Eve Flying A Titan



While playing EVE, a Caldari Titan appeared in the system of Luminaire. We have no idea why it was there or what it was for. Was it marking some sort of even. However, don't even think about doing so without a proper alliance otherwise the first time you will undock your titan will be your last. Flying big isn't a requirement in the game. You can have fun flying a small T1 frigate. Also being able to fly and having all the necessary skill to do so are 2 completely different things.

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Battleships

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Capital ships

Non-combat

Industrials
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Ships by faction

Amarr
Caldari
Gallente
Minmatar
ORE
Pirates

Capital ships (Dreadnoughts, Carriers, Force Auxiliaries, Supercarriers ('Motherships'), Titans and Rorquals) are the largest player-piloted ships in EVE. Capitals can only operate outside of high-sec space. While they can use stargates to travel (except to high-sec), they can also jump between star systems using built-in jump drives.

The largest capital ships (Supercarriers and Titans, collectively known as 'supercapitals') are so large that they can only dock in Keepstars. Additionally, supercapitals can only be built in systems with a Supercapital Construction Facilities in the Infrastructure Hub, thus building them is restricted to Sovereign Nullsec. This combined with their being no wormhole types that are large enough for supercarriers means that supercapital ships cannot be encountered in wormhole space. (While there is one Wormhole class, K329 Nullsec->C4, which is large enough for a supercarrier to travel, wormholes of that class never generate.)

Most defensive and utility modules designed for subcapital ships can also be used on capital ships. However, there are also certain capital-ship-sized modules which can only be used on capital ships, and some modules whose functions are entirely unique to capital ships. The Capital Ship Modules page details these unique modules.

A long, long time ago..
It was once possible to build capital ships in highsec, so there are still a few that never jumped out of the system they were built in. If they ever do jump out, they will never be able to return, and while they're in highsec they are not allowed to be used for anything that gives the owner any kind of advantage compared to someone that does not own a high sec capital ship; during wars, they're not even allowed to undock. If the pilot breaks these rules, he or she will receive a temporary ban, and the capital ship will be moved to a station in a nearby low sec system.

Additionally, capital ships were considerably rebalanced in the Citadel expansion (Spring 2016), in particular introducing Force Auxiliary capital ships.


Docking

TypeStationCitadelEngineering ComplexRefinery
NPC StationAstrahus (M)Fortizar (L)Keepstar (XL)Raitaru (M)Azbel (L)Sotiyo (XL)Athanor (M)Tatara (L)
Capitals12
Super-Capitals1
  1. Can be built here, but not dock again once undocked.
  2. Rorquals can dock.

Dreadnoughts

Main article: Dreadnoughts

Dreadnoughts ('dreads') are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. This is achieved through the siege module which can only be fitted to dreadnoughts. A Sieged Dreadnought is immobilized, and cannot receive remote repairs or targeted assistance from allies, but in exchange is nearly immune to electronic warfare and gains significant bonuses to local repair modules. Dreadnoughts cannot deal meaningful damage without entering Siege.

  • Revelation
  • Phoenix
  • Moros
  • Naglfar
  • Vehement
  • Chemosh
  • Caiman
  • Zirnitra

Carriers

Main article: Carriers

Carriers are capital ships with the ability to control Light and Support Fighters (frigate-sized drones). They also have the ability to store 1,000,000 m3 of assembled ships in their ship maintenance bay so pilots who lose their ships can quickly pick up a new one. Other ships from the carrier pilot's corporation (or fleet, depending on the carrier's settings) can also use it to refit in space.

Carriers (and their supercapital counterparts, supercarriers) generally serve as anti-subcapital ships. To facilitate this role, they have access to the powerful Networked Sensor Array, which increases their scan resolution but removes their ability to use electronic warfare modules and disables their warp drive while it is active.

Carriers are also able to equip Command Bursts.

  • Archon
  • Chimera
  • Thanatos
  • Nidhoggur

Force Auxiliaries

Main article: Force Auxiliaries

Eve Flying A Titan Movie

Force Auxiliaries (singular: 'Force Auxiliary', sometimes abbreviated as 'FAX') are capital-sized logistics and fleet boosting ships. Force Auxiliaries receive bonuses to logistics drones. Most of the Force Auxiliaries'remote repair power is caused by the triage module which can only be fitted to them. The triage module works similar to the dreadnought's siege module: when active, the FAX is immobilized, and cannot receive remote repairs, but is resistant to electronic warfare and gains massively improved local and outgoing remote repair power. However, the triage module does not reduce the capacitor cost of these repair modules, making FAXes extremely cap-hungry, a fact which many FAX fits reflect in their multiple capacitor injectors.

  • Apostle
  • Minokawa
  • Ninazu
  • Lif
  • Dagon
  • Loggerhead

Supercarriers

Main article: Supercarriers

Supercarriers are a more powerful version of carriers with the additional ability to control Heavy Fighters, allowing them to effectively engage other capital and supercapital ships.

Supercarriers are also able to equip Burst Projectors, fleet-scale area-of-effect electronic warfare systems.

  • Aeon
  • Wyvern
  • Nyx
  • Hel
  • Revenant
  • Vendetta

Titans

Main article: Titans

Titans are the largest and most powerful ships in EVE, able to fit several unique modules such as Doomsday devices, Jump Portal Generators, and Phenomena Generators.

  • Avatar
  • Leviathan
  • Erebus
  • Ragnarok
  • Vanquisher
  • Molok
  • Komodo

Capital Industrial Ship: The Rorqual

Main article: Rorqual

This ship is primarily intended for deep space mining support. It has a maintenance bay, corporate hangar, a huge ore hold, and the ability to fit bonused mining leadership links. The Rorqual can fit capital tractor beams and clone vat bays. In addition, the Rorqual has a jump drive and the ability to compress ore. The Rorqual does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that. The Rorqual has a non-capital little sister, the Orca, that can be seen supporting many highsec mining fleets.

  • Rorqual

Other Ships

In general, when capital ships are being discussed, it is the above ships that are referred to. However in certain contexts, other ships can also be considered capital ships.

  • The market group 'capital ships' also includes Freighters and Jump Freighters. Freighters are constructed using capital ship components, however they can operate in high-sec.
  • The Orca sits on the border between capital and subcapital, as while it can only equip battleship-sized modules and does not require capital skills, it is much more durable than any battleship, it is constructed from capital ship components, and like other capital ships it is immune to the Micro Jump Field Generator of Command Destroyers.

History

Since their initial introduction in 2005 with the Red Moon Rising expansion, most recently in the April 2016 Citadel expansion, all combat related capital ships have received major overhauls to stats, bonuses, and abilities.

Initially, capital ships had very little impact on the events in EVE. Small groups scrambled to be the first to field dreadnought fleets in order to bring down player owned starbases (POSes) which previously only had been possible with large fleets. Carrier fleets were also developed in order to bulk up the damage output of corporations and alliances with many low skilled pilots by remotely assigning fighter drones. In lowsec, groups of pirates found a use for 'hot dropping' carriers into ongoing engagements to turn the tide with the properly applied remote repair of a skilled pilot. In this phase of the game evolution, titans and supercarriers (also known as motherships) were regarded as nearly unbuildable, with the first one to officially be created costing the building alliance dozens of POSes, an outpost and their entire presence in nullsec. It took a almost a full year for the first titan to be revealed, and for that entire time - and a few months after - they were regarded as completely useless ships.

However, with continued expansion of the ranks of capital pilots, carriers began to be deployed on the front lines of battleship-class conflicts to great effect, while fleets of ten, twenty, or thirty dreadnoughts could wipe out a hardened tower in less than thirty minutes - a feat previously unheard of without at least 100-150 battleship pilots. The introduction of titans to nullsec combat meant the death of hundreds of enemy ships in the blink of an eye, and alliance warfare was changed forever - capital ships had made their presence felt, and they were here to stay.

Capital ships as a whole were rebalanced upon the release of the April 2016 Citadel expansion. A large number of capital-size modules were added to the game, including armor plates, shield extenders, and capital electronic warfare modules, in order to facilitate more strategic capital ship fittings. The hitpoints of all capital shields, armor, and hull were reduced, and supercapitals were made vulnerable to electronic warfare, though they remain very resistant. Additionally, both a fleet hangar and ship maintenance bay were added to all dreadnoughts to make them more appealing for beginner capital pilots.

The Citadel expansion also introduced a new capital ship class: the force auxiliary. Force auxiliaries are capital logistics platform, and inherited the role from carriers, which were converted to offensive ships. The triage module, previously unique to carriers, was reassigned to be unique to the new force auxiliaries, and any carrier equipped with a triage module upon Citadel's release was converted into a force auxiliary ship of the same race. Force auxiliaries cannot launch fighters, and instead have a very large drone bay and bonuses to logistics drone performance.

See Also

Retrieved from 'https://wiki.eveuniversity.org/index.php?title=Capital_ships&oldid=151459'
EVE University offers
a class on:

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

Mogalirekulu more episodes in facebook page

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

Mechanics

Looting wrecks

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

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

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

The colour of the wreck icon indicates:

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

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

Salvaging wrecks

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

Flying
  • A Salvager (a high slot module), or

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

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

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

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

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

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

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

Salvaging equipment

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

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

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

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

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

Other useful modules:

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

Ships

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

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

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

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

Fitting a salvaging ship

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

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

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

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

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

Skills

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

Spaceship skills:

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

Other skills to train:

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


Practical salvaging

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

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

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

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

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

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

Salvaging for yourself

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

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

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

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

Fleets

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

Wormholes

See also: Wormhole Space

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

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

Uses for salvage

Tech I and Tech II Salvage materials

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

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

Salvaging and the law

Main article: Ninja Salvaging and Stealing

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

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

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

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

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

Salvaging efficiency

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

Salvaging chance = base access chance + bonuses

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

Base access chance

The base access chance is determined by the wreck type:

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

Bonuses

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

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

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

If you're using Salvage Drones, they improve your salvaging chance by 3%, plus 2% for each level of the Salvage Drone Operation skill you have trained (up to a total of +13% at skill level V). There are no other ways of improving the salvaging chance of salvage drones.

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

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

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

Salvaging time

Salvager modules

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

The following setups are used:

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

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

Several conclusions can be drawn from this table and graph:

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

Salvage drones

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

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

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

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

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

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

Salvage Distribution

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

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

References

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  1. ^For details on the math, see expected value on Wikipedia
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