It has limited cargo space so it's not very suitable for trading or mining. It is best used as an assault vessel in a hit-and-run type of operations. Special Ability: 5% bonus to shield capacity and hybrid turret range per skill level.


typeName: Convoy Protector
description:
  Entity: The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels. Special Ability: 5% bonus to hybrid turret range and CPU output per skill level.


typeName: Convoy Guard
description:
  Entity: The Kestrel is a heavy missile boat with a fairly large cargo space and one of the most sophisticated sensor arrays around. Interestingly enough, it has been used by both the Caldari Navy and several wealthy trade corporations as a cargo-hauling vessel. It is one of few trading vessels with good punching power, making it ideal for solo trade-runs in dangerous areas. Special Ability: 10% bonus to targeting range per skill level.


typeName: Convoy Sentry
description:
  Entity: The Merlin is the most powerful all-out combat frigate of the Caldari. It is highly valued for its versatility in using both missiles and turrets, while its defenses are exceptionally strong for a Caldari vessel. Special Ability: 5% bonus to hybrid turret damage and hybrid turret range per skill level.


typeName: Guardian-Vexor
description:
  The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks.\n\nSpecial Ability: 5% bonus to Medium Hybrid Turret damage per level and +1 extra Drone controlled per level.


typeName: Command Processor I
description:
  This sophisticated battle AI allows a commander to more efficiently oversee the complex data streams of a fleet warfare link, thus allowing him to utilize multiple such systems.\n\nAllows operation of one extra Warfare Link.


typeName: Skirmish Warfare Link - Interdiction Maneuvers
description:
  Boosts the range of the gang's propulsion jamming modules, except for Warp Disruption Field Generators.\n\nWarfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.\nWhile only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems. \n\nNote: The Gang bonus only works if you are the assigned gang booster and the gang is in fleet mode.


typeName: BH Mega Cargo Ship
description:
  The Incursus is commonly found spearheading Gallentean military operations. Its speed and surprising strength make it excellent for skirmishing duties. Incursus-class ships move together in groups and can quickly and effectively gang upon ships many times their size and overwhelm them. In recent years the Incursus has increasingly found its way into the hands of pirates, who love its aggressive appearance. Special Ability: 5% bonus to hybrid tracking speed and damage per skill level.


typeName: Guristas Destructor
description:
  This is a fighter for the Guristas. It is protecting the assets of Guristas and may attack anyone it perceives as a threat or easy pickings. Threat level: Very high


typeName: Sansha's Beast
description:
  This is a fighter for Sansha's Nation. It is protecting the assets of Sansha's Nation and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly


typeName: Blood Worshipper
description:
  This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Low


typeName: Blood Raider
description:
  This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: High


typeName: Blood Arch Templar
description:
  This is a fighter for the Blood Raiders. It is protecting the assets of Blood Raiders and may attack anyone it perceives as a threat or easy pickings. Threat level: Deadly


typeName: Information Warfare Link - Sensor Integrity
description:
  Boosts sensor strengths for all of the gang's ships.\n\nWarfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships.\nWhile only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems. \n\nNote: The Gang bonus only works if you are the assigned gang booster and the gang is in fleet mode.


typeName: Religious Artifact
description:
  These religious artifacts are highly decorated and carry an air of something ancient and beyond grasp.


typeName: Battery Cartridge
description:
  This battery cartridge carries a heavy charge of electric power, intended as a spare pool of energy in distress.


typeName: Data Storage
description:
  This reinforced container is outfitted with a capturing mechanism to pick up data from nearby sensor arrays.


typeName: Dynamic Shield Calibrator I
description:
  A multifunctional shield module that can alter the resistances of a shield to different types of damage. Less potent than a Shield Hardener but far more versatile. Utilizes Servitor Expert Systems to reconfigure the shield resistance.


typeName: Serpentis Stronghold
description:
  This gigantic station is one of the Serpentis military installations and a black jewel of the alliance between The Guardian Angels and The Serpentis Corporation. Even for its size, it has no commercial station services or docking bays to receive guests.


typeName: Angel Battlestation
description:
  This gigantic suprastructure is one of the military installations of the Angel Cartel. Even for its size, it has no commercial station services or docking bay to receive guests.


typeName: Guristas War Installation
description:
  This gigantic suprastructure is one of the military installations of the Guristas pirate corporation. Even for its size it has no commercial station services or docking bays to receive guests.


typeName: Sansha's Battletower
description:
  This gigantic warstation is one of the military installations of Sansha's slumbering nation.  It is known to be able to hold a massive number of Sansha vessels, but strange whispers hint at darker things than mere warfare going on underneath its jagged exterior.


typeName: Blood Raider Battlestation
description:
  This gigantic suprastructure is one of the military installations of the Blood Raiders pirate corporation. Even for its size, it has no commercial station services or docking bay to receive guests.


typeName: Small Railgun Specialization
description:
  Specialist training in the operation of advanced small railguns. 2% bonus per skill level to the damage of small turrets requiring Small Railgun Specialization.


typeName: Small Beam Laser Specialization
description:
  Specialist training in the operation of small Beam Lasers. 2% bonus per skill level to the damage of small turrets requiring Small Beam Laser Specialization.


typeName: Small Autocannon Specialization
description:
  Specialist training in the operation of advanced small Autocannons. 2% bonus per skill level to the damage of small turrets requiring Small Autocannon Specialization.


typeName: CONCORD SWAT Commander
description:
  Entity: The Concord battleships were built by a joint effort of the empires, each empire investing it with their own special technologies. Although this makes them a bit mismatched, their performance leaves no doubt about their awesome power.


typeName: Concord Billboard
description:
  Concord Billboards keep you updated, bringing you the latest news and bounty information. They come equipped with the latest in missile defense technology to protect against vandalism.


typeName: Fragmented Cathedral I
description:
  The elegant decorations on these broken ruins indicate that it may once have been a ceremonial temple of high importance.


typeName: Helios
description:
  Name: Helios\nHull: Maulus Class\nRole: Covert Ops Frigate\n\nDesigned for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.\n\nDeveloper: Creodron \n\nThe Helios is Creodron's answer to the Ishukone Buzzard. After the fall of Crielere, the once-cordial relations between the Gallente Federation and the Caldari state deteriorated rapidly and, for a while, it seemed as if war might be brewing. It was seen by certain high-ranking officers within the Gallente navy as being of vital importance to be able to match the Caldari's cloaking technology in an effort to maintain the balance of power.\n\nGallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage and 10% bonus to Scout Drone Thermal damage per level\n\nCovert Ops Skill Bonus: -98% to -100% reduction in Cloaking Device CPU use per level and 10% reduction to duration/activation time of modules requiring Astrometrics per level\n\nNote: can fit covert cynosural field generators


typeName: Keres
description:
  Hull: Maulus Class\nRole: Electronic Attack Ship\n\nElectronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.\n\nDeveloper: Duvolle Labs \n\nDuvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden’s foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.\n\nGallente Frigate Skill Bonus: 5% bonus to remote sensor dampener effectiveness and 10% reduction in remote sensor dampener capacitor need per level\n\nElectronic Attack Ships Skill Bonus: 10% bonus to warp disruptor range and 10% reduction in warp disruptor capacitor need per level


typeName: Crow
description:
  Name: Crow\nHull: Condor Class\nRole: Interceptor \n\nInterceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius.  This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. \n\nDeveloper: Kaalakiota\n\nAs befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.\n \nCaldari Frigate Skill Bonus: 10% bonus to Kinetic Missile damage per level\n\nInterceptors Skill Bonus: 5% reduction in Signature Radius and 10% bonus to Missile Velocity per level\n\nRole bonus: 80% reduction in Propulsion Jamming systems activation cost


typeName: Raptor
description:
  Name: Raptor\nHull: Condor Class\nRole: Interceptor\n\nInterceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius.  This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. \n\nDeveloper: Lai Dai\n\nLai Dai ships favor a balanced mix of ship systems, making them very versatile but also less powerful when it comes to specific tactics.\n\nCaldari Frigate Skill Bonus: 5% bonus to Small Hybrid Turret Damage and 10% bonus to Small Hybrid Turret optimal range per level\n\nInterceptors Skill Bonus: 5% reduction in Signature Radius and 5% bonus to Warp Scrambler and Warp Disruptor range per level\n\nRole bonus: 80% reduction in Propulsion Jamming systems activation cost


typeName: Rapier Frigate
description:
  Hull: Vigil Class\nDeveloper: Brutor Tribe\nRole: Recon Frigate \nSpecial: 90% less cpu need for Modules requiring Black Ops


typeName: Cheetah
description:
  Name: Cheetah\nHull: Vigil Class\nRole: Covert Ops Frigate\n\nDesigned for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.\n\nDeveloper: Thukker Mix\n\nIt is unclear how Thukker Mix could master the intricacies of cloaking technology so quickly after the fall of Crielere. According to Professor Oggand Viftuin, head of R&D, the tribe managed to recruit some senior Caldari scientist that used to work on the Mirage Project at Crielere. Ishukone has denied this, claiming that the Thukkers aquired the technology from prototypes stolen by the Guristas.\n\nMinmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 10% bonus to Small Projectile Turret optimal range per level\n\nCovert Ops Skill Bonus: -98% to -100% reduction in Cloaking Device CPU use per level and 10% reduction to duration/activation time of modules requiring Astrometrics per level\n\nNote: can fit covert cynosural field generators


typeName: Crusader
description:
  Name: Crusader\nHull: Executioner Class\nRole: Interceptor \n\nInterceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius.  This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. \n\nDeveloper: Carthum Conglomerate\n\nCarthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited.    \n\nAmarr Frigate Skill Bonus: 10% reduction in Small Energy Turret capacitor use and 5% bonus to Small Energy Turret damage per level\n\nInterceptors Skill Bonus: 5% reduction in Signature Radius and 7.5% bonus to Small Energy Turret Tracking Speed per level\n   \nRole bonus: 80% reduction in Propulsion Jamming systems activation cost


typeName: Malediction
description:
  Name: Malediction\nHull: Executioner Class\nRole: Interceptor\n\nInterceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius.  This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.\n\nDeveloper: Khanid Innovations \n\nIn addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.\n\nAmarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances per level\n\nInterceptors Skill Bonus: 5% reduction in Signature Radius and 5% bonus to Warp Scrambler and Warp Disruptor range per level\n\nRole bonus: 80% reduction in Propulsion Jamming systems activation cost


typeName: Anathema
description:
  Name: Anathema\nHull: Crucifier Class\nRole: Covert Ops Frigate\n\nDesigned for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.\n\nDeveloper: Khanid Innovation \n\nKhanid Innovations was quick to take advantage of the disintegration of the Crielere Project. Through shrewd diplomatic and financial maneuvering they were able to aquire a working Buzzard prototype as well as several of the former top scientists of Project Mirage to work on adapting its innovations to Khanid ship technology.\n\nAmarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% reduction of capacitor recharge time per level\n\nCovert Ops Skill Bonus: -98% to -100% reduced CPU need for cloaking device per level and 10% reduction to duration/activation time of modules requiring Astrometrics per level\n\nNote: can fit covert cynosural field generators


typeName: Sentinel
description:
  Hull: Crucifier Class\nRole: Electronic Attack Ship\n\nElectronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.\n\nDeveloper: Viziam\n\nViziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.\n\nAmarr Frigate Skill Bonus: 20% bonus to energy vampire and energy neutralizer transfer amount per level and 5% bonus to effectiveness of tracking disruptors per level\n\nElectronic Attack Ships Skill Bonus: 40% bonus to energy vampire and energy neutralizer range and 5% reduction in capacitor recharge time per level


typeName: Buzzard
description:
  Name: Buzzard\nHull: Heron Class\nRole: Covert Ops Frigate\n\nDesigned for commando and espionage operation, its main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters.\n\nDeveloper: Ishukone \n\nThe Buzzard was developed according to the exacting specifications of Admiral Okaseilen Fukashi, head of the Caldari Navy Recon Division, and was the first production level ship specifically built to take full advantage of the cloaking breakthroughs achieved by Project Mirage at Crielere.\n\nCaldari Frigate Skill Bonus: 5% bonus to Missile Kinetic Damage and 5% bonus to Missile Launcher rate of fire per level\n\nCovert Ops Skill Bonus: -98% to -100% reduction in Cloaking Device CPU use per level and 10% reduction to duration/activation time of modules requiring Astrometrics per level\n\nNote: can fit covert cynosural field generators


typeName: Kitsune
description:
  Hull: Griffin Class\nRole: Electronic Attack Ship\n\nElectronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.\n\nDeveloper: Lai Dai\n\nLai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization.\n\nCaldari Frigate Skill Bonus: 20% bonus to ECM target jammer strength and 10% reduction in ECM target jammers' capacitor need per level\n\nElectronic Attack Ships Skill Bonus: 10% bonus to ECM target jammer optimal range and 5% bonus to capacitor capacity per level


typeName: Claw
description:
  Name: Claw\nHull: Slasher Class\nRole: Interceptor\n\nInterceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius.  This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. \n\nDeveloper: Boundless Creation\n\nThe Boundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and "cheap tricks" like electronic warfare have never been a high priority.\n\nMinmatar Frigate Skill Bonus: 10% bonus to Small Projectile Turret Damage per level\n\nInterceptors Skill Bonus: 5% reduction in Signature Radius and 7.5% bonus to Small Projectile Turret Tracking Speed per level\n\nRole bonus: 80% reduction in Propulsion Jamming systems activation cost


typeName: Stiletto
description:
  Name: Stiletto\nHull: Slasher Class\nRole: Interceptor\n\nInterceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius.  This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. \n\nDeveloper: Core Complexion\n\nCore Complexion's ships are unusual in that they favor electronics and defense over the "Lots of guns" approach traditionally favored by the Minmatar.   \n\nMinmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 7.5% bonus to Small Projectile Turret tracking speed per level\n\nInterceptors Skill Bonus: 5% reduction in Signature Radius and 5% bonus to Warp Scrambler and Warp Disruptor range per level\n\nRole bonus: 80% reduction in Propulsion Jamming systems activation cost


typeName: Taranis
description:
  Name: Taranis\nHull: Atron Class\nRole: Interceptor \n\nInterceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.\n\nDeveloper: Duvolle Labs\n\nDuvolle labs manufactures sturdy ships with a good mix of offensive and defensive capacities. Since its foremost manufacturer of Particle Blasters its ships tend to favor turrets and thus have somewhat higher power output than normal.\n\nGallente Frigate Skill Bonus: 10% Small Hybrid Turret damage per level\n\nInterceptor Skill Bonus: 5% reduced Signature Radius and 7.5% Small Hybrid Turret tracking speed Per Interceptor Skill Level \n\nRole bonus: 80% reduction in Propulsion Jamming systems activation cost


typeName: Ares
description:
  Name: Ares\nHull: Atron Class\nRole: Interceptor\n\nInterceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius.  This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. \n\nDeveloper: Roden Shipyards \n\nUnlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.  \n\nGallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per level\n\nInterceptor Skill Bonus: 5% Reduced signature Radius and 5% bonus to Warp Scrambler and Warp Disruptor range per level\n\nRole bonus: 80% reduction in Propulsion Jamming systems activation cost


typeName: Advanced Energy Grid Upgrades
description:
  Advanced Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. a further a further 2% reduction in energy grid upgrade CPU needs.


typeName: Advanced Hull Upgrades
description:
  Skill at installing hull upgrades e.g. expanded cargohold and inertial stabilizers. Grants a further 3% Bonus to armor hit points per level.


typeName: Advanced Shield Upgrades
description:
  Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 2% reduction in shield upgrade power needs.


typeName: Advanced Sensor Upgrades
description:
  Advanced skill at installing sensor upgrades, e.g. signal amplifier and backup sensor array. further 2% reduction of sensor upgrade CPU needs per skill level.


typeName: Energized Basic Reflective Plating
description:
  A enhanced version of the standard Reflective armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Energized Basic Reactive Plating
description:
  A enhanced version of the standard Reactive armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Energized Reactive Membrane I
description:
  A enhanced version of the standard Reactive  armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Energized Basic Regenerative Plating
description:
  A enhanced version of the standard Regenerative armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Energized Basic Magnetic Plating
description:
  A enhanced version of the standard Magnetic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Energized Basic Thermic Plating
description:
  A enhanced version of the standard Thermic armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Energized Basic Adaptive Nano Plating
description:
  A enhanced version of the standard Adaptive Nano armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Energized Adaptive Nano Membrane II
description:
  A enhanced version of the standard Adaptive Nano  armor plating. Uses advanced magnetic Field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Armor Thermic Hardener I
description:
  A enhanced version of the standard thermic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: 1600mm Reinforced Steel Plates I
description:
  Increases the maximum strength of the Armor.\n\nPenalty:  Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.


typeName: EM Shield Disruptor I
description:
  Disrupts the em resistance of the target ships shields. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Armor EM Hardener I
description:
  A enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Armor Explosive Hardener I
description:
  An enhanced version of the standard explosive armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Armor Kinetic Hardener I
description:
  A enhanced version of the standard kinetic armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: 50mm Reinforced Rolled Tungsten Plates I
description:
  Increases the maximum strength of the Armor.\nPenalty:  Adds to your ship's mass, making it less agile and maneuverable in addition to decreasing the factor of thrust gained from speed modules like Afterburners and MicroWarpdrives.


typeName: Vengeance
description:
  Name: Vengeance\nHull: Punisher Class\nRole: Assault Ship\n\nThe Vengeance represents the latest in the Kingdom's ongoing mission to wed Amarr and Caldari tech, molding the two into new and exciting forms. Sporting a Caldari ship's launcher hardpoints as well as an Amarr ship's armor systems, this relentless slugger is perfect for when you need to get up close and personal.\n\nDeveloper: Khanid Innovation\n\nConstantly striving to combine the best of two worlds, Khanid Innovation have utilized their Caldari connections to such an extent that the Kingdom's ships now possess the most advanced missile systems outside Caldari space, as well as fairly robust electronics systems.\n\nAmarr Frigate Skill Bonus: 5% bonus to rocket damage, 15% bonus to Shield and Armor Explosive resistance and 10% bonus to Shield and Armor Kinetic resistance per level\n\nAssault Ships Skill Bonus: 5% bonus to armor resistances and 5% bonus to cap recharge rate per level


typeName: Prototype Cloaking Device I
description:
  This prototype of an advanced cloaking mechanism was one of the last major technological breakthroughs to come out of Crielere Labs. Although it does work it is not really a finished product and has some serious drawbacks, most notably the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity.


typeName: Wolf
description:
  Name:  Wolf\nHull:  Rifter Class\nRole:  Assault Ship\n\nNamed after a mythical beast renowned for its voraciousness, the Wolf is one of the most potentially destructive frigates currently in existence.  While hardier than its brother the Jaguar it has less in the way of shield systems, and the capabilities of its onboard computer leave something to be desired.  Nevertheless, the mere sight of a locked and loaded Wolf should be enough to make most pilots turn tail and flee.\n\nDeveloper:  Boundless Creation\n\nBoundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible.  Defense systems and electronics arrays therefore take a back seat to sheer annihilative potential. \n\nMinmatar Frigate Skill Bonus: 5% Small Projectile Damage bonus, 15% EM and 10% Thermal Resistance bonus to Shield and Armor per level\n\nAssault Ships Skill Bonus: 5% Small Projectile Turret damage and 10% falloff per level


typeName: Blade
description:
  Hull: Rifter Class\nRole: Escort\nDeveloper: Core Complexions\n\nCore Complexions ships are unusual in that they favor electronics and defence over the typical "Lots of guns" approach traditionaly favored by the Minmatar   \n\nRace Bonus: 30% Small projectile turret dmg bonus


typeName: Erinye
description:
  Hull: Tristan Class\nDeveloper: Roden Shipyards\nRole: Assault Frigate \nSpecial: 90% less cpu need for Modules requiring Advanced Gunnery


typeName: Nemesis
description:
  Name: Nemesis\nHull: Tristan Class\nRole: Stealth Bomber\n\nSpecifically engineered to fire cruise missiles, stealth bombers represent the next generation in covert ops craft. Advanced techniques in spatial distortion technology enable them to potentially fly faster when cloaked than when uncloaked - a fact which, coupled with their considerable firepower, makes them extremely dangerous in the hands of an accomplished pilot.\n\nIn addition, stealth bombers' extremely advanced missile navigation subroutines are able to triangulate a cruise missile's trajectory in advance, resulting in a decreased factor of signature radius and making the missile more effective against smaller targets.\n\nDeveloper: Duvolle Laboratories\n\nDuvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Being the foremost manufacturer of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.\n\nGallente Frigate Skill Bonus: 5% bonus to Cruise Missile damage and -16.66% reduction in Explosion Radius of Cruise Missiles per level\n\nCovert Ops Skill Bonus: 5% bonus to Cruise Missile and bomb thermal damage and multiplies the cloaked velocity by 125% per level\n\nRole Bonus: -99% reduction in Cruise Launcher powergrid needs, -99% reduction in Bomb Launcher CPU use and -100% targeting delay after decloaking\n\nNote: can fit covert cynosural field generators


typeName: Hawk
description:
  Name: Hawk\nHull: Merlin Class\nRole: Assault Ship \n\nFollowing in the footsteps of Caldari vessels since time immemorial, the Hawk relies on tremendously powerful shield systems to see it through combat, blending launchers and turrets to provide for a powerful, well-rounded combat vessel.\n\nDeveloper:  Lai Dai\n\nLai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization.\n\nCaldari Frigate Skill Bonus: 5% bonus to Missile Kinetic Damage, 15% bonus to Shield and Armor Thermal resistance and 10% bonus to Shield and Armor Kinetic resistance per level\n\nAssault Ships Skill Bonus: 10% bonus to missile velocity and 7.5% bonus to shield boost amount per level


typeName: Harpy
description:
  Name: Harpy\nHull: Merlin Class\nRole: Assault Ship\n\nAlready possessing a reputation despite its limited initial circulation, the Harpy is a powerful railgun platform with long range capability and strong defensive systems.  Formidable both one-on-one and as a support ship, it was referred to as the "little Moa" by the pilots who participated in its safety and performance testing.\n\nDeveloper: Ishukone\n\nIshukone created the Harpy as a long-range support frigate for defense of Ishukone holdings as well as increased muscle and visibility in the constantly shifting game of cold war the Caldari megacorps' police forces play amongst themselves.\n\nCaldari Frigate Skill Bonus: 10% bonus to Small Hybrid Turret optimal range, 15% bonus to Shield and Armor Thermal Resistance and 10% bonus to Shield and Armor Kinetic Resistance per level\n\nAssault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and 5% bonus to Small Hybrid Turret damage per level


typeName: Sparrow
description:
  Hull: Bantam ClassDeveloper: Lai Dai Role: Mining FrigateSpecial: -90% less cpu need for Deep Core Miner


typeName: Hyena
description:
  Hull: Vigil Class\nRole: Electronic Attack Ship\n\nElectronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.\n\nDeveloper: Core Complexion\n\nCore Complexion’s ships are unusual in that they favor electronics and defense over the “lots of guns” approach traditionally favored by the Minmatar.\n\nMinmatar Frigate Skill Bonus: 5% reduction in microwarpdrive capacitor penalty and 7.5% bonus to effectiveness of target painters per level\n\nElectronic Attack Ships Skill Bonus: 20% bonus to stasis webifier range and 3% reduction in signature radius per level


typeName: Retribution
description:
  Name: Retribution\nHull: Punisher Class\nRole: Assault Ship\n\nThe Retribution is an homage to the glory days of the Empire, informed by classical Amarrian design philosophy: if it's strong, sturdy and packs a punch, it's ready for action.  What this powerhouse lacks in speed and maneuverability it more than makes up for with its wide range of firepower possibilities and superb defensive ability.\n\nDeveloper:  Carthum Conglomerate\n\nCarthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon system they provide a nice mix of offence and defence.\n\nAmarr Frigate Skill Bonus: 10% reduction in Small Energy Turret cap use, 15% bonus to Shield and Armor Explosive resistance and 10% bonus to Shield and Armor Kinetic resistance per level\n\nAssault Ships Skill Bonus: 10% bonus to Small Energy Turret optimal range and 5% bonus to Small Energy Turret damage per level


typeName: Deep Core Mining
description:
  Skill at operating mining lasers requiring Deep Core Mining.  20% reduction per skill level in the chance of a damage cloud forming while mining Mercoxit.


typeName: Mercoxit
description:
  Mercoxit is a very dense ore that must be mined using specialized deep core mining techniques. It contains massive amounts of the extraordinary Morphite mineral but few other minerals of note.


typeName: Morphite
description:
  Morphite is a highly unorthodox mineral that can only be found in the hard-to-get Mercoxit ore. It is hard to use Morphite as a basic building material, but when it is joined with existing structures it can enhance the performance and durability manifold. This astounding quality makes this the material responsible for ushering in a new age in technology breakthroughs.


typeName: Jaguar
description:
  Name:  Jaguar\nHull:  Rifter Class\nRole:  Assault Ship\n\nThe Jaguar is a versatile ship capable of reaching speeds unmatched by any other assault-class vessel. While comparatively weak on the defensive front it sports great flexibility, allowing pilots considerable latitude in configuring their loadouts for whatever circumstances they find themselves in.\n\nDeveloper:  Thukker Mix\n\nBeing the brain-child of the nomadic Thukkers, it is no surprise the Jaguar is as fast as it is.  Initially conceived as a way for the tribe to pack some added punch to their organized detachments, they've found it to be equally useful as messenger, scout and escort, and it is likely to become one of the most commonly-seen ships in the Thukkers' stomping grounds.\n\nMinmatar Frigate Skill Bonus: 5% Small Projectile damage bonus, 15% EM and 10% Thermal resistance bonus to Shield and Armor per level\n\nAssault Ships Skill Bonus: 10% Small Projectile Turret optimal range and 5% projectile damage per level.


typeName: High Energy Physics
description:
  Skill and knowledge of High Energy Physics and its use in the development of advanced technology. \n\nUses primarily in the research of various energy system modules as well as smartbombs and laser based weaponry. \n\nAllows High Energy Physics research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints\n\nCan not be trained on Trial Accounts


typeName: Plasma Physics
description:
  Skill and knowledge of Plasma physics and its use in the development of advanced technology. \n\nUses primarily in the research of particle blaster weaponry as well as plasma based missiles and smartbombs. \n\nAllows Plasma Physics research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints\n\nCan not be trained on Trial Accounts


typeName: Nanite Engineering
description:
  Skill and knowledge of Nanorobotics and its use in the development of advanced technology . \n\nUses primarily in the research of various armor and hull systems. \n\nAllows Nanite Engineering research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints\n\nCan not be trained on Trial Accounts


typeName: Hydromagnetic Physics
description:
  Skill and knowledge of Hydromagnetic Physics and its use in the development of advanced technology . \n\nUses primarily in the research of shield system.\n\nAllows Hydromagnetic Physics research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints.\n\nCan not be trained on Trial Accounts.


typeName: Amarrian Starship Engineering
description:
  Skill and knowledge of Amarrian Starship Engineering. \n\nUsed Exclusively in the research of Amarrian Ships of all Sizes.\n\nAllows Amarrian Starship Engineering research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints\n\nCan not be trained on Trial Accounts


typeName: Minmatar Starship Engineering
description:
  Skill and knowledge of Minmatar Starship Engineering and its use in the development of advanced technology. \n\nUsed in the research of Minmatar Ships of all Sizes.\n\nAllows Minmatar Starship Engineering research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints\n\nCan not be trained on Trial Accounts


typeName: Graviton Physics
description:
  Skill and knowledge of Graviton physics and its use in the development of advanced technology. \n\nUses primarily in the research of Cloaking and other spatial distortion devices as well as Graviton based missiles and smartbombs. \n\nAllows Graviton Physics research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints.\n\nCan not be trained on Trial Accounts.


typeName: Laser Physics
description:
  Skill and knowledge of Laser Physics and its use in the development of advanced Technology. \n\nUsed primarily in the research of Laser weaponry as well as EM based missiles and smartbombs.\n\nAllows Laser Physics research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints.\n\nCan not be trained on Trial Accounts.


typeName: Electromagnetic Physics
description:
  Skill and knowledge of Electromagnetic Physics and its use in the development of advanced technology. \n\nUses primarily in the research of Railgun weaponry and various electronic systems.  \n\nAllows Electromagnetic Physics research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints.\n\nCan not be trained on Trial Accounts.


typeName: Rocket Science
description:
  Skill and knowledge of Rocket Science and its use in the development of advanced technology. \n\nUses primarily in the research of missiles and propulsion systems.  \n\nAllows Rocket Science research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints\n\nCan not be trained on Trial Accounts


typeName: Gallentean Starship Engineering
description:
  Skill and knowledge of Gallente Starship Engineering and its use in the development of advanced technology. \n\nUses in the research of Gallente Ships of all Sizes.\n\nAllows Gallente Starship Engineering research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints\n\nCan not be trained on Trial Accounts


typeName: Nuclear Physics
description:
  Skill and knowledge of Nuclear physics and its use in the development of advanced technology.  \n\nUses primarily in the research of Projectile weaponry as well as Nuclear missiles and smartbombs. \n\nAllows Nuclear Physics research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints.\n\nCan not be trained on Trial Accounts.


typeName: Mechanical Engineering
description:
  Skill and knowledge of Mechanical Engineering and its use in the development of advanced technology. \n\nUsed in all Starship research as well as hull and armor repair systems.  \n\nAllows Mechanical Engineering research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints\n\nCan not be trained on Trial Accounts


typeName: Electronic Engineering
description:
  Skill and knowledge of Electronic Engineering and its use in the development of advanced technology. \n\nUsed in all Electronics and Drone research.  \n\nAllows Electronic Engineering research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints\n\nCan not be trained on Trial Accounts


typeName: Caldari Starship Engineering
description:
  Skill and knowledge of Caldari Starship Engineering and its use in the development of advanced technology. \n\nUses in the research of Caldari Ships of all Sizes.\n\nAllows Caldari Starship Engineering research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints\n\nCan not be trained on Trial Accounts


typeName: Quantum Physics
description:
  Skill and knowledge of Quantum Physics and its use in the development of advanced Technology. \n\nUses primarily in the research of shield systems and Particle Blasters.  \n\nAllows Quantum Physics research to be performed through a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints.\n\nCan not be trained on Trial Accounts.


typeName: R.Db - Viziam
description:
  A searchable database of the corporations scientific research. Used in BP copying as well as material and time efficiency BP research


typeName: Hacker Deck - Codex
description:
  A computer subsystem for hacking Amarr computer networks. Used in reverse engineering ,  BP copying as well as material and time efficiency BP research on reverse engineered blueprints


typeName: Hacker Deck - Shaman
description:
  A computer subsystem for hacking Minmatar computer networks. Primarily used for industrial espionage and reverse engineering.


typeName: Hacker Deck - Hermes
description:
  A computer subsystem for hacking Gallente computer networks. Used in reverse engineering ,  BP copying as well as material and time efficiency BP research on reverse engineered blueprints


typeName: Hacker Deck - LXD-27
description:
  A computer subsystem for hacking Caldari computer networks. Used in reverse engineering ,  BP copying as well as material and time efficiency BP research on reverse engineered blueprints


typeName: Astronautic Engineering
description:
  Skill and knowledge of Astronautics and its use in the development of advanced technology.  Allows Astronautic Engineering research to be performed with the help of a research agent. It is also needed for all research and manufacturing operations on related blueprints. Can not be trained on Trial Accounts.


typeName: Cross of the Sacred Throne Order
description:
  Created 1500 years ago during the Moral Reform when the struggle between the Emperor and the Council of Apostles was at its peak. The Sacred Throne Order was initially a secret order created by the Emperor in his darkest hour consisting only of his most loyal supporters. The Cross is awarded by the Imperial Chamberlain on behalf of the Emperor to those that show loyalty and love for the Emperor beyond the call of duty.


typeName: Onyx Heart of Valor
description:
  Dating back to the Gallente-Caldari War, the Onyx Heart was created in memory of those brave souls that stayed behind on Caldari Prime to fight the Gallenteans when the rest of the population fled. Awarded only a few dozen times for the duration of the war, the Onyx Heart is only awarded when the well being of the State takes precedence over one's personal welfare.


typeName: Aidonis Honorary Fellow Medallion
description:
  The Aidonis Honorary Fellow Medallion is a companion prize to the Aidonis Peace Prize. Ten of these medallions are given out over the course of each year, each time to individuals who have made significant strides in promoting peace and fairness in intergalactic relations.


typeName: Liberty Tattoo of the Minmatar Nation
description:
  Created during the Minmatar Rebellion to honor those fighting the Amarrians. At first it was only awarded posthumously to those that died heroic deaths during the rebellion, today it is often given to those that show great sacrifice and dedication to the Republic.


typeName: Enlightened Soul Silver Shield
description:
  One of the oldest award around, the Silver Shield dates back to First Jovian Empire. Initially created to award inventors and discoverers it later evolved to include those responsible for gathering and storing great amounts of knowledge. Today it is awarded to those that show great service to the Jovian Empire, such as bridging the communication gap between the Jovians and the other races.


typeName: Kinetic Shield Disruptor I
description:
  Disrupts the kinetic resistance of the target ships shields. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Explosive Shield Disruptor I
description:
  Disrupts the explosive resistance of the target ships shields. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Thermic Shield Disruptor I
description:
  Disrupts the thermal resistance of the target ships shields. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Jovian Delegates
description:
  This is a list of the Jovian science delegates assigned to the Crielere research facility. They handle all correspondance between the the Jovians and the Gallente/Caldari:  Nida  Liko  Tarazin  Ulio  Fabor


typeName: Molecular Engineering
description:
  Skill and knowledge of Molecular Physics and its use in the development of advanced technology. \n\nUses primarily in the research of various hull and propulsion\nsystems.  \n\nAllows Molecular Engineering research to be performed with the help of a research agent. \n\nNeeded for all research and manufacturing operations on related blueprints.\n\nCan not be trained on Trial Accounts.


typeName: Plasma Thruster
description:
  Propulsion Component used primarily in Minmatar ships as well as some propulsion tech.  A component in various other technology as well.


typeName: Ion Thruster
description:
  Propulsion Component used primarily in Gallente ships.  A component in various other technology as well.


typeName: Fusion Thruster
description:
  Propulsion Component used primarily in Amarr ships.  A component in various other technology as well.


typeName: Magpulse Thruster
description:
  Propulsion Component used primarily in Caldari ships .  A component in various other technology as well.


typeName: Magnetometric Sensor Cluster
description:
  Sensor Component used primarily in Gallente ships.  A component in various other technology as well.


typeName: Laser Sensor Cluster
description:
  Sensor Component used primarily in Minmatar ships.  A component in various other technology as well.


typeName: Mining Pollution Cloud
description:
  This cloud is used to deal damage to players in an specified area with the new asteroid that requires deep core mining. Very dangerous stuff.


typeName: Fusion Reactor Unit
description:
  Power Core component used primarily in Gallente ships.  A component in various other technology as well.


typeName: Nuclear Reactor Unit
description:
  Power Core component used primarily in Minmatar ships.  A component in various other technology as well.


typeName: Antimatter Reactor Unit
description:
  Power Core component used primarily in Amarr ships.  A component in various other technology as well.


typeName: Graviton Reactor Unit
description:
  Power Core component used primarily in Caldari  ships.  A component in various other technology as well.


typeName: Electrolytic Capacitor Unit
description:
  Capacitor component used primarily in Minmatar ships.  A component in various other technology as well.


typeName: Scalar Capacitor Unit
description:
  Capacitor component used primarily in Caldari ships.  A component in various other technology as well.


typeName: Oscillator Capacitor Unit
description:
  Capacitor component used primarily in Gallente ships.  A component in various other technology as well.


typeName: Tesseract Capacitor Unit
description:
  Capacitor component used primarily in Amarr ships.  A component in various other technology as well.


typeName: Deflection Shield Emitter
description:
  Shield Component used primarily in Minmatar ships.  A component in various other technology as well.


typeName: Pulse Shield Emitter
description:
  Shield Component used primarily in Gallente ships.  A component in various other technology as well.


typeName: Shield Boost Amplifier I
description:
  Focuses and amplifies the effiency of shield boosting modules. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Thermic Shield Compensation
description:
  To active shield hardeners: 3% bonus per skill level to Shield Thermal resistance when the modules are not active\nTo passive shield hardeners: 5% bonus per skill level to Shield Thermal resistance


typeName: Avatar
description:
  <div style="text-align:right;">Casting his sight on his realm, the Lord witnessed\nThe cascade of evil, the torrents of war.\nBurning with wrath, He stepped \ndown from the Heavens\nTo judge the unworthy,\nTo redeem the pure.\n\n<i>-The Scriptures, Revelation Verses 2:12</i></div>\n\n\nAmarr Titan Skill Bonuses:  \n10% reduction in Capital Energy Turret capacitor use per level\n5% bonus to Capital Energy Turret damage per level\n7.5% bonus to gang members’ capacitor recharge rate per level\n99% reduction in CPU need for Jump Portal Generators\n99% reduction in CPU need for Judgement\n99% reduction in CPU need for Clone Vat Bay\n99% reduction in CPU need for Warfare Link modules\nCan fit 1 additional Warfare Link module per level\nImmune to all forms of Electronic Warfare


typeName: Armored Warfare Specialist
description:
  Advanced proficiency at armored warfare.  Multiplies the effectiveness of armored warfare link modules by 100% per skill level.


typeName: Skirmish Warfare Specialist
description:
  Advanced proficiency at skirmish warfare.  Multiplies the effectiveness of skirmish warfare link modules by 100% per skill level.


typeName: Wing Command
description:
  Allows command of a Wing. Grants the Wing Commander the ability to operate a new Squadron per skill level, up to a maximum of 5 Squadrons.


typeName: Improved Cloaking Device II
description:
  A Improved Cloaking device based on the Crielere Labs prototype. It performes better  and allows for faster movement.


typeName: Covert Ops Cloaking Device II
description:
  A very specialized piece of technology the covert ops cloak is designed for use in tandem with the covert ops frigate. Although it could theoreticaly work on other ships its spatial distortion field is so unstable that trying to compensate for its fluctuations would overwhelm even the largest standard ship computers.


typeName: Cloaking
description:
  Skill at using Cloaking devices. 10% per level reduction in targeting delay after uncloaking per skill level. Can not be trained on Trial Accounts.


typeName: Pax Amarria
description:
  Written by Heideran VII, the Amarr Emperor himself, Pax Amarria is the most remarkable book published in the last century. In it the Emperor writes about his hopes and dreams for peace throughout the galaxy; a vision that has propelled him into becoming the champion of improved interstellar relations. His relentless strive for these goals has brought unparalleled harmony in the relationship between the empires; his constant search for peaceful solutions to any problem having many times becalmed brewing storms of hostilities on the horizon. His determination and powers of persuasion have compelled his own people and others to sacrifice many things they thought sacred to ensure that tranquillity will prevail, now and forever.


typeName: Signed Copy of Pax Amarria
description:
  Written by the Heideran VII, the Amarr Emperor himself, Pax Amarria is the most remarkable book published in the last century. In it the Emperor writes about his hopes and dreams for peace throughout the galaxy; a vision that has propelled him into becoming the champion of improved international relations. His relentless strive for these goals has brought unparalleled harmony in the relationship between the empires; his constant search for peaceful solutions to any problem having many times becalmed brewing storm.\n\nThis is a signed copy, with Heideran's signature at the front: "Semper Pax. Heideran VII".


typeName: AGILITY TEST SHIP
description:
  The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers.Special Ability: 5% bonus to max velocity and Small Projectile Turret tracking speed per skill level.


typeName: The Thief
description:
  This is the vessel carrying the thief which recently pulled off an audacious burglary at a nearby station.  A bounty has been put on his head and his ship identity revealed to all bounty hunters.  Bewarned however, the ship is armed and dangerous, do not attempt to intercept it unless you know what you are doing!  Threat level: High


typeName: Sangrel Minn
description:
  An infamouse thief and all-round scoundrel, this pirate is a wanted man in every corner of the galaxy.  Concord advises caution in dealing with this individual.  Threat level: Significant


typeName: Kruul
description:
  This is the infamous leader of a small pirate raiding party which has been terrorizing various sectors throughout the known universe.  His most notable offences include high-profile kidnappings.  His victims are either sold as slaves or for ransom.  Threat level: Extreme


typeName: Kruul's Henchman
description:
  This is a ship serving under Kruul, an infamous pirate and slave trader.   Threat level: Significant


typeName: Pirate Drone
description:
  This is an unmanned pirate drone.  It appears to be controlled by an artificial intelligence system.  Caution is advised when approaching such vessels.  Threat level: Low


typeName: Guristas Emissary
description:
  This is an emissary for the Guristas Pirates.  It is equipped with a powerfull array of weaponry, and should be approached with utmost caution. Threat level: Deadly


typeName: Gallente Federation Transaction And Salary Logs
description:
  These reports hold information on recent transaction and salary logs from a corporation within the Gallente Federation.  They are very sought after by pirates, who use the often sensitive information held within for various purposes.


typeName: Shiez Kuzaks Ship Database
description:
  This tiny, glassy data chip holds information from the database of a ship formerly in the possession of Shiez Kozak.  Information stored within here could be anything from the ship's logs.


typeName: Caldari State Transaction And Salary Logs
description:
  These reports hold information on recent transaction and salary logs from a corporation within the Caldari State.  They are very sought after by pirates, who use the often sensitive information held within for various purposes.


typeName: Amarr Empire Transaction And Salary Logs
description:
  These reports hold information on recent transaction and salary logs from a corporation within the Amarr Empire.  They are very sought after by pirates, who use the often sensitive information held within for various purposes.


typeName: Minmatar Republic Transaction And Salary Logs
description:
  These reports hold information on recent transaction and salary logs from a corporation within the Minmatar Republic.  They are very sought after by pirates, who use the often sensitive information held within for various purposes.


typeName: Ammatar Transaction and salary logs
description:
  These reports hold information on recent transaction and salary logs from an Ammatar corporation.  They are very sought after by pirates, who use the often sensitive information held within for various purposes.


typeName: Personal Information Data
description:
  This is a stack of data chips holding personal information about a station's general population.  Although information on wealthy or important citizens is rarely kept on these disks, they are still quite valuable for criminals.  Accessing this information without consent is illegal in most parts of the galaxy.


typeName: Minmatar Mercenary Warship
description:
  This is a mercenary warship of Minmatar origin.  The faction it belongs to is unknown.  Threat level: Deadly


typeName: Minmatar Mercenary Fighter
description:
  This is a mercenary fighter ship of Minmatar origin.  Its faction allegiance is unknown.  Threat level: High


typeName: Armor EM Hardener II
description:
  An enhanced version of the standard EM armor plating. Uses advanced magnetic field generators to strengthen the Nanobot Plating integrity. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Zerim Kurzon
description:
  This is the charismatic leader of an Ammatar mercenary network, historically loyal to House Kor-Azor, but rumored to have ties to corporations outside of the Amarr Empire's influence.   Formerly a fighter pilot in the Amarr military, Zerim is no stranger to space combat.  But even though he has amassed wealth beyond most Ammatarian citizens wildest dreams, Zerim still uses his old Maller cruiser, which he has personally modded to make it a formidable ship of war.   Threat level: Deadly


typeName: Shark Kurzon
description:
  This is the second in command of a group of mercenaries, led by the infamous Zerim Kurzon.  Shark and Zerim share the same father, and have been close since childhood, forming a mercenary network within Ammatar and Amarr space which has historically been loyal to House Kor-Azor, but rumored to have ties with corporations outside of the influence of the Amarr Empire. Threat level: High


typeName: Kurzon Mercenary
description:
  This is a fighter for the Kurzon Mercenary network.  The Kurzon Mercenary Network was founded by the charismatic ex-military fighter pilot Zerim Kurzon, who had ties with the House Kor-Azor of the Amarr Empire.  The Kurzon Mercenaries are a good blend of different races, and although officially loyal to the Amarr Empire, rumors have it that they also have ties elsewhere.  Threat level: Significant


typeName: Hacker Deck - Alpha
description:
  A computer subsystem for hacking Jove computer networks. Used in reverse engineering ,  BP copying as well as material and time efficiency BP research on reverse engineered blueprints


typeName: Korim Kor-Azor
description:
  This is a member of the House Kor-Azor, accused of being a traitor of the Empire by the Sarum.  He vehemently denies this accusation.


typeName: Shiez Kuzak
description:
  This is a mercenary leader, rumored to have clients within the Caldari State elite.  Little is known about his origins, other than he once worked for the Guristas pirates.  Threat level: Deadly


typeName: Kuzak Mercenary Fighter
description:
  This is a mercenary fighter working for Shiez Kuzak, an infamous ex-pirate rumored to work for some of the Caldari State elite. Threat level: High


typeName: Amarr Navy Detective
description:
  This is a detective working for the Amarr Navy.  These military operatives sometimes conduct operations inside pirate controlled territory.  Threat level: Deadly


typeName: Ammatar Navy Detective
description:
  This is a detective working for the Ammatar Navy.  These military operatives sometimes conduct operations inside pirate controlled territory.  Threat level: Deadly


typeName: Caldari Navy Detective
description:
  This is a detective working for the Caldari Navy.  These military operatives sometimes conduct operations inside pirate controlled territory.  Threat level: Deadly


typeName: Republic Fleet Detective
description:
  This is a detective working for the Minmatar military.  These operatives sometimes conduct operations inside pirate controlled territory.  Threat level: Deadly


typeName: Gallente Navy Detective
description:
  This is a detective working for the Gallente Navy.  These military operatives sometimes conduct operations inside pirate controlled territory.  Threat level: Deadly


typeName: Amarr Navy Scout
description:
  This is a scout for the Amarr Navy.  It will attack anyone who engages it, but will normally not attack first. Threat level: High


typeName: Ammatar Navy Scout
description:
  This is a scout for the Ammatar Navy.  It will attack anyone who engages it, but will normally not attack first. Threat level: High


typeName: Caldari Navy Scout
description:
  This is a scout for the Caldari Navy.  It will attack anyone who engages it, but will normally not attack first. Threat level: High


typeName: Minmatar Freedom Fighter
description:
  This is a freedom fighter working for an international organization, orginally founded by former Minmatar slaves, which has the sole goal of fighting oppression and slavery throughout the known universe.  The Amarr Empire consider them terrorists, and all the pirate factions despise them.  However normally they do not attack unless provoked, or believe you are harboring slaves.  They are well armed and dangerous, approach with caution.  Threat level: High


typeName: Gallente Navy Scout
description:
  This is a scout for the Gallente Navy.  It will attack anyone who engages it, but will normally not attack first. Threat level: High


typeName: Bounty Hunter Ikaruz
description:
  This is a bounty hunter.  These freelancers can be of any race and come from all walks of life, sometimes they have mercenaries aiding them, but they usually work solo.  Normally, unless sent to kill you, they will leave you alone.  Threat level: Deadly


typeName: Bounty Hunter Rookie
description:
  This is an inexperienced bounty hunter.  Bounty hunters are usually not aggressive unless you happen to be part of their contract.  Threat level: Medium


typeName: Mercenary Fighter
description:
  This is a mercenary fighter.  Its faction alignment is unknown.  It may be aggressive, depending on its assignment.  Threat level: High


typeName: Karothas
description:
  This is a freedom fighter whos goal in life is to free as many slaves as possible from captivity.  Karothas is of Amarr origin, rumored to have been a loyal servant of the Amarr Empire before a change of heart caused him to join the Minmatar Freedom Fighters, which is an organization fighting against slavery everywhere within the galaxy.  He has a sizeable bounty on his head placed by the Amarr leadership who despise, and fear, him.  Threat level: Deadly


typeName: Ibrahim
description:
  This is a freedom fighter whos goal in life is to free as many slaves as possible from captivity.  Ibrahim is part of the Minmatar Freedom Fighters, which is an organization fighting against slavery everywhere within the galaxy.   He is armed and extremely dangerous.  Threat level: Deadly


typeName: Akori
description:
  Akori is a Caldari working for the Minmatar Freedom Fighters.  His goal in life is to fight oppression and slavery in all corners of the galaxy.  The Amarr consider him a terrorist and have placed a sizable bounty on his head.  Threat level: Deadly


typeName: Mercenary Rookie
description:
  This is a mercenary, who is obviously starting out in his profession.  Most mercenaries are not hostile unless they are on a specific mission to eliminate you, or view you as a threat.  Caution is advised when approaching such vessels however, as they are normally armed and dangerous.  Threat level: Moderate


typeName: Shazzyr
description:
  This is a pilot with a long history of criminal offenses.  Approach him with utmost caution.  Threat level: Very high


typeName: Shogon
description:
  This is a pilot with a long history of criminal offenses.  Approach him with utmost caution. Threat level: High


typeName: Nuclear Pulse Generator
description:
  Weapon Component used primarily in Minmatar Missiles.  A component in various other technology as well.


typeName: Graviton Pulse Generator
description:
  Weapon Component used primarily in Caldari Missiles.  A component in various other technology as well.


typeName: Emp Pulse Generator
description:
  Weapon Component used primarily in Amarr Missiles.  A component in various other technology as well.


typeName: Plasma Pulse Generator
description:
  Weapon Component used primarily in Gallente Missiles.  A component in various other technology as well.


typeName: Transaction And Salary Logs
description:
  These reports hold information on recent transactions and salary logs of a corporation.  They are very sought after by pirates, who use the often sensitive information held within for various purposes.


typeName: Shakyr Maruk
description:
  This is one of the most powerfull Druglords within the Angel Cartel.  This is not his most powerfull combat ship, but still very formidable and usually used during his infrequent travels through Minmatar space, as it gives him good speed and maneuverability, and is fitted with powerful defensive modules.


typeName: Alena Karyn
description:
  Alena is a smuggler by trade, but also a noteworthy pirate.  Long is the list of foolhardy bounty hunters which have fallen to her in combat. Threat level: Deadly


typeName: Comatose Alena Karyn
description:
  This is Alena Karyn, a notorious smuggler and pirate of Gallente origin.  She is currently in a comatose state, having hit her head on something when her ship was destroyed by a mercenary working for the Gallente Federation.


typeName: Republic Fleet Scout
description:
  This is a scout for the Minmatar Fleet.  It will attack anyone who engages it, but will normally not attack first. Threat level: High


typeName: Protein Delicacies
description:
  Protein Delicacies are cheap and nutritious food products manufactured by one of the Caldari mega corporations, Sukuuvestaa. It comes in many flavors and tastes delicious. Despite its cheap price and abundance it is favored by many gourmet chefs in some of the finest restaurants around for its rich, earthy flavor and fragrance.


typeName: Apocalypse Imperial Issue
description:
  Designed by master starship engineers and constructed in the royal shipyards of the Emperor himself, the imperial issue of the dreaded Apocalypse battleship is held in awe throughout the Empire. Given only as an award to those who have demonstrated their fealty to the Emperor in a most exemplary way, it is considered a huge honor to command -- let alone own -- one of these majestic and powerful battleships.\n\nSpecial Ability: 10% bonus to Large Energy Turret capacitor use and 5% maximum Capacitor Capacity per level.


typeName: Armageddon Imperial Issue
description:
  Designed and constructed by the most skilled starship engineers and architects of the Empire, the imperial issue of the mighty Armageddon class is an upgraded version of the most-used warship of the Amarr. Its heavy armaments and strong front are specially designed to crash into any battle like a juggernaut and deliver swift justice in the name of the Emperor.\n\nSpecial Ability: 10% bonus to Large Energy Turret capacitor use and 5% Large Energy Turret rate of fire per level.


typeName: Gold Magnate
description:
  This ship is a masterly designed frigate as much as it is an exquisite piece of art. The Magnate class has been the pet project of a small elite group of royal ship engineers for a decade. Only recently has the long years of expensive research paid off with the Gold issue of this renowned masterwork.Special Ability: 5% bonus to Small Energy Turret capacitor use and Small Energy Turret damage per skill level.


typeName: Silver Magnate
description:
  This decoratively designed ship is a luxury in it's own class. The Magnate frigate has been the pet project of a small elite group of royal ship engineers for a decade. Over the long years of expensive research, the design process has gone through several stages, each setting a new standard in frigate design, with the Silver issue being one of the most recent issues of this line of masterworks. Special Ability: 5% bonus to Small Energy Turret capacitor use and Small Energy Turret damage per skill level.


typeName: Synthetic Coffee
description:
  This stimulating aromatic drink, made out of dried, roasted and ground seeds, is a particular favorite among scientists and software engineers.


typeName: Khanid Fighter
description:
  This is a fighter for the Khanid Kingdom. It is protecting the assets of the Khanid Kingdom and may attack anyone it perceives as a threat. Threat level: Moderate


typeName: Khanid Officer
description:
  This is an officer for the Khanid Kingdom. He is protecting the assets of the Khanid Kingdom and may attack anyone he perceives as a threat or easy pickings. Threat level: Extreme


typeName: Small Drone Hangar II
description:
  This huge unit replaces part of a ships cargo with a large drone bay. It also causes a slight reduction in the ships maximum speed


typeName: Falcon
description:
  Name: Falcon\nHull: Blackbird\nRole: Force Recon Ship\n\nForce recon ships are the cruiser-class equivalent of covert ops frigates.  While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.\n\nDeveloper: Ishukone\n\nMost of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.\n\nCaldari Cruiser Skill Bonus:  10% reduction in ECM Target Jammer capacitor use and 20% bonus to ECM Target Jammer optimal range per level\n\nRecon Ships Skill Bonus:  20% bonus to ECM Target Jammer strength and -96% to -100% reduction in Cloaking Device CPU use per level\n\nRole Bonus:  80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.\n\nNote: can fit covert cynosural field generators


typeName: Rook
description:
  Name: Rook\nHull: Blackbird\nRole: Combat Recon Ship\n\nBuilt to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds.  Filling a role next to their class counterpart, the heavy assault ship, combat recon ships are the state of the art when it comes to anti-support support.  They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.\n\nDeveloper: Kaalakiota\n\nAs befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.\n\nCaldari Cruiser Skill Bonus:  10% reduction in ECM Target Jammer capacitor use and 20% bonus to ECM Target Jammer optimal range per level\n\nRecon Ships Skill Bonus:  20% bonus to ECM Target Jammer strength per level and 5% bonus to heavy and light missile kinetic damage.


typeName: Huginn
description:
  Name: Huginn\nHull: Bellicose\nRole: Combat Recon Ship\n\nBuilt to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds.  Filling a role next to their class counterpart, the heavy assault ship, combat recon ships are the state of the art when it comes to anti-support support.  They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.\n\nDeveloper:  Boundless Creation\n\nBoundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible.  Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.\n\nMinmatar Cruiser Skill Bonus:  5% bonus to Medium Projectile Turret rate of fire and 7.5% bonus to target painter effectiveness per level\n\nRecon Ships Skill Bonus:  60% bonus to stasis webifier range and 5% bonus to Heavy Missile Launcher, heavy assault missile launcher and Assault Missile Launcher rate of fire per level


typeName: Rapier
description:
  Name: Rapier\nHull: Bellicose\nRole: Force Recon Ship\n\nForce recon ships are the cruiser-class equivalent of covert ops frigates.  While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.\n\nDeveloper: Core Complexion\n\nCore Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.   \n\nMinmatar Cruiser Skill Bonus:  5% bonus to Medium Projectile Turret rate of fire and 7.5% bonus to target painter effectiveness per level\n\nRecon Ships Skill Bonus:  60% bonus to stasis webifier range and -96% to -100% reduction in Cloaking Device CPU use per level\n\nRole Bonus:  80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.\n\nNote: can fit covert cynosural field generators


typeName: Pilgrim
description:
  Name:  Pilgrim\nHull: Arbitrator\nRole: Force Recon Ship\n\nForce recon ships are the cruiser-class equivalent of covert ops frigates.  While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.\n\nDeveloper: Carthum Conglomerate\n\nCarthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited.  \n\nAmarr Cruiser Skill Bonus:  5% bonus to Tracking Disruptor effectiveness and 10% bonus to drone hit points and damage per level.\n\nRecon Ships Skill Bonus:  20% bonus to Energy Vampire and Energy Neutralizer transfer amount and -96% to -100% reduction in Cloaking Device CPU use per level\n\nRole Bonus:  80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.\n\nNote: can fit covert cynosural field generators


typeName: Arazu
description:
  Name: Arazu\nHull: Celestis\nRole: Force Recon Ship\n\nForce recon ships are the cruiser-class equivalent of covert ops frigates.  While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.\n\nDeveloper: Duvolle Labs\n\nDuvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden’s foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.\n\nGallente Cruiser Skill Bonus:  5% bonus to Medium Hybrid Turret damage and 5% bonus to Remote Sensor Dampener effectiveness per level\n\nRecon Ships Skill Bonus:  20% bonus to warp disruptor range and -96% to -100% reduction in Cloaking Device CPU use per level\n\nRole Bonus:  80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.\n\nNote: can fit covert cynosural field generators


typeName: Lachesis
description:
  Name: Lachesis\nHull: Celestis\nRole: Combat Recon Ship\n\nBuilt to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds.  Filling a role next to their class counterpart, the heavy assault ship, combat recon ships are the state of the art when it comes to anti-support support.  They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.\n\nDeveloper: Roden Shipyards\n\nUnlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor.  Their electronics capacity, however, tends to be weaker than that of their competitors’.\n\nGallente Cruiser Skill Bonus:  5% bonus to Medium Hybrid Turret damage and 5% bonus to Remote Sensor Dampener effectiveness per level\n\nRecon Ships Skill Bonus:  20% bonus to warp disruptor range and 5% bonus to Heavy Missile Launcher and Assault Missile Launcher rate of fire per level


typeName: Scimitar
description:
  Hull: Scythe Class\nRole: Support Cruiser\n\nBuilt with special tracking support arrays, the Scimitar was designed in large part to assist heavy combat vessels in tracking fast-moving targets.  Relatively nimble for a support cruiser, it can often be found ducking between battleships, protecting its own back while lending the behemoths the support they need to take out their enemies.\n\nDeveloper: Core Complexions, Inc.\n\nCore Complexions ships are unusual in that they favor electronics and defense over the "Lots of guns" approach traditionally favored by the Minmatar.  Being a support cruiser, the Scimitar therefore fits ideally into their design scheme.\n\nMinmatar Cruiser Skill Bonus: 150% bonus to Tracking Link and Shield Transport range and 20% bonus to Shield Maintenance Bot transport amount per level\n\nLogistics Skill Bonus: 10% bonus to Tracking Link efficiency and 15% reduction in Shield Transport capacitor use per level\n\nRole Bonus: -50% CPU need for Shield Transporters


typeName: Basilisk
description:
  Name: Basilisk\nHull: Osprey Class\nRole: Support Cruiser\n\nFollowing in the time-honored Caldari spaceship design tradition, the Basilisk sports top-of-the-line on-board computer systems specially designed to facilitate shield transporting arrays, while sacrificing some of the structural strength commonly found in vessels of its class.\n\nDeveloper: Lai Dai\n\nLai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization.  With the Basilisk, their aim was to continue pushing forward the development of cutting-edge defense optimization systems while providing powerful support capability.\n\nCaldari Cruiser Skill Bonus: 150% bonus to Shield Transport and Energy Transfer Array range and 20% bonus to Shield Maintenance Bot transfer amount per level\n\nLogistics Skill Bonus: 15% reduction in Shield Transport and Energy Transfer Array capacitor use per level\n\nRole Bonus: -50% CPU need for Shield Transporters and -50% power need for Energy Transfer Arrays


typeName: Guardian
description:
  Hull: Auguror Class\nRole: Support Cruiser\n\nThe Guardian is the first vessel to feature Carthum Conglomerate's brand new capacitor flow maximization system, allowing for greater amounts of energy to be stored in the capacitor as well as providing increased facilities for transporting that energy to other ships.\n\nDeveloper: Carthum Conglomerate\n\nWhile featuring Carthum's trademark armor and hull strength, the Guardian, being a support ship, has limited room for armaments.  Its intended main function is to serve as an all-round support vessel, providing the raw energy for fleet compatriots to do what they need to do in order to achieve victory.\n\nAmarr Cruiser Skill Bonus: 150% bonus to Energy Transfer Array and Remote Armor Repair System range and 20% bonus to Armor Maintenance Bot transfer amount per level\n\nLogistics Skill Bonus: 15% reduction in Energy Transfer Array and Remote Armor Repair System capacitor use per level\n\nRole Bonus: -65% power need for Remote Armor Repair Systems and -50% power need for Energy Transfer Arrays


typeName: Oneiros
description:
  Hull: Exequror Class\nRole: Support Cruiser\n\nDesigned specifically as an armor augmenter, the Oneiros provides added defensive muscle to fighters on the front lines.  Additionally, its own formidable defenses make it a tough nut to crack.  Breaking through a formation supported by an Oneiros is no mean feat.\n\nDeveloper: Roden Shipyards\n\nDeciding that added defensive capabilities would serve to strengthen the overall effectiveness of Gallente ships, who traditionally have favored pure firepower over other aspects, Roden Shipyards came up with the Oneiros.  Intrigued, Gallente Navy officials are reportedly considering incorporating this powerful defender into their fleet formations.\n\nGallente Cruiser Skill Bonus: 150% bonus to Remote Armor Repair System and Tracking Link range 20% bonus to Armor Maintenance Bot transfer amount per level\n\nLogistics Skill Bonus: 15% reduction in Remote Armor Repair System capacitor use and 10% bonus to Tracking Link efficiency per level\n\nRole Bonus: -65% power need for Remote Armor Repair Systems


typeName: Cerberus
description:
  Hull: Caracal Class\nRole: Heavy Assault Ship\n\nNo cruiser currently in existence can match the superiority of the Cerberus's onboard missile system.  With a well-trained pilot jacked in, this fanged horror is capable of unleashing a hail of missiles to send even the most seasoned armor tankers running for cover.\n\nDeveloper:  Lai Dai\n\nMoving away from their traditionally balanced all-round designs, Lai Dai have created a very specialized - and dangerous - missile boat in the Cerberus.  Many have speculated that due to recent friction between Caldari megacorporations, LD may be looking to beef up their own police force with these missile-spewing monstrosities.\n\nCaldari Cruiser Skill Bonus: 5% bonus to Kinetic Missile damage and 10% bonus to Missile velocity per level\n\nHeavy Assault Ship Skill Bonus: 10% bonus Light Heavy Assault and Heavy Missile flight time and 5% bonus to Missile Launcher rate of fire per level


typeName: Onyx
description:
  Hull: Moa Class\nRole: Heavy Interdictor\n\nEffectively combining the trapping power of interdictors with the defensive capabilities of heavy assault ships, the heavy interdictor is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdictors are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes.  \n\nDeveloper: Kaalakiota \n\nAs befits one of the largest weapons manufacturers in the known world, Kaalakiota’s ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.\n\nCaldari Cruiser Skill Bonus: 5% bonus to kinetic missile damage and 5% bonus to shield resistances per level\n\nHeavy Interdictors Skill Bonus: 10% bonus to heavy assault and heavy missile velocity and 5% bonus to range of warp disruption fields per level\n\nNote: can fit warp disruption field generators


typeName: Vagabond
description:
  Hull: Stabber Class\nRole: Heavy Assault Ship\n\nThe fastest cruiser invented to date, this vessel is ideal for hit-and-run ops where both speed and firepower are required.  Its on-board power core may not be strong enough to handle some of the larger weapons out there, but when it comes to guerilla work, the Vagabond can't be beat.\n\nDeveloper: Thukker Mix\n\nImproving on the original Stabber design, Thukker Mix created the Vagabond as a cruiser-sized skirmish vessel equally suited to defending mobile installations and executing lightning strikes at their enemies.  Honoring their tradition of building the fastest vessels to ply the spacelanes, they count the Vagabond as one of their crowning achievements.\n\nMinmatar Cruiser Skill Bonus:  5% bonus to Medium Projectile Turret rate of fire and 5% bonus to max velocity per level\n\nHeavy Assault Ship Skill Bonus:  10% bonus to Medium Projectile Turret falloff range and 5% bonus to Medium Projectile Turret damage per level


typeName: Zealot
description:
  Hull: Omen Class\nRole: Heavy Assault Ship\n\nThe Zealot is built almost exclusively as a laser platform, designed to wreak as much havoc as its energy beams can be made to.  As a vanguard vessel, its thick armor and dazzling destructive power make it capable of cutting through enemy fleets with striking ease.  Zealots are currently being mass-produced by Viziam for the Amarr Navy.\n\nDeveloper: Viziam \n\nAs if in response to Khanid Innovation's shield-intensive designs, Viziam have for their starship design debut opted to neglect shield systems in favor of the strongest armor plating in cruiser history.  While not as multi-faceted as the Khanids' Sacrilege, the Zealot packs a pure punch few will forget.\n\nAmarr Cruiser Skill Bonus: 10% bonus to Medium Energy Turret capacitor use and 5% bonus to Medium Energy Turret rate of fire per level\n\nHeavy Assault Ship Skill Bonus:  10% bonus to Medium Energy Turret optimal range and 5% bonus to Medium Energy Turret damage per level


typeName: Ishtar
description:
  Hull: Vexor Class\nRole: Heavy Assault Ship\n\nWhile not endowed with as much pure firepower as other ships of its category, the Ishtar is more than able to hold its own by virtue of its tremendous capacity for drones and its unique hard-coded drone-control subroutines.\n\nDeveloper: CreoDron\n\nTouted as "the Ishkur's big brother," the Ishtar design is the furthest CreoDron have ever gone towards creating a completely dedicated drone carrier.  At various stages in its development process plans were made to strengthen the vessel in other areas, but ultimately the CreoDron engineers' fascination with pushing the drone carrier envelope overrode all other concerns.\n\nGallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 10% bonus to drone hitpoints and damage per skill level.\n\nHeavy Assault Ship Skill Bonus: +5 km bonus to Scout and Heavy Drone operation range and +50 m3 extra Drone Bay space per level


typeName: Eagle
description:
  Hull: Moa Class\nRole: Heavy Assault Ship\n\nBuilt on the shoulders of the sturdy Moa and improving on its durability and range, the Eagle is the next generation in Caldari gunboats.  Able to fire accurately and do tremendous damage at ranges considered extreme by any cruiser pilot,  this powerhouse will be the bane of anyone careless enough to think himself out of its range.\n\nDeveloper: Ishukone\n\nCaldari starship design is showing a growing trend towards armaments effective at high ranges, and in this arena, as in others, Ishukone do not let themselves get left behind; the Eagle was intended by them as a counter to the fearsome long-range capabilities of Lai Dai's Cerberus ship.\n\nCaldari Cruiser Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range per level and 5% bonus to shield resistances per level.\n\nHeavy Assault Ship Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range and 5% bonus to Medium Hybrid Turret damage per level


typeName: Broadsword
description:
  Hull: Rupture Class\nRole: Heavy Interdictor\n\nEffectively combining the trapping power of interdictors with the defensive capabilities of heavy assault ships, the heavy interdictor is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdictors are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes.  \n\nDeveloper: Core Complexion Inc.\n\nCore Complexion’s ships are unusual in that they favor electronics and defense over the “lots of guns” approach traditionally favored by the Minmatar.\n\nMinmatar Cruiser Skill Bonus: 5% bonus to medium projectile turret rate of fire and 5% bonus to shield resistances per level\n \nHeavy Interdictors Skill Bonus: 10% bonus to medium projectile turret falloff and 5% bonus to range of warp disruption fields per level\n\nNote: can fit warp disruption field generators


typeName: Muninn
description:
  Hull: Rupture Class\nRole: Heavy Assault Ship\n\nCommissioned by the Republic Fleet to create a powerful assault vessel for the strengthening of the Matari tribes as well as a commercial platform for the Howitzers and other guns produced by the Fleet, Boundless Creation came up with the Muninn.  Heavily armored, laden with turret hardpoints and sporting the latest in projectile optimization technology, this is the very definition of a gunboat.\n\nDeveloper: Boundless Creation\n\nBoundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as is humanly possible.  The Muninn is far from being an exception.\n\nMinmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 5% bonus to Medium Projectile Turret damage per level\n\nHeavy Assault Ship Skill Bonus: 10% bonus to Medium Projectile Turret optimal range and 7.5% bonus to Medium Projectile Turret tracking speed per level


typeName: Devoter
description:
  Hull: Maller Class\nRole: Heavy Interdictor\n\nEffectively combining the trapping power of interdictors with the defensive capabilities of heavy assault ships, the heavy interdictor is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdictors are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes.  \n\nDeveloper: Viziam\n\nViziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.\n\nAmarr Cruiser Skill Bonus: 10% reduction in medium energy turret capacitor use and 5% bonus to armor resistances per level\n\nHeavy Interdictors Skill Bonus: 5% bonus to medium energy turret rate of fire and 5% bonus to range of warp disruption fields per level\n\nNote: can fit warp disruption field generators


typeName: Sacrilege
description:
  Hull: Maller Class\nRole: Heavy Assault Ship\n\nKhanid's engineers have spent months perfecting the Sacrilege's on-board missile launcher optimization systems, making it a very effective heavy assault missile platform.  In addition, its supremely advanced capacitor systems make it one of the most dangerous ships in its class.\n\nDeveloper: Khanid Innovation\n\nIn an effort to maintain the fragile peace with the old empire through force of deterrence, Khanid Innovation have taken the Maller blueprint and morphed it into a monster.  State-of-the-art armor alloys, along with missile systems developed from the most advanced Caldari designs, mean the Sacrilege may be well on its way to becoming the Royal Khanid Navy's flagship cruiser.\n\nAmarr Cruiser Skill Bonus: 5% bonus to Heavy Assault Missile damage and 5% bonus to all armor resistances per level\n\nHeavy Assault Ship Skill Bonus:  5% reduction of capacitor recharge time and 5% bonus to Missile Launcher rate of fire per level


typeName: Phobos
description:
  Hull: Thorax Class\nRole: Heavy Interdictor\n\nEffectively combining the trapping power of interdictors with the defensive capabilities of heavy assault ships, the heavy interdictor is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdictors are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes.  \n\nDeveloper: Roden Shipyards \n\nUnlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.\n\nGallente Cruiser Skill Bonus: 5% bonus to medium hybrid turret damage and 5% bonus to armor resistances per level\n\nHeavy Interdictors Skill Bonus: 10% bonus to medium hybrid turret falloff per level and 5% bonus to range of warp disruption fields per level\n\nNote: can fit warp disruption field generators


typeName: Deimos
description:
  Hull: Thorax Class\nRole: Heavy Assault Ship\n\nSharing more tactical elements with smaller vessels than with its size-class counterparts, the Deimos represents the final word in up-close-and-personal cruiser combat.  Venture too close to this one, and swift death is your only guarantee.\n\nDeveloper: Duvolle Labs\n\nRumor has it Duvolle was contracted by parties unknown to create the ultimate close-range blaster cruiser.  In this their engineers and designers haven't failed; but the identity of the company's client remains to be discovered. \n\nGallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 5% less penalty to max capacitor capacity for Microwarpdrive usage per level\n\nHeavy Assault Ship Skill Bonus: 10% bonus to Medium Hybrid Turret falloff and 5% bonus to Medium Hybrid Turret damage per level


typeName: Storage Bin
description:
  The enclosed storage bin drifts quietly in space, waiting patiently to be pried open by a hungry looter.


typeName: Khanid Elite Fighter
description:
  This is a fighter for the Khanid Kingdom. It is protecting the assets of the Khanid Kindgom and may attack anyone it perceives as a threat.  Threat level: High


typeName: Manticore OLD
description:
  Hull: Kestrel Class\nDeveloper: Lai Dai\n\nLai Dai ships favor a balanced mix of ship systems making them very versatile but also making them less powerful in specific tactics.\n\nRole: Bomber\n\n15% X Bomber skill level bonus to light missile amd rocket ranges per bomber level


typeName: Manticore
description:
  Name: Manticore\nHull: Kestrel Class\nRole: Stealth Bomber\n\nSpecifically engineered to fire cruise missiles, stealth bombers represent the next generation in covert ops craft. Advanced techniques in spatial distortion technology enable them to potentially fly faster when cloaked than when uncloaked - a fact which, coupled with their considerable firepower, makes them extremely dangerous in the hands of an accomplished pilot.\n\nIn addition, stealth bombers' extremely advanced missile navigation subroutines are able to triangulate a cruise missile's trajectory in advance, resulting in a decreased factor of signature radius and making the missile more effective against smaller targets.\n\nDeveloper: Lai Dai\n\nLai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships. \n\nCaldari Frigate Skill Bonus: 5% bonus to Cruise Missile damage and -16.66% reduction in Explosion Radius of Cruise Missiles per level\n\nCovert Ops Skill Bonus: 5% bonus to Cruise Missile and bomb kinetic damage and multiplies the cloaked velocity by 125% per level\n\nRole Bonus: -99% reduction in Cruise Launcher powergrid needs, -99% reduction in Bomb Launcher CPU use and -100% targeting delay after decloaking\n\nNote: can fit covert cynosural field generators


typeName: Hound
description:
  Name: Hound\nHull: Breacher Class\nRole: Stealth Bomber\n\nSpecifically engineered to fire cruise missiles, stealth bombers represent the next generation in covert ops craft. Advanced techniques in spatial distortion technology enable them to potentially fly faster when cloaked than when uncloaked - a fact which, coupled with their considerable firepower, makes them extremely dangerous in the hands of an accomplished pilot.\n\nIn addition, stealth bombers' extremely advanced missile navigation subroutines are able to triangulate a cruise missile's trajectory in advance, resulting in a decreased factor of signature radius and making the missile more effective against smaller targets.\n\nDeveloper: Boundless Creation\n\nBoundless Creation ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as humanly possible. On the other hand, defense systems and "cheap tricks" like electronic warfare have never been a high priority.\n\nMinmatar Frigate Skill Bonus: 5% bonus to Cruise Missile damage and -16.66% reduction in Explosion Radius of Cruise Missiles per level\n\nCovert Ops Skill Bonus: 5% bonus to Cruise Missile and bomb explosive damage and multiplies the cloaked velocity by 125% per level\n\nRole Bonus: -99% reduction in Cruise Launcher powergrid needs, -99% reduction in Bomb Launcher CPU use and -100% targeting delay after decloaking\n\nNote: can fit covert cynosural field generators


typeName: Purifier
description:
  Name: Purifier\nHull: Inquisitor Class\nRole: Stealth Bomber\n\nSpecifically engineered to fire cruise missiles, stealth bombers represent the next generation in covert ops craft. Advanced techniques in spatial distortion technology enable them to potentially fly faster when cloaked than when uncloaked - a fact which, coupled with their considerable firepower, makes them extremely dangerous in the hands of an accomplished pilot.  \n\nIn addition, stealth bombers' extremely advanced missile navigation subroutines are able to triangulate a cruise missile's trajectory in advance, resulting in a decreased factor of signature radius and making the missile more effective against smaller targets.\n\nDeveloper: Viziam\n\nViziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.\n\nAmarr Frigate Skill Bonus: 5% bonus to Cruise Missile damage and -16.66% reduction in Explosion Radius of Cruise Missiles per level\n\nCovert Ops Skill Bonus: 5% bonus to Cruise Missile and bomb EM damage and and multiplies the cloaked velocity by 125% per level\n\nRole Bonus: -99% reduction in Cruise Launcher powergrid needs, -99% reduction in Bomb Launcher CPU use and -100% targeting delay after decloaking\n\nNote: can fit covert cynosural field generators


typeName: Purifier OLD
description:
  Hull: Rifter Class\nDeveloper: Brutor Angels\nRole: Assault Frigate \nSpecial: 90% less cpu need for Modules requiring Advanced Gunnery


typeName: Ishkur
description:
  Name:  Ishkur\nHull:  Incursus Class\nRole:  Assault Ship\n\nSpecialized as a frigate-class drone carrier, the Ishkur carries less in the way of firepower than most other Gallente gunboats.  With a fully stocked complement of drones and a skilled pilot, however, no one should make the mistake of thinking this vessel easy prey.\n\nDeveloper:  CreoDron\n\nAs the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers.  While sacrificing relatively little in the way of defensive capability, the Ishkur can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones. \n\nGallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage, 15% bonus to Shield and Armor Kinetic resistance and 10% bonus to Shield and Armor Thermal resistance per level\n\nAssault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and +5 Drone Bay capacity per level


typeName: Enyo
description:
  Name: Enyo\nHull: Incursus Class\nRole: Assault Ship\n\nThe single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there.  Ideal for use as point ships to draw enemy fire from more vulnerable friendlies.\n\nDeveloper:  Roden Shipyards\n\nUnlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generaly possess stronger armor.  Their electronics capacity, however, tends to be weaker than ships from their competitors.\n\nGallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage, 15% bonus to Shield and Armor Kinetic resistance and 10% bonus to Shield and Armor Thermal resistance per level\n\nAssault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and 7.5% bonus to Small Hybrid Turret Tracking Speed per level


typeName: Ammatar Slave Trader
description:
  This is a slave trader working for the Ammatar.  Slave traders often have to fend off hostile ships, such as Minmatar Freedom Fighters or bounty hunters, and therefore come well equipped to deal with any such encounters.  Slave traders are also known to attack remote settlements throughout the galaxy to bolster their supply of slaves.  The Minmatar Republic has put a bounty on the head of any known slaver.  Threat level: Deadly


typeName: Khanid Slave Trader
description:
  This is a slave trader working for the Khanid Kingdom.  Slave traders often have to fend off hostile ships, such as Minmatar Freedom Fighters or bounty hunters, and therefore come well equipped to deal with any such encounters.  Slave traders are also known to attack remote settlements throughout the galaxy to bolster their supply of slaves.  The Minmatar Republic has put a bounty on the head of any known slaver.  Threat level: Deadly


typeName: Amarr Slave Trader
description:
  This is a slave trader working for the Amarr Empire.  Slave traders often have to fend off hostile ships, such as Minmatar Freedom Fighters or bounty hunters, and therefore come well equipped to deal with any such encounters.  Slave traders are also known to attack remote settlements throughout the galaxy to bolster their supply of slaves.  The Minmatar Republic has put a bounty on the head of any known slaver.  Threat level: Deadly


typeName: Slaver
description:
  Slavers thrive in the lawless areas of the galaxy, and in the Amarrian territories which view the slave business as a legal profession.  Some slavers are notorious for their brutality and lack of morals, and will attack remote settlements without hesitation to capture innocent victims to be sold on the black market. The Minmatar Republic has been especially keen on setting bounties on all slave traders, as they bear a deep resentment and hatred towards slavery.


typeName: 100MN MicroWarpdrive II
description:
  Massive boost to speed for a very short time. The thrust that boosts the ship, and the corresponding maximum velocity bonus, are limited by the mass of the ship that uses this module. The sheer amount of energy needed to power this system means that it must use part of the capacitor output just to maintain the integrity of its warp containment field. \n\nPenalty: 25% penalty to max capacitor. \n\nNote: Battleship class module


typeName: Covert Ops
description:
  Covert operations frigates are designed for recon and espionage operation. Their main strength is the ability to travel unseen through enemy territory and to avoid unfavorable encounters  Much of their free space is sacrificed to house an advanced spatial field control system. This allows it to utilize very advanced forms of cloaking at greatly reduced CPU cost. Can not be trained on Trial Accounts.


typeName: Bombers
description:
  Bombers are frigates designed extremely long range missile bombardment. Their highly sophisticated assisted launch system is specificaly designed for light missiles and rockets allowing them to be fired accurately over much greater distances than normal. Can not be trained on Trial Accounts.


typeName: Deep Core Mining Laser I
description:
  A basic mining laser for deep core mining ore such as mercoxite. Very inefficient but does get the job done ... eventually


typeName: Homeless
description:
  In most societies there are those who, for various reasons, live a life considered below the living standards of the normal citizen.  These people are sometimes called tramps, beggars, drifters, vagabonds or homeless.  They are especially common in the ultra-capitalistic Caldari State, but are also found elsewhere in most parts of the galaxy.


typeName: Research Project Management
description:
  Skill at overseeing agent research and development projects.  Allows the simultaneous use of 1 additional Research and Development agent per skill level.


typeName: Arkonor Processing
description:
  Specialization in Arkonor processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Arkonor refining waste per skill level.


typeName: Bistot Processing
description:
  Specialization in Bistot processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Bistot refining waste per skill level.


typeName: Crokite Processing
description:
  Specialization in Crokite processing and refining.  Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Crokite refining waste per skill level.


typeName: Dark Ochre Processing
description:
  Specialization in Dark Ochre processing and refining.  Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Dark Ochre refining waste per skill level.


typeName: Gneiss Processing
description:
  Specialization in Gneiss processing and refining.  Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Gneiss refining waste per skill level.


typeName: Hedbergite Processing
description:
  Specialization in Hedbergite processing and refining.  Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency.  5% reduction in Hedbergite refining waste per skill level.


typeName: Hemorphite Processing
description:
  Specialization in Hemorphite processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency.  5% reduction in Hemorphite refining waste per skill level.


typeName: Jaspet Processing
description:
  Specialization in Jaspet processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency.  5% reduction in Jaspet refining waste per skill level.


typeName: Kernite Processing
description:
  Specialization in Kernite processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency.  5% reduction in Kernite refining waste per skill level.


typeName: Mercoxit Processing
description:
  Specialization in Mercoxit processing and refining.  Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency.  5% reduction in Mercoxit refining waste per skill level.


typeName: Omber Processing
description:
  Specialization in Omber processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency.  5% reduction in Omber refining waste per skill level.


typeName: Plagioclase Processing
description:
  Specialization in Plagioclase processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Plagioclase refining waste per skill level.


typeName: Pyroxeres Processing
description:
  Specialization in Pyroxeres processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency. 5% reduction in Pyroxeres refining waste per skill level.


typeName: Scordite Processing
description:
  Specialization in Scordite processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency.  5% reduction in Scordite refining waste per skill level.


typeName: Spodumain Processing
description:
  Specialization in Spodumain processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency.  5% reduction in Spodumain refining waste per skill level.


typeName: Veldspar Processing
description:
  Specialization in Veldspar processing and refining. Allows a skilled refiner to utilize substandard refining facilities at considerably greater efficiency.  5% reduction in Veldspar refining waste per skill level.


typeName: Scrapmetal Processing
description:
  Specialization in Scrapmetal processing and refining. Increases reprocessing returns for modules, ships and other reprocessable equipment. 5% reduction in ship and module refining waste per skill level.


typeName: Small Artillery Specialization
description:
  Specialist training in the operation of advanced Small Artillery.  2% bonus per skill level to the damage of small turrets requiring Small Artillery Specialization.


typeName: Medium Artillery Specialization
description:
  Specialist training in the operation of advanced Medium Artillery.  2% bonus per skill level to the damage of medium turrets requiring Medium Artillery Specialization.


typeName: Large Artillery Specialization
description:
  Specialist training in the operation of advanced Large Artillery.  2% bonus per skill level to the damage of large turrets requiring Large Artillery Specialization.


typeName: Medium Beam Laser Specialization
description:
  Specialist training in the operation of advanced medium beam lasers. 2% bonus per skill level to the damage of medium turrets requiring Medium Beam Laser Specialization.


typeName: Large Beam Laser Specialization
description:
  Specialist training in the operation of advanced large beam lasers. 2% Bonus per skill level to the damage of large turrets requiring Large Beam Laser Specialization.


typeName: Medium Railgun Specialization
description:
  Specialist training in the operation of advanced medium railguns. 2% bonus per skill level to the damage of medium turrets requiring Medium Railgun Specialization.


typeName: Large Railgun Specialization
description:
  Specialist training in the operation of advanced large railguns. 2% bonus per skill level to the damage of large turrets requiring Large Railgun Specialization.


typeName: Medium Autocannon Specialization
description:
  Specialist training in the operation of advanced medium autocannons. 2% bonus per skill level to the damage of medium turrets requiring Medium Autocannon Specialization.


typeName: Large Autocannon Specialization
description:
  Specialist training in the operation of advanced large autocannons. 2% Bonus per skill level to the damage of large turrets requiring Large Autocannon Specialization.


typeName: Small Blaster Specialization
description:
  Specialist training in the operation of advanced small blasters. 2% bonus per skill level to the damage of small turrets requiring Small Blaster Specialization.


typeName: Medium Blaster Specialization
description:
  Specialist training in the operation of advanced medium blasters. 2% bonus per skill level to the damage of medium turrets requiring Medium Blaster Specialization.


typeName: Large Blaster Specialization
description:
  Specialist training in the operation of advanced large blasters. 2% Bonus per skill level to the damage of large turrets requiring Large Blaster Specialization.


typeName: Small Pulse Laser Specialization
description:
  Specialist training in the operation of small pulse lasers. 2% bonus per skill level to the damage of small turrets requiring Small Pulse Laser Specialization.


typeName: Medium Pulse Laser Specialization
description:
  Specialist training in the operation of advanced medium pulse lasers. 2% bonus per skill level to the damage of medium turrets requiring Medium Pulse Laser Specialization.


typeName: Large Pulse Laser Specialization
description:
  Specialist training in the operation of advanced large pulse lasers. 2% bonus per skill level to the damage of large turrets requiring Large Pulse Laser Specialization.


typeName: Amarr Control Tower
description:
  The Amarr have always been fond of majestic and intimidating constructions. Their Control Towers do not deviate from that tradition and are truly big and powerful structures, intended more for preservation of territorial interests than commercial benefits.\n\nRacial Bonuses:\n50% bonus to Energy Sentry Optimal Range\n25% bonus to Energy Sentry Damage\n50% bonus to Silo Cargo Capacity


typeName: Gallente Control Tower
description:
  Gallente Control Towers are more pleasing to the eye than they are strong or powerful. They have above average electronic countermeasures, average CPU output, and decent power output compared to towers from the other races, but are quite lacking in sophisticated defenses.\n\nRacial Bonuses:\n25% bonus to Hybrid Sentry Damage\n100% bonus to Silo Cargo Capacity


typeName: Ship Maintenance Array
description:
  Mobile hangar and fitting structure. Used for ship storage and in-space fitting of modules contained in a ship's cargo bay.


typeName: Refining Array
description:
  An anchorable refining outpost, able to take raw ores and process them into minerals.  Has a lower rate of yield than in-station refineries, but due to its mobile nature it is very valuable to frontier industrialists who operate light years away from the nearest permanent installation.\n\nRefining yield efficiency does not apply to ice ores, which are always refined at the maximum efficiency the operator is capable of.\n\nNOTE: If the array's control tower runs out of fuel while the array is in the middle of a processing operation, the materials being refined will be irrevocably lost.


typeName: Medium Intensive Refining Array
description:
  An anchorable refining outpost, able to take raw ores and process them into minerals. By using much more intensive processes, this refinery is able to achieve much better yield than the standard variant, but at the cost of being very CPU, Power and time intensive.\n\nRefining yield efficiency does not apply to ice ores, which are always refined at the maximum efficiency the operator is capable of.\n\nNOTE: If the array's control tower runs out of fuel while the array is in the middle of a processing operation, the materials being refined will be irrevocably lost.


typeName: Sovereignty
description:
  Advanced corporation operation. +1000 corporation members allowed per level. \n\nNotice:  the CEO must update his corporation through the corporation user interface before the skill takes effect


typeName: University Escort Ship
description:
  This is an escort ship for a major university.  These ships are usually well equipped, and are normally used for escorting personelle transports.  They can prove to be quite dangerous as they are designed to fend off pirates in low secure space. Threat level: Deadly


typeName: Sarrah
description:
  Being a part of the infamous pirate group going by the name of "The Seven", Sarrah is a threat not to be taken lightly.  These scoundrels have looted countless convoys in high secure space, as well as being suspects for various high profile kidnappings throughout the galaxy.  Concord has placed a high bounty on their heads.  Threat level: Very high


typeName: Schmidt
description:
  Being a part of the infamous pirate group going by the name of "The Seven", Schmidt is a threat not to be taken lightly.  These scoundrels have looted countless convoys in high secure space, as well as being suspects for various high profile kidnappings throughout the galaxy.  Concord has placed a high bounty on their heads. Threat level: Deadly


typeName: Olufami
description:
  Being a part of the infamous pirate group going by the name of "The Seven", Olufami is a threat not to be taken lightly.  These scoundrels have looted countless convoys in high secure space, as well as being suspects for various high profile kidnappings throughout the galaxy.  Concord has placed a high bounty on their heads. Threat level: Deadly


typeName: Elena Gazky
description:
  Being a part of the infamous pirate group going by the name of "The Seven", Elena Gazky is a threat not to be taken lightly.  These scoundrels have looted countless convoys in high secure space, as well as being suspects for various high profile kidnappings throughout the galaxy.  Concord has placed a high bounty on their heads. Threat level: Deadly


typeName: Zor
description:
  Little is known about "Zor", other than the fact he is part of an infamous pirate gang going by the nickname "The Seven".  Concord lists him as their second in command, and has placed a very high bounty on his head.  The Seven have allegedly taken part in numours high profile kidnappings throughout the galaxy, as well as ambushing convoys and drug smuggling activity.  All of them go by aliases to hide their identity, and to date no knowledge exists about their origins. Threat level: Deadly


typeName: Medium Nosferatu I
description:
  Drains energy from the target ship and adds it to your own. This is a more powerful version  designed for cruiser class ships


typeName: Heavy Nosferatu I
description:
  Drains energy from the target ship and adds it to your own. This huge unit is designed for battleship class ships


typeName: Ancient Acceleration Gate
description:
  This is a ancient device that rumour says will hurtle those that come too close to faraway places.  Wary travelers stay away from them as some that have ventured too close have never been seen again.


typeName: Ballistic Control System I
description:
  A computer system designed for monitoring and guiding missiles in flight, thus allowing for superior effectivenes and lethality. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Ballistic Control System I Med Power
description:
  A computer system designed for monitoring and guiding missiles in flight , thus allowing for superior effectivenes and lethality. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.


typeName: Smuggler route stargate
description:
  The old smuggling route gates were built by a coalition of Minmatar rebels and various pirate factions as a means to travel quickly and discreetly between the outer regions of space. They are favored by many to whom Empire Space is too high-profile and wish to keep a good distance from the vigilant fleet commanders of CONCORD.


typeName: Test Dummies
description:
  These plastic dummies are used for the testing process of various products, including biopods, personal vehicles and gravimetric compressors.


typeName: Angel Copper Tag
description:
  This copper tag carries the rank insignia equivalent of a private within the Angel Cartel pirate organization. It may prove valuable if turned in at proper authorities.


typeName: Angel Ship Log 137863054
description:
  This salvaged data from a destroyed Angel vessel reveals the following:\n"I am continuing mission to raid the tradelines of the periphery. Seems like the gates have gone quiet for now, which should give me time to repair the damage the last conservative bleep did to my munitions hold. I only hope I'll get an order soon from commander Barnac to return home to our asteroid processing facility in Illinfrik. I miss the rusty crawlways despite their stink. Perhaps I'll have time to have some more fun with the slaves."


typeName: Angel Ship Log 165462566
description:
  This salvaged data from a destroyed Angel vessel reveals the following:\n"We faced heavy onslaught from a group of mercenaries seemingly after our loot that we've pillaged across the region. Rakner surprised one of them with a scrambler, allowing the rest of us to take them out after a few moments of intense fighting. According to our latest mission declaration, we are to get some reinforcements from our 'roid processing facility in Nedegulf. I hope they won't be as green as the last batch. That group of wannabe pirates ended up as floating stiffs at the first sign of trouble."


typeName: Angel Ship Log 109285473
description:
  This salvaged data from a destroyed Angel vessel reveals the following:\n"My communication systems should be back online in a matter of days. The hit had disintegrated the sidejack powercables and shredded the delicate wiring inside the touplet. I've managed to dig up some spare cables, but in the end I know I'll have to get new parts at our asteroid processing facility in Hardbako."


typeName: Angel Ship Log 174132231
description:
  This salvaged data from a destroyed Angel vessel reveals the following:\n"I'm jonesin' for a juicy bottle of spiced wine. When I close my eyes to sleep, I see myriad frozen corpses drifting towards me. I think this job is getting to me. Just a friggin bottle of wine! That's all I ask. That's it, after this day's raiding duty, I'll head over to the Sin City complex in Lasleinur and get me some liquor. I've heard they have a nice stash of juice there. They sure won't get to drink those heaps of barrels all on their own."


typeName: Angel Ship Log 141490454
description:
  This salvaged data from a destroyed Angel vessel reveals the following:\n"Our plundering fleet is invincible! We've taken down two convoys in the first hour of pillaging. I still have the explosion of their sundering ships burnt into my vision. Oh, how their burning corpses kindle my soul. We took a few of the survivors captive, including a saucy Brutor chick that I'll have to introduce to the boys at the 'roid processing facility in Altrinur. I hope I'll get my long overdue promotion at last."


typeName: Angel Ship Log 349584483
description:
  This salvaged data from a destroyed Angel vessel reveals the following:\n"The explosive package that the boss told me to deliver to the Senate seems to have gone off in one of our cargo ships. The hold's contents are now drifting in the void, attracting scavengers of all sorts. To finish the mission, I will have to go to the installation in LN-56V and pick up a new device. The Senate's new order must be suppressed."


typeName: 200mm Railgun I
description:
  The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: 200mm Railgun II
description:
  The 200mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires either regular or advanced hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: 350mm Railgun I
description:
  The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium.


typeName: 350mm Railgun II
description:
  The 350mm railgun works much the same as its big brother except that it is considerably faster but also less powerful. The accurate range of railguns is very good, but due to technical limitations it cannot use onboard guidance. This results in a fairly rapid drop in accuracy at extreme ranges. \n\nRequires either regular or advanced hybrid ammo types: Antimatter, Iridium, Iron, Lead, Plutonium, Thorium, Tungsten, Uranium, Javelin, Spike.


typeName: EM Shield Compensation
description:
  To active shield hardeners: 3% bonus per skill level to Shield EM resistance when the modules are not active \nTo passive shield hardeners: 5% bonus per skill level to Shield EM resistance


typeName: Kinetic Shield Compensation
description:
  To active shield hardeners: 3% bonus per skill level to Shield Kinetic resistance when the modules are not active\nTo passive shield hardeners: 5% bonus per skill level to Shield Kinetic resistance


typeName: Explosive Shield Compensation
description:
  To active shield hardeners: 3% bonus per skill level to Shield Explosive resistance when the modules are not active\nTo passive shield hardeners: 5% bonus per skill level to Shield Explosive resistance


typeName: Angel Ship Log 303445882
description:
  This salvaged data from a destroyed Angel vessel reveals the following:\n"Cannons! We need big friggin cannons! Not those micro autocannons they use for target practice. If only the wing commander would wake up from his stupidity and get us some real weaponry. I want one of heavy metal howitzers they keep at our Sin City complex in Aeditide. He says it's more economic this way. Which is another way of saying that he's the only one with a clone contract and doesn't give a damn whether we make it out alive or not."


typeName: Angel Ship Log 343873495
description:
  This salvaged data from a destroyed Angel vessel reveals the following:\n"Toilet duty is more exciting than this. I've seen graveyards with more life than this raiding party. These guys are totally devout of the gene of humor-appreciation. So what if I podded my wingman!? He had a clone contract back at our installation in RD-FWY. Why did nobody find that funny? I mean, he had it coming in that goofy ship of his. He'd even spilt some quafe in his goo pod the day before, making the explosion all the more colorful. C'mon, I just had to do it."


typeName: Angel Ship Log 523366291
description:
  This salvaged data from a destroyed Angel vessel reveals the following coded message:\n"O4: core omega at HG8 delta. Caution. O7: spin kappa to NZPK-G. O1: trail iota with epsilon on B15. Proceed beta delta O3 and rearm. O2: return."


typeName: Angel Ship Log 583225679
description:
  This salvaged data from a destroyed Angel vessel reveals the following partly coded message:\n"Orders: Take m98 and raid convoy at I-0,32. Continue to echo 5 and group up with K6 and G3 at the rendezvous point 832 parsecs from region border. Take loot and surviving ships to shipyard at 77S8-E. Pick up some spiced wine and rock whiskey and meet my fleet 125 parsecs from the Golgothan Fields."


typeName: Blood Raider Log 137393941
description:
  This salvaged data from a destroyed Blood Raider vessel reveals the following:\n"We've experienced heavy casualties since the Empire fleet attacked our outpost in the Outer Ring. We've collected the blood from the wounded and drained the salvaged corpses of the enemy. According to the orders from the cathedral, we are to deliver the barrels to the outpost in the Ainsan system."


typeName: Blood Raider Log 118338758
description:
  This salvaged data from a destroyed Blood Raider vessel reveals the following communication log:\n"Local > What more do you ask of me, Cardinal Sarikusa?\nOmir Sarikusa > I want you to meet up with three of my Blood Seekers at the outpost in Tegheon. Follow them on this blood quest to collect nine barrels of clone-blood, devoid of any impurities.\nLocal > Yes, Cardinal. What should I do with the blood from the Piri colony?\nOmir Sarikusa > Spill it! All I want is pure clone-blood. Anything else is contaminated. Is that clear?\nLocal > As you wish, Cardinal. I will do as you command.\nEnd of Transmission."


typeName: Blood Raider Log 114019732
description:
  This salvaged data from a destroyed Blood Raider vessel reveals the following:\n"The Sani Sabik ritual is soon coming up and I fear I haven't reached the quota. I've already deposited 600 liters to my storeroom in the outpost at Gasavak. If our raiding party can drain 80 more pilots in the coming week, we should be able to make it."


typeName: Logic
description:
  SOCT Advanced intelligence training. While this training obviously is of great value to anyone, the most impressive results are achieved by students with great latent potential. These students develop an intuitive understanding of complex patterns and are able to grasp esoteric concepts with incredible ease.  \n\nAdds 1 additional point to your Intelligence attribute per skill level.


typeName: Blood Raider Log 189897223
description:
  This salvaged data from a destroyed Blood Raider vessel reveals the following:\n"My prayers have not been answered. Perhaps I have fallen from grace since the incident back at the outpost in Huola. I may have to make up for it in some way. It's hard to do anything now after a few of the brothers were taken into custody by those heretic Concord officials. May the curse of the Sani Sabik fall on those wretched souls."


typeName: Blood Raider Log 167593883
description:
  This salvaged data from a destroyed Blood Raider vessel reveals the following:\n"The directions that I was given were very vague. All I know is that I am supposed to go from our outpost in Jedandan, ferrying some drums of blood to another of our outposts in Miroona. I was told the location in Miroona was to be a very obvious one if I started to look from the sun, but it's hard to tell what they mean. I know they want the five liters in my own body. If this turns out to be another ambush, I have fitted my ship with a micro warpdrive fast enough to scoot out of range of their leeching lasers."


typeName: Blood Raider Log 397001231
description:
  This salvaged data from a destroyed Blood Raider vessel reveals the following:\n"These frequency crystals are all but burnt out. According to the raid bishop, there's plenty at the depot in the 8RQJ-2 system. If things slow down around here, I might find time to jet over there and pick up a few crystals and maybe get some real, warm sustenance in the way."


typeName: Blood Raider Log 335499422
description:
  This salvaged data from a destroyed Blood Raider vessel reveals the following:\n"I snuck back in the cargo hold yesterday and ripped one of the canister lids off. I just had to taste it. According to the cardinal it's supposed to make you immortal. It tasted ok at first, but after  I swallowed a whole cupful my stomache rebelled and threw it all back up. I don't think anyone will notice my breakfast floating in there, and if they do, I'll be long gone to our Sota outpost."


typeName: Blood Raider Log 389314943
description:
  This salvaged data from a destroyed Blood Raider vessel reveals the following:\n"The ship is breaking apart. I can hear the plating peeling away and the superstructure groans when I warp. I think somebody should do it a favor and just blast the damn thing, preferably without me inside it. A new ship would be waiting for me at the depot in Q-02UL, but I'd have to buy some new modules since the old ones are way past their expiration date."


typeName: Blood Raider Log 534970023
description:
  This salvaged data from a destroyed Blood Raider vessel reveals the following coded message:\n"Sarasomi al tokune ra'popune. Kente ba'al rapontes al pheton de'skran o malen Sani Sabik. Dorurem tokun o batine sat dori am Z-XX2J. Meronam taru."


typeName: Presence
description:
  SOCT Advanced social consciousness training. While this training obviously is of great value to anyone, the most impressive results are achieved by students with great latent potential.  Training in this skill allows a student to develop heightened mental sensitivity, to the point of being able to sense the surface mood and emotions of a person.\n\nAdds 1 additional point to your Charisma attribute per skill level.


typeName: Blood Raider Log 518719843
description:
  This salvaged data from a destroyed Blood Raider vessel reveals the following code:\n"Secret Base Sys: 0-NTIS"


typeName: Eidetic Memory
description:
  SOCT Advanced mnemonic training. While this training obviously is of great value to anyone, the most impressive results are achieved by students with great latent potential, allowing them to recall nearly anything they have ever experienced with total lucidity.\n\nAdds 1 additional point to your Memory attribute per skill level.


typeName: Focus
description:
  SOCT Advanced self-discipline training. While this training obviously is of great value to anyone, the most impressive results are achieved by students with great latent potential. These students are able to remain focused and alert under extreme pressure, and can ignore pain and fatigue for extended periods of time. \n\nAdds 1 additional point to your Willpower attribute per skill level.


typeName: Clarity
description:
  SOCT Advanced awareness training. While this training obviously is of great value to anyone, the most impressive results are achieved by students with great latent potential. These students develop almost superhuman sensory abilities and can react to stimuli so fast that, to the untrained eye, it almost seems as if they can predict the future. \n\nAdds 1 additional point to your Perception attribute per skill level.


typeName: Amarr Navy Apocalypse
description:
  Only those in high favor with the Emperor can earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. These metallic monstrosities see to it that the word of the Emperor is carried out among the denizens of the Empire and beyond.  Threat level: Deadly


typeName: Gallente Navy Megathron
description:
  The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.\n  Threat level: Deadly


typeName: Caldari Navy Raven
description:
  The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty.  Threat level: Deadly


typeName: Khanid Mashtori
description:
  The Khanid Mashtori are an elite sect of bounty hunters which work exclusively for the Khanid royalty.  It is not uncommon for them to operate a battleship or lead a fleet of Khanid ships in times of war.   Threat level: Deadly


typeName: Caldari Navy Blackbird
description:
  The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. What it lacks in armor strength it more than makes up with maneuverability and stealth. The Blackbird is not intended for head-on slugfests, but rather delicate tactical situations.  Threat level: Deadly


typeName: Atron much HP
description:
  The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although the Atron is a good harvester when it comes to mining, its main ability is as a combat vessel.Special Ability: 5% bonus to targeting range and Small Hybrid Turret damage per skill level.


typeName: Skunk Cruise Missiles
description:
  Skill with manually targeted missiles.Special: 5% Bonus to Targeted (light, heavy and cruise) missile max velocity per skill level.


typeName: Republic Fleet Stabber
description:
  The Stabber is the mainstay of the Minmatar fleet. It is light and extremely fast, yet surprisingly powerful, with a wide variety of weapons. It is one of few Minmatar vessels that have reached popularity outside Minmatar space.  Threat level: Deadly


typeName: Amarr Navy Omen
description:
  The Omen is a good example of the sturdy and powerful cruisers of the Amarr, with super strong armor and defenses. It also mounts multiple turret hardpoints.  Threat level: Deadly


typeName: Gallente Navy Vexor
description:
  The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks.  Threat level: Deadly


typeName: Missile Projection
description:
  Skill at boosting missile bay propulsion systems and manipulating guided missiles' jet engines.  10% bonus to all missiles' maximum velocity per level.


typeName: Serpentis Ship Log 12682884
description:
  This salvaged data from a destroyed Serpentis vessel reveals the following:\n"The two dealers that contacted me from Stacmon were both the regular low-life scum I'm used to dealing with. They told me they'd find me at outpost in Ainaille. These are no high-rollers and are dealing in a few hundreds of Nerve Sticks at most. I think I've got some sticks on me, but joined with the stash I have in Slays, I should be able to facilitate their needs."


